import * as core from '../core';
import InteractionData from './InteractionData';
import InteractionEvent from './InteractionEvent';
import EventEmitter from 'eventemitter3';
import interactiveTarget from './interactiveTarget';
import MobileDevice from 'ismobilejs';
// Mix interactiveTarget into core.DisplayObject.prototype
Object.assign(
core.DisplayObject.prototype,
interactiveTarget
);
/**
* 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
*/
export default class InteractionManager extends 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.
*/
constructor(renderer, options)
{
super();
options = options || {};
/**
* The renderer this interaction manager works for.
*
* @member {PIXI.SystemRenderer}
*/
this.renderer = renderer;
/**
* Should default browser actions automatically be prevented.
*
* @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 InteractionData();
// 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 InteractionData();
// 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 InteractionEvent();
/**
* 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 && !MobileDevice.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#
*/
}
/**
* 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
*/
setTargetElement(element, resolution = 1)
{
this.removeEvents();
this.interactionDOMElement = element;
this.resolution = resolution;
this.addEvents();
}
/**
* Registers all the DOM events
*
* @private
*/
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';
}
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);
}
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);
}
}
this.eventsAdded = true;
}
/**
* Removes all the DOM events that were previously registered
*
* @private
*/
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'] = '';
}
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);
}
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);
}
}
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
*/
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
*/
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
*/
mapPositionToPoint(point, x, y)
{
let rect;
// 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 (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
* @param {boolean} [interactive] - Whether the displayObject is interactive
* @return {boolean} returns true if the displayObject hit the point
*/
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;
let hit = false;
let 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 completly ignore and bypass checking the displayObjects children.
if (displayObject.interactiveChildren && displayObject.children)
{
const children = displayObject.children;
for (let i = children.length - 1; i >= 0; i--)
{
const child = children[i];
// time to get recursive.. if this function will return if somthing 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
*/
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);
const 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
*/
processMouseDown(displayObject, hit)
{
const e = this.mouse.originalEvent;
const 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
*/
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);
const 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
*/
processMouseUp(displayObject, hit)
{
const e = this.mouse.originalEvent;
const isRightButton = e.button === 2 || e.which === 3;
const 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
*/
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 ineractive 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
*/
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
*/
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
*/
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
*/
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
*/
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);
if (this.autoPreventDefault)
{
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
*/
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
*/
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
*/
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
*/
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
*/
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
*/
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
*/
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
*/
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
*/
onTouchStart(event)
{
if (this.autoPreventDefault)
{
event.preventDefault();
}
const changedTouches = event.changedTouches;
const cLength = changedTouches.length;
for (let i = 0; i < cLength; i++)
{
const touch = changedTouches[i];
const 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
*/
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
*/
onTouchEnd(event)
{
if (this.autoPreventDefault)
{
event.preventDefault();
}
const changedTouches = event.changedTouches;
const cLength = changedTouches.length;
for (let i = 0; i < cLength; i++)
{
const touchEvent = changedTouches[i];
const 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
*/
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
*/
onTouchMove(event)
{
if (this.autoPreventDefault)
{
event.preventDefault();
}
const changedTouches = event.changedTouches;
const cLength = changedTouches.length;
for (let i = 0; i < cLength; i++)
{
const touchEvent = changedTouches[i];
const 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
*/
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.
*/
getTouchData(touch)
{
const touchData = this.interactiveDataPool.pop() || new InteractionData();
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
*/
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
*/
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
*
*/
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;
}
}
core.WebGLRenderer.registerPlugin('interaction', InteractionManager);
core.CanvasRenderer.registerPlugin('interaction', InteractionManager);