mirror of
https://github.com/photonstorm/phaser
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321 lines
9 KiB
JavaScript
321 lines
9 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @author @karlmacklin <tacklemcclean@gmail.com>
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* @copyright 2016 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* DeviceButtons belong to both `Phaser.Pointer` and `Phaser.SinglePad` (Gamepad) instances.
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*
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* For Pointers they represent the various buttons that can exist on mice and pens, such as the left button, right button,
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* middle button and advanced buttons like back and forward.
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*
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* Access them via `Pointer.leftbutton`, `Pointer.rightButton` and so on.
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*
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* On Gamepads they represent all buttons on the pad: from shoulder buttons to action buttons.
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*
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* At the time of writing this there are device limitations you should be aware of:
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*
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* - On Windows, if you install a mouse driver, and its utility software allows you to customize button actions
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* (e.g., IntelliPoint and SetPoint), the middle (wheel) button, the 4th button, and the 5th button might not be set,
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* even when they are pressed.
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* - On Linux (GTK), the 4th button and the 5th button are not supported.
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* - On Mac OS X 10.5 there is no platform API for implementing any advanced buttons.
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*
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* @class Phaser.DeviceButton
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* @constructor
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* @param {Phaser.Pointer|Phaser.SinglePad} parent - A reference to the parent of this button. Either a Pointer or a Gamepad.
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* @param {number} buttonCode - The button code this DeviceButton is responsible for.
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*/
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Phaser.DeviceButton = function (parent, buttonCode) {
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/**
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* @property {Phaser.Pointer|Phaser.SinglePad} parent - A reference to the Pointer or Gamepad that owns this button.
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*/
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this.parent = parent;
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/**
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* @property {Phaser.Game} game - A reference to the currently running game.
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*/
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this.game = parent.game;
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/**
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* @property {object} event - The DOM event that caused the change in button state.
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* @default
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*/
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this.event = null;
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/**
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* @property {boolean} isDown - The "down" state of the button.
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* @default
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*/
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this.isDown = false;
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/**
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* @property {boolean} isUp - The "up" state of the button.
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* @default
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*/
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this.isUp = true;
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/**
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* @property {number} timeDown - The timestamp when the button was last pressed down.
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* @default
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*/
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this.timeDown = 0;
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/**
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* @property {number} timeUp - The timestamp when the button was last released.
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* @default
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*/
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this.timeUp = 0;
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/**
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* Gamepad only.
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* If a button is held down this holds down the number of times the button has 'repeated'.
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* @property {number} repeats
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* @default
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*/
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this.repeats = 0;
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/**
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* True if the alt key was held down when this button was last pressed or released.
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* Not supported on Gamepads.
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* @property {boolean} altKey
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* @default
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*/
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this.altKey = false;
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/**
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* True if the shift key was held down when this button was last pressed or released.
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* Not supported on Gamepads.
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* @property {boolean} shiftKey
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* @default
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*/
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this.shiftKey = false;
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/**
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* True if the control key was held down when this button was last pressed or released.
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* Not supported on Gamepads.
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* @property {boolean} ctrlKey
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* @default
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*/
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this.ctrlKey = false;
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/**
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* @property {number} value - Button value. Mainly useful for checking analog buttons (like shoulder triggers) on Gamepads.
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* @default
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*/
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this.value = 0;
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/**
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* @property {number} buttonCode - The buttoncode of this button if a Gamepad, or the DOM button event value if a Pointer.
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*/
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this.buttonCode = buttonCode;
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/**
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* This Signal is dispatched every time this DeviceButton is pressed down.
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* It is only dispatched once (until the button is released again).
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* When dispatched it sends 2 arguments: A reference to this DeviceButton and the value of the button.
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* @property {Phaser.Signal} onDown
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*/
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this.onDown = new Phaser.Signal();
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/**
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* This Signal is dispatched every time this DeviceButton is released from a down state.
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* It is only dispatched once (until the button is pressed again).
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* When dispatched it sends 2 arguments: A reference to this DeviceButton and the value of the button.
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* @property {Phaser.Signal} onUp
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*/
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this.onUp = new Phaser.Signal();
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/**
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* Gamepad only.
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* This Signal is dispatched every time this DeviceButton changes floating value (between, but not exactly, 0 and 1).
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* When dispatched it sends 2 arguments: A reference to this DeviceButton and the value of the button.
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* @property {Phaser.Signal} onFloat
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*/
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this.onFloat = new Phaser.Signal();
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};
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Phaser.DeviceButton.prototype = {
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/**
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* Called automatically by Phaser.Pointer and Phaser.SinglePad.
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* Handles the button down state.
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*
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* @method Phaser.DeviceButton#start
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* @protected
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* @param {object} [event] - The DOM event that triggered the button change.
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* @param {number} [value] - The button value. Only get for Gamepads.
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*/
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start: function (event, value) {
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if (this.isDown)
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{
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return;
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}
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this.isDown = true;
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this.isUp = false;
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this.timeDown = this.game.time.time;
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this.repeats = 0;
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this.event = event;
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this.value = value;
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if (event)
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{
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this.altKey = event.altKey;
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this.shiftKey = event.shiftKey;
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this.ctrlKey = event.ctrlKey;
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}
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this.onDown.dispatch(this, value);
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},
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/**
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* Called automatically by Phaser.Pointer and Phaser.SinglePad.
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* Handles the button up state.
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*
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* @method Phaser.DeviceButton#stop
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* @protected
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* @param {object} [event] - The DOM event that triggered the button change.
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* @param {number} [value] - The button value. Only get for Gamepads.
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*/
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stop: function (event, value) {
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if (this.isUp)
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{
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return;
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}
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this.isDown = false;
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this.isUp = true;
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this.timeUp = this.game.time.time;
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this.event = event;
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this.value = value;
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if (event)
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{
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this.altKey = event.altKey;
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this.shiftKey = event.shiftKey;
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this.ctrlKey = event.ctrlKey;
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}
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this.onUp.dispatch(this, value);
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},
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/**
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* Called automatically by Phaser.SinglePad.
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*
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* @method Phaser.DeviceButton#padFloat
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* @protected
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* @param {number} value - Button value
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*/
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padFloat: function (value) {
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this.value = value;
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this.onFloat.dispatch(this, value);
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},
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/**
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* Returns the "just pressed" state of this button.
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* Just pressed is considered true if the button was pressed down within the duration given (default 250ms).
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*
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* @method Phaser.DeviceButton#justPressed
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* @param {number} [duration=250] - The duration in ms below which the button is considered as being just pressed.
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* @return {boolean} True if the button is just pressed otherwise false.
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*/
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justPressed: function (duration) {
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duration = duration || 250;
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return (this.isDown && (this.timeDown + duration) > this.game.time.time);
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},
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/**
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* Returns the "just released" state of this button.
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* Just released is considered as being true if the button was released within the duration given (default 250ms).
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*
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* @method Phaser.DeviceButton#justReleased
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* @param {number} [duration=250] - The duration in ms below which the button is considered as being just released.
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* @return {boolean} True if the button is just released otherwise false.
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*/
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justReleased: function (duration) {
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duration = duration || 250;
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return (this.isUp && (this.timeUp + duration) > this.game.time.time);
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},
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/**
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* Resets this DeviceButton, changing it to an isUp state and resetting the duration and repeats counters.
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*
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* @method Phaser.DeviceButton#reset
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*/
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reset: function () {
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this.isDown = false;
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this.isUp = true;
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this.timeDown = this.game.time.time;
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this.repeats = 0;
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this.altKey = false;
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this.shiftKey = false;
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this.ctrlKey = false;
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},
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/**
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* Destroys this DeviceButton, this disposes of the onDown, onUp and onFloat signals
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* and clears the parent and game references.
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*
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* @method Phaser.DeviceButton#destroy
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*/
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destroy: function () {
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this.onDown.dispose();
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this.onUp.dispose();
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this.onFloat.dispose();
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this.parent = null;
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this.game = null;
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}
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};
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Phaser.DeviceButton.prototype.constructor = Phaser.DeviceButton;
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/**
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* How long the button has been held down for in milliseconds.
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* If not currently down it returns -1.
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*
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* @name Phaser.DeviceButton#duration
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* @property {number} duration
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* @readonly
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*/
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Object.defineProperty(Phaser.DeviceButton.prototype, "duration", {
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get: function () {
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if (this.isUp)
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{
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return -1;
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}
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return this.game.time.time - this.timeDown;
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}
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});
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