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playcanvas

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PlayCanvas WebGL game engine

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import { platform } from '../../core/platform.js'; import { EventHandler } from '../../core/event-handler.js'; import { isMousePointerLocked, MouseEvent } from './mouse-event.js'; /** * @callback LockMouseCallback * Callback used by {@link Mouse#enablePointerLock} and {@link Mouse#disablePointerLock}. * @returns {void} */ /** * Manages mouse input by tracking button states and dispatching events. Extends {@link EventHandler} * to fire `mousedown`, `mouseup`, `mousemove` and `mousewheel` events (see {@link MouseEvent}). * * Allows the state of mouse buttons to be queried to check if they are currently pressed or were * pressed/released since the last update. Provides methods to enable/disable pointer lock for * raw mouse movement input and control over the context menu. The Mouse instance must be attached * to a DOM element before it can detect mouse events. * * Your application's Mouse instance is managed and accessible via {@link AppBase#mouse}. * * @category Input */ class Mouse extends EventHandler { static{ /** * Fired when the mouse is moved. The handler is passed a {@link MouseEvent}. * * @event * @example * app.mouse.on('mousemove', (e) => { * console.log(`Current mouse position is: ${e.x}, ${e.y}`); * }); */ this.EVENT_MOUSEMOVE = 'mousemove'; } static{ /** * Fired when a mouse button is pressed. The handler is passed a {@link MouseEvent}. * * @event * @example * app.mouse.on('mousedown', (e) => { * console.log(`The ${e.button} button was pressed at position: ${e.x}, ${e.y}`); * }); */ this.EVENT_MOUSEDOWN = 'mousedown'; } static{ /** * Fired when a mouse button is released. The handler is passed a {@link MouseEvent}. * * @event * @example * app.mouse.on('mouseup', (e) => { * console.log(`The ${e.button} button was released at position: ${e.x}, ${e.y}`); * }); */ this.EVENT_MOUSEUP = 'mouseup'; } static{ /** * Fired when a mouse wheel is moved. The handler is passed a {@link MouseEvent}. * * @event * @example * app.mouse.on('mousewheel', (e) => { * console.log(`The mouse wheel was moved by ${e.wheelDelta}`); * }); */ this.EVENT_MOUSEWHEEL = 'mousewheel'; } /** * Create a new Mouse instance. * * @param {Element} [element] - The Element that the mouse events are attached to. */ constructor(element){ super(), /** @private */ this._lastX = 0, /** @private */ this._lastY = 0, /** @private */ this._buttons = [ false, false, false ], /** @private */ this._lastbuttons = [ false, false, false ], /** @private */ this._target = null, /** @private */ this._attached = false; // Setup event handlers so they are bound to the correct 'this' this._upHandler = this._handleUp.bind(this); this._downHandler = this._handleDown.bind(this); this._moveHandler = this._handleMove.bind(this); this._wheelHandler = this._handleWheel.bind(this); this._contextMenuHandler = (event)=>{ event.preventDefault(); }; this.attach(element); } /** * Check if the mouse pointer has been locked, using {@link Mouse#enablePointerLock}. * * @returns {boolean} True if locked. */ static isPointerLocked() { return isMousePointerLocked(); } /** * Attach mouse events to an Element. * * @param {Element} element - The DOM element to attach the mouse to. */ attach(element) { this._target = element; if (this._attached) return; this._attached = true; /** @type {AddEventListenerOptions} */ const passiveOptions = { passive: false }; const options = platform.passiveEvents ? passiveOptions : false; window.addEventListener('mouseup', this._upHandler, options); window.addEventListener('mousedown', this._downHandler, options); window.addEventListener('mousemove', this._moveHandler, options); window.addEventListener('wheel', this._wheelHandler, options); } /** * Remove mouse events from the element that it is attached to. */ detach() { if (!this._attached) return; this._attached = false; this._target = null; /** @type {AddEventListenerOptions} */ const passiveOptions = { passive: false }; const options = platform.passiveEvents ? passiveOptions : false; window.removeEventListener('mouseup', this._upHandler, options); window.removeEventListener('mousedown', this._downHandler, options); window.removeEventListener('mousemove', this._moveHandler, options); window.removeEventListener('wheel', this._wheelHandler, options); } /** * Disable the context menu usually activated with right-click. */ disableContextMenu() { if (!this._target) return; this._target.addEventListener('contextmenu', this._contextMenuHandler); } /** * Enable the context menu usually activated with right-click. This option is active by * default. */ enableContextMenu() { if (!this._target) return; this._target.removeEventListener('contextmenu', this._contextMenuHandler); } /** * Request that the browser hides the mouse cursor and locks the mouse to the element. Allowing * raw access to mouse movement input without risking the mouse exiting the element. Notes: * * - In some browsers this will only work when the browser is running in fullscreen mode. See * {@link https://developer.mozilla.org/en-US/docs/Web/API/Fullscreen_API Fullscreen API} for * more details. * - Enabling pointer lock can only be initiated by a user action e.g. in the event handler for * a mouse or keyboard input. * * @param {LockMouseCallback} [success] - Function called if the request for mouse lock is * successful. * @param {LockMouseCallback} [error] - Function called if the request for mouse lock is * unsuccessful. */ enablePointerLock(success, error) { if (!document.body.requestPointerLock) { if (error) { error(); } return; } const s = ()=>{ success(); document.removeEventListener('pointerlockchange', s); }; const e = ()=>{ error(); document.removeEventListener('pointerlockerror', e); }; if (success) { document.addEventListener('pointerlockchange', s, false); } if (error) { document.addEventListener('pointerlockerror', e, false); } document.body.requestPointerLock(); } /** * Return control of the mouse cursor to the user. * * @param {LockMouseCallback} [success] - Function called when the mouse lock is disabled. */ disablePointerLock(success) { if (!document.exitPointerLock) { return; } const s = ()=>{ success(); document.removeEventListener('pointerlockchange', s); }; if (success) { document.addEventListener('pointerlockchange', s, false); } document.exitPointerLock(); } /** * Update method, should be called once per frame. */ update() { // Copy current button state this._lastbuttons[0] = this._buttons[0]; this._lastbuttons[1] = this._buttons[1]; this._lastbuttons[2] = this._buttons[2]; } /** * Returns true if the mouse button is currently pressed. * * @param {number} button - The mouse button to test. Can be: * * - {@link MOUSEBUTTON_LEFT} * - {@link MOUSEBUTTON_MIDDLE} * - {@link MOUSEBUTTON_RIGHT} * * @returns {boolean} True if the mouse button is current pressed. */ isPressed(button) { return this._buttons[button]; } /** * Returns true if the mouse button was pressed this frame (since the last call to update). * * @param {number} button - The mouse button to test. Can be: * * - {@link MOUSEBUTTON_LEFT} * - {@link MOUSEBUTTON_MIDDLE} * - {@link MOUSEBUTTON_RIGHT} * * @returns {boolean} True if the mouse button was pressed since the last update. */ wasPressed(button) { return this._buttons[button] && !this._lastbuttons[button]; } /** * Returns true if the mouse button was released this frame (since the last call to update). * * @param {number} button - The mouse button to test. Can be: * * - {@link MOUSEBUTTON_LEFT} * - {@link MOUSEBUTTON_MIDDLE} * - {@link MOUSEBUTTON_RIGHT} * * @returns {boolean} True if the mouse button was released since the last update. */ wasReleased(button) { return !this._buttons[button] && this._lastbuttons[button]; } _handleUp(event) { // disable released button this._buttons[event.button] = false; const e = new MouseEvent(this, event); if (!e.event) return; // send 'mouseup' event this.fire('mouseup', e); } _handleDown(event) { // Store which button has affected this._buttons[event.button] = true; const e = new MouseEvent(this, event); if (!e.event) return; this.fire('mousedown', e); } _handleMove(event) { const e = new MouseEvent(this, event); if (!e.event) return; this.fire('mousemove', e); // Store the last offset position to calculate deltas this._lastX = e.x; this._lastY = e.y; } _handleWheel(event) { const e = new MouseEvent(this, event); if (!e.event) return; this.fire('mousewheel', e); } _getTargetCoords(event) { const rect = this._target.getBoundingClientRect(); const left = Math.floor(rect.left); const top = Math.floor(rect.top); // mouse is outside of canvas if (event.clientX < left || event.clientX >= left + this._target.clientWidth || event.clientY < top || event.clientY >= top + this._target.clientHeight) { return null; } return { x: event.clientX - left, y: event.clientY - top }; } } export { Mouse };