mirror of
https://github.com/photonstorm/phaser
synced 2025-01-25 11:25:15 +00:00
214 lines
5.5 KiB
JavaScript
214 lines
5.5 KiB
JavaScript
// Phaser.Input.GlobalInputManager
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var Class = require('../../utils/Class');
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var EventDispatcher = require('../../events/EventDispatcher');
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var Gamepad = require('../gamepad/GamepadManager');
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var GetTransformedPoint = require('./inc/GetTransformedPoint');
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var HitTest = require('./inc/HitTest');
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var Keyboard = require('../keyboard/KeyboardManager');
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var Mouse = require('../mouse/MouseManager');
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var MouseEvent = require('../mouse/events/');
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var Pointer = require('../Pointer');
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var PointScreenToWorldHitTest = require('./inc/PointScreenToWorldHitTest');
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var PointWithinGameObject = require('./inc/PointWithinGameObject');
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var Touch = require('../touch/TouchManager');
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var TransformMatrix = require('../../gameobjects/components/TransformMatrix');
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var GlobalInputManager = new Class({
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initialize:
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function GlobalInputManager (game, config)
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{
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this.game = game;
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this.canvas;
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this.config = config;
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this.enabled = true;
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this.events = new EventDispatcher();
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// Standard FIFO queue
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this.queue = [];
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// Listeners (will be based on config)
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this.keyboard = new Keyboard(this);
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this.mouse = new Mouse(this);
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this.touch = new Touch(this);
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this.gamepad = new Gamepad(this);
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this.activePointer = new Pointer(this, 0);
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this.scale = { x: 1, y: 1 };
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this.bounds;
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this._tempMatrix = new TransformMatrix();
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this._tempPoint = { x: 0, y: 0 };
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this._tempHitTest = [];
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},
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/**
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* The Boot handler is called by Phaser.Game when it first starts up.
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* The renderer is available by now.
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*/
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boot: function ()
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{
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this.canvas = this.game.canvas;
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this.updateBounds();
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this.keyboard.boot();
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this.mouse.boot();
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this.touch.boot();
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this.gamepad.boot();
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},
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updateBounds: function ()
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{
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var bounds = this.canvas.getBoundingClientRect();
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if (window.scrollX)
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{
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bounds.left += window.scrollX;
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}
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if (window.scrollY)
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{
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bounds.top += window.scrollY;
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}
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this.bounds = bounds;
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},
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update: function (time, delta)
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{
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this.keyboard.update();
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this.gamepad.update();
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var len = this.queue.length;
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// Currently just 1 pointer supported
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var pointer = this.activePointer;
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pointer.reset();
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if (!this.enabled || len === 0)
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{
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return;
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}
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this.updateBounds();
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this.scale.x = this.game.config.width / this.bounds.width;
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this.scale.y = this.game.config.height / this.bounds.height;
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// Clears the queue array, and also means we don't work on array data that could potentially
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// be modified during the processing phase
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var queue = this.queue.splice(0, len);
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// Process the event queue, dispatching all of the events that have stored up
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for (var i = 0; i < len; i++)
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{
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var event = queue[i];
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// TODO: Move to CONSTs so we can do integer comparisons instead of strings.
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// TODO: Remove the MouseEvent events. Devs should use Pointer events instead.
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switch (event.type)
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{
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case 'mousemove':
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pointer.move(event, time);
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this.events.dispatch(new MouseEvent.MOVE(event));
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break;
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case 'mousedown':
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pointer.down(event, time);
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this.events.dispatch(new MouseEvent.DOWN(event));
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break;
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case 'mouseup':
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pointer.up(event, time);
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this.events.dispatch(new MouseEvent.UP(event));
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break;
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case 'pointerlockchange':
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this.events.dispatch(new MouseEvent.POINTER_LOCK_CHANGE(event, this.mouse.locked));
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break;
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case 'touchmove':
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pointer.touchmove(event, time);
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break;
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case 'touchstart':
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pointer.touchstart(event, time);
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break;
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case 'touchend':
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pointer.touchend(event, time);
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break;
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}
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}
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},
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getTransformedPoint: function (gameObject, x, y)
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{
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return GetTransformedPoint(this._tempMatrix, gameObject, x, y, this._tempPoint);
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},
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pointWithinGameObject: function (gameObject, x, y)
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{
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return PointWithinGameObject(gameObject, x, y);
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},
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hitTest: function (gameObjects, x, y, camera)
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{
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return HitTest(this._tempMatrix, x, y, gameObjects, camera, this._tempHitTest);
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},
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pointScreenToWorldHitTest: function (gameObjects, x, y, camera)
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{
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return PointScreenToWorldHitTest(this._tempMatrix, x, y, gameObjects, camera, this._tempHitTest);
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},
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transformX: function (pageX)
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{
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return (pageX - this.bounds.left) * this.scale.x;
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},
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transformY: function (pageY)
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{
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return (pageY - this.bounds.top) * this.scale.y;
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},
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getOffsetX: function ()
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{
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return this.bounds.left;
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},
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getOffsetY: function ()
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{
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return this.bounds.top;
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},
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getScaleX: function ()
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{
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return this.game.config.width / this.bounds.width;
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},
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getScaleY: function ()
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{
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return this.game.config.height / this.bounds.height;
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}
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});
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module.exports = GlobalInputManager;
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