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ycrpg/js/plugins/SF_ClickEvent.js

137 lines
4.6 KiB
JavaScript

//=============================================================================
// Salted Fish Plugins - Click Event
// SF_ClickEvent.js
//=============================================================================
var Imported = Imported || {};
Imported.SF_ClickEvent = true;
var SF_Plugins = SF_Plugins || {};
//=============================================================================
/*:
* @plugindesc Allows you to add a click event to object.
* @author Salted Fish
*
* @help
* ============================================================================
* Introduction
* ============================================================================
*
* This plugin allows you to add a click event to object.
*
* Use as a dependency.
*/
//=============================================================================
(function () {
var SF_ClickEvent = {};
SF_Plugins.SF_ClickEvent = SF_ClickEvent;
SF_ClickEvent.version = 1.0;
//=============================================================================
// Scene_Base
//=============================================================================
SF_ClickEvent.Scene_Base_initialize = Scene_Base.prototype.initialize;
Scene_Base.prototype.initialize = function () {
SF_ClickEvent.Scene_Base_initialize.call(this);
this._clickEvent = {};
this._clicking = false;
this._clickingName = null;
};
SF_ClickEvent.Scene_Base_update = Scene_Base.prototype.update;
Scene_Base.prototype.update = function () {
SF_ClickEvent.Scene_Base_update.call(this);
this.updateClickEvent();
};
// register click event
// @param {String} name
// @param {Rectangle} rect - the hitArea of the object
// @param {function} mousedown - the callback function
// @param {function} mouseup - the callback function
// @param {function} mouseclick - the callback function
Scene_Base.prototype.registerClickEvent = function (name, hitArea, mousedown, mouseup, mouseclick) {
this._clickEvent[name] = {
name: name,
hitArea: hitArea,
mousedown: mousedown,
mouseup: mouseup,
mouseclick: mouseclick,
enabled: true,
};
};
// unregister click event
// @param {String} name
Scene_Base.prototype.unregisterClickEvent = function (name) {
delete this._clickEvent[name];
};
// enable click event
// @param {String} name
Scene_Base.prototype.enableClickEvent = function (name) {
this._clickEvent[name].enabled = true;
};
// disable click event
// @param {String} name
Scene_Base.prototype.disableClickEvent = function (name) {
this._clickEvent[name].enabled = false;
};
// update click event
Scene_Base.prototype.updateClickEvent = function () {
var touch_x = TouchInput.x;
var touch_y = TouchInput.y;
if (this._clicking) {
if (this._clickingName && this._clickEvent[this._clickingName]) {
var clickEvent = this._clickEvent[this._clickingName];
var isContain = clickEvent.hitArea.contains(touch_x, touch_y);
if (!isContain || !clickEvent.enabled) {
this._clicking = false;
this._clickingName = null;
if (clickEvent.mouseup) {
clickEvent.mouseup();
}
} else if (TouchInput.isReleased()) {
this._clicking = false;
this._clickingName = null;
if (clickEvent.mouseup) {
clickEvent.mouseup();
}
if (clickEvent.mouseclick) {
clickEvent.mouseclick();
}
}
} else {
this._clicking = false;
this._clickingName = null;
}
} else {
var isTriggered = TouchInput.isTriggered();
if (!isTriggered) {
return;
}
for (var name in this._clickEvent) {
var event = this._clickEvent[name];
if (!event.enabled) {
continue;
}
var isContain = event.hitArea.contains(touch_x, touch_y);
if (isContain) {
this._clicking = true;
this._clickingName = name;
if (event.mousedown) {
event.mousedown();
}
break;
}
}
}
};
})();