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Mouse.js
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import EventDispatcher from 'foam-event/EventDispatcher';
import * as Vec2 from 'foam-math/Vec2';
/**
* Mouse
* @class Mouse
* @classdesc Mouse input representation.
* @extends EventDispatcher
*/
class Mouse extends EventDispatcher{
/*----------------------------------------------------------------------------------------------------------------*/
// Constructor
/*----------------------------------------------------------------------------------------------------------------*/
constructor(){
if(Mouse.__sharedMouse){
throw new Error('Class is singleton.');
}
super();
this._position = Vec2.create();
this._positionPrev = Vec2.create();
this._positionDelta = Vec2.create();
this._positionNormalized = Vec2.create();
this._positionPrevNormalized = Vec2.create();
this._down = false;
this._button = null;
this._up = false;
this._move = this._movePrev = false;
this._leave = this._enter = false;
this._wheelDelta = 0;
this._wheelDirection = 0;
Mouse.__sharedMouse = this;
}
/**
* Returns a shared mouse instance.
* @returns {Mouse}
*/
static sharedMouse(){
if(!Mouse.__sharedMouse){
throw new Error('Mouse not initialized.')
}
return Mouse.__sharedMouse;
}
/*----------------------------------------------------------------------------------------------------------------*/
// Getter
/*----------------------------------------------------------------------------------------------------------------*/
/**
* Returns the mouse current position.
* @param {number[]} [out] - Optional out
* @returns {number[]}
*/
getPosition(out){
return Vec2.set(out || Vec2.create(), this._position);
}
/**
* Returns the mouse previous position.
* @param {number[]} [out] - Optional out
* @returns {number[]}
*/
getPositionPrev(out){
return Vec2.set(out || Vec2.create(), this._positionPrev);
}
/**
* Returns the current mouse x-coordinate.
* @returns {number}
*/
getPositionX(){
return this._position[0];
}
/**
* Returns the current mouse y-coordinate.
* @returns {number}
*/
getPositionY(){
return this._position[1];
}
/**
* Returns the previous mouse x-coordinate.
* @returns {number}
*/
getPositionXPrev(){
return this._positionPrev[0];
}
/**
* Returns the previous mouse y-coordinate.
* @returns {number}
*/
getPositionYPrev(){
return this._positionPrev[1];
}
/**
* Returns the current normalized mouse position.
* @param {number[]} [out] - Optional out
* @returns {number[]}
*/
getPositionNormalized(out){
return Vec2.set(out || Vec2.create(), this._positionNormalized);
}
/**
* Returns the previous normalized mouse position.
* @param {number[]} [out] - Optional out
* @returns {number[]}
*/
getPositionPrevNormalized(out){
return Vec2.set(out || Vec2.create(), this._positionPrevNormalized);
}
/**
* Returns the current normalized mouse x-coordinate.
* @returns {number}
*/
getPositionXNormalized(){
return this._positionNormalized[0];
}
/**
* Returns the current normalized mouse y-coordinate.
* @returns {number}
*/
getPositionYNormalized(){
return this._positionNormalized[1];
}
/**
* Returns the previous normalized mouse x-coordinate.
* @returns {number}
*/
getPositionXPrevNormalized(){
return this._positionPrevNormalized[0];
}
/**
* Returns the previous normalized mouse y-coordinate.
* @returns {number}
*/
getPositionYPrevNormalized(){
return this._positionPrevNormalized[1];
}
/**
* Returns the mouse wheel delta.
* @returns {number}
*/
getWheelDelta(){
return this._wheelDelta;
}
/**
* Returns the mouse wheel direction.
* @returns {number}
*/
getWheelDirection(){
return this._wheelDirection;
}
/**
* Returns true if the mouse is down.
* @returns {boolean}
*/
isDown(){
return this._down
}
isPressed(){
}
isDragged(){
}
didMove(){
}
didEnter(){
}
didLeave(){
}
isLeftDown(){
}
isRightDown(){
}
isMiddleDown(){
}
/*----------------------------------------------------------------------------------------------------------------*/
// Description
/*----------------------------------------------------------------------------------------------------------------*/
/**
* Returns a state string description.
* @returns {string}
*/
toString(){
return `position: ${this._position} \n
positionPrev: ${this._positionPrev} \n
positionNorm: ${this._positionNormalized} \n
positionPrevNorm: ${this._positionPrevNormalized} \n
down: ${this._down} \n
move: ${this._move} \n
wheelDelta: ${this._wheelDelta} \n
wheelDirection: ${this._wheelDirection} \n`;
}
}
Mouse.__sharedMouse = null;
export default Mouse;