# Source: input/Pointer.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 - Pointer constructor.
    *
    * @class Phaser.Pointer
    * @classdesc A Pointer object is used by the Mouse, Touch and MSPoint managers and represents a single finger on the touch screen.
    * @constructor
    * @param {Phaser.Game} game - A reference to the currently running game.
    * @param {number} id - The ID of the Pointer object within the game. Each game can have up to 10 active pointers.
    */
    Phaser.Pointer = function (game, id) {

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

        /**
        * @property {number} id - The ID of the Pointer object within the game. Each game can have up to 10 active pointers.
        */
        this.id = id;

        /**
        * @property {number} type - The const type of this object.
        * @readonly
        */
        this.type = Phaser.POINTER;

        /**
        * @property {boolean} exists - A Pointer object that exists is allowed to be checked for physics collisions and overlaps.
        * @default
        */
        this.exists = true;

        /**
        * @property {number} identifier - The identifier property of the Pointer as set by the DOM event when this Pointer is started.
        * @default
        */
        this.identifier = 0;

        /**
        * @property {number} pointerId - The pointerId property of the Pointer as set by the DOM event when this Pointer is started. The browser can and will recycle this value.
        * @default
        */
        this.pointerId = null;

        /**
        * @property {any} target - The target property of the Pointer as set by the DOM event when this Pointer is started.
        * @default
        */
        this.target = null;

        /**
        * @property {any} button - The button property of the Pointer as set by the DOM event when this Pointer is started.
        * @default
        */
        this.button = null;

        /**
        * @property {boolean} _holdSent - Local private variable to store the status of dispatching a hold event.
        * @private
        * @default
        */
        this._holdSent = false;

        /**
        * @property {array} _history - Local private variable storing the short-term history of pointer movements.
        * @private
        */
        this._history = [];

        /**
        * @property {number} _nextDrop - Local private variable storing the time at which the next history drop should occur.
        * @private
        */
        this._nextDrop = 0;

        /**
        * @property {boolean} _stateReset - Monitor events outside of a state reset loop.
        * @private
        */
        this._stateReset = false;

        /**
        * @property {boolean} withinGame - true if the Pointer is over the game canvas, otherwise false.
        */
        this.withinGame = false;

        /**
        * @property {number} clientX - The horizontal coordinate of the Pointer within the application's client area at which the event occurred (as opposed to the coordinates within the page).
        */
        this.clientX = -1;

        /**
        * @property {number} clientY - The vertical coordinate of the Pointer within the application's client area at which the event occurred (as opposed to the coordinates within the page).
        */
        this.clientY = -1;

        /**
        * @property {number} pageX - The horizontal coordinate of the Pointer relative to whole document.
        */
        this.pageX = -1;

        /**
        * @property {number} pageY - The vertical coordinate of the Pointer relative to whole document.
        */
        this.pageY = -1;

        /**
        * @property {number} screenX - The horizontal coordinate of the Pointer relative to the screen.
        */
        this.screenX = -1;

        /**
        * @property {number} screenY - The vertical coordinate of the Pointer relative to the screen.
        */
        this.screenY = -1;

        /**
        * @property {number} rawMovementX - The horizontal raw relative movement of the Pointer in pixels since last event.
        * @default
        */
        this.rawMovementX = 0;

        /**
        * @property {number} rawMovementY - The vertical raw relative movement of the Pointer in pixels since last event.
        * @default
        */
        this.rawMovementY = 0;

        /**
        * @property {number} movementX - The horizontal processed relative movement of the Pointer in pixels since last event.
        * @default
        */
        this.movementX = 0;

        /**
        * @property {number} movementY - The vertical processed relative movement of the Pointer in pixels since last event.
        * @default
        */
        this.movementY = 0;

        /**
        * @property {number} x - The horizontal coordinate of the Pointer. This value is automatically scaled based on the game scale.
        * @default
        */
        this.x = -1;

        /**
        * @property {number} y - The vertical coordinate of the Pointer. This value is automatically scaled based on the game scale.
        * @default
        */
        this.y = -1;

        /**
        * @property {boolean} isMouse - If the Pointer is a mouse this is true, otherwise false.
        * @default
        */
        this.isMouse = false;

        /**
        * @property {boolean} isDown - If the Pointer is touching the touchscreen, or the mouse button is held down, isDown is set to true.
        * @default
        */
        this.isDown = false;

        /**
        * @property {boolean} isUp - If the Pointer is not touching the touchscreen, or the mouse button is up, isUp is set to true.
        * @default
        */
        this.isUp = true;

        /**
        * @property {number} timeDown - A timestamp representing when the Pointer first touched the touchscreen.
        * @default
        */
        this.timeDown = 0;

        /**
        * @property {number} timeUp - A timestamp representing when the Pointer left the touchscreen.
        * @default
        */
        this.timeUp = 0;

        /**
        * @property {number} previousTapTime - A timestamp representing when the Pointer was last tapped or clicked.
        * @default
        */
        this.previousTapTime = 0;

        /**
        * @property {number} totalTouches - The total number of times this Pointer has been touched to the touchscreen.
        * @default
        */
        this.totalTouches = 0;

        /**
        * @property {number} msSinceLastClick - The number of milliseconds since the last click or touch event.
        * @default
        */
        this.msSinceLastClick = Number.MAX_VALUE;

        /**
        * @property {any} targetObject - The Game Object this Pointer is currently over / touching / dragging.
        * @default
        */
        this.targetObject = null;

        /**
        * @property {boolean} active - An active pointer is one that is currently pressed down on the display. A Mouse is always active.
        * @default
        */
        this.active = false;

        /**
        * @property {Phaser.Point} position - A Phaser.Point object containing the current x/y values of the pointer on the display.
        */
        this.position = new Phaser.Point();

        /**
        * @property {Phaser.Point} positionDown - A Phaser.Point object containing the x/y values of the pointer when it was last in a down state on the display.
        */
        this.positionDown = new Phaser.Point();

        /**
        * @property {Phaser.Point} positionUp - A Phaser.Point object containing the x/y values of the pointer when it was last released.
        */
        this.positionUp = new Phaser.Point();

        /**
        * A Phaser.Circle that is centered on the x/y coordinates of this pointer, useful for hit detection.
        * The Circle size is 44px (Apples recommended "finger tip" size).
        * @property {Phaser.Circle} circle
        */
        this.circle = new Phaser.Circle(0, 0, 44);

        if (id === 0)
        {
            this.isMouse = true;
        }

    };

    Phaser.Pointer.prototype = {

        /**
        * Called when the Pointer is pressed onto the touchscreen.
        * @method Phaser.Pointer#start
        * @param {any} event - The DOM event from the browser.
        */
        start: function (event) {

            if (event['pointerId'])
            {
                this.pointerId = event.pointerId;
            }

            this.identifier = event.identifier;
            this.target = event.target;

            if (typeof event.button !== 'undefined')
            {
                this.button = event.button;
            }

            this._history = [];
            this.active = true;
            this.withinGame = true;
            this.isDown = true;
            this.isUp = false;

            //  Work out how long it has been since the last click
            this.msSinceLastClick = this.game.time.now - this.timeDown;
            this.timeDown = this.game.time.now;
            this._holdSent = false;

            //  This sets the x/y and other local values
            this.move(event, true);

            // x and y are the old values here?
            this.positionDown.setTo(this.x, this.y);

            if (this.game.input.multiInputOverride === Phaser.Input.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride === Phaser.Input.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride === Phaser.Input.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers === 0))
            {
                this.game.input.x = this.x;
                this.game.input.y = this.y;
                this.game.input.position.setTo(this.x, this.y);
                this.game.input.onDown.dispatch(this, event);
                this.game.input.resetSpeed(this.x, this.y);
            }

            this._stateReset = false;
            this.totalTouches++;

            if (!this.isMouse)
            {
                this.game.input.currentPointers++;
            }

            if (this.targetObject !== null)
            {
                this.targetObject._touchedHandler(this);
            }

            return this;

        },

        /**
        * Called by the Input Manager.
        * @method Phaser.Pointer#update
        */
        update: function () {

            if (this.active)
            {
                if (this._holdSent === false && this.duration >= this.game.input.holdRate)
                {
                    if (this.game.input.multiInputOverride == Phaser.Input.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.Input.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.Input.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers === 0))
                    {
                        this.game.input.onHold.dispatch(this);
                    }

                    this._holdSent = true;
                }

                //  Update the droppings history
                if (this.game.input.recordPointerHistory && this.game.time.now >= this._nextDrop)
                {
                    this._nextDrop = this.game.time.now + this.game.input.recordRate;

                    this._history.push({
                        x: this.position.x,
                        y: this.position.y
                    });

                    if (this._history.length > this.game.input.recordLimit)
                    {
                        this._history.shift();
                    }
                }
            }

        },

        /**
        * Called when the Pointer is moved.
        * @method Phaser.Pointer#move
        * @param {MouseEvent|PointerEvent|TouchEvent} event - The event passed up from the input handler.
        * @param {boolean} [fromClick=false] - Was this called from the click event?
        */
        move: function (event, fromClick) {

            if (this.game.input.pollLocked)
            {
                return;
            }

            if (typeof fromClick === 'undefined') { fromClick = false; }

            if (typeof event.button !== 'undefined')
            {
                this.button = event.button;
            }

            this.clientX = event.clientX;
            this.clientY = event.clientY;

            this.pageX = event.pageX;
            this.pageY = event.pageY;

            this.screenX = event.screenX;
            this.screenY = event.screenY;

            if (this.isMouse && this.game.input.mouse.locked && !fromClick)
            {
                this.rawMovementX = event.movementX || event.mozMovementX || event.webkitMovementX || 0;
                this.rawMovementY = event.movementY || event.mozMovementY || event.webkitMovementY || 0;

                this.movementX += this.rawMovementX;
                this.movementY += this.rawMovementY;
            }

            this.x = (this.pageX - this.game.stage.offset.x) * this.game.input.scale.x;
            this.y = (this.pageY - this.game.stage.offset.y) * this.game.input.scale.y;

            this.position.setTo(this.x, this.y);
            this.circle.x = this.x;
            this.circle.y = this.y;

            if (this.game.input.multiInputOverride === Phaser.Input.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride === Phaser.Input.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride === Phaser.Input.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers === 0))
            {
                this.game.input.activePointer = this;
                this.game.input.x = this.x;
                this.game.input.y = this.y;
                this.game.input.position.setTo(this.game.input.x, this.game.input.y);
                this.game.input.circle.x = this.game.input.x;
                this.game.input.circle.y = this.game.input.y;
            }

            this.withinGame = this.game.scale.bounds.contains(this.pageX, this.pageY);

            //  If the game is paused we don't process any target objects or callbacks
            if (this.game.paused)
            {
                return this;
            }

            //  DEPRECATED - Soon to be removed
            if (this.game.input.moveCallback)
            {
                this.game.input.moveCallback.call(this.game.input.moveCallbackContext, this, this.x, this.y);
            }

            var i = this.game.input.moveCallbacks.length;

            while (i--)
            {
                this.game.input.moveCallbacks[i].callback.call(this.game.input.moveCallbacks[i].context, this, this.x, this.y);
            }

            //  Easy out if we're dragging something and it still exists
            if (this.targetObject !== null && this.targetObject.isDragged === true)
            {
                if (this.targetObject.update(this) === false)
                {
                    this.targetObject = null;
                }

                return this;
            }

            //  Work out which object is on the top
            this._highestRenderOrderID = Number.MAX_SAFE_INTEGER;
            this._highestRenderObject = null;
            this._highestInputPriorityID = -1;

            //  Run through the list
            if (this.game.input.interactiveItems.total > 0)
            {
                var currentNode = this.game.input.interactiveItems.first;

                do
                {
                    //  If the object is using pixelPerfect checks, or has a higher InputManager.PriorityID OR if the priority ID is the same as the current highest AND it has a higher renderOrderID, then set it to the top
                    if (currentNode && currentNode.validForInput(this._highestInputPriorityID, this._highestRenderOrderID))
                    {
                        if ((!fromClick && currentNode.checkPointerOver(this)) || (fromClick && currentNode.checkPointerDown(this)))
                        {
                            this._highestRenderOrderID = currentNode.sprite._cache[3]; // renderOrderID
                            this._highestInputPriorityID = currentNode.priorityID;
                            this._highestRenderObject = currentNode;
                        }
                    }
                    currentNode = this.game.input.interactiveItems.next;
                }
                while (currentNode !== null);
            }

            if (this._highestRenderObject === null)
            {
                //  The pointer isn't currently over anything, check if we've got a lingering previous target
                if (this.targetObject)
                {
                    // console.log("The pointer isn't currently over anything, check if we've got a lingering previous target");
                    this.targetObject._pointerOutHandler(this);
                    this.targetObject = null;
                }
            }
            else
            {
                if (this.targetObject === null)
                {
                    //  And now set the new one
                    // console.log('And now set the new one');
                    this.targetObject = this._highestRenderObject;
                    this._highestRenderObject._pointerOverHandler(this);
                }
                else
                {
                    //  We've got a target from the last update
                    // console.log("We've got a target from the last update");
                    if (this.targetObject === this._highestRenderObject)
                    {
                        //  Same target as before, so update it
                        // console.log("Same target as before, so update it");
                        if (this._highestRenderObject.update(this) === false)
                        {
                            this.targetObject = null;
                        }
                    }
                    else
                    {
                        //  The target has changed, so tell the old one we've left it
                        // console.log("The target has changed, so tell the old one we've left it");
                        this.targetObject._pointerOutHandler(this);

                        //  And now set the new one
                        this.targetObject = this._highestRenderObject;
                        this.targetObject._pointerOverHandler(this);
                    }
                }
            }

            return this;

        },

        /**
        * Called when the Pointer leaves the target area.
        *
        * @method Phaser.Pointer#leave
        * @param {MouseEvent|PointerEvent|TouchEvent} event - The event passed up from the input handler.
        */
        leave: function (event) {

            this.withinGame = false;
            this.move(event, false);

        },

        /**
        * Called when the Pointer leaves the touchscreen.
        *
        * @method Phaser.Pointer#stop
        * @param {MouseEvent|PointerEvent|TouchEvent} event - The event passed up from the input handler.
        */
        stop: function (event) {

            if (this._stateReset)
            {
                event.preventDefault();
                return;
            }

            this.timeUp = this.game.time.now;

            if (this.game.input.multiInputOverride === Phaser.Input.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride === Phaser.Input.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride === Phaser.Input.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers === 0))
            {
                this.game.input.onUp.dispatch(this, event);

                //  Was it a tap?
                if (this.duration >= 0 && this.duration <= this.game.input.tapRate)
                {
                    //  Was it a double-tap?
                    if (this.timeUp - this.previousTapTime < this.game.input.doubleTapRate)
                    {
                        //  Yes, let's dispatch the signal then with the 2nd parameter set to true
                        this.game.input.onTap.dispatch(this, true);
                    }
                    else
                    {
                        //  Wasn't a double-tap, so dispatch a single tap signal
                        this.game.input.onTap.dispatch(this, false);
                    }

                    this.previousTapTime = this.timeUp;
                }
            }

            //  Mouse is always active
            if (this.id > 0)
            {
                this.active = false;
            }

            this.withinGame = false;
            this.isDown = false;
            this.isUp = true;
            this.pointerId = null;
            this.identifier = null;

            this.positionUp.setTo(this.x, this.y);

            if (this.isMouse === false)
            {
                this.game.input.currentPointers--;
            }

            this.game.input.interactiveItems.callAll('_releasedHandler', this);

            this.targetObject = null;

            return this;

        },

        /**
        * The Pointer is considered justPressed if the time it was pressed onto the touchscreen or clicked is less than justPressedRate.
        * Note that calling justPressed doesn't reset the pressed status of the Pointer, it will return `true` for as long as the duration is valid.
        * If you wish to check if the Pointer was pressed down just once then see the Sprite.events.onInputDown event.
        * @method Phaser.Pointer#justPressed
        * @param {number} [duration] - The time to check against. If none given it will use InputManager.justPressedRate.
        * @return {boolean} true if the Pointer was pressed down within the duration given.
        */
        justPressed: function (duration) {

            duration = duration || this.game.input.justPressedRate;

            return (this.isDown === true && (this.timeDown + duration) > this.game.time.now);

        },

        /**
        * The Pointer is considered justReleased if the time it left the touchscreen is less than justReleasedRate.
        * Note that calling justReleased doesn't reset the pressed status of the Pointer, it will return `true` for as long as the duration is valid.
        * If you wish to check if the Pointer was released just once then see the Sprite.events.onInputUp event.
        * @method Phaser.Pointer#justReleased
        * @param {number} [duration] - The time to check against. If none given it will use InputManager.justReleasedRate.
        * @return {boolean} true if the Pointer was released within the duration given.
        */
        justReleased: function (duration) {

            duration = duration || this.game.input.justReleasedRate;

            return (this.isUp === true && (this.timeUp + duration) > this.game.time.now);

        },

        /**
        * Resets the Pointer properties. Called by InputManager.reset when you perform a State change.
        * @method Phaser.Pointer#reset
        */
        reset: function () {

            if (this.isMouse === false)
            {
                this.active = false;
            }

            this.pointerId = null;
            this.identifier = null;
            this.isDown = false;
            this.isUp = true;
            this.totalTouches = 0;
            this._holdSent = false;
            this._history.length = 0;
            this._stateReset = true;

            if (this.targetObject)
            {
                this.targetObject._releasedHandler(this);
            }

            this.targetObject = null;

        },

        /**
         * Resets the movementX and movementY properties. Use in your update handler after retrieving the values.
         * @method Phaser.Pointer#resetMovement
         */
        resetMovement: function() {

            this.movementX = 0;
            this.movementY = 0;

        }

    };

    Phaser.Pointer.prototype.constructor = Phaser.Pointer;

    /**
    * How long the Pointer has been depressed on the touchscreen. If not currently down it returns -1.
    * @name Phaser.Pointer#duration
    * @property {number} duration - How long the Pointer has been depressed on the touchscreen. If not currently down it returns -1.
    * @readonly
    */
    Object.defineProperty(Phaser.Pointer.prototype, "duration", {

        get: function () {

            if (this.isUp)
            {
                return -1;
            }

            return this.game.time.now - this.timeDown;

        }

    });

    /**
    * Gets the X value of this Pointer in world coordinates based on the world camera.
    * @name Phaser.Pointer#worldX
    * @property {number} duration - The X value of this Pointer in world coordinates based on the world camera.
    * @readonly
    */
    Object.defineProperty(Phaser.Pointer.prototype, "worldX", {

        get: function () {

            return this.game.world.camera.x + this.x;

        }

    });

    /**
    * Gets the Y value of this Pointer in world coordinates based on the world camera.
    * @name Phaser.Pointer#worldY
    * @property {number} duration - The Y value of this Pointer in world coordinates based on the world camera.
    * @readonly
    */
    Object.defineProperty(Phaser.Pointer.prototype, "worldY", {

        get: function () {

            return this.game.world.camera.y + this.y;

        }

    });