'use strict'; exports.__esModule = true; var _core = require('../core'); var core = _interopRequireWildcard(_core); var _InteractionData = require('./InteractionData'); var _InteractionData2 = _interopRequireDefault(_InteractionData); var _InteractionEvent = require('./InteractionEvent'); var _InteractionEvent2 = _interopRequireDefault(_InteractionEvent); var _eventemitter = require('eventemitter3'); var _eventemitter2 = _interopRequireDefault(_eventemitter); var _interactiveTarget = require('./interactiveTarget'); var _interactiveTarget2 = _interopRequireDefault(_interactiveTarget); var _ismobilejs = require('ismobilejs'); var _ismobilejs2 = _interopRequireDefault(_ismobilejs); function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } // Mix interactiveTarget into core.DisplayObject.prototype Object.assign(core.DisplayObject.prototype, _interactiveTarget2.default); /** * 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 * @extends EventEmitter * @memberof PIXI.interaction */ var InteractionManager = function (_EventEmitter) { _inherits(InteractionManager, _EventEmitter); /** * @param {PIXI.CanvasRenderer|PIXI.WebGLRenderer} renderer - A reference to the current renderer * @param {object} [options] - The options for the manager. * @param {boolean} [options.autoPreventDefault=true] - Should the manager automatically prevent default browser actions. * @param {number} [options.interactionFrequency=10] - Frequency increases the interaction events will be checked. */ function InteractionManager(renderer, options) { _classCallCheck(this, InteractionManager); var _this = _possibleConstructorReturn(this, _EventEmitter.call(this)); options = options || {}; /** * The renderer this interaction manager works for. * * @member {PIXI.SystemRenderer} */ _this.renderer = renderer; /** * Should default browser actions automatically be prevented. * Does not apply to pointer events for backwards compatibility * preventDefault on pointer events stops mouse events from firing * Thus, for every pointer event, there will always be either a mouse of touch event alongside it. * * @member {boolean} * @default true */ _this.autoPreventDefault = options.autoPreventDefault !== undefined ? options.autoPreventDefault : true; /** * As this frequency increases the interaction events will be checked more often. * * @member {number} * @default 10 */ _this.interactionFrequency = options.interactionFrequency || 10; /** * The mouse data * * @member {PIXI.interaction.InteractionData} */ _this.mouse = new _InteractionData2.default(); // setting the mouse to start off far off screen will mean that mouse over does // not get called before we even move the mouse. _this.mouse.global.set(-999999); /** * The pointer data * * @member {PIXI.interaction.InteractionData} */ _this.pointer = new _InteractionData2.default(); // setting the pointer to start off far off screen will mean that pointer over does // not get called before we even move the pointer. _this.pointer.global.set(-999999); /** * An event data object to handle all the event tracking/dispatching * * @member {object} */ _this.eventData = new _InteractionEvent2.default(); /** * Tiny little interactiveData pool ! * * @member {PIXI.interaction.InteractionData[]} */ _this.interactiveDataPool = []; /** * The DOM element to bind to. * * @private * @member {HTMLElement} */ _this.interactionDOMElement = null; /** * This property determins if mousemove and touchmove events are fired only when the cursror * is over the object. * Setting to true will make things work more in line with how the DOM verison works. * Setting to false can make things easier for things like dragging * It is currently set to false as this is how pixi used to work. This will be set to true in * future versions of pixi. * * @private * @member {boolean} */ _this.moveWhenInside = false; /** * Have events been attached to the dom element? * * @private * @member {boolean} */ _this.eventsAdded = false; /** * Is the mouse hovering over the renderer? * * @private * @member {boolean} */ _this.mouseOverRenderer = false; /** * Does the device support touch events * https://www.w3.org/TR/touch-events/ * * @readonly * @member {boolean} */ _this.supportsTouchEvents = 'ontouchstart' in window; /** * Does the device support pointer events * https://www.w3.org/Submission/pointer-events/ * * @readonly * @member {boolean} */ _this.supportsPointerEvents = !!window.PointerEvent; /** * Are touch events being 'normalized' and converted into pointer events if pointer events are not supported * For example, on a touch screen mobile device, a touchstart would also be emitted as a pointerdown * * @private * @readonly * @member {boolean} */ _this.normalizeTouchEvents = !_this.supportsPointerEvents && _this.supportsTouchEvents; /** * Are mouse events being 'normalized' and converted into pointer events if pointer events are not supported * For example, on a desktop pc, a mousedown would also be emitted as a pointerdown * * @private * @readonly * @member {boolean} */ _this.normalizeMouseEvents = !_this.supportsPointerEvents && !_ismobilejs2.default.any; // this will make it so that you don't have to call bind all the time /** * @private * @member {Function} */ _this.onMouseUp = _this.onMouseUp.bind(_this); _this.processMouseUp = _this.processMouseUp.bind(_this); /** * @private * @member {Function} */ _this.onMouseDown = _this.onMouseDown.bind(_this); _this.processMouseDown = _this.processMouseDown.bind(_this); /** * @private * @member {Function} */ _this.onMouseMove = _this.onMouseMove.bind(_this); _this.processMouseMove = _this.processMouseMove.bind(_this); /** * @private * @member {Function} */ _this.onMouseOut = _this.onMouseOut.bind(_this); _this.processMouseOverOut = _this.processMouseOverOut.bind(_this); /** * @private * @member {Function} */ _this.onMouseOver = _this.onMouseOver.bind(_this); /** * @private * @member {Function} */ _this.onPointerUp = _this.onPointerUp.bind(_this); _this.processPointerUp = _this.processPointerUp.bind(_this); /** * @private * @member {Function} */ _this.onPointerDown = _this.onPointerDown.bind(_this); _this.processPointerDown = _this.processPointerDown.bind(_this); /** * @private * @member {Function} */ _this.onPointerMove = _this.onPointerMove.bind(_this); _this.processPointerMove = _this.processPointerMove.bind(_this); /** * @private * @member {Function} */ _this.onPointerOut = _this.onPointerOut.bind(_this); _this.processPointerOverOut = _this.processPointerOverOut.bind(_this); /** * @private * @member {Function} */ _this.onPointerOver = _this.onPointerOver.bind(_this); /** * @private * @member {Function} */ _this.onTouchStart = _this.onTouchStart.bind(_this); _this.processTouchStart = _this.processTouchStart.bind(_this); /** * @private * @member {Function} */ _this.onTouchEnd = _this.onTouchEnd.bind(_this); _this.processTouchEnd = _this.processTouchEnd.bind(_this); /** * @private * @member {Function} */ _this.onTouchMove = _this.onTouchMove.bind(_this); _this.processTouchMove = _this.processTouchMove.bind(_this); /** * Every update cursor will be reset to this value, if some element wont override it in * its hitTest. * * @member {string} * @default 'inherit' */ _this.defaultCursorStyle = 'inherit'; /** * The css style of the cursor that is being used. * * @member {string} */ _this.currentCursorStyle = 'inherit'; /** * Internal cached let. * * @private * @member {PIXI.Point} */ _this._tempPoint = new core.Point(); /** * The current resolution / device pixel ratio. * * @member {number} * @default 1 */ _this.resolution = 1; _this.setTargetElement(_this.renderer.view, _this.renderer.resolution); /** * Fired when a pointer device button (usually a mouse button) is pressed on the display * object. * * @event mousedown * @memberof PIXI.interaction.InteractionManager# */ /** * Fired when a pointer device secondary button (usually a mouse right-button) is pressed * on the display object. * * @event rightdown * @memberof PIXI.interaction.InteractionManager# */ /** * Fired when a pointer device button (usually a mouse button) is released over the display * object. * * @event mouseup * @memberof PIXI.interaction.InteractionManager# */ /** * Fired when a pointer device secondary button (usually a mouse right-button) is released * over the display object. * * @event rightup * @memberof PIXI.interaction.InteractionManager# */ /** * Fired when a pointer device button (usually a mouse button) is pressed and released on * the display object. * * @event click * @memberof PIXI.interaction.InteractionManager# */ /** * Fired when a pointer device secondary button (usually a mouse right-button) is pressed * and released on the display object. * * @event rightclick * @memberof PIXI.interaction.InteractionManager# */ /** * Fired when a pointer device button (usually a mouse button) is released outside the * display object that initially registered a * [mousedown]{@link PIXI.interaction.InteractionManager#event:mousedown}. * * @event mouseupoutside * @memberof PIXI.interaction.InteractionManager# */ /** * Fired when a pointer device secondary button (usually a mouse right-button) is released * outside the display object that initially registered a * [rightdown]{@link PIXI.interaction.InteractionManager#event:rightdown}. * * @event rightupoutside * @memberof PIXI.interaction.InteractionManager# */ /** * Fired when a pointer device (usually a mouse) is moved while over the display object * * @event mousemove * @memberof PIXI.interaction.InteractionManager# */ /** * Fired when a pointer device (usually a mouse) is moved onto the display object * * @event mouseover * @memberof PIXI.interaction.InteractionManager# */ /** * Fired when a pointer device (usually a mouse) is moved off the display object * * @event mouseout * @memberof PIXI.interaction.InteractionManager# */ /** * Fired when a pointer device button is pressed on the display object. * * @event pointerdown * @memberof PIXI.interaction.InteractionManager# */ /** * Fired when a pointer device button is released over the display object. * * @event pointerup * @memberof PIXI.interaction.InteractionManager# */ /** * Fired when a pointer device button is pressed and released on the display object. * * @event pointertap * @memberof PIXI.interaction.InteractionManager# */ /** * Fired when a pointer device button is released outside the display object that initially * registered a [pointerdown]{@link PIXI.interaction.InteractionManager#event:pointerdown}. * * @event pointerupoutside * @memberof PIXI.interaction.InteractionManager# */ /** * Fired when a pointer device is moved while over the display object * * @event pointermove * @memberof PIXI.interaction.InteractionManager# */ /** * Fired when a pointer device is moved onto the display object * * @event pointerover * @memberof PIXI.interaction.InteractionManager# */ /** * Fired when a pointer device is moved off the display object * * @event pointerout * @memberof PIXI.interaction.InteractionManager# */ /** * Fired when a touch point is placed on the display object. * * @event touchstart * @memberof PIXI.interaction.InteractionManager# */ /** * Fired when a touch point is removed from the display object. * * @event touchend * @memberof PIXI.interaction.InteractionManager# */ /** * Fired when a touch point is placed and removed from the display object. * * @event tap * @memberof PIXI.interaction.InteractionManager# */ /** * Fired when a touch point is removed outside of the display object that initially * registered a [touchstart]{@link PIXI.interaction.InteractionManager#event:touchstart}. * * @event touchendoutside * @memberof PIXI.interaction.InteractionManager# */ /** * Fired when a touch point is moved along the display object. * * @event touchmove * @memberof PIXI.interaction.InteractionManager# */ return _this; } /** * 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 {HTMLCanvasElement} element - the DOM element which will receive mouse and touch events. * @param {number} [resolution=1] - The resolution / device pixel ratio of the new element (relative to the canvas). * @private */ InteractionManager.prototype.setTargetElement = function setTargetElement(element) { var resolution = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 1; this.removeEvents(); this.interactionDOMElement = element; this.resolution = resolution; this.addEvents(); }; /** * Registers all the DOM events * * @private */ InteractionManager.prototype.addEvents = function addEvents() { if (!this.interactionDOMElement) { return; } core.ticker.shared.add(this.update, this); if (window.navigator.msPointerEnabled) { this.interactionDOMElement.style['-ms-content-zooming'] = 'none'; this.interactionDOMElement.style['-ms-touch-action'] = 'none'; } else if (this.supportsPointerEvents) { this.interactionDOMElement.style['touch-action'] = 'none'; } /** * These events are added first, so that if pointer events are normalised, they are fired * in the same order as non-normalised events. ie. pointer event 1st, mouse / touch 2nd */ if (this.supportsPointerEvents) { window.document.addEventListener('pointermove', this.onPointerMove, true); this.interactionDOMElement.addEventListener('pointerdown', this.onPointerDown, true); this.interactionDOMElement.addEventListener('pointerout', this.onPointerOut, true); this.interactionDOMElement.addEventListener('pointerover', this.onPointerOver, true); window.addEventListener('pointerup', this.onPointerUp, true); } else { /** * If pointer events aren't available on a device, this will turn either the touch or * mouse events into pointer events. This allows a developer to just listen for emitted * pointer events on interactive sprites */ if (this.normalizeTouchEvents) { this.interactionDOMElement.addEventListener('touchstart', this.onPointerDown, true); this.interactionDOMElement.addEventListener('touchend', this.onPointerUp, true); this.interactionDOMElement.addEventListener('touchmove', this.onPointerMove, true); } if (this.normalizeMouseEvents) { window.document.addEventListener('mousemove', this.onPointerMove, true); this.interactionDOMElement.addEventListener('mousedown', this.onPointerDown, true); this.interactionDOMElement.addEventListener('mouseout', this.onPointerOut, true); this.interactionDOMElement.addEventListener('mouseover', this.onPointerOver, true); window.addEventListener('mouseup', this.onPointerUp, true); } } window.document.addEventListener('mousemove', this.onMouseMove, true); this.interactionDOMElement.addEventListener('mousedown', this.onMouseDown, true); this.interactionDOMElement.addEventListener('mouseout', this.onMouseOut, true); this.interactionDOMElement.addEventListener('mouseover', this.onMouseOver, true); window.addEventListener('mouseup', this.onMouseUp, true); if (this.supportsTouchEvents) { this.interactionDOMElement.addEventListener('touchstart', this.onTouchStart, true); this.interactionDOMElement.addEventListener('touchend', this.onTouchEnd, true); this.interactionDOMElement.addEventListener('touchmove', this.onTouchMove, true); } this.eventsAdded = true; }; /** * Removes all the DOM events that were previously registered * * @private */ InteractionManager.prototype.removeEvents = function removeEvents() { if (!this.interactionDOMElement) { return; } core.ticker.shared.remove(this.update, this); if (window.navigator.msPointerEnabled) { this.interactionDOMElement.style['-ms-content-zooming'] = ''; this.interactionDOMElement.style['-ms-touch-action'] = ''; } else if (this.supportsPointerEvents) { this.interactionDOMElement.style['touch-action'] = ''; } if (this.supportsPointerEvents) { window.document.removeEventListener('pointermove', this.onPointerMove, true); this.interactionDOMElement.removeEventListener('pointerdown', this.onPointerDown, true); this.interactionDOMElement.removeEventListener('pointerout', this.onPointerOut, true); this.interactionDOMElement.removeEventListener('pointerover', this.onPointerOver, true); window.removeEventListener('pointerup', this.onPointerUp, true); } else { /** * If pointer events aren't available on a device, this will turn either the touch or * mouse events into pointer events. This allows a developer to just listen for emitted * pointer events on interactive sprites */ if (this.normalizeTouchEvents) { this.interactionDOMElement.removeEventListener('touchstart', this.onPointerDown, true); this.interactionDOMElement.removeEventListener('touchend', this.onPointerUp, true); this.interactionDOMElement.removeEventListener('touchmove', this.onPointerMove, true); } if (this.normalizeMouseEvents) { window.document.removeEventListener('mousemove', this.onPointerMove, true); this.interactionDOMElement.removeEventListener('mousedown', this.onPointerDown, true); this.interactionDOMElement.removeEventListener('mouseout', this.onPointerOut, true); this.interactionDOMElement.removeEventListener('mouseover', this.onPointerOver, true); window.removeEventListener('mouseup', this.onPointerUp, true); } } window.document.removeEventListener('mousemove', this.onMouseMove, true); this.interactionDOMElement.removeEventListener('mousedown', this.onMouseDown, true); this.interactionDOMElement.removeEventListener('mouseout', this.onMouseOut, true); this.interactionDOMElement.removeEventListener('mouseover', this.onMouseOver, true); window.removeEventListener('mouseup', this.onMouseUp, true); if (this.supportsTouchEvents) { this.interactionDOMElement.removeEventListener('touchstart', this.onTouchStart, true); this.interactionDOMElement.removeEventListener('touchend', this.onTouchEnd, true); this.interactionDOMElement.removeEventListener('touchmove', this.onTouchMove, true); } this.interactionDOMElement = null; this.eventsAdded = false; }; /** * Updates the state of interactive objects. * Invoked by a throttled ticker update from {@link PIXI.ticker.shared}. * * @param {number} deltaTime - time delta since last tick */ InteractionManager.prototype.update = function update(deltaTime) { this._deltaTime += deltaTime; if (this._deltaTime < this.interactionFrequency) { return; } this._deltaTime = 0; if (!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 = this.defaultCursorStyle; // Resets the flag as set by a stopPropagation call. This flag is usually reset by a user interaction of any kind, // but there was a scenario of a display object moving under a static mouse cursor. // In this case, mouseover and mouseevents would not pass the flag test in dispatchEvent function this.eventData._reset(); this.processInteractive(this.mouse.global, this.renderer._lastObjectRendered, this.processMouseOverOut, 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 {PIXI.Container|PIXI.Sprite|PIXI.extras.TilingSprite} displayObject - the display object in question * @param {string} eventString - the name of the event (e.g, mousedown) * @param {object} eventData - the event data object * @private */ InteractionManager.prototype.dispatchEvent = function dispatchEvent(displayObject, eventString, eventData) { if (!eventData.stopped) { eventData.currentTarget = displayObject; eventData.type = eventString; displayObject.emit(eventString, eventData); if (displayObject[eventString]) { displayObject[eventString](eventData); } } }; /** * 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 {PIXI.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 mapPositionToPoint(point, x, y) { var rect = void 0; // IE 11 fix if (!this.interactionDOMElement.parentElement) { rect = { x: 0, y: 0, width: 0, height: 0 }; } else { 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 {PIXI.Point} point - the point that is tested for collision * @param {PIXI.Container|PIXI.Sprite|PIXI.extras.TilingSprite} displayObject - the displayObject * that will be hit test (recursively 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 * @param {boolean} [interactive] - Whether the displayObject is interactive * @return {boolean} returns true if the displayObject hit the point */ InteractionManager.prototype.processInteractive = function processInteractive(point, displayObject, func, hitTest, interactive) { if (!displayObject || !displayObject.visible) { return false; } // Took a little while to rework this function correctly! But now it is done and nice and optimised. ^_^ // // This function will now loop through all objects and then only hit test the objects it HAS // to, not all of them. MUCH faster.. // An object will be hit test if the following is true: // // 1: It is interactive. // 2: It belongs to a parent that is interactive AND one of the parents children have not already been hit. // // As another little optimisation once an interactive object has been hit we can carry on // through the scenegraph, but we know that there will be no more hits! So we can avoid extra hit tests // A final optimisation is that an object is not hit test directly if a child has already been hit. interactive = displayObject.interactive || interactive; var hit = false; var interactiveParent = interactive; // if the displayobject has a hitArea, then it does not need to hitTest children. if (displayObject.hitArea) { interactiveParent = false; } // it has a mask! Then lets hit test that before continuing.. if (hitTest && displayObject._mask) { if (!displayObject._mask.containsPoint(point)) { hitTest = false; } } // it has a filterArea! Same as mask but easier, its a rectangle if (hitTest && displayObject.filterArea) { if (!displayObject.filterArea.contains(point.x, point.y)) { hitTest = false; } } // ** FREE TIP **! If an object is not interactive or has no buttons in it // (such as a game scene!) set interactiveChildren to false for that displayObject. // This will allow pixi to completely ignore and bypass checking the displayObjects children. if (displayObject.interactiveChildren && displayObject.children) { var children = displayObject.children; for (var i = children.length - 1; i >= 0; i--) { var child = children[i]; // time to get recursive.. if this function will return if something is hit.. if (this.processInteractive(point, child, func, hitTest, interactiveParent)) { // its a good idea to check if a child has lost its parent. // this means it has been removed whilst looping so its best if (!child.parent) { continue; } hit = true; // we no longer need to hit test any more objects in this container as we we // now know the parent has been hit interactiveParent = false; // If the child is interactive , that means that the object hit was actually // interactive and not just the child of an interactive object. // This means we no longer need to hit test anything else. We still need to run // through all objects, but we don't need to perform any hit tests. // { hitTest = false; // } // we can break now as we have hit an object. } } } // no point running this if the item is not interactive or does not have an interactive parent. if (interactive) { // if we are hit testing (as in we have no hit any objects yet) // We also don't need to worry about hit testing if once of the displayObjects children // has already been hit! if (hitTest && !hit) { if (displayObject.hitArea) { 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) { if (hit && !this.eventData.target) { this.eventData.target = displayObject; this.mouse.target = displayObject; this.pointer.target = displayObject; } func(displayObject, hit); } } return hit; }; /** * Is called when the mouse button is pressed down on the renderer element * * @private * @param {MouseEvent} event - The DOM event of a mouse button being pressed down */ InteractionManager.prototype.onMouseDown = function onMouseDown(event) { this.mouse.originalEvent = event; this.eventData.data = this.mouse; this.eventData._reset(); // Update internal mouse reference this.mapPositionToPoint(this.mouse.global, event.clientX, event.clientY); if (this.autoPreventDefault) { this.mouse.originalEvent.preventDefault(); } this.processInteractive(this.mouse.global, this.renderer._lastObjectRendered, this.processMouseDown, true); var isRightButton = event.button === 2 || event.which === 3; this.emit(isRightButton ? 'rightdown' : 'mousedown', this.eventData); }; /** * Processes the result of the mouse down check and dispatches the event if need be * * @private * @param {PIXI.Container|PIXI.Sprite|PIXI.extras.TilingSprite} displayObject - The display object that was tested * @param {boolean} hit - the result of the hit test on the display object */ InteractionManager.prototype.processMouseDown = function processMouseDown(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 * * @private * @param {MouseEvent} event - The DOM event of a mouse button being released */ InteractionManager.prototype.onMouseUp = function onMouseUp(event) { this.mouse.originalEvent = event; this.eventData.data = this.mouse; this.eventData._reset(); // Update internal mouse reference this.mapPositionToPoint(this.mouse.global, event.clientX, event.clientY); this.processInteractive(this.mouse.global, this.renderer._lastObjectRendered, this.processMouseUp, true); var isRightButton = event.button === 2 || event.which === 3; this.emit(isRightButton ? 'rightup' : 'mouseup', this.eventData); }; /** * Processes the result of the mouse up check and dispatches the event if need be * * @private * @param {PIXI.Container|PIXI.Sprite|PIXI.extras.TilingSprite} displayObject - The display object that was tested * @param {boolean} hit - the result of the hit test on the display object */ InteractionManager.prototype.processMouseUp = function processMouseUp(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 * * @private * @param {MouseEvent} event - The DOM event of the mouse moving */ InteractionManager.prototype.onMouseMove = function onMouseMove(event) { this.mouse.originalEvent = event; this.eventData.data = this.mouse; this.eventData._reset(); this.mapPositionToPoint(this.mouse.global, event.clientX, event.clientY); this.didMove = true; this.cursor = this.defaultCursorStyle; this.processInteractive(this.mouse.global, this.renderer._lastObjectRendered, this.processMouseMove, true); this.emit('mousemove', this.eventData); if (this.currentCursorStyle !== this.cursor) { this.currentCursorStyle = this.cursor; this.interactionDOMElement.style.cursor = this.cursor; } // TODO BUG for parents interactive object (border order issue) }; /** * Processes the result of the mouse move check and dispatches the event if need be * * @private * @param {PIXI.Container|PIXI.Sprite|PIXI.extras.TilingSprite} displayObject - The display object that was tested * @param {boolean} hit - the result of the hit test on the display object */ InteractionManager.prototype.processMouseMove = function processMouseMove(displayObject, hit) { this.processMouseOverOut(displayObject, hit); // only display on mouse over if (!this.moveWhenInside || hit) { this.dispatchEvent(displayObject, 'mousemove', this.eventData); } }; /** * Is called when the mouse is moved out of the renderer element * * @private * @param {MouseEvent} event - The DOM event of the mouse being moved out */ InteractionManager.prototype.onMouseOut = function onMouseOut(event) { this.mouseOverRenderer = false; this.mouse.originalEvent = event; this.eventData.data = this.mouse; this.eventData._reset(); // Update internal mouse reference this.mapPositionToPoint(this.mouse.global, event.clientX, event.clientY); this.interactionDOMElement.style.cursor = this.defaultCursorStyle; // 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); this.emit('mouseout', this.eventData); }; /** * Processes the result of the mouse over/out check and dispatches the event if need be * * @private * @param {PIXI.Container|PIXI.Sprite|PIXI.extras.TilingSprite} displayObject - The display object that was tested * @param {boolean} hit - the result of the hit test on the display object */ InteractionManager.prototype.processMouseOverOut = function processMouseOverOut(displayObject, hit) { if (hit && this.mouseOverRenderer) { if (!displayObject._mouseOver) { displayObject._mouseOver = true; this.dispatchEvent(displayObject, 'mouseover', this.eventData); } if (displayObject.buttonMode) { this.cursor = displayObject.defaultCursor; } } else if (displayObject._mouseOver) { displayObject._mouseOver = false; this.dispatchEvent(displayObject, 'mouseout', this.eventData); } }; /** * Is called when the mouse enters the renderer element area * * @private * @param {MouseEvent} event - The DOM event of the mouse moving into the renderer view */ InteractionManager.prototype.onMouseOver = function onMouseOver(event) { this.mouseOverRenderer = true; this.mouse.originalEvent = event; this.eventData.data = this.mouse; this.eventData._reset(); this.emit('mouseover', this.eventData); }; /** * Is called when the pointer button is pressed down on the renderer element * * @private * @param {PointerEvent} event - The DOM event of a pointer button being pressed down */ InteractionManager.prototype.onPointerDown = function onPointerDown(event) { this.normalizeToPointerData(event); this.pointer.originalEvent = event; this.eventData.data = this.pointer; this.eventData._reset(); // Update internal pointer reference this.mapPositionToPoint(this.pointer.global, event.clientX, event.clientY); /** * No need to prevent default on natural pointer events, as there are no side effects * Normalized events, however, may have the double mousedown/touchstart issue on the native android browser, * so still need to be prevented. */ if (this.autoPreventDefault && (this.normalizeMouseEvents || this.normalizeTouchEvents)) { this.pointer.originalEvent.preventDefault(); } this.processInteractive(this.pointer.global, this.renderer._lastObjectRendered, this.processPointerDown, true); this.emit('pointerdown', this.eventData); }; /** * Processes the result of the pointer down check and dispatches the event if need be * * @private * @param {PIXI.Container|PIXI.Sprite|PIXI.extras.TilingSprite} displayObject - The display object that was tested * @param {boolean} hit - the result of the hit test on the display object */ InteractionManager.prototype.processPointerDown = function processPointerDown(displayObject, hit) { if (hit) { displayObject._pointerDown = true; this.dispatchEvent(displayObject, 'pointerdown', this.eventData); } }; /** * Is called when the pointer button is released on the renderer element * * @private * @param {PointerEvent} event - The DOM event of a pointer button being released */ InteractionManager.prototype.onPointerUp = function onPointerUp(event) { this.normalizeToPointerData(event); this.pointer.originalEvent = event; this.eventData.data = this.pointer; this.eventData._reset(); // Update internal pointer reference this.mapPositionToPoint(this.pointer.global, event.clientX, event.clientY); this.processInteractive(this.pointer.global, this.renderer._lastObjectRendered, this.processPointerUp, true); this.emit('pointerup', this.eventData); }; /** * Processes the result of the pointer up check and dispatches the event if need be * * @private * @param {PIXI.Container|PIXI.Sprite|PIXI.extras.TilingSprite} displayObject - The display object that was tested * @param {boolean} hit - the result of the hit test on the display object */ InteractionManager.prototype.processPointerUp = function processPointerUp(displayObject, hit) { if (hit) { this.dispatchEvent(displayObject, 'pointerup', this.eventData); if (displayObject._pointerDown) { displayObject._pointerDown = false; this.dispatchEvent(displayObject, 'pointertap', this.eventData); } } else if (displayObject._pointerDown) { displayObject._pointerDown = false; this.dispatchEvent(displayObject, 'pointerupoutside', this.eventData); } }; /** * Is called when the pointer moves across the renderer element * * @private * @param {PointerEvent} event - The DOM event of a pointer moving */ InteractionManager.prototype.onPointerMove = function onPointerMove(event) { this.normalizeToPointerData(event); this.pointer.originalEvent = event; this.eventData.data = this.pointer; this.eventData._reset(); this.mapPositionToPoint(this.pointer.global, event.clientX, event.clientY); this.processInteractive(this.pointer.global, this.renderer._lastObjectRendered, this.processPointerMove, true); this.emit('pointermove', this.eventData); }; /** * Processes the result of the pointer move check and dispatches the event if need be * * @private * @param {PIXI.Container|PIXI.Sprite|PIXI.extras.TilingSprite} displayObject - The display object that was tested * @param {boolean} hit - the result of the hit test on the display object */ InteractionManager.prototype.processPointerMove = function processPointerMove(displayObject, hit) { if (!this.pointer.originalEvent.changedTouches) { this.processPointerOverOut(displayObject, hit); } if (!this.moveWhenInside || hit) { this.dispatchEvent(displayObject, 'pointermove', this.eventData); } }; /** * Is called when the pointer is moved out of the renderer element * * @private * @param {PointerEvent} event - The DOM event of a pointer being moved out */ InteractionManager.prototype.onPointerOut = function onPointerOut(event) { this.normalizeToPointerData(event); this.pointer.originalEvent = event; this.eventData.data = this.pointer; this.eventData._reset(); // Update internal pointer reference this.mapPositionToPoint(this.pointer.global, event.clientX, event.clientY); this.processInteractive(this.pointer.global, this.renderer._lastObjectRendered, this.processPointerOverOut, false); this.emit('pointerout', this.eventData); }; /** * Processes the result of the pointer over/out check and dispatches the event if need be * * @private * @param {PIXI.Container|PIXI.Sprite|PIXI.extras.TilingSprite} displayObject - The display object that was tested * @param {boolean} hit - the result of the hit test on the display object */ InteractionManager.prototype.processPointerOverOut = function processPointerOverOut(displayObject, hit) { if (hit && this.mouseOverRenderer) { if (!displayObject._pointerOver) { displayObject._pointerOver = true; this.dispatchEvent(displayObject, 'pointerover', this.eventData); } } else if (displayObject._pointerOver) { displayObject._pointerOver = false; this.dispatchEvent(displayObject, 'pointerout', this.eventData); } }; /** * Is called when the pointer is moved into the renderer element * * @private * @param {PointerEvent} event - The DOM event of a pointer button being moved into the renderer view */ InteractionManager.prototype.onPointerOver = function onPointerOver(event) { this.pointer.originalEvent = event; this.eventData.data = this.pointer; this.eventData._reset(); this.emit('pointerover', this.eventData); }; /** * Is called when a touch is started on the renderer element * * @private * @param {TouchEvent} event - The DOM event of a touch starting on the renderer view */ InteractionManager.prototype.onTouchStart = function onTouchStart(event) { if (this.autoPreventDefault) { event.preventDefault(); } var changedTouches = event.changedTouches; var cLength = changedTouches.length; for (var i = 0; i < cLength; i++) { var touch = changedTouches[i]; var touchData = this.getTouchData(touch); touchData.originalEvent = event; this.eventData.data = touchData; this.eventData._reset(); this.processInteractive(touchData.global, this.renderer._lastObjectRendered, this.processTouchStart, true); this.emit('touchstart', this.eventData); this.returnTouchData(touchData); } }; /** * Processes the result of a touch check and dispatches the event if need be * * @private * @param {PIXI.Container|PIXI.Sprite|PIXI.extras.TilingSprite} displayObject - The display object that was tested * @param {boolean} hit - the result of the hit test on the display object */ InteractionManager.prototype.processTouchStart = function processTouchStart(displayObject, hit) { if (hit) { displayObject._touchDown = true; this.dispatchEvent(displayObject, 'touchstart', this.eventData); } }; /** * Is called when a touch ends on the renderer element * * @private * @param {TouchEvent} event - The DOM event of a touch ending on the renderer view */ InteractionManager.prototype.onTouchEnd = function onTouchEnd(event) { if (this.autoPreventDefault) { event.preventDefault(); } var changedTouches = event.changedTouches; var cLength = changedTouches.length; for (var i = 0; i < cLength; 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._reset(); this.processInteractive(touchData.global, this.renderer._lastObjectRendered, this.processTouchEnd, true); this.emit('touchend', this.eventData); this.returnTouchData(touchData); } }; /** * Processes the result of the end of a touch and dispatches the event if need be * * @private * @param {PIXI.Container|PIXI.Sprite|PIXI.extras.TilingSprite} displayObject - The display object that was tested * @param {boolean} hit - the result of the hit test on the display object */ InteractionManager.prototype.processTouchEnd = function processTouchEnd(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 * * @private * @param {TouchEvent} event - The DOM event of a touch moving accross the renderer view */ InteractionManager.prototype.onTouchMove = function onTouchMove(event) { if (this.autoPreventDefault) { event.preventDefault(); } var changedTouches = event.changedTouches; var cLength = changedTouches.length; for (var i = 0; i < cLength; i++) { var touchEvent = changedTouches[i]; var touchData = this.getTouchData(touchEvent); touchData.originalEvent = event; this.eventData.data = touchData; this.eventData._reset(); this.processInteractive(touchData.global, this.renderer._lastObjectRendered, this.processTouchMove, this.moveWhenInside); this.emit('touchmove', this.eventData); this.returnTouchData(touchData); } }; /** * Processes the result of a touch move check and dispatches the event if need be * * @private * @param {PIXI.Container|PIXI.Sprite|PIXI.extras.TilingSprite} displayObject - The display object that was tested * @param {boolean} hit - the result of the hit test on the display object */ InteractionManager.prototype.processTouchMove = function processTouchMove(displayObject, hit) { if (!this.moveWhenInside || hit) { this.dispatchEvent(displayObject, 'touchmove', this.eventData); } }; /** * Grabs an interaction data object from the internal pool * * @private * @param {Touch} touch - The touch data we need to pair with an interactionData object * @return {PIXI.interaction.InteractionData} The built data object. */ InteractionManager.prototype.getTouchData = function getTouchData(touch) { var touchData = this.interactiveDataPool.pop() || new _InteractionData2.default(); touchData.identifier = touch.identifier; this.mapPositionToPoint(touchData.global, touch.clientX, touch.clientY); if (navigator.isCocoonJS) { touchData.global.x = touchData.global.x / this.resolution; touchData.global.y = touchData.global.y / this.resolution; } touch.globalX = touchData.global.x; touch.globalY = touchData.global.y; return touchData; }; /** * Returns an interaction data object to the internal pool * * @private * @param {PIXI.interaction.InteractionData} touchData - The touch data object we want to return to the pool */ InteractionManager.prototype.returnTouchData = function returnTouchData(touchData) { this.interactiveDataPool.push(touchData); }; /** * Ensures that the original event object contains all data that a regular pointer event would have * * @private * @param {TouchEvent|MouseEvent} event - The original event data from a touch or mouse event */ InteractionManager.prototype.normalizeToPointerData = function normalizeToPointerData(event) { if (this.normalizeTouchEvents && event.changedTouches) { if (typeof event.button === 'undefined') event.button = event.touches.length ? 1 : 0; if (typeof event.buttons === 'undefined') event.buttons = event.touches.length ? 1 : 0; if (typeof event.isPrimary === 'undefined') event.isPrimary = event.touches.length === 1; if (typeof event.width === 'undefined') event.width = event.changedTouches[0].radiusX || 1; if (typeof event.height === 'undefined') event.height = event.changedTouches[0].radiusY || 1; if (typeof event.tiltX === 'undefined') event.tiltX = 0; if (typeof event.tiltY === 'undefined') event.tiltY = 0; if (typeof event.pointerType === 'undefined') event.pointerType = 'touch'; if (typeof event.pointerId === 'undefined') event.pointerId = event.changedTouches[0].identifier || 0; if (typeof event.pressure === 'undefined') event.pressure = event.changedTouches[0].force || 0.5; if (typeof event.rotation === 'undefined') event.rotation = event.changedTouches[0].rotationAngle || 0; if (typeof event.clientX === 'undefined') event.clientX = event.changedTouches[0].clientX; if (typeof event.clientY === 'undefined') event.clientY = event.changedTouches[0].clientY; if (typeof event.pageX === 'undefined') event.pageX = event.changedTouches[0].pageX; if (typeof event.pageY === 'undefined') event.pageY = event.changedTouches[0].pageY; if (typeof event.screenX === 'undefined') event.screenX = event.changedTouches[0].screenX; if (typeof event.screenY === 'undefined') event.screenY = event.changedTouches[0].screenY; if (typeof event.layerX === 'undefined') event.layerX = event.offsetX = event.clientX; if (typeof event.layerY === 'undefined') event.layerY = event.offsetY = event.clientY; } else if (this.normalizeMouseEvents) { if (typeof event.isPrimary === 'undefined') event.isPrimary = true; if (typeof event.width === 'undefined') event.width = 1; if (typeof event.height === 'undefined') event.height = 1; if (typeof event.tiltX === 'undefined') event.tiltX = 0; if (typeof event.tiltY === 'undefined') event.tiltY = 0; if (typeof event.pointerType === 'undefined') event.pointerType = 'mouse'; if (typeof event.pointerId === 'undefined') event.pointerId = 1; if (typeof event.pressure === 'undefined') event.pressure = 0.5; if (typeof event.rotation === 'undefined') event.rotation = 0; } }; /** * Destroys the interaction manager * */ InteractionManager.prototype.destroy = function destroy() { this.removeEvents(); this.removeAllListeners(); this.renderer = null; this.mouse = null; this.eventData = null; this.interactiveDataPool = null; this.interactionDOMElement = null; this.onMouseDown = null; this.processMouseDown = null; this.onMouseUp = null; this.processMouseUp = null; this.onMouseMove = null; this.processMouseMove = null; this.onMouseOut = null; this.processMouseOverOut = null; this.onMouseOver = null; this.onPointerDown = null; this.processPointerDown = null; this.onPointerUp = null; this.processPointerUp = null; this.onPointerMove = null; this.processPointerMove = null; this.onPointerOut = null; this.processPointerOverOut = null; this.onPointerOver = null; this.onTouchStart = null; this.processTouchStart = null; this.onTouchEnd = null; this.processTouchEnd = null; this.onTouchMove = null; this.processTouchMove = null; this._tempPoint = null; }; return InteractionManager; }(_eventemitter2.default); exports.default = InteractionManager; core.WebGLRenderer.registerPlugin('interaction', InteractionManager); core.CanvasRenderer.registerPlugin('interaction', InteractionManager); //# sourceMappingURL=InteractionManager.js.map