matchMedia doesnt work unless window is resized - javascript

I'm trying to use the window.matchMedia event listener to detect if the user is on a touch device or not. But im just seems to be only activate when the chrome DevTools window is resized, and not actually detect if it is a touch device (for example, on my pixel 3a).
here is the code i used for the event listener
if (matchMedia) {
let mql = window.matchMedia('(pointer: fine)');
mql.addListener(touchChange)
}
and the function which it runs
function touchChange (event) {
if (event.matches) {
touchcontrols = true;
console.log("Touch Controls");
console.log(window.innerWidth);
document.getElementById("lives").innerHTML = "Touch Events!";
}
}

If you just want to see if it matches once you can use:
let matches = window.matchMedia('(pointer: fine)').matches;
window.matchMedia returns an object with a matches property which indicates if it's currently matching your query and an addListener to register a callback which will be called in response to the media query status changing.
More on this: https://developer.mozilla.org/en-US/docs/Web/API/MediaQueryList/addListener

Related

Tampermoney script to click on button automatically [duplicate]

I have a hyperlink in my page. I am trying to automate a number of clicks on the hyperlink for testing purposes. Is there any way you can simulate 50 clicks on the hyperlink using JavaScript?
MSDN
I'm looking for onClick event trigger from the JavaScript.
Performing a single click on an HTML element: Simply do element.click(). Most major browsers support this.
To repeat the click more than once: Add an ID to the element to uniquely select it:
Google Chrome
and call the .click() method in your JavaScript code via a for loop:
var link = document.getElementById('my-link');
for(var i = 0; i < 50; i++)
link.click();
You should just use click. For more advanced event firing, use dispatchEvent.
const body = document.body;
body.addEventListener('click', e => {
console.log('clicked body');
});
console.log('Using click()');
body.click();
console.log('Using dispatchEvent');
body.dispatchEvent(new Event('click'));
Original Answer - Obsolete
Here is what I use for IE9+ http://jsfiddle.net/mendesjuan/rHMCy/4/
/**
* Fire an event handler to the specified node. Event handlers can detect that the event was fired programatically
* by testing for a 'synthetic=true' property on the event object
* #param {HTMLNode} node The node to fire the event handler on.
* #param {String} eventName The name of the event without the "on" (e.g., "focus")
*/
function fireEvent(node, eventName) {
// Make sure we use the ownerDocument from the provided node to avoid cross-window problems
var doc;
if (node.ownerDocument) {
doc = node.ownerDocument;
} else if (node.nodeType == 9){
// the node may be the document itself, nodeType 9 = DOCUMENT_NODE
doc = node;
} else {
throw new Error("Invalid node passed to fireEvent: " + node.id);
}
if (node.dispatchEvent) {
// Gecko-style approach (now the standard) takes more work
var eventClass = "";
// Different events have different event classes.
// If this switch statement can't map an eventName to an eventClass,
// the event firing is going to fail.
switch (eventName) {
case "click": // Dispatching of 'click' appears to not work correctly in Safari. Use 'mousedown' or 'mouseup' instead.
case "mousedown":
case "mouseup":
eventClass = "MouseEvents";
break;
case "focus":
case "change":
case "blur":
case "select":
eventClass = "HTMLEvents";
break;
default:
throw "fireEvent: Couldn't find an event class for event '" + eventName + "'.";
break;
}
var event = doc.createEvent(eventClass);
event.initEvent(eventName, true, true); // All events created as bubbling and cancelable.
event.synthetic = true; // allow detection of synthetic events
// The second parameter says go ahead with the default action
node.dispatchEvent(event, true);
} else if (node.fireEvent) {
// IE-old school style, you can drop this if you don't need to support IE8 and lower
var event = doc.createEventObject();
event.synthetic = true; // allow detection of synthetic events
node.fireEvent("on" + eventName, event);
}
};
Note that calling fireEvent(inputField, 'change'); does not mean it will actually change the input field. The typical use case for firing a change event is when you set a field programmatically and you want event handlers to be called since calling input.value="Something" won't trigger a change event.
What
l.onclick();
does is exactly calling the onclick function of l, that is, if you have set one with l.onclick = myFunction;. If you haven't set l.onclick, it does nothing. In contrast,
l.click();
simulates a click and fires all event handlers, whether added with l.addEventHandler('click', myFunction);, in HTML, or in any other way.
I'm quite ashamed that there are so many incorrect or undisclosed partial applicability.
The easiest way to do this is through Chrome or Opera (my examples will use Chrome) using the Console. Enter the following code into the console (generally in 1 line):
var l = document.getElementById('testLink');
for(var i=0; i<5; i++){
l.click();
}
This will generate the required result
.click() does not work with Android (look at mozilla docs, at mobile section). You can trigger the click event with this method:
function fireClick(node){
if (document.createEvent) {
var evt = document.createEvent('MouseEvents');
evt.initEvent('click', true, false);
node.dispatchEvent(evt);
} else if (document.createEventObject) {
node.fireEvent('onclick') ;
} else if (typeof node.onclick == 'function') {
node.onclick();
}
}
From this post
Use a testing framework
This might be helpful - http://seleniumhq.org/ - Selenium is a web application automated testing system.
You can create tests using the Firefox plugin Selenium IDE
Manual firing of events
To manually fire events the correct way you will need to use different methods for different browsers - either el.dispatchEvent or el.fireEvent where el will be your Anchor element. I believe both of these will require constructing an Event object to pass in.
The alternative, not entirely correct, quick-and-dirty way would be this:
var el = document.getElementById('anchorelementid');
el.onclick(); // Not entirely correct because your event handler will be called
// without an Event object parameter.
IE9+
function triggerEvent(el, type){
var e = document.createEvent('HTMLEvents');
e.initEvent(type, false, true);
el.dispatchEvent(e);
}
Usage example:
var el = document.querySelector('input[type="text"]');
triggerEvent(el, 'mousedown');
Source: https://plainjs.com/javascript/events/trigger-an-event-11/
Please call trigger function any where and button will click.
<a href="#" id="myBtn" title="" >Button click </a>
function trigger(){
document.getElementById("myBtn").click();
}
Fair warning:
element.onclick() does not behave as expected. It only runs the code within onclick="" attribute, but does not trigger default behavior.
I had similar issue with radio button not setting to checked, even though onclick custom function was running fine. Had to add radio.checked = "true"; to set it. Probably the same goes and for other elements (after a.onclick() there should be also window.location.href = "url";)

Moving an id at mediaquery in JS

I'm a newbie in JS. I'm trying to move a photo from one div to another #mediaquery with JS. It is moving nevertheless but is not coming back when am changing the dimension of the browser at more then 767px. Probably my thinking is bad at else statement, but I don't know how to do it!
if I delete the else completely is not working anymore...
any help is highly appreciated it! Thank you!
function myFunction(x) {
if (x.matches) { // If media query matches
document.getElementById("img_move").append(document.getElementById("img_dest"));
} else{
document.getElementById("img_dest").append(document.getElementById("img_move"));
}
}
var x = window.matchMedia("max-width: 767px")
myFunction(x) // Call listener function at run time
x.addListener(myFunction) // Attach listener function on state changes
It couldn't be the exact answer of the question but it's other resolution. Without deleting but it's just making other id's img element. And then hiding original one on the other hand showing other id's img element. Both have same image but displaying is different on condition.
function myFunction(x) {
if (x.matches) { // If media query matches
document.getElementById("img_dest").style.display = 'none'
document.getElementById("img_dest2").style.display = 'block'
} else{
document.getElementById("img_dest").style.display = 'block';
document.getElementById("img_dest2").style.display = 'none'
}
}
var x = window.matchMedia("(max-width: 767px)")
myFunction(x) // Call listener function at run time
x.addListener(myFunction) // Attach listener function on state changes
<div id='img_move'> dd</div>
<div id='img_dest'> over 767px</div>
<div id='img_dest2'> under 767px</div>
Your code has several errors which mean that it never reaches the myFunction on a media state change. I have put them in comments here. A good place to look to understand JS functions and methods is MDN, this link gives basic info. on sensing media state changes: https://developer.mozilla.org/en-US/docs/Web/API/MediaQueryList/addListener
Once those are mended you will see in your browser's console log that your attempt at moving an image fails as you alter the viewport width. I am not at all clear what you actually want to do here - swap the src in the two img elements perhaps?
<script>
function myFunction(event) { //on a state change you get myFunction called but with parameter event, not x
if (event.matches) { // If media query matches
console.log('media query matches');
document.getElementById("img_move").append(document.getElementById("img_dest"));
// you will see an error here: on Firefox: media query matches test14.html:11:13
//HierarchyRequestError: Node cannot be inserted at the specified point in the hierarchy
//on Edge
//Uncaught DOMException: Failed to execute 'append' on 'Element': The new child element contains the parent.
// at MediaQueryList.myFunction (file:///C:/Users/annet/Documents/test14.html:1
} else{
console.log('media query does not match');
document.getElementById("img_dest").append(document.getElementById("img_move"));
}
}
var x = window.matchMedia("(max-width: 767px)");//brackets were missing so never saw media width changing
//myFunction(x); // Call listener function at run time - this function needs an event to match up the media tests with
x.addListener(myFunction); // Attach listener function on state changes
</script>

JavaScript - Can you detect wether an event was triggered by the user or the app?

I know that this is possible with for mouse events using the MouseEvent constructor.
For example, with the MouseEvent constructor, you can simulate mouse clicks easily. With this approach, I can add additional fields to my "fake" mouse event such as
var event = new MouseEvent(type, mouseEventInit)'
event.fake = true
that allows me to detect in the listener wether this event was triggered by the user or the app.
I would like to do something similar with a html video when it is played/paused/seeked. The video can either be controlled by my app (calling video.play(), video.pause() or setting video.currentTime = x) or the user (using the video controls normally) at any given time. When the event listeners I added are fired I do not have a way to know who or what was the source (the user or my app).
So basically, I don't want to listen to events triggered by my app but I do want to listen to user actions (the user clicked on the play button or seeked in the video by clicking somewhere on the progress bar).
My current approach is to remove the listeners and add them back afterwards like so:
video.removeEventListener('play', playListener)
video.play()
// I have to wait until the video actually plays
setTimeout(function() {
video.addEventListener('play', playListener)
}, 100)
It works fine, but when I do this for seeking, it's harder to select a good time for settimeout because of video buffering (it seems like the seeked event is triggered after the video finished buffering). So I'm exploring different methods.
I know about the CustomEvent() constructor, but I doubt I could use this to actually play or seek. I need to create an event that will trigger the appropriate actions (play, pause or seek). Feel free to correct me if I'm wrong.
Any other ideas I could detect events triggered by my app and/or the user?
You can attach a Boolean to object passed to event handler to determine if event was dispatched in response to user action or application action.
var button = document.querySelector("button");
var div = button.nextElementSibling;
var app = {
config: "def",
userAction: "abc",
setApp: function setApp(duration) {
this.timeout = setTimeout(function() {
button.dispatchEvent(appEvent)
}, duration || 3500);
},
timeout: null
}
// dispatch `app` event
app.setApp(0);
function handleEvent(event) {
// check `event.detail.app` object `Boolean` value
if (event.detail.app) {
div.textContent = app.config;
} else {
div.textContent = app.userAction;
// dispatch `app` event in 3500ms
app.setApp();
}
}
button.onclick = handleEvent;
// set plain object having `Boolean` value at `event.detail` `{app:true}`
var appEvent = new CustomEvent("click", {
detail: {
app: true
}
});
<button>click</button>
<div></div>

Cross-Frame events on IE Edge break HammerJS (v2)

I'm facing a strange problem that I think leaves HammerJS internal event loop with a stuck event that ruins subsequent detections.
This only happens on Internet Explorer Edge on a Touch Device with PointerEvents.
Basically, when using HammerJS for a PAN event (panstart -> panmove -> panend), and you cross the current frame boundary (for example, into an IFRAME, or just outside the browser window) AND you release your finger there, then HammerJS never receives the CANCEL event and the session kind of stays stuck.
From then on, all gestures are reported incorrectly, with one more finger ('pointer') than you're using: For example, it will report a PINCH or ROTATE (2 pointers) just tapping (1 pointer) and so on.
I haven't found a way to reset the Hammer Manager once it enters this ghost state. This breaks my app.
I've prepared a Fiddle with a full working example. Please execute it under a Windows/Touch device !
https://jsfiddle.net/28cxrupv/5/
I'd like to know, either how to detect the out-of-bounds event, or just how could I manually reset the Hammer Manager instance if I am able to detect myself by other means that there are stuck events.
UPDATE
I've found in my investigations that the problem is at the lowest level in HammerJS: the PointerEvents handler has an array of detected pointers this.store and there's the stuck event with an old timestamp.
I've found a way to patch Hammer.JS so it can detect stuck pointers. I don't know if this is wrong, but apparently it works!
On HammerJS PointerEvents handler, there's an array this.store that keeps all current pointer events. It's there where, when we pan out of the window and release the touch, a stuck event is kept forever.
Clearing this array causes Hammer to go back to normal again.
I just added a condition where, if we are processing a Primary touch (start of a gesture?), and the store is not empty, it clears the store automatically.
How it works is, on the next interaction with the stuck hammer instance, the internal store gets reset and the gesture is interpreted properly.
On Hammer.js 2.0.6, around line 885
/**
* handle mouse events
* #param {Object} ev
*/
handler: function PEhandler(ev) {
var store = this.store;
var removePointer = false;
var eventTypeNormalized = ev.type.toLowerCase().replace('ms', '');
var eventType = POINTER_INPUT_MAP[eventTypeNormalized];
var pointerType = IE10_POINTER_TYPE_ENUM[ev.pointerType] || ev.pointerType;
var isTouch = (pointerType == INPUT_TYPE_TOUCH);
// get index of the event in the store
var storeIndex = inArray(store, ev.pointerId, 'pointerId');
// start and mouse must be down
if (eventType & INPUT_START && (ev.button === 0 || isTouch)) {
// NEW CONDITION: Check the store is empty on a new gesture
// http://stackoverflow.com/questions/35618107/cross-frame-events-on-ie-edge-break-hammerjs-v2
if (ev.isPrimary && store.length) {
window.console.warn ("Store should be 0 on a primary touch! Clearing Stuck Event!");
this.reset();
}
if (storeIndex < 0) {
store.push(ev);
storeIndex = store.length - 1;
}
} else if (eventType & (INPUT_END | INPUT_CANCEL)) {
removePointer = true;
}
// it not found, so the pointer hasn't been down (so it's probably a hover)
if (storeIndex < 0) {
return;
}
// update the event in the store
store[storeIndex] = ev;
this.callback(this.manager, eventType, {
pointers: store,
changedPointers: [ev],
pointerType: pointerType,
srcEvent: ev
});
if (removePointer) {
// remove from the store
store.splice(storeIndex, 1);
}
}
});
and also I define the function "reset":
/**
* Reset internal state
*/
reset: function() {
this.store = (this.manager.session.pointerEvents = []);
},

handle both mouse and touch events on touch screens

I'm writing web application which should support both mouse and touch interactions.
For testing I use touch screen device with Windows 7. I've tried to sniff touch events in latest Firefox and Chrome canary and got the following results:
On touch Firefox fires touch and corresponding mouse event.
Chrome fires touchstart/mousedown, touchend/mouseup pairs, but mousemove fired in very strange manner: one/two times while touchmove.
All mouse events handled as always.
Is there any way to handle mouse and touch evens simultaneously on modern touch screens? If Firefox fires a pair of touch and mouse event what happens on touchmove with mousemove in Chrome? Should I translate all mouse events to touch or vice versa? I hope to find right way to create responsive interface.
You can't really predict in advance which events to listen for (eg. for all you know a USB touch screen could get plugged in after your page has loaded).
Instead, you should always listen to both the touch events and mouse events, but call preventDefault() on the touch events you handle to prevent (now redundant) mouse events from being fired for them. See http://www.html5rocks.com/en/mobile/touchandmouse/ for details.
You should rather check availability of touch interface and bind events according to that.
You can do something like this:
(function () {
if ('ontouchstart' in window) {
window.Evt = {
PUSH : 'touchstart',
MOVE : 'touchmove',
RELEASE : 'touchend'
};
} else {
window.Evt = {
PUSH : 'mousedown',
MOVE : 'mousemove',
RELEASE : 'mouseup'
};
}
}());
// and then...
document.getElementById('mydiv').addEventListener(Evt.PUSH, myStartDragHandler, false);
If you want to handle both in same time and browser does not translate well touch events into mouse events, you can catch touch events and stop them - then corresponding mouse event shouldn't be fired by browser (you won't have double events) and you can fire it yourself as mouse event or just handle it.
var mydiv = document.getElementsById('mydiv');
mydiv.addEventListener('mousemove', myMoveHandler, false);
mydiv.addEventListener('touchmove', function (e) {
// stop touch event
e.stopPropagation();
e.preventDefault();
// translate to mouse event
var clkEvt = document.createEvent('MouseEvent');
clkEvt.initMouseEvent('mousemove', true, true, window, e.detail,
e.touches[0].screenX, e.touches[0].screenY,
e.touches[0].clientX, e.touches[0].clientY,
false, false, false, false,
0, null);
mydiv.dispatchEvent(clkEvt);
// or just handle touch event
myMoveHandler(e);
}, false);
The solutions on this thread are outdated - for those (like me) who still land here in 2021, there is a new W3 specification for pointer events. These events combine mouse and touch into one.
https://developer.mozilla.org/en-US/docs/Web/API/Pointer_events
https://www.w3.org/TR/pointerevents/
MouseEvents and TouchEvents do not technically provide exactly the same functionality, but for most purposes , they can be used interchangeably. This solution does not favor one over the other, as the user may have both a mouse and a touch screen. Instead, it allows the user to use which ever input device they wish, as long as they wait at least five seconds before changing inputs. This solution ignores mouse pointer emulation on touchscreen devices when the screen is tapped.
var lastEvent = 3 ;
var MOUSE_EVENT = 1;
var TOUCH_EVENT = 2 ;
element.addEventListener('touchstart', function(event)
{
if (lastEvent === MOUSE_EVENT )
{
var time = Date.now() - eventTime ;
if ( time > 5000 )
{
eventTime = Date.now() ;
lastEvent = TOUCH_EVENT ;
interactionStart(event) ;
}
}
else
{
lastEvent = TOUCH_EVENT ; ;
eventTime = Date.now() ;
interactionStart(event) ;
}
}) ;
element.addEventListener('mousedown', function(event)
{
if (lastEvent === TOUCH_EVENT )
{
var time = Date.now() - eventTime ;
if ( time > 5000 )
{
eventTime = Date.now() ;
lastEvent = MOUSE_EVENT ;
interactionStart(event) ;
}
}
else
{
lastEvent= MOUSE_EVENT ;
eventTime = Date.now() ;
interactionStart(event) ;
}
}) ;
function interactionStart(event) // handle interaction (touch or click ) here.
{...}
This is by no means a win all solution, I have used this a few times , and have not found problems with it, but to be fair i usually just use it to start animation when a canvas it tapped , or to provide logic to turn a div into a button. I leave it to you all to use this code , find improvements and help to improve this code.(If you do not find a better solution ).
I found this thread because I have a similar & more complex problem:
supposing we create a js enabled scrollable area with arrows NEXT/PREVIOUS which we want not only to respond to touch and mouse events but also to fire them repeatedly while the user continues to press the screen or hold down his/her mouse!
Repetition of events would make my next button to advance 2 positions instead one!
With the help of closures everything seems possible:
(1) First create a self invoking function for variable isolation:
(function(myScroll, $, window, document, undefined){
...
}(window.myScroll = window.myScroll || {}, jQuery, window, document));
(2) Then, add your private variables that will hold internal state from setTimeout():
/*
* Primary events for handlers that respond to more than one event and devices
* that produce more than one, like touch devices.
* The first event in browser's queue hinders all subsequent for the specific
* key intended to be used by a handler.
* Every key points to an object '{primary: <event type>}'.
*/
var eventLock = {};
// Process ids based on keys.
var pids = {};
// Some defaults
var defaults = {
pressDelay: 100 // ms between successive calls for continuous press by mouse or touch
}
(3) The event lock functions:
function getEventLock(evt, key){
if(typeof(eventLock[key]) == 'undefined'){
eventLock[key] = {};
eventLock[key].primary = evt.type;
return true;
}
if(evt.type == eventLock[key].primary)
return true;
else
return false;
}
function primaryEventLock(evt, key){
eventLock[key].primary = evt.type;
}
(4) Attach your event handlers:
function init(){
$('sth').off('mousedown touchstart', previousStart).on('mousedown touchstart', previousStart);
$('sth').off('mouseup touchend', previousEnd).on('mouseup touchend', previousEnd);
// similar for 'next*' handlers
}
Firing of events mousedown and touchstart will produce double calls for handlers on devices that support both (probably touch fires first). The same applies to mouseup and touchend.
We know that input devices (whole graphic environments actually) produce events sequentially so we don't care which fires first as long a special key is set at private eventLock.next.primary and eventLock.previous.primary for the first events captured from handlers next*() and previous*() respectively.
That key is the event type so that the second, third etc. event are always losers, they don't acquire the lock with the help of the lock functions eventLock() and primaryEventLock().
(5) The above can be seen at the definition of the event handlers:
function previousStart(evt){
// 'race' condition/repetition between 'mousedown' and 'touchstart'
if(!getEventLock(evt, 'previous'))
return;
// a. !!!you have to implement this!!!
previous(evt.target);
// b. emulate successive events of this type
pids.previous = setTimeout(closure, defaults.pressDelay);
// internal function repeats steps (a), (b)
function closure(){
previous(evt.target);
primaryEventLock(evt, 'previous');
pids.previous = setTimeout(closure, defaults.pressDelay);
}
};
function previousEnd(evt){
clearTimeout(pids.previous);
};
Similar for nextStart and nextEnd.
The idea is that whoever comes after the first (touch or mouse) does not acquire a lock with the help of function eventLock(evt, key) and stops there.
The only way to open this lock is to fire the termination event handlers *End() at step (4): previousEnd and nextEnd.
I also handle the problem of touch devices attached in the middle of the session with a very smart way: I noticed that a continuous press longer than defaults.pressDelay produces successive calls of the callback function only for the primary event at that time (the reason is that no end event handler terminates the callabck)!
touchstart event
closure
closure
....
touchend event
I define primary the device the user is using so, all you have to do is just press longer and immediately your device becomes primary with the help of primaryEventLock(evt, 'previous') inside the closure!
Also, note that the time it takes to execute previous(event.target) should be smaller than defaults.pressDelay.
(6) Finally, let's expose init() to the global scope:
myScroll.init = init;
You should replace the call to previous(event.target) with the problem at hand: fiddle.
Also, note that at (5b) there is a solution to another popular question how do we pass arguments to a function called from setTimeout(), i.e. setTimeout(previous, defaults.pressDelay) lacks an argument passing mechanism.
I have been using this jQuery helper to bind both touch and click events.
(function ($) {
$.fn.tclick = function (onclick) {
this.bind("touchstart", function (e) { onclick.call(this, e); e.stopPropagation(); e.preventDefault(); });
this.bind("click", function (e) { onclick.call(this, e); }); //substitute mousedown event for exact same result as touchstart
return this;
};
})(jQuery);

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