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@Mat Groves Mat Groves on 30 Mar 2014 28 KB Generated Docs
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                        <h1 class="file-heading">File: src/pixi/InteractionManager.js</h1>

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    <pre class="code prettyprint linenums">
/**
 * @author Mat Groves http://matgroves.com/ @Doormat23
 */

 /**
 * The interaction manager deals with mouse and touch events. Any DisplayObject can be interactive
 * if its interactive parameter is set to true
 * This manager also supports multitouch.
 *
 * @class InteractionManager
 * @constructor
 * @param stage {Stage} The stage to handle interactions
 */
PIXI.InteractionManager = function(stage)
{
    /**
     * a reference to the stage
     *
     * @property stage
     * @type Stage
     */
    this.stage = stage;

    /**
     * the mouse data
     *
     * @property mouse
     * @type InteractionData
     */
    this.mouse = new PIXI.InteractionData();

    /**
     * an object that stores current touches (InteractionData) by id reference
     *
     * @property touchs
     * @type Object
     */
    this.touchs = {};

    // helpers
    this.tempPoint = new PIXI.Point();

    /**
     * 
     * @property mouseoverEnabled
     * @type Boolean
     * @default
     */
    this.mouseoverEnabled = true;

    /**
     * tiny little interactiveData pool !
     * 
     * @property pool
     * @type Array
     */
    this.pool = [];

    /**
     * An array containing all the iterative items from the our interactive tree
     * @property interactiveItems
     * @type Array
     * @private
     *
     */
    this.interactiveItems = [];

    /**
     * Our canvas
     * @property interactionDOMElement
     * @type HTMLCanvasElement
     * @private
     */
    this.interactionDOMElement = null;

    //this will make it so that you dont have to call bind all the time
    this.onMouseMove = this.onMouseMove.bind( this );
    this.onMouseDown = this.onMouseDown.bind(this);
    this.onMouseOut = this.onMouseOut.bind(this);
    this.onMouseUp = this.onMouseUp.bind(this);

    this.onTouchStart = this.onTouchStart.bind(this);
    this.onTouchEnd = this.onTouchEnd.bind(this);
    this.onTouchMove = this.onTouchMove.bind(this);

    this.last = 0;

    /**
     * The css style of the cursor that is being used
     * @property currentCursorStyle
     * @type String
     *
     */
    this.currentCursorStyle = &#x27;inherit&#x27;;

    /**
     * Is set to true when the mouse is moved out of the canvas
     * @property mouseOut
     * @type Boolean
     *
     */
    this.mouseOut = false;
};

// constructor
PIXI.InteractionManager.prototype.constructor = PIXI.InteractionManager;

/**
 * Collects an interactive sprite recursively to have their interactions managed
 *
 * @method collectInteractiveSprite
 * @param displayObject {DisplayObject} the displayObject to collect
 * @param iParent {DisplayObject} the display object&#x27;s parent
 * @private
 */
PIXI.InteractionManager.prototype.collectInteractiveSprite = function(displayObject, iParent)
{
    var children = displayObject.children;
    var length = children.length;

    // make an interaction tree... {item.__interactiveParent}
    for (var i = length-1; i &gt;= 0; i--)
    {
        var child = children[i];

        // push all interactive bits
        if(child._interactive)
        {
            iParent.interactiveChildren = true;
            //child.__iParent = iParent;
            this.interactiveItems.push(child);

            if(child.children.length &gt; 0)
            {
                this.collectInteractiveSprite(child, child);
            }
        }
        else
        {
            child.__iParent = null;

            if(child.children.length &gt; 0)
            {
                this.collectInteractiveSprite(child, iParent);
            }
        }

    }
};

/**
 * Sets the target for event delegation
 *
 * @method setTarget
 * @param target {WebGLRenderer|CanvasRenderer} the renderer to bind events to
 * @private
 */
PIXI.InteractionManager.prototype.setTarget = function(target)
{
    this.target = target;

    //check if the dom element has been set. If it has don&#x27;t do anything
    if( this.interactionDOMElement === null ) {

        this.setTargetDomElement( target.view );
    }

    
};


/**
 * Sets the DOM element which will receive mouse/touch events. This is useful for when you have other DOM
 * elements on top of the renderers Canvas element. With this you&#x27;ll be able to delegate another DOM element
 * to receive those events
 *
 * @method setTargetDomElement
 * @param domElement {DOMElement} the DOM element which will receive mouse and touch events
 * @private
 */
PIXI.InteractionManager.prototype.setTargetDomElement = function(domElement)
{

    this.removeEvents();


    if (window.navigator.msPointerEnabled)
    {
        // time to remove some of that zoom in ja..
        domElement.style[&#x27;-ms-content-zooming&#x27;] = &#x27;none&#x27;;
        domElement.style[&#x27;-ms-touch-action&#x27;] = &#x27;none&#x27;;

        // DO some window specific touch!
    }

    this.interactionDOMElement = domElement;

    domElement.addEventListener(&#x27;mousemove&#x27;,  this.onMouseMove, true);
    domElement.addEventListener(&#x27;mousedown&#x27;,  this.onMouseDown, true);
    domElement.addEventListener(&#x27;mouseout&#x27;,   this.onMouseOut, true);

    // aint no multi touch just yet!
    domElement.addEventListener(&#x27;touchstart&#x27;, this.onTouchStart, true);
    domElement.addEventListener(&#x27;touchend&#x27;, this.onTouchEnd, true);
    domElement.addEventListener(&#x27;touchmove&#x27;, this.onTouchMove, true);

    window.addEventListener(&#x27;mouseup&#x27;,  this.onMouseUp, true);
};


PIXI.InteractionManager.prototype.removeEvents = function()
{
    if(!this.interactionDOMElement)return;

    this.interactionDOMElement.style[&#x27;-ms-content-zooming&#x27;] = &#x27;&#x27;;
    this.interactionDOMElement.style[&#x27;-ms-touch-action&#x27;] = &#x27;&#x27;;

    this.interactionDOMElement.removeEventListener(&#x27;mousemove&#x27;,  this.onMouseMove, true);
    this.interactionDOMElement.removeEventListener(&#x27;mousedown&#x27;,  this.onMouseDown, true);
    this.interactionDOMElement.removeEventListener(&#x27;mouseout&#x27;,   this.onMouseOut, true);

    // aint no multi touch just yet!
    this.interactionDOMElement.removeEventListener(&#x27;touchstart&#x27;, this.onTouchStart, true);
    this.interactionDOMElement.removeEventListener(&#x27;touchend&#x27;, this.onTouchEnd, true);
    this.interactionDOMElement.removeEventListener(&#x27;touchmove&#x27;, this.onTouchMove, true);

    this.interactionDOMElement = null;

    window.removeEventListener(&#x27;mouseup&#x27;,  this.onMouseUp, true);
};

/**
 * updates the state of interactive objects
 *
 * @method update
 * @private
 */
PIXI.InteractionManager.prototype.update = function()
{
    if(!this.target)return;

    // frequency of 30fps??
    var now = Date.now();
    var diff = now - this.last;
    diff = (diff * PIXI.INTERACTION_FREQUENCY ) / 1000;
    if(diff &lt; 1)return;
    this.last = now;

    var i = 0;

    // ok.. so mouse events??
    // yes for now :)
    // OPTIMISE - how often to check??
    if(this.dirty)
    {
        this.dirty = false;

        var len = this.interactiveItems.length;

        for (i = 0; i &lt; len; i++) {
            this.interactiveItems[i].interactiveChildren = false;
        }

        this.interactiveItems = [];

        if(this.stage.interactive)this.interactiveItems.push(this.stage);
        // go through and collect all the objects that are interactive..
        this.collectInteractiveSprite(this.stage, this.stage);
    }

    // loop through interactive objects!
    var length = this.interactiveItems.length;
    var cursor = &#x27;inherit&#x27;;
    var over = false;

    for (i = 0; i &lt; length; i++)
    {
        var item = this.interactiveItems[i];

        // OPTIMISATION - only calculate every time if the mousemove function exists..
        // OK so.. does the object have any other interactive functions?
        // hit-test the clip!
       // if(item.mouseover || item.mouseout || item.buttonMode)
       // {
        // ok so there are some functions so lets hit test it..
        item.__hit = this.hitTest(item, this.mouse);
        this.mouse.target = item;
        // ok so deal with interactions..
        // looks like there was a hit!
        if(item.__hit &amp;&amp; !over)
        {
            if(item.buttonMode) cursor = item.defaultCursor;

            if(!item.interactiveChildren)over = true;

            if(!item.__isOver)
            {
                if(item.mouseover)item.mouseover(this.mouse);
                item.__isOver = true;
            }
        }
        else
        {
            if(item.__isOver)
            {
                // roll out!
                if(item.mouseout)item.mouseout(this.mouse);
                item.__isOver = false;
            }
        }
    }

    if( this.currentCursorStyle !== cursor )
    {
        this.currentCursorStyle = cursor;
        this.interactionDOMElement.style.cursor = cursor;
    }
};

/**
 * Is called when the mouse moves across the renderer element
 *
 * @method onMouseMove
 * @param event {Event} The DOM event of the mouse moving
 * @private
 */
PIXI.InteractionManager.prototype.onMouseMove = function(event)
{
    this.mouse.originalEvent = event || window.event; //IE uses window.event
    // TODO optimize by not check EVERY TIME! maybe half as often? //
    var rect = this.interactionDOMElement.getBoundingClientRect();

    this.mouse.global.x = (event.clientX - rect.left) * (this.target.width / rect.width);
    this.mouse.global.y = (event.clientY - rect.top) * ( this.target.height / rect.height);

    var length = this.interactiveItems.length;

    for (var i = 0; i &lt; length; i++)
    {
        var item = this.interactiveItems[i];

        if(item.mousemove)
        {
            //call the function!
            item.mousemove(this.mouse);
        }
    }
};

/**
 * Is called when the mouse button is pressed down on the renderer element
 *
 * @method onMouseDown
 * @param event {Event} The DOM event of a mouse button being pressed down
 * @private
 */
PIXI.InteractionManager.prototype.onMouseDown = function(event)
{
    this.mouse.originalEvent = event || window.event; //IE uses window.event

    if(PIXI.AUTO_PREVENT_DEFAULT)this.mouse.originalEvent.preventDefault();

    // loop through interaction tree...
    // hit test each item! -&gt;
    // get interactive items under point??
    //stage.__i
    var length = this.interactiveItems.length;

    // while
    // hit test
    for (var i = 0; i &lt; length; i++)
    {
        var item = this.interactiveItems[i];

        if(item.mousedown || item.click)
        {
            item.__mouseIsDown = true;
            item.__hit = this.hitTest(item, this.mouse);

            if(item.__hit)
            {
                //call the function!
                if(item.mousedown)item.mousedown(this.mouse);
                item.__isDown = true;

                // just the one!
                if(!item.interactiveChildren)break;
            }
        }
    }
};

/**
 * Is called when the mouse button is moved out of the renderer element
 *
 * @method onMouseOut
 * @param event {Event} The DOM event of a mouse button being moved out
 * @private 
 */
PIXI.InteractionManager.prototype.onMouseOut = function()
{
    var length = this.interactiveItems.length;

    this.interactionDOMElement.style.cursor = &#x27;inherit&#x27;;

    for (var i = 0; i &lt; length; i++)
    {
        var item = this.interactiveItems[i];
        if(item.__isOver)
        {
            this.mouse.target = item;
            if(item.mouseout)item.mouseout(this.mouse);
            item.__isOver = false;
        }
    }

    this.mouseOut = true;

    // move the mouse to an impossible position
    this.mouse.global.x = -10000;
    this.mouse.global.y = -10000;
};

/**
 * Is called when the mouse button is released on the renderer element
 *
 * @method onMouseUp
 * @param event {Event} The DOM event of a mouse button being released
 * @private
 */
PIXI.InteractionManager.prototype.onMouseUp = function(event)
{

    this.mouse.originalEvent = event || window.event; //IE uses window.event

    var length = this.interactiveItems.length;
    var up = false;

    for (var i = 0; i &lt; length; i++)
    {
        var item = this.interactiveItems[i];

        item.__hit = this.hitTest(item, this.mouse);

        if(item.__hit &amp;&amp; !up)
        {
            //call the function!
            if(item.mouseup)
            {
                item.mouseup(this.mouse);
            }
            if(item.__isDown)
            {
                if(item.click)item.click(this.mouse);
            }

            if(!item.interactiveChildren)up = true;
        }
        else
        {
            if(item.__isDown)
            {
                if(item.mouseupoutside)item.mouseupoutside(this.mouse);
            }
        }

        item.__isDown = false;
        //}
    }
};

/**
 * Tests if the current mouse coordinates hit a sprite
 *
 * @method hitTest
 * @param item {DisplayObject} The displayObject to test for a hit
 * @param interactionData {InteractionData} The interactionData object to update in the case there is a hit
 * @private
 */
PIXI.InteractionManager.prototype.hitTest = function(item, interactionData)
{
    var global = interactionData.global;

    if( !item.worldVisible )return false;

    // temp fix for if the element is in a non visible
   
    var isSprite = (item instanceof PIXI.Sprite),
        worldTransform = item.worldTransform,
        a00 = worldTransform.a, a01 = worldTransform.b, a02 = worldTransform.tx,
        a10 = worldTransform.c, a11 = worldTransform.d, a12 = worldTransform.ty,
        id = 1 / (a00 * a11 + a01 * -a10),
        x = a11 * id * global.x + -a01 * id * global.y + (a12 * a01 - a02 * a11) * id,
        y = a00 * id * global.y + -a10 * id * global.x + (-a12 * a00 + a02 * a10) * id;

    interactionData.target = item;

    //a sprite or display object with a hit area defined
    if(item.hitArea &amp;&amp; item.hitArea.contains) {
        if(item.hitArea.contains(x, y)) {
            //if(isSprite)
            interactionData.target = item;

            return true;
        }

        return false;
    }
    // a sprite with no hitarea defined
    else if(isSprite)
    {
        var width = item.texture.frame.width,
            height = item.texture.frame.height,
            x1 = -width * item.anchor.x,
            y1;

        if(x &gt; x1 &amp;&amp; x &lt; x1 + width)
        {
            y1 = -height * item.anchor.y;

            if(y &gt; y1 &amp;&amp; y &lt; y1 + height)
            {
                // set the target property if a hit is true!
                interactionData.target = item;
                return true;
            }
        }
    }

    var length = item.children.length;

    for (var i = 0; i &lt; length; i++)
    {
        var tempItem = item.children[i];
        var hit = this.hitTest(tempItem, interactionData);
        if(hit)
        {
            // hmm.. TODO SET CORRECT TARGET?
            interactionData.target = item;
            return true;
        }
    }

    return false;
};

/**
 * Is called when a touch is moved across the renderer element
 *
 * @method onTouchMove
 * @param event {Event} The DOM event of a touch moving across the renderer view
 * @private
 */
PIXI.InteractionManager.prototype.onTouchMove = function(event)
{
    var rect = this.interactionDOMElement.getBoundingClientRect();
    var changedTouches = event.changedTouches;
    var touchData;
    var i = 0;

    for (i = 0; i &lt; changedTouches.length; i++)
    {
        var touchEvent = changedTouches[i];
        touchData = this.touchs[touchEvent.identifier];
        touchData.originalEvent =  event || window.event;

        // update the touch position
        touchData.global.x = (touchEvent.clientX - rect.left) * (this.target.width / rect.width);
        touchData.global.y = (touchEvent.clientY - rect.top)  * (this.target.height / rect.height);
        if(navigator.isCocoonJS) {
            touchData.global.x = touchEvent.clientX;
            touchData.global.y = touchEvent.clientY;
        }
    }

    var length = this.interactiveItems.length;
    for (i = 0; i &lt; length; i++)
    {
        var item = this.interactiveItems[i];
        if(item.touchmove)
            item.touchmove(touchData);
    }
};

/**
 * Is called when a touch is started on the renderer element
 *
 * @method onTouchStart
 * @param event {Event} The DOM event of a touch starting on the renderer view
 * @private
 */
PIXI.InteractionManager.prototype.onTouchStart = function(event)
{
    var rect = this.interactionDOMElement.getBoundingClientRect();

    if(PIXI.AUTO_PREVENT_DEFAULT)event.preventDefault();
    
    var changedTouches = event.changedTouches;
    for (var i=0; i &lt; changedTouches.length; i++)
    {
        var touchEvent = changedTouches[i];

        var touchData = this.pool.pop();
        if(!touchData)touchData = new PIXI.InteractionData();

        touchData.originalEvent =  event || window.event;

        this.touchs[touchEvent.identifier] = touchData;
        touchData.global.x = (touchEvent.clientX - rect.left) * (this.target.width / rect.width);
        touchData.global.y = (touchEvent.clientY - rect.top)  * (this.target.height / rect.height);
        if(navigator.isCocoonJS) {
            touchData.global.x = touchEvent.clientX;
            touchData.global.y = touchEvent.clientY;
        }

        var length = this.interactiveItems.length;

        for (var j = 0; j &lt; length; j++)
        {
            var item = this.interactiveItems[j];

            if(item.touchstart || item.tap)
            {
                item.__hit = this.hitTest(item, touchData);

                if(item.__hit)
                {
                    //call the function!
                    if(item.touchstart)item.touchstart(touchData);
                    item.__isDown = true;
                    item.__touchData = touchData;

                    if(!item.interactiveChildren)break;
                }
            }
        }
    }
};

/**
 * Is called when a touch is ended on the renderer element
 *
 * @method onTouchEnd
 * @param event {Event} The DOM event of a touch ending on the renderer view
 * @private
 */
PIXI.InteractionManager.prototype.onTouchEnd = function(event)
{
    //this.mouse.originalEvent = event || window.event; //IE uses window.event
    var rect = this.interactionDOMElement.getBoundingClientRect();
    var changedTouches = event.changedTouches;

    for (var i=0; i &lt; changedTouches.length; i++)
    {
        var touchEvent = changedTouches[i];
        var touchData = this.touchs[touchEvent.identifier];
        var up = false;
        touchData.global.x = (touchEvent.clientX - rect.left) * (this.target.width / rect.width);
        touchData.global.y = (touchEvent.clientY - rect.top)  * (this.target.height / rect.height);
        if(navigator.isCocoonJS) {
            touchData.global.x = touchEvent.clientX;
            touchData.global.y = touchEvent.clientY;
        }

        var length = this.interactiveItems.length;
        for (var j = 0; j &lt; length; j++)
        {
            var item = this.interactiveItems[j];
            var itemTouchData = item.__touchData; // &lt;-- Here!
            item.__hit = this.hitTest(item, touchData);

            if(itemTouchData === touchData)
            {
                // so this one WAS down...
                touchData.originalEvent = event || window.event;
                // hitTest??

                if(item.touchend || item.tap)
                {
                    if(item.__hit &amp;&amp; !up)
                    {
                        if(item.touchend)item.touchend(touchData);
                        if(item.__isDown)
                        {
                            if(item.tap)item.tap(touchData);
                        }

                        if(!item.interactiveChildren)up = true;
                    }
                    else
                    {
                        if(item.__isDown)
                        {
                            if(item.touchendoutside)item.touchendoutside(touchData);
                        }
                    }

                    item.__isDown = false;
                }

                item.__touchData = null;

            }
            /*
            else
            {

            }
            */
        }
        // remove the touch..
        this.pool.push(touchData);
        this.touchs[touchEvent.identifier] = null;
    }
};

    </pre>
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