File: pixi/InteractionManager.js
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
The interaction manager deals with mouse and touch events. At this moment only Sprite's can be interactive.
This manager also supports multitouch.
@class InteractionManager
@constructor
@param stage {Stage}
@type Stage
*/
PIXI.InteractionManager = function(stage)
{
/**
* a refference to the stage
* @property stage
* @type Stage
*/
this.stage = stage;
// helpers
this.tempPoint = new PIXI.Point();
this.tempMatrix = mat3.create();
this.mouseoverEnabled = true;
/**
* 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 = {};
//tiny little interactiveData pool!
this.pool = [];
this.interactiveItems = [];
}
// constructor
PIXI.InteractionManager.constructor = PIXI.InteractionManager;
/**
* This method will disable rollover/rollout for ALL interactive items
* You may wish to use this an optimization if your app does not require rollover/rollout funcitonality
* @method disableMouseOver
*/
PIXI.InteractionManager.prototype.disableMouseOver = function()
{
if(!this.mouseoverEnabled)return;
this.mouseoverEnabled = false;
if(this.target)this.target.view.removeEventListener('mousemove', this.onMouseMove.bind(this));
}
/**
* This method will enable rollover/rollout for ALL interactive items
* It is enabled by default
* @method enableMouseOver
*/
PIXI.InteractionManager.prototype.enableMouseOver = function()
{
if(this.mouseoverEnabled)return;
this.mouseoverEnabled = false;
if(this.target)this.target.view.addEventListener('mousemove', this.onMouseMove.bind(this));
}
PIXI.InteractionManager.prototype.collectInteractiveSprite = function(displayObject)
{
var children = displayObject.children;
var length = children.length;
for (var i = length - 1; i >= 0; i--)
{
var child = children[i];
// only sprite's right now...
if(child instanceof PIXI.Sprite)
{
if(child.interactive)this.interactiveItems.push(child);
}
else
{
// use this to optimize..
if(!child.interactive)continue;
}
if(child.children.length > 0)
{
this.collectInteractiveSprite(child);
}
}
}
PIXI.InteractionManager.prototype.setTarget = function(target)
{
this.target = target;
if(this.mouseoverEnabled)target.view.addEventListener('mousemove', this.onMouseMove.bind(this), true);
target.view.addEventListener('mousedown', this.onMouseDown.bind(this), true);
target.view.addEventListener('mouseup', this.onMouseUp.bind(this), true);
target.view.addEventListener('mouseout', this.onMouseUp.bind(this), true);
// aint no multi touch just yet!
target.view.addEventListener("touchstart", this.onTouchStart.bind(this), true);
target.view.addEventListener("touchend", this.onTouchEnd.bind(this), true);
target.view.addEventListener("touchmove", this.onTouchMove.bind(this), true);
}
PIXI.InteractionManager.prototype.hitTest = function(interactionData)
{
if(this.dirty)
{
this.dirty = false;
this.interactiveItems = [];
// go through and collect all the objects that are interactive..
this.collectInteractiveSprite(this.stage);
}
var tempPoint = this.tempPoint;
var tempMatrix = this.tempMatrix;
var global = interactionData.global;
var length = this.interactiveItems.length;
for (var i = 0; i < length; i++)
{
var item = this.interactiveItems[i];
if(!item.visible)continue;
// TODO this could do with some optimizing!
// maybe store the inverse?
// or do a lazy check first?
//mat3.inverse(item.worldTransform, tempMatrix);
//tempPoint.x = tempMatrix[0] * global.x + tempMatrix[1] * global.y + tempMatrix[2];
//tempPoint.y = tempMatrix[4] * global.y + tempMatrix[3] * global.x + tempMatrix[5];
// OPTIMIZED! assuming the matrix transform is affine.. which it totally shold be!
var worldTransform = item.worldTransform;
var a00 = worldTransform[0], a01 = worldTransform[1], a02 = worldTransform[2],
a10 = worldTransform[3], a11 = worldTransform[4], a12 = worldTransform[5],
id = 1 / (a00 * a11 + a01 * -a10);
tempPoint.x = a11 * id * global.x + -a01 * id * global.y + (a12 * a01 - a02 * a11) * id;
tempPoint.y = a00 * id * global.y + -a10 * id * global.x + (-a12 * a00 + a02 * a10) * id;
var x1 = -item.width * item.anchor.x
if(tempPoint.x > x1 && tempPoint.x < x1 + item.width)
{
var y1 = -item.height * item.anchor.y;
if(tempPoint.y > y1 && tempPoint.y < y1 + item.height)
{
interactionData.local.x = tempPoint.x;
interactionData.local.y = tempPoint.y;
return item;
}
}
}
return null;
}
PIXI.InteractionManager.prototype.onMouseMove = function(event)
{
event.preventDefault();
// TODO optimize by not check EVERY TIME! maybe half as often? //
var rect = this.target.view.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 item = this.hitTest(this.mouse);
if(this.currentOver != item)
{
if(this.currentOver)
{
if(this.currentOver.mouseout)this.currentOver.mouseout(this.mouse);
this.currentOver = null;
}
this.target.view.style.cursor = "default";
}
if(item)
{
if(this.currentOver == item)return;
this.currentOver = item;
this.target.view.style.cursor = "pointer";
if(item.mouseover)item.mouseover(this.mouse);
}
}
PIXI.InteractionManager.prototype.onMouseDown = function(event)
{
var rect = this.target.view.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 item = this.hitTest(this.mouse);
if(item)
{
this.currentDown = item;
if(item.mousedown)item.mousedown(this.mouse);
}
}
PIXI.InteractionManager.prototype.onMouseUp = function(event)
{
if(this.currentDown)
{
if(this.currentDown.mouseup)this.currentDown.mouseup(this.mouse);
if(this.currentOver == this.currentDown)if(this.currentDown.click)this.currentDown.click(this.mouse);
this.currentDown = null;
}
}
PIXI.InteractionManager.prototype.onTouchMove = function(event)
{
event.preventDefault();
var rect = this.target.view.getBoundingClientRect();
var changedTouches = event.changedTouches;
for (var i=0; i < changedTouches.length; i++)
{
var touchEvent = changedTouches[i];
var touchData = this.touchs[touchEvent.identifier];
// 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);
}
}
PIXI.InteractionManager.prototype.onTouchStart = function(event)
{
event.preventDefault();
var rect = this.target.view.getBoundingClientRect();
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 PIXI.InteractionData();
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);
var item = this.hitTest(touchData);
if(item)
{
touchData.currentDown = item;
if(item.touchstart)item.touchstart(touchData);
}
}
}
PIXI.InteractionManager.prototype.onTouchEnd = function(event)
{
event.preventDefault();
var rect = this.target.view.getBoundingClientRect();
var changedTouches = event.changedTouches;
for (var i=0; i < changedTouches.length; i++)
{
var touchEvent = changedTouches[i];
var touchData = this.touchs[touchEvent.identifier];
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(touchData.currentDown)
{
if(touchData.currentDown.touchend)touchData.currentDown.touchend(touchData);
var item = this.hitTest(touchData);
if(item == touchData.currentDown)
{
if(touchData.currentDown.tap)touchData.currentDown.tap(touchData);
}
touchData.currentDown = null;
}
// remove the touch..
this.pool.push(touchData);
this.touchs[touchEvent.identifier] = null;
}
}
/**
@class InteractionData
@constructor
*/
PIXI.InteractionData = function()
{
/**
* This point stores the global coords of where the touch/mouse event happened
* @property global
* @type Point
*/
this.global = new PIXI.Point();
/**
* This point stores the local coords of where the touch/mouse event happened
* @property local
* @type Point
*/
this.local = new PIXI.Point();
}
// constructor
PIXI.InteractionData.constructor = PIXI.InteractionData;