send events too

beta.r3js.org
-=yb4f310 2017-09-28 12:03:59 +02:00
parent 133022feff
commit 24b9212247
1 changed files with 8 additions and 14 deletions

View File

@ -63,17 +63,8 @@ GameLib.System.Input.prototype.start = function() {
this.mouseControls = GameLib.EntityManager.Instance.queryComponents(GameLib.D3.Controls.Mouse);
/**
* If we have editor controls - start behaving like it...
* If we have touch controls - inject them first so we can override editor controls if necessary
*/
if (this.editorControls.length > 0) {
}
if (this.touchControls.length > 0) {
this.touchControls.map(
@ -101,9 +92,8 @@ GameLib.System.Input.prototype.start = function() {
);
}.bind(this)
)
} else if (
this.editorControls.length > 0
) {
} else if (this.editorControls.length > 0) {
this.renderers = GameLib.EntityManager.Instance.queryComponents(GameLib.D3.Renderer);
this.renderers.map(
@ -193,7 +183,8 @@ GameLib.System.Input.prototype.onTouchStart = function(event) {
pageX : event.touches[t].pageX,
pageY : event.touches[t].pageY,
cancelled : false,
ended : false
ended : false,
event : event
};
}
@ -236,6 +227,7 @@ GameLib.System.Input.prototype.onTouchMove = function(event) {
this.touches[id].down += down;
this.touches[id].pageX = event.changedTouches[t].pageX;
this.touches[id].pageY = event.changedTouches[t].pageY;
this.touches.event = event;
}
GameLib.Event.Emit(
@ -247,6 +239,7 @@ GameLib.System.Input.prototype.onTouchMove = function(event) {
GameLib.System.Input.prototype.onTouchCancel = function(event) {
for (var t = 0; t < event.changedTouches.length; t++) {
this.touches[event.changedTouches[t].identifier].cancelled = true;
this.touches[event.changedTouches[t].identifier].event = event;
GameLib.Event.Emit(
GameLib.Event.TOUCH_CANCEL,
this.touches[event.changedTouches[t].identifier]
@ -258,6 +251,7 @@ GameLib.System.Input.prototype.onTouchCancel = function(event) {
GameLib.System.Input.prototype.onTouchEnd = function(event) {
for (var t = 0; t < event.changedTouches.length; t++) {
this.touches[event.changedTouches[t].identifier].ended = true;
this.touches[event.changedTouches[t].identifier].event = event;
GameLib.Event.Emit(
GameLib.Event.TOUCH_END,
this.touches[event.changedTouches[t].identifier]