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removed engine.input, removed Engine mouse events, added MouseConstraint mouse events

This commit is contained in:
liabru 2014-06-21 17:44:25 +01:00
parent ca978fa8c4
commit fb5d899086
4 changed files with 76 additions and 76 deletions

View file

@ -161,7 +161,7 @@
World.add(_engine.world, [ground, pyramid, ground2, pyramid2, rock, elastic]);
Events.on(_engine, 'tick', function(event) {
if (_engine.input.mouse.button === -1 && (rock.position.x > 190 || rock.position.y < 430)) {
if (_mouseConstraint.mouse.button === -1 && (rock.position.x > 190 || rock.position.y < 430)) {
rock = Bodies.polygon(170, 450, 7, 20, rockOptions);
World.add(_engine.world, rock);
elastic.bodyB = rock;
@ -340,7 +340,7 @@
_sceneEvents.push(
Events.on(_engine, 'beforeTick', function() {
var world = _engine.world,
mouse = _engine.input.mouse,
mouse = _mouseConstraint.mouse,
render = _engine.render,
translate;
@ -1085,7 +1085,7 @@
_sceneEvents.push(
// an example of using mouse events on an engine.input.mouse
Events.on(_engine, 'mousedown', function(event) {
Events.on(_mouseConstraint, 'mousedown', function(event) {
var mousePosition = event.mouse.position;
console.log('mousedown at ' + mousePosition.x + ' ' + mousePosition.y);
_engine.render.options.background = 'cornsilk';
@ -1097,7 +1097,7 @@
_sceneEvents.push(
// an example of using mouse events on an engine.input.mouse
Events.on(_engine, 'mouseup', function(event) {
Events.on(_mouseConstraint, 'mouseup', function(event) {
var mousePosition = event.mouse.position;
_engine.render.options.background = "white";
console.log('mouseup at ' + mousePosition.x + ' ' + mousePosition.y);
@ -1186,7 +1186,7 @@
_sceneEvents.push(
Events.on(_engine, 'afterRender', function() {
var mouse = _engine.input.mouse,
var mouse = _mouseConstraint.mouse,
context = _engine.render.context,
bodies = Composite.allBodies(_engine.world),
startPoint = { x: 400, y: 100 },
@ -1329,6 +1329,12 @@
// clear all scene events
for (var i = 0; i < _sceneEvents.length; i++)
Events.off(_engine, _sceneEvents[i]);
if (_mouseConstraint.events) {
for (var i = 0; i < _sceneEvents.length; i++)
Events.off(_mouseConstraint, _sceneEvents[i]);
}
_sceneEvents = [];
// reset id pool
@ -1338,8 +1344,8 @@
Common._seed = 0;
// reset mouse offset and scale (only required for Demo.views)
Mouse.setScale(_engine.input.mouse, { x: 1, y: 1 });
Mouse.setOffset(_engine.input.mouse, { x: 0, y: 0 });
Mouse.setScale(_mouseConstraint.mouse, { x: 1, y: 1 });
Mouse.setOffset(_mouseConstraint.mouse, { x: 0, y: 0 });
_engine.enableSleeping = false;
_engine.world.gravity.y = 1;

View file

@ -22,7 +22,7 @@ var MouseConstraint = {};
* @return {MouseConstraint} A new MouseConstraint
*/
MouseConstraint.create = function(engine, options) {
var mouse = engine.input.mouse;
var mouse = (options && options.mouse) || Mouse.create(engine.render.canvas);
var constraint = Constraint.create({
label: 'Mouse Constraint',
@ -50,6 +50,7 @@ var MouseConstraint = {};
Events.on(engine, 'tick', function(event) {
var allBodies = Composite.allBodies(engine.world);
MouseConstraint.update(mouseConstraint, allBodies);
_triggerEvents(mouseConstraint);
});
return mouseConstraint;
@ -91,6 +92,65 @@ var MouseConstraint = {};
}
};
/**
* Triggers mouse constraint events
* @method _triggerEvents
* @private
* @param {mouse} mouse
*/
var _triggerEvents = function(mouseConstraint) {
var mouse = mouseConstraint.mouse,
mouseEvents = mouse.sourceEvents;
if (mouseEvents.mousemove)
Events.trigger(mouseConstraint, 'mousemove', { mouse: mouse });
if (mouseEvents.mousedown)
Events.trigger(mouseConstraint, 'mousedown', { mouse: mouse });
if (mouseEvents.mouseup)
Events.trigger(mouseConstraint, 'mouseup', { mouse: mouse });
// reset the mouse state ready for the next step
Mouse.clearSourceEvents(mouse);
};
/*
*
* Events Documentation
*
*/
/**
* Fired when the mouse has moved (or a touch moves) during the last step
*
* @event mousemove
* @param {} event An event object
* @param {mouse} event.mouse The engine's mouse instance
* @param {} event.source The source object of the event
* @param {} event.name The name of the event
*/
/**
* Fired when the mouse is down (or a touch has started) during the last step
*
* @event mousedown
* @param {} event An event object
* @param {mouse} event.mouse The engine's mouse instance
* @param {} event.source The source object of the event
* @param {} event.name The name of the event
*/
/**
* Fired when the mouse is up (or a touch has ended) during the last step
*
* @event mouseup
* @param {} event An event object
* @param {mouse} event.mouse The engine's mouse instance
* @param {} event.source The source object of the event
* @param {} event.name The name of the event
*/
/*
*
* Properties Documentation
@ -106,11 +166,11 @@ var MouseConstraint = {};
*/
/**
* The `Mouse` instance in use.
* The `Mouse` instance in use. If not supplied in `MouseConstraint.create`, one will be created.
*
* @property mouse
* @type mouse
* @default engine.input.mouse
* @default mouse
*/
/**

View file

@ -42,7 +42,6 @@ var Engine = {};
constraintIterations: 2,
enableSleeping: false,
timeScale: 1,
input: {},
events: [],
timing: {
fps: _fps,
@ -66,7 +65,6 @@ var Engine = {};
engine.world = World.create(engine.world);
engine.pairs = Pairs.create();
engine.metrics = engine.metrics || Metrics.create();
engine.input.mouse = engine.input.mouse || Mouse.create(engine.render.canvas);
engine.broadphase = engine.broadphase || {
current: 'grid',
@ -167,7 +165,6 @@ var Engine = {};
// trigger events that may have occured during the step
_triggerCollisionEvents(engine);
_triggerMouseEvents(engine);
// render
Engine.render(engine);
@ -341,38 +338,6 @@ var Engine = {};
}
};
/**
* Triggers mouse events
* @method _triggerMouseEvents
* @private
* @param {engine} engine
*/
var _triggerMouseEvents = function(engine) {
var mouse = engine.input.mouse,
mouseEvents = mouse.sourceEvents;
if (mouseEvents.mousemove) {
Events.trigger(engine, 'mousemove', {
mouse: mouse
});
}
if (mouseEvents.mousedown) {
Events.trigger(engine, 'mousedown', {
mouse: mouse
});
}
if (mouseEvents.mouseup) {
Events.trigger(engine, 'mouseup', {
mouse: mouse
});
}
// reset the mouse state ready for the next step
Mouse.clearSourceEvents(mouse);
};
/**
* Triggers collision events
* @method _triggerMouseEvents
@ -477,36 +442,6 @@ var Engine = {};
* @param {} event.name The name of the event
*/
/**
* Fired when the mouse has moved (or a touch moves) during the last step
*
* @event mousemove
* @param {} event An event object
* @param {mouse} event.mouse The engine's mouse instance
* @param {} event.source The source object of the event
* @param {} event.name The name of the event
*/
/**
* Fired when the mouse is down (or a touch has started) during the last step
*
* @event mousedown
* @param {} event An event object
* @param {mouse} event.mouse The engine's mouse instance
* @param {} event.source The source object of the event
* @param {} event.name The name of the event
*/
/**
* Fired when the mouse is up (or a touch has ended) during the last step
*
* @event mouseup
* @param {} event An event object
* @param {mouse} event.mouse The engine's mouse instance
* @param {} event.source The source object of the event
* @param {} event.name The name of the event
*/
/**
* Fired after engine update, provides a list of all pairs that have started to collide in the current tick (if any)
*

View file

@ -770,7 +770,6 @@ var Render = {};
*/
Render.inspector = function(inspector, context) {
var engine = inspector.engine,
mouse = engine.input.mouse,
selected = inspector.selected,
c = context,
render = engine.render,