Phaser.InputHandler = function (sprite) { this.game = sprite.game; this.sprite = sprite; this.enabled = false; // Linked list references this.parent = null; this.next = null; this.prev = null; this.last = this; this.first = this; /** * The PriorityID controls which Sprite receives an Input event first if they should overlap. */ this.priorityID = 0; this.useHandCursor = false; this.isDragged = false; this.allowHorizontalDrag = true; this.allowVerticalDrag = true; this.bringToTop = false; this.snapOffset = null; this.snapOnDrag = false; this.snapOnRelease = false; this.snapX = 0; this.snapY = 0; /** * Should we use pixel perfect hit detection? Warning: expensive. Only enable if you really need it! * @default false */ this.pixelPerfect = false; /** * The alpha tolerance threshold. If the alpha value of the pixel matches or is above this value, it's considered a hit. * @default 255 */ this.pixelPerfectAlpha = 255; /** * Is this sprite allowed to be dragged by the mouse? true = yes, false = no * @default false */ this.draggable = false; /** * A region of the game world within which the sprite is restricted during drag * @default null */ this.boundsRect = null; /** * An Sprite the bounds of which this sprite is restricted during drag * @default null */ this.boundsSprite = null; /** * If this object is set to consume the pointer event then it will stop all propogation from this object on. * For example if you had a stack of 6 sprites with the same priority IDs and one consumed the event, none of the others would receive it. * @type {bool} */ this.consumePointerEvent = false; this._tempPoint = new Phaser.Point; }; Phaser.InputHandler.prototype = { start: function (priority, useHandCursor) { priority = priority || 0; useHandCursor = useHandCursor || false; // Turning on if (this.enabled == false) { // Register, etc this.game.input.interactiveItems.add(this); this.useHandCursor = useHandCursor; this.priorityID = priority; this._pointerData = []; for (var i = 0; i < 10; i++) { this._pointerData.push({ id: i, x: 0, y: 0, isDown: false, isUp: false, isOver: false, isOut: false, timeOver: 0, timeOut: 0, timeDown: 0, timeUp: 0, downDuration: 0, isDragged: false }); } this.snapOffset = new Phaser.Point; this.enabled = true; // Create the signals the Input component will emit if (this.sprite.events && this.sprite.events.onInputOver == null) { this.sprite.events.onInputOver = new Phaser.Signal; this.sprite.events.onInputOut = new Phaser.Signal; this.sprite.events.onInputDown = new Phaser.Signal; this.sprite.events.onInputUp = new Phaser.Signal; this.sprite.events.onDragStart = new Phaser.Signal; this.sprite.events.onDragStop = new Phaser.Signal; } } return this.sprite; }, reset: function () { this.enabled = false; for (var i = 0; i < 10; i++) { this._pointerData[i] = { id: i, x: 0, y: 0, isDown: false, isUp: false, isOver: false, isOut: false, timeOver: 0, timeOut: 0, timeDown: 0, timeUp: 0, downDuration: 0, isDragged: false }; } }, stop: function () { // Turning off if (this.enabled == false) { return; } else { // De-register, etc this.enabled = false; this.game.input.interactiveItems.remove(this); } }, /** * Clean up memory. */ destroy: function () { if (this.enabled) { this.stop(); // Null everything this.sprite = null; // etc } }, /** * The x coordinate of the Input pointer, relative to the top-left of the parent Sprite. * This value is only set when the pointer is over this Sprite. * @type {number} */ pointerX: function (pointer) { pointer = pointer || 0; return this._pointerData[pointer].x; }, /** * The y coordinate of the Input pointer, relative to the top-left of the parent Sprite * This value is only set when the pointer is over this Sprite. * @type {number} */ pointerY: function (pointer) { pointer = pointer || 0; return this._pointerData[pointer].y; }, /** * If the Pointer is touching the touchscreen, or the mouse button is held down, isDown is set to true * @property isDown * @type {bool} **/ pointerDown: function (pointer) { pointer = pointer || 0; return this._pointerData[pointer].isDown; }, /** * If the Pointer is not touching the touchscreen, or the mouse button is up, isUp is set to true * @property isUp * @type {bool} **/ pointerUp: function (pointer) { pointer = pointer || 0; return this._pointerData[pointer].isUp; }, /** * A timestamp representing when the Pointer first touched the touchscreen. * @property timeDown * @type {Number} **/ pointerTimeDown: function (pointer) { pointer = pointer || 0; return this._pointerData[pointer].timeDown; }, /** * A timestamp representing when the Pointer left the touchscreen. * @property timeUp * @type {Number} **/ pointerTimeUp: function (pointer) { pointer = pointer || 0; return this._pointerData[pointer].timeUp; }, /** * Is the Pointer over this Sprite * @property isOver * @type {bool} **/ pointerOver: function (pointer) { pointer = pointer || 0; return this._pointerData[pointer].isOver; }, /** * Is the Pointer outside of this Sprite * @property isOut * @type {bool} **/ pointerOut: function (pointer) { pointer = pointer || 0; return this._pointerData[pointer].isOut; }, /** * A timestamp representing when the Pointer first touched the touchscreen. * @property timeDown * @type {Number} **/ pointerTimeOver: function (pointer) { pointer = pointer || 0; return this._pointerData[pointer].timeOver; }, /** * A timestamp representing when the Pointer left the touchscreen. * @property timeUp * @type {Number} **/ pointerTimeOut: function (pointer) { pointer = pointer || 0; return this._pointerData[pointer].timeOut; }, /** * Is this sprite being dragged by the mouse or not? * @default false */ pointerDragged: function (pointer) { pointer = pointer || 0; return this._pointerData[pointer].isDragged; }, /** * Checks if the given pointer is over this Sprite. */ checkPointerOver: function (pointer) { if (this.enabled && this.sprite.visible) { this.sprite.getLocalUnmodifiedPosition(this._tempPoint, pointer.x, pointer.y); // Check against bounds first (move these to private vars) var x1 = -(this.sprite.texture.frame.width) * this.sprite.anchor.x; var y1; if (this._tempPoint.x > x1 && this._tempPoint.x < x1 + this.sprite.texture.frame.width) { y1 = -(this.sprite.texture.frame.height) * this.sprite.anchor.y; if (this._tempPoint.y > y1 && this._tempPoint.y < y1 + this.sprite.texture.frame.height) { if (this.pixelPerfect) { return this.checkPixel(this._tempPoint.x, this._tempPoint.y); } else { return true; } } } } else { return false; } }, checkPixel: function (x, y) { x += (this.sprite.texture.frame.width * this.sprite.anchor.x); y += (this.sprite.texture.frame.height * this.sprite.anchor.y); // Grab a pixel from our image into the hitCanvas and then test it if (this.sprite.texture.baseTexture.source) { this.game.input.hitContext.clearRect(0, 0, 1, 1); this.game.input.hitContext.drawImage(this.sprite.texture.baseTexture.source, x, y, 1, 1, 0, 0, 1, 1); var rgb = this.game.input.hitContext.getImageData(0, 0, 1, 1); if (rgb.data[3] >= this.pixelPerfectAlpha) { return true; } } return false; }, /** * Update */ update: function (pointer) { if (this.enabled == false || this.sprite.visible == false) { this._pointerOutHandler(pointer); return false; } if (this.draggable && this._draggedPointerID == pointer.id) { return this.updateDrag(pointer); } else if (this._pointerData[pointer.id].isOver == true) { if (this.checkPointerOver(pointer)) { this._pointerData[pointer.id].x = pointer.x - this.sprite.x; this._pointerData[pointer.id].y = pointer.y - this.sprite.y; return true; } else { this._pointerOutHandler(pointer); return false; } } }, _pointerOverHandler: function (pointer) { if (this._pointerData[pointer.id].isOver == false) { this._pointerData[pointer.id].isOver = true; this._pointerData[pointer.id].isOut = false; this._pointerData[pointer.id].timeOver = this.game.time.now; this._pointerData[pointer.id].x = pointer.x - this.sprite.x; this._pointerData[pointer.id].y = pointer.y - this.sprite.y; if (this.useHandCursor && this._pointerData[pointer.id].isDragged == false) { this.game.stage.canvas.style.cursor = "pointer"; } this.sprite.events.onInputOver.dispatch(this.sprite, pointer); } }, _pointerOutHandler: function (pointer) { this._pointerData[pointer.id].isOver = false; this._pointerData[pointer.id].isOut = true; this._pointerData[pointer.id].timeOut = this.game.time.now; if (this.useHandCursor && this._pointerData[pointer.id].isDragged == false) { this.game.stage.canvas.style.cursor = "default"; } this.sprite.events.onInputOut.dispatch(this.sprite, pointer); }, _touchedHandler: function (pointer) { if (this._pointerData[pointer.id].isDown == false && this._pointerData[pointer.id].isOver == true) { this._pointerData[pointer.id].isDown = true; this._pointerData[pointer.id].isUp = false; this._pointerData[pointer.id].timeDown = this.game.time.now; this.sprite.events.onInputDown.dispatch(this.sprite, pointer); // Start drag if (this.draggable && this.isDragged == false) { this.startDrag(pointer); } if (this.bringToTop) { this.sprite.bringToTop(); } } // Consume the event? return this.consumePointerEvent; }, _releasedHandler: function (pointer) { // If was previously touched by this Pointer, check if still is AND still over this item if (this._pointerData[pointer.id].isDown && pointer.isUp) { this._pointerData[pointer.id].isDown = false; this._pointerData[pointer.id].isUp = true; this._pointerData[pointer.id].timeUp = this.game.time.now; this._pointerData[pointer.id].downDuration = this._pointerData[pointer.id].timeUp - this._pointerData[pointer.id].timeDown; // Only release the InputUp signal if the pointer is still over this sprite if (this.checkPointerOver(pointer)) { //console.log('releasedHandler: ' + Date.now()); this.sprite.events.onInputUp.dispatch(this.sprite, pointer); } else { // Pointer outside the sprite? Reset the cursor if (this.useHandCursor) { this.game.stage.canvas.style.cursor = "default"; } } // Stop drag if (this.draggable && this.isDragged && this._draggedPointerID == pointer.id) { this.stopDrag(pointer); } } }, /** * Updates the Pointer drag on this Sprite. */ updateDrag: function (pointer) { if (pointer.isUp) { this.stopDrag(pointer); return false; } if (this.allowHorizontalDrag) { this.sprite.x = pointer.x + this._dragPoint.x + this.dragOffset.x; } if (this.allowVerticalDrag) { this.sprite.y = pointer.y + this._dragPoint.y + this.dragOffset.y; } if (this.boundsRect) { this.checkBoundsRect(); } if (this.boundsSprite) { this.checkBoundsSprite(); } if (this.snapOnDrag) { this.sprite.x = Math.floor(this.sprite.x / this.snapX) * this.snapX; this.sprite.y = Math.floor(this.sprite.y / this.snapY) * this.snapY; } return true; }, /** * Returns true if the pointer has entered the Sprite within the specified delay time (defaults to 500ms, half a second) * @param delay The time below which the pointer is considered as just over. * @returns {bool} */ justOver: function (pointer, delay) { pointer = pointer || 0; delay = delay || 500; return (this._pointerData[pointer].isOver && this.overDuration(pointer) < delay); }, /** * Returns true if the pointer has left the Sprite within the specified delay time (defaults to 500ms, half a second) * @param delay The time below which the pointer is considered as just out. * @returns {bool} */ justOut: function (pointer, delay) { pointer = pointer || 0; delay = delay || 500; return (this._pointerData[pointer].isOut && (this.game.time.now - this._pointerData[pointer].timeOut < delay)); }, /** * Returns true if the pointer has entered the Sprite within the specified delay time (defaults to 500ms, half a second) * @param delay The time below which the pointer is considered as just over. * @returns {bool} */ justPressed: function (pointer, delay) { pointer = pointer || 0; delay = delay || 500; return (this._pointerData[pointer].isDown && this.downDuration(pointer) < delay); }, /** * Returns true if the pointer has left the Sprite within the specified delay time (defaults to 500ms, half a second) * @param delay The time below which the pointer is considered as just out. * @returns {bool} */ justReleased: function (pointer, delay) { pointer = pointer || 0; delay = delay || 500; return (this._pointerData[pointer].isUp && (this.game.time.now - this._pointerData[pointer].timeUp < delay)); }, /** * If the pointer is currently over this Sprite this returns how long it has been there for in milliseconds. * @returns {number} The number of milliseconds the pointer has been over the Sprite, or -1 if not over. */ overDuration: function (pointer) { pointer = pointer || 0; if (this._pointerData[pointer].isOver) { return this.game.time.now - this._pointerData[pointer].timeOver; } return -1; }, /** * If the pointer is currently over this Sprite this returns how long it has been there for in milliseconds. * @returns {number} The number of milliseconds the pointer has been pressed down on the Sprite, or -1 if not over. */ downDuration: function (pointer) { pointer = pointer || 0; if (this._pointerData[pointer].isDown) { return this.game.time.now - this._pointerData[pointer].timeDown; } return -1; }, /** * Make this Sprite draggable by the mouse. You can also optionally set mouseStartDragCallback and mouseStopDragCallback * * @param lockCenter If false the Sprite will drag from where you click it minus the dragOffset. If true it will center itself to the tip of the mouse pointer. * @param bringToTop If true the Sprite will be bought to the top of the rendering list in its current Group. * @param pixelPerfect If true it will use a pixel perfect test to see if you clicked the Sprite. False uses the bounding box. * @param alphaThreshold If using pixel perfect collision this specifies the alpha level from 0 to 255 above which a collision is processed (default 255) * @param boundsRect If you want to restrict the drag of this sprite to a specific FlxRect, pass the FlxRect here, otherwise it's free to drag anywhere * @param boundsSprite If you want to restrict the drag of this sprite to within the bounding box of another sprite, pass it here */ enableDrag: function (lockCenter, bringToTop, pixelPerfect, alphaThreshold, boundsRect, boundsSprite) { if (typeof lockCenter == 'undefined') { lockCenter = false; } if (typeof bringToTop == 'undefined') { bringToTop = false; } if (typeof pixelPerfect == 'undefined') { pixelPerfect = false; } alphaThreshold = alphaThreshold || 255; boundsRect = boundsRect || null; boundsSprite = boundsSprite || null; this._dragPoint = new Phaser.Point(); this.draggable = true; this.bringToTop = bringToTop; this.dragOffset = new Phaser.Point(); this.dragFromCenter = lockCenter; this.pixelPerfect = pixelPerfect; this.pixelPerfectAlpha = alphaThreshold; if (boundsRect) { this.boundsRect = boundsRect; } if (boundsSprite) { this.boundsSprite = boundsSprite; } }, /** * Stops this sprite from being able to be dragged. If it is currently the target of an active drag it will be stopped immediately. Also disables any set callbacks. */ disableDrag: function () { if (this._pointerData) { for (var i = 0; i < 10; i++) { this._pointerData[i].isDragged = false; } } this.draggable = false; this.isDragged = false; this._draggedPointerID = -1; }, /** * Called by Pointer when drag starts on this Sprite. Should not usually be called directly. */ startDrag: function (pointer) { this.isDragged = true; this._draggedPointerID = pointer.id; this._pointerData[pointer.id].isDragged = true; if (this.dragFromCenter) { this.sprite.centerOn(pointer.x, pointer.y); this._dragPoint.setTo(this.sprite.x - pointer.x, this.sprite.y - pointer.y); } else { this._dragPoint.setTo(this.sprite.x - pointer.x, this.sprite.y - pointer.y); } this.updateDrag(pointer); if (this.bringToTop) { this.sprite.bringToTop(); } this.sprite.events.onDragStart.dispatch(this.sprite, pointer); }, /** * Called by Pointer when drag is stopped on this Sprite. Should not usually be called directly. */ stopDrag: function (pointer) { this.isDragged = false; this._draggedPointerID = -1; this._pointerData[pointer.id].isDragged = false; if (this.snapOnRelease) { this.sprite.x = Math.floor(this.sprite.x / this.snapX) * this.snapX; this.sprite.y = Math.floor(this.sprite.y / this.snapY) * this.snapY; } this.sprite.events.onDragStop.dispatch(this.sprite, pointer); this.sprite.events.onInputUp.dispatch(this.sprite, pointer); }, /** * Restricts this sprite to drag movement only on the given axis. Note: If both are set to false the sprite will never move! * * @param allowHorizontal To enable the sprite to be dragged horizontally set to true, otherwise false * @param allowVertical To enable the sprite to be dragged vertically set to true, otherwise false */ setDragLock: function (allowHorizontal, allowVertical) { allowHorizontal = allowHorizontal || true; allowVertical = allowVertical || true; this.allowHorizontalDrag = allowHorizontal; this.allowVerticalDrag = allowVertical; }, /** * Make this Sprite snap to the given grid either during drag or when it's released. * For example 16x16 as the snapX and snapY would make the sprite snap to every 16 pixels. * * @param snapX The width of the grid cell in pixels * @param snapY The height of the grid cell in pixels * @param onDrag If true the sprite will snap to the grid while being dragged * @param onRelease If true the sprite will snap to the grid when released */ enableSnap: function (snapX, snapY, onDrag, onRelease) { if (typeof onDrag == 'undefined') { onDrag = true; } if (typeof onRelease == 'undefined') { onRelease = false; } this.snapX = snapX; this.snapY = snapY; this.snapOnDrag = onDrag; this.snapOnRelease = onRelease; }, /** * Stops the sprite from snapping to a grid during drag or release. */ disableSnap: function () { this.snapOnDrag = false; this.snapOnRelease = false; }, /** * Bounds Rect check for the sprite drag */ checkBoundsRect: function () { if (this.sprite.x < this.boundsRect.left) { this.sprite.x = this.boundsRect.x; } else if ((this.sprite.x + this.sprite.width) > this.boundsRect.right) { this.sprite.x = this.boundsRect.right - this.sprite.width; } if (this.sprite.y < this.boundsRect.top) { this.sprite.y = this.boundsRect.top; } else if ((this.sprite.y + this.sprite.height) > this.boundsRect.bottom) { this.sprite.y = this.boundsRect.bottom - this.sprite.height; } }, /** * Parent Sprite Bounds check for the sprite drag */ checkBoundsSprite: function () { if (this.sprite.x < this.boundsSprite.x) { this.sprite.x = this.boundsSprite.x; } else if ((this.sprite.x + this.sprite.width) > (this.boundsSprite.x + this.boundsSprite.width)) { this.sprite.x = (this.boundsSprite.x + this.boundsSprite.width) - this.sprite.width; } if (this.sprite.y < this.boundsSprite.y) { this.sprite.y = this.boundsSprite.y; } else if ((this.sprite.y + this.sprite.height) > (this.boundsSprite.y + this.boundsSprite.height)) { this.sprite.y = (this.boundsSprite.y + this.boundsSprite.height) - this.sprite.height; } } };