asdf-games/asdf/controls/MouseControls.js

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/**
* MouseControls class
*/
class MouseControls {
/**
* Sets container element where handlers will listen
* @param {*} [container] Container element, defaults to document.body
*/
constructor(container) {
this.el = container || document.body;
// State
this.pos = { x: 0, y: 0 };
this.isDown = false;
this.pressed = false;
this.released = false;
// Handlers
document.addEventListener('mousemove', this.move.bind(this), false);
document.addEventListener('mousedown', this.down.bind(this), false);
document.addEventListener('mouseup', this.up.bind(this), false);
}
/**
* Recalculates mouse position based on the position of the container
* @param {{ clientX: number, clientY: number}} param0 Native mouse event x and y values
*/
mousePosFromEvent({ clientX, clientY }) {
const { el, pos } = this;
const rect = el.getBoundingClientRect();
const xr = el.width / el.clientWidth;
const yr = el.height / el.clientHeight;
pos.x = (clientX - rect.left) * xr;
pos.y = (clientY - rect.top) * yr;
}
/**
* Calls mousePosFromEvent() on mouse move
* @param {*} e Event
*/
move(e) {
this.mousePosFromEvent(e);
}
/**
* Handles mouseDown event and calls mousePosFromEvent() to determine the exact pixel
* @param {*} e Event
*/
down(e) {
this.isDown = true;
this.pressed = true;
this.mousePosFromEvent(e);
}
/**
* Handles mouseUp event and calls mousePosFromEvent() to determine the exact pixel
* @param {*} e Event
*/
up() {
this.isDown = false;
this.released = true;
}
/**
* Resets pressed and released values to make sure they are only true on a press or release
*/
update() {
this.released = false;
this.pressed = false;
}
}
export default MouseControls;