/** * Phaser.MSPointer * * The MSPointer class handles touch interactions with the game and the resulting Pointer objects. * It will work only in Internet Explorer 10 and Windows Store or Windows Phone 8 apps using JavaScript. * http://msdn.microsoft.com/en-us/library/ie/hh673557(v=vs.85).aspx */ Phaser.MSPointer = function (game) { this.game = game; this.callbackContext = this.game; this.mouseDownCallback = null; this.mouseMoveCallback = null; this.mouseUpCallback = null; }; Phaser.MSPointer.prototype = { game: null, /** * You can disable all Input by setting disabled = true. While set all new input related events will be ignored. * @type {bool} */ disabled: false, _onMSPointerDown: null, _onMSPointerMove: null, _onMSPointerUp: null, /** * Starts the event listeners running * @method start */ start: function () { var _this = this; if (this.game.device.mspointer == true) { this._onMSPointerDown = function (event) { return _this.onPointerDown(event); }; this._onMSPointerMove = function (event) { return _this.onPointerMove(event); }; this._onMSPointerUp = function (event) { return _this.onPointerUp(event); }; this.game.renderer.view.addEventListener('MSPointerDown', this._onMSPointerDown, false); this.game.renderer.view.addEventListener('MSPointerMove', this._onMSPointerMove, false); this.game.renderer.view.addEventListener('MSPointerUp', this._onMSPointerUp, false); this.game.renderer.view.style['-ms-content-zooming'] = 'none'; this.game.renderer.view.style['-ms-touch-action'] = 'none'; } }, /** * @method onPointerDown * @param {Any} event **/ onPointerDown: function (event) { if (this.game.input.disabled || this.disabled) { return; } event.preventDefault(); event.identifier = event.pointerId; this.game.input.startPointer(event); }, /** * @method onPointerMove * @param {Any} event **/ onPointerMove: function (event) { if (this.game.input.disabled || this.disabled) { return; } event.preventDefault(); event.identifier = event.pointerId; this.game.input.updatePointer(event); }, /** * @method onPointerUp * @param {Any} event **/ onPointerUp: function (event) { if (this.game.input.disabled || this.disabled) { return; } event.preventDefault(); event.identifier = event.pointerId; this.game.input.stopPointer(event); }, /** * Stop the event listeners * @method stop */ stop: function () { this.game.stage.canvas.removeEventListener('MSPointerDown', this._onMSPointerDown); this.game.stage.canvas.removeEventListener('MSPointerMove', this._onMSPointerMove); this.game.stage.canvas.removeEventListener('MSPointerUp', this._onMSPointerUp); } };