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<div id="main">
<h1 class="page-title">Source: src/input/Keyboard.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2015 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* The Keyboard class monitors keyboard input and dispatches keyboard events.
*
* _Note_: many keyboards are unable to process certain combinations of keys due to hardware limitations known as ghosting.
* See http://www.html5gamedevs.com/topic/4876-impossible-to-use-more-than-2-keyboard-input-buttons-at-the-same-time/ for more details.
*
* @class Phaser.Keyboard
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
*/
Phaser.Keyboard = function (game) {
/**
* @property {Phaser.Game} game - Local reference to game.
*/
this.game = game;
/**
* Keyboard input will only be processed if enabled.
* @property {boolean} enabled
* @default
*/
this.enabled = true;
/**
* @property {object} event - The most recent DOM event from keydown or keyup. This is updated every time a new key is pressed or released.
*/
this.event = null;
/**
* @property {object} pressEvent - The most recent DOM event from keypress.
*/
this.pressEvent = null;
/**
* @property {object} callbackContext - The context under which the callbacks are run.
*/
this.callbackContext = this;
/**
* @property {function} onDownCallback - This callback is invoked every time a key is pressed down, including key repeats when a key is held down.
*/
this.onDownCallback = null;
/**
* @property {function} onPressCallback - This callback is invoked every time a DOM onkeypress event is raised, which is only for printable keys.
*/
this.onPressCallback = null;
/**
* @property {function} onUpCallback - This callback is invoked every time a key is released.
*/
this.onUpCallback = null;
/**
* @property {array&lt;Phaser.Key>} _keys - The array the Phaser.Key objects are stored in.
* @private
*/
this._keys = [];
/**
* @property {array} _capture - The array the key capture values are stored in.
* @private
*/
this._capture = [];
/**
* @property {function} _onKeyDown
* @private
* @default
*/
this._onKeyDown = null;
/**
* @property {function} _onKeyPress
* @private
* @default
*/
this._onKeyPress = null;
/**
* @property {function} _onKeyUp
* @private
* @default
*/
this._onKeyUp = null;
/**
* @property {number} _i - Internal cache var
* @private
*/
this._i = 0;
/**
* @property {number} _k - Internal cache var
* @private
*/
this._k = 0;
};
Phaser.Keyboard.prototype = {
/**
* Add callbacks to the Keyboard handler so that each time a key is pressed down or released the callbacks are activated.
*
* @method Phaser.Keyboard#addCallbacks
* @param {object} context - The context under which the callbacks are run.
* @param {function} [onDown=null] - This callback is invoked every time a key is pressed down.
* @param {function} [onUp=null] - This callback is invoked every time a key is released.
* @param {function} [onPress=null] - This callback is invoked every time the onkeypress event is raised.
*/
addCallbacks: function (context, onDown, onUp, onPress) {
this.callbackContext = context;
if (onDown !== undefined &amp;&amp; onDown !== null)
{
this.onDownCallback = onDown;
}
if (onUp !== undefined &amp;&amp; onUp !== null)
{
this.onUpCallback = onUp;
}
if (onPress !== undefined &amp;&amp; onPress !== null)
{
this.onPressCallback = onPress;
}
},
/**
* If you need more fine-grained control over a Key you can create a new Phaser.Key object via this method.
* The Key object can then be polled, have events attached to it, etc.
*
* @method Phaser.Keyboard#addKey
* @param {integer} keycode - The {@link Phaser.KeyCode keycode} of the key.
* @return {Phaser.Key} The Key object which you can store locally and reference directly.
*/
addKey: function (keycode) {
if (!this._keys[keycode])
{
this._keys[keycode] = new Phaser.Key(this.game, keycode);
this.addKeyCapture(keycode);
}
return this._keys[keycode];
},
/**
* A practical way to create an object containing user selected hotkeys.
*
* For example,
*
* addKeys( { 'up': Phaser.KeyCode.W, 'down': Phaser.KeyCode.S, 'left': Phaser.KeyCode.A, 'right': Phaser.KeyCode.D } );
*
* would return an object containing properties (`up`, `down`, `left` and `right`) referring to {@link Phaser.Key} object.
*
* @method Phaser.Keyboard#addKeys
* @param {object} keys - A key mapping object, i.e. `{ 'up': Phaser.KeyCode.W, 'down': Phaser.KeyCode.S }` or `{ 'up': 52, 'down': 53 }`.
* @return {object} An object containing the properties mapped to {@link Phaser.Key} values.
*/
addKeys: function (keys) {
var output = {};
for (var key in keys)
{
output[key] = this.addKey(keys[key]);
}
return output;
},
/**
* Removes a Key object from the Keyboard manager.
*
* @method Phaser.Keyboard#removeKey
* @param {integer} keycode - The {@link Phaser.KeyCode keycode} of the key to remove.
*/
removeKey: function (keycode) {
if (this._keys[keycode])
{
this._keys[keycode] = null;
this.removeKeyCapture(keycode);
}
},
/**
* Creates and returns an object containing 4 hotkeys for Up, Down, Left and Right.
*
* @method Phaser.Keyboard#createCursorKeys
* @return {object} An object containing properties: `up`, `down`, `left` and `right` of {@link Phaser.Key} objects.
*/
createCursorKeys: function () {
return this.addKeys({ 'up': Phaser.KeyCode.UP, 'down': Phaser.KeyCode.DOWN, 'left': Phaser.KeyCode.LEFT, 'right': Phaser.KeyCode.RIGHT });
},
/**
* Starts the Keyboard event listeners running (keydown and keyup). They are attached to the window.
* This is called automatically by Phaser.Input and should not normally be invoked directly.
*
* @method Phaser.Keyboard#start
* @protected
*/
start: function () {
if (this.game.device.cocoonJS)
{
return;
}
if (this._onKeyDown !== null)
{
// Avoid setting multiple listeners
return;
}
var _this = this;
this._onKeyDown = function (event) {
return _this.processKeyDown(event);
};
this._onKeyUp = function (event) {
return _this.processKeyUp(event);
};
this._onKeyPress = function (event) {
return _this.processKeyPress(event);
};
window.addEventListener('keydown', this._onKeyDown, false);
window.addEventListener('keyup', this._onKeyUp, false);
window.addEventListener('keypress', this._onKeyPress, false);
},
/**
* Stops the Keyboard event listeners from running (keydown, keyup and keypress). They are removed from the window.
*
* @method Phaser.Keyboard#stop
*/
stop: function () {
window.removeEventListener('keydown', this._onKeyDown);
window.removeEventListener('keyup', this._onKeyUp);
window.removeEventListener('keypress', this._onKeyPress);
this._onKeyDown = null;
this._onKeyUp = null;
this._onKeyPress = null;
},
/**
* Stops the Keyboard event listeners from running (keydown and keyup). They are removed from the window.
* Also clears all key captures and currently created Key objects.
*
* @method Phaser.Keyboard#destroy
*/
destroy: function () {
this.stop();
this.clearCaptures();
this._keys.length = 0;
this._i = 0;
},
/**
* By default when a key is pressed Phaser will not stop the event from propagating up to the browser.
* There are some keys this can be annoying for, like the arrow keys or space bar, which make the browser window scroll.
*
* The `addKeyCapture` method enables consuming keyboard event for specific keys so it doesn't bubble up to the the browser
* and cause the default browser behavior.
*
* Pass in either a single keycode or an array/hash of keycodes.
*
* @method Phaser.Keyboard#addKeyCapture
* @param {integer|integer[]|object} keycode - Either a single {@link Phaser.KeyCode keycode} or an array/hash of keycodes such as `[65, 67, 68]`.
*/
addKeyCapture: function (keycode) {
if (typeof keycode === 'object')
{
for (var key in keycode)
{
this._capture[keycode[key]] = true;
}
}
else
{
this._capture[keycode] = true;
}
},
/**
* Removes an existing key capture.
*
* @method Phaser.Keyboard#removeKeyCapture
* @param {integer} keycode - The {@link Phaser.KeyCode keycode} to remove capturing of.
*/
removeKeyCapture: function (keycode) {
delete this._capture[keycode];
},
/**
* Clear all set key captures.
*
* @method Phaser.Keyboard#clearCaptures
*/
clearCaptures: function () {
this._capture = {};
},
/**
* Updates all currently defined keys.
*
* @method Phaser.Keyboard#update
*/
update: function () {
this._i = this._keys.length;
while (this._i--)
{
if (this._keys[this._i])
{
this._keys[this._i].update();
}
}
},
/**
* Process the keydown event.
*
* @method Phaser.Keyboard#processKeyDown
* @param {KeyboardEvent} event
* @protected
*/
processKeyDown: function (event) {
this.event = event;
if (!this.game.input.enabled || !this.enabled)
{
return;
}
// The event is being captured but another hotkey may need it
if (this._capture[event.keyCode])
{
event.preventDefault();
}
if (!this._keys[event.keyCode])
{
this._keys[event.keyCode] = new Phaser.Key(this.game, event.keyCode);
}
this._keys[event.keyCode].processKeyDown(event);
this._k = event.keyCode;
if (this.onDownCallback)
{
this.onDownCallback.call(this.callbackContext, event);
}
},
/**
* Process the keypress event.
*
* @method Phaser.Keyboard#processKeyPress
* @param {KeyboardEvent} event
* @protected
*/
processKeyPress: function (event) {
this.pressEvent = event;
if (!this.game.input.enabled || !this.enabled)
{
return;
}
if (this.onPressCallback)
{
this.onPressCallback.call(this.callbackContext, String.fromCharCode(event.charCode), event);
}
},
/**
* Process the keyup event.
*
* @method Phaser.Keyboard#processKeyUp
* @param {KeyboardEvent} event
* @protected
*/
processKeyUp: function (event) {
this.event = event;
if (!this.game.input.enabled || !this.enabled)
{
return;
}
if (this._capture[event.keyCode])
{
event.preventDefault();
}
if (!this._keys[event.keyCode])
{
this._keys[event.keyCode] = new Phaser.Key(this.game, event.keyCode);
}
this._keys[event.keyCode].processKeyUp(event);
if (this.onUpCallback)
{
this.onUpCallback.call(this.callbackContext, event);
}
},
/**
* Resets all Keys.
*
* @method Phaser.Keyboard#reset
* @param {boolean} [hard=true] - A soft reset won't reset any events or callbacks that are bound to the Keys. A hard reset will.
*/
reset: function (hard) {
if (hard === undefined) { hard = true; }
this.event = null;
var i = this._keys.length;
while (i--)
{
if (this._keys[i])
{
this._keys[i].reset(hard);
}
}
},
/**
* Returns `true` if the Key was pressed down within the `duration` value given, or `false` if it either isn't down,
* or was pressed down longer ago than then given duration.
*
* @method Phaser.Keyboard#downDuration
* @param {integer} keycode - The {@link Phaser.KeyCode keycode} of the key to check: i.e. Phaser.KeyCode.UP or Phaser.KeyCode.SPACEBAR.
* @param {number} [duration=50] - The duration within which the key is considered as being just pressed. Given in ms.
* @return {boolean} True if the key was pressed down within the given duration, false if not or null if the Key wasn't found.
*/
downDuration: function (keycode, duration) {
if (this._keys[keycode])
{
return this._keys[keycode].downDuration(duration);
}
else
{
return null;
}
},
/**
* Returns `true` if the Key was pressed down within the `duration` value given, or `false` if it either isn't down,
* or was pressed down longer ago than then given duration.
*
* @method Phaser.Keyboard#upDuration
* @param {Phaser.KeyCode|integer} keycode - The keycode of the key to check, i.e. Phaser.KeyCode.UP or Phaser.KeyCode.SPACEBAR.
* @param {number} [duration=50] - The duration within which the key is considered as being just released. Given in ms.
* @return {boolean} True if the key was released within the given duration, false if not or null if the Key wasn't found.
*/
upDuration: function (keycode, duration) {
if (this._keys[keycode])
{
return this._keys[keycode].upDuration(duration);
}
else
{
return null;
}
},
/**
* Returns true of the key is currently pressed down. Note that it can only detect key presses on the web browser.
*
* @method Phaser.Keyboard#isDown
* @param {integer} keycode - The {@link Phaser.KeyCode keycode} of the key to check: i.e. Phaser.KeyCode.UP or Phaser.KeyCode.SPACEBAR.
* @return {boolean} True if the key is currently down, false if not or null if the Key wasn't found.
*/
isDown: function (keycode) {
if (this._keys[keycode])
{
return this._keys[keycode].isDown;
}
else
{
return null;
}
}
};
/**
* Returns the string value of the most recently pressed key.
* @name Phaser.Keyboard#lastChar
* @property {string} lastChar - The string value of the most recently pressed key.
* @readonly
*/
Object.defineProperty(Phaser.Keyboard.prototype, "lastChar", {
get: function () {
if (this.event.charCode === 32)
{
return '';
}
else
{
return String.fromCharCode(this.pressEvent.charCode);
}
}
});
/**
* Returns the most recently pressed Key. This is a Phaser.Key object and it changes every time a key is pressed.
* @name Phaser.Keyboard#lastKey
* @property {Phaser.Key} lastKey - The most recently pressed Key.
* @readonly
*/
Object.defineProperty(Phaser.Keyboard.prototype, "lastKey", {
get: function () {
return this._keys[this._k];
}
});
Phaser.Keyboard.prototype.constructor = Phaser.Keyboard;
/**
* A key code represents a physical key on a keyboard.
*
* The KeyCode class contains commonly supported keyboard key codes which can be used
* as keycode`-parameters in several {@link Phaser.Keyboard} and {@link Phaser.Key} methods.
*
* _Note_: These values should only be used indirectly, eg. as `Phaser.KeyCode.KEY`.
* Future versions may replace the actual values, such that they remain compatible with `keycode`-parameters.
* The current implementation maps to the {@link https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/keyCode KeyboardEvent.keyCode} property.
*
* _Note_: Use `Phaser.KeyCode.KEY` instead of `Phaser.Keyboard.KEY` to refer to a key code;
* the latter approach is supported for compatibility.
*
* @namespace
*/
Phaser.KeyCode = {
/** @static */
A: "A".charCodeAt(0),
/** @static */
B: "B".charCodeAt(0),
/** @static */
C: "C".charCodeAt(0),
/** @static */
D: "D".charCodeAt(0),
/** @static */
E: "E".charCodeAt(0),
/** @static */
F: "F".charCodeAt(0),
/** @static */
G: "G".charCodeAt(0),
/** @static */
H: "H".charCodeAt(0),
/** @static */
I: "I".charCodeAt(0),
/** @static */
J: "J".charCodeAt(0),
/** @static */
K: "K".charCodeAt(0),
/** @static */
L: "L".charCodeAt(0),
/** @static */
M: "M".charCodeAt(0),
/** @static */
N: "N".charCodeAt(0),
/** @static */
O: "O".charCodeAt(0),
/** @static */
P: "P".charCodeAt(0),
/** @static */
Q: "Q".charCodeAt(0),
/** @static */
R: "R".charCodeAt(0),
/** @static */
S: "S".charCodeAt(0),
/** @static */
T: "T".charCodeAt(0),
/** @static */
U: "U".charCodeAt(0),
/** @static */
V: "V".charCodeAt(0),
/** @static */
W: "W".charCodeAt(0),
/** @static */
X: "X".charCodeAt(0),
/** @static */
Y: "Y".charCodeAt(0),
/** @static */
Z: "Z".charCodeAt(0),
/** @static */
ZERO: "0".charCodeAt(0),
/** @static */
ONE: "1".charCodeAt(0),
/** @static */
TWO: "2".charCodeAt(0),
/** @static */
THREE: "3".charCodeAt(0),
/** @static */
FOUR: "4".charCodeAt(0),
/** @static */
FIVE: "5".charCodeAt(0),
/** @static */
SIX: "6".charCodeAt(0),
/** @static */
SEVEN: "7".charCodeAt(0),
/** @static */
EIGHT: "8".charCodeAt(0),
/** @static */
NINE: "9".charCodeAt(0),
/** @static */
NUMPAD_0: 96,
/** @static */
NUMPAD_1: 97,
/** @static */
NUMPAD_2: 98,
/** @static */
NUMPAD_3: 99,
/** @static */
NUMPAD_4: 100,
/** @static */
NUMPAD_5: 101,
/** @static */
NUMPAD_6: 102,
/** @static */
NUMPAD_7: 103,
/** @static */
NUMPAD_8: 104,
/** @static */
NUMPAD_9: 105,
/** @static */
NUMPAD_MULTIPLY: 106,
/** @static */
NUMPAD_ADD: 107,
/** @static */
NUMPAD_ENTER: 108,
/** @static */
NUMPAD_SUBTRACT: 109,
/** @static */
NUMPAD_DECIMAL: 110,
/** @static */
NUMPAD_DIVIDE: 111,
/** @static */
F1: 112,
/** @static */
F2: 113,
/** @static */
F3: 114,
/** @static */
F4: 115,
/** @static */
F5: 116,
/** @static */
F6: 117,
/** @static */
F7: 118,
/** @static */
F8: 119,
/** @static */
F9: 120,
/** @static */
F10: 121,
/** @static */
F11: 122,
/** @static */
F12: 123,
/** @static */
F13: 124,
/** @static */
F14: 125,
/** @static */
F15: 126,
/** @static */
COLON: 186,
/** @static */
EQUALS: 187,
/** @static */
COMMA: 188,
/** @static */
UNDERSCORE: 189,
/** @static */
PERIOD: 190,
/** @static */
QUESTION_MARK: 191,
/** @static */
TILDE: 192,
/** @static */
OPEN_BRACKET: 219,
/** @static */
BACKWARD_SLASH: 220,
/** @static */
CLOSED_BRACKET: 221,
/** @static */
QUOTES: 222,
/** @static */
BACKSPACE: 8,
/** @static */
TAB: 9,
/** @static */
CLEAR: 12,
/** @static */
ENTER: 13,
/** @static */
SHIFT: 16,
/** @static */
CONTROL: 17,
/** @static */
ALT: 18,
/** @static */
CAPS_LOCK: 20,
/** @static */
ESC: 27,
/** @static */
SPACEBAR: 32,
/** @static */
PAGE_UP: 33,
/** @static */
PAGE_DOWN: 34,
/** @static */
END: 35,
/** @static */
HOME: 36,
/** @static */
LEFT: 37,
/** @static */
UP: 38,
/** @static */
RIGHT: 39,
/** @static */
DOWN: 40,
/** @static */
PLUS: 43,
/** @static */
MINUS: 44,
/** @static */
INSERT: 45,
/** @static */
DELETE: 46,
/** @static */
HELP: 47,
/** @static */
NUM_LOCK: 144
};
// Duplicate Phaser.KeyCode values in Phaser.Keyboard for compatibility
for (var key in Phaser.KeyCode) {
if (Phaser.KeyCode.hasOwnProperty(key) &amp;&amp; !key.match(/[a-z]/)) {
Phaser.Keyboard[key] = Phaser.KeyCode[key];
}
}
</pre>
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