var core = require('../core'), InteractionData = require('./InteractionData'); // TODO: Obviously rewrite this... var INTERACTION_FREQUENCY = 10; var AUTO_PREVENT_DEFAULT = true; /** * 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 * @memberof PIXI.interaction * @param renderer {CanvasRenderer|WebGLRenderer} A reference to the current renderer */ function InteractionManager( renderer ) { this.renderer = renderer; /** * The mouse data * * @member {InteractionData} */ this.mouse = new InteractionData(); /** * An event data object to handle all the event tracking/dispatching * * @member {EventData} */ this.eventData = new core.utils.EventData(); this.eventData.data = this.mouse; /** * Tiny little interactiveData pool ! * * @member {Array} */ this.interactiveDataPool = []; /** * The DOM element to bind to. * * @member {HTMLElement} * @private */ this.interactionDOMElement = null; /** * Have events been attached to the dom element? * * @member {boolean} * @private */ this.eventsAdded = false; //this will make it so that you don't have to call bind all the time /** * @member {Function} */ this.onMouseUp = this.onMouseUp.bind(this); this.processMouseUp = this.processMouseUp.bind( this ); /** * @member {Function} */ this.onMouseDown = this.onMouseDown.bind(this); this.processMouseDown = this.processMouseDown.bind( this ); /** * @member {Function} */ this.onMouseMove = this.onMouseMove.bind( this ); this.processMouseMove = this.processMouseMove.bind( this ); /** * @member {Function} */ this.onMouseOut = this.onMouseOut.bind(this); this.processMouseOverOut = this.processMouseOverOut.bind( this ); /** * @member {Function} */ this.onTouchStart = this.onTouchStart.bind(this); this.processTouchStart = this.processTouchStart.bind(this); /** * @member {Function} */ this.onTouchEnd = this.onTouchEnd.bind(this); this.processTouchEnd = this.processTouchEnd.bind(this); /** * @member {Function} */ this.onTouchMove = this.onTouchMove.bind(this); this.processTouchMove = this.processTouchMove.bind(this); /** * @member {number} */ this.last = 0; /** * The css style of the cursor that is being used * @member {string} */ this.currentCursorStyle = 'inherit'; /** * Internal cached var * @member {Point} * @private */ this._tempPoint = new core.math.Point(); /** * The current resolution * @member {number} */ this.resolution = 1; this.setTargetElement(this.renderer.view, this.renderer.resolution); this.update(); } InteractionManager.prototype.constructor = InteractionManager; module.exports = InteractionManager; /** * 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'll be bale to deletegate * another DOM element to receive those events. * * @param element {HTMLElement} the DOM element which will receive mouse and touch events. * @param [resolution=1] {number} THe resolution of the new element (relative to the canvas). * @private */ InteractionManager.prototype.setTargetElement = function (element, resolution) { this.removeEvents(); this.interactionDOMElement = element; this.resolution = resolution || 1; this.addEvents(); }; /** * Registers all the DOM events * @private */ InteractionManager.prototype.addEvents = function () { if (!this.interactionDOMElement) { return; } if (window.navigator.msPointerEnabled) { this.interactionDOMElement.style['-ms-content-zooming'] = 'none'; this.interactionDOMElement.style['-ms-touch-action'] = 'none'; } this.interactionDOMElement.addEventListener('mousemove', this.onMouseMove, true); this.interactionDOMElement.addEventListener('mousedown', this.onMouseDown, true); this.interactionDOMElement.addEventListener('mouseout', this.onMouseOut, true); this.interactionDOMElement.addEventListener('touchstart', this.onTouchStart, true); this.interactionDOMElement.addEventListener('touchend', this.onTouchEnd, true); this.interactionDOMElement.addEventListener('touchmove', this.onTouchMove, true); window.addEventListener('mouseup', this.onMouseUp, true); this.eventsAdded = true; }; /** * Removes all the DOM events that were previously registered * @private */ InteractionManager.prototype.removeEvents = function () { if (!this.interactionDOMElement) { return; } if (window.navigator.msPointerEnabled) { this.interactionDOMElement.style['-ms-content-zooming'] = ''; this.interactionDOMElement.style['-ms-touch-action'] = ''; } this.interactionDOMElement.removeEventListener('mousemove', this.onMouseMove, true); this.interactionDOMElement.removeEventListener('mousedown', this.onMouseDown, true); this.interactionDOMElement.removeEventListener('mouseout', this.onMouseOut, true); this.interactionDOMElement.removeEventListener('touchstart', this.onTouchStart, true); this.interactionDOMElement.removeEventListener('touchend', this.onTouchEnd, true); this.interactionDOMElement.removeEventListener('touchmove', this.onTouchMove, true); this.interactionDOMElement = null; window.removeEventListener('mouseup', this.onMouseUp, true); this.eventsAdded = false; }; /** * updates the state of interactive objects * * @private */ InteractionManager.prototype.update = function () { requestAnimationFrame(this.update.bind(this)); if( this.throttleUpdate() || !this.interactionDOMElement) { return; } // if the user move the mouse this check has already been dfone using the mouse move! if(this.didMove) { this.didMove = false; return; } this.cursor = 'inherit'; this.processInteractive(this.mouse.global, this.renderer._lastObjectRendered , this.processMouseOverOut.bind(this) , true ); if (this.currentCursorStyle !== this.cursor) { this.currentCursorStyle = this.cursor; this.interactionDOMElement.style.cursor = this.cursor; } //TODO }; /** * Dispatches an event on the display object that was interacted with * @param displayObject {Container|Sprite|TilingSprite} the display object in question * @param eventString {string} the name of the event (e.g, mousedown) * @param eventData {EventData} the event data object * @private */ InteractionManager.prototype.dispatchEvent = function ( displayObject, eventString, eventData ) { if(!eventData.stopped) { eventData.target = displayObject; eventData.type = eventString; displayObject.emit( eventString, eventData ); if( displayObject[eventString] ) { displayObject[eventString]( eventData ); } } }; /** * Ensures the interaction checks don't happen too often by delaying the update loop * @private */ InteractionManager.prototype.throttleUpdate = function () { // frequency of 30fps?? var now = Date.now(); var diff = now - this.last; diff = (diff * INTERACTION_FREQUENCY ) / 1000; if (diff < 1) { return true; } this.last = now; return false; }; /** * Maps x and y coords from a DOM object and maps them correctly to the pixi view. The resulting value is stored in the point. * This takes into account the fact that the DOM element could be scaled and positioned anywhere on the screen. * * @param {Point} point the point that the result will be stored in * @param {number} x the x coord of the position to map * @param {number} y the y coord of the position to map */ InteractionManager.prototype.mapPositionToPoint = function ( point, x, y ) { var rect = this.interactionDOMElement.getBoundingClientRect(); point.x = ( ( x - rect.left ) * (this.interactionDOMElement.width / rect.width ) ) / this.resolution; point.y = ( ( y - rect.top ) * (this.interactionDOMElement.height / rect.height ) ) / this.resolution; }; /** * This function is provides a neat way of crawling through the scene graph and running a specified function on all interactive objects it finds. * It will also take care of hit testing the interactive objects and passes the hit across in the function. * * @param {Point} point the point that is tested for collision * @param {Container|Sprite|TilingSprite} displayObject the displayObject that will be hit test (recurcsivly crawls its children) * @param {function} func the function that will be called on each interactive object. The displayObject and hit will be passed to the function * @param {boolean} hitTest this indicates if the objects inside should be hit test against the point * @return {boolean} returns true if the displayObject hit the point */ InteractionManager.prototype.processInteractive = function (point, displayObject, func, hitTest, interactive ) { if(!displayObject.visible) { return false; } var children = displayObject.children; var hit = false; // if the object is interactive we must hit test all its children.. interactive = interactive || displayObject.interactive; if(displayObject.interactiveChildren) { for (var i = children.length-1; i >= 0; i--) { if(! hit && hitTest) { hit = this.processInteractive(point, children[i], func, true, interactive ); } else { // now we know we can miss it all! this.processInteractive(point, children[i], func, false, false ); } } } if(interactive) { if(hitTest) { if(displayObject.hitArea) { // lets use the hit object first! displayObject.worldTransform.applyInverse(point, this._tempPoint); hit = displayObject.hitArea.contains( this._tempPoint.x, this._tempPoint.y ); } else if(displayObject.containsPoint) { hit = displayObject.containsPoint(point); } } if(displayObject.interactive) { func(displayObject, hit); } } return hit; }; /** * Is called when the mouse button is pressed down on the renderer element * * @param event {Event} The DOM event of a mouse button being pressed down * @private */ InteractionManager.prototype.onMouseDown = function (event) { this.mouse.originalEvent = event; this.eventData.data = this.mouse; this.eventData.stopped = false; if (AUTO_PREVENT_DEFAULT) { this.mouse.originalEvent.preventDefault(); } this.processInteractive(this.mouse.global, this.renderer._lastObjectRendered, this.processMouseDown, true ); }; /** * Processes the result of the mouse down check and dispatches the event if need be * * @param displayObject {Container|Sprite|TilingSprite} The display object that was tested * @param hit {boolean} the result of the hit test on the dispay object * @private */ InteractionManager.prototype.processMouseDown = function ( displayObject, hit ) { var e = this.mouse.originalEvent; var isRightButton = e.button === 2 || e.which === 3; if(hit) { displayObject[ isRightButton ? '_isRightDown' : '_isLeftDown' ] = true; this.dispatchEvent( displayObject, isRightButton ? 'rightdown' : 'mousedown', this.eventData ); } }; /** * Is called when the mouse button is released on the renderer element * * @param event {Event} The DOM event of a mouse button being released * @private */ InteractionManager.prototype.onMouseUp = function (event) { this.mouse.originalEvent = event; this.eventData.data = this.mouse; this.eventData.stopped = false; this.processInteractive(this.mouse.global, this.renderer._lastObjectRendered, this.processMouseUp, true ); }; /** * Processes the result of the mouse up check and dispatches the event if need be * * @param displayObject {Container|Sprite|TilingSprite} The display object that was tested * @param hit {boolean} the result of the hit test on the display object * @private */ InteractionManager.prototype.processMouseUp = function ( displayObject, hit ) { var e = this.mouse.originalEvent; var isRightButton = e.button === 2 || e.which === 3; var isDown = isRightButton ? '_isRightDown' : '_isLeftDown'; if(hit) { this.dispatchEvent( displayObject, isRightButton ? 'rightup' : 'mouseup', this.eventData ); if( displayObject[ isDown ] ) { displayObject[ isDown ] = false; this.dispatchEvent( displayObject, isRightButton ? 'rightclick' : 'click', this.eventData ); } } else { if( displayObject[ isDown ] ) { displayObject[ isDown ] = false; this.dispatchEvent( displayObject, isRightButton ? 'rightupoutside' : 'mouseupoutside', this.eventData ); } } }; /** * Is called when the mouse moves across the renderer element * * @param event {Event} The DOM event of the mouse moving * @private */ InteractionManager.prototype.onMouseMove = function (event) { this.mouse.originalEvent = event; this.eventData.data = this.mouse; this.eventData.stopped = false; this.mapPositionToPoint( this.mouse.global, event.clientX, event.clientY); this.didMove = true; this.cursor = 'inherit'; this.processInteractive(this.mouse.global, this.renderer._lastObjectRendered, this.processMouseMove, true ); if (this.currentCursorStyle !== this.cursor) { this.currentCursorStyle = this.cursor; this.interactionDOMElement.style.cursor = this.cursor; } //TODO BUG for parents ineractive object (border order issue) }; /** * Processes the result of the mouse move check and dispatches the event if need be * * @param displayObject {Container|Sprite|TilingSprite} The display object that was tested * @param hit {boolean} the result of the hit test on the display object * @private */ InteractionManager.prototype.processMouseMove = function ( displayObject, hit ) { this.dispatchEvent( displayObject, 'mousemove', this.eventData); this.processMouseOverOut(displayObject, hit); }; /** * Is called when the mouse is moved out of the renderer element * * @param event {Event} The DOM event of a mouse being moved out * @private */ InteractionManager.prototype.onMouseOut = function (event) { this.mouse.originalEvent = event; this.eventData.stopped = false; this.interactionDOMElement.style.cursor = 'inherit'; // TODO optimize by not check EVERY TIME! maybe half as often? // this.mapPositionToPoint( this.mouse.global, event.clientX, event.clientY ); this.processInteractive( this.mouse.global, this.renderer._lastObjectRendered, this.processMouseOverOut, false ); }; /** * Processes the result of the mouse over/out check and dispatches the event if need be * * @param displayObject {Container|Sprite|TilingSprite} The display object that was tested * @param hit {boolean} the result of the hit test on the display object * @private */ InteractionManager.prototype.processMouseOverOut = function ( displayObject, hit ) { if(hit) { if(!displayObject._over) { displayObject._over = true; this.dispatchEvent( displayObject, 'mouseover', this.eventData ); } if (displayObject.buttonMode) { this.cursor = displayObject.defaultCursor; } } else { if(displayObject._over) { displayObject._over = false; this.dispatchEvent( displayObject, 'mouseout', this.eventData); } } }; /** * Is called when a touch is started on the renderer element * * @param event {Event} The DOM event of a touch starting on the renderer view * @private */ InteractionManager.prototype.onTouchStart = function (event) { if (AUTO_PREVENT_DEFAULT) { event.preventDefault(); } var changedTouches = event.changedTouches; for (var i=0; i < changedTouches.length; i++) { var touchEvent = changedTouches[i]; //TODO POOL var touchData = this.getTouchData( touchEvent ); touchData.originalEvent = event; this.eventData.data = touchData; this.eventData.stopped = false; this.processInteractive( touchData.global, this.renderer._lastObjectRendered, this.processTouchStart, true ); this.returnTouchData( touchData ); } }; /** * Processes the result of a touch check and dispatches the event if need be * * @param displayObject {Container|Sprite|TilingSprite} The display object that was tested * @param hit {boolean} the result of the hit test on the display object * @private */ InteractionManager.prototype.processTouchStart = function ( displayObject, hit ) { //console.log("hit" + hit) if(hit) { displayObject._touchDown = true; this.dispatchEvent( displayObject, 'touchstart', this.eventData ); } }; /** * Is called when a touch ends on the renderer element * @param event {Event} The DOM event of a touch ending on the renderer view * */ InteractionManager.prototype.onTouchEnd = function (event) { if (AUTO_PREVENT_DEFAULT) { event.preventDefault(); } var changedTouches = event.changedTouches; for (var i=0; i < changedTouches.length; i++) { var touchEvent = changedTouches[i]; var touchData = this.getTouchData( touchEvent ); touchData.originalEvent = event; //TODO this should be passed along.. no set this.eventData.data = touchData; this.eventData.stopped = false; this.processInteractive( touchData.global, this.renderer._lastObjectRendered, this.processTouchEnd, true ); this.returnTouchData( touchData ); } }; /** * Processes the result of the end of a touch and dispatches the event if need be * * @param displayObject {Container|Sprite|TilingSprite} The display object that was tested * @param hit {boolean} the result of the hit test on the display object * @private */ InteractionManager.prototype.processTouchEnd = function ( displayObject, hit ) { if(hit) { this.dispatchEvent( displayObject, 'touchend', this.eventData ); if( displayObject._touchDown ) { displayObject._touchDown = false; this.dispatchEvent( displayObject, 'tap', this.eventData ); } } else { if( displayObject._touchDown ) { displayObject._touchDown = false; this.dispatchEvent( displayObject, 'touchendoutside', this.eventData ); } } }; /** * Is called when a touch is moved across the renderer element * * @param event {Event} The DOM event of a touch moving across the renderer view * @private */ InteractionManager.prototype.onTouchMove = function (event) { if (AUTO_PREVENT_DEFAULT) { event.preventDefault(); } var changedTouches = event.changedTouches; for (var i=0; i < changedTouches.length; i++) { var touchEvent = changedTouches[i]; var touchData = this.getTouchData( touchEvent ); touchData.originalEvent = event; this.eventData.data = touchData; this.eventData.stopped = false; this.processInteractive( touchData.global, this.renderer._lastObjectRendered, this.processTouchMove, false ); this.returnTouchData( touchData ); } }; /** * Processes the result of a touch move check and dispatches the event if need be * * @param displayObject {Container|Sprite|TilingSprite} The display object that was tested * @param hit {boolean} the result of the hit test on the display object * @private */ InteractionManager.prototype.processTouchMove = function ( displayObject, hit ) { hit = hit; this.dispatchEvent( displayObject, 'touchmove', this.eventData); }; /** * Grabs an interaction data object from the internal pool * * @param touchEvent {EventData} The touch event we need to pair with an interactionData object * * @private */ InteractionManager.prototype.getTouchData = function (touchEvent) { var touchData = this.interactiveDataPool.pop(); if(!touchData) { touchData = new InteractionData(); } touchData.identifier = touchEvent.identifier; this.mapPositionToPoint( touchData.global, touchEvent.clientX, touchEvent.clientY ); return touchData; }; /** * Returns an interaction data object to the internal pool * * @param touchData {InteractionData} The touch data object we want to return to the pool * * @private */ InteractionManager.prototype.returnTouchData = function ( touchData ) { this.interactiveDataPool.push( touchData ); }; core.WebGLRenderer.registerPlugin('interaction', InteractionManager); core.CanvasRenderer.registerPlugin('interaction', InteractionManager);