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Copy pathInputManager.js
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365 lines (281 loc) · 10 KB
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var Class = require('../utils/Class');
var SceneInputManager = require('../input/local/SceneInputManager');
var InputManager = new Class({
Extends: SceneInputManager,
initialize:
function InputManager (scene, game)
{
SceneInputManager.call(this, scene, game);
}
/*
processOverOutEvents: function (pointer, results)
{
var gameObject;
// Go through the results
for (var i = 0; i < results.length; i++)
{
gameObject = results[i];
// Was this GO previously in an 'over' state?
// Loop through the tested array and work out which game objects were 'over' previously and which are 'just over' (brand new)
for (i = 0; i < results.length; i++)
{
gameObject = results[i];
if (previouslyOver.indexOf(gameObject) === -1)
{
justOver.push(gameObject);
}
else
{
stillOver.push(gameObject);
}
}
},
*/
/*
hitTestPointer: function (pointer)
{
var i;
var tested = [];
var justOut = [];
var justOver = [];
var stillOver = [];
var previouslyOver = this._over;
var gameObject;
// Get a list of all objects that can be seen by all the cameras in the scene and store in 'tested' array.
// All objects in this array are input enabled, as checked by the hitTest function, so we don't need to check later on as well.
for (i = 0; i < this.cameras.length; i++)
{
var camera = this.cameras[i];
if (camera.inputEnabled)
{
tested = tested.concat(this.manager.hitTest(this._list, pointer.x, pointer.y, camera));
}
}
// Loop through the tested array and work out which game objects were 'over' previously and which are 'just over' (brand new)
for (i = 0; i < tested.length; i++)
{
gameObject = tested[i];
if (previouslyOver.indexOf(gameObject) === -1)
{
justOver.push(gameObject);
}
else
{
stillOver.push(gameObject);
}
}
// Loop through the list of 'previously over' objects (from the last update) and any missing from it are now 'just out'
for (i = 0; i < previouslyOver.length; i++)
{
gameObject = previouslyOver[i];
if (tested.indexOf(gameObject) === -1)
{
justOut.push(gameObject);
}
}
// Now we can process what has happened.
// Fire a global onOut event that contains all objects that have moved to 'out' status this update
if (justOut.length > 0)
{
this.sortInteractiveObjects(justOut);
// Call onOut for everything in the justOut array
for (i = 0; i < justOut.length; i++)
{
gameObject = justOut[i];
this.events.dispatch(new InputEvent.OUT(pointer, gameObject, justOut));
this.gameObjectOnOut(pointer, gameObject);
if (this.topOnly)
{
break;
}
}
}
// Fire a global onOut event that contains all objects that have moved to 'over' status this update
if (justOver.length > 0)
{
this.sortInteractiveObjects(justOver);
// Call onOver for everything in the justOver array
for (i = 0; i < justOver.length; i++)
{
gameObject = justOver[i];
this.events.dispatch(new InputEvent.OVER(pointer, gameObject, justOver));
this.gameObjectOnOver(pointer, gameObject);
if (this.topOnly)
{
break;
}
}
}
// Add the contents of justOver to the persistent 'over' array
this._over = stillOver.concat(justOver);
// Then sort it into display list order
this._over = this.sortInteractiveObjects(this._over);
},
*/
/*
// Given an array of Game Objects, sort the array and return it,
// so that the objects are in index order with the lowest at the bottom.
sortInteractiveObjects: function (interactiveObjects)
{
this.scene.sys.depthSort();
return interactiveObjects.sort(this.sortIndexHandler.bind(this));
},
// Note that the given array is sorted in place, even though it isn't returned directly it will still be updated.
getTopInteractiveObject: function (interactiveObjects)
{
this.sortInteractiveObjects(interactiveObjects);
return interactiveObjects[0];
},
// Return the child lowest down the display list (with the smallest index)
sortIndexHandler: function (childA, childB)
{
// The higher the index, the lower down the display list they are.
// So entry 0 will be the top-most item (visually)
var indexA = this.displayList.getIndex(childA.gameObject);
var indexB = this.displayList.getIndex(childB.gameObject);
if (indexA < indexB)
{
return 1;
}
else if (indexA > indexB)
{
return -1;
}
// Technically this shouldn't happen, but if the GO wasn't part of this display list then it'll
// have an index of -1, so in some cases it can
return 0;
},
// Has it been pressed down or released in this update?
processUpDownEvents: function (pointer)
{
// _over is now in display list order, top to bottom, already sorted previously
var i;
var gameObject;
var len = this._over.length;
if (pointer.justDown)
{
if (len === 0)
{
// Dispatch global DOWN event, even though nothing was clicked on
this.events.dispatch(new InputEvent.DOWN(pointer));
}
else
{
for (i = 0; i < len; i++)
{
gameObject = this._over[i];
this.events.dispatch(new InputEvent.DOWN(pointer, gameObject, this._over));
this.gameObjectOnDown(pointer, gameObject);
if (this.topOnly)
{
break;
}
}
}
}
else if (pointer.justUp)
{
if (len === 0)
{
// Dispatch global UP event, even though nothing was under the pointer when released
this.events.dispatch(new InputEvent.UP(pointer));
}
else
{
for (i = 0; i < len; i++)
{
gameObject = this._over[i];
this.events.dispatch(new InputEvent.UP(pointer, gameObject, this._over));
this.gameObjectOnUp(pointer, gameObject);
if (this.topOnly)
{
break;
}
}
}
}
},
// Has the pointer moved in this update?
processMovementEvents: function (pointer)
{
// Check the list of Draggable Items
for (var i = 0; i < this._draggable.length; i++)
{
var gameObject = this._draggable[i];
var input = gameObject.input;
if (!input.enabled)
{
continue;
}
if (pointer.justUp && input.isDragged)
{
// Drag End
this.gameObjectOnDragEnd(pointer, gameObject);
}
else if (input.isDragged)
{
// Drag
this.gameObjectOnDrag(pointer, gameObject);
}
}
},
gameObjectOnDragStart: function (pointer, gameObject)
{
var input = gameObject.input;
input.isDragged = true;
input.dragX = input.localX - gameObject.displayOriginX;
input.dragY = input.localY - gameObject.displayOriginY;
this.events.dispatch(new InputEvent.DRAG_START(pointer, gameObject));
gameObject.input.onDragStart(gameObject, pointer);
},
gameObjectOnDrag: function (pointer, gameObject)
{
this.events.dispatch(new InputEvent.DRAG(pointer, gameObject));
gameObject.input.onDrag(gameObject, pointer);
},
gameObjectOnDragEnd: function (pointer, gameObject)
{
var input = gameObject.input;
input.isDragged = false;
this.events.dispatch(new InputEvent.DRAG_END(pointer, gameObject));
gameObject.input.onDragEnd(gameObject, pointer);
},
gameObjectOnDown: function (pointer, gameObject)
{
var input = gameObject.input;
input.isDown = true;
input.onDown(gameObject, pointer, input.localX, input.localY);
if (input.draggable && !input.isDragged)
{
// Drag Start
this.gameObjectOnDragStart(pointer, gameObject);
}
},
gameObjectOnUp: function (pointer, gameObject)
{
gameObject.input.isDown = false;
gameObject.input.onUp(gameObject, pointer, gameObject.input.localX, gameObject.input.localY);
},
gameObjectOnOut: function (pointer, gameObject)
{
var input = gameObject.input;
input.isOver = false;
// Don't dispatch if we're dragging the gameObject, as the pointer often gets away from it
if (!input.isDragged)
{
input.onOut(gameObject, pointer);
}
},
gameObjectOnOver: function (pointer, gameObject)
{
var input = gameObject.input;
input.isOver = true;
// Don't dispatch if we're dragging the gameObject, as the pointer often gets away from it
if (!input.isDragged)
{
input.onOver(gameObject, pointer, input.localX, input.localY);
}
},
*/
});
module.exports = InputManager;