phaser
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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 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Class = require('../../utils/Class');
var Features = require('../../device/Features');
var InputEvents = require('../events');
var NOOP = require('../../utils/Class');
// https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent
// https://github.com/WICG/EventListenerOptions/blob/gh-pages/explainer.md
/**
* @classdesc
* The Mouse Manager is a helper class that belongs to the Input Manager.
*
* Its role is to listen for native DOM Mouse Events and then pass them onto the Input Manager for further processing.
*
* You do not need to create this class directly, the Input Manager will create an instance of it automatically.
*
* @class MouseManager
* @memberof Phaser.Input.Mouse
* @constructor
* @since 3.0.0
*
* @param {Phaser.Input.InputManager} inputManager - A reference to the Input Manager.
*/
var MouseManager = new Class({
initialize:
function MouseManager (inputManager)
{
/**
* A reference to the Input Manager.
*
* @name Phaser.Input.Mouse.MouseManager#manager
* @type {Phaser.Input.InputManager}
* @since 3.0.0
*/
this.manager = inputManager;
/**
* If true the DOM mouse events will have event.preventDefault applied to them, if false they will propagate fully.
*
* @name Phaser.Input.Mouse.MouseManager#capture
* @type {boolean}
* @default true
* @since 3.0.0
*/
this.capture = true;
/**
* A boolean that controls if the Mouse Manager is enabled or not.
* Can be toggled on the fly.
*
* @name Phaser.Input.Mouse.MouseManager#enabled
* @type {boolean}
* @default false
* @since 3.0.0
*/
this.enabled = false;
/**
* The Touch Event target, as defined in the Game Config.
* Typically the canvas to which the game is rendering, but can be any interactive DOM element.
*
* @name Phaser.Input.Mouse.MouseManager#target
* @type {any}
* @since 3.0.0
*/
this.target;
/**
* If the mouse has been pointer locked successfully this will be set to true.
*
* @name Phaser.Input.Mouse.MouseManager#locked
* @type {boolean}
* @default false
* @since 3.0.0
*/
this.locked = false;
/**
* The Mouse Move Event handler.
* This function is sent the native DOM MouseEvent.
* Initially empty and bound in the `startListeners` method.
*
* @name Phaser.Input.Mouse.MouseManager#onMouseMove
* @type {function}
* @since 3.10.0
*/
this.onMouseMove = NOOP;
/**
* The Mouse Down Event handler.
* This function is sent the native DOM MouseEvent.
* Initially empty and bound in the `startListeners` method.
*
* @name Phaser.Input.Mouse.MouseManager#onMouseDown
* @type {function}
* @since 3.10.0
*/
this.onMouseDown = NOOP;
/**
* The Mouse Up Event handler.
* This function is sent the native DOM MouseEvent.
* Initially empty and bound in the `startListeners` method.
*
* @name Phaser.Input.Mouse.MouseManager#onMouseUp
* @type {function}
* @since 3.10.0
*/
this.onMouseUp = NOOP;
/**
* The Mouse Down Event handler specifically for events on the Window.
* This function is sent the native DOM MouseEvent.
* Initially empty and bound in the `startListeners` method.
*
* @name Phaser.Input.Mouse.MouseManager#onMouseDownWindow
* @type {function}
* @since 3.17.0
*/
this.onMouseDownWindow = NOOP;
/**
* The Mouse Up Event handler specifically for events on the Window.
* This function is sent the native DOM MouseEvent.
* Initially empty and bound in the `startListeners` method.
*
* @name Phaser.Input.Mouse.MouseManager#onMouseUpWindow
* @type {function}
* @since 3.17.0
*/
this.onMouseUpWindow = NOOP;
/**
* The Mouse Over Event handler.
* This function is sent the native DOM MouseEvent.
* Initially empty and bound in the `startListeners` method.
*
* @name Phaser.Input.Mouse.MouseManager#onMouseOver
* @type {function}
* @since 3.16.0
*/
this.onMouseOver = NOOP;
/**
* The Mouse Out Event handler.
* This function is sent the native DOM MouseEvent.
* Initially empty and bound in the `startListeners` method.
*
* @name Phaser.Input.Mouse.MouseManager#onMouseOut
* @type {function}
* @since 3.16.0
*/
this.onMouseOut = NOOP;
/**
* Internal pointerLockChange handler.
* This function is sent the native DOM MouseEvent.
* Initially empty and bound in the `startListeners` method.
*
* @name Phaser.Input.Mouse.MouseManager#pointerLockChange
* @type {function}
* @since 3.0.0
*/
this.pointerLockChange = NOOP;
inputManager.events.once(InputEvents.MANAGER_BOOT, this.boot, this);
},
/**
* The Touch Manager boot process.
*
* @method Phaser.Input.Mouse.MouseManager#boot
* @private
* @since 3.0.0
*/
boot: function ()
{
var config = this.manager.config;
this.enabled = config.inputMouse;
this.target = config.inputMouseEventTarget;
this.capture = config.inputMouseCapture;
if (!this.target)
{
this.target = this.manager.game.canvas;
}
if (config.disableContextMenu)
{
this.disableContextMenu();
}
if (this.enabled && this.target)
{
this.startListeners();
}
},
/**
* Attempts to disable the context menu from appearing if you right-click on the browser.
*
* Works by listening for the `contextmenu` event and prevent defaulting it.
*
* Use this if you need to enable right-button mouse support in your game, and the browser
* menu keeps getting in the way.
*
* @method Phaser.Input.Mouse.MouseManager#disableContextMenu
* @since 3.0.0
*
* @return {Phaser.Input.Mouse.MouseManager} This Mouse Manager instance.
*/
disableContextMenu: function ()
{
document.body.addEventListener('contextmenu', function (event)
{
event.preventDefault();
return false;
});
return this;
},
/**
* 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, a `POINTER_LOCK_CHANGE_EVENT` will be dispatched,
* from the games Input Manager, with an `isPointerLocked` property.
*
* It is important to note that pointer lock can only be enabled after an 'engagement gesture',
* see: https://w3c.github.io/pointerlock/#dfn-engagement-gesture.
*
* @method Phaser.Input.Mouse.MouseManager#requestPointerLock
* @since 3.0.0
*/
requestPointerLock: function ()
{
if (Features.pointerLock)
{
var element = this.target;
element.requestPointerLock = element.requestPointerLock || element.mozRequestPointerLock || element.webkitRequestPointerLock;
element.requestPointerLock();
}
},
/**
* If the browser supports pointer lock, this will request that the pointer lock is released. If
* the browser successfully enters a locked state, a 'POINTER_LOCK_CHANGE_EVENT' will be
* dispatched - from the game's input manager - with an `isPointerLocked` property.
*
* @method Phaser.Input.Mouse.MouseManager#releasePointerLock
* @since 3.0.0
*/
releasePointerLock: function ()
{
if (Features.pointerLock)
{
document.exitPointerLock = document.exitPointerLock || document.mozExitPointerLock || document.webkitExitPointerLock;
document.exitPointerLock();
}
},
/**
* Starts the Mouse Event listeners running.
* This is called automatically and does not need to be manually invoked.
*
* @method Phaser.Input.Mouse.MouseManager#startListeners
* @since 3.0.0
*/
startListeners: function ()
{
var _this = this;
var canvas = this.manager.canvas;
var autoFocus = (window && window.focus && this.manager.game.config.autoFocus);
this.onMouseMove = function (event)
{
if (event.defaultPrevented || !_this.enabled || !_this.manager)
{
// Do nothing if event already handled
return;
}
_this.manager.queueMouseMove(event);
if (_this.capture)
{
event.preventDefault();
}
};
this.onMouseDown = function (event)
{
if (autoFocus)
{
window.focus();
}
if (event.defaultPrevented || !_this.enabled || !_this.manager)
{
// Do nothing if event already handled
return;
}
_this.manager.queueMouseDown(event);
if (_this.capture && event.target === canvas)
{
event.preventDefault();
}
};
this.onMouseDownWindow = function (event)
{
if (event.defaultPrevented || !_this.enabled || !_this.manager)
{
// Do nothing if event already handled
return;
}
if (event.target !== canvas)
{
// Only process the event if the target isn't the canvas
_this.manager.queueMouseDown(event);
}
};
this.onMouseUp = function (event)
{
if (event.defaultPrevented || !_this.enabled || !_this.manager)
{
// Do nothing if event already handled
return;
}
_this.manager.queueMouseUp(event);
if (_this.capture && event.target === canvas)
{
event.preventDefault();
}
};
this.onMouseUpWindow = function (event)
{
if (event.defaultPrevented || !_this.enabled || !_this.manager)
{
// Do nothing if event already handled
return;
}
if (event.target !== canvas)
{
// Only process the event if the target isn't the canvas
_this.manager.queueMouseUp(event);
}
};
this.onMouseOver = function (event)
{
if (event.defaultPrevented || !_this.enabled || !_this.manager)
{
// Do nothing if event already handled
return;
}
_this.manager.setCanvasOver(event);
};
this.onMouseOut = function (event)
{
if (event.defaultPrevented || !_this.enabled || !_this.manager)
{
// Do nothing if event already handled
return;
}
_this.manager.setCanvasOut(event);
};
var target = this.target;
if (!target)
{
return;
}
var passive = { passive: true };
var nonPassive = { passive: false };
target.addEventListener('mousemove', this.onMouseMove, (this.capture) ? nonPassive : passive);
target.addEventListener('mousedown', this.onMouseDown, (this.capture) ? nonPassive : passive);
target.addEventListener('mouseup', this.onMouseUp, (this.capture) ? nonPassive : passive);
target.addEventListener('mouseover', this.onMouseOver, (this.capture) ? nonPassive : passive);
target.addEventListener('mouseout', this.onMouseOut, (this.capture) ? nonPassive : passive);
if (window && this.manager.game.config.inputWindowEvents)
{
window.addEventListener('mousedown', this.onMouseDownWindow, nonPassive);
window.addEventListener('mouseup', this.onMouseUpWindow, nonPassive);
}
if (Features.pointerLock)
{
this.pointerLockChange = function (event)
{
var element = _this.target;
_this.locked = (document.pointerLockElement === element || document.mozPointerLockElement === element || document.webkitPointerLockElement === element) ? true : false;
_this.manager.queue.push(event);
};
document.addEventListener('pointerlockchange', this.pointerLockChange, true);
document.addEventListener('mozpointerlockchange', this.pointerLockChange, true);
document.addEventListener('webkitpointerlockchange', this.pointerLockChange, true);
}
this.enabled = true;
},
/**
* Stops the Mouse Event listeners.
* This is called automatically and does not need to be manually invoked.
*
* @method Phaser.Input.Mouse.MouseManager#stopListeners
* @since 3.0.0
*/
stopListeners: function ()
{
var target = this.target;
target.removeEventListener('mousemove', this.onMouseMove);
target.removeEventListener('mousedown', this.onMouseDown);
target.removeEventListener('mouseup', this.onMouseUp);
target.removeEventListener('mouseover', this.onMouseOver);
target.removeEventListener('mouseout', this.onMouseOut);
if (window)
{
window.removeEventListener('mousedown', this.onMouseDownWindow);
window.removeEventListener('mouseup', this.onMouseUpWindow);
}
if (Features.pointerLock)
{
document.removeEventListener('pointerlockchange', this.pointerLockChange, true);
document.removeEventListener('mozpointerlockchange', this.pointerLockChange, true);
document.removeEventListener('webkitpointerlockchange', this.pointerLockChange, true);
}
},
/**
* Destroys this Mouse Manager instance.
*
* @method Phaser.Input.Mouse.MouseManager#destroy
* @since 3.0.0
*/
destroy: function ()
{
this.stopListeners();
this.target = null;
this.enabled = false;
this.manager = null;
}
});
module.exports = MouseManager;