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

151 lines
7.2 KiB
JavaScript

var __extends = this.__extends || function (d, b) {
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var Phaser;
(function (Phaser) {
/// <reference path="../_definitions.ts" />
/**
* Phaser - UI - Button
*/
(function (UI) {
var Button = (function (_super) {
__extends(Button, _super);
/**
* Create a new <code>Button</code> object.
*
* @param game {Phaser.Game} Current game instance.
* @param [x] {number} X position of the button.
* @param [y] {number} Y position of the button.
* @param [key] {string} The image key as defined in the Game.Cache to use as the texture for this button.
* @param [callback] {function} The function to call when this button is pressed
* @param [callbackContext] {object} The context in which the callback will be called (usually 'this')
* @param [overFrame] {string|number} This is the frame or frameName that will be set when this button is in an over state. Give either a number to use a frame ID or a string for a frame name.
* @param [outFrame] {string|number} This is the frame or frameName that will be set when this button is in an out state. Give either a number to use a frame ID or a string for a frame name.
* @param [downFrame] {string|number} This is the frame or frameName that will be set when this button is in a down state. Give either a number to use a frame ID or a string for a frame name.
*/
function Button(game, x, y, key, callback, callbackContext, overFrame, outFrame, downFrame) {
if (typeof x === "undefined") { x = 0; }
if (typeof y === "undefined") { y = 0; }
if (typeof key === "undefined") { key = null; }
if (typeof callback === "undefined") { callback = null; }
if (typeof callbackContext === "undefined") { callbackContext = null; }
if (typeof overFrame === "undefined") { overFrame = null; }
if (typeof outFrame === "undefined") { outFrame = null; }
if (typeof downFrame === "undefined") { downFrame = null; }
_super.call(this, game, x, y, key, outFrame);
this._onOverFrameName = null;
this._onOutFrameName = null;
this._onDownFrameName = null;
this._onUpFrameName = null;
this._onOverFrameID = null;
this._onOutFrameID = null;
this._onDownFrameID = null;
this._onUpFrameID = null;
this.type = Phaser.Types.BUTTON;
if(typeof overFrame == 'string') {
this._onOverFrameName = overFrame;
} else {
this._onOverFrameID = overFrame;
}
if(typeof outFrame == 'string') {
this._onOutFrameName = outFrame;
this._onUpFrameName = outFrame;
} else {
this._onOutFrameID = outFrame;
this._onUpFrameID = outFrame;
}
if(typeof downFrame == 'string') {
this._onDownFrameName = downFrame;
} else {
this._onDownFrameID = downFrame;
}
// These are the signals the game will subscribe to
this.onInputOver = new Phaser.Signal();
this.onInputOut = new Phaser.Signal();
this.onInputDown = new Phaser.Signal();
this.onInputUp = new Phaser.Signal();
// Set a default signal for them
if(callback) {
this.onInputUp.add(callback, callbackContext);
}
this.input.start(0, false, true);
// Redirect the input events to here so we can handle animation updates, etc
this.events.onInputOver.add(this.onInputOverHandler, this);
this.events.onInputOut.add(this.onInputOutHandler, this);
this.events.onInputDown.add(this.onInputDownHandler, this);
this.events.onInputUp.add(this.onInputUpHandler, this);
}
Button.prototype.onInputOverHandler = // TODO
//public tabIndex: number;
//public tabEnabled: bool;
// ENTER or SPACE can activate this button if it has focus
function (pointer) {
if(this._onOverFrameName != null) {
this.frameName = this._onOverFrameName;
} else if(this._onOverFrameID != null) {
this.frame = this._onOverFrameID;
}
if(this.onInputOver) {
this.onInputOver.dispatch(this, pointer);
}
};
Button.prototype.onInputOutHandler = function (pointer) {
if(this._onOutFrameName != null) {
this.frameName = this._onOutFrameName;
} else if(this._onOutFrameID != null) {
this.frame = this._onOutFrameID;
}
if(this.onInputOut) {
this.onInputOut.dispatch(this, pointer);
}
};
Button.prototype.onInputDownHandler = function (pointer) {
//console.log('Button onInputDownHandler: ' + Date.now());
if(this._onDownFrameName != null) {
this.frameName = this._onDownFrameName;
} else if(this._onDownFrameID != null) {
this.frame = this._onDownFrameID;
}
if(this.onInputDown) {
this.onInputDown.dispatch(this, pointer);
}
};
Button.prototype.onInputUpHandler = function (pointer) {
//console.log('Button onInputUpHandler: ' + Date.now());
if(this._onUpFrameName != null) {
this.frameName = this._onUpFrameName;
} else if(this._onUpFrameID != null) {
this.frame = this._onUpFrameID;
}
if(this.onInputUp) {
this.onInputUp.dispatch(this, pointer);
}
};
Object.defineProperty(Button.prototype, "priorityID", {
get: function () {
return this.input.priorityID;
},
set: function (value) {
this.input.priorityID = value;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Button.prototype, "useHandCursor", {
get: function () {
return this.input.useHandCursor;
},
set: function (value) {
this.input.useHandCursor = value;
},
enumerable: true,
configurable: true
});
return Button;
})(Phaser.Sprite);
UI.Button = Button;
})(Phaser.UI || (Phaser.UI = {}));
var UI = Phaser.UI;
})(Phaser || (Phaser = {}));