/** * Phaser - Touch * * The Touch class handles touch interactions with the game and the resulting Pointer objects. * http://www.w3.org/TR/touch-events/ * https://developer.mozilla.org/en-US/docs/DOM/TouchList * http://www.html5rocks.com/en/mobile/touchandmouse/ * Note: Android 2.x only supports 1 touch event at once, no multi-touch */ Phaser.Touch = function (game) { this.game = game; this.callbackContext = this.game; this.touchStartCallback = null; this.touchMoveCallback = null; this.touchEndCallback = null; this.touchEnterCallback = null; this.touchLeaveCallback = null; this.touchCancelCallback = null; this.preventDefault = true; }; Phaser.Touch.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, _onTouchStart: null, _onTouchMove: null, _onTouchEnd: null, _onTouchEnter: null, _onTouchLeave: null, _onTouchCancel: null, _onTouchMove: null, /** * Starts the event listeners running * @method start */ start: function () { var _this = this; if (this.game.device.touch) { this._onTouchStart = function (event) { return _this.onTouchStart(event); }; this._onTouchMove = function (event) { return _this.onTouchMove(event); }; this._onTouchEnd = function (event) { return _this.onTouchEnd(event); }; this._onTouchEnter = function (event) { return _this.onTouchEnter(event); }; this._onTouchLeave = function (event) { return _this.onTouchLeave(event); }; this._onTouchCancel = function (event) { return _this.onTouchCancel(event); }; this.game.renderer.view.addEventListener('touchstart', this._onTouchStart, false); this.game.renderer.view.addEventListener('touchmove', this._onTouchMove, false); this.game.renderer.view.addEventListener('touchend', this._onTouchEnd, false); this.game.renderer.view.addEventListener('touchenter', this._onTouchEnter, false); this.game.renderer.view.addEventListener('touchleave', this._onTouchLeave, false); this.game.renderer.view.addEventListener('touchcancel', this._onTouchCancel, false); } }, /** * Consumes all touchmove events on the document (only enable this if you know you need it!) * @method consumeTouchMove * @param {Any} event **/ consumeDocumentTouches: function () { this._documentTouchMove = function (event) { event.preventDefault(); }; document.addEventListener('touchmove', this._documentTouchMove, false); }, /** * * @method onTouchStart * @param {Any} event **/ onTouchStart: function (event) { if (this.touchStartCallback) { this.touchStartCallback.call(this.callbackContext, event); } if (this.game.input.disabled || this.disabled) { return; } if (this.preventDefault) { event.preventDefault(); } // event.targetTouches = list of all touches on the TARGET ELEMENT (i.e. game dom element) // event.touches = list of all touches on the ENTIRE DOCUMENT, not just the target element // event.changedTouches = the touches that CHANGED in this event, not the total number of them for (var i = 0; i < event.changedTouches.length; i++) { this.game.input.startPointer(event.changedTouches[i]); } }, /** * Touch cancel - touches that were disrupted (perhaps by moving into a plugin or browser chrome) * Occurs for example on iOS when you put down 4 fingers and the app selector UI appears * @method onTouchCancel * @param {Any} event **/ onTouchCancel: function (event) { if (this.touchCancelCallback) { this.touchCancelCallback.call(this.callbackContext, event); } if (this.game.input.disabled || this.disabled) { return; } if (this.preventDefault) { event.preventDefault(); } // Touch cancel - touches that were disrupted (perhaps by moving into a plugin or browser chrome) // http://www.w3.org/TR/touch-events/#dfn-touchcancel for (var i = 0; i < event.changedTouches.length; i++) { this.game.input.stopPointer(event.changedTouches[i]); } }, /** * For touch enter and leave its a list of the touch points that have entered or left the target * Doesn't appear to be supported by most browsers on a canvas element yet * @method onTouchEnter * @param {Any} event **/ onTouchEnter: function (event) { if (this.touchEnterCallback) { this.touchEnterCallback.call(this.callbackContext, event); } if (this.game.input.disabled || this.disabled) { return; } if (this.preventDefault) { event.preventDefault(); } for (var i = 0; i < event.changedTouches.length; i++) { //console.log('touch enter'); } }, /** * For touch enter and leave its a list of the touch points that have entered or left the target * Doesn't appear to be supported by most browsers on a canvas element yet * @method onTouchLeave * @param {Any} event **/ onTouchLeave: function (event) { if (this.touchLeaveCallback) { this.touchLeaveCallback.call(this.callbackContext, event); } if (this.preventDefault) { event.preventDefault(); } for (var i = 0; i < event.changedTouches.length; i++) { //console.log('touch leave'); } }, /** * * @method onTouchMove * @param {Any} event **/ onTouchMove: function (event) { if (this.touchMoveCallback) { this.touchMoveCallback.call(this.callbackContext, event); } if (this.preventDefault) { event.preventDefault(); } for (var i = 0; i < event.changedTouches.length; i++) { this.game.input.updatePointer(event.changedTouches[i]); } }, /** * * @method onTouchEnd * @param {Any} event **/ onTouchEnd: function (event) { if (this.touchEndCallback) { this.touchEndCallback.call(this.callbackContext, event); } if (this.preventDefault) { event.preventDefault(); } // For touch end its a list of the touch points that have been removed from the surface // https://developer.mozilla.org/en-US/docs/DOM/TouchList // event.changedTouches = the touches that CHANGED in this event, not the total number of them for (var i = 0; i < event.changedTouches.length; i++) { this.game.input.stopPointer(event.changedTouches[i]); } }, /** * Stop the event listeners * @method stop */ stop: function () { if (this.game.device.touch) { this.game.stage.canvas.removeEventListener('touchstart', this._onTouchStart); this.game.stage.canvas.removeEventListener('touchmove', this._onTouchMove); this.game.stage.canvas.removeEventListener('touchend', this._onTouchEnd); this.game.stage.canvas.removeEventListener('touchenter', this._onTouchEnter); this.game.stage.canvas.removeEventListener('touchleave', this._onTouchLeave); this.game.stage.canvas.removeEventListener('touchcancel', this._onTouchCancel); } } };