#

API Docs for: 1.4.3
Show: Inherited Protected Private Deprecated

# File: src/pixi/InteractionManager.js

    /**
     * @author Mat Groves http://matgroves.com/ @Doormat23
     */

     /**
     * The interaction manager deals with mouse and touch events. Any DisplayObject can be interactive
     * This manager also supports multitouch.
     *
     * @class InteractionManager
     * @constructor
     * @param stage {Stage} The stage to handle interactions
     */
    PIXI.InteractionManager = function(stage)
    {
        /**
         * a reference to the stage
         *
         * @property stage
         * @type Stage
         */
        this.stage = stage;

        /**
         * 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 = {};

        // helpers
        this.tempPoint = new PIXI.Point();
        //this.tempMatrix =  mat3.create();

        this.mouseoverEnabled = true;

        //tiny little interactiveData pool!
        this.pool = [];

        this.interactiveItems = [];
        this.interactionDOMElement = null;

        //this will make it so that you dont have to call bind all the time
        this.onMouseMove = this.onMouseMove.bind( this );
        this.onMouseDown = this.onMouseDown.bind(this);
        this.onMouseOut = this.onMouseOut.bind(this);
        this.onMouseUp = this.onMouseUp.bind(this);

        this.onTouchStart = this.onTouchStart.bind(this);
        this.onTouchEnd = this.onTouchEnd.bind(this);
        this.onTouchMove = this.onTouchMove.bind(this);
        this.last = 0;
    };

    // constructor
    PIXI.InteractionManager.prototype.constructor = PIXI.InteractionManager;

    /**
     * Collects an interactive sprite recursively to have their interactions managed
     *
     * @method collectInteractiveSprite
     * @param displayObject {DisplayObject} the displayObject to collect
     * @param iParent {DisplayObject}
     * @private
     */
    PIXI.InteractionManager.prototype.collectInteractiveSprite = function(displayObject, iParent)
    {
        var children = displayObject.children;
        var length = children.length;

        /// make an interaction tree... {item.__interactiveParent}
        for (var i = length-1; i >= 0; i--)
        {
            var child = children[i];

    //      if(child.visible) {
            // push all interactive bits
            if(child.interactive)
            {
                iParent.interactiveChildren = true;
                //child.__iParent = iParent;
                this.interactiveItems.push(child);

                if(child.children.length > 0)
                {
                    this.collectInteractiveSprite(child, child);
                }
            }
            else
            {
                child.__iParent = null;

                if(child.children.length > 0)
                {
                    this.collectInteractiveSprite(child, iParent);
                }
            }
    //      }
        }
    };

    /**
     * Sets the target for event delegation
     *
     * @method setTarget
     * @param target {WebGLRenderer|CanvasRenderer} the renderer to bind events to
     * @private
     */
    PIXI.InteractionManager.prototype.setTarget = function(target)
    {
        this.target = target;

        //check if the dom element has been set. If it has don't do anything
        if( this.interactionDOMElement === null ) {

            this.setTargetDomElement( target.view );
        }

        document.body.addEventListener('mouseup',  this.onMouseUp, true);
    };

    /**
     * Sets the dom element which will receive mouse/touch events. This is useful for when you have other DOM
     * elements ontop of the renderers Canvas element. With this you'll be able to delegate another dom element
     * to receive those events
     *
     * @method setTargetDomElement
     * @param domElement {DOMElement} the dom element which will receive mouse and touch events
     * @private
     */
    PIXI.InteractionManager.prototype.setTargetDomElement = function(domElement)
    {
        //remove previouse listeners
        if( this.interactionDOMElement !== null )
        {
            this.interactionDOMElement.style['-ms-content-zooming'] = '';
            this.interactionDOMElement.style['-ms-touch-action'] = '';

            this.interactionDOMElement.removeEventListener('mousemove',  this.onMouseMove, true);
            this.interactionDOMElement.removeEventListener('mousedown',  this.onMouseDown, true);
            this.interactionDOMElement.removeEventListener('mouseout',   this.onMouseOut, true);

            // aint no multi touch just yet!
            this.interactionDOMElement.removeEventListener('touchstart', this.onTouchStart, true);
            this.interactionDOMElement.removeEventListener('touchend', this.onTouchEnd, true);
            this.interactionDOMElement.removeEventListener('touchmove', this.onTouchMove, true);
        }

        if (window.navigator.msPointerEnabled)
        {
            // time to remove some of that zoom in ja..
            domElement.style['-ms-content-zooming'] = 'none';
            domElement.style['-ms-touch-action'] = 'none';

            // DO some window specific touch!
        }

        this.interactionDOMElement = domElement;

        domElement.addEventListener('mousemove',  this.onMouseMove, true);
        domElement.addEventListener('mousedown',  this.onMouseDown, true);
        domElement.addEventListener('mouseout',   this.onMouseOut, true);

        // aint no multi touch just yet!
        domElement.addEventListener('touchstart', this.onTouchStart, true);
        domElement.addEventListener('touchend', this.onTouchEnd, true);
        domElement.addEventListener('touchmove', this.onTouchMove, true);
    };

    /**
     * updates the state of interactive objects
     *
     * @method update
     * @private
     */
    PIXI.InteractionManager.prototype.update = function()
    {
        if(!this.target)return;

        // frequency of 30fps??
        var now = Date.now();
        var diff = now - this.last;
        diff = (diff * PIXI.INTERACTION_FREQUENCY ) / 1000;
        if(diff < 1)return;
        this.last = now;
        //

        var i = 0;

        // ok.. so mouse events??
        // yes for now :)
        // OPTIMISE - how often to check??
        if(this.dirty)
        {
            this.dirty = false;

            var len = this.interactiveItems.length;

            for (i = 0; i < len; i++) {
                this.interactiveItems[i].interactiveChildren = false;
            }

            this.interactiveItems = [];

            if(this.stage.interactive)this.interactiveItems.push(this.stage);
            // go through and collect all the objects that are interactive..
            this.collectInteractiveSprite(this.stage, this.stage);
        }

        // loop through interactive objects!
        var length = this.interactiveItems.length;

        this.interactionDOMElement.style.cursor = 'inherit';

        var over = false;

        for (i = 0; i < length; i++)
        {
            var item = this.interactiveItems[i];

            //if(!item.visible)continue;

            // OPTIMISATION - only calculate every time if the mousemove function exists..
            // OK so.. does the object have any other interactive functions?
            // hit-test the clip!
           // if(item.mouseover || item.mouseout || item.buttonMode)
           // {
            // ok so there are some functions so lets hit test it..
            item.__hit = this.hitTest(item, this.mouse);
            this.mouse.target = item;
            // ok so deal with interactions..
            // looks like there was a hit!
            if(item.__hit && !over)
            {
                if(item.buttonMode) this.interactionDOMElement.style.cursor = item.defaultCursor;

                if(!item.interactiveChildren)over = true;

                if(!item.__isOver)
                {

                    if(item.mouseover)item.mouseover(this.mouse);
                    item.__isOver = true;

                    // just the one!
                    //break;

                }
                //break;
            }
            else
            {
                if(item.__isOver)
                {
                    // roll out!
                    if(item.mouseout)item.mouseout(this.mouse);
                    item.__isOver = false;
                }
            }
         //   }
            // --->
        }
    };

    /**
     * Is called when the mouse moves across the renderer element
     *
     * @method onMouseMove
     * @param event {Event} The DOM event of the mouse moving
     * @private
     */
    PIXI.InteractionManager.prototype.onMouseMove = function(event)
    {
        this.mouse.originalEvent = event || window.event; //IE uses window.event
        // TODO optimize by not check EVERY TIME! maybe half as often? //
        var rect = this.interactionDOMElement.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 length = this.interactiveItems.length;

        for (var i = 0; i < length; i++)
        {
            var item = this.interactiveItems[i];

            if(item.mousemove)
            {
                //call the function!
                item.mousemove(this.mouse);
            }
        }
    };

    /**
     * Is called when the mouse button is pressed down on the renderer element
     *
     * @method onMouseDown
     * @param event {Event} The DOM event of a mouse button being pressed down
     * @private
     */
    PIXI.InteractionManager.prototype.onMouseDown = function(event)
    {
        this.mouse.originalEvent = event || window.event; //IE uses window.event

        if(PIXI.AUTO_PREVENT_DEFULT)this.mouse.originalEvent.preventDefault();

        // loop through interaction tree...
        // hit test each item! ->
        // get interactive items under point??
        //stage.__i
        var length = this.interactiveItems.length;

        // while
        // hit test
        for (var i = 0; i < length; i++)
        {
            var item = this.interactiveItems[i];

            if(item.mousedown || item.click)
            {
                item.__mouseIsDown = true;
                item.__hit = this.hitTest(item, this.mouse);

                if(item.__hit)
                {
                    //call the function!
                    if(item.mousedown)item.mousedown(this.mouse);
                    item.__isDown = true;

                    // just the one!
                    if(!item.interactiveChildren)break;
                }
            }
        }
    };

    PIXI.InteractionManager.prototype.onMouseOut = function()
    {
        var length = this.interactiveItems.length;

        this.interactionDOMElement.style.cursor = 'inherit';

        for (var i = 0; i < length; i++)
        {
            var item = this.interactiveItems[i];

            if(item.__isOver)
            {
                this.mouse.target = item;
                if(item.mouseout)item.mouseout(this.mouse);
                item.__isOver = false;
            }
        }
    };

    /**
     * Is called when the mouse button is released on the renderer element
     *
     * @method onMouseUp
     * @param event {Event} The DOM event of a mouse button being released
     * @private
     */
    PIXI.InteractionManager.prototype.onMouseUp = function(event)
    {

        this.mouse.originalEvent = event || window.event; //IE uses window.event

        var length = this.interactiveItems.length;
        var up = false;

        for (var i = 0; i < length; i++)
        {
            var item = this.interactiveItems[i];

            //if(item.mouseup || item.mouseupoutside || item.click)
            //{
            item.__hit = this.hitTest(item, this.mouse);

            if(item.__hit && !up)
            {
                //call the function!
                if(item.mouseup)
                {
                    item.mouseup(this.mouse);
                }
                if(item.__isDown)
                {
                    if(item.click)item.click(this.mouse);
                }

                if(!item.interactiveChildren)up = true;
            }
            else
            {
                if(item.__isDown)
                {
                    if(item.mouseupoutside)item.mouseupoutside(this.mouse);
                }
            }

            item.__isDown = false;
            //}
        }
    };

    /**
     * Tests if the current mouse coords hit a sprite
     *
     * @method hitTest
     * @param item {DisplayObject} The displayObject to test for a hit
     * @param interactionData {InteractionData} The interactionData object to update in the case of a hit
     * @private
     */
    PIXI.InteractionManager.prototype.hitTest = function(item, interactionData)
    {
        var global = interactionData.global;

        if( !item.worldVisible )return false;

        // temp fix for if the element is in a non visible

        var isSprite = (item instanceof PIXI.Sprite),
            worldTransform = item.worldTransform,
            a00 = worldTransform[0], a01 = worldTransform[1], a02 = worldTransform[2],
            a10 = worldTransform[3], a11 = worldTransform[4], a12 = worldTransform[5],
            id = 1 / (a00 * a11 + a01 * -a10),
            x = a11 * id * global.x + -a01 * id * global.y + (a12 * a01 - a02 * a11) * id,
            y = a00 * id * global.y + -a10 * id * global.x + (-a12 * a00 + a02 * a10) * id;

        interactionData.target = item;

        //a sprite or display object with a hit area defined
        if(item.hitArea && item.hitArea.contains) {
            if(item.hitArea.contains(x, y)) {
                //if(isSprite)
                interactionData.target = item;

                return true;
            }

            return false;
        }
        // a sprite with no hitarea defined
        else if(isSprite)
        {
            var width = item.texture.frame.width,
                height = item.texture.frame.height,
                x1 = -width * item.anchor.x,
                y1;

            if(x > x1 && x < x1 + width)
            {
                y1 = -height * item.anchor.y;

                if(y > y1 && y < y1 + height)
                {
                    // set the target property if a hit is true!
                    interactionData.target = item;
                    return true;
                }
            }
        }

        var length = item.children.length;

        for (var i = 0; i < length; i++)
        {
            var tempItem = item.children[i];
            var hit = this.hitTest(tempItem, interactionData);
            if(hit)
            {
                // hmm.. TODO SET CORRECT TARGET?
                interactionData.target = item;
                return true;
            }
        }

        return false;
    };

    /**
     * Is called when a touch is moved across the renderer element
     *
     * @method onTouchMove
     * @param event {Event} The DOM event of a touch moving across the renderer view
     * @private
     */
    PIXI.InteractionManager.prototype.onTouchMove = function(event)
    {
        var rect = this.interactionDOMElement.getBoundingClientRect();
        var changedTouches = event.changedTouches;
        var touchData;
        var i = 0;

        for (i = 0; i < changedTouches.length; i++)
        {
            var touchEvent = changedTouches[i];
            touchData = this.touchs[touchEvent.identifier];
            touchData.originalEvent =  event || window.event;

            // 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);
            if(navigator.isCocoonJS) {
                touchData.global.x = touchEvent.clientX;
                touchData.global.y = touchEvent.clientY;
            }
        }

        var length = this.interactiveItems.length;
        for (i = 0; i < length; i++)
        {
            var item = this.interactiveItems[i];
            if(item.touchmove)
                item.touchmove(touchData);
        }
    };

    /**
     * Is called when a touch is started on the renderer element
     *
     * @method onTouchStart
     * @param event {Event} The DOM event of a touch starting on the renderer view
     * @private
     */
    PIXI.InteractionManager.prototype.onTouchStart = function(event)
    {
        var rect = this.interactionDOMElement.getBoundingClientRect();

        if(PIXI.AUTO_PREVENT_DEFULT)event.preventDefault();

        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();

            touchData.originalEvent =  event || window.event;

            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);
            if(navigator.isCocoonJS) {
                touchData.global.x = touchEvent.clientX;
                touchData.global.y = touchEvent.clientY;
            }

            var length = this.interactiveItems.length;

            for (var j = 0; j < length; j++)
            {
                var item = this.interactiveItems[j];

                if(item.touchstart || item.tap)
                {
                    item.__hit = this.hitTest(item, touchData);

                    if(item.__hit)
                    {
                        //call the function!
                        if(item.touchstart)item.touchstart(touchData);
                        item.__isDown = true;
                        item.__touchData = touchData;

                        if(!item.interactiveChildren)break;
                    }
                }
            }
        }
    };

    /**
     * Is called when a touch is ended on the renderer element
     *
     * @method onTouchEnd
     * @param event {Event} The DOM event of a touch ending on the renderer view
     * @private
     */
    PIXI.InteractionManager.prototype.onTouchEnd = function(event)
    {
        //this.mouse.originalEvent = event || window.event; //IE uses window.event
        var rect = this.interactionDOMElement.getBoundingClientRect();
        var changedTouches = event.changedTouches;

        for (var i=0; i < changedTouches.length; i++)
        {
            var touchEvent = changedTouches[i];
            var touchData = this.touchs[touchEvent.identifier];
            var up = false;
            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(navigator.isCocoonJS) {
                touchData.global.x = touchEvent.clientX;
                touchData.global.y = touchEvent.clientY;
            }

            var length = this.interactiveItems.length;
            for (var j = 0; j < length; j++)
            {
                var item = this.interactiveItems[j];
                var itemTouchData = item.__touchData; // <-- Here!
                item.__hit = this.hitTest(item, touchData);

                if(itemTouchData === touchData)
                {
                    // so this one WAS down...
                    touchData.originalEvent = event || window.event;
                    // hitTest??

                    if(item.touchend || item.tap)
                    {
                        if(item.__hit && !up)
                        {
                            if(item.touchend)item.touchend(touchData);
                            if(item.__isDown)
                            {
                                if(item.tap)item.tap(touchData);
                            }

                            if(!item.interactiveChildren)up = true;
                        }
                        else
                        {
                            if(item.__isDown)
                            {
                                if(item.touchendoutside)item.touchendoutside(touchData);
                            }
                        }

                        item.__isDown = false;
                    }

                    item.__touchData = null;

                }
                /*
                else
                {

                }
                */
            }
            // remove the touch..
            this.pool.push(touchData);
            this.touchs[touchEvent.identifier] = null;
        }
    };

    /**
     * Holds all information related to an Interaction event
     *
     * @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 is here for legacy... but will remove
        this.local = new PIXI.Point();

        /**
         * The target Sprite that was interacted with
         *
         * @property target
         * @type Sprite
         */
        this.target = null;

        /**
         * When passed to an event handler, this will be the original DOM Event that was captured
         *
         * @property originalEvent
         * @type Event
         */
        this.originalEvent = null;
    };

    /**
     * This will return the local coords of the specified displayObject for this InteractionData
     *
     * @method getLocalPosition
     * @param displayObject {DisplayObject} The DisplayObject that you would like the local coords off
     * @return {Point} A point containing the coords of the InteractionData position relative to the DisplayObject
     */
    PIXI.InteractionData.prototype.getLocalPosition = function(displayObject)
    {
        var worldTransform = displayObject.worldTransform;
        var global = this.global;

        // do a cheeky transform to get the mouse coords;
        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);
        // set the mouse coords...
        return new PIXI.Point(a11 * id * global.x + -a01 * id * global.y + (a12 * a01 - a02 * a11) * id,
                                   a00 * id * global.y + -a10 * id * global.x + (-a12 * a00 + a02 * a10) * id);
    };

    // constructor
    PIXI.InteractionData.prototype.constructor = PIXI.InteractionData;