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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JavaScript
/**
* @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;