var Phaser; (function (Phaser) { /// /** * Phaser - Components - InputHandler * * Input detection component */ (function (Components) { var InputHandler = (function () { /** * Sprite Input component constructor * @param parent The Sprite using this Input component */ function InputHandler(parent) { /** * The PriorityID controls which Sprite receives an Input event first if they should overlap. */ this.priorityID = 0; /** * The index of this Input component entry in the Game.Input manager. */ this.indexID = 0; this.isDragged = false; this.dragPixelPerfect = false; this.allowHorizontalDrag = true; this.allowVerticalDrag = true; this.bringToTop = false; this.snapOnDrag = false; this.snapOnRelease = false; this.snapX = 0; this.snapY = 0; /** * 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.game = parent.game; this._parent = parent; this.enabled = false; } InputHandler.prototype.pointerX = /** * 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} */ function (pointer) { if (typeof pointer === "undefined") { pointer = 0; } return this._pointerData[pointer].x; }; InputHandler.prototype.pointerY = /** * 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} */ function (pointer) { if (typeof pointer === "undefined") { pointer = 0; } return this._pointerData[pointer].y; }; InputHandler.prototype.pointerDown = /** * If the Pointer is touching the touchscreen, or the mouse button is held down, isDown is set to true * @property isDown * @type {bool} **/ function (pointer) { if (typeof pointer === "undefined") { pointer = 0; } return this._pointerData[pointer].isDown; }; InputHandler.prototype.pointerUp = /** * If the Pointer is not touching the touchscreen, or the mouse button is up, isUp is set to true * @property isUp * @type {bool} **/ function (pointer) { if (typeof pointer === "undefined") { pointer = 0; } return this._pointerData[pointer].isUp; }; InputHandler.prototype.pointerTimeDown = /** * A timestamp representing when the Pointer first touched the touchscreen. * @property timeDown * @type {Number} **/ function (pointer) { if (typeof pointer === "undefined") { pointer = 0; } return this._pointerData[pointer].timeDown; }; InputHandler.prototype.pointerTimeUp = /** * A timestamp representing when the Pointer left the touchscreen. * @property timeUp * @type {Number} **/ function (pointer) { if (typeof pointer === "undefined") { pointer = 0; } return this._pointerData[pointer].timeUp; }; InputHandler.prototype.pointerOver = /** * Is the Pointer over this Sprite * @property isOver * @type {bool} **/ function (pointer) { if (typeof pointer === "undefined") { pointer = 0; } return this._pointerData[pointer].isOver; }; InputHandler.prototype.pointerOut = /** * Is the Pointer outside of this Sprite * @property isOut * @type {bool} **/ function (pointer) { if (typeof pointer === "undefined") { pointer = 0; } return this._pointerData[pointer].isOut; }; InputHandler.prototype.pointerTimeOver = /** * A timestamp representing when the Pointer first touched the touchscreen. * @property timeDown * @type {Number} **/ function (pointer) { if (typeof pointer === "undefined") { pointer = 0; } return this._pointerData[pointer].timeOver; }; InputHandler.prototype.pointerTimeOut = /** * A timestamp representing when the Pointer left the touchscreen. * @property timeUp * @type {Number} **/ function (pointer) { if (typeof pointer === "undefined") { pointer = 0; } return this._pointerData[pointer].timeOut; }; InputHandler.prototype.pointerDragged = /** * Is this sprite being dragged by the mouse or not? * @default false */ function (pointer) { if (typeof pointer === "undefined") { pointer = 0; } return this._pointerData[pointer].isDragged; }; InputHandler.prototype.start = function (priority, checkBody, useHandCursor) { if (typeof priority === "undefined") { priority = 0; } if (typeof checkBody === "undefined") { checkBody = false; } if (typeof useHandCursor === "undefined") { useHandCursor = false; } // Turning on if(this.enabled == false) { // Register, etc this.checkBody = checkBody; 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; this.game.input.addGameObject(this._parent); // Create the signals the Input component will emit if(this._parent.events.onInputOver == null) { this._parent.events.onInputOver = new Phaser.Signal(); this._parent.events.onInputOut = new Phaser.Signal(); this._parent.events.onInputDown = new Phaser.Signal(); this._parent.events.onInputUp = new Phaser.Signal(); this._parent.events.onDragStart = new Phaser.Signal(); this._parent.events.onDragStop = new Phaser.Signal(); } } return this._parent; }; InputHandler.prototype.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 }; } }; InputHandler.prototype.stop = function () { // Turning off if(this.enabled == false) { return; } else { // De-register, etc this.enabled = false; this.game.input.removeGameObject(this.indexID); } }; InputHandler.prototype.destroy = /** * Clean up memory. */ function () { if(this.enabled) { this.enabled = false; this.game.input.removeGameObject(this.indexID); } }; InputHandler.prototype.checkPointerOver = /** * Checks if the given pointer is over this Sprite. All checks are done in world coordinates. */ function (pointer) { if(this.enabled == false || this._parent.visible == false) { return false; } else { //return SpriteUtils.overlapsXY(this._parent, pointer.worldX, pointer.worldY); //return SpriteUtils.overlapsXY(this._parent, pointer.screenX, pointer.screenY); return Phaser.SpriteUtils.overlapsPointer(this._parent, pointer); } }; InputHandler.prototype.update = /** * Update */ function (pointer) { if(this.enabled == false || this._parent.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 (SpriteUtils.overlapsXY(this._parent, pointer.worldX, pointer.worldY)) if(Phaser.SpriteUtils.overlapsPointer(this._parent, pointer)) { this._pointerData[pointer.id].x = pointer.x - this._parent.x; this._pointerData[pointer.id].y = pointer.y - this._parent.y; return true; } else { this._pointerOutHandler(pointer); return false; } } }; InputHandler.prototype._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._parent.x; this._pointerData[pointer.id].y = pointer.y - this._parent.y; if(this.useHandCursor && this._pointerData[pointer.id].isDragged == false) { this.game.stage.canvas.style.cursor = "pointer"; } this._parent.events.onInputOver.dispatch(this._parent, pointer); } }; InputHandler.prototype._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._parent.events.onInputOut.dispatch(this._parent, pointer); }; InputHandler.prototype._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; //console.log('touchedHandler: ' + Date.now()); this._parent.events.onInputDown.dispatch(this._parent, pointer); // Start drag //if (this.draggable && this.isDragged == false && pointer.targetObject == null) if(this.draggable && this.isDragged == false) { this.startDrag(pointer); } if(this.bringToTop) { this._parent.bringToTop(); //this._parent.game.world.group.bringToTop(this._parent); } } // Consume the event? return this.consumePointerEvent; }; InputHandler.prototype._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 (SpriteUtils.overlapsXY(this._parent, pointer.worldX, pointer.worldY)) if(Phaser.SpriteUtils.overlapsPointer(this._parent, pointer)) { //console.log('releasedHandler: ' + Date.now()); this._parent.events.onInputUp.dispatch(this._parent, 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); } } }; InputHandler.prototype.updateDrag = /** * Updates the Pointer drag on this Sprite. */ function (pointer) { if(pointer.isUp) { this.stopDrag(pointer); return false; } if(this.allowHorizontalDrag) { this._parent.x = pointer.x + this._dragPoint.x + this.dragOffset.x; } if(this.allowVerticalDrag) { this._parent.y = pointer.y + this._dragPoint.y + this.dragOffset.y; } if(this.boundsRect) { this.checkBoundsRect(); } if(this.boundsSprite) { this.checkBoundsSprite(); } if(this.snapOnDrag) { this._parent.x = Math.floor(this._parent.x / this.snapX) * this.snapX; this._parent.y = Math.floor(this._parent.y / this.snapY) * this.snapY; } return true; }; InputHandler.prototype.justOver = /** * 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} */ function (pointer, delay) { if (typeof pointer === "undefined") { pointer = 0; } if (typeof delay === "undefined") { delay = 500; } return (this._pointerData[pointer].isOver && this.overDuration(pointer) < delay); }; InputHandler.prototype.justOut = /** * 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} */ function (pointer, delay) { if (typeof pointer === "undefined") { pointer = 0; } if (typeof delay === "undefined") { delay = 500; } return (this._pointerData[pointer].isOut && (this.game.time.now - this._pointerData[pointer].timeOut < delay)); }; InputHandler.prototype.justPressed = /** * 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} */ function (pointer, delay) { if (typeof pointer === "undefined") { pointer = 0; } if (typeof delay === "undefined") { delay = 500; } return (this._pointerData[pointer].isDown && this.downDuration(pointer) < delay); }; InputHandler.prototype.justReleased = /** * 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} */ function (pointer, delay) { if (typeof pointer === "undefined") { pointer = 0; } if (typeof delay === "undefined") { delay = 500; } return (this._pointerData[pointer].isUp && (this.game.time.now - this._pointerData[pointer].timeUp < delay)); }; InputHandler.prototype.overDuration = /** * 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. */ function (pointer) { if (typeof pointer === "undefined") { pointer = 0; } if(this._pointerData[pointer].isOver) { return this.game.time.now - this._pointerData[pointer].timeOver; } return -1; }; InputHandler.prototype.downDuration = /** * 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. */ function (pointer) { if (typeof pointer === "undefined") { pointer = 0; } if(this._pointerData[pointer].isDown) { return this.game.time.now - this._pointerData[pointer].timeDown; } return -1; }; InputHandler.prototype.enableDrag = /** * 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 */ 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; } if (typeof alphaThreshold === "undefined") { alphaThreshold = 255; } if (typeof boundsRect === "undefined") { boundsRect = null; } if (typeof boundsSprite === "undefined") { boundsSprite = null; } this._dragPoint = new Phaser.Point(); this.draggable = true; this.bringToTop = bringToTop; this.dragOffset = new Phaser.Point(); this.dragFromCenter = lockCenter; this.dragPixelPerfect = pixelPerfect; this.dragPixelPerfectAlpha = alphaThreshold; if(boundsRect) { this.boundsRect = boundsRect; } if(boundsSprite) { this.boundsSprite = boundsSprite; } }; InputHandler.prototype.disableDrag = /** * 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. */ 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; }; InputHandler.prototype.startDrag = /** * Called by Pointer when drag starts on this Sprite. Should not usually be called directly. */ function (pointer) { this.isDragged = true; this._draggedPointerID = pointer.id; this._pointerData[pointer.id].isDragged = true; if(this.dragFromCenter) { this._parent.transform.centerOn(pointer.worldX, pointer.worldY); this._dragPoint.setTo(this._parent.x - pointer.x, this._parent.y - pointer.y); } else { this._dragPoint.setTo(this._parent.x - pointer.x, this._parent.y - pointer.y); } this.updateDrag(pointer); if(this.bringToTop) { this._parent.bringToTop(); } this._parent.events.onDragStart.dispatch(this._parent, pointer); }; InputHandler.prototype.stopDrag = /** * Called by Pointer when drag is stopped on this Sprite. Should not usually be called directly. */ function (pointer) { this.isDragged = false; this._draggedPointerID = -1; this._pointerData[pointer.id].isDragged = false; if(this.snapOnRelease) { this._parent.x = Math.floor(this._parent.x / this.snapX) * this.snapX; this._parent.y = Math.floor(this._parent.y / this.snapY) * this.snapY; } this._parent.events.onDragStop.dispatch(this._parent, pointer); this._parent.events.onInputUp.dispatch(this._parent, pointer); }; InputHandler.prototype.setDragLock = /** * 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 */ function (allowHorizontal, allowVertical) { if (typeof allowHorizontal === "undefined") { allowHorizontal = true; } if (typeof allowVertical === "undefined") { allowVertical = true; } this.allowHorizontalDrag = allowHorizontal; this.allowVerticalDrag = allowVertical; }; InputHandler.prototype.enableSnap = /** * 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 */ function (snapX, snapY, onDrag, onRelease) { if (typeof onDrag === "undefined") { onDrag = true; } if (typeof onRelease === "undefined") { onRelease = false; } this.snapOnDrag = onDrag; this.snapOnRelease = onRelease; this.snapX = snapX; this.snapY = snapY; }; InputHandler.prototype.disableSnap = /** * Stops the sprite from snapping to a grid during drag or release. */ function () { this.snapOnDrag = false; this.snapOnRelease = false; }; InputHandler.prototype.checkBoundsRect = /** * Bounds Rect check for the sprite drag */ function () { if(this._parent.x < this.boundsRect.left) { this._parent.x = this.boundsRect.x; } else if((this._parent.x + this._parent.width) > this.boundsRect.right) { this._parent.x = this.boundsRect.right - this._parent.width; } if(this._parent.y < this.boundsRect.top) { this._parent.y = this.boundsRect.top; } else if((this._parent.y + this._parent.height) > this.boundsRect.bottom) { this._parent.y = this.boundsRect.bottom - this._parent.height; } }; InputHandler.prototype.checkBoundsSprite = /** * Parent Sprite Bounds check for the sprite drag */ function () { if(this._parent.x < this.boundsSprite.x) { this._parent.x = this.boundsSprite.x; } else if((this._parent.x + this._parent.width) > (this.boundsSprite.x + this.boundsSprite.width)) { this._parent.x = (this.boundsSprite.x + this.boundsSprite.width) - this._parent.width; } if(this._parent.y < this.boundsSprite.y) { this._parent.y = this.boundsSprite.y; } else if((this._parent.y + this._parent.height) > (this.boundsSprite.y + this.boundsSprite.height)) { this._parent.y = (this.boundsSprite.y + this.boundsSprite.height) - this._parent.height; } }; return InputHandler; })(); Components.InputHandler = InputHandler; })(Phaser.Components || (Phaser.Components = {})); var Components = Phaser.Components; })(Phaser || (Phaser = {}));