scratch-vm/src/io/mouse.js

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const MathUtil = require('../util/math-util');
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class Mouse {
constructor (runtime) {
this._x = 0;
this._y = 0;
this._isDown = false;
/**
* Reference to the owning Runtime.
* Can be used, for example, to activate hats.
* @type{!Runtime}
*/
this.runtime = runtime;
}
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/**
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* Activate "event_whenthisspriteclicked" hats if needed.
* @param {number} x X position to be sent to the renderer.
* @param {number} y Y position to be sent to the renderer.
* @private
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*/
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_activateClickHats (x, y) {
if (this.runtime.renderer) {
const drawableID = this.runtime.renderer.pick(x, y);
for (let i = 0; i < this.runtime.targets.length; i++) {
const target = this.runtime.targets[i];
if (target.hasOwnProperty('drawableID') &&
target.drawableID === drawableID) {
this.runtime.startHats('event_whenthisspriteclicked',
null, target);
return;
}
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}
}
}
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/**
* Mouse DOM event handler.
* @param {object} data Data from DOM event.
*/
postData (data) {
if (data.x) {
this._x = data.x - data.canvasWidth / 2;
}
if (data.y) {
this._y = data.y - data.canvasHeight / 2;
}
if (typeof data.isDown !== 'undefined') {
this._isDown = data.isDown;
if (!this._isDown) {
this._activateClickHats(data.x, data.y);
}
}
}
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/**
* Get the X position of the mouse.
* @return {number} Clamped X position of the mouse cursor.
*/
getX () {
return MathUtil.clamp(this._x, -240, 240);
}
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/**
* Get the Y position of the mouse.
* @return {number} Clamped Y position of the mouse cursor.
*/
getY () {
return MathUtil.clamp(-this._y, -180, 180);
}
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/**
* Get the down state of the mouse.
* @return {boolean} Is the mouse down?
*/
getIsDown () {
return this._isDown;
}
}
module.exports = Mouse;