fix setPollAlways() hit-testing inactive pointers#7320
Open
Antriel wants to merge 1 commit into
Open
Conversation
…pointerover`/`pointerout` from a parked pointer at world (0,0)
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
When
scene.input.setPollAlways()is enabled,InputPlugin.updatePollwould hit-tests every pointer ininput.manager.pointerson every frame, including the spare touch pointer (id === 1) that Phaser allocates but keeps parked at world (0,0) withactive === falseuntil the first real touch.As a result, an interactive Game Object whose hit area covers world (0,0) receives
pointerover/pointeroutevents from that idle phantom pointer with no user input at all (the mouse is never moved, the screen is never touched).Modified Phaser example that reproduces this: