phaser/src/input/mouse/MouseManager.js
2018-06-04 16:49:11 +01:00

349 lines
10 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var Class = require('../../utils/Class');
var Features = require('../../device/Features');
// https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent
// https://github.com/WICG/EventListenerOptions/blob/gh-pages/explainer.md
/**
* @classdesc
* The Mouse Manager is a helper class that belongs to the Input Manager.
*
* Its role is to listen for native DOM Mouse Events and then pass them onto the Input Manager for further processing.
*
* You do not need to create this class directly, the Input Manager will create an instance of it automatically.
*
* @class MouseManager
* @memberOf Phaser.Input.Mouse
* @constructor
* @since 3.0.0
*
* @param {Phaser.Input.InputManager} inputManager - A reference to the Input Manager.
*/
var MouseManager = new Class({
initialize:
function MouseManager (inputManager)
{
/**
* A reference to the Input Manager.
*
* @name Phaser.Input.Mouse.MouseManager#manager
* @type {Phaser.Input.InputManager}
* @since 3.0.0
*/
this.manager = inputManager;
/**
* If true the DOM mouse events will have event.preventDefault applied to them, if false they will propagate fully.
*
* @name Phaser.Input.Mouse.MouseManager#capture
* @type {boolean}
* @default true
* @since 3.0.0
*/
this.capture = true;
/**
* A boolean that controls if the Mouse Manager is enabled or not.
* Can be toggled on the fly.
*
* @name Phaser.Input.Mouse.MouseManager#enabled
* @type {boolean}
* @default false
* @since 3.0.0
*/
this.enabled = false;
/**
* The Touch Event target, as defined in the Game Config.
* Typically the canvas to which the game is rendering, but can be any interactive DOM element.
*
* @name Phaser.Input.Mouse.MouseManager#target
* @type {any}
* @since 3.0.0
*/
this.target;
/**
* If the mouse has been pointer locked successfully this will be set to true.
*
* @name Phaser.Input.Mouse.MouseManager#locked
* @type {boolean}
* @default false
* @since 3.0.0
*/
this.locked = false;
inputManager.events.once('boot', this.boot, this);
},
/**
* The Touch Manager boot process.
*
* @method Phaser.Input.Mouse.MouseManager#boot
* @private
* @since 3.0.0
*/
boot: function ()
{
var config = this.manager.config;
this.enabled = config.inputMouse;
this.target = config.inputMouseEventTarget;
this.capture = config.inputMouseCapture;
if (!this.target)
{
this.target = this.manager.game.canvas;
}
if (config.disableContextMenu)
{
this.disableContextMenu();
}
if (this.enabled)
{
this.startListeners();
}
},
/**
* Attempts to disable the context menu from appearing if you right-click on the browser.
*
* Works by listening for the `contextmenu` event and prevent defaulting it.
*
* Use this if you need to enable right-button mouse support in your game, and the browser
* menu keeps getting in the way.
*
* @method Phaser.Input.Mouse.MouseManager#disableContextMenu
* @since 3.0.0
*
* @return {Phaser.Input.Mouse.MouseManager} This Mouse Manager instance.
*/
disableContextMenu: function ()
{
document.body.addEventListener('contextmenu', function (event)
{
event.preventDefault();
return false;
});
return this;
},
/**
* If the browser supports it, you can request that the pointer be locked to the browser window.
*
* This is classically known as 'FPS controls', where the pointer can't leave the browser until
* the user presses an exit key.
*
* If the browser successfully enters a locked state, a `POINTER_LOCK_CHANGE_EVENT` will be dispatched,
* from the games Input Manager, with an `isPointerLocked` property.
*
* It is important to note that pointer lock can only be enabled after an 'engagement gesture',
* see: https://w3c.github.io/pointerlock/#dfn-engagement-gesture.
*
* @method Phaser.Input.Mouse.MouseManager#requestPointerLock
* @since 3.0.0
*/
requestPointerLock: function ()
{
if (Features.pointerLock)
{
var element = this.target;
element.requestPointerLock = element.requestPointerLock || element.mozRequestPointerLock || element.webkitRequestPointerLock;
element.requestPointerLock();
}
},
/**
* Internal pointerLockChange handler.
*
* @method Phaser.Input.Mouse.MouseManager#pointerLockChange
* @since 3.0.0
*
* @param {MouseHandler} event - The native event from the browser.
*/
pointerLockChange: function (event)
{
var element = this.target;
this.locked = (document.pointerLockElement === element || document.mozPointerLockElement === element || document.webkitPointerLockElement === element) ? true : false;
this.manager.queue.push(event);
},
/**
* If the browser supports pointer lock, this will request that the pointer lock is released. If
* the browser successfully enters a locked state, a 'POINTER_LOCK_CHANGE_EVENT' will be
* dispatched - from the game's input manager - with an `isPointerLocked` property.
*
* @method Phaser.Input.Mouse.MouseManager#releasePointerLock
* @since 3.0.0
*/
releasePointerLock: function ()
{
if (Features.pointerLock)
{
document.exitPointerLock = document.exitPointerLock || document.mozExitPointerLock || document.webkitExitPointerLock;
document.exitPointerLock();
}
},
/**
* The Mouse Move Event Handler.
*
* @method Phaser.Input.Mouse.MouseManager#onMouseMove
* @since 3.10.0
*
* @param {MouseEvent} event - The native DOM Mouse Move Event.
*/
onMouseMove: function (event)
{
if (event.defaultPrevented || !this.enabled)
{
// Do nothing if event already handled
return;
}
this.manager.queueMouseMove(event);
if (this.capture)
{
event.preventDefault();
}
},
/**
* The Mouse Down Event Handler.
*
* @method Phaser.Input.Mouse.MouseManager#onMouseDown
* @since 3.10.0
*
* @param {MouseEvent} event - The native DOM Mouse Down Event.
*/
onMouseDown: function (event)
{
if (event.defaultPrevented || !this.enabled)
{
// Do nothing if event already handled
return;
}
this.manager.queueMouseDown(event);
if (this.capture)
{
event.preventDefault();
}
},
/**
* The Mouse Up Event Handler.
*
* @method Phaser.Input.Mouse.MouseManager#onMouseUp
* @since 3.10.0
*
* @param {MouseEvent} event - The native DOM Mouse Up Event.
*/
onMouseUp: function (event)
{
if (event.defaultPrevented || !this.enabled)
{
// Do nothing if event already handled
return;
}
this.manager.queueMouseUp(event);
if (this.capture)
{
event.preventDefault();
}
},
/**
* Starts the Mouse Event listeners running.
* This is called automatically and does not need to be manually invoked.
*
* @method Phaser.Input.Mouse.MouseManager#startListeners
* @since 3.0.0
*/
startListeners: function ()
{
var target = this.target;
var passive = { passive: true };
var nonPassive = { passive: false };
if (this.capture)
{
target.addEventListener('mousemove', this.onMouseMove.bind(this), nonPassive);
target.addEventListener('mousedown', this.onMouseDown.bind(this), nonPassive);
target.addEventListener('mouseup', this.onMouseUp.bind(this), nonPassive);
}
else
{
target.addEventListener('mousemove', this.onMouseMove.bind(this), passive);
target.addEventListener('mousedown', this.onMouseDown.bind(this), passive);
target.addEventListener('mouseup', this.onMouseUp.bind(this), passive);
}
if (Features.pointerLock)
{
this.pointerLockChange = this.pointerLockChange.bind(this);
document.addEventListener('pointerlockchange', this.pointerLockChange, true);
document.addEventListener('mozpointerlockchange', this.pointerLockChange, true);
document.addEventListener('webkitpointerlockchange', this.pointerLockChange, true);
}
},
/**
* Stops the Mouse Event listeners.
* This is called automatically and does not need to be manually invoked.
*
* @method Phaser.Input.Mouse.MouseManager#stopListeners
* @since 3.0.0
*/
stopListeners: function ()
{
var target = this.target;
target.removeEventListener('mousemove', this.onMouseMove);
target.removeEventListener('mousedown', this.onMouseDown);
target.removeEventListener('mouseup', this.onMouseUp);
if (Features.pointerLock)
{
document.removeEventListener('pointerlockchange', this.pointerLockChange, true);
document.removeEventListener('mozpointerlockchange', this.pointerLockChange, true);
document.removeEventListener('webkitpointerlockchange', this.pointerLockChange, true);
}
},
/**
* Destroys this Mouse Manager instance.
*
* @method Phaser.Input.Mouse.MouseManager#destroy
* @since 3.0.0
*/
destroy: function ()
{
this.stopListeners();
this.target = null;
this.manager = null;
}
});
module.exports = MouseManager;