Phaser Source: src/input/MSPointer.js

# Source: src/input/MSPointer.js

    /**
    * @author       Richard Davey <rich@photonstorm.com>
    * @copyright    2016 Photon Storm Ltd.
    * @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
    */

    /**
    * The MSPointer class handles Microsoft touch interactions with the game and the resulting Pointer objects.
    *
    * It will work only in Internet Explorer 10+ and Windows Store or Windows Phone 8 apps using JavaScript.
    * http://msdn.microsoft.com/en-us/library/ie/hh673557(v=vs.85).aspx
    *
    * You should not normally access this class directly, but instead use a Phaser.Pointer object which
    * normalises all game input for you including accurate button handling.
    *
    * Please note that at the current time of writing Phaser does not yet support chorded button interactions:
    * http://www.w3.org/TR/pointerevents/#chorded-button-interactions
    *
    * @class Phaser.MSPointer
    * @constructor
    * @param {Phaser.Game} game - A reference to the currently running game.
    */
    Phaser.MSPointer = function (game) {

        /**
        * @property {Phaser.Game} game - A reference to the currently running game.
        */
        this.game = game;

        /**
        * @property {Phaser.Input} input - A reference to the Phaser Input Manager.
        * @protected
        */
        this.input = game.input;

        /**
        * @property {object} callbackContext - The context under which callbacks are called (defaults to game).
        */
        this.callbackContext = this.game;

        /**
        * @property {function} pointerDownCallback - A callback that can be fired on a MSPointerDown event.
        */
        this.pointerDownCallback = null;

        /**
        * @property {function} pointerMoveCallback - A callback that can be fired on a MSPointerMove event.
        */
        this.pointerMoveCallback = null;

        /**
        * @property {function} pointerUpCallback - A callback that can be fired on a MSPointerUp event.
        */
        this.pointerUpCallback = null;

        /**
        * @property {boolean} capture - If true the Pointer events will have event.preventDefault applied to them, if false they will propagate fully.
        */
        this.capture = true;

        /**
        * This property was removed in Phaser 2.4 and should no longer be used.
        * Instead please see the Pointer button properties such as `Pointer.leftButton`, `Pointer.rightButton` and so on.
        * Or Pointer.button holds the DOM event button value if you require that.
        * @property {number} button
        */
        this.button = -1;

        /**
        * The browser MSPointer DOM event. Will be null if no event has ever been received.
        * Access this property only inside a Pointer event handler and do not keep references to it.
        * @property {MSPointerEvent|null} event
        * @default
        */
        this.event = null;

        /**
        * MSPointer input will only be processed if enabled.
        * @property {boolean} enabled
        * @default
        */
        this.enabled = true;

        /**
        * @property {function} _onMSPointerDown - Internal function to handle MSPointer events.
        * @private
        */
        this._onMSPointerDown = null;

        /**
        * @property {function} _onMSPointerMove - Internal function to handle MSPointer events.
        * @private
        */
        this._onMSPointerMove = null;

        /**
        * @property {function} _onMSPointerUp - Internal function to handle MSPointer events.
        * @private
        */
        this._onMSPointerUp = null;

        /**
        * @property {function} _onMSPointerUpGlobal - Internal function to handle MSPointer events.
        * @private
        */
        this._onMSPointerUpGlobal = null;

        /**
        * @property {function} _onMSPointerOut - Internal function to handle MSPointer events.
        * @private
        */
        this._onMSPointerOut = null;

        /**
        * @property {function} _onMSPointerOver - Internal function to handle MSPointer events.
        * @private
        */
        this._onMSPointerOver = null;

    };

    Phaser.MSPointer.prototype = {

        /**
        * Starts the event listeners running.
        * @method Phaser.MSPointer#start
        */
        start: function () {

            if (this._onMSPointerDown !== null)
            {
                //  Avoid setting multiple listeners
                return;
            }

            var _this = this;

            if (this.game.device.mspointer)
            {
                this._onMSPointerDown = function (event) {
                    return _this.onPointerDown(event);
                };

                this._onMSPointerMove = function (event) {
                    return _this.onPointerMove(event);
                };

                this._onMSPointerUp = function (event) {
                    return _this.onPointerUp(event);
                };

                this._onMSPointerUpGlobal = function (event) {
                    return _this.onPointerUpGlobal(event);
                };

                this._onMSPointerOut = function (event) {
                    return _this.onPointerOut(event);
                };

                this._onMSPointerOver = function (event) {
                    return _this.onPointerOver(event);
                };

                var canvas = this.game.canvas;

                canvas.addEventListener('MSPointerDown', this._onMSPointerDown, false);
                canvas.addEventListener('MSPointerMove', this._onMSPointerMove, false);
                canvas.addEventListener('MSPointerUp', this._onMSPointerUp, false);

                //  IE11+ uses non-prefix events
                canvas.addEventListener('pointerdown', this._onMSPointerDown, false);
                canvas.addEventListener('pointermove', this._onMSPointerMove, false);
                canvas.addEventListener('pointerup', this._onMSPointerUp, false);

                canvas.style['-ms-content-zooming'] = 'none';
                canvas.style['-ms-touch-action'] = 'none';

                if (!this.game.device.cocoonJS)
                {
                    window.addEventListener('MSPointerUp', this._onMSPointerUpGlobal, true);
                    canvas.addEventListener('MSPointerOver', this._onMSPointerOver, true);
                    canvas.addEventListener('MSPointerOut', this._onMSPointerOut, true);

                    //  IE11+ uses non-prefix events
                    window.addEventListener('pointerup', this._onMSPointerUpGlobal, true);
                    canvas.addEventListener('pointerover', this._onMSPointerOver, true);
                    canvas.addEventListener('pointerout', this._onMSPointerOut, true);
                }
            }

        },

        /**
        * The function that handles the PointerDown event.
        *
        * @method Phaser.MSPointer#onPointerDown
        * @param {PointerEvent} event - The native DOM event.
        */
        onPointerDown: function (event) {

            this.event = event;

            if (this.capture)
            {
                event.preventDefault();
            }

            if (this.pointerDownCallback)
            {
                this.pointerDownCallback.call(this.callbackContext, event);
            }

            if (!this.input.enabled || !this.enabled)
            {
                return;
            }

            event.identifier = event.pointerId;

            if (event.pointerType === 'mouse' || event.pointerType === 0x00000004)
            {
                this.input.mousePointer.start(event);
            }
            else
            {
                this.input.startPointer(event);
            }

        },

        /**
        * The function that handles the PointerMove event.
        * @method Phaser.MSPointer#onPointerMove
        * @param {PointerEvent} event - The native DOM event.
        */
        onPointerMove: function (event) {

            this.event = event;

            if (this.capture)
            {
                event.preventDefault();
            }

            if (this.pointerMoveCallback)
            {
                this.pointerMoveCallback.call(this.callbackContext, event);
            }

            if (!this.input.enabled || !this.enabled)
            {
                return;
            }

            event.identifier = event.pointerId;

            if (event.pointerType === 'mouse' || event.pointerType === 0x00000004)
            {
                this.input.mousePointer.move(event);
            }
            else
            {
                this.input.updatePointer(event);
            }

        },

        /**
        * The function that handles the PointerUp event.
        * @method Phaser.MSPointer#onPointerUp
        * @param {PointerEvent} event - The native DOM event.
        */
        onPointerUp: function (event) {

            this.event = event;

            if (this.capture)
            {
                event.preventDefault();
            }

            if (this.pointerUpCallback)
            {
                this.pointerUpCallback.call(this.callbackContext, event);
            }

            if (!this.input.enabled || !this.enabled)
            {
                return;
            }

            event.identifier = event.pointerId;

            if (event.pointerType === 'mouse' || event.pointerType === 0x00000004)
            {
                this.input.mousePointer.stop(event);
            }
            else
            {
                this.input.stopPointer(event);
            }

        },

        /**
        * The internal method that handles the mouse up event from the window.
        *
        * @method Phaser.MSPointer#onPointerUpGlobal
        * @param {PointerEvent} event - The native event from the browser. This gets stored in MSPointer.event.
        */
        onPointerUpGlobal: function (event) {

            if ((event.pointerType === 'mouse' || event.pointerType === 0x00000004) && !this.input.mousePointer.withinGame)
            {
                this.onPointerUp(event);
            }
            else
            {
                var pointer = this.input.getPointerFromIdentifier(event.identifier);

                if (pointer && pointer.withinGame)
                {
                    this.onPointerUp(event);
                }
            }

        },

        /**
        * The internal method that handles the pointer out event from the browser.
        *
        * @method Phaser.MSPointer#onPointerOut
        * @param {PointerEvent} event - The native event from the browser. This gets stored in MSPointer.event.
        */
        onPointerOut: function (event) {

            this.event = event;

            if (this.capture)
            {
                event.preventDefault();
            }

            if (event.pointerType === 'mouse' || event.pointerType === 0x00000004)
            {
                this.input.mousePointer.withinGame = false;
            }
            else
            {
                var pointer = this.input.getPointerFromIdentifier(event.identifier);

                if (pointer)
                {
                    pointer.withinGame = false;
                }
            }

            if (this.input.mouse.mouseOutCallback)
            {
                this.input.mouse.mouseOutCallback.call(this.input.mouse.callbackContext, event);
            }

            if (!this.input.enabled || !this.enabled)
            {
                return;
            }

            if (this.input.mouse.stopOnGameOut)
            {
                event['identifier'] = 0;

                if (pointer)
                {
                    pointer.stop(event);
                }
                else
                {
                    this.input.mousePointer.stop(event);
                }
            }

        },

        /**
        * The internal method that handles the pointer out event from the browser.
        *
        * @method Phaser.MSPointer#onPointerOut
        * @param {PointerEvent} event - The native event from the browser. This gets stored in MSPointer.event.
        */
        onPointerOver: function (event) {

            this.event = event;

            if (this.capture)
            {
                event.preventDefault();
            }

            if (event.pointerType === 'mouse' || event.pointerType === 0x00000004)
            {
                this.input.mousePointer.withinGame = true;
            }
            else
            {
                var pointer = this.input.getPointerFromIdentifier(event.identifier);

                if (pointer)
                {
                    pointer.withinGame = true;
                }
            }

            if (this.input.mouse.mouseOverCallback)
            {
                this.input.mouse.mouseOverCallback.call(this.input.mouse.callbackContext, event);
            }

        },

        /**
        * Stop the event listeners.
        * @method Phaser.MSPointer#stop
        */
        stop: function () {

            var canvas = this.game.canvas;

            canvas.removeEventListener('MSPointerDown', this._onMSPointerDown, false);
            canvas.removeEventListener('MSPointerMove', this._onMSPointerMove, false);
            canvas.removeEventListener('MSPointerUp', this._onMSPointerUp, false);

            //  IE11+ uses non-prefix events
            canvas.removeEventListener('pointerdown', this._onMSPointerDown, false);
            canvas.removeEventListener('pointermove', this._onMSPointerMove, false);
            canvas.removeEventListener('pointerup', this._onMSPointerUp, false);

            window.removeEventListener('MSPointerUp', this._onMSPointerUpGlobal, true);
            canvas.removeEventListener('MSPointerOver', this._onMSPointerOver, true);
            canvas.removeEventListener('MSPointerOut', this._onMSPointerOut, true);

            //  IE11+ uses non-prefix events
            window.removeEventListener('pointerup', this._onMSPointerUpGlobal, true);
            canvas.removeEventListener('pointerover', this._onMSPointerOver, true);
            canvas.removeEventListener('pointerout', this._onMSPointerOut, true);

        }

    };

    Phaser.MSPointer.prototype.constructor = Phaser.MSPointer;