/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2015 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; /** * @property {function} mouseDownCallback - A callback that can be fired when the mouse is pressed down. */ this.mouseDownCallback = 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 propagate fully. */ this.capture = false; /** * This property was removed in Phaser 2.4 and should no longer be used. * Instead please see the Pointer button properties such as `Pointer.leftButton`, `Pointer.rightButton` and so on. * Or Pointer.button holds the DOM event button value if you require that. * @property {number} button * @default */ this.button = -1; /** * The direction of the _last_ mousewheel usage 1 for up -1 for down. * @property {number} wheelDelta */ this.wheelDelta = 0; /** * Mouse input will only be processed if enabled. * @property {boolean} enabled * @default */ this.enabled = true; /** * @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(); /** * 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; /** * @property {function} _onMouseWheel - Internal event handler reference. * @private */ this._onMouseWheel = null; /** * Wheel proxy event object, if required. Shared for all wheel events for this mouse. * @property {Phaser.Mouse~WheelEventProxy} _wheelEvent * @private */ this._wheelEvent = 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; /** * @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._onMouseOutGlobal = function (event) { return _this.onMouseOutGlobal(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); }; var canvas = this.game.canvas; canvas.addEventListener('mousedown', this._onMouseDown, true); canvas.addEventListener('mousemove', this._onMouseMove, true); canvas.addEventListener('mouseup', this._onMouseUp, true); if (!this.game.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); } var wheelEvent = this.game.device.wheelEvent; if (wheelEvent) { canvas.addEventListener(wheelEvent, this._onMouseWheel, true); if (wheelEvent === 'mousewheel') { this._wheelEvent = new WheelEventProxy(-1/40, 1); } else if (wheelEvent === 'DOMMouseScroll') { this._wheelEvent = new WheelEventProxy(1, 1); } } }, /** * 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); this.input.mousePointer.leftButton.stop(event); this.input.mousePointer.rightButton.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.input.mousePointer.withinGame = false; if (this.mouseOutCallback) { this.mouseOutCallback.call(this.callbackContext, event); } if (!this.input.enabled || !this.enabled) { return; } if (this.stopOnGameOut) { event['identifier'] = 0; this.input.mousePointer.stop(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.input.mousePointer.withinGame = true; if (this.mouseOverCallback) { this.mouseOverCallback.call(this.callbackContext, 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. */ onMouseWheel: function (event) { if (this._wheelEvent) { event = this._wheelEvent.bindEvent(event); } this.event = event; if (this.capture) { event.preventDefault(); } // reverse detail for firefox this.wheelDelta = Phaser.Math.clamp(-event.deltaY, -1, 1); if (this.mouseWheelCallback) { this.mouseWheelCallback.call(this.callbackContext, event); } }, /** * 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 {Event} 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 () { 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); var wheelEvent = this.game.device.wheelEvent; if (wheelEvent) { canvas.removeEventListener(wheelEvent, 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; /* jshint latedef:nofunc */ /** * A purely internal event support class to proxy 'wheelscroll' and 'DOMMouseWheel' * events to 'wheel'-like events. * * See https://developer.mozilla.org/en-US/docs/Web/Events/mousewheel for choosing a scale and delta mode. * * @method Phaser.Mouse#WheelEventProxy * @private * @param {number} scaleFactor - Scale factor as applied to wheelDelta/wheelDeltaX or details. * @param {integer} deltaMode - The reported delta mode. */ function WheelEventProxy (scaleFactor, deltaMode) { /** * @property {number} _scaleFactor - Scale factor as applied to wheelDelta/wheelDeltaX or details. * @private */ this._scaleFactor = scaleFactor; /** * @property {number} _deltaMode - The reported delta mode. * @private */ this._deltaMode = deltaMode; /** * @property {any} originalEvent - The original event _currently_ being proxied; the getters will follow suit. * @private */ this.originalEvent = null; } WheelEventProxy.prototype = {}; WheelEventProxy.prototype.constructor = WheelEventProxy; WheelEventProxy.prototype.bindEvent = function (event) { // Generate stubs automatically if (!WheelEventProxy._stubsGenerated && event) { var makeBinder = function (name) { return function () { var v = this.originalEvent[name]; return typeof v !== 'function' ? v : v.bind(this.originalEvent); }; }; for (var prop in event) { if (!(prop in WheelEventProxy.prototype)) { Object.defineProperty(WheelEventProxy.prototype, prop, { get: makeBinder(prop) }); } } WheelEventProxy._stubsGenerated = true; } this.originalEvent = event; return this; }; Object.defineProperties(WheelEventProxy.prototype, { "type": { value: "wheel" }, "deltaMode": { get: function () { return this._deltaMode; } }, "deltaY": { get: function () { return (this._scaleFactor * (this.originalEvent.wheelDelta || this.originalEvent.detail)) || 0; } }, "deltaX": { get: function () { return (this._scaleFactor * this.originalEvent.wheelDeltaX) || 0; } }, "deltaZ": { value: 0 } });