var core = require('../core'),
InteractionData = require('./InteractionData');
// TODO: Obviously rewrite this...
var INTERACTION_FREQUENCY = 30;
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
* @namespace PIXI
* @param stage {Stage} The stage to handle interactions
*/
function InteractionManager(stage)
{
/**
* A reference to the stage
*
* @member {Stage}
*/
this.stage = stage;
/**
* The mouse data
*
* @member {InteractionData}
*/
this.mouse = new InteractionData();
/**
* An object that stores current touches (InteractionData) by id reference
*
* @member {object}
*/
this.touches = {};
/**
* @member {Point}
* @private
*/
this.tempPoint = new core.math.Point();
/**
* @member {boolean}
* @default
*/
this.mouseoverEnabled = true;
/**
* Tiny little interactiveData pool !
*
* @member {Array}
*/
this.pool = [];
/**
* An array containing all the iterative items from the our interactive tree
*
* @member {Array}
* @private
*/
this.interactiveItems = [];
/**
* 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.onMouseMove = this.onMouseMove.bind( this );
/**
* @member {Function}
*/
this.onMouseDown = this.onMouseDown.bind(this);
/**
* @member {Function}
*/
this.onMouseOut = this.onMouseOut.bind(this);
/**
* @member {Function}
*/
this.onMouseUp = this.onMouseUp.bind(this);
/**
* @member {Function}
*/
this.onTouchStart = this.onTouchStart.bind(this);
/**
* @member {Function}
*/
this.onTouchEnd = this.onTouchEnd.bind(this);
/**
* @member {Function}
*/
this.onTouchMove = this.onTouchMove.bind(this);
/**
* @member {number}
*/
this.last = 0;
/**
* The css style of the cursor that is being used
* @member {string}
*/
this.currentCursorStyle = 'inherit';
/**
* Is set to true when the mouse is moved out of the canvas
* @member {boolean}
*/
this.mouseOut = false;
/**
* @member {number}
*/
this.resolution = 1;
// used for hit testing
this._tempPoint = new core.math.Point();
}
InteractionManager.prototype.constructor = InteractionManager;
module.exports = InteractionManager;
/**
* Collects an interactive sprite recursively to have their interactions managed
*
* @param displayObject {DisplayObject} the displayObject to collect
* @param iParent {DisplayObject} the display object's parent
* @private
*/
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 >= 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 > 0)
{
this.collectInteractiveSprite(child, child);
}
}
else
{
child.__iParent = null;
if (child.children.length > 0)
{
this.collectInteractiveSprite(child, iParent);
}
}
}
};
/**
* 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();
};
/**
*
* @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;
};
/**
*
* @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 ()
{
if (!this.interactionDOMElement)
{
return;
}
// frequency of 30fps??
var now = Date.now();
var diff = now - this.last;
diff = (diff * INTERACTION_FREQUENCY ) / 1000;
if (diff < 1)
{
return;
}
this.last = now;
var i = 0;
// ok.. so mouse events??
// yes for now :)
// OPTIMISE - how often to check??
if (this.dirty)
{
this.rebuildInteractiveGraph();
}
// loop through interactive objects!
var length = this.interactiveItems.length;
var cursor = 'inherit';
var over = false;
for (i = 0; i < 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 && !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;
}
};
/**
* @private
*/
InteractionManager.prototype.rebuildInteractiveGraph = function ()
{
this.dirty = false;
var len = this.interactiveItems.length;
for (var i = 0; i < len; i++)
{
this.interactiveItems[i].interactiveChildren = false;
}
this.interactiveItems.length = 0;
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);
};
/**
* 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)
{
if (this.dirty)
{
this.rebuildInteractiveGraph();
}
this.mouse.originalEvent = 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.interactionDOMElement.width / rect.width) / this.resolution;
this.mouse.global.y = (event.clientY - rect.top) * ( this.interactionDOMElement.height / rect.height) / this.resolution;
var length = this.interactiveItems.length;
for (var i = 0; i < length; i++)
{
var item = this.interactiveItems[i];
// Call the function!
if (item.mousemove)
{
item.mousemove(this.mouse);
}
}
};
/**
* 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)
{
if (this.dirty)
{
this.rebuildInteractiveGraph();
}
this.mouse.originalEvent = event;
if (AUTO_PREVENT_DEFAULT)
{
this.mouse.originalEvent.preventDefault();
}
// loop through interaction tree...
// hit test each item! ->
// get interactive items under point??
//stage.__i
var length = this.interactiveItems.length;
var e = this.mouse.originalEvent;
var isRightButton = e.button === 2 || e.which === 3;
var downFunction = isRightButton ? 'rightdown' : 'mousedown';
var clickFunction = isRightButton ? 'rightclick' : 'click';
var buttonIsDown = isRightButton ? '__rightIsDown' : '__mouseIsDown';
var isDown = isRightButton ? '__isRightDown' : '__isDown';
// while
// hit test
for (var i = 0; i < length; i++)
{
var item = this.interactiveItems[i];
if (item[downFunction] || item[clickFunction])
{
item[buttonIsDown] = true;
item.__hit = this.hitTest(item, this.mouse);
if (item.__hit)
{
//call the function!
if (item[downFunction])
{
item[downFunction](this.mouse);
}
item[isDown] = true;
// just the one!
if (!item.interactiveChildren)
{
break;
}
}
}
}
};
/**
* 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)
{
if (this.dirty)
{
this.rebuildInteractiveGraph();
}
this.mouse.originalEvent = event;
var length = this.interactiveItems.length;
this.interactionDOMElement.style.cursor = 'inherit';
for (var i = 0; i < 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
*
* @param event {Event} The DOM event of a mouse button being released
* @private
*/
InteractionManager.prototype.onMouseUp = function (event)
{
if (this.dirty)
{
this.rebuildInteractiveGraph();
}
this.mouse.originalEvent = event;
var length = this.interactiveItems.length;
var up = false;
var e = this.mouse.originalEvent;
var isRightButton = e.button === 2 || e.which === 3;
var upFunction = isRightButton ? 'rightup' : 'mouseup';
var clickFunction = isRightButton ? 'rightclick' : 'click';
var upOutsideFunction = isRightButton ? 'rightupoutside' : 'mouseupoutside';
var isDown = isRightButton ? '__isRightDown' : '__isDown';
for (var i = 0; i < length; i++)
{
var item = this.interactiveItems[i];
if (item[clickFunction] || item[upFunction] || item[upOutsideFunction])
{
item.__hit = this.hitTest(item, this.mouse);
if (item.__hit && !up)
{
//call the function!
if (item[upFunction])
{
item[upFunction](this.mouse);
}
if (item[isDown])
{
if (item[clickFunction])
{
item[clickFunction](this.mouse);
}
}
if (!item.interactiveChildren)
{
up = true;
}
}
else
{
if (item[isDown])
{
if (item[upOutsideFunction])
{
item[upOutsideFunction](this.mouse);
}
}
}
item[isDown] = false;
}
}
};
/**
* Tests if the current mouse coordinates hit a sprite
*
* @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
*/
InteractionManager.prototype.hitTest = function (item, interactionData)
{
var global = interactionData.global;
if (!item.worldVisible)
{
return false;
}
// map the global point to local space.
item.worldTransform.applyInverse(global, this._tempPoint);
var x = this._tempPoint.x,
y = this._tempPoint.y,
i;
interactionData.target = item;
//a sprite or display object with a hit area defined
if (item.hitArea && item.hitArea.contains)
{
return item.hitArea.contains(x, y);
}
// a sprite with no hitarea defined
else if (item instanceof core.Sprite)
{
var width = item.texture.frame.width;
var height = item.texture.frame.height;
var x1 = -width * item.anchor.x;
var y1;
if (x > x1 && x < x1 + width)
{
y1 = -height * item.anchor.y;
if (y > y1 && y < y1 + height)
{
// set the target property if a hit is true!
return true;
}
}
}
else if (item instanceof core.Graphics)
{
var graphicsData = item.graphicsData;
for (i = 0; i < graphicsData.length; i++)
{
var data = graphicsData[i];
if (!data.fill)
{
continue;
}
// only deal with fills..
if (data.shape)
{
if (data.shape.contains(x, y))
{
//interactionData.target = item;
return true;
}
}
}
}
var length = item.children.length;
for (i = 0; i < 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
*
* @param event {Event} The DOM event of a touch moving across the renderer view
* @private
*/
InteractionManager.prototype.onTouchMove = function (event)
{
if (this.dirty)
{
this.rebuildInteractiveGraph();
}
var rect = this.interactionDOMElement.getBoundingClientRect();
var changedTouches = event.changedTouches;
var touchData;
var i = 0;
for (i = 0; i < changedTouches.length; i++)
{
var touchEvent = changedTouches[i];
touchData = this.touches[touchEvent.identifier];
touchData.originalEvent = event;
// update the touch position
touchData.global.x = ( (touchEvent.clientX - rect.left) * (this.interactionDOMElement.width / rect.width) ) / this.resolution;
touchData.global.y = ( (touchEvent.clientY - rect.top) * (this.interactionDOMElement.height / rect.height) ) / this.resolution;
if (navigator.isCocoonJS && !rect.left && !rect.top && !event.target.style.width && !event.target.style.height)
{
//Support for CocoonJS fullscreen scale modes
touchData.global.x = touchEvent.clientX;
touchData.global.y = touchEvent.clientY;
}
for (var j = 0; j < this.interactiveItems.length; j++)
{
var item = this.interactiveItems[j];
if (item.touchmove && item.__touchData && item.__touchData[touchEvent.identifier])
{
item.touchmove(touchData);
}
}
}
};
/**
* 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 (this.dirty)
{
this.rebuildInteractiveGraph();
}
var rect = this.interactionDOMElement.getBoundingClientRect();
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.pool.pop();
if (!touchData)
{
touchData = new InteractionData();
}
touchData.originalEvent = event;
this.touches[touchEvent.identifier] = touchData;
touchData.global.x = ( (touchEvent.clientX - rect.left) * (this.interactionDOMElement.width / rect.width) ) / this.resolution;
touchData.global.y = ( (touchEvent.clientY - rect.top) * (this.interactionDOMElement.height / rect.height) ) / this.resolution;
if (navigator.isCocoonJS && !rect.left && !rect.top && !event.target.style.width && !event.target.style.height)
{
//Support for CocoonJS fullscreen scale modes
touchData.global.x = touchEvent.clientX;
touchData.global.y = touchEvent.clientY;
}
var length = this.interactiveItems.length;
for (var j = 0; j < 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 = item.__touchData || {};
item.__touchData[touchEvent.identifier] = touchData;
if (!item.interactiveChildren)
{
break;
}
}
}
}
}
};
/**
* Is called when a touch is ended on the renderer element
*
* @param event {Event} The DOM event of a touch ending on the renderer view
* @private
*/
InteractionManager.prototype.onTouchEnd = function (event)
{
if (this.dirty)
{
this.rebuildInteractiveGraph();
}
var rect = this.interactionDOMElement.getBoundingClientRect();
var changedTouches = event.changedTouches;
for (var i=0; i < changedTouches.length; i++)
{
var touchEvent = changedTouches[i];
var touchData = this.touches[touchEvent.identifier];
var up = false;
touchData.global.x = ( (touchEvent.clientX - rect.left) * (this.interactionDOMElement.width / rect.width) ) / this.resolution;
touchData.global.y = ( (touchEvent.clientY - rect.top) * (this.interactionDOMElement.height / rect.height) ) / this.resolution;
if (navigator.isCocoonJS && !rect.left && !rect.top && !event.target.style.width && !event.target.style.height)
{
//Support for CocoonJS fullscreen scale modes
touchData.global.x = touchEvent.clientX;
touchData.global.y = touchEvent.clientY;
}
var length = this.interactiveItems.length;
for (var j = 0; j < length; j++)
{
var item = this.interactiveItems[j];
if (item.__touchData && item.__touchData[touchEvent.identifier])
{
item.__hit = this.hitTest(item, item.__touchData[touchEvent.identifier]);
// so this one WAS down...
touchData.originalEvent = event;
// hitTest??
if (item.touchend || item.tap)
{
if (item.__hit && !up)
{
if (item.touchend)
{
item.touchend(touchData);
}
if (item.__isDown && item.tap)
{
item.tap(touchData);
}
if (!item.interactiveChildren)
{
up = true;
}
}
else
{
if (item.__isDown && item.touchendoutside)
{
item.touchendoutside(touchData);
}
}
item.__isDown = false;
}
item.__touchData[touchEvent.identifier] = null;
}
}
// remove the touch..
this.pool.push(touchData);
this.touches[touchEvent.identifier] = null;
}
};