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MSPointer now checks the pointerType property of the DOM event and if it matches 'mouse' it will update Input.mousePointer, rather than Input.pointer1 (or whatever the next free Pointer was).
Copy file name to clipboardExpand all lines: README.md
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@@ -250,6 +250,7 @@ Version 2.4 - "Katar" - in dev
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* Phaser.DeviceButton.altKey is a boolean that holds if the alt key was held down or not during the last button event.
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* Phaser.DeviceButton.ctrlKey is a boolean that holds if the control key was held down or not during the last button event.
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* Phaser.GamepadButton has been removed and now uses DeviceButton instead. Three internal API changes took place: `processButtonDown` is renamed to `start`, `processButtonUp` is renamed to `stop` and `processButtonFloat` is renamed to `padFloat`. If you extended GamepadButton in your own code you need to replace it with DeviceButton.
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* MSPointer now checks the `pointerType` property of the DOM event and if it matches 'mouse' it will update `Input.mousePointer`, rather than `Input.pointer1` (or whatever the next free Pointer was).
Copy file name to clipboardExpand all lines: src/input/Input.js
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@@ -228,7 +228,9 @@ Phaser.Input = function (game) {
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this.mouse=null;
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/**
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* @property {Phaser.Keyboard} keyboard - The Keyboard Input manager.
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* The Keyboard Input manager.
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*
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* @property {Phaser.Keyboard} keyboard
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*/
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this.keyboard=null;
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@@ -253,38 +255,48 @@ Phaser.Input = function (game) {
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this.mspointer=null;
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/**
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* @property {Phaser.Gamepad} gamepad - The Gamepad Input manager.
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* The Gamepad Input manager.
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*
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* @property {Phaser.Gamepad} gamepad
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*/
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this.gamepad=null;
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/**
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* @property {boolean} resetLocked - If the Input Manager has been reset locked then all calls made to InputManager.reset, such as from a State change, are ignored.
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* If the Input Manager has been reset locked then all calls made to InputManager.reset,
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* such as from a State change, are ignored.
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* @property {boolean} resetLocked
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* @default
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*/
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this.resetLocked=false;
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/**
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* @property {Phaser.Signal} onDown - A Signal that is dispatched each time a pointer is pressed down.
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* A Signal that is dispatched each time a pointer is pressed down.
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* @property {Phaser.Signal} onDown
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*/
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this.onDown=null;
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/**
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* @property {Phaser.Signal} onUp - A Signal that is dispatched each time a pointer is released.
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* A Signal that is dispatched each time a pointer is released.
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* @property {Phaser.Signal} onUp
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*/
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this.onUp=null;
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/**
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* @property {Phaser.Signal} onTap - A Signal that is dispatched each time a pointer is tapped.
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* A Signal that is dispatched each time a pointer is tapped.
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* @property {Phaser.Signal} onTap
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*/
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this.onTap=null;
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/**
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* @property {Phaser.Signal} onHold - A Signal that is dispatched each time a pointer is held down.
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* A Signal that is dispatched each time a pointer is held down.
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* @property {Phaser.Signal} onHold
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*/
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this.onHold=null;
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/**
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* @property {number} minPriorityID - You can tell all Pointers to ignore any object with a priorityID lower than the minPriorityID. Useful when stacking UI layers. Set to zero to disable.
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* You can tell all Pointers to ignore any Game Object with a `priorityID` lower than this value.
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* This is useful when stacking UI layers. Set to zero to disable.
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