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/**
* @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 Vector2 = require('../math/Vector2');
/**
* @classdesc
* A Pointer object encapsulates both mouse and touch input within Phaser.
*
* By default, Phaser will create 2 pointers for your game to use. If you require more, i.e. for a multi-touch
* game, then use the `InputPlugin.addPointer` method to do so, rather than instantiating this class directly,
* otherwise it won't be managed by the input system.
*
* You can reference the current active pointer via `InputPlugin.activePointer`. You can also use the properties
* `InputPlugin.pointer1` through to `pointer10`, for each pointer you have enabled in your game.
*
* The properties of this object are set by the Input Plugin during processing. This object is then sent in all
* input related events that the Input Plugin emits, so you can reference properties from it directly in your
* callbacks.
*
* @class Pointer
* @memberOf Phaser.Input
* @constructor
* @since 3.0.0
*
* @param {Phaser.Input.InputManager} manager - A reference to the Input Manager.
* @param {integer} id - The internal ID of this Pointer.
*/
var Pointer = new Class({
initialize:
function Pointer (manager, id)
{
/**
* A reference to the Input Manager.
*
* @name Phaser.Input.Pointer#manager
* @type {Phaser.Input.InputManager}
* @since 3.0.0
*/
this.manager = manager;
/**
* The internal ID of this Pointer.
*
* @name Phaser.Input.Pointer#id
* @type {integer}
* @readOnly
* @since 3.0.0
*/
this.id = id;
/**
* The most recent native DOM Event this Pointer has processed.
*
* @name Phaser.Input.Pointer#event
* @type {(TouchEvent|MouseEvent)}
* @since 3.0.0
*/
this.event;
/**
* The camera the Pointer interacted with during its last update.
*
* A Pointer can only ever interact with one camera at once, which will be the top-most camera
* in the list should multiple cameras be positioned on-top of each other.
*
* @name Phaser.Input.Pointer#camera
* @type {Phaser.Cameras.Scene2D.Camera}
* @default null
* @since 3.0.0
*/
this.camera = null;
/**
* 0: No button or un-initialized
* 1: Left button
* 2: Right button
* 4: Wheel button or middle button
* 8: 4th button (typically the "Browser Back" button)
* 16: 5th button (typically the "Browser Forward" button)
*
* For a mouse configured for left-handed use, the button actions are reversed.
* In this case, the values are read from right to left.
*
* @name Phaser.Input.Pointer#buttons
* @type {integer}
* @default 0
* @since 3.0.0
*/
this.buttons = 0;
/**
* The position of the Pointer in screen space.
*
* @name Phaser.Input.Pointer#position
* @type {Phaser.Math.Vector2}
* @since 3.0.0
*/
this.position = new Vector2();
/**
* The x position of this Pointer, translated into the coordinate space of the most recent Camera it interacted with.
*
* @name Phaser.Input.Pointer#worldX
* @type {number}
* @default 0
* @since 3.10.0
*/
this.worldX = 0;
/**
* The y position of this Pointer, translated into the coordinate space of the most recent Camera it interacted with.
*
* @name Phaser.Input.Pointer#worldY
* @type {number}
* @default 0
* @since 3.10.0
*/
this.worldY = 0;
/**
* X coordinate of the Pointer when Button 1 (left button), or Touch, was pressed, used for dragging objects.
*
* @name Phaser.Input.Pointer#downX
* @type {number}
* @default 0
* @since 3.0.0
*/
this.downX = 0;
/**
* Y coordinate of the Pointer when Button 1 (left button), or Touch, was pressed, used for dragging objects.
*
* @name Phaser.Input.Pointer#downY
* @type {number}
* @default 0
* @since 3.0.0
*/
this.downY = 0;
/**
* Time when Button 1 (left button), or Touch, was pressed, used for dragging objects.
*
* @name Phaser.Input.Pointer#downTime
* @type {number}
* @default 0
* @since 3.0.0
*/
this.downTime = 0;
/**
* X coordinate of the Pointer when Button 1 (left button), or Touch, was released, used for dragging objects.
*
* @name Phaser.Input.Pointer#upX
* @type {number}
* @default 0
* @since 3.0.0
*/
this.upX = 0;
/**
* Y coordinate of the Pointer when Button 1 (left button), or Touch, was released, used for dragging objects.
*
* @name Phaser.Input.Pointer#upY
* @type {number}
* @default 0
* @since 3.0.0
*/
this.upY = 0;
/**
* Time when Button 1 (left button), or Touch, was released, used for dragging objects.
*
* @name Phaser.Input.Pointer#upTime
* @type {number}
* @default 0
* @since 3.0.0
*/
this.upTime = 0;
/**
* Is the primary button down? (usually button 0, the left mouse button)
*
* @name Phaser.Input.Pointer#primaryDown
* @type {boolean}
* @default false
* @since 3.0.0
*/
this.primaryDown = false;
/**
* The Drag State of the Pointer:
*
* 0 = Not dragging anything
* 1 = Being checked if dragging
* 2 = Dragging something
*
* @name Phaser.Input.Pointer#dragState
* @type {number}
* @default 0
* @since 3.0.0
*/
this.dragState = 0;
/**
* Is _any_ button on this pointer considered as being down?
*
* @name Phaser.Input.Pointer#isDown
* @type {boolean}
* @default false
* @since 3.0.0
*/
this.isDown = false;
/**
* A dirty flag for this Pointer, used internally by the Input Plugin.
*
* @name Phaser.Input.Pointer#dirty
* @type {boolean}
* @default false
* @since 3.0.0
*/
this.dirty = false;
/**
* Is this Pointer considered as being "just down" or not?
*
* @name Phaser.Input.Pointer#justDown
* @type {boolean}
* @default false
* @since 3.0.0
*/
this.justDown = false;
/**
* Is this Pointer considered as being "just up" or not?
*
* @name Phaser.Input.Pointer#justUp
* @type {boolean}
* @default false
* @since 3.0.0
*/
this.justUp = false;
/**
* Is this Pointer considered as being "just moved" or not?
*
* @name Phaser.Input.Pointer#justMoved
* @type {boolean}
* @default false
* @since 3.0.0
*/
this.justMoved = false;
/**
* Did the previous input event come from a Touch input (true) or Mouse? (false)
*
* @name Phaser.Input.Pointer#wasTouch
* @type {boolean}
* @default false
* @since 3.0.0
*/
this.wasTouch = false;
/**
* If the mouse is locked, the horizontal relative movement of the Pointer in pixels since last frame.
*
* @name Phaser.Input.Pointer#movementX
* @type {number}
* @default 0
* @since 3.0.0
*/
this.movementX = 0;
/**
* If the mouse is locked, the vertical relative movement of the Pointer in pixels since last frame.
*
* @name Phaser.Input.Pointer#movementY
* @type {number}
* @default 0
* @since 3.0.0
*/
this.movementY = 0;
/**
* The identifier property of the Pointer as set by the DOM event when this Pointer is started.
*
* @name Phaser.Input.Pointer#identifier
* @type {number}
* @since 3.10.0
*/
this.identifier = 0;
/**
* The pointerId property of the Pointer as set by the DOM event when this Pointer is started.
* The browser can and will recycle this value.
*
* @name Phaser.Input.Pointer#pointerId
* @type {number}
* @since 3.10.0
*/
this.pointerId = null;
/**
* An active Pointer is one that is currently pressed down on the display.
* A Mouse is always considered as active.
*
* @name Phaser.Input.Pointer#active
* @type {boolean}
* @since 3.10.0
*/
this.active = (id === 0) ? true : false;
},
/**
* Takes a Camera and returns a Vector2 containing the translated position of this Pointer
* within that Camera. This can be used to convert this Pointers position into camera space.
*
* @method Phaser.Input.Pointer#positionToCamera
* @since 3.0.0
*
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera to use for the translation.
* @param {(Phaser.Math.Vector2|object)} [output] - A Vector2-like object in which to store the translated position.
*
* @return {(Phaser.Math.Vector2|object)} A Vector2 containing the translated coordinates of this Pointer, based on the given camera.
*/
positionToCamera: function (camera, output)
{
return camera.getWorldPoint(this.x, this.y, output);
},
/**
* Resets the temporal properties of this Pointer.
* Called automatically by the Input Plugin each update.
*
* @method Phaser.Input.Pointer#reset
* @private
* @since 3.0.0
*/
reset: function ()
{
this.dirty = false;
this.justDown = false;
this.justUp = false;
this.justMoved = false;
this.movementX = 0;
this.movementY = 0;
},
/**
* Internal method to handle a Mouse Up Event.
*
* @method Phaser.Input.Pointer#up
* @private
* @since 3.0.0
*
* @param {MouseEvent} event - The Mouse Event to process.
* @param {integer} time - The current timestamp as generated by the Request Animation Frame or SetTimeout.
*/
up: function (event, time)
{
if (event.buttons)
{
this.buttons = event.buttons;
}
this.event = event;
// Sets the local x/y properties
this.manager.transformPointer(this, event.pageX, event.pageY);
// 0: Main button pressed, usually the left button or the un-initialized state
if (event.button === 0)
{
this.primaryDown = false;
this.upX = this.x;
this.upY = this.y;
this.upTime = time;
}
this.justUp = true;
this.isDown = false;
this.dirty = true;
this.wasTouch = false;
},
/**
* Internal method to handle a Mouse Down Event.
*
* @method Phaser.Input.Pointer#down
* @private
* @since 3.0.0
*
* @param {MouseEvent} event - The Mouse Event to process.
* @param {integer} time - The current timestamp as generated by the Request Animation Frame or SetTimeout.
*/
down: function (event, time)
{
if (event.buttons)
{
this.buttons = event.buttons;
}
this.event = event;
// Sets the local x/y properties
this.manager.transformPointer(this, event.pageX, event.pageY);
// 0: Main button pressed, usually the left button or the un-initialized state
if (event.button === 0)
{
this.primaryDown = true;
this.downX = this.x;
this.downY = this.y;
this.downTime = time;
}
this.justDown = true;
this.isDown = true;
this.dirty = true;
this.wasTouch = false;
},
/**
* Internal method to handle a Mouse Move Event.
*
* @method Phaser.Input.Pointer#move
* @private
* @since 3.0.0
*
* @param {MouseEvent} event - The Mouse Event to process.
* @param {integer} time - The current timestamp as generated by the Request Animation Frame or SetTimeout.
*/
move: function (event)
{
if (event.buttons)
{
this.buttons = event.buttons;
}
this.event = event;
// Sets the local x/y properties
this.manager.transformPointer(this, event.pageX, event.pageY);
if (this.manager.mouse.locked)
{
// Multiple DOM events may occur within one frame, but only one Phaser event will fire
this.movementX += event.movementX || event.mozMovementX || event.webkitMovementX || 0;
this.movementY += event.movementY || event.mozMovementY || event.webkitMovementY || 0;
}
this.justMoved = true;
this.dirty = true;
this.wasTouch = false;
},
/**
* Internal method to handle a Touch Start Event.
*
* @method Phaser.Input.Pointer#touchstart
* @private
* @since 3.0.0
*
* @param {TouchEvent} event - The Touch Event to process.
* @param {integer} time - The current timestamp as generated by the Request Animation Frame or SetTimeout.
*/
touchstart: function (event, time)
{
if (event['pointerId'])
{
this.pointerId = event.pointerId;
}
this.identifier = event.identifier;
this.target = event.target;
this.active = true;
this.buttons = 1;
this.event = event;
// Sets the local x/y properties
this.manager.transformPointer(this, event.pageX, event.pageY);
this.primaryDown = true;
this.downX = this.x;
this.downY = this.y;
this.downTime = time;
this.justDown = true;
this.isDown = true;
this.dirty = true;
this.wasTouch = true;
},
/**
* Internal method to handle a Touch Move Event.
*
* @method Phaser.Input.Pointer#touchmove
* @private
* @since 3.0.0
*
* @param {TouchEvent} event - The Touch Event to process.
* @param {integer} time - The current timestamp as generated by the Request Animation Frame or SetTimeout.
*/
touchmove: function (event)
{
this.event = event;
// Sets the local x/y properties
this.manager.transformPointer(this, event.pageX, event.pageY);
this.justMoved = true;
this.dirty = true;
this.wasTouch = true;
},
/**
* Internal method to handle a Touch End Event.
*
* @method Phaser.Input.Pointer#touchend
* @private
* @since 3.0.0
*
* @param {TouchEvent} event - The Touch Event to process.
* @param {integer} time - The current timestamp as generated by the Request Animation Frame or SetTimeout.
*/
touchend: function (event, time)
{
this.buttons = 0;
this.event = event;
// Sets the local x/y properties
this.manager.transformPointer(this, event.pageX, event.pageY);
this.primaryDown = false;
this.upX = this.x;
this.upY = this.y;
this.upTime = time;
this.justUp = true;
this.isDown = false;
this.dirty = true;
this.wasTouch = true;
this.active = false;
},
/**
* Checks to see if any buttons are being held down on this Pointer.
*
* @method Phaser.Input.Pointer#noButtonDown
* @since 3.0.0
*
* @return {boolean} `true` if no buttons are being held down.
*/
noButtonDown: function ()
{
return (this.buttons === 0);
},
/**
* Checks to see if the left button is being held down on this Pointer.
*
* @method Phaser.Input.Pointer#leftButtonDown
* @since 3.0.0
*
* @return {boolean} `true` if the left button is being held down.
*/
leftButtonDown: function ()
{
return (this.buttons & 1);
},
/**
* Checks to see if the right button is being held down on this Pointer.
*
* @method Phaser.Input.Pointer#rightButtonDown
* @since 3.0.0
*
* @return {boolean} `true` if the right button is being held down.
*/
rightButtonDown: function ()
{
return (this.buttons & 2);
},
/**
* Checks to see if the middle button is being held down on this Pointer.
*
* @method Phaser.Input.Pointer#middleButtonDown
* @since 3.0.0
*
* @return {boolean} `true` if the middle button is being held down.
*/
middleButtonDown: function ()
{
return (this.buttons & 4);
},
/**
* Checks to see if the back button is being held down on this Pointer.
*
* @method Phaser.Input.Pointer#backButtonDown
* @since 3.0.0
*
* @return {boolean} `true` if the back button is being held down.
*/
backButtonDown: function ()
{
return (this.buttons & 8);
},
/**
* Checks to see if the forward button is being held down on this Pointer.
*
* @method Phaser.Input.Pointer#forwardButtonDown
* @since 3.0.0
*
* @return {boolean} `true` if the forward button is being held down.
*/
forwardButtonDown: function ()
{
return (this.buttons & 16);
},
/**
* Destroys this Pointer instance and resets its external references.
*
* @method Phaser.Input.Pointer#destroy
* @since 3.0.0
*/
destroy: function ()
{
this.camera = null;
this.manager = null;
this.position = null;
},
/**
* The x position of this Pointer.
* The value is in screen space.
* See `worldX` to get a camera converted position.
*
* @name Phaser.Input.Pointer#x
* @type {number}
* @since 3.0.0
*/
x: {
get: function ()
{
return this.position.x;
},
set: function (value)
{
this.position.x = value;
}
},
/**
* The y position of this Pointer.
* The value is in screen space.
* See `worldY` to get a camera converted position.
*
* @name Phaser.Input.Pointer#y
* @type {number}
* @since 3.0.0
*/
y: {
get: function ()
{
return this.position.y;
},
set: function (value)
{
this.position.y = value;
}
}
});
module.exports = Pointer;