# Source: input/Mouse.js

    /**
    * @author       Richard Davey <rich@photonstorm.com>
    * @copyright    2014 Photon Storm Ltd.
    * @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
    */

    /**
    * Phaser.Mouse is responsible for handling all aspects of mouse interaction with the browser. It captures and processes mouse events.
    *
    * @class Phaser.Mouse
    * @constructor
    * @param {Phaser.Game} game - A reference to the currently running game.
    */
    Phaser.Mouse = function (game) {

        /**
        * @property {Phaser.Game} game - A reference to the currently running game.
        */
        this.game = game;

        /**
        * @property {Object} callbackContext - The context under which callbacks are called.
        */
        this.callbackContext = this.game;

        /**
        * @property {function} mouseDownCallback - A callback that can be fired when the mouse is pressed down.
        */
        this.mouseDownCallback = null;

        /**
        * @property {function} mouseMoveCallback - A callback that can be fired when the mouse is moved while pressed down.
        */
        this.mouseMoveCallback = null;

        /**
        * @property {function} mouseUpCallback - A callback that can be fired when the mouse is released from a pressed down state.
        */
        this.mouseUpCallback = null;

        /**
        * @property {function} mouseOutCallback - A callback that can be fired when the mouse is no longer over the game canvas.
        */
        this.mouseOutCallback = null;

        /**
        * @property {function} mouseOverCallback - A callback that can be fired when the mouse enters the game canvas (usually after a mouseout).
        */
        this.mouseOverCallback = null;

        /**
        * @property {boolean} capture - If true the DOM mouse events will have event.preventDefault applied to them, if false they will propogate fully.
        */
        this.capture = false;

        /**
        * @property {number} button- The type of click, either: Phaser.Mouse.NO_BUTTON, Phaser.Mouse.LEFT_BUTTON, Phaser.Mouse.MIDDLE_BUTTON or Phaser.Mouse.RIGHT_BUTTON.
        * @default
        */
        this.button = -1;

        /**
        * @property {boolean} disabled - You can disable all Input by setting disabled = true. While set all new input related events will be ignored.
        * @default
        */
        this.disabled = false;

        /**
        * @property {boolean} locked - If the mouse has been Pointer Locked successfully this will be set to true.
        * @default
        */
        this.locked = false;

        /**
        * @property {boolean} stopOnGameOut - If true Pointer.stop will be called if the mouse leaves the game canvas.
        * @default
        */
        this.stopOnGameOut = false;

        /**
        * @property {Phaser.Signal} pointerLock - This event is dispatched when the browser enters or leaves pointer lock state.
        * @default
        */
        this.pointerLock = new Phaser.Signal();

        /**
        * @property {MouseEvent} event - The browser mouse DOM event. Will be set to null if no mouse event has ever been received.
        * @default
        */
        this.event = null;

        /**
        * @property {function} _onMouseDown - Internal event handler reference.
        * @private
        */
        this._onMouseDown = null;

        /**
        * @property {function} _onMouseMove - Internal event handler reference.
        * @private
        */
        this._onMouseMove = null;

        /**
        * @property {function} _onMouseUp - Internal event handler reference.
        * @private
        */
        this._onMouseUp = null;

        /**
        * @property {function} _onMouseOut - Internal event handler reference.
        * @private
        */
        this._onMouseOut = null;

        /**
        * @property {function} _onMouseOver - Internal event handler reference.
        * @private
        */
        this._onMouseOver = null;

    };

    /**
    * @constant
    * @type {number}
    */
    Phaser.Mouse.NO_BUTTON = -1;

    /**
    * @constant
    * @type {number}
    */
    Phaser.Mouse.LEFT_BUTTON = 0;

    /**
    * @constant
    * @type {number}
    */
    Phaser.Mouse.MIDDLE_BUTTON = 1;

    /**
    * @constant
    * @type {number}
    */
    Phaser.Mouse.RIGHT_BUTTON = 2;

    Phaser.Mouse.prototype = {

        /**
        * Starts the event listeners running.
        * @method Phaser.Mouse#start
        */
        start: function () {

            if (this.game.device.android && this.game.device.chrome === false)
            {
                //  Android stock browser fires mouse events even if you preventDefault on the touchStart, so ...
                return;
            }

            if (this._onMouseDown !== null)
            {
                //  Avoid setting multiple listeners
                return;
            }

            var _this = this;

            this._onMouseDown = function (event) {
                return _this.onMouseDown(event);
            };

            this._onMouseMove = function (event) {
                return _this.onMouseMove(event);
            };

            this._onMouseUp = function (event) {
                return _this.onMouseUp(event);
            };

            this._onMouseOut = function (event) {
                return _this.onMouseOut(event);
            };

            this._onMouseOver = function (event) {
                return _this.onMouseOver(event);
            };

            this.game.canvas.addEventListener('mousedown', this._onMouseDown, true);
            this.game.canvas.addEventListener('mousemove', this._onMouseMove, true);
            this.game.canvas.addEventListener('mouseup', this._onMouseUp, true);
            this.game.canvas.addEventListener('mouseover', this._onMouseOver, true);
            this.game.canvas.addEventListener('mouseout', this._onMouseOut, true);

        },

        /**
        * The internal method that handles the mouse down event from the browser.
        * @method Phaser.Mouse#onMouseDown
        * @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.
        */
        onMouseDown: function (event) {

            this.event = event;

            if (this.capture)
            {
                event.preventDefault();
            }

            this.button = event.button;

            if (this.mouseDownCallback)
            {
                this.mouseDownCallback.call(this.callbackContext, event);
            }

            if (this.game.input.disabled || this.disabled)
            {
                return;
            }

            event['identifier'] = 0;

            this.game.input.mousePointer.start(event);

        },

        /**
        * The internal method that handles the mouse move event from the browser.
        * @method Phaser.Mouse#onMouseMove
        * @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.
        */
        onMouseMove: function (event) {

            this.event = event;

            if (this.capture)
            {
                event.preventDefault();
            }

            if (this.mouseMoveCallback)
            {
                this.mouseMoveCallback.call(this.callbackContext, event);
            }

            if (this.game.input.disabled || this.disabled)
            {
                return;
            }

            event['identifier'] = 0;

            this.game.input.mousePointer.move(event);

        },

        /**
        * The internal method that handles the mouse up event from the browser.
        * @method Phaser.Mouse#onMouseUp
        * @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.
        */
        onMouseUp: function (event) {

            this.event = event;

            if (this.capture)
            {
                event.preventDefault();
            }

            this.button = Phaser.Mouse.NO_BUTTON;

            if (this.mouseUpCallback)
            {
                this.mouseUpCallback.call(this.callbackContext, event);
            }

            if (this.game.input.disabled || this.disabled)
            {
                return;
            }

            event['identifier'] = 0;

            this.game.input.mousePointer.stop(event);

        },

        /**
        * The internal method that handles the mouse out event from the browser.
        *
        * @method Phaser.Mouse#onMouseOut
        * @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.
        */
        onMouseOut: function (event) {

            this.event = event;

            if (this.capture)
            {
                event.preventDefault();
            }

            if (this.mouseOutCallback)
            {
                this.mouseOutCallback.call(this.callbackContext, event);
            }

            if (this.game.input.disabled || this.disabled)
            {
                return;
            }

            this.game.input.mousePointer.withinGame = false;

            if (this.stopOnGameOut)
            {
                event['identifier'] = 0;

                this.game.input.mousePointer.stop(event);
            }

        },

        /**
        * The internal method that handles the mouse over event from the browser.
        *
        * @method Phaser.Mouse#onMouseOver
        * @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.
        */
        onMouseOver: function (event) {

            this.event = event;

            if (this.capture)
            {
                event.preventDefault();
            }

            if (this.mouseOverCallback)
            {
                this.mouseOverCallback.call(this.callbackContext, event);
            }

            if (this.game.input.disabled || this.disabled)
            {
                return;
            }

            this.game.input.mousePointer.withinGame = true;

        },

        /**
        * If the browser supports it you can request that the pointer be locked to the browser window.
        * This is classically known as 'FPS controls', where the pointer can't leave the browser until the user presses an exit key.
        * If the browser successfully enters a locked state the event Phaser.Mouse.pointerLock will be dispatched and the first parameter will be 'true'.
        * @method Phaser.Mouse#requestPointerLock
        */
        requestPointerLock: function () {

            if (this.game.device.pointerLock)
            {
                var element = this.game.canvas;

                element.requestPointerLock = element.requestPointerLock || element.mozRequestPointerLock || element.webkitRequestPointerLock;

                element.requestPointerLock();

                var _this = this;

                this._pointerLockChange = function (event) {
                    return _this.pointerLockChange(event);
                };

                document.addEventListener('pointerlockchange', this._pointerLockChange, true);
                document.addEventListener('mozpointerlockchange', this._pointerLockChange, true);
                document.addEventListener('webkitpointerlockchange', this._pointerLockChange, true);
            }

        },

        /**
        * Internal pointerLockChange handler.
        * @method Phaser.Mouse#pointerLockChange
        * @param {pointerlockchange} event - The native event from the browser. This gets stored in Mouse.event.
        */
        pointerLockChange: function (event) {

            var element = this.game.canvas;

            if (document.pointerLockElement === element || document.mozPointerLockElement === element || document.webkitPointerLockElement === element)
            {
                //  Pointer was successfully locked
                this.locked = true;
                this.pointerLock.dispatch(true, event);
            }
            else
            {
                //  Pointer was unlocked
                this.locked = false;
                this.pointerLock.dispatch(false, event);
            }

        },

        /**
        * Internal release pointer lock handler.
        * @method Phaser.Mouse#releasePointerLock
        */
        releasePointerLock: function () {

            document.exitPointerLock = document.exitPointerLock || document.mozExitPointerLock || document.webkitExitPointerLock;

            document.exitPointerLock();

            document.removeEventListener('pointerlockchange', this._pointerLockChange, true);
            document.removeEventListener('mozpointerlockchange', this._pointerLockChange, true);
            document.removeEventListener('webkitpointerlockchange', this._pointerLockChange, true);

        },

        /**
        * Stop the event listeners.
        * @method Phaser.Mouse#stop
        */
        stop: function () {

            this.game.canvas.removeEventListener('mousedown', this._onMouseDown, true);
            this.game.canvas.removeEventListener('mousemove', this._onMouseMove, true);
            this.game.canvas.removeEventListener('mouseup', this._onMouseUp, true);
            this.game.canvas.removeEventListener('mouseover', this._onMouseOver, true);
            this.game.canvas.removeEventListener('mouseout', this._onMouseOut, true);

        }

    };

    Phaser.Mouse.prototype.constructor = Phaser.Mouse;