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phaser-ce

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Phaser CE (Community Edition) is a fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.

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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 Mouse class is responsible for handling all aspects of mouse interaction with the browser. * * It captures and processes mouse events that happen on the game canvas object. * It also adds a single `mouseup` listener to `window` which is used to capture the mouse being released * when not over the game. * * You should not normally access this class directly, but instead use a Phaser.Pointer object * which normalises all game input for you, including accurate button handling. * * @class Phaser.Mouse * @constructor * @param {Phaser.Game} game - A reference to the currently running game. */ Phaser.Mouse = 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. */ this.callbackContext = this.game; /** * A callback that can be fired when the mouse is pressed down. * You should set {@link Phaser.Input.MSPointer#pointerDownCallback} as well. * @property {function} mouseDownCallback */ this.mouseDownCallback = null; /** * A callback that can be fired when the mouse is released from a pressed down state. * You should set {@link Phaser.Input.MSPointer#pointerUpCallback} as well. * @property {function} mouseUpCallback */ this.mouseUpCallback = null; /** * A callback that can be fired when the mouse is no longer over the game canvas. * You should set {@link Phaser.Input.MSPointer#pointerOutCallback} as well. * * @property {function} mouseOutCallback */ this.mouseOutCallback = null; /** * A callback that can be fired when the mouse enters the game canvas (usually after a mouseout). * You should set {@link Phaser.Input.MSPointer#pointerOverCallback} as well. * @property {function} mouseOverCallback */ this.mouseOverCallback = null; /** * @property {boolean} capture - If true the DOM mouse events will have event.preventDefault applied to them. */ this.capture = false; /** * @property {boolean} - Whether the handler has started. * @readOnly * @see Phaser.Mouse#start * @see Phaser.Mouse#stop */ this.active = false; /** * Whether mouse input is passed to the Input Manager and Mouse Pointer. * When enabled is false, `game.input` and `game.input.mousePointer` are not updated by this handler. * The handler is still running and will call any added callbacks and apply {@link Phaser.Mouse#capture}. * @property {boolean} enabled * @default */ this.enabled = true; /** * If true Pointer.stop will be called if the mouse leaves the game canvas. * You should set {@link Phaser.Input.MSPointer#stopOnGameOut} as well. * @property {boolean} stopOnGameOut * @default */ this.stopOnGameOut = false; /** * The browser mouse DOM event. Will be null if no mouse event has ever been received. * Access this property only inside a Mouse event handler and do not keep references to it. * @property {MouseEvent|null} event * @default */ this.event = null; /** * @property {function} _onMouseDown - Internal event handler reference. * @private */ this._onMouseDown = null; /** * @property {function} _onMouseMove - Internal event handler reference. * @private */ this._onMouseMove = null; /** * @property {function} _onMouseUp - Internal event handler reference. * @private */ this._onMouseUp = null; /** * @property {function} _onMouseOut - Internal event handler reference. * @private */ this._onMouseOut = null; /** * @property {function} _onMouseOver - Internal event handler reference. * @private */ this._onMouseOver = null; }; /** * @constant * @type {number} */ Phaser.Mouse.NO_BUTTON = -1; /** * @constant * @type {number} */ Phaser.Mouse.LEFT_BUTTON = 0; /** * @constant * @type {number} */ Phaser.Mouse.MIDDLE_BUTTON = 1; /** * @constant * @type {number} */ Phaser.Mouse.RIGHT_BUTTON = 2; /** * @constant * @type {number} */ Phaser.Mouse.BACK_BUTTON = 3; /** * @constant * @type {number} */ Phaser.Mouse.FORWARD_BUTTON = 4; Phaser.Mouse.prototype = { /** * Starts the event listeners running. * @method Phaser.Mouse#start * @return {boolean} - Whether the handler was started. */ start: function () { var device = this.game.device; if (device.isAndroidStockBrowser() && this.input.touch.active) { // Android stock browser fires mouse events even if you preventDefault on the touchStart, so ... return false; } if (this._onMouseDown !== null) { // Avoid setting multiple listeners return false; } var _this = this; this._onMouseDown = function (event) { return _this.onMouseDown(event); }; this._onMouseMove = function (event) { return _this.onMouseMove(event); }; this._onMouseUp = function (event) { return _this.onMouseUp(event); }; this._onMouseUpGlobal = function (event) { return _this.onMouseUpGlobal(event); }; this._onMouseOutGlobal = function (event) { return _this.onMouseOutGlobal(event); }; this._onMouseOut = function (event) { return _this.onMouseOut(event); }; this._onMouseOver = function (event) { return _this.onMouseOver(event); }; var canvas = this.game.canvas; canvas.addEventListener('mousedown', this._onMouseDown, true); canvas.addEventListener('mousemove', this._onMouseMove, true); canvas.addEventListener('mouseup', this._onMouseUp, true); if (!device.cocoonJS) { window.addEventListener('mouseup', this._onMouseUpGlobal, true); window.addEventListener('mouseout', this._onMouseOutGlobal, true); canvas.addEventListener('mouseover', this._onMouseOver, true); canvas.addEventListener('mouseout', this._onMouseOut, true); } this.active = true; return true; }, /** * The internal method that handles the mouse down event from the browser. * @method Phaser.Mouse#onMouseDown * @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event. */ onMouseDown: function (event) { this.event = event; if (this.capture) { event.preventDefault(); } if (this.mouseDownCallback) { this.mouseDownCallback.call(this.callbackContext, event); } if (!this.input.enabled || !this.enabled) { return; } event.identifier = 0; this.input.mousePointer.start(event); }, /** * The internal method that handles the mouse move event from the browser. * @method Phaser.Mouse#onMouseMove * @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event. */ onMouseMove: function (event) { this.event = event; if (this.capture) { event.preventDefault(); } if (this.mouseMoveCallback) { this.mouseMoveCallback.call(this.callbackContext, event); } if (!this.input.enabled || !this.enabled) { return; } event.identifier = 0; this.input.mousePointer.move(event); }, /** * The internal method that handles the mouse up event from the browser. * @method Phaser.Mouse#onMouseUp * @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event. */ onMouseUp: function (event) { this.event = event; if (this.capture) { event.preventDefault(); } if (this.mouseUpCallback) { this.mouseUpCallback.call(this.callbackContext, event); } if (!this.input.enabled || !this.enabled) { return; } event.identifier = 0; this.input.mousePointer.stop(event); }, /** * The internal method that handles the mouse up event from the window. * * @method Phaser.Mouse#onMouseUpGlobal * @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event. */ onMouseUpGlobal: function (event) { if (!this.input.mousePointer.withinGame) { if (this.mouseUpCallback) { this.mouseUpCallback.call(this.callbackContext, event); } event.identifier = 0; this.input.mousePointer.stop(event); } }, /** * The internal method that handles the mouse out event from the window. * * @method Phaser.Mouse#onMouseOutGlobal * @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event. */ onMouseOutGlobal: function (event) { this.event = event; if (this.capture) { event.preventDefault(); } this.input.mousePointer.withinGame = false; if (!this.input.enabled || !this.enabled) { return; } /* * If we get a mouseout event from the window then basically * something serious has gone down, usually along the lines of * the browser opening a context-menu or similar. * On OS X Chrome especially this is bad news, as it blocks * us then getting a mouseup event, so we need to force that through. * * No matter what, we must cancel the left and right buttons */ this.input.mousePointer.stop(event); // Clear the button states (again?) this.input.mousePointer.resetButtons(); }, /** * The internal method that handles the mouse out event from the browser. * * @method Phaser.Mouse#onMouseOut * @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event. */ onMouseOut: function (event) { this.event = event; if (this.capture) { event.preventDefault(); } this.input.mousePointer.withinGame = false; if (this.mouseOutCallback) { this.mouseOutCallback.call(this.callbackContext, event); } if (!this.input.enabled || !this.enabled) { return; } this.input.mousePointer.updateButtons(event); if (this.stopOnGameOut) { event.identifier = 0; this.input.mousePointer.stop(event); this.input.callAll('_pointerOutHandler', this.input.mousePointer); } }, /** * The internal method that handles the mouse over event from the browser. * * @method Phaser.Mouse#onMouseOver * @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event. */ onMouseOver: function (event) { this.event = event; if (this.capture) { event.preventDefault(); } this.input.mousePointer.withinGame = true; if (this.mouseOverCallback) { this.mouseOverCallback.call(this.callbackContext, event); } if (!this.input.enabled || !this.enabled) { return; } this.input.mousePointer.updateButtons(event); }, /** * Stop the event listeners. * @method Phaser.Mouse#stop */ stop: function () { var canvas = this.game.canvas; canvas.removeEventListener('mousedown', this._onMouseDown, true); canvas.removeEventListener('mousemove', this._onMouseMove, true); canvas.removeEventListener('mouseup', this._onMouseUp, true); canvas.removeEventListener('mouseover', this._onMouseOver, true); canvas.removeEventListener('mouseout', this._onMouseOut, true); window.removeEventListener('mouseup', this._onMouseUpGlobal, true); window.removeEventListener('mouseout', this._onMouseOutGlobal, true); this.active = false; } }; Phaser.Mouse.prototype.constructor = Phaser.Mouse;