"use strict";
var platform = require("./platform");
// prevent springy scrolling on ios
document.ontouchmove = function(e) {
e.preventDefault();
};
// prevent right-click on desktop
window.oncontextmenu = function() {
return false;
};
var relMouseCoords = function(canvas, event) {
var x = event.pageX - canvas.offsetLeft + document.body.scrollLeft;
var y = event.pageY - canvas.offsetTop + document.body.scrollTop;
// scale based on ratio of canvas internal dimentions to css dimensions
if (canvas.style.width.length) {
x *= canvas.width / canvas.style.width.substring(0, canvas.style.width.indexOf("p"));
}
if (canvas.style.height.length) {
y *= canvas.height / canvas.style.height.substring(0, canvas.style.height.indexOf("p"));
}
return {x:x, y:y};
};
function relMouseCoordsEjecta(canvas, event) {
var ratioX = canvas.width / window.innerWidth;
var ratioY = canvas.height / window.innerHeight;
var x = event.pageX * ratioX;
var y = event.pageY * ratioY;
return {x:x, y:y};
}
if (platform.isEjecta()) {
relMouseCoords = relMouseCoordsEjecta;
}
/**
* Mouse and touch input handling. An instance of Mouse is available as {@link Splat.Game#mouse}.
*
* The first touch will emulates a mouse press with button 0.
* This means you can use the mouse ({@link Mouse#isPressed}/{@link Mouse#consumePressed}) APIs and your game will work on touch screens (as long as you only need the left button.
*
* A mouse press will emulate a touch if the device does not support touch.
* This means you can use {@link Mouse#touches}, and your game will still work on a PC with a mouse.
* Also, if you call {@link Mouse#consumePressed} with button 0, it will add a `consumed:true` field to all current touches. This will help you prevent processing a touch multiple times.
*
* @constructor
* @param {external:canvas} canvas The canvas to listen for events on.
*/
function Mouse(canvas) {
/**
* The x coordinate of the cursor relative to the left side of the canvas.
* @member {number}
*/
this.x = 0;
/**
* The y coordinate of the cursor relative to the top of the canvas.
* @member {number}
*/
this.y = 0;
/**
* The current button states.
* @member {Array}
* @private
*/
this.buttons = [0, 0, 0];
/**
* An array of the current touches on a touch screen device. Each touch has a `x`, `y`, and `id` field.
* @member {Array}
*/
this.touches = [];
/**
* A function that is called when a mouse button or touch is released.
* @callback onmouseupHandler
* @param {number} x The x coordinate of the mouse or touch that was released.
* @param {number} y The y coordinate of the mouse or touch that was released.
*/
/**
* A function that will be called when a mouse button is released, or a touch has stopped.
* This is useful for opening a URL with {@link Splat.openUrl} to avoid popup blockers.
* @member {onmouseupHandler}
*/
this.onmouseup = undefined;
var self = this;
canvas.addEventListener("mousedown", function(event) {
var m = relMouseCoords(canvas, event);
self.x = m.x;
self.y = m.y;
self.buttons[event.button] = 2;
updateTouchFromMouse();
});
canvas.addEventListener("mouseup", function(event) {
var m = relMouseCoords(canvas, event);
self.x = m.x;
self.y = m.y;
self.buttons[event.button] = 0;
updateTouchFromMouse();
if (self.onmouseup) {
self.onmouseup(self.x, self.y);
}
});
canvas.addEventListener("mousemove", function(event) {
var m = relMouseCoords(canvas, event);
self.x = m.x;
self.y = m.y;
updateTouchFromMouse();
});
function updateTouchFromMouse() {
if (self.supportsTouch()) {
return;
}
var idx = touchIndexById("mouse");
if (self.isPressed(0)) {
if (idx !== undefined) {
var touch = self.touches[idx];
touch.x = self.x;
touch.y = self.y;
} else {
self.touches.push({
id: "mouse",
x: self.x,
y: self.y
});
}
} else if (idx !== undefined) {
self.touches.splice(idx, 1);
}
}
function updateMouseFromTouch(touch) {
self.x = touch.x;
self.y = touch.y;
if (self.buttons[0] === 0) {
self.buttons[0] = 2;
}
}
function touchIndexById(id) {
for (var i = 0; i < self.touches.length; i++) {
if (self.touches[i].id === id) {
return i;
}
}
return undefined;
}
function eachChangedTouch(event, onChangeFunc) {
var touches = event.changedTouches;
for (var i = 0; i < touches.length; i++) {
onChangeFunc(touches[i]);
}
}
canvas.addEventListener("touchstart", function(event) {
eachChangedTouch(event, function(touch) {
var t = relMouseCoords(canvas, touch);
t.id = touch.identifier;
if (self.touches.length === 0) {
t.isMouse = true;
updateMouseFromTouch(t);
}
self.touches.push(t);
});
});
canvas.addEventListener("touchmove", function(event) {
eachChangedTouch(event, function(touch) {
var idx = touchIndexById(touch.identifier);
var t = self.touches[idx];
var coords = relMouseCoords(canvas, touch);
t.x = coords.x;
t.y = coords.y;
if (t.isMouse) {
updateMouseFromTouch(t);
}
});
});
canvas.addEventListener("touchend", function(event) {
eachChangedTouch(event, function(touch) {
var idx = touchIndexById(touch.identifier);
var t = self.touches.splice(idx, 1)[0];
if (t.isMouse) {
if (self.touches.length === 0) {
self.buttons[0] = 0;
} else {
self.touches[0].isMouse = true;
updateMouseFromTouch(self.touches[0]);
}
}
if (self.onmouseup) {
self.onmouseup(t.x, t.y);
}
});
});
}
/**
* Test whether the device supports touch events. This is useful to customize messages to say either "click" or "tap".
* @returns {boolean}
*/
Mouse.prototype.supportsTouch = function() {
return "ontouchstart" in window || navigator.msMaxTouchPoints;
};
/**
* Test if a mouse button is currently pressed.
* @param {number} button The button number to test. Button 0 is typically the left mouse button, as well as the first touch location.
* @param {number} [x] The left edge of a rectangle to restrict the test to. If the mouse position is outside of this rectangle, the button will not be considered pressed.
* @param {number} [y] The top edge of a rectangle to restrict the test to. If the mouse position is outside of this rectangle, the button will not be considered pressed.
* @param {number} [width] The width of a rectangle to restrict the test to. If the mouse position is outside of this rectangle, the button will not be considered pressed.
* @param {number} [height] The height of a rectangle to restrict the test to. If the mouse position is outside of this rectangle, the button will not be considered pressed.
* @returns {boolean}
*/
Mouse.prototype.isPressed = function(button, x, y, width, height) {
var b = this.buttons[button] >= 1;
if (arguments.length > 1 && (this.x < x || this.x > x + width || this.y < y || this.y > y + height)) {
b = false;
}
return b;
};
/**
* Test if a mouse button is currently pressed, and was newly pressed down since the last call to consumePressed.
* If you call this with button 0, it will add a `consumed:true` field to all current touches. This will help you prevent processing a touch multiple times.
* @param {number} button The button number to test.
* @param {number} [x] The left edge of a rectangle to restrict the test to. If the mouse position is outside of this rectangle, the button will not be considered pressed.
* @param {number} [y] The top edge of a rectangle to restrict the test to. If the mouse position is outside of this rectangle, the button will not be considered pressed.
* @param {number} [width] The width of a rectangle to restrict the test to. If the mouse position is outside of this rectangle, the button will not be considered pressed.
* @param {number} [height] The height of a rectangle to restrict the test to. If the mouse position is outside of this rectangle, the button will not be considered pressed.
* @returns {boolean}
*/
Mouse.prototype.consumePressed = function(button, x, y, width, height) {
var b = this.buttons[button] === 2;
if (arguments.length > 1 && (this.x < x || this.x > x + width || this.y < y || this.y > y + height)) {
b = false;
}
if (b) {
this.buttons[button] = 1;
if (button === 0) {
for (var i = 0; i < this.touches.length; i++) {
this.touches[i].consumed = true;
}
}
}
return b;
};
module.exports = Mouse;