# Source: input/Touch.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.Touch handles touch events with your game. Note: Android 2.x only supports 1 touch event at once, no multi-touch.
    *
    * @class Phaser.Touch
    * @classdesc The Touch class handles touch interactions with the game and the resulting Pointer objects.
    * @constructor
    * @param {Phaser.Game} game - A reference to the currently running game.
    */
    Phaser.Touch = function (game) {

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

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

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

        /**
        * @property {function} touchStartCallback - A callback that can be fired on a touchStart event.
        */
        this.touchStartCallback = null;

        /**
        * @property {function} touchMoveCallback - A callback that can be fired on a touchMove event.
        */
        this.touchMoveCallback = null;

        /**
        * @property {function} touchEndCallback - A callback that can be fired on a touchEnd event.
        */
        this.touchEndCallback = null;

        /**
        * @property {function} touchEnterCallback - A callback that can be fired on a touchEnter event.
        */
        this.touchEnterCallback = null;

        /**
        * @property {function} touchLeaveCallback - A callback that can be fired on a touchLeave event.
        */
        this.touchLeaveCallback = null;

        /**
        * @property {function} touchCancelCallback - A callback that can be fired on a touchCancel event.
        */
        this.touchCancelCallback = null;

        /**
        * @property {boolean} preventDefault - If true the TouchEvent will have prevent.default called on it.
        * @default
        */
        this.preventDefault = true;

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

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

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

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

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

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

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

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

    };

    Phaser.Touch.prototype = {

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

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

            var _this = this;

            if (this.game.device.touch)
            {
                this._onTouchStart = function (event) {
                    return _this.onTouchStart(event);
                };

                this._onTouchMove = function (event) {
                    return _this.onTouchMove(event);
                };

                this._onTouchEnd = function (event) {
                    return _this.onTouchEnd(event);
                };

                this._onTouchEnter = function (event) {
                    return _this.onTouchEnter(event);
                };

                this._onTouchLeave = function (event) {
                    return _this.onTouchLeave(event);
                };

                this._onTouchCancel = function (event) {
                    return _this.onTouchCancel(event);
                };

                this.game.canvas.addEventListener('touchstart', this._onTouchStart, false);
                this.game.canvas.addEventListener('touchmove', this._onTouchMove, false);
                this.game.canvas.addEventListener('touchend', this._onTouchEnd, false);
                this.game.canvas.addEventListener('touchenter', this._onTouchEnter, false);
                this.game.canvas.addEventListener('touchleave', this._onTouchLeave, false);
                this.game.canvas.addEventListener('touchcancel', this._onTouchCancel, false);
            }

        },

        /**
        * Consumes all touchmove events on the document (only enable this if you know you need it!).
        * @method Phaser.Touch#consumeTouchMove
        */
        consumeDocumentTouches: function () {

            this._documentTouchMove = function (event) {
                event.preventDefault();
            };

            document.addEventListener('touchmove', this._documentTouchMove, false);

        },

        /**
        * The internal method that handles the touchstart event from the browser.
        * @method Phaser.Touch#onTouchStart
        * @param {TouchEvent} event - The native event from the browser. This gets stored in Touch.event.
        */
        onTouchStart: function (event) {

            this.event = event;

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

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

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

            //  event.targetTouches = list of all touches on the TARGET ELEMENT (i.e. game dom element)
            //  event.touches = list of all touches on the ENTIRE DOCUMENT, not just the target element
            //  event.changedTouches = the touches that CHANGED in this event, not the total number of them
            for (var i = 0; i < event.changedTouches.length; i++)
            {
                this.game.input.startPointer(event.changedTouches[i]);
            }

        },

        /**
        * Touch cancel - touches that were disrupted (perhaps by moving into a plugin or browser chrome).
        * Occurs for example on iOS when you put down 4 fingers and the app selector UI appears.
        * @method Phaser.Touch#onTouchCancel
        * @param {TouchEvent} event - The native event from the browser. This gets stored in Touch.event.
        */
        onTouchCancel: function (event) {

            this.event = event;

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

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

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

            //  Touch cancel - touches that were disrupted (perhaps by moving into a plugin or browser chrome)
            //  http://www.w3.org/TR/touch-events/#dfn-touchcancel
            for (var i = 0; i < event.changedTouches.length; i++)
            {
                this.game.input.stopPointer(event.changedTouches[i]);
            }

        },

        /**
        * For touch enter and leave its a list of the touch points that have entered or left the target.
        * Doesn't appear to be supported by most browsers on a canvas element yet.
        * @method Phaser.Touch#onTouchEnter
        * @param {TouchEvent} event - The native event from the browser. This gets stored in Touch.event.
        */
        onTouchEnter: function (event) {

            console.log('touch enter', event);

            this.event = event;

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

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

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

        },

        /**
        * For touch enter and leave its a list of the touch points that have entered or left the target.
        * Doesn't appear to be supported by most browsers on a canvas element yet.
        * @method Phaser.Touch#onTouchLeave
        * @param {TouchEvent} event - The native event from the browser. This gets stored in Touch.event.
        */
        onTouchLeave: function (event) {

            this.event = event;

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

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

        },

        /**
        * The handler for the touchmove events.
        * @method Phaser.Touch#onTouchMove
        * @param {TouchEvent} event - The native event from the browser. This gets stored in Touch.event.
        */
        onTouchMove: function (event) {

            this.event = event;

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

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

            for (var i = 0; i < event.changedTouches.length; i++)
            {
                this.game.input.updatePointer(event.changedTouches[i]);
            }

        },

        /**
        * The handler for the touchend events.
        * @method Phaser.Touch#onTouchEnd
        * @param {TouchEvent} event - The native event from the browser. This gets stored in Touch.event.
        */
        onTouchEnd: function (event) {

            this.event = event;

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

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

            //  For touch end its a list of the touch points that have been removed from the surface
            //  https://developer.mozilla.org/en-US/docs/DOM/TouchList
            //  event.changedTouches = the touches that CHANGED in this event, not the total number of them
            for (var i = 0; i < event.changedTouches.length; i++)
            {
                this.game.input.stopPointer(event.changedTouches[i]);
            }

        },

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

            if (this.game.device.touch)
            {
                this.game.canvas.removeEventListener('touchstart', this._onTouchStart);
                this.game.canvas.removeEventListener('touchmove', this._onTouchMove);
                this.game.canvas.removeEventListener('touchend', this._onTouchEnd);
                this.game.canvas.removeEventListener('touchenter', this._onTouchEnter);
                this.game.canvas.removeEventListener('touchleave', this._onTouchLeave);
                this.game.canvas.removeEventListener('touchcancel', this._onTouchCancel);
            }

        }

    };

    Phaser.Touch.prototype.constructor = Phaser.Touch;