Phaser Class: Pointer

## Phaser. Pointer

#### new Pointer(game, id, pointerMode)

  A Pointer object is used by the Mouse, Touch and MSPoint managers and represents a single finger on the touch screen.

  ##### Parameters:

  Name | Type | Default | Description
  --- | --- | --- | ---
  `game` | Phaser.Game |  | A reference to the currently running game.
  `id` | number |  | The ID of the Pointer object within the game. Each game can have up to 10 active pointers.
  `pointerMode` | Phaser.PointerMode | (CURSOR|CONTACT) | The operational mode of this pointer, eg. CURSOR or TOUCH.

  Source - input/Pointer.js, line 16

### Members

#### <static, constant> BACK_BUTTON :number

  The X1 button. This is typically the mouse Back button, but is often reconfigured.
  On Linux (GTK) this is unsupported. On Windows if advanced pointer software (such as IntelliPoint) is installed this doesn't register.

  Source - input/Pointer.js, line 397

#### <static, constant> ERASER_BUTTON :number

  The Eraser pen button on PointerEvent supported devices only.

  Source - input/Pointer.js, line 412

#### <static, constant> FORWARD_BUTTON :number

  The X2 button. This is typically the mouse Forward button, but is often reconfigured.
  On Linux (GTK) this is unsupported. On Windows if advanced pointer software (such as IntelliPoint) is installed this doesn't register.

  Source - input/Pointer.js, line 405

#### <static, constant> LEFT_BUTTON :number

  The Left Mouse button, or in PointerEvent devices a Touch contact or Pen contact.

  Source - input/Pointer.js, line 375

#### <static, constant> MIDDLE_BUTTON :number

  The Middle Mouse button.

  Source - input/Pointer.js, line 389

#### <static, constant> NO_BUTTON :number

  No buttons at all.

  Source - input/Pointer.js, line 368

#### <static, constant> RIGHT_BUTTON :number

  The Right Mouse button, or in PointerEvent devices a Pen contact with a barrel button.

  Source - input/Pointer.js, line 382

#### active :boolean

  An active pointer is one that is currently pressed down on the display. A Mouse is always active.

  Source - input/Pointer.js, line 316

#### backButton :Phaser.DeviceButton

  If this Pointer is a Mouse or Pen / Stylus then you can access its X1 (back) button directly through this property.

  The DeviceButton has its own properties such as `isDown`, `duration` and methods like `justReleased` for more fine-grained
  button control.

  Please see the DeviceButton docs for details on browser button limitations.

  Source - input/Pointer.js, line 120

#### button :any

  The button property of the most recent DOM event when this Pointer is started.
  You should not rely on this value for accurate button detection, instead use the Pointer properties
  `leftButton`, `rightButton`, `middleButton` and so on.

  Source - input/Pointer.js, line 70

#### circle :Phaser.Circle

  A Phaser.Circle that is centered on the x/y coordinates of this pointer, useful for hit detection.
  The Circle size is 44px (Apples recommended "finger tip" size).

  Source - input/Pointer.js, line 344

#### clientX :number

  The horizontal coordinate of the Pointer within the application's client area at which the event occurred (as opposed to the coordinates within the page).

  Source - input/Pointer.js, line 181

#### clientY :number

  The vertical coordinate of the Pointer within the application's client area at which the event occurred (as opposed to the coordinates within the page).

  Source - input/Pointer.js, line 186

#### dirty :boolean

  A dirty pointer needs to re-poll any interactive objects it may have been over, regardless if it has moved or not.

  Source - input/Pointer.js, line 322

#### <readonly> duration :number

  How long the Pointer has been depressed on the touchscreen or any of the mouse buttons have been held down.
  If not currently down it returns -1.
  If you need to test a specific mouse or pen button then access the buttons directly, i.e. `Pointer.rightButton.duration`.

  Source - input/Pointer.js, line 1192

#### eraserButton :Phaser.DeviceButton

  If this Pointer is a Pen / Stylus then you can access its eraser button directly through this property.

  The DeviceButton has its own properties such as `isDown`, `duration` and methods like `justReleased` for more fine-grained
  button control.

  Please see the DeviceButton docs for details on browser button limitations.

  Source - input/Pointer.js, line 146

#### exists :boolean

  A Pointer object that exists is allowed to be checked for physics collisions and overlaps.

  Default Value:
    - true
  Source - input/Pointer.js, line 38

#### forwardButton :Phaser.DeviceButton

  If this Pointer is a Mouse or Pen / Stylus then you can access its X2 (forward) button directly through this property.

  The DeviceButton has its own properties such as `isDown`, `duration` and methods like `justReleased` for more fine-grained
  button control.

  Please see the DeviceButton docs for details on browser button limitations.

  Source - input/Pointer.js, line 133

#### game :Phaser.Game

  A reference to the currently running game.

  Source - input/Pointer.js, line 21

#### id :number

  The ID of the Pointer object within the game. Each game can have up to 10 active pointers.

  Source - input/Pointer.js, line 26

#### identifier :number

  The identifier property of the Pointer as set by the DOM event when this Pointer is started.

  Source - input/Pointer.js, line 44

#### interactiveCandidates :array

  This array is erased and re-populated every time this Pointer is updated. It contains references to all
  of the Game Objects that were considered as being valid for processing by this Pointer, this frame. To be
  valid they must have suitable a `priorityID`, be Input enabled, visible and actually have the Pointer over
  them. You can check the contents of this array in events such as `onInputDown`, but beware it is reset
  every frame.

  Default Value:
    - []
  Source - input/Pointer.js, line 310

#### isDown :boolean

  If the Pointer is touching the touchscreen, or any mouse or pen button is held down, isDown is set to true.
  If you need to check a specific mouse or pen button then use the button properties, i.e. Pointer.rightButton.isDown.

  Source - input/Pointer.js, line 255

#### isMouse :boolean

  If the Pointer is a mouse or pen / stylus this is true, otherwise false.

  Source - input/Pointer.js, line 247

#### isUp :boolean

  If the Pointer is not touching the touchscreen, or all mouse or pen buttons are up, isUp is set to true.
  If you need to check a specific mouse or pen button then use the button properties, i.e. Pointer.rightButton.isUp.

  Default Value:
    - true
  Source - input/Pointer.js, line 263

#### leftButton :Phaser.DeviceButton

  If this Pointer is a Mouse or Pen / Stylus then you can access its left button directly through this property.

  The DeviceButton has its own properties such as `isDown`, `duration` and methods like `justReleased` for more fine-grained
  button control.

  Source - input/Pointer.js, line 81

#### middleButton :Phaser.DeviceButton

  If this Pointer is a Mouse or Pen / Stylus then you can access its middle button directly through this property.

  The DeviceButton has its own properties such as `isDown`, `duration` and methods like `justReleased` for more fine-grained
  button control.

  Please see the DeviceButton docs for details on browser button limitations.

  Source - input/Pointer.js, line 94

#### movementX :number

  The horizontal processed relative movement of the Pointer in pixels since last event.

  Source - input/Pointer.js, line 224

#### movementY :number

  The vertical processed relative movement of the Pointer in pixels since last event.

  Source - input/Pointer.js, line 230

#### msSinceLastClick :number

  The number of milliseconds since the last click or touch event.

  Source - input/Pointer.js, line 293

#### pageX :number

  The horizontal coordinate of the Pointer relative to whole document.

  Source - input/Pointer.js, line 191

#### pageY :number

  The vertical coordinate of the Pointer relative to whole document.

  Source - input/Pointer.js, line 196

#### pointerId :number

  The pointerId property of the Pointer as set by the DOM event when this Pointer is started. The browser can and will recycle this value.

  Source - input/Pointer.js, line 50

#### pointerMode :Phaser.PointerMode

  The operational mode of this pointer.

  Source - input/Pointer.js, line 55

#### position :Phaser.Point

  A Phaser.Point object containing the current x/y values of the pointer on the display.

  Source - input/Pointer.js, line 327

#### positionDown :Phaser.Point

  A Phaser.Point object containing the x/y values of the pointer when it was last in a down state on the display.

  Source - input/Pointer.js, line 332

#### positionUp :Phaser.Point

  A Phaser.Point object containing the x/y values of the pointer when it was last released.

  Source - input/Pointer.js, line 337

#### previousTapTime :number

  A timestamp representing when the Pointer was last tapped or clicked.

  Source - input/Pointer.js, line 281

#### rawMovementX :number

  The horizontal raw relative movement of the Pointer in pixels since last event.

  Source - input/Pointer.js, line 212

#### rawMovementY :number

  The vertical raw relative movement of the Pointer in pixels since last event.

  Source - input/Pointer.js, line 218

#### rightButton :Phaser.DeviceButton

  If this Pointer is a Mouse or Pen / Stylus then you can access its right button directly through this property.

  The DeviceButton has its own properties such as `isDown`, `duration` and methods like `justReleased` for more fine-grained
  button control.

  Please see the DeviceButton docs for details on browser button limitations.

  Source - input/Pointer.js, line 107

#### screenX :number

  The horizontal coordinate of the Pointer relative to the screen.

  Source - input/Pointer.js, line 201

#### screenY :number

  The vertical coordinate of the Pointer relative to the screen.

  Source - input/Pointer.js, line 206

#### target :any

  The target property of the Pointer as set by the DOM event when this Pointer is started.

  Source - input/Pointer.js, line 61

#### targetObject :any

  The Game Object this Pointer is currently over / touching / dragging.

  Source - input/Pointer.js, line 299

#### timeDown :number

  A timestamp representing when the Pointer first touched the touchscreen.

  Source - input/Pointer.js, line 269

#### timeUp :number

  A timestamp representing when the Pointer left the touchscreen.

  Source - input/Pointer.js, line 275

#### totalTouches :number

  The total number of times this Pointer has been touched to the touchscreen.

  Source - input/Pointer.js, line 287

#### <readonly> type :number

  The const type of this object.

  Source - input/Pointer.js, line 32

#### withinGame :boolean

  true if the Pointer is over the game canvas, otherwise false.

  Source - input/Pointer.js, line 176

#### <readonly> worldX :number

  Gets the X value of this Pointer in world coordinates based on the world camera.

  Source - input/Pointer.js, line 1216

#### <readonly> worldY :number

  Gets the Y value of this Pointer in world coordinates based on the world camera.

  Source - input/Pointer.js, line 1232

#### x :number

  The horizontal coordinate of the Pointer. This value is automatically scaled based on the game scale.

  Source - input/Pointer.js, line 236

#### y :number

  The vertical coordinate of the Pointer. This value is automatically scaled based on the game scale.

  Source - input/Pointer.js, line 242

### Methods

#### <internal> addClickTrampoline(name, callback, callbackContext, callbackArgs)

  Add a click trampoline to this pointer.

  A click trampoline is a callback that is run on the DOM 'click' event; this is primarily
  needed with certain browsers (ie. IE11) which restrict some actions like requestFullscreen
  to the DOM 'click' event and rejects it for 'pointer' and 'mouse' events.

  This is used internally by the ScaleManager; click trampoline usage is uncommon.
  Click trampolines can only be added to pointers that are currently down.

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `name` | string | The name of the trampoline; must be unique among active trampolines in this pointer.
  `callback` | function | Callback to run/trampoline.
  `callbackContext` | object | Context of the callback.
  `callbackArgs` | Array.<object> | null | Additional callback args, if any. Supplied as an array.

  Internal:
    - This member is internal (protected) and may be modified or removed in the future.
  Source - input/Pointer.js, line 1073

#### justPressed(duration) → {boolean}

  The Pointer is considered justPressed if the time it was pressed onto the touchscreen or clicked is less than justPressedRate.
  Note that calling justPressed doesn't reset the pressed status of the Pointer, it will return `true` for as long as the duration is valid.
  If you wish to check if the Pointer was pressed down just once then see the Sprite.events.onInputDown event.

  ##### Parameters:

  Name | Type | Argument | Description
  --- | --- | --- | ---
  `duration` | number | <optional> | The time to check against. If none given it will use InputManager.justPressedRate.

  ##### Returns:

  boolean -

  true if the Pointer was pressed down within the duration given.

  Source - input/Pointer.js, line 1041

#### justReleased(duration) → {boolean}

  The Pointer is considered justReleased if the time it left the touchscreen is less than justReleasedRate.
  Note that calling justReleased doesn't reset the pressed status of the Pointer, it will return `true` for as long as the duration is valid.
  If you wish to check if the Pointer was released just once then see the Sprite.events.onInputUp event.

  ##### Parameters:

  Name | Type | Argument | Description
  --- | --- | --- | ---
  `duration` | number | <optional> | The time to check against. If none given it will use InputManager.justReleasedRate.

  ##### Returns:

  boolean -

  true if the Pointer was released within the duration given.

  Source - input/Pointer.js, line 1057

#### leave(event)

  Called when the Pointer leaves the target area.

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `event` | MouseEvent | PointerEvent | TouchEvent | The event passed up from the input handler.

  Source - input/Pointer.js, line 945

#### move(event, fromClick)

  Called when the Pointer is moved.

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `event` | MouseEvent | PointerEvent | TouchEvent |  |  | The event passed up from the input handler.
  `fromClick` | boolean | <optional> | false | Was this called from the click event?

  Source - input/Pointer.js, line 709

#### <internal> processInteractiveObjects(fromClick) → {boolean}

  Process all interactive objects to find out which ones were updated in the recent Pointer move.

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `fromClick` | boolean | <optional> | false | Was this called from the click event?

  ##### Returns:

  boolean -

  True if this method processes an object (i.e. a Sprite becomes the Pointers currentTarget), otherwise false.

  Internal:
    - This member is internal (protected) and may be modified or removed in the future.
  Source - input/Pointer.js, line 806

#### reset()

  Resets the Pointer properties. Called by InputManager.reset when you perform a State change.

  Source - input/Pointer.js, line 1147

#### <internal> resetButtons()

  Resets the states of all the button booleans.

  Internal:
    - This member is internal (protected) and may be modified or removed in the future.
  Source - input/Pointer.js, line 416

#### resetMovement()

  Resets the movementX and movementY properties. Use in your update handler after retrieving the values.

  Source - input/Pointer.js, line 1177

#### start(event)

  Called when the Pointer is pressed onto the touchscreen.

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `event` | any | The DOM event from the browser.

  Source - input/Pointer.js, line 587

#### stop(event)

  Called when the Pointer leaves the touchscreen.

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `event` | MouseEvent | PointerEvent | TouchEvent | The event passed up from the input handler.

  Source - input/Pointer.js, line 958

#### swapTarget(newTarget, silent)

  This will change the `Pointer.targetObject` object to be the one provided.

  This allows you to have fine-grained control over which object the Pointer is targeting.

  Note that even if you set a new Target here, it is still able to be replaced by any other valid
  target during the next Pointer update.

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `newTarget` | Phaser.InputHandler |  |  | The new target for this Pointer. Note this is an `InputHandler`, so don't pass a Sprite, instead pass `sprite.input` to it.
  `silent` | boolean | <optional> | false | If true the new target AND the old one will NOT dispatch their `onInputOver` or `onInputOut` events.

  Source - input/Pointer.js, line 886

#### update()

  Called by the Input Manager.

  Source - input/Pointer.js, line 657

#### <internal> updateButtons(event)

  Called when the event.buttons property changes from zero.
  Contains a button bitmask.

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `event` | MouseEvent | The DOM event.

  Internal:
    - This member is internal (protected) and may be modified or removed in the future.
  Source - input/Pointer.js, line 527