phaser/v3/src/input/mouse/MouseManager.js
Michael Hadley d563cabadd Improved pointer lock api
Some improvements over v2:
- You can access movementXY on pointer without needing to perform a manual `resetMovement()`
- Fixes bug where `releasePointerLock` would unregister event listeners before a final `pointerLockChange` could be called. Results in mouse.locked not having the right state and a final 'POINTER_LOCK_CHANGE_EVENT' not firing.
2017-12-08 17:05:05 -06:00

165 lines
5.1 KiB
JavaScript

var Class = require('../../utils/Class');
var Features = require('../../device/Features');
var MouseEvents = require('./events');
// https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent
// https://github.com/WICG/EventListenerOptions/blob/gh-pages/explainer.md
var MouseManager = new Class({
initialize:
function MouseManager (inputManager)
{
this.manager = inputManager;
// @property {boolean} capture - If true the DOM mouse events will have event.preventDefault applied to them, if false they will propagate fully.
this.capture = false;
this.enabled = false;
this.target;
this.handler;
/**
* @property {boolean} locked - If the mouse has been pointer locked successfully this will
* be set to true.
*/
this.locked = false;
},
boot: function ()
{
var config = this.manager.config;
this.enabled = config.inputMouse;
this.target = config.inputMouseEventTarget;
if (!this.target)
{
this.target = this.manager.game.canvas;
}
if (config.disableContextMenu)
{
this.disableContextMenu();
}
if (this.enabled)
{
this.startListeners();
}
},
disableContextMenu: function ()
{
document.body.addEventListener('contextmenu', function (event)
{
event.preventDefault();
return false;
});
return this;
},
/**
* If the browser supports it, you can request that the pointer be locked to the browser window.
* This is classically known as 'FPS controls', where the pointer can't leave the browser until
* the user presses an exit key. If the browser successfully enters a locked state, a
* 'POINTER_LOCK_CHANGE_EVENT' will be dispatched - from the game's input manager - with an
* `isPointerLocked` property.
* It is important to note that pointer lock can only be enabled after an 'engagement gesture',
* see: https://w3c.github.io/pointerlock/#dfn-engagement-gesture.
*/
requestPointerLock: function ()
{
if (Features.pointerLock)
{
var element = this.target;
element.requestPointerLock = element.requestPointerLock || element.mozRequestPointerLock || element.webkitRequestPointerLock;
element.requestPointerLock();
}
},
/**
* Internal pointerLockChange handler.
*
* @param {Event} event - The native event from the browser.
*/
pointerLockChange: function (event)
{
var element = this.target;
this.locked = document.pointerLockElement === element || document.mozPointerLockElement === element || document.webkitPointerLockElement === element
? true : false;
this.manager.queue.push(event);
},
/**
* If the browser supports pointer lock, this will request that the pointer lock is released. If
* the browser successfully enters a locked state, a 'POINTER_LOCK_CHANGE_EVENT' will be
* dispatched - from the game's input manager - with an `isPointerLocked` property.
*/
releasePointerLock: function ()
{
if (Features.pointerLock)
{
document.exitPointerLock = document.exitPointerLock || document.mozExitPointerLock || document.webkitExitPointerLock;
document.exitPointerLock();
}
},
startListeners: function ()
{
var queue = this.manager.queue;
var _this = this;
var handler = function (event)
{
if (event.preventDefaulted)
{
// Do nothing if event already handled
return;
}
queue.push(event);
if (_this.capture)
{
event.preventDefault();
}
};
this.handler = handler;
this.target.addEventListener('mousemove', handler, false);
this.target.addEventListener('mousedown', handler, false);
this.target.addEventListener('mouseup', handler, false);
if (Features.pointerLock)
{
this.pointerLockChange = this.pointerLockChange.bind(this);
document.addEventListener('pointerlockchange', this.pointerLockChange, true);
document.addEventListener('mozpointerlockchange', this.pointerLockChange, true);
document.addEventListener('webkitpointerlockchange', this.pointerLockChange, true);
}
},
stopListeners: function ()
{
this.target.removeEventListener('mousemove', this.handler);
this.target.removeEventListener('mousedown', this.handler);
this.target.removeEventListener('mouseup', this.handler);
if (Features.pointerLock)
{
document.removeEventListener('pointerlockchange', this.pointerLockChange, true);
document.removeEventListener('mozpointerlockchange', this.pointerLockChange, true);
document.removeEventListener('webkitpointerlockchange', this.pointerLockChange, true);
}
}
});
module.exports = MouseManager;