text: /**
  * @author       Richard Davey <rich@photonstorm.com>
  * @copyright    2015 Photon Storm Ltd.
  * @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
  */
  
  /**
  * A Pointer object is used by the Mouse, Touch and MSPoint managers and represents a single finger on the touch screen.
  *
  * @class Phaser.Pointer
  * @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.
  * @param {Phaser.PointerMode} pointerMode=(CURSOR|CONTACT) - The operational mode of this pointer, eg. CURSOR or TOUCH.
  */
  Phaser.Pointer = function (game, id, pointerMode) {
  
      /**
      * @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 {Phaser.PointerMode} pointerMode - The operational mode of this pointer.
      */
      this.pointerMode = pointerMode || (Phaser.PointerMode.CURSOR | Phaser.PointerMode.CONTACT);
  
      /**
      * @property {any} target - The target property of the Pointer as set by the DOM event when this Pointer is started.
      * @default
      */
      this.target = null;
  
      /**
      * The button property of the most recent DOM event when this Pointer is started.
      * You should not rely on this value for accurate button detection, instead use the Pointer properties
      * `leftButton`, `rightButton`, `middleButton` and so on.
      * @property {any} button
      * @default
      */
      this.button = null;
  
      /**
      * If this Pointer is a Mouse or Pen / Stylus then you can access its left button directly through this property.
      * 
      * The DeviceButton has its own properties such as `isDown`, `duration` and methods like `justReleased` for more fine-grained
      * button control.
      * 
      * @property {Phaser.DeviceButton} leftButton
      * @default
      */
      this.leftButton = new Phaser.DeviceButton(this, Phaser.Pointer.LEFT_BUTTON);
  
      /**
      * If this Pointer is a Mouse or Pen / Stylus then you can access its middle button directly through this property.
      * 
      * The DeviceButton has its own properties such as `isDown`, `duration` and methods like `justReleased` for more fine-grained
      * button control.
      *
      * Please see the DeviceButton docs for details on browser button limitations.
      * 
      * @property {Phaser.DeviceButton} middleButton
      * @default
      */
      this.middleButton = new Phaser.DeviceButton(this, Phaser.Pointer.MIDDLE_BUTTON);
  
      /**
      * If this Pointer is a Mouse or Pen / Stylus then you can access its right button directly through this property.
      * 
      * The DeviceButton has its own properties such as `isDown`, `duration` and methods like `justReleased` for more fine-grained
      * button control.
      *
      * Please see the DeviceButton docs for details on browser button limitations.
      * 
      * @property {Phaser.DeviceButton} rightButton
      * @default
      */
      this.rightButton = new Phaser.DeviceButton(this, Phaser.Pointer.RIGHT_BUTTON);
  
      /**
      * If this Pointer is a Mouse or Pen / Stylus then you can access its X1 (back) button directly through this property.
      * 
      * The DeviceButton has its own properties such as `isDown`, `duration` and methods like `justReleased` for more fine-grained
      * button control.
      *
      * Please see the DeviceButton docs for details on browser button limitations.
      * 
      * @property {Phaser.DeviceButton} backButton
      * @default
      */
      this.backButton = new Phaser.DeviceButton(this, Phaser.Pointer.BACK_BUTTON);
  
      /**
      * If this Pointer is a Mouse or Pen / Stylus then you can access its X2 (forward) button directly through this property.
      * 
      * The DeviceButton has its own properties such as `isDown`, `duration` and methods like `justReleased` for more fine-grained
      * button control.
      *
      * Please see the DeviceButton docs for details on browser button limitations.
      * 
      * @property {Phaser.DeviceButton} forwardButton
      * @default
      */
      this.forwardButton = new Phaser.DeviceButton(this, Phaser.Pointer.FORWARD_BUTTON);
  
      /**
      * If this Pointer is a Pen / Stylus then you can access its eraser button directly through this property.
      * 
      * The DeviceButton has its own properties such as `isDown`, `duration` and methods like `justReleased` for more fine-grained
      * button control.
      *
      * Please see the DeviceButton docs for details on browser button limitations.
      * 
      * @property {Phaser.DeviceButton} eraserButton
      * @default
      */
      this.eraserButton = new Phaser.DeviceButton(this, Phaser.Pointer.ERASER_BUTTON);
  
      /**
      * @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 or pen / stylus this is true, otherwise false.
      */
      this.isMouse = (id === 0);
  
      /**
      * If the Pointer is touching the touchscreen, or *any* mouse or pen button is held down, isDown is set to true.
      * If you need to check a specific mouse or pen button then use the button properties, i.e. Pointer.rightButton.isDown.
      * @property {boolean} isDown
      * @default
      */
      this.isDown = false;
  
      /**
      * If the Pointer is not touching the touchscreen, or *all* mouse or pen buttons are up, isUp is set to true.
      * If you need to check a specific mouse or pen button then use the button properties, i.e. Pointer.rightButton.isUp.
      * @property {boolean} isUp
      * @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 {boolean} dirty - A dirty pointer needs to re-poll any interactive objects it may have been over, regardless if it has moved or not.
      * @default
      */
      this.dirty = 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);
  
      /**
      * Click trampolines associated with this pointer. See `addClickTrampoline`.
      * @property {object[]|null} _clickTrampolines
      * @private
      */
      this._clickTrampolines = null;
  
      /**
      * When the Pointer has click trampolines the last target object is stored here
      * so it can be used to check for validity of the trampoline in a post-Up/'stop'.
      * @property {object} _trampolineTargetObject
      * @private
      */
      this._trampolineTargetObject = null;
  
  };
  
  /**
  * No buttons at all.
  * @constant
  * @type {number}
  */
  Phaser.Pointer.NO_BUTTON = 0;
  
  /**
  * The Left Mouse button, or in PointerEvent devices a Touch contact or Pen contact.
  * @constant
  * @type {number}
  */
  Phaser.Pointer.LEFT_BUTTON = 1;
  
  /**
  * The Right Mouse button, or in PointerEvent devices a Pen contact with a barrel button.
  * @constant
  * @type {number}
  */
  Phaser.Pointer.RIGHT_BUTTON = 2;
  
  /**
  * The Middle Mouse button.
  * @constant
  * @type {number}
  */
  Phaser.Pointer.MIDDLE_BUTTON = 4;
  
  /**
  * The X1 button. This is typically the mouse Back button, but is often reconfigured.
  * On Linux (GTK) this is unsupported. On Windows if advanced pointer software (such as IntelliPoint) is installed this doesn't register.
  * @constant
  * @type {number}
  */
  Phaser.Pointer.BACK_BUTTON = 8;
  
  /**
  * The X2 button. This is typically the mouse Forward button, but is often reconfigured.
  * On Linux (GTK) this is unsupported. On Windows if advanced pointer software (such as IntelliPoint) is installed this doesn't register.
  * @constant
  * @type {number}
  */
  Phaser.Pointer.FORWARD_BUTTON = 16;
  
  /**
  * The Eraser pen button on PointerEvent supported devices only.
  * @constant
  * @type {number}
  */
  Phaser.Pointer.ERASER_BUTTON = 32;
  
  Phaser.Pointer.prototype = {
  
      /**
      * Resets the states of all the button booleans.
      * 
      * @method Phaser.Pointer#resetButtons
      * @protected
      */
      resetButtons: function () {
  
          this.isDown = false;
          this.isUp = true;
  
          if (this.isMouse)
          {
              this.leftButton.reset();
              this.middleButton.reset();
              this.rightButton.reset();
              this.backButton.reset();
              this.forwardButton.reset();
              this.eraserButton.reset();
          }
  
      },
  
      /**
      * Called by updateButtons.
      * 
      * @method Phaser.Pointer#processButtonsDown
      * @private
      * @param {integer} buttons - The DOM event.buttons property.
      * @param {MouseEvent} event - The DOM event.
      */
      processButtonsDown: function (buttons, event) {
  
          //  Note: These are bitwise checks, not booleans
  
          if (Phaser.Pointer.LEFT_BUTTON & buttons)
          {
              this.leftButton.start(event);
          }
  
          if (Phaser.Pointer.RIGHT_BUTTON & buttons)
          {
              this.rightButton.start(event);
          }
                  
          if (Phaser.Pointer.MIDDLE_BUTTON & buttons)
          {
              this.middleButton.start(event);
          }
  
          if (Phaser.Pointer.BACK_BUTTON & buttons)
          {
              this.backButton.start(event);
          }
  
          if (Phaser.Pointer.FORWARD_BUTTON & buttons)
          {
              this.forwardButton.start(event);
          }
  
          if (Phaser.Pointer.ERASER_BUTTON & buttons)
          {
              this.eraserButton.start(event);
          }
  
      },
  
      /**
      * Called by updateButtons.
      * 
      * @method Phaser.Pointer#processButtonsUp
      * @private
      * @param {integer} buttons - The DOM event.buttons property.
      * @param {MouseEvent} event - The DOM event.
      */
      processButtonsUp: function (button, event) {
  
          //  Note: These are bitwise checks, not booleans
  
          if (button === Phaser.Mouse.LEFT_BUTTON)
          {
              this.leftButton.stop(event);
          }
  
          if (button === Phaser.Mouse.RIGHT_BUTTON)
          {
              this.rightButton.stop(event);
          }
                  
          if (button === Phaser.Mouse.MIDDLE_BUTTON)
          {
              this.middleButton.stop(event);
          }
  
          if (button === Phaser.Mouse.BACK_BUTTON)
          {
              this.backButton.stop(event);
          }
  
          if (button === Phaser.Mouse.FORWARD_BUTTON)
          {
              this.forwardButton.stop(event);
          }
  
          if (button === 5)
          {
              this.eraserButton.stop(event);
          }
  
      },
  
      /**
      * Called when the event.buttons property changes from zero.
      * Contains a button bitmask.
      * 
      * @method Phaser.Pointer#updateButtons
      * @protected
      * @param {MouseEvent} event - The DOM event.
      */
      updateButtons: function (event) {
  
          this.button = event.button;
  
          var down = (event.type.toLowerCase().substr(-4) === 'down');
  
          if (event.buttons !== undefined)
          {
              if (down)
              {
                  this.processButtonsDown(event.buttons, event);
              }
              else
              {
                  this.processButtonsUp(event.button, event);
              }
          }
          else
          {
              //  No buttons property (like Safari on OSX when using a trackpad)
              if (down)
              {
                  this.leftButton.start(event);
              }
              else
              {
                  this.leftButton.stop(event);
                  this.rightButton.stop(event);
              }
          }
  
          //  On OS X (and other devices with trackpads) you have to press CTRL + the pad
          //  to initiate a right-click event, so we'll check for that here
  
          if (event.ctrlKey && this.leftButton.isDown)
          {
              this.rightButton.start(event);
          }
  
          this.isUp = true;
          this.isDown = false;
  
          if (this.leftButton.isDown || this.rightButton.isDown || this.middleButton.isDown || this.backButton.isDown || this.forwardButton.isDown || this.eraserButton.isDown)
          {
              this.isUp = false;
              this.isDown = true;
          }
  
      },
  
      /**
      * 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) {
  
          var input = this.game.input;
  
          if (event['pointerId'])
          {
              this.pointerId = event.pointerId;
          }
  
          this.identifier = event.identifier;
          this.target = event.target;
  
          if (this.isMouse)
          {
              this.updateButtons(event);
          }
          else
          {
              this.isDown = true;
              this.isUp = false;
          }
  
          this.active = true;
          this.withinGame = true;
          this.dirty = false;
  
          this._history = [];
          this._clickTrampolines = null;
          this._trampolineTargetObject = null;
  
          //  Work out how long it has been since the last click
          this.msSinceLastClick = this.game.time.time - this.timeDown;
          this.timeDown = this.game.time.time;
          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 (input.multiInputOverride === Phaser.Input.MOUSE_OVERRIDES_TOUCH ||
              input.multiInputOverride === Phaser.Input.MOUSE_TOUCH_COMBINE ||
              (input.multiInputOverride === Phaser.Input.TOUCH_OVERRIDES_MOUSE && input.totalActivePointers === 0))
          {
              input.x = this.x;
              input.y = this.y;
              input.position.setTo(this.x, this.y);
              input.onDown.dispatch(this, event);
              input.resetSpeed(this.x, this.y);
          }
  
          this._stateReset = false;
  
          this.totalTouches++;
  
          if (this.targetObject !== null)
          {
              this.targetObject._touchedHandler(this);
          }
  
          return this;
  
      },
  
      /**
      * Called by the Input Manager.
      * @method Phaser.Pointer#update
      */
      update: function () {
  
          var input = this.game.input;
  
          if (this.active)
          {
              //  Force a check?
              if (this.dirty)
              {
                  if (input.interactiveItems.total > 0)
                  {
                      this.processInteractiveObjects(false);
                  }
  
                  this.dirty = false;
              }
  
              if (this._holdSent === false && this.duration >= input.holdRate)
              {
                  if (input.multiInputOverride === Phaser.Input.MOUSE_OVERRIDES_TOUCH ||
                      input.multiInputOverride === Phaser.Input.MOUSE_TOUCH_COMBINE ||
                      (input.multiInputOverride === Phaser.Input.TOUCH_OVERRIDES_MOUSE && input.totalActivePointers === 0))
                  {
                      input.onHold.dispatch(this);
                  }
  
                  this._holdSent = true;
              }
  
              //  Update the droppings history
              if (input.recordPointerHistory && this.game.time.time >= this._nextDrop)
              {
                  this._nextDrop = this.game.time.time + input.recordRate;
  
                  this._history.push({
                      x: this.position.x,
                      y: this.position.y
                  });
  
                  if (this._history.length > 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) {
  
          var input = this.game.input;
  
          if (input.pollLocked)
          {
              return;
          }
  
          if (fromClick === undefined) { fromClick = false; }
  
          if (event.button !== undefined)
          {
              this.button = event.button;
          }
  
          if (fromClick && this.isMouse)
          {
              this.updateButtons(event);
          }
  
          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 && 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.scale.offset.x) * input.scale.x;
          this.y = (this.pageY - this.game.scale.offset.y) * input.scale.y;
  
          this.position.setTo(this.x, this.y);
          this.circle.x = this.x;
          this.circle.y = this.y;
  
          if (input.multiInputOverride === Phaser.Input.MOUSE_OVERRIDES_TOUCH ||
              input.multiInputOverride === Phaser.Input.MOUSE_TOUCH_COMBINE ||
              (input.multiInputOverride === Phaser.Input.TOUCH_OVERRIDES_MOUSE && input.totalActivePointers === 0))
          {
              input.activePointer = this;
              input.x = this.x;
              input.y = this.y;
              input.position.setTo(input.x, input.y);
              input.circle.x = input.x;
              input.circle.y = 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;
          }
  
          var i = input.moveCallbacks.length;
  
          while (i--)
          {
              input.moveCallbacks[i].callback.call(input.moveCallbacks[i].context, this, this.x, this.y, fromClick);
          }
  
          //  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;
              }
          }
          else if (input.interactiveItems.total > 0)
          {
              this.processInteractiveObjects(fromClick);
          }
  
          return this;
  
      },
  
      /**
      * Process all interactive objects to find out which ones were updated in the recent Pointer move.
      * 
      * @method Phaser.Pointer#processInteractiveObjects
      * @protected
      * @param {boolean} [fromClick=false] - Was this called from the click event?
      * @return {boolean} True if this method processes an object (i.e. a Sprite becomes the Pointers currentTarget), otherwise false.
      */
      processInteractiveObjects: function (fromClick) {
  
          //  Work out which object is on the top
          var highestRenderOrderID = Number.MAX_VALUE;
          var highestInputPriorityID = -1;
          var candidateTarget = null;
  
          //  First pass gets all objects that the pointer is over that DON'T use pixelPerfect checks and get the highest ID
          //  We know they'll be valid for input detection but not which is the top just yet
  
          var currentNode = this.game.input.interactiveItems.first;
  
          while (currentNode)
          {
              //  Reset checked status
              currentNode.checked = false;
  
              if (currentNode.validForInput(highestInputPriorityID, highestRenderOrderID, false))
              {
                  //  Flag it as checked so we don't re-scan it on the next phase
                  currentNode.checked = true;
  
                  if ((fromClick && currentNode.checkPointerDown(this, true)) ||
                      (!fromClick && currentNode.checkPointerOver(this, true)))
                  {
                      highestRenderOrderID = currentNode.sprite.renderOrderID;
                      highestInputPriorityID = currentNode.priorityID;
                      candidateTarget = currentNode;
                  }
              }
  
              currentNode = this.game.input.interactiveItems.next;
          }
  
          //  Then in the second sweep we process ONLY the pixel perfect ones that are checked and who have a higher ID
          //  because if their ID is lower anyway then we can just automatically discount them
          //  (A node that was previously checked did not request a pixel-perfect check.)
  
          var currentNode = this.game.input.interactiveItems.first;
  
          while (currentNode)
          {
              if (!currentNode.checked &&
                  currentNode.validForInput(highestInputPriorityID, highestRenderOrderID, true))
              {
                  if ((fromClick && currentNode.checkPointerDown(this, false)) ||
                      (!fromClick && currentNode.checkPointerOver(this, false)))
                  {
                      highestRenderOrderID = currentNode.sprite.renderOrderID;
                      highestInputPriorityID = currentNode.priorityID;
                      candidateTarget = currentNode;
                  }
              }
  
              currentNode = this.game.input.interactiveItems.next;
          }
  
          //  Now we know the top-most item (if any) we can process it
          if (candidateTarget === null)
          {
              //  The pointer isn't currently over anything, check if we've got a lingering previous target
              if (this.targetObject)
              {
                  this.targetObject._pointerOutHandler(this);
                  this.targetObject = null;
              }
          }
          else
          {
              if (this.targetObject === null)
              {
                  //  And now set the new one
                  this.targetObject = candidateTarget;
                  candidateTarget._pointerOverHandler(this);
              }
              else
              {
                  //  We've got a target from the last update
                  if (this.targetObject === candidateTarget)
                  {
                      //  Same target as before, so update it
                      if (candidateTarget.update(this) === false)
                      {
                          this.targetObject = null;
                      }
                  }
                  else
                  {
                      //  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 = candidateTarget;
                      this.targetObject._pointerOverHandler(this);
                  }
              }
          }
  
          return (this.targetObject !== null);
  
      },
  
      /**
      * 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) {
  
          var input = this.game.input;
  
          if (this._stateReset && this.withinGame)
          {
              event.preventDefault();
              return;
          }
  
          this.timeUp = this.game.time.time;
  
          if (input.multiInputOverride === Phaser.Input.MOUSE_OVERRIDES_TOUCH ||
              input.multiInputOverride === Phaser.Input.MOUSE_TOUCH_COMBINE ||
              (input.multiInputOverride === Phaser.Input.TOUCH_OVERRIDES_MOUSE && input.totalActivePointers === 0))
          {
              input.onUp.dispatch(this, event);
  
              //  Was it a tap?
              if (this.duration >= 0 && this.duration <= input.tapRate)
              {
                  //  Was it a double-tap?
                  if (this.timeUp - this.previousTapTime < input.doubleTapRate)
                  {
                      //  Yes, let's dispatch the signal then with the 2nd parameter set to true
                      input.onTap.dispatch(this, true);
                  }
                  else
                  {
                      //  Wasn't a double-tap, so dispatch a single tap signal
                      input.onTap.dispatch(this, false);
                  }
  
                  this.previousTapTime = this.timeUp;
              }
          }
  
          if (this.isMouse)
          {
              this.updateButtons(event);
          }
          else
          {
              this.isDown = false;
              this.isUp = true;
          }
  
          //  Mouse is always active
          if (this.id > 0)
          {
              this.active = false;
          }
  
          this.withinGame = this.game.scale.bounds.contains(event.pageX, event.pageY);
          this.pointerId = null;
          this.identifier = null;
          
          this.positionUp.setTo(this.x, this.y);
          
          if (this.isMouse === false)
          {
              input.currentPointers--;
          }
  
          input.interactiveItems.callAll('_releasedHandler', this);
  
          if (this._clickTrampolines)
          {
              this._trampolineTargetObject = this.targetObject;
          }
  
          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.time);
  
      },
  
      /**
      * 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 && (this.timeUp + duration) > this.game.time.time);
  
      },
  
      /**
      * Add a click trampoline to this pointer.
      *
      * A click trampoline is a callback that is run on the DOM 'click' event; this is primarily
      * needed with certain browsers (ie. IE11) which restrict some actions like requestFullscreen
      * to the DOM 'click' event and rejects it for 'pointer*' and 'mouse*' events.
      *
      * This is used internally by the ScaleManager; click trampoline usage is uncommon.
      * Click trampolines can only be added to pointers that are currently down.
      *
      * @method Phaser.Pointer#addClickTrampoline
      * @protected
      * @param {string} name - The name of the trampoline; must be unique among active trampolines in this pointer.
      * @param {function} callback - Callback to run/trampoline.
      * @param {object} callbackContext - Context of the callback.
      * @param {object[]|null} callbackArgs - Additional callback args, if any. Supplied as an array.
      */
      addClickTrampoline: function (name, callback, callbackContext, callbackArgs) {
  
          if (!this.isDown)
          {
              return;
          }
  
          var trampolines = (this._clickTrampolines = this._clickTrampolines || []);
  
          for (var i = 0; i < trampolines.length; i++)
          {
              if (trampolines[i].name === name)
              {
                  trampolines.splice(i, 1);
                  break;
              }
          }
  
          trampolines.push({
              name: name,
              targetObject: this.targetObject,
              callback: callback,
              callbackContext: callbackContext,
              callbackArgs: callbackArgs
          });
  
      },
  
      /**
      * Fire all click trampolines for which the pointers are still referring to the registered object.
      * @method Phaser.Pointer#processClickTrampolines
      * @private
      */
      processClickTrampolines: function () {
  
          var trampolines = this._clickTrampolines;
  
          if (!trampolines)
          {
              return;
          }
  
          for (var i = 0; i < trampolines.length; i++)
          {
              var trampoline = trampolines[i];
  
              if (trampoline.targetObject === this._trampolineTargetObject)
              {
                  trampoline.callback.apply(trampoline.callbackContext, trampoline.callbackArgs);
              }
          }
  
          this._clickTrampolines = null;
          this._trampolineTargetObject = null;
  
      },
  
      /**
      * 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.dirty = false;
          this.totalTouches = 0;
          this._holdSent = false;
          this._history.length = 0;
          this._stateReset = true;
  
          this.resetButtons();
  
          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 or *any* of the mouse buttons have been held down.
  * If not currently down it returns -1.
  * If you need to test a specific mouse or pen button then access the buttons directly, i.e. `Pointer.rightButton.duration`.
  * 
  * @name Phaser.Pointer#duration
  * @property {number} duration
  * @readonly
  */
  Object.defineProperty(Phaser.Pointer.prototype, "duration", {
  
      get: function () {
  
          if (this.isUp)
          {
              return -1;
          }
  
          return this.game.time.time - 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;
  
      }
  
  });
  
  /**
  * Enumeration categorizing operational modes of pointers.
  *
  * PointerType values represent valid bitmasks.
  * For example, a value representing both Mouse and Touch devices
  * can be expressed as `PointerMode.CURSOR | PointerMode.CONTACT`.
  *
  * Values may be added for future mode categorizations.
  * @class Phaser.PointerMode
  */
  Phaser.PointerMode = {
  
      /**
      * A 'CURSOR' is a pointer with a *passive cursor* such as a mouse, touchpad, watcom stylus, or even TV-control arrow-pad.
      *
      * It has the property that a cursor is passively moved without activating the input.
      * This currently corresponds with {@link Phaser.Pointer#isMouse} property.
      * @constant
      */
      CURSOR: 1 << 0,
  
      /**
      * A 'CONTACT' pointer has an *active cursor* that only tracks movement when actived; notably this is a touch-style input.
      * @constant
      */
      CONTACT: 1 << 1
  
  };
  