How does a website recognize keystrokes, mouse movement?
Is there a way to send a command ("like pressing down your left mouse button) via JavaScript, without actually pressing down your mouse button?
If my question is too unclear, I'm very happy to explain further. I'm new and just trying to start somewhere but am lost.
Can you recommend me some good learning material, so I can read into it, thank you very much.
Mouse, Keyboard, and other Events
Sites recognize keyboard and mouse 'events' by subscribing a function to them.
You can do that thru html like so: onkeypress="keypressFunction()", onmousemove="mousemoveFunction()", onclick="clickFunction()"... and other events
<div onclick="clickFunction()">Clickable</div>
Of course these functions keypressFunction(), mousemoveFunction(), clickFunction() need to exist somewhere in your site, whether inside
<script>
function clickFunction(){ alert('clicked!') }
</script>
or included from file: <script src="myscripts.js"></script> .
You can also subscribe to events using just javascript:
//Write `document` instead of `element` to apply to whole document
//Or you can find element by id like document.getElementById('id')
//You can of course use any other method of finding elements such
// as querySelector or use variables you already made before
element.onkeypress = function(eventArgs){
eventArgs = eventArgs || window.event;
// use eventArgs.keyCode to get which key
};
Or, more common and safe, subscribe with addEventListener:
element.addEventListener('keypress', function(eventArgs){
eventArgs = eventArgs || window.event;
// use eventArgs.keyCode to get which key
});
Note you dont have to write the prefix on in the event names (eg onkeypress) if using addEventListener.
You can of course also use already made functions:
element.onkeypress = myFunction;
and
element.addEventListener('keypress', myFunction);
All of these events usually pass an event-specific parameter to give more data about what exactly happened in the event.
For example, onclick passes MouseEvent args, so you can know where the mouse was (X and Y coords on screen) when the thing was clicked, were the alt/shift/ctrl keys held, and which mouse button was clicked (left, right, middle).
Keyboard events have their own event args with info on which keyboard key was pressed, if its being held, and so on. You can find all event arguments here.
Simulating events
Some basic events, such as a mouse click on an element, can be simulated with just element.click();, but that doesnt give you much control over the event args that are getting passed.
To properly send an event, you need to create a browser event object, and dispatch it on an element:
//Call oncontextmenu (right mouse click) on an element:
var element = document.getElementById('Id_here');
if (window.CustomEvent) {
element.dispatchEvent(new CustomEvent('contextmenu'));
} else if (document.createEvent) {
var ev = document.createEvent('HTMLEvents');
ev.initEvent('contextmenu', true, false);
element.dispatchEvent(ev);
} else { // Internet Explorer
element.fireEvent('oncontextmenu');
}
With that event object you can pass some data, here is simulating a keypress:
var element = document.getElementById('Id_here');
var keyboardEvent = document.createEvent("KeyboardEvent");
var initMethod = typeof keyboardEvent.initKeyboardEvent !== 'undefined' ? "initKeyboardEvent" : "initKeyEvent";
keyboardEvent[initMethod](
"keydown", // event type: keydown, keyup, keypress
true, // bubbles
true, // cancelable
window, // view: should be window
false, // ctrlKey
false, // altKey
false, // shiftKey
false, // metaKey
65, // keyCode: unsigned long - the virtual key code, else 0. 65 - 'a'
0 // charCode: unsigned long - the Unicode character associated with the depressed key, else 0
);
element.dispatchEvent(keyboardEvent);
Jquery gives some nice functions to make simulating events easier, but you can find those all over stack overflow, not even to mention google. Just search js simulating keypress/mouse, js subsribe to key/mouse event, and all the other things you can imagine.
Related
I'm trying to automatize some tasks in JavaScript and I need to use a InputEvent, but when I use normal event, I'm getting event.isTrusted = false and my event is doing nothing. Here is my event code:
var event = new InputEvent('input', {
bubbles: true,
cancelable: false,
data: "a"
});
document.getElementById('email').dispatchEvent(event);
This code should put "a" into a textField with id "email", but when event.isTrusted = false, this code is doing nothing. I'm testing it in Chrome Developer Tools in Sources tab with Event Listener Breakpoints (I checked only keyboard>input breakpoint and it shows me all attributes of used event).
I checked all attributes from real keyboard click and only thing that is different is event.isTrusted.
What can I change or what can I do to get event.isTrusted = true?
The isTrusted read-only property of the Event interface is a boolean that is true when the event was generated by a user action, and false when the event was created or modified by a script or dispatched via dispatchEvent.
Source: MDN
You may have misunderstood the concept of the Input Event, the event is triggered after the user type in the input. Manually triggering the event will not make the inputs change their values, is the changing of the values that makes the input trigger's the event not the opposite.
If you really want to change the value of the inputs with a custom event you can do something like this:
let TargetInput = document.getElementById('target')
let Button = document.getElementById('btnTrigger');
Button.addEventListener('click',function(e){
Trigger();
}, false);
TargetInput.addEventListener('input',function(e){
if(!e.isTrusted){
//Mannually triggered
this.value += e.data;
}
}, false);
function Trigger(){
var event = new InputEvent('input', {
bubbles: true,
cancelable: false,
data: "a"
});
TargetInput.dispatchEvent(event);
}
Target: <input type="text" id="target">
<hr>
<button id="btnTrigger">Trigger Event</button>
Any addEventListener call after the following code is executed will have isTrusted set to true.
Element.prototype._addEventListener = Element.prototype.addEventListener;
Element.prototype.addEventListener = function () {
let args = [...arguments]
let temp = args[1];
args[1] = function () {
let args2 = [...arguments];
args2[0] = Object.assign({}, args2[0])
args2[0].isTrusted = true;
return temp(...args2);
}
return this._addEventListener(...args);
}
Note: This is a very "hacky" way to go about doing this.
Unfortunately, you cannot generate event programmatically with isTrusted=true in Google Chrome and others modern browser.
See https://developer.mozilla.org/en-US/docs/Web/API/Event/isTrusted
Pupeeteer might help. It generates trusted events.
In browsers, input events could be divided into two big groups:
trusted vs. untrusted.
Trusted events: events generated by users interacting with the page,
e.g. using a mouse or keyboard. Untrusted event: events generated by
Web APIs, e.g. document.createEvent or element.click() methods.
Websites can distinguish between these two groups:
using an Event.isTrusted event flag
sniffing for accompanying events.
For example, every trusted 'click' event is preceded by 'mousedown'
and 'mouseup' events.
For automation purposes it’s important to
generate trusted events. All input events generated with Puppeteer are
trusted and fire proper accompanying events.
I've found it's not possible to set isTrusted to true BUT, depending on your need, a potential solution would be to create a local override in DevTools and remove the conditional in code for the script. This will tell Chrome to use your version (with the isTrusted check removed) instead of the site's JS file.
I'm trying to automatize some tasks in JavaScript and I need to use a InputEvent, but when I use normal event, I'm getting event.isTrusted = false and my event is doing nothing. Here is my event code:
var event = new InputEvent('input', {
bubbles: true,
cancelable: false,
data: "a"
});
document.getElementById('email').dispatchEvent(event);
This code should put "a" into a textField with id "email", but when event.isTrusted = false, this code is doing nothing. I'm testing it in Chrome Developer Tools in Sources tab with Event Listener Breakpoints (I checked only keyboard>input breakpoint and it shows me all attributes of used event).
I checked all attributes from real keyboard click and only thing that is different is event.isTrusted.
What can I change or what can I do to get event.isTrusted = true?
The isTrusted read-only property of the Event interface is a boolean that is true when the event was generated by a user action, and false when the event was created or modified by a script or dispatched via dispatchEvent.
Source: MDN
You may have misunderstood the concept of the Input Event, the event is triggered after the user type in the input. Manually triggering the event will not make the inputs change their values, is the changing of the values that makes the input trigger's the event not the opposite.
If you really want to change the value of the inputs with a custom event you can do something like this:
let TargetInput = document.getElementById('target')
let Button = document.getElementById('btnTrigger');
Button.addEventListener('click',function(e){
Trigger();
}, false);
TargetInput.addEventListener('input',function(e){
if(!e.isTrusted){
//Mannually triggered
this.value += e.data;
}
}, false);
function Trigger(){
var event = new InputEvent('input', {
bubbles: true,
cancelable: false,
data: "a"
});
TargetInput.dispatchEvent(event);
}
Target: <input type="text" id="target">
<hr>
<button id="btnTrigger">Trigger Event</button>
Any addEventListener call after the following code is executed will have isTrusted set to true.
Element.prototype._addEventListener = Element.prototype.addEventListener;
Element.prototype.addEventListener = function () {
let args = [...arguments]
let temp = args[1];
args[1] = function () {
let args2 = [...arguments];
args2[0] = Object.assign({}, args2[0])
args2[0].isTrusted = true;
return temp(...args2);
}
return this._addEventListener(...args);
}
Note: This is a very "hacky" way to go about doing this.
Unfortunately, you cannot generate event programmatically with isTrusted=true in Google Chrome and others modern browser.
See https://developer.mozilla.org/en-US/docs/Web/API/Event/isTrusted
Pupeeteer might help. It generates trusted events.
In browsers, input events could be divided into two big groups:
trusted vs. untrusted.
Trusted events: events generated by users interacting with the page,
e.g. using a mouse or keyboard. Untrusted event: events generated by
Web APIs, e.g. document.createEvent or element.click() methods.
Websites can distinguish between these two groups:
using an Event.isTrusted event flag
sniffing for accompanying events.
For example, every trusted 'click' event is preceded by 'mousedown'
and 'mouseup' events.
For automation purposes it’s important to
generate trusted events. All input events generated with Puppeteer are
trusted and fire proper accompanying events.
I've found it's not possible to set isTrusted to true BUT, depending on your need, a potential solution would be to create a local override in DevTools and remove the conditional in code for the script. This will tell Chrome to use your version (with the isTrusted check removed) instead of the site's JS file.
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);
Just wondering. Is it possible to invoke a key press event in JavaScript without ACTUALLY pressing the key ? For example lets say, I have a button on my webpage and when that button is clicked I want to invoke a event as if a particular key has been pressed. I know it weird but can this be done in JavaScript.
Yes, this can be done using initKeyEvent. It's a little verbose to use, though. If that bothers you, use jQuery, as shown in #WojtekT's answer.
Otherwise, in vanilla javascript, this is how it works:
// Create the event
var evt = document.createEvent( 'KeyboardEvent' );
// Init the options
evt.initKeyEvent(
"keypress", // the kind of event
true, // boolean "can it bubble?"
true, // boolean "can it be cancelled?"
null, // specifies the view context (usually window or null)
false, // boolean "Ctrl key?"
false, // boolean "Alt key?"
false, // Boolean "Shift key?"
false, // Boolean "Meta key?"
9, // the keyCode
0); // the charCode
// Dispatch the event on the element
el.dispatchEvent( evt );
If you're using jquery:
var e = jQuery.Event("keydown");
e.which = 50; //key code
$("#some_element").trigger(e);
I am writing some UI tests using Selenium and i have a JavaScript Tree control, using the Dojo toolkit.
I have implemented a context menu for each node of the tree using the examples that Dojo provide, but I need the Selenium test to "invoke" the right click on the tree node, but I cannot get this to work. The tests simply do not simulate the right-click event through JavaScript, and the context menu does not show up.
Has anyone had any experience in invoking the right click on a context menu using Dojo and Selenium? Or have any ideas as to how to do it?
try this instead, reason what things didn't quite work is that the context menu is in fact bound to the oncontextmenu event.
function contextMenuClick(element){
var evt = element.ownerDocument.createEvent('MouseEvents');
var RIGHT_CLICK_BUTTON_CODE = 2; // the same for FF and IE
evt.initMouseEvent('contextmenu', true, true,
element.ownerDocument.defaultView, 1, 0, 0, 0, 0, false,
false, false, false, RIGHT_CLICK_BUTTON_CODE, null);
if (document.createEventObject){
// dispatch for IE
return element.fireEvent('onclick', evt)
}
else{
// dispatch for firefox + others
return !element.dispatchEvent(evt);
}
}
Just for good measure, here is a bit of doco on the parameters:
var myEvt = document.createEvent('MouseEvents');
myEvt.initMouseEvent(
'click' // event type
,true // can bubble?
,true // cancelable?
,window // the event's abstract view (should always be window)
,1 // mouse click count (or event "detail")
,100 // event's screen x coordinate
,200 // event's screen y coordinate
,100 // event's client x coordinate
,200 // event's client y coordinate
,false // whether or not CTRL was pressed during event
,false // whether or not ALT was pressed during event
,false // whether or not SHIFT was pressed during event
,false // whether or not the meta key was pressed during event
,1 // indicates which button (if any) caused the mouse event (1 = primary button)
,null // relatedTarget (only applicable for mouseover/mouseout events)
);
Great question!
I did some research, and it seems like you can fire a mouse event like is shown here, and make it a right-click by setting the button or which property to 2 (documented here).
Perhaps this code will work:
function rightClick(element){
var evt = element.ownerDocument.createEvent('MouseEvents');
var RIGHT_CLICK_BUTTON_CODE = 2; // the same for FF and IE
evt.initMouseEvent('click', true, true,
element.ownerDocument.defaultView, 1, 0, 0, 0, 0, false,
false, false, false, RIGHT_CLICK_BUTTON_CODE, null);
if (document.createEventObject){
// dispatch for IE
return element.fireEvent('onclick', evt)
}
else{
// dispatch for firefox + others
return !element.dispatchEvent(evt);
}
}
Here is a more correct version if you do not care about where the context menu gets fired up
function fireContextMenu(el) {
var evt = el.ownerDocument.createEvent("HTMLEvents")
evt.initEvent('contextmenu', true, true) // bubbles = true, cancelable = true
if (document.createEventObject) {
return el.fireEvent('oncontextmenu', evt)
}
else {
return !el.dispatchEvent(evt)
}
}
If you do, we may have to use the previous one, fix up it's behaviour in IE, and populate the screenX, screenY, clientX, clientY etc appropriately
I am trying this in firefox and chrome, but dispatching the contextmenu event doesn't make browser to open context menu. Event is triggered because my callback for oncontextmenu is fired, but context menu is still missing. Anybody have an idea, because I used all code samples from above?