@@ -399,16 +399,7 @@ var InputPlugin = new Class({
399399 eventEmitter . on ( SceneEvents . TRANSITION_OUT , this . transitionOut , this ) ;
400400 eventEmitter . on ( SceneEvents . TRANSITION_COMPLETE , this . transitionComplete , this ) ;
401401 eventEmitter . on ( SceneEvents . PRE_UPDATE , this . preUpdate , this ) ;
402-
403- if ( this . manager . useQueue )
404- {
405- eventEmitter . on ( SceneEvents . UPDATE , this . update , this ) ;
406- }
407- else
408- {
409- eventEmitter . on ( SceneEvents . UPDATE , this . pluginUpdate , this ) ;
410- }
411-
402+ eventEmitter . on ( SceneEvents . UPDATE , this . pluginUpdate , this ) ;
412403 eventEmitter . once ( SceneEvents . SHUTDOWN , this . shutdown , this ) ;
413404
414405 this . manager . events . on ( Events . GAME_OUT , this . onGameOut , this ) ;
@@ -520,8 +511,8 @@ var InputPlugin = new Class({
520511 } ,
521512
522513 /**
523- * The internal update loop for the plugins belong to this Input class.
524- * Called automatically by the Scene Systems step and only used if `useQueue` is false .
514+ * The internal update loop for the plugins belonging to this Input class.
515+ * Called automatically by the Scene Systems step.
525516 *
526517 * @method Phaser.Input.InputPlugin#pluginUpdate
527518 * @private
@@ -532,6 +523,9 @@ var InputPlugin = new Class({
532523 */
533524 pluginUpdate : function ( time , delta )
534525 {
526+ this . pluginEvents . emit ( Events . UPDATE , time , delta ) ;
527+
528+ /*
535529 if (this.pollRate > -1)
536530 {
537531 this.update(time, delta);
@@ -545,11 +539,12 @@ var InputPlugin = new Class({
545539
546540 this.pluginEvents.emit(Events.UPDATE, time, delta);
547541 }
542+ */
548543 } ,
549544
550545 /**
551546 * The internal update loop for the Input Plugin.
552- * Called automatically by the Scene Systems step .
547+ * Called when a DOM Event is processed by the Input Manager .
553548 *
554549 * @method Phaser.Input.InputPlugin#update
555550 * @fires Phaser.Input.Events#UPDATE
@@ -568,34 +563,25 @@ var InputPlugin = new Class({
568563
569564 var manager = this . manager ;
570565
571- this . pluginEvents . emit ( Events . UPDATE , time , delta ) ;
566+ // this.pluginEvents.emit(Events.UPDATE, time, delta);
572567
573568 // Another Scene above this one has already consumed the input events, or we're in transition
574569 if ( manager . globalTopOnly && manager . ignoreEvents )
575570 {
576571 return ;
577572 }
578573
579- var runUpdate = ( manager . dirty || this . pollRate === 0 ) ;
580-
581574 if ( this . pollRate > 0 )
582575 {
583576 this . _pollTimer -= delta ;
584577
585578 if ( this . _pollTimer < 0 )
586579 {
587- runUpdate = true ;
588-
589580 // Discard timer diff
590581 this . _pollTimer = this . pollRate ;
591582 }
592583 }
593584
594- if ( ! runUpdate )
595- {
596- return ;
597- }
598-
599585 var pointers = this . manager . pointers ;
600586 var pointersTotal = this . manager . pointersTotal ;
601587
@@ -2167,132 +2153,6 @@ var InputPlugin = new Class({
21672153 return this ;
21682154 } ,
21692155
2170- /**
2171- * **Note:** As of Phaser 3.16 this method is no longer required _unless_ you have set `input.queue = true`
2172- * in your game config, to force it to use the legacy event queue system. This method is deprecated and
2173- * will be removed in a future version.
2174- *
2175- * Adds a callback to be invoked whenever the native DOM `mouseup` or `touchend` events are received.
2176- * By setting the `isOnce` argument you can control if the callback is called once,
2177- * or every time the DOM event occurs.
2178- *
2179- * Callbacks passed to this method are invoked _immediately_ when the DOM event happens,
2180- * within the scope of the DOM event handler. Therefore, they are considered as 'native'
2181- * from the perspective of the browser. This means they can be used for tasks such as
2182- * opening new browser windows, or anything which explicitly requires user input to activate.
2183- * However, as a result of this, they come with their own risks, and as such should not be used
2184- * for general game input, but instead be reserved for special circumstances.
2185- *
2186- * If all you're trying to do is execute a callback when a pointer is released, then
2187- * please use the internal Input event system instead.
2188- *
2189- * Please understand that these callbacks are invoked when the browser feels like doing so,
2190- * which may be entirely out of the normal flow of the Phaser Game Loop. Therefore, you should absolutely keep
2191- * Phaser related operations to a minimum in these callbacks. For example, don't destroy Game Objects,
2192- * change Scenes or manipulate internal systems, otherwise you run a very real risk of creating
2193- * heisenbugs (https://en.wikipedia.org/wiki/Heisenbug) that prove a challenge to reproduce, never mind
2194- * solve.
2195- *
2196- * @method Phaser.Input.InputPlugin#addUpCallback
2197- * @deprecated
2198- * @since 3.10.0
2199- *
2200- * @param {function } callback - The callback to be invoked on this DOM event.
2201- * @param {boolean } [isOnce=true] - `true` if the callback will only be invoked once, `false` to call every time this event happens.
2202- *
2203- * @return {this } The Input Plugin.
2204- */
2205- addUpCallback : function ( callback , isOnce )
2206- {
2207- this . manager . addUpCallback ( callback , isOnce ) ;
2208-
2209- return this ;
2210- } ,
2211-
2212- /**
2213- * **Note:** As of Phaser 3.16 this method is no longer required _unless_ you have set `input.queue = true`
2214- * in your game config, to force it to use the legacy event queue system. This method is deprecated and
2215- * will be removed in a future version.
2216- *
2217- * Adds a callback to be invoked whenever the native DOM `mousedown` or `touchstart` events are received.
2218- * By setting the `isOnce` argument you can control if the callback is called once,
2219- * or every time the DOM event occurs.
2220- *
2221- * Callbacks passed to this method are invoked _immediately_ when the DOM event happens,
2222- * within the scope of the DOM event handler. Therefore, they are considered as 'native'
2223- * from the perspective of the browser. This means they can be used for tasks such as
2224- * opening new browser windows, or anything which explicitly requires user input to activate.
2225- * However, as a result of this, they come with their own risks, and as such should not be used
2226- * for general game input, but instead be reserved for special circumstances.
2227- *
2228- * If all you're trying to do is execute a callback when a pointer is down, then
2229- * please use the internal Input event system instead.
2230- *
2231- * Please understand that these callbacks are invoked when the browser feels like doing so,
2232- * which may be entirely out of the normal flow of the Phaser Game Loop. Therefore, you should absolutely keep
2233- * Phaser related operations to a minimum in these callbacks. For example, don't destroy Game Objects,
2234- * change Scenes or manipulate internal systems, otherwise you run a very real risk of creating
2235- * heisenbugs (https://en.wikipedia.org/wiki/Heisenbug) that prove a challenge to reproduce, never mind
2236- * solve.
2237- *
2238- * @method Phaser.Input.InputPlugin#addDownCallback
2239- * @deprecated
2240- * @since 3.10.0
2241- *
2242- * @param {function } callback - The callback to be invoked on this dom event.
2243- * @param {boolean } [isOnce=true] - `true` if the callback will only be invoked once, `false` to call every time this event happens.
2244- *
2245- * @return {this } The Input Plugin.
2246- */
2247- addDownCallback : function ( callback , isOnce )
2248- {
2249- this . manager . addDownCallback ( callback , isOnce ) ;
2250-
2251- return this ;
2252- } ,
2253-
2254- /**
2255- * **Note:** As of Phaser 3.16 this method is no longer required _unless_ you have set `input.queue = true`
2256- * in your game config, to force it to use the legacy event queue system. This method is deprecated and
2257- * will be removed in a future version.
2258- *
2259- * Adds a callback to be invoked whenever the native DOM `mousemove` or `touchmove` events are received.
2260- * By setting the `isOnce` argument you can control if the callback is called once,
2261- * or every time the DOM event occurs.
2262- *
2263- * Callbacks passed to this method are invoked _immediately_ when the DOM event happens,
2264- * within the scope of the DOM event handler. Therefore, they are considered as 'native'
2265- * from the perspective of the browser. This means they can be used for tasks such as
2266- * opening new browser windows, or anything which explicitly requires user input to activate.
2267- * However, as a result of this, they come with their own risks, and as such should not be used
2268- * for general game input, but instead be reserved for special circumstances.
2269- *
2270- * If all you're trying to do is execute a callback when a pointer is moved, then
2271- * please use the internal Input event system instead.
2272- *
2273- * Please understand that these callbacks are invoked when the browser feels like doing so,
2274- * which may be entirely out of the normal flow of the Phaser Game Loop. Therefore, you should absolutely keep
2275- * Phaser related operations to a minimum in these callbacks. For example, don't destroy Game Objects,
2276- * change Scenes or manipulate internal systems, otherwise you run a very real risk of creating
2277- * heisenbugs (https://en.wikipedia.org/wiki/Heisenbug) that prove a challenge to reproduce, never mind
2278- * solve.
2279- *
2280- * @method Phaser.Input.InputPlugin#addMoveCallback
2281- * @deprecated
2282- * @since 3.10.0
2283- *
2284- * @param {function } callback - The callback to be invoked on this dom event.
2285- * @param {boolean } [isOnce=false] - `true` if the callback will only be invoked once, `false` to call every time this event happens.
2286- *
2287- * @return {this } The Input Plugin.
2288- */
2289- addMoveCallback : function ( callback , isOnce )
2290- {
2291- this . manager . addMoveCallback ( callback , isOnce ) ;
2292-
2293- return this ;
2294- } ,
2295-
22962156 /**
22972157 * Adds new Pointer objects to the Input Manager.
22982158 *
@@ -2423,14 +2283,8 @@ var InputPlugin = new Class({
24232283 eventEmitter . off ( SceneEvents . TRANSITION_START , this . transitionIn , this ) ;
24242284 eventEmitter . off ( SceneEvents . TRANSITION_OUT , this . transitionOut , this ) ;
24252285 eventEmitter . off ( SceneEvents . TRANSITION_COMPLETE , this . transitionComplete , this ) ;
2426-
24272286 eventEmitter . off ( SceneEvents . PRE_UPDATE , this . preUpdate , this ) ;
24282287
2429- if ( this . manager . useQueue )
2430- {
2431- eventEmitter . off ( SceneEvents . UPDATE , this . update , this ) ;
2432- }
2433-
24342288 this . manager . events . off ( Events . GAME_OUT , this . onGameOut , this ) ;
24352289 this . manager . events . off ( Events . GAME_OVER , this . onGameOver , this ) ;
24362290
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