text: /**
  * @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 that happen on the game canvas object. It also adds a single `mouseup` listener to `window` which
  * is used to capture the mouse being released when not over the game.
  *
  * @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 {function} mouseWheelCallback - A callback that can be fired when the mousewheel is used.
       */
      this.mouseWheelCallback = 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 {number} wheelDelta - The direction of the mousewheel usage 1 for up -1 for down
       */
      this.wheelDelta = 0;
  
      /**
      * @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;
  
      /**
       * @property {function} _onMouseWheel - Internal event handler reference.
       * @private
       */
      this._onMouseWheel = 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;
  
  /**
   * @constant
   * @type {number}
   */
  Phaser.Mouse.WHEEL_UP = 1;
  
  /**
   * @constant
   * @type {number}
   */
  Phaser.Mouse.WHEEL_DOWN = -1;
  
  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._onMouseUpGlobal = function (event) {
              return _this.onMouseUpGlobal(event);
          };
  
          this._onMouseOut = function (event) {
              return _this.onMouseOut(event);
          };
  
          this._onMouseOver = function (event) {
              return _this.onMouseOver(event);
          };
  
          this._onMouseWheel = function (event) {
              return _this.onMouseWheel(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);
  
          if (!this.game.device.cocoonJS)
          {
              window.addEventListener('mouseup', this._onMouseUpGlobal, true);
              this.game.canvas.addEventListener('mouseover', this._onMouseOver, true);
              this.game.canvas.addEventListener('mouseout', this._onMouseOut, true);
              this.game.canvas.addEventListener('mousewheel', this._onMouseWheel, true);
              this.game.canvas.addEventListener('DOMMouseScroll', this._onMouseWheel, 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 up event from the window.
      * 
      * @method Phaser.Mouse#onMouseUpGlobal
      * @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.
      */
      onMouseUpGlobal: function (event) {
  
          if (!this.game.input.mousePointer.withinGame)
          {
              this.button = Phaser.Mouse.NO_BUTTON;
  
              if (this.mouseUpCallback)
              {
                  this.mouseUpCallback.call(this.callbackContext, event);
              }
  
              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();
          }
  
          this.game.input.mousePointer.withinGame = false;
  
          if (this.mouseOutCallback)
          {
              this.mouseOutCallback.call(this.callbackContext, event);
          }
  
          if (this.game.input.disabled || this.disabled)
          {
              return;
          }
  
          if (this.stopOnGameOut)
          {
              event['identifier'] = 0;
  
              this.game.input.mousePointer.stop(event);
          }
  
      },
  
      /**
       * The internal method that handles the mouse wheel event from the browser.
       *
       * @method Phaser.Mouse#onMouseWheel
       * @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.
       */
      onMouseWheel: function (event) {
  
          this.event = event;
  
          if (this.capture)
          {
              event.preventDefault();
          }
  
          // reverse detail for firefox
          this.wheelDelta = Math.max(-1, Math.min(1, (event.wheelDelta || -event.detail)));
  
          if (this.mouseWheelCallback)
          {
              this.mouseWheelCallback.call(this.callbackContext, 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();
          }
  
          this.game.input.mousePointer.withinGame = true;
  
          if (this.mouseOverCallback)
          {
              this.mouseOverCallback.call(this.callbackContext, event);
          }
  
          if (this.game.input.disabled || this.disabled)
          {
              return;
          }
  
      },
  
      /**
      * 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);
          this.game.canvas.removeEventListener('mousewheel', this._onMouseWheel, true);
          this.game.canvas.removeEventListener('DOMMouseScroll', this._onMouseWheel, true);
  
          window.removeEventListener('mouseup', this._onMouseUpGlobal, true);
  
          document.removeEventListener('pointerlockchange', this._pointerLockChange, true);
          document.removeEventListener('mozpointerlockchange', this._pointerLockChange, true);
          document.removeEventListener('webkitpointerlockchange', this._pointerLockChange, true);
  
      }
  
  };
  
  Phaser.Mouse.prototype.constructor = Phaser.Mouse;
  