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MSPointer.js
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MSPointer.js
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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2016 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* The MSPointer class handles pointer interactions with the game via the {@link https://developers.google.com/web/updates/2016/10/pointer-events Pointer Events API}. (It's named after the nonstandard {@link https://msdn.microsoft.com/library/hh673557(v=vs.85).aspx MSPointerEvent}, ancestor of the current API.)
*
* It's {@link http://caniuse.com/#feat=pointer currently supported in IE 10+, Edge, Chrome (including Android), and Opera}.
*
* You should not normally access this class directly, but instead use a {@link Phaser.Pointer} object which
* normalises all game input for you including accurate button handling.
*
* Phaser does not yet support {@link http://www.w3.org/TR/pointerevents/#chorded-button-interactions chorded button interactions}.
*
* You can disable Phaser's use of Pointer Events by any of three ways:
*
* ```javascript
* new Phaser.Game({ mspointer: false });
* ```
*
* ```javascript
* // **Before** `new Phaser.Game(…)`:
* Phaser.Device.onInitialized.add(function () {
* this.mspointer = false;
* });
* ```
*
* ```javascript
* // Once, in the earliest State `init` or `create` callback (e.g., Boot):
* this.input.mspointer.stop();
* ```
*
* @class Phaser.MSPointer
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
*/
Phaser.MSPointer = function (game)
{
/**
* @property {Phaser.Game} game - A reference to the currently running game.
*/
this.game = game;
/**
* @property {Phaser.Input} input - A reference to the Phaser Input Manager.
* @protected
*/
this.input = game.input;
/**
* @property {object} callbackContext - The context under which callbacks are called (defaults to game).
*/
this.callbackContext = this.game;
/**
* @property {function} pointerDownCallback - A callback that can be fired on a MSPointerDown event.
*/
this.pointerDownCallback = null;
/**
* @property {function} pointerMoveCallback - A callback that can be fired on a MSPointerMove event.
*/
this.pointerMoveCallback = null;
/**
* @property {function} pointerUpCallback - A callback that can be fired on a MSPointerUp event.
*/
this.pointerUpCallback = null;
/**
* If true the PointerEvent will call preventDefault(), canceling the corresponding MouseEvent or
* TouchEvent.
*
* If the {@link Phaser.Mouse Mouse} handler is active as well, you should set this to true to avoid
* duplicate events.
*
* "Mouse events can only be prevented when the pointer is down. Hovering pointers (e.g. a mouse with
* no buttons pressed) cannot have their mouse events prevented. And, the `mouseover` and `mouseout`
* events are never prevented (even if the pointer is down)."
*
* @property {boolean} capture
* @see https://www.w3.org/Submission/pointer-events/#mapping-for-devices-that-support-hover
*/
this.capture = false;
/**
* The most recent PointerEvent from the browser. Will be null if no event has ever been received.
* Access this property only inside a Pointer event handler and do not keep references to it.
* @property {MSPointerEvent|PointerEvent|null} event
* @default
*/
this.event = null;
/**
* Whether the input handler is active.
* @property {boolean} active
* @readOnly
* @default
*/
this.active = false;
/**
* PointerEvent input will only be processed if enabled.
* @property {boolean} enabled
* @default
*/
this.enabled = true;
/**
* @property {function} _onMSPointerDown - Internal function to handle MSPointer events.
* @private
*/
this._onMSPointerDown = null;
/**
* @property {function} _onMSPointerMove - Internal function to handle MSPointer events.
* @private
*/
this._onMSPointerMove = null;
/**
* @property {function} _onMSPointerUp - Internal function to handle MSPointer events.
* @private
*/
this._onMSPointerUp = null;
/**
* @property {function} _onMSPointerUpGlobal - Internal function to handle MSPointer events.
* @private
*/
this._onMSPointerUpGlobal = null;
/**
* @property {function} _onMSPointerOut - Internal function to handle MSPointer events.
* @private
*/
this._onMSPointerOut = null;
/**
* @property {function} _onMSPointerOver - Internal function to handle MSPointer events.
* @private
*/
this._onMSPointerOver = null;
};
Phaser.MSPointer.prototype = {
/**
* Starts the event listeners running.
* @method Phaser.MSPointer#start
*/
start: function ()
{
if (!this.game.device.mspointer)
{
return false;
}
if (this._onMSPointerDown !== null)
{
// Avoid setting multiple listeners
return false;
}
var _this = this;
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._onMSPointerUpGlobal = function (event)
{
return _this.onPointerUpGlobal(event);
};
this._onMSPointerOut = function (event)
{
return _this.onPointerOut(event);
};
this._onMSPointerOver = function (event)
{
return _this.onPointerOver(event);
};
var canvas = this.game.canvas;
canvas.addEventListener('MSPointerDown', this._onMSPointerDown, false);
canvas.addEventListener('MSPointerMove', this._onMSPointerMove, false);
canvas.addEventListener('MSPointerUp', this._onMSPointerUp, false);
// IE11+ uses non-prefix events
canvas.addEventListener('pointerdown', this._onMSPointerDown, false);
canvas.addEventListener('pointermove', this._onMSPointerMove, false);
canvas.addEventListener('pointerup', this._onMSPointerUp, false);
canvas.style['-ms-content-zooming'] = 'none';
canvas.style['-ms-touch-action'] = 'none';
if (!this.game.device.cocoonJS)
{
window.addEventListener('MSPointerUp', this._onMSPointerUpGlobal, true);
canvas.addEventListener('MSPointerOver', this._onMSPointerOver, true);
canvas.addEventListener('MSPointerOut', this._onMSPointerOut, true);
// IE11+ uses non-prefix events
window.addEventListener('pointerup', this._onMSPointerUpGlobal, true);
canvas.addEventListener('pointerover', this._onMSPointerOver, true);
canvas.addEventListener('pointerout', this._onMSPointerOut, true);
}
this.active = true;
return true;
},
/**
* The function that handles the PointerDown event.
*
* @method Phaser.MSPointer#onPointerDown
* @param {PointerEvent} event - The native DOM event.
*/
onPointerDown: function (event)
{
this.game.input.executeTouchLockCallbacks(false, event);
this.event = event;
if (this.capture)
{
event.preventDefault();
}
if (this.pointerDownCallback)
{
this.pointerDownCallback.call(this.callbackContext, event);
}
if (!this.input.enabled || !this.enabled)
{
return;
}
event.identifier = event.pointerId;
if (event.pointerType === 'mouse' || event.pointerType === 0x00000004)
{
this.input.mousePointer.start(event);
}
else
{
this.input.startPointer(event);
}
},
/**
* The function that handles the PointerMove event.
* @method Phaser.MSPointer#onPointerMove
* @param {PointerEvent} event - The native DOM event.
*/
onPointerMove: function (event)
{
this.event = event;
if (this.capture)
{
event.preventDefault();
}
if (this.pointerMoveCallback)
{
this.pointerMoveCallback.call(this.callbackContext, event);
}
if (!this.input.enabled || !this.enabled)
{
return;
}
event.identifier = event.pointerId;
if (event.pointerType === 'mouse' || event.pointerType === 0x00000004)
{
this.input.mousePointer.move(event);
}
else
{
this.input.updatePointer(event);
}
},
/**
* The function that handles the PointerUp event.
* @method Phaser.MSPointer#onPointerUp
* @param {PointerEvent} event - The native DOM event.
*/
onPointerUp: function (event)
{
this.game.input.executeTouchLockCallbacks(true, event);
this.event = event;
if (this.capture)
{
event.preventDefault();
}
if (this.pointerUpCallback)
{
this.pointerUpCallback.call(this.callbackContext, event);
}
if (!this.input.enabled || !this.enabled)
{
return;
}
event.identifier = event.pointerId;
if (event.pointerType === 'mouse' || event.pointerType === 0x00000004)
{
this.input.mousePointer.stop(event);
}
else
{
this.input.stopPointer(event);
}
},
/**
* The internal method that handles the mouse up event from the window.
*
* @method Phaser.MSPointer#onPointerUpGlobal
* @param {PointerEvent} event - The native event from the browser. This gets stored in MSPointer.event.
*/
onPointerUpGlobal: function (event)
{
if ((event.pointerType === 'mouse' || event.pointerType === 0x00000004) && !this.input.mousePointer.withinGame)
{
this.onPointerUp(event);
}
else
{
var pointer = this.input.getPointerFromIdentifier(event.identifier);
if (pointer && pointer.withinGame)
{
this.onPointerUp(event);
}
}
},
/**
* The internal method that handles the pointer out event from the browser.
*
* @method Phaser.MSPointer#onPointerOut
* @param {PointerEvent} event - The native event from the browser. This gets stored in MSPointer.event.
*/
onPointerOut: function (event)
{
this.event = event;
if (this.capture)
{
event.preventDefault();
}
if (event.pointerType === 'mouse' || event.pointerType === 0x00000004)
{
this.input.mousePointer.withinGame = false;
}
else
{
var pointer = this.input.getPointerFromIdentifier(event.identifier);
if (pointer)
{
pointer.withinGame = false;
}
}
if (this.input.mouse.mouseOutCallback)
{
this.input.mouse.mouseOutCallback.call(this.input.mouse.callbackContext, event);
}
if (!this.input.enabled || !this.enabled)
{
return;
}
if (this.input.mouse.stopOnGameOut)
{
event.identifier = 0;
if (pointer)
{
pointer.stop(event);
}
else
{
this.input.mousePointer.stop(event);
}
}
},
/**
* The internal method that handles the pointer out event from the browser.
*
* @method Phaser.MSPointer#onPointerOut
* @param {PointerEvent} event - The native event from the browser. This gets stored in MSPointer.event.
*/
onPointerOver: function (event)
{
this.event = event;
if (this.capture)
{
event.preventDefault();
}
if (event.pointerType === 'mouse' || event.pointerType === 0x00000004)
{
this.input.mousePointer.withinGame = true;
}
else
{
var pointer = this.input.getPointerFromIdentifier(event.identifier);
if (pointer)
{
pointer.withinGame = true;
}
}
if (this.input.mouse.mouseOverCallback)
{
this.input.mouse.mouseOverCallback.call(this.input.mouse.callbackContext, event);
}
},
/**
* Stop the event listeners.
* @method Phaser.MSPointer#stop
*/
stop: function ()
{
var canvas = this.game.canvas;
canvas.removeEventListener('MSPointerDown', this._onMSPointerDown, false);
canvas.removeEventListener('MSPointerMove', this._onMSPointerMove, false);
canvas.removeEventListener('MSPointerUp', this._onMSPointerUp, false);
// IE11+ uses non-prefix events
canvas.removeEventListener('pointerdown', this._onMSPointerDown, false);
canvas.removeEventListener('pointermove', this._onMSPointerMove, false);
canvas.removeEventListener('pointerup', this._onMSPointerUp, false);
window.removeEventListener('MSPointerUp', this._onMSPointerUpGlobal, true);
canvas.removeEventListener('MSPointerOver', this._onMSPointerOver, true);
canvas.removeEventListener('MSPointerOut', this._onMSPointerOut, true);
// IE11+ uses non-prefix events
window.removeEventListener('pointerup', this._onMSPointerUpGlobal, true);
canvas.removeEventListener('pointerover', this._onMSPointerOver, true);
canvas.removeEventListener('pointerout', this._onMSPointerOut, true);
this.active = false;
}
};
Phaser.MSPointer.prototype.constructor = Phaser.MSPointer;