1 /** 2 * The Render Engine 3 * KeyboardInputComponent 4 * 5 * @fileoverview An extension of the input component to handle touch inputs from 6 * devices which support them. 7 * 8 * @author: Brett Fattori (brettf@renderengine.com) 9 * @author: $Author: bfattori $ 10 * @version: $Revision: 1555 $ 11 * 12 * Copyright (c) 2011 Brett Fattori (brettf@renderengine.com) 13 * 14 * Permission is hereby granted, free of charge, to any person obtaining a copy 15 * of this software and associated documentation files (the "Software"), to deal 16 * in the Software without restriction, including without limitation the rights 17 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 18 * copies of the Software, and to permit persons to whom the Software is 19 * furnished to do so, subject to the following conditions: 20 * 21 * The above copyright notice and this permission notice shall be included in 22 * all copies or substantial portions of the Software. 23 * 24 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 25 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 26 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 27 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 28 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 29 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN 30 * THE SOFTWARE. 31 * 32 */ 33 34 // The class this file defines and its required classes 35 R.Engine.define({ 36 "class":"R.struct.Touch", 37 "requires":[ 38 "R.math.Point2D" 39 ] 40 }); 41 42 /** 43 * @class A data object which represents a touch event generated by {@link R.components.TouchInput}. 44 * Since touches are handled differently across platforms, this class aims to 45 * normalize what is returned and allow a game to handle the input without concern 46 * for platform. 47 * 48 * @param touch {Event} The touch from the event object 49 * @constructor 50 * @description A touch data object. 51 */ 52 R.struct.Touch = Base.extend(/** @scope R.struct.Touch.prototype */{ 53 54 touchX:null, 55 touchY:null, 56 57 /** 58 * @private 59 */ 60 constructor:function (touch) { 61 this.touchX = touch.pageX; 62 this.touchY = touch.pageY; 63 }, 64 65 /** 66 * Get the X coordinate of the touch 67 * @return {Number} The X coordinate of the touch 68 */ 69 getX:function () { 70 return this.touchX; 71 }, 72 73 /** 74 * Get the Y coordinate of the touch 75 * @return {Number} The Y coordinate of the touch 76 */ 77 getY:function () { 78 return this.touchY; 79 }, 80 81 /** 82 * Get a {@link R.math.Point2D} which represents the location of the touch 83 * @return {R.math.Point2D} The coordinates of the touch 84 */ 85 get:function () { 86 return R.math.Point2D.create(this.touchX, this.touchY); 87 } 88 89 }, /** @scope R.struct.Touch.prototype */{ 90 /** 91 * Get the class name of this object 92 * 93 * @return {String} "R.struct.Touch" 94 */ 95 getClassName:function () { 96 return "R.struct.Touch"; 97 } 98 }); 99