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Improve docs, remove Cocos related classes from docs
Don't show in changelog
This commit is contained in:
@@ -8,15 +8,11 @@
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* Store input made on a canvas: mouse position, key pressed
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* and touches states.
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*
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* See **bindStandardEvents** method for connecting the input
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* manager to a canvas and **onFrameEnded** for signaling the
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* end of a frame (necessary for proper touches events handling).
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*
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* @constructor
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* @memberof gdjs
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* @class InputManager
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*/
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gdjs.InputManager = function() {
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gdjs.InputManager = function () {
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this._pressedKeys = new Hashtable();
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this._releasedKeys = new Hashtable();
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this._lastPressedKey = 0;
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@@ -59,7 +55,7 @@ gdjs.InputManager._DEFAULT_LEFT_VARIANT_KEYS = [16, 17, 18, 91];
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* @param {number} keyCode The raw key code
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* @param {?number} location The location
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*/
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gdjs.InputManager.prototype._getLocationAwareKeyCode = function(
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gdjs.InputManager.prototype._getLocationAwareKeyCode = function (
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keyCode,
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location
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) {
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@@ -86,7 +82,7 @@ gdjs.InputManager.prototype._getLocationAwareKeyCode = function(
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* @param {number} keyCode The raw key code associated to the key press.
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* @param {number=} location The location of the event.
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*/
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gdjs.InputManager.prototype.onKeyPressed = function(keyCode, location) {
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gdjs.InputManager.prototype.onKeyPressed = function (keyCode, location) {
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var locationAwareKeyCode = this._getLocationAwareKeyCode(keyCode, location);
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this._pressedKeys.put(locationAwareKeyCode, true);
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@@ -100,7 +96,7 @@ gdjs.InputManager.prototype.onKeyPressed = function(keyCode, location) {
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* @param {number} keyCode The raw key code associated to the key release.
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* @param {number=} location The location of the event.
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*/
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gdjs.InputManager.prototype.onKeyReleased = function(keyCode, location) {
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gdjs.InputManager.prototype.onKeyReleased = function (keyCode, location) {
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var locationAwareKeyCode = this._getLocationAwareKeyCode(keyCode, location);
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this._pressedKeys.put(locationAwareKeyCode, false);
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@@ -111,7 +107,7 @@ gdjs.InputManager.prototype.onKeyReleased = function(keyCode, location) {
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* Return the location-aware code of the last key that was pressed.
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* @return {number} The location-aware code of the last key pressed.
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*/
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gdjs.InputManager.prototype.getLastPressedKey = function() {
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gdjs.InputManager.prototype.getLastPressedKey = function () {
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return this._lastPressedKey;
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};
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@@ -119,7 +115,7 @@ gdjs.InputManager.prototype.getLastPressedKey = function() {
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* Return true if the key corresponding to the location-aware keyCode is pressed.
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* @param {number} locationAwareKeyCode The location-aware key code to be tested.
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*/
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gdjs.InputManager.prototype.isKeyPressed = function(locationAwareKeyCode) {
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gdjs.InputManager.prototype.isKeyPressed = function (locationAwareKeyCode) {
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return (
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this._pressedKeys.containsKey(locationAwareKeyCode) &&
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this._pressedKeys.get(locationAwareKeyCode)
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@@ -130,7 +126,7 @@ gdjs.InputManager.prototype.isKeyPressed = function(locationAwareKeyCode) {
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* Return true if the key corresponding to the location-aware keyCode was released during the last frame.
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* @param {number} locationAwareKeyCode The location-aware key code to be tested.
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*/
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gdjs.InputManager.prototype.wasKeyReleased = function(locationAwareKeyCode) {
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gdjs.InputManager.prototype.wasKeyReleased = function (locationAwareKeyCode) {
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return (
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this._releasedKeys.containsKey(locationAwareKeyCode) &&
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this._releasedKeys.get(locationAwareKeyCode)
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@@ -139,8 +135,9 @@ gdjs.InputManager.prototype.wasKeyReleased = function(locationAwareKeyCode) {
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/**
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* Return true if any key is pressed.
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* @return {boolean} true if any key is pressed.
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*/
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gdjs.InputManager.prototype.anyKeyPressed = function() {
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gdjs.InputManager.prototype.anyKeyPressed = function () {
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for (var keyCode in this._pressedKeys.items) {
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if (this._pressedKeys.items.hasOwnProperty(keyCode)) {
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if (this._pressedKeys.items[keyCode]) {
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@@ -160,26 +157,26 @@ gdjs.InputManager.prototype.anyKeyPressed = function() {
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* @param {number} x The mouse new X position
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* @param {number} y The mouse new Y position
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*/
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gdjs.InputManager.prototype.onMouseMove = function(x, y) {
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gdjs.InputManager.prototype.onMouseMove = function (x, y) {
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this._mouseX = x;
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this._mouseY = y;
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};
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/**
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* Get the mouse X position
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* Get the mouse X position.
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*
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* @return the mouse X position, relative to the game view.
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* @return {number} the mouse X position, relative to the game view.
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*/
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gdjs.InputManager.prototype.getMouseX = function() {
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gdjs.InputManager.prototype.getMouseX = function () {
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return this._mouseX;
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};
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/**
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* Get the mouse Y position
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* Get the mouse Y position.
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*
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* @return the mouse Y position, relative to the game view.
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* @return {number} the mouse Y position, relative to the game view.
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*/
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gdjs.InputManager.prototype.getMouseY = function() {
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gdjs.InputManager.prototype.getMouseY = function () {
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return this._mouseY;
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};
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@@ -188,7 +185,7 @@ gdjs.InputManager.prototype.getMouseY = function() {
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* @param {number} buttonCode The mouse button code associated to the event.
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* See gdjs.InputManager.MOUSE_LEFT_BUTTON, gdjs.InputManager.MOUSE_RIGHT_BUTTON, gdjs.InputManager.MOUSE_MIDDLE_BUTTON
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*/
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gdjs.InputManager.prototype.onMouseButtonPressed = function(buttonCode) {
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gdjs.InputManager.prototype.onMouseButtonPressed = function (buttonCode) {
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this._pressedMouseButtons[buttonCode] = true;
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this._releasedMouseButtons[buttonCode] = false;
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};
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@@ -197,7 +194,7 @@ gdjs.InputManager.prototype.onMouseButtonPressed = function(buttonCode) {
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* Should be called whenever a mouse button is released.
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* @param {number} buttonCode The mouse button code associated to the event. (see onMouseButtonPressed)
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*/
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gdjs.InputManager.prototype.onMouseButtonReleased = function(buttonCode) {
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gdjs.InputManager.prototype.onMouseButtonReleased = function (buttonCode) {
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this._pressedMouseButtons[buttonCode] = false;
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this._releasedMouseButtons[buttonCode] = true;
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};
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@@ -206,7 +203,7 @@ gdjs.InputManager.prototype.onMouseButtonReleased = function(buttonCode) {
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* Return true if the mouse button corresponding to buttonCode is pressed.
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* @param {number} buttonCode The mouse button code (0: Left button, 1: Right button).
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*/
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gdjs.InputManager.prototype.isMouseButtonPressed = function(buttonCode) {
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gdjs.InputManager.prototype.isMouseButtonPressed = function (buttonCode) {
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return (
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this._pressedMouseButtons[buttonCode] !== undefined &&
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this._pressedMouseButtons[buttonCode]
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@@ -217,7 +214,7 @@ gdjs.InputManager.prototype.isMouseButtonPressed = function(buttonCode) {
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* Return true if the mouse button corresponding to buttonCode was just released.
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* @param {number} buttonCode The mouse button code (0: Left button, 1: Right button).
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*/
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gdjs.InputManager.prototype.isMouseButtonReleased = function(buttonCode) {
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gdjs.InputManager.prototype.isMouseButtonReleased = function (buttonCode) {
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return (
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this._releasedMouseButtons[buttonCode] !== undefined &&
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this._releasedMouseButtons[buttonCode]
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@@ -228,34 +225,34 @@ gdjs.InputManager.prototype.isMouseButtonReleased = function(buttonCode) {
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* Should be called whenever the mouse wheel is used
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* @param {number} wheelDelta The mouse wheel delta
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*/
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gdjs.InputManager.prototype.onMouseWheel = function(wheelDelta) {
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gdjs.InputManager.prototype.onMouseWheel = function (wheelDelta) {
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this._mouseWheelDelta = wheelDelta;
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};
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/**
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* Return the mouse wheel delta
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*/
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gdjs.InputManager.prototype.getMouseWheelDelta = function() {
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gdjs.InputManager.prototype.getMouseWheelDelta = function () {
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return this._mouseWheelDelta;
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};
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/**
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* Get a touch X position
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* Get a touch X position.
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*
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* @return the touch X position, relative to the game view.
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* @return {number} the touch X position, relative to the game view.
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*/
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gdjs.InputManager.prototype.getTouchX = function(identifier) {
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gdjs.InputManager.prototype.getTouchX = function (identifier) {
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if (!this._touches.containsKey(identifier)) return 0;
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return this._touches.get(identifier).x;
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};
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/**
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* Get a touch Y position
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* Get a touch Y position.
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*
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* @return the touch Y position, relative to the game view.
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* @return {number} the touch Y position, relative to the game view.
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*/
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gdjs.InputManager.prototype.getTouchY = function(identifier) {
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gdjs.InputManager.prototype.getTouchY = function (identifier) {
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if (!this._touches.containsKey(identifier)) return 0;
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return this._touches.get(identifier).y;
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@@ -263,9 +260,8 @@ gdjs.InputManager.prototype.getTouchY = function(identifier) {
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/**
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* Update and return the array containing the identifiers of all touches.
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*
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*/
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gdjs.InputManager.prototype.getAllTouchIdentifiers = function() {
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gdjs.InputManager.prototype.getAllTouchIdentifiers = function () {
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gdjs.InputManager._allTouchIds = gdjs.InputManager._allTouchIds || [];
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gdjs.InputManager._allTouchIds.length = 0;
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@@ -278,7 +274,7 @@ gdjs.InputManager.prototype.getAllTouchIdentifiers = function() {
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return gdjs.InputManager._allTouchIds;
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};
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gdjs.InputManager.prototype.onTouchStart = function(identifier, x, y) {
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gdjs.InputManager.prototype.onTouchStart = function (identifier, x, y) {
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this._startedTouches.push(identifier);
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this._touches.put(identifier, { x: x, y: y });
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@@ -288,7 +284,7 @@ gdjs.InputManager.prototype.onTouchStart = function(identifier, x, y) {
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}
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};
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gdjs.InputManager.prototype.onTouchMove = function(identifier, x, y) {
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gdjs.InputManager.prototype.onTouchMove = function (identifier, x, y) {
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var touch = this._touches.get(identifier);
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if (!touch) return;
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@@ -300,7 +296,7 @@ gdjs.InputManager.prototype.onTouchMove = function(identifier, x, y) {
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}
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};
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gdjs.InputManager.prototype.onTouchEnd = function(identifier) {
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gdjs.InputManager.prototype.onTouchEnd = function (identifier) {
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this._endedTouches.push(identifier);
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if (this._touches.containsKey(identifier)) {
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//Postpone deletion at the end of the frame
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@@ -312,15 +308,15 @@ gdjs.InputManager.prototype.onTouchEnd = function(identifier) {
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}
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};
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gdjs.InputManager.prototype.getStartedTouchIdentifiers = function() {
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gdjs.InputManager.prototype.getStartedTouchIdentifiers = function () {
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return this._startedTouches;
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};
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gdjs.InputManager.prototype.popStartedTouch = function() {
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gdjs.InputManager.prototype.popStartedTouch = function () {
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return this._startedTouches.shift();
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};
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gdjs.InputManager.prototype.popEndedTouch = function() {
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gdjs.InputManager.prototype.popEndedTouch = function () {
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return this._endedTouches.shift();
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};
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@@ -329,9 +325,9 @@ gdjs.InputManager.prototype.popEndedTouch = function() {
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*
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* If true, any touch will move the mouse position and set mouse buttons
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* as pressed/released.
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* @param enable {Boolean} true to simulate mouse events, false to disable it.
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* @param {boolean} enable true to simulate mouse events, false to disable it.
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*/
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gdjs.InputManager.prototype.touchSimulateMouse = function(enable) {
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gdjs.InputManager.prototype.touchSimulateMouse = function (enable) {
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if (enable === undefined) enable = true;
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this._touchSimulateMouse = enable;
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@@ -341,9 +337,10 @@ gdjs.InputManager.prototype.touchSimulateMouse = function(enable) {
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* Notify the input manager that the frame ended, so anything that last
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* only for one frame (started/ended touches) should be reset.
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*
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* This method should be called in the game loop (see gdjs.RuntimeGame.startGameLoop).
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* This method should be called in the game loop (see `gdjs.RuntimeGame.startGameLoop`).
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* You don't need to call it otherwise.
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*/
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gdjs.InputManager.prototype.onFrameEnded = function() {
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gdjs.InputManager.prototype.onFrameEnded = function () {
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//Only clear the ended touches at the end of the frame.
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for (var id in this._touches.items) {
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if (this._touches.items.hasOwnProperty(id)) {
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@@ -364,13 +361,13 @@ gdjs.InputManager.prototype.onFrameEnded = function() {
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/**
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* Return true if the mouse wheel scroll to up
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*/
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gdjs.InputManager.prototype.isScrollingUp = function() {
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gdjs.InputManager.prototype.isScrollingUp = function () {
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return this.getMouseWheelDelta() > 0;
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};
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/**
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* Return true if the mouse wheel scroll to down
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*/
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gdjs.InputManager.prototype.isScrollingDown = function() {
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gdjs.InputManager.prototype.isScrollingDown = function () {
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return this.getMouseWheelDelta() < 0;
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};
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@@ -6,7 +6,7 @@
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*/
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/**
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* JsonManager loads json files (using XMLHttpRequest), using the "json" resources
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* JsonManager loads json files (using `XMLHttpRequest`), using the "json" resources
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* registered in the game resources.
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*
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* Contrary to audio/fonts, json files are loaded asynchronously, when requested.
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@@ -6,7 +6,7 @@
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*/
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/**
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* The runtimeScene object represents a scene being played and rendered in the browser in a canvas.
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* A scene being played, containing instances of objects rendered on screen.
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*
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* @class RuntimeScene
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* @memberof gdjs
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@@ -286,13 +286,13 @@ gdjs.RuntimeScene.prototype.unloadScene = function() {
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};
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/**
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* Create objects from initial instances data ( for example, the initial instances
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* of the scene or from an external layout ).
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* Create objects from initial instances data (for example, the initial instances
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* of the scene or the instances of an external layout).
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*
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* @param {InstanceData[]} data The instances data
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* @param {number} xPos The offset on X axis
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* @param {number} yPos The offset on Y axis
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* @param {boolean} trackByPersistentUuid If true, objects are tracked by setting their persistentUuid
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* @param {boolean} trackByPersistentUuid If true, objects are tracked by setting their `persistentUuid`
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* to the same as the associated instance. Useful for hot-reloading when instances are changed.
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*/
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gdjs.RuntimeScene.prototype.createObjectsFrom = function(data, xPos, yPos, trackByPersistentUuid) {
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@@ -6,6 +6,8 @@
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"include": ["./Runtime/"],
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"exclude": [
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"./Runtime/Cocos2d/",
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"./Runtime/cocos-renderers/",
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"./Runtime/cocos-sound-manager/",
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"./Runtime/Cordova/",
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"./Runtime/Electron/",
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"./Runtime/FacebookInstantGames/"
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