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@fablevision/interaction

v2.0.12

Published

Accessible interactivity designed for Canvas-based (Pixi, Phaser, EaselJS, etc) games.

Downloads

51

Readme

Fablevision Interaction

Accessible interactivity designed for Canvas-based (Pixi, Phaser, EaselJS, etc) games.

Context stacks

Both Keyboard and InteractionManager use stacks of interaction contexts, so that interactivity can be quickly superseded and then restored for things like popups or items that are grouped in the UI for keyboard controls. You'll be expected to use activateContext() with a context name in order to enable interactivity, and then popContext() to remove it when you are done. Listeners all use the Disposable pattern, so return an object that has a dispose() method for cleanup.

Keyboard usage

The Keyboard class is built upon KeyboardJS, so uses key names/combinations as documented there.

// initialize singleton
const keyboard = new Keyboard();

// elsewhere in code
const removeListener = Keyboard.instance.add('ctrl + s', () => save());

Importing

The main classes can be imported with import { InteractionManager, Keyboard } from '@fablevision/interaction';, but each plugin handler should be imported like so: import { PhaserHandler } from '@fablevision/interaction/dist/phaser';

Current plugin support: Pixi, Phaser 3

Interaction usage

// keyboard must be created first
const keyboard = new Keyboard();
// initialize singleton
// note that this should be done AFTER the constructor for something like Phaser, as when setting up the Handler this.game isn't generated until after construction
const interaction = new InteractionManager({
    // This can be the id of a div, or the HTMLDivElement directly, and will be filled with interactive divs.
    // *You* are responsible for ensuring that the div is the same size/scale/location as your canvas.
    // Note that you may need to keep it from scrolling, if elements are sometimes partially offscreen (but still focusable). You may also wish to use `user-select: none;` on it to prevent the text/image selection tinting.
    accessiblityDiv: 'interaction',
    // a handler specific to your canvas rendering style
    renderer: new PixiHandler(myPixiRenderer),
});
// manually enable interaction manager (there will be no input handling otherwise)
interaction.enabled = true;

// elsewhere in code
// use the interactive class specific to your canvas rendering style
const buttonInteractive = new PixiInteractive({
    pixi: myPixiButton,
});
buttonInteractive.onActivate.on(() => doTheThing());
InteractionManager.instance.activateContext({items: [buttonInteractive], name: 'MyContext'});