phaser/todo/TS Source/input/Touch.js
2013-09-13 16:16:48 +01:00

201 lines
8.4 KiB
JavaScript

/// <reference path="../_definitions.ts" />
/**
* Phaser - Touch
*
* The Touch class handles touch interactions with the game and the resulting Pointer objects.
* http://www.w3.org/TR/touch-events/
* https://developer.mozilla.org/en-US/docs/DOM/TouchList
* http://www.html5rocks.com/en/mobile/touchandmouse/
* Note: Android 2.x only supports 1 touch event at once, no multi-touch
*/
var Phaser;
(function (Phaser) {
var Touch = (function () {
/**
* Constructor
* @param {Game} game.
* @return {Touch} This object.
*/
function Touch(game) {
/**
* You can disable all Input by setting disabled = true. While set all new input related events will be ignored.
* @type {bool}
*/
this.disabled = false;
this.touchStartCallback = null;
this.touchMoveCallback = null;
this.touchEndCallback = null;
this.touchEnterCallback = null;
this.touchLeaveCallback = null;
this.touchCancelCallback = null;
this.game = game;
this.callbackContext = this.game;
}
Touch.prototype.start = /**
* Starts the event listeners running
* @method start
*/
function () {
var _this = this;
if(this.game.device.touch) {
this._onTouchStart = function (event) {
return _this.onTouchStart(event);
};
this._onTouchMove = function (event) {
return _this.onTouchMove(event);
};
this._onTouchEnd = function (event) {
return _this.onTouchEnd(event);
};
this._onTouchEnter = function (event) {
return _this.onTouchEnter(event);
};
this._onTouchLeave = function (event) {
return _this.onTouchLeave(event);
};
this._onTouchCancel = function (event) {
return _this.onTouchCancel(event);
};
this._documentTouchMove = function (event) {
return _this.consumeTouchMove(event);
};
this.game.stage.canvas.addEventListener('touchstart', this._onTouchStart, false);
this.game.stage.canvas.addEventListener('touchmove', this._onTouchMove, false);
this.game.stage.canvas.addEventListener('touchend', this._onTouchEnd, false);
this.game.stage.canvas.addEventListener('touchenter', this._onTouchEnter, false);
this.game.stage.canvas.addEventListener('touchleave', this._onTouchLeave, false);
this.game.stage.canvas.addEventListener('touchcancel', this._onTouchCancel, false);
document.addEventListener('touchmove', this._documentTouchMove, false);
}
};
Touch.prototype.consumeTouchMove = /**
* Prevent iOS bounce-back (doesn't work?)
* @method consumeTouchMove
* @param {Any} event
**/
function (event) {
event.preventDefault();
};
Touch.prototype.onTouchStart = /**
*
* @method onTouchStart
* @param {Any} event
**/
function (event) {
if(this.touchStartCallback) {
this.touchStartCallback.call(this.callbackContext, event);
}
if(this.game.input.disabled || this.disabled) {
return;
}
event.preventDefault();
// event.targetTouches = list of all touches on the TARGET ELEMENT (i.e. game dom element)
// event.touches = list of all touches on the ENTIRE DOCUMENT, not just the target element
// event.changedTouches = the touches that CHANGED in this event, not the total number of them
for(var i = 0; i < event.changedTouches.length; i++) {
this.game.input.startPointer(event.changedTouches[i]);
}
};
Touch.prototype.onTouchCancel = /**
* Touch cancel - touches that were disrupted (perhaps by moving into a plugin or browser chrome)
* Occurs for example on iOS when you put down 4 fingers and the app selector UI appears
* @method onTouchCancel
* @param {Any} event
**/
function (event) {
if(this.touchCancelCallback) {
this.touchCancelCallback.call(this.callbackContext, event);
}
if(this.game.input.disabled || this.disabled) {
return;
}
event.preventDefault();
// Touch cancel - touches that were disrupted (perhaps by moving into a plugin or browser chrome)
// http://www.w3.org/TR/touch-events/#dfn-touchcancel
for(var i = 0; i < event.changedTouches.length; i++) {
this.game.input.stopPointer(event.changedTouches[i]);
}
};
Touch.prototype.onTouchEnter = /**
* For touch enter and leave its a list of the touch points that have entered or left the target
* Doesn't appear to be supported by most browsers yet
* @method onTouchEnter
* @param {Any} event
**/
function (event) {
if(this.touchEnterCallback) {
this.touchEnterCallback.call(this.callbackContext, event);
}
if(this.game.input.disabled || this.disabled) {
return;
}
event.preventDefault();
for(var i = 0; i < event.changedTouches.length; i++) {
//console.log('touch enter');
}
};
Touch.prototype.onTouchLeave = /**
* For touch enter and leave its a list of the touch points that have entered or left the target
* Doesn't appear to be supported by most browsers yet
* @method onTouchLeave
* @param {Any} event
**/
function (event) {
if(this.touchLeaveCallback) {
this.touchLeaveCallback.call(this.callbackContext, event);
}
event.preventDefault();
for(var i = 0; i < event.changedTouches.length; i++) {
//console.log('touch leave');
}
};
Touch.prototype.onTouchMove = /**
*
* @method onTouchMove
* @param {Any} event
**/
function (event) {
if(this.touchMoveCallback) {
this.touchMoveCallback.call(this.callbackContext, event);
}
event.preventDefault();
for(var i = 0; i < event.changedTouches.length; i++) {
this.game.input.updatePointer(event.changedTouches[i]);
}
};
Touch.prototype.onTouchEnd = /**
*
* @method onTouchEnd
* @param {Any} event
**/
function (event) {
if(this.touchEndCallback) {
this.touchEndCallback.call(this.callbackContext, event);
}
event.preventDefault();
// For touch end its a list of the touch points that have been removed from the surface
// https://developer.mozilla.org/en-US/docs/DOM/TouchList
// event.changedTouches = the touches that CHANGED in this event, not the total number of them
for(var i = 0; i < event.changedTouches.length; i++) {
this.game.input.stopPointer(event.changedTouches[i]);
}
};
Touch.prototype.stop = /**
* Stop the event listeners
* @method stop
*/
function () {
if(this.game.device.touch) {
this.game.stage.canvas.removeEventListener('touchstart', this._onTouchStart);
this.game.stage.canvas.removeEventListener('touchmove', this._onTouchMove);
this.game.stage.canvas.removeEventListener('touchend', this._onTouchEnd);
this.game.stage.canvas.removeEventListener('touchenter', this._onTouchEnter);
this.game.stage.canvas.removeEventListener('touchleave', this._onTouchLeave);
this.game.stage.canvas.removeEventListener('touchcancel', this._onTouchCancel);
document.removeEventListener('touchmove', this._documentTouchMove);
}
};
return Touch;
})();
Phaser.Touch = Touch;
})(Phaser || (Phaser = {}));