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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.

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<!DOCTYPE html> <html lang="en"> <head> <meta charset="utf-8"> <title>Phaser Source: input/Mouse.js</title> <!--[if lt IE 9]> <script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script> <![endif]--> <link type="text/css" rel="stylesheet" href="styles/sunlight.default.css"> <link type="text/css" rel="stylesheet" href="styles/site.cerulean.css"> </head> <body> <div class="container-fluid"> <div class="navbar navbar-fixed-top navbar-inverse"> <div class="navbar-inner"> <a class="brand" href="index.html">Phaser</a> <ul class="nav"> <li class="dropdown"> <a href="namespaces.list.html" class="dropdown-toggle" data-toggle="dropdown">Namespaces<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-0"> <a href="Phaser.html">Phaser</a> </li> </ul> </li> <li class="dropdown"> <a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-1"> <a 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&lt;rich@photonstorm.com> * @copyright 2014 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Phaser.Mouse 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. * * @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 {Object} callbackContext - The context under which callbacks are called. */ this.callbackContext = this.game; /** * @property {function} mouseDownCallback - A callback that can be fired when the mouse is pressed down. */ this.mouseDownCallback = null; /** * @property {function} mouseMoveCallback - A callback that can be fired when the mouse is moved while pressed down. */ this.mouseMoveCallback = null; /** * @property {function} mouseUpCallback - A callback that can be fired when the mouse is released from a pressed down state. */ this.mouseUpCallback = null; /** * @property {function} mouseOutCallback - A callback that can be fired when the mouse is no longer over the game canvas. */ this.mouseOutCallback = null; /** * @property {function} mouseOverCallback - A callback that can be fired when the mouse enters the game canvas (usually after a mouseout). */ this.mouseOverCallback = null; /** * @property {function} mouseWheelCallback - A callback that can be fired when the mousewheel is used. */ this.mouseWheelCallback = null; /** * @property {boolean} capture - If true the DOM mouse events will have event.preventDefault applied to them, if false they will propogate fully. */ this.capture = false; /** * @property {number} button- The type of click, either: Phaser.Mouse.NO_BUTTON, Phaser.Mouse.LEFT_BUTTON, Phaser.Mouse.MIDDLE_BUTTON or Phaser.Mouse.RIGHT_BUTTON. * @default */ this.button = -1; /** * @property {number} wheelDelta - The direction of the mousewheel usage 1 for up -1 for down */ this.wheelDelta = 0; /** * @property {boolean} disabled - You can disable all Input by setting disabled = true. While set all new input related events will be ignored. * @default */ this.disabled = false; /** * @property {boolean} locked - If the mouse has been Pointer Locked successfully this will be set to true. * @default */ this.locked = false; /** * @property {boolean} stopOnGameOut - If true Pointer.stop will be called if the mouse leaves the game canvas. * @default */ this.stopOnGameOut = false; /** * @property {Phaser.Signal} pointerLock - This event is dispatched when the browser enters or leaves pointer lock state. * @default */ this.pointerLock = new Phaser.Signal(); /** * @property {MouseEvent} event - The browser mouse DOM event. Will be set to null if no mouse event has ever been received. * @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; /** * @property {function} _onMouseWheel - Internal event handler reference. * @private */ this._onMouseWheel = 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.WHEEL_UP = 1; /** * @constant * @type {number} */ Phaser.Mouse.WHEEL_DOWN = -1; Phaser.Mouse.prototype = { /** * Starts the event listeners running. * @method Phaser.Mouse#start */ start: function () { if (this.game.device.android && this.game.device.chrome === false) { // Android stock browser fires mouse events even if you preventDefault on the touchStart, so ... return; } if (this._onMouseDown !== null) { // Avoid setting multiple listeners return; } 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._onMouseOut = function (event) { return _this.onMouseOut(event); }; this._onMouseOver = function (event) { return _this.onMouseOver(event); }; this._onMouseWheel = function (event) { return _this.onMouseWheel(event); }; this.game.canvas.addEventListener('mousedown', this._onMouseDown, true); this.game.canvas.addEventListener('mousemove', this._onMouseMove, true); this.game.canvas.addEventListener('mouseup', this._onMouseUp, true); if (!this.game.device.cocoonJS) { window.addEventListener('mouseup', this._onMouseUpGlobal, true); this.game.canvas.addEventListener('mouseover', this._onMouseOver, true); this.game.canvas.addEventListener('mouseout', this._onMouseOut, true); this.game.canvas.addEventListener('mousewheel', this._onMouseWheel, true); this.game.canvas.addEventListener('DOMMouseScroll', this._onMouseWheel, 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(); } this.button = event.button; if (this.mouseDownCallback) { this.mouseDownCallback.call(this.callbackContext, event); } if (this.game.input.disabled || this.disabled) { return; } event['identifier'] = 0; this.game.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.game.input.disabled || this.disabled) { return; } event['identifier'] = 0; this.game.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(); } this.button = Phaser.Mouse.NO_BUTTON; if (this.mouseUpCallback) { this.mouseUpCallback.call(this.callbackContext, event); } if (this.game.input.disabled || this.disabled) { return; } event['identifier'] = 0; this.game.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.game.input.mousePointer.withinGame) { this.button = Phaser.Mouse.NO_BUTTON; if (this.mouseUpCallback) { this.mouseUpCallback.call(this.callbackContext, event); } event['identifier'] = 0; this.game.input.mousePointer.stop(event); } }, /** * 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.game.input.mousePointer.withinGame = false; if (this.mouseOutCallback) { this.mouseOutCallback.call(this.callbackContext, event); } if (this.game.input.disabled || this.disabled) { return; } if (this.stopOnGameOut) { event['identifier'] = 0; this.game.input.mousePointer.stop(event); } }, /** * The internal method that handles the mouse wheel event from the browser. * * @method Phaser.Mouse#onMouseWheel * @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event. */ onMouseWheel: function (event) { this.event = event; if (this.capture) { event.preventDefault(); } // reverse detail for firefox this.wheelDelta = Math.max(-1, Math.min(1, (event.wheelDelta || -event.detail))); if (this.mouseWheelCallback) { this.mouseWheelCallback.call(this.callbackContext, event); } }, /** * 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.game.input.mousePointer.withinGame = true; if (this.mouseOverCallback) { this.mouseOverCallback.call(this.callbackContext, event); } if (this.game.input.disabled || this.disabled) { return; } }, /** * If the browser supports it you can request that the pointer be locked to the browser window. * This is classically known as 'FPS controls', where the pointer can't leave the browser until the user presses an exit key. * If the browser successfully enters a locked state the event Phaser.Mouse.pointerLock will be dispatched and the first parameter will be 'true'. * @method Phaser.Mouse#requestPointerLock */ requestPointerLock: function () { if (this.game.device.pointerLock) { var element = this.game.canvas; element.requestPointerLock = element.requestPointerLock || element.mozRequestPointerLock || element.webkitRequestPointerLock; element.requestPointerLock(); var _this = this; this._pointerLockChange = function (event) { return _this.pointerLockChange(event); }; document.addEventListener('pointerlockchange', this._pointerLockChange, true); document.addEventListener('mozpointerlockchange', this._pointerLockChange, true); document.addEventListener('webkitpointerlockchange', this._pointerLockChange, true); } }, /** * Internal pointerLockChange handler. * @method Phaser.Mouse#pointerLockChange * @param {pointerlockchange} event - The native event from the browser. This gets stored in Mouse.event. */ pointerLockChange: function (event) { var element = this.game.canvas; if (document.pointerLockElement === element || document.mozPointerLockElement === element || document.webkitPointerLockElement === element) { // Pointer was successfully locked this.locked = true; this.pointerLock.dispatch(true, event); } else { // Pointer was unlocked this.locked = false; this.pointerLock.dispatch(false, event); } }, /** * Internal release pointer lock handler. * @method Phaser.Mouse#releasePointerLock */ releasePointerLock: function () { document.exitPointerLock = document.exitPointerLock || document.mozExitPointerLock || document.webkitExitPointerLock; document.exitPointerLock(); document.removeEventListener('pointerlockchange', this._pointerLockChange, true); document.removeEventListener('mozpointerlockchange', this._pointerLockChange, true); document.removeEventListener('webkitpointerlockchange', this._pointerLockChange, true); }, /** * Stop the event listeners. * @method Phaser.Mouse#stop */ stop: function () { this.game.canvas.removeEventListener('mousedown', this._onMouseDown, true); this.game.canvas.removeEventListener('mousemove', this._onMouseMove, true); this.game.canvas.removeEventListener('mouseup', this._onMouseUp, true); this.game.canvas.removeEventListener('mouseover', this._onMouseOver, true); this.game.canvas.removeEventListener('mouseout', this._onMouseOut, true); this.game.canvas.removeEventListener('mousewheel', this._onMouseWheel, true); this.game.canvas.removeEventListener('DOMMouseScroll', this._onMouseWheel, true); window.removeEventListener('mouseup', this._onMouseUpGlobal, true); document.removeEventListener('pointerlockchange', this._pointerLockChange, true); document.removeEventListener('mozpointerlockchange', this._pointerLockChange, true); document.removeEventListener('webkitpointerlockchange', this._pointerLockChange, true); } }; Phaser.Mouse.prototype.constructor = Phaser.Mouse; </pre> </article> </section> </div> <div class="clearfix"></div> <footer> <span class="copyright"> Phaser Copyright © 2012-2014 Photon Storm Ltd. </span> <br /> <span class="jsdoc-message"> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> on Thu Oct 09 2014 16:09:45 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. </span> </footer> </div> <br clear="both"> </div> </div> <script src="scripts/sunlight.js"></script> <script src="scripts/sunlight.javascript.js"></script> <script src="scripts/sunlight-plugin.doclinks.js"></script> <script src="scripts/sunlight-plugin.linenumbers.js"></script> <script src="scripts/sunlight-plugin.menu.js"></script> <script src="scripts/jquery.min.js"></script> <script src="scripts/jquery.scrollTo.js"></script> <script src="scripts/jquery.localScroll.js"></script> <script src="scripts/bootstrap-dropdown.js"></script> <script src="scripts/toc.js"></script> <script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script> <script> $( function () { $( "#toc" ).toc( { anchorName : function(i, heading, prefix) { return $(heading).attr("id") || ( prefix + i ); }, selectors : "h1,h2,h3,h4", showAndHide : false, scrollTo : 60 } ); $( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" ); $( "#main span[id^='toc']" ).addClass( "toc-shim" ); } ); </script> </body> </html>