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Touch Button Plugin for Impact
ig.module(
'plugins.touch-button'
)
.requires(
'impact.system',
'impact.input',
'impact.image'
)
.defines(function(){ "use strict";
ig.TouchButton = ig.Class.extend({
action: 'undefined',
image: null,
tile: 0,
pos: {x: 0, y: 0},
size: {x: 0, y: 0},
area: {x1: 0, y1:0, x2: 0, y2:0},
pressed: false,
touchId: 0,
anchor: null,
init: function( action, anchor, width, height, image, tile ) {
this.action = action;
this.anchor = anchor;
this.size = {x: width, y: height};
this.image = image || null;
this.tile = tile || 0;
},
align: function( w, h ) {
if( 'left' in this.anchor ) {
this.pos.x = this.anchor.left;
}
else if( 'right' in this.anchor ) {
this.pos.x = w - this.anchor.right - this.size.x;
}
if( 'top' in this.anchor ) {
this.pos.y = this.anchor.top;
}
else if( 'bottom' in this.anchor ) {
this.pos.y = h - this.anchor.bottom - this.size.y;
}
var internalWidth = parseInt(ig.system.canvas.offsetWidth) || ig.system.realWidth;
var s = ig.system.scale * (internalWidth / ig.system.realWidth);
this.area = {
x1: this.pos.x * s, y1: this.pos.y * s,
x2: (this.pos.x + this.size.x) * s, y2: (this.pos.y + this.size.y) *s};
},
touchStart: function( ev ) {
if( this.pressed ) { return; }
var pos = {left: 0, top: 0};
if( ig.system.canvas.getBoundingClientRect ) {
pos = ig.system.canvas.getBoundingClientRect();
}
for( var i = 0; i < ev.touches.length; i++ ) {
var touch = ev.touches[i];
if( this.checkStart(touch.identifier, touch.clientX - pos.left, touch.clientY - pos.top) ) {
return;
}
}
},
touchEnd: function( ev ) {
if( !this.pressed ) { return; }
for( var i = 0; i < ev.changedTouches.length; i++ ) {
if( this.checkEnd(ev.changedTouches[i].identifier) ) {
return;
}
}
},
touchStartMS: function( ev ) {
if( this.pressed ) { return; }
var pos = {left: 0, top: 0};
if( ig.system.canvas.getBoundingClientRect ) {
pos = ig.system.canvas.getBoundingClientRect();
}
this.checkStart(ev.pointerId, ev.clientX - pos.left, ev.clientY - pos.top);
},
touchEndMS: function( ev ) {
if( !this.pressed ) { return; }
this.checkEnd(ev.pointerId);
},
checkStart: function( id, x, y ) {
if(
x > this.area.x1 && x < this.area.x2 &&
y > this.area.y1 && y < this.area.y2
) {
this.pressed = true;
this.touchId = id;
ig.input.actions[this.action] = true;
if( !ig.input.locks[this.action] ) {
ig.input.presses[this.action] = true;
ig.input.locks[this.action] = true;
}
return true;
}
return false;
},
checkEnd: function( id ) {
if( id === this.touchId ) {
this.pressed = false;
this.touchId = 0;
ig.input.delayedKeyup[this.action] = true;
return true;
}
return false;
},
draw: function() {
if( this.image ) {
this.image.drawTile( this.pos.x, this.pos.y, this.tile, this.size.x, this.size.y );
}
}
});
ig.TouchButtonCollection = ig.Class.extend({
buttons: [],
init: function( buttons ) {
this.buttons = buttons;
document.addEventListener('touchstart', this.touchStart.bind(this), false);
document.addEventListener('touchend', this.touchEnd.bind(this), false);
document.addEventListener('MSPointerDown', this.touchStartMS.bind(this), false);
document.addEventListener('MSPointerUp', this.touchEndMS.bind(this), false);
document.body.style.msTouchAction = 'none';
},
touchStart: function(ev) {
ev.preventDefault();
for( var i = 0; i < this.buttons.length; i++ ) {
this.buttons[i].touchStart( ev );
}
},
touchEnd: function(ev) {
ev.preventDefault();
for( var i = 0; i < this.buttons.length; i++ ) {
this.buttons[i].touchEnd( ev );
}
},
touchStartMS: function(ev) {
ev.preventDefault();
for( var i = 0; i < this.buttons.length; i++ ) {
this.buttons[i].touchStartMS( ev );
}
},
touchEndMS: function(ev) {
ev.preventDefault();
for( var i = 0; i < this.buttons.length; i++ ) {
this.buttons[i].touchEndMS( ev );
}
},
align: function() {
var w = ig.system.width || window.innerWidth;
var h = ig.system.height || window.innerHeight;
for( var i = 0; i < this.buttons.length; i++ ) {
this.buttons[i].align( w, h );
}
},
draw: function() {
for( var i = 0; i < this.buttons.length; i++ ) {
this.buttons[i].draw();
}
}
});
});
@janerivi

could you extend this to handle regular mouse click events as well?

@gamecubate

Ditto on that and .

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