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Added callback hooks and removed duplicated vars.
1 parent 68270e7 commit a1dc398

1 file changed

Lines changed: 29 additions & 15 deletions

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v3/src/input/local/components/ProcessDragEvents.js

Lines changed: 29 additions & 15 deletions
Original file line numberDiff line numberDiff line change
@@ -9,6 +9,10 @@ var ProcessDragEvents = function (pointer, time)
99
return;
1010
}
1111

12+
var i;
13+
var gameObject;
14+
var list;
15+
var input;
1216
var currentlyOver = this._temp;
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// 0 = Not dragging anything
@@ -35,9 +39,9 @@ var ProcessDragEvents = function (pointer, time)
3539
// Get draggable objects, sort them, pick the top (or all) and store them somewhere
3640
var draglist = [];
3741

38-
for (var i = 0; i < currentlyOver.length; i++)
42+
for (i = 0; i < currentlyOver.length; i++)
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{
40-
var gameObject = currentlyOver[i];
44+
gameObject = currentlyOver[i];
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4246
if (gameObject.input.draggable)
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{
@@ -97,17 +101,21 @@ var ProcessDragEvents = function (pointer, time)
97101
// 3 = Pointer meets criteria and is freshly down, notify the draglist
98102
if (pointer.dragState === 3)
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{
100-
var list = this._drag[pointer.id];
104+
list = this._drag[pointer.id];
101105

102-
for (var i = 0; i < list.length; i++)
106+
for (i = 0; i < list.length; i++)
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{
104-
var gameObject = list[i];
108+
gameObject = list[i];
105109

106-
gameObject.input.dragState = 2;
107-
gameObject.input.dragX = gameObject.input.localX - gameObject.displayOriginX;
108-
gameObject.input.dragY = gameObject.input.localY - gameObject.displayOriginY;
110+
input = gameObject.input;
111+
112+
input.dragState = 2;
113+
input.dragX = input.localX - gameObject.displayOriginX;
114+
input.dragY = input.localY - gameObject.displayOriginY;
109115

110116
this.events.dispatch(new InputEvent.DRAG_START(pointer, gameObject));
117+
118+
input.onDragStart(gameObject, pointer, input.dragX, input.dragY);
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}
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pointer.dragState = 4;
@@ -118,30 +126,36 @@ var ProcessDragEvents = function (pointer, time)
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// 4 = Pointer actively dragging the draglist and has moved
119127
if (pointer.dragState === 4 && pointer.justMoved)
120128
{
121-
var list = this._drag[pointer.id];
129+
list = this._drag[pointer.id];
122130

123-
for (var i = 0; i < list.length; i++)
131+
for (i = 0; i < list.length; i++)
124132
{
125-
var gameObject = list[i];
133+
gameObject = list[i];
134+
135+
input = gameObject.input;
126136

127137
this.events.dispatch(new InputEvent.DRAG(pointer, gameObject));
138+
139+
input.onDrag(gameObject, pointer);
128140
}
129141

130-
// Check drop zones?
142+
// Check drop zones
131143
}
132144

133145
// 5 = Pointer actively dragging but has been released, notify draglist
134146
if (pointer.dragState === 5)
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{
136-
var list = this._drag[pointer.id];
148+
list = this._drag[pointer.id];
137149

138-
for (var i = 0; i < list.length; i++)
150+
for (i = 0; i < list.length; i++)
139151
{
140-
var gameObject = list[i];
152+
gameObject = list[i];
141153

142154
gameObject.input.dragState = 0;
143155

144156
this.events.dispatch(new InputEvent.DRAG_END(pointer, gameObject));
157+
158+
input.onDragEnd(gameObject, pointer, input.dragX, input.dragY);
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}
146160

147161
pointer.dragState = 0;

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