Interactivity Added
-Interaction Manager added to pixi.js to enable mouse and touch interactivity. - Interactive example added to examples folder - docs updated - build file updated
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docs/files/pixi_InteractionManager.js.html
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483
docs/files/pixi_InteractionManager.js.html
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<li><a href="../classes/DisplayObjectContainer.html">DisplayObjectContainer</a></li>
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<li><a href="../classes/InteractionData.html">InteractionData</a></li>
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<li><a href="../classes/InteractionManager.html">InteractionManager</a></li>
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<h1 class="file-heading">File: pixi/InteractionManager.js</h1>
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<div class="file">
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<pre class="code prettyprint linenums">
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/**
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* @author Mat Groves http://matgroves.com/ @Doormat23
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*/
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/**
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The interaction manager deals with mouse and touch events. At this moment only Sprite's can be interactive.
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This manager also supports multitouch.
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@class InteractionManager
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@constructor
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@param stage {Stage}
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@type Stage
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*/
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PIXI.InteractionManager = function(stage)
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{
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/**
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* a refference to the stage
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* @property stage
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* @type Stage
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*/
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this.stage = stage;
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// helpers
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this.tempPoint = new PIXI.Point();
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this.tempMatrix = mat3.create();
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this.mouseoverEnabled = true;
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/**
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* the mouse data
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* @property mouse
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* @type InteractionData
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*/
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this.mouse = new PIXI.InteractionData();
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/**
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* an object that stores current touches (InteractionData) by id reference
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* @property touchs
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* @type Object
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*/
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this.touchs = {};
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//tiny little interactiveData pool!
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this.pool = [];
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this.interactiveItems = [];
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}
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// constructor
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PIXI.InteractionManager.constructor = PIXI.InteractionManager;
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/**
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* This method will disable rollover/rollout for ALL interactive items
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* You may wish to use this an optimization if your app does not require rollover/rollout funcitonality
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* @method disableMouseOver
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*/
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PIXI.InteractionManager.prototype.disableMouseOver = function()
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{
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if(!this.mouseoverEnabled)return;
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this.mouseoverEnabled = false;
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if(this.target)this.target.view.removeEventListener('mousemove', this.onMouseMove.bind(this));
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}
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/**
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* This method will enable rollover/rollout for ALL interactive items
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* It is enabled by default
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* @method enableMouseOver
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*/
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PIXI.InteractionManager.prototype.enableMouseOver = function()
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{
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if(this.mouseoverEnabled)return;
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this.mouseoverEnabled = false;
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if(this.target)this.target.view.addEventListener('mousemove', this.onMouseMove.bind(this));
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}
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PIXI.InteractionManager.prototype.collectInteractiveSprite = function(displayObject)
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{
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var children = displayObject.children;
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var length = children.length;
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for (var i = length - 1; i >= 0; i--)
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{
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var child = children[i];
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// only sprite's right now...
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if(child instanceof PIXI.Sprite)
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{
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if(child.interactive)this.interactiveItems.push(child);
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}
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else
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{
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// use this to optimize..
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if(!child.interactive)continue;
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}
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if(child.children.length > 0)
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{
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this.collectInteractiveSprite(child);
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}
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}
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}
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PIXI.InteractionManager.prototype.setTarget = function(target)
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{
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this.target = target;
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if(this.mouseoverEnabled)target.view.addEventListener('mousemove', this.onMouseMove.bind(this), true);
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target.view.addEventListener('mousedown', this.onMouseDown.bind(this), true);
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target.view.addEventListener('mouseup', this.onMouseUp.bind(this), true);
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target.view.addEventListener('mouseout', this.onMouseUp.bind(this), true);
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// aint no multi touch just yet!
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target.view.addEventListener("touchstart", this.onTouchStart.bind(this), true);
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target.view.addEventListener("touchend", this.onTouchEnd.bind(this), true);
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target.view.addEventListener("touchmove", this.onTouchMove.bind(this), true);
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}
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PIXI.InteractionManager.prototype.hitTest = function(interactionData)
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{
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if(this.dirty)
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{
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this.dirty = false;
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this.interactiveItems = [];
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// go through and collect all the objects that are interactive..
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this.collectInteractiveSprite(this.stage);
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}
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var tempPoint = this.tempPoint;
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var tempMatrix = this.tempMatrix;
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var global = interactionData.global;
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var length = this.interactiveItems.length;
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for (var i = 0; i < length; i++)
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{
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var item = this.interactiveItems[i];
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if(!item.visible)continue;
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// TODO this could do with some optimizing!
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// maybe store the inverse?
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// or do a lazy check first?
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//mat3.inverse(item.worldTransform, tempMatrix);
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//tempPoint.x = tempMatrix[0] * global.x + tempMatrix[1] * global.y + tempMatrix[2];
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//tempPoint.y = tempMatrix[4] * global.y + tempMatrix[3] * global.x + tempMatrix[5];
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// OPTIMIZED! assuming the matrix transform is affine.. which it totally shold be!
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var worldTransform = item.worldTransform;
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var a00 = worldTransform[0], a01 = worldTransform[1], a02 = worldTransform[2],
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a10 = worldTransform[3], a11 = worldTransform[4], a12 = worldTransform[5],
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id = 1 / (a00 * a11 + a01 * -a10);
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tempPoint.x = a11 * id * global.x + -a01 * id * global.y + (a12 * a01 - a02 * a11) * id;
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tempPoint.y = a00 * id * global.y + -a10 * id * global.x + (-a12 * a00 + a02 * a10) * id;
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var x1 = -item.width * item.anchor.x
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if(tempPoint.x > x1 && tempPoint.x < x1 + item.width)
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{
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var y1 = -item.height * item.anchor.y;
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if(tempPoint.y > y1 && tempPoint.y < y1 + item.height)
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{
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interactionData.local.x = tempPoint.x;
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interactionData.local.y = tempPoint.y;
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return item;
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}
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}
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}
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return null;
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}
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PIXI.InteractionManager.prototype.onMouseMove = function(event)
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{
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event.preventDefault();
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// TODO optimize by not check EVERY TIME! maybe half as often? //
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var rect = this.target.view.getBoundingClientRect();
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this.mouse.global.x = (event.clientX - rect.left) * (this.target.width / rect.width);
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this.mouse.global.y = (event.clientY - rect.top) * ( this.target.height / rect.height);
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var item = this.hitTest(this.mouse);
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if(this.currentOver != item)
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{
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if(this.currentOver)
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{
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if(this.currentOver.mouseout)this.currentOver.mouseout(this.mouse);
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this.currentOver = null;
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}
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this.target.view.style.cursor = "default";
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}
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if(item)
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{
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if(this.currentOver == item)return;
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this.currentOver = item;
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this.target.view.style.cursor = "pointer";
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if(item.mouseover)item.mouseover(this.mouse);
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}
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}
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PIXI.InteractionManager.prototype.onMouseDown = function(event)
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{
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var rect = this.target.view.getBoundingClientRect();
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this.mouse.global.x = (event.clientX - rect.left) * (this.target.width / rect.width);
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this.mouse.global.y = (event.clientY - rect.top) * (this.target.height / rect.height);
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var item = this.hitTest(this.mouse);
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if(item)
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{
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this.currentDown = item;
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if(item.mousedown)item.mousedown(this.mouse);
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}
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}
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PIXI.InteractionManager.prototype.onMouseUp = function(event)
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{
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if(this.currentDown)
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{
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if(this.currentDown.mouseup)this.currentDown.mouseup(this.mouse);
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if(this.currentOver == this.currentDown)if(this.currentDown.click)this.currentDown.click(this.mouse);
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this.currentDown = null;
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}
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}
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PIXI.InteractionManager.prototype.onTouchMove = function(event)
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{
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event.preventDefault();
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var rect = this.target.view.getBoundingClientRect();
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var changedTouches = event.changedTouches;
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for (var i=0; i < changedTouches.length; i++)
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{
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var touchEvent = changedTouches[i];
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var touchData = this.touchs[touchEvent.identifier];
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// update the touch position
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touchData.global.x = (touchEvent.clientX - rect.left) * (this.target.width / rect.width);
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touchData.global.y = (touchEvent.clientY - rect.top) * (this.target.height / rect.height);
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}
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}
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PIXI.InteractionManager.prototype.onTouchStart = function(event)
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{
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event.preventDefault();
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var rect = this.target.view.getBoundingClientRect();
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var changedTouches = event.changedTouches;
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for (var i=0; i < changedTouches.length; i++)
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{
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var touchEvent = changedTouches[i];
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var touchData = this.pool.pop();
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if(!touchData)touchData = new PIXI.InteractionData();
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this.touchs[touchEvent.identifier] = touchData;
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touchData.global.x = (touchEvent.clientX - rect.left) * (this.target.width / rect.width);
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touchData.global.y = (touchEvent.clientY - rect.top) * (this.target.height / rect.height);
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var item = this.hitTest(touchData);
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if(item)
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{
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touchData.currentDown = item;
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if(item.touchstart)item.touchstart(touchData);
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}
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}
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}
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PIXI.InteractionManager.prototype.onTouchEnd = function(event)
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{
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event.preventDefault();
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var rect = this.target.view.getBoundingClientRect();
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var changedTouches = event.changedTouches;
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for (var i=0; i < changedTouches.length; i++)
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{
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var touchEvent = changedTouches[i];
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var touchData = this.touchs[touchEvent.identifier];
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touchData.global.x = (touchEvent.clientX - rect.left) * (this.target.width / rect.width);
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touchData.global.y = (touchEvent.clientY - rect.top) * (this.target.height / rect.height);
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if(touchData.currentDown)
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{
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if(touchData.currentDown.touchend)touchData.currentDown.touchend(touchData);
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var item = this.hitTest(touchData);
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if(item == touchData.currentDown)
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{
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if(touchData.currentDown.tap)touchData.currentDown.tap(touchData);
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}
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touchData.currentDown = null;
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}
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// remove the touch..
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this.pool.push(touchData);
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this.touchs[touchEvent.identifier] = null;
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}
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}
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/**
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@class InteractionData
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@constructor
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*/
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PIXI.InteractionData = function()
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{
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/**
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* This point stores the global coords of where the touch/mouse event happened
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* @property global
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* @type Point
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*/
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this.global = new PIXI.Point();
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/**
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* This point stores the local coords of where the touch/mouse event happened
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* @property local
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* @type Point
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*/
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this.local = new PIXI.Point();
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}
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// constructor
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PIXI.InteractionData.constructor = PIXI.InteractionData;
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</pre>
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