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191 lines (138 loc) · 4.39 KB
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// Phaser.Input.GlobalInputManager
var Class = require('../../utils/Class');
var EventEmitter = require('eventemitter3');
var Gamepad = require('../gamepad/GamepadManager');
var HitTest = require('./inc/HitTest');
var Keyboard = require('../keyboard/KeyboardManager');
var Mouse = require('../mouse/MouseManager');
var Pointer = require('../Pointer');
var Touch = require('../touch/TouchManager');
var GlobalInputManager = new Class({
initialize:
function GlobalInputManager (game, config)
{
this.game = game;
this.canvas;
this.config = config;
this.enabled = true;
this.events = new EventEmitter();
// Standard FIFO queue
this.queue = [];
// Listeners (will be based on config)
this.keyboard = new Keyboard(this);
this.mouse = new Mouse(this);
this.touch = new Touch(this);
this.gamepad = new Gamepad(this);
this.activePointer = new Pointer(this, 0);
this.scale = { x: 1, y: 1 };
this.bounds;
// this._tempMatrix = new TransformMatrix();
this._tempPoint = { x: 0, y: 0 };
this._tempHitTest = [];
},
/**
* The Boot handler is called by Phaser.Game when it first starts up.
* The renderer is available by now.
*/
boot: function ()
{
this.canvas = this.game.canvas;
this.updateBounds();
this.keyboard.boot();
this.mouse.boot();
this.touch.boot();
this.gamepad.boot();
},
updateBounds: function ()
{
var bounds = this.canvas.getBoundingClientRect();
if (window.scrollX)
{
bounds.left += window.scrollX;
}
if (window.scrollY)
{
bounds.top += window.scrollY;
}
this.bounds = bounds;
},
update: function (time, delta)
{
this.keyboard.update();
this.gamepad.update();
var len = this.queue.length;
// Currently just 1 pointer supported
var pointer = this.activePointer;
pointer.reset();
if (!this.enabled || len === 0)
{
return;
}
this.updateBounds();
this.scale.x = this.game.config.width / this.bounds.width;
this.scale.y = this.game.config.height / this.bounds.height;
// Clears the queue array, and also means we don't work on array data that could potentially
// be modified during the processing phase
var queue = this.queue.splice(0, len);
// Process the event queue, dispatching all of the events that have stored up
for (var i = 0; i < len; i++)
{
var event = queue[i];
// TODO: Move to CONSTs so we can do integer comparisons instead of strings.
switch (event.type)
{
case 'mousemove':
pointer.move(event, time);
break;
case 'mousedown':
pointer.down(event, time);
break;
case 'mouseup':
pointer.up(event, time);
break;
case 'touchmove':
pointer.touchmove(event, time);
break;
case 'touchstart':
pointer.touchstart(event, time);
break;
case 'touchend':
pointer.touchend(event, time);
break;
case 'pointerlockchange':
this.events.emit('pointerlockchange', event, this.mouse.locked);
break;
}
}
},
hitTest: function (gameObjects, x, y, camera)
{
return HitTest(this._tempPoint, x, y, gameObjects, camera, this._tempHitTest);
},
// Called by Pointer class
transformX: function (pageX)
{
return (pageX - this.bounds.left) * this.scale.x;
},
transformY: function (pageY)
{
return (pageY - this.bounds.top) * this.scale.y;
},
getOffsetX: function ()
{
return this.bounds.left;
},
getOffsetY: function ()
{
return this.bounds.top;
},
getScaleX: function ()
{
return this.game.config.width / this.bounds.width;
},
getScaleY: function ()
{
return this.game.config.height / this.bounds.height;
}
});
module.exports = GlobalInputManager;