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playcanvas

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PlayCanvas WebGL game engine

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import { EventHandler } from '../../core/event-handler.js'; import { TouchEvent } from './touch-event.js'; /** * Manages touch input by handling and dispatching touch events. Extends {@link EventHandler} * to fire `touchstart`, `touchend`, `touchmove`, and `touchcancel` events (see {@link TouchEvent}). * * Detects and processes touch interactions with the attached DOM element, allowing applications * to respond to common touch gestures. The TouchDevice instance must be attached to a DOM element * before it can detect touch events. * * Your application's TouchDevice instance is managed and accessible via {@link AppBase#touch}. * * @category Input */ class TouchDevice extends EventHandler { static{ /** * Fired when a touch starts. The handler is passed a {@link TouchEvent}. * * @event * @example * app.touch.on('touchstart', (e) => { * console.log(`Touch started at position: ${e.x}, ${e.y}`); * }); */ this.EVENT_TOUCHSTART = 'touchstart'; } static{ /** * Fired when a touch ends. The handler is passed a {@link TouchEvent}. * * @event * @example * app.touch.on('touchend', (e) => { * console.log(`Touch ended at position: ${e.x}, ${e.y}`); * }); */ this.EVENT_TOUCHEND = 'touchend'; } static{ /** * Fired when a touch moves. The handler is passed a {@link TouchEvent}. * * @event * @example * app.touch.on('touchmove', (e) => { * console.log(`Touch moved to position: ${e.x}, ${e.y}`); * }); */ this.EVENT_TOUCHMOVE = 'touchmove'; } static{ /** * Fired when a touch is interrupted in some way. The exact reasons for canceling a touch can * vary from device to device. For example, a modal alert pops up during the interaction; the * touch point leaves the document area, or there are more touch points than the device * supports, in which case the earliest touch point is canceled. The handler is passed a * {@link TouchEvent}. * * @event * @example * app.touch.on('touchcancel', (e) => { * console.log(`Touch canceled at position: ${e.x}, ${e.y}`); * }); */ this.EVENT_TOUCHCANCEL = 'touchcancel'; } /** * Create a new touch device and attach it to an element. * * @param {Element} element - The element to attach listen for events on. */ constructor(element){ super(); this._element = null; this._startHandler = this._handleTouchStart.bind(this); this._endHandler = this._handleTouchEnd.bind(this); this._moveHandler = this._handleTouchMove.bind(this); this._cancelHandler = this._handleTouchCancel.bind(this); this.attach(element); } /** * Attach a device to an element in the DOM. If the device is already attached to an element * this method will detach it first. * * @param {Element} element - The element to attach to. */ attach(element) { if (this._element) { this.detach(); } this._element = element; this._element.addEventListener('touchstart', this._startHandler, false); this._element.addEventListener('touchend', this._endHandler, false); this._element.addEventListener('touchmove', this._moveHandler, false); this._element.addEventListener('touchcancel', this._cancelHandler, false); } /** * Detach a device from the element it is attached to. */ detach() { if (this._element) { this._element.removeEventListener('touchstart', this._startHandler, false); this._element.removeEventListener('touchend', this._endHandler, false); this._element.removeEventListener('touchmove', this._moveHandler, false); this._element.removeEventListener('touchcancel', this._cancelHandler, false); } this._element = null; } _handleTouchStart(e) { this.fire('touchstart', new TouchEvent(this, e)); } _handleTouchEnd(e) { this.fire('touchend', new TouchEvent(this, e)); } _handleTouchMove(e) { // call preventDefault to avoid issues in Chrome Android: // http://wilsonpage.co.uk/touch-events-in-chrome-android/ e.preventDefault(); this.fire('touchmove', new TouchEvent(this, e)); } _handleTouchCancel(e) { this.fire('touchcancel', new TouchEvent(this, e)); } } export { TouchDevice };