RxJS skipUntil operator not behaving as expected - javascript

I have two simple event handling Observables that I set up on mousedown.
Mouseup triggers several actions in the application, depending on whether or not the element is moved on mousemove, so i need to prevent it on simple click.
My impression was, that this code should start firing mouseup only after 500 mousemoves have been skipped and one emitted, however, 'mouseup' is logged even without single 'mousemove' being logged, and immediately (even with skip() set to even more ridiculous numbers).
What am I missing?
var mouseupObservable = Observable.fromEvent(this.element, 'mouseup');
var mouseMoveObservable = Observable.fromEvent(window, 'mousemove');
mouseupObservable
.skipUntil(mouseMoveObservable)
.subscribe(()=>console.error('mouseup'));
mouseMoveObservable
.takeUntil(mouseupObservable)
.skip(500)
.subscribe(()=>console.error('mousemove'));

The thing is that you use the "raw" streams inside the skip, try this:
var mouseupObservable = Observable.fromEvent(this.element, 'mouseup');
var mouseMoveObservable = Observable.fromEvent(window, 'mousemove');
let mouseUp$ = mouseupObservable
.skipUntil(mouseMoveObservable.skip(500));
mouseUp$.subscribe(()=>console.error('mouseup'));
let mouseMove$ = mouseMoveObservable
.takeUntil(mouseUp$);
mouseMove$.subscribe....
But please keep in mind that the "takeUntil(...)" will complete your stream whe fulfilled....this means that this will work only for a single "move-click-cycle" - not sure if that is your intention.

Related

Attaching an Event to an element and dispatching it correctly

I need to attach an Event called render to a panel element, that does nothing but being dispatched to warn all the listeners whenever panel is rendering.
Following the The old-fashioned way section of this link, I came up with this code:
/**
* **Static** Re-draw the layer panel to represent the current state of the layers.
* #param {Element} panel The DOM Element into which the layer tree will be rendered
*/
static renderPanel(panel) {
// Create the event.
var render_event = document.createEvent('Event');
// Define that the event name is 'render'.
render_event.initEvent('render', true, true);
// Listen for the event.
panel.addEventListener('render', function (e) {
// e.target matches panel
}, false);
panel.dispatchEvent(render_event);
This seems to have worked but as this is my first time doing this, I am not quite sure how to check the correctness of this method.
Looking inside the console I can see my panel element dispatching the render Event, but I'd like to ask if there's something I am missing or to be worried about before moving on.
To debug the result, I tried add an event listener to the document element like document.addEventListener("render",console.log("ciao")), which in turn printed ciao once in the console, but only just once.
I thought I would be able to see as many "ciao" in the console as the times the render Event was triggered, but this does not seem the case.
If you're trying to check everytime your event is fired, the second argument of addEventListener (taking into account what you're willing to achieve) should be a function callback using an event object as argument, like this for example:
document.addEventListener("render", function(e) { console.log("ciao"); });
In your example you're executing console.log("ciao"), not passing a function reference (anonymous or not), this is why it executes only one time: when the page loads/evaluates your script.
mdn guide on creating and dispatching custom events (same as your link)
The old fashioned method seems to still be working fine when I tried it, I saw the document event listener console log each time I triggered the event.
The updated way is:
panel.dispatchEvent(new CustomEvent('render'));
let div = document.querySelector('div');
div.addEventListener('old-event', () => {console.log('Old-fashinoed event caught')});
div.addEventListener('new-event', () => {console.log('New-fashioned event caught')});
let oldEvent = document.createEvent('Event');
oldEvent.initEvent('old-event', true, true);
let newEvent = new CustomEvent('new-event');
setInterval(() => {
div.dispatchEvent(oldEvent);
div.dispatchEvent(newEvent);
}, 1000);
<div>I emit an old-fashioned and a new-fashioned event every 1 second</div>

Listen to a mouse event on condition

I want to "listen to" a mouse event only if a checkbox is clicked. Therefore I have the following code:
HTML
<input type="checkbox" id="magicLens" onchange="magicLens()">
<label for="magicLens">Magic Lens</label>
JS
function magicLens(){
const magicLens_checked = document.getElementById('magicLens').checked;
if (magicLens_checked === true){
canvas.addEventListener('mousemove', e => {
myAnonymous = arguments.callee;
...
// draw something at the current mouse position
// and therefore use the 'e' event object
});
}
else {
canvas.removeEventListener('mousemove', myAnonymous);
}
}
Problem is, that the drawing (a lens) also occurs when the checkbox is not checked (false). I'm not even sure if removeEventListener() is the right way to deal with it (though I already tried the whole thing without it and result was the same).
Maybe you have a better idea to describe the issue in the title. Feel free to edit!
It's easier to actually always listen to the event and in there check whether the checkbox is checked.
const canvas = document.getElementById('canvas');
canvas.addEventListener('mousemove', e => {
const magicLens_checked = document.getElementById('magicLens').checked;
if (!magicLens_checked) {
return;
}
// Do something with e
console.log(e);
});
You can check it out in this Fiddle. (I added the event listener to document, to avoid creating an arbitrary canvas, but it works the same way)
The Javascript engine sees what you pass to addEventListener and removeEventListener as two different functions which is why the removeEventListener is not working. Create a named function outside of these and pass it into them.

How to dispatch an event manually in Paper.JS?

What I am trying to achieve is to clone an item on the canvas when I click on it and drag the clone without releasing the mouse.
menuItem.onMouseDown = function(event){
var clone = this.clone();
clone.onMouseDrag = function(event){
this.position+=event.delta;
console.log(event);
}
var ev = new MouseEvent('mousedrag',
event.event);
ev.event.type="mousemove";
ev.delta={x:0,y:0};
ev.target=clone;
ev.point=event.point;
clone.emit('mousedrag',ev);
};
I tried this, I believe I need something like this. So when I click the menuItem I clone it, and set up the event for the clone, and then emit an event on it. But the emitted event needs to be set up, and that is where my idea falls apart. Any thoughts on this one?
I would do things a bit differently; I wouldn't try to swap the handlers in the middle of the selection/dragging but would just logically swap the items temporarily:
menuItem = new Path.Circle(view.bounds.center, 25);
menuItem.fillColor = 'red';
var oldMenuItem = null;
menuItem.onMouseDown = function(e) {
oldMenuItem = this.clone();
oldMenuItem.fillColor = 'green';
}
menuItem.onMouseDrag = function(e) {
this.position += e.delta;
}
menuItem.onMouseUp = function(e) {
// swap menuItem and oldMenuItem to keep mouse handling on the
// original item?
var t = this.position;
this.position = oldMenuItem.position;
oldMenuItem.position = t;
}
Here's a sketch that implements something similar (I think) to what you're looking for. Just pretend the red circle is the menu item.
It is possible to construct a ToolEvent or MouseEvent (depending on the handler) but that is currently undocumented and would require a trip to the source code on github. Edit: I got curious and took a trip to github.
The MouseEvent constructor code is in the events directory but the constructor is used and the .emit function is called from the CanvasView.js module (search for new MouseEvent). But in order to simulate what you want to you'll need to simulate the entire chain of events in order to keep the internal state consistent. So you'd need to 1) emit a mouseup event on the original item, 2) emit a mousedown on the new item, and 3) emit mousemoves on the new item, and 3) detach the handler from the original item and attach a handler to the new item in between 1 & 2. (You might not need to emit the original mouseup if you detach the handler before.) If you've created a Tool you will need to create a ToolEvent rather than a MouseEvent.
Anyway, I can see why it's not documented - there is a lot to keep in mind. I wanted to update this answer to reflect your original question even though the answer is still that it is probably best to find another way to perform this action.
In case someone really wants or needs to do this:
Mouse events are constructed via the code in MouseEvent.js
The constructor is used, and the event emitted, in CanvasView.js
Event processing is driven in View.js
Tool events are constructed via code in ToolEvent.js
OTOH, emitting a frame event is easy:
view.emit('frame', {});

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);

Dynamically creating a series of oscillators that play with keyup/down

The problem is this:
In the following example, http://jsfiddle.net/GmgGY/2/
when you click on the orange button it creates a new div. When you click on this div it plays an oscillator. If you push a key on the keyboard (keydown) it plays it as well. It then stops playing it when the keyboard character is lifted (keyup). This is good and what I want.
However, when you click the orange button multiple times and create multiple synths. When you push a key on the keyboard all of them play (which is what I want) but only the last created one seems to respond to the keyup event.I want all of them to respond to the keyup event.Not just the last one.
I am not sure how to fix this.
Each dynamically created div has a unique ID but also a class that is universal to all of them. I thought there might be a way to select the class ( synth.class) and launch a universal oscillator.disconnect() on keyup ???
Another thing I'm thinking is my problem might need some kind of iterating thread that compensates for whatever DOM issue is causing this (assuming it isn't just exclusively the programming thus far). But I am not sure.
The Javascript code is below. I tried to keep it as minimal as possible but I couldn't figure out how to make it any smaller than this and still have it be clear. I omitted the html and css elements but kept them in the JSfiddle example.
$(function(){
var SynthCreationModule = (function(){
context = new webkitAudioContext();
var orangeButton;
var applicationArea = document.getElementById("applicationArea"),
orangeButton = document.getElementById("orangeButton"),
counterSynth = 1;
counterPitchInput = 1;
orangeButton.addEventListener("click",createSynth, false);
function createSynth () {
var synth = document.createElement("div");
synth.className = "synth";
synth.id = "synthid" + (counterSynth++);
applicationArea.appendChild(synth);
var pitchInput = document.createElement('input');
pitchInput.type = "range";
pitchInput.className = "pitchInputClass";
pitchInput.id = "pitchInput" + (counterPitchInput++);
pitchInput.min = "0";
pitchInput.max="2000";
synth.appendChild(pitchInput);
synth.onmousedown= function () {
oscillator = context.createOscillator(),
oscillator.type = 2;
oscillator.frequency.value = pitchInput.value;
oscillator.connect(context.destination);
oscillator.noteOn(0);
};
synth.onmouseup = function () {
oscillator.disconnect();
};
// Keydown & keyup events to launch oscillator. ( These don't work properly if you create two or more synths. Playing a key down works, but keyup only works on the last created synth. The previous created synths will continue to create additional oscillators but the keydown will not work to stop them.
var keydown = false;
$('body').keydown(function() {
if(!keydown){
synth.onmousedown();
keydown = true;
}
});
$('body').keyup(function() {
synth.onmouseup();
keydown = false;
});
$(synth).draggable();
};
}());
});
Your problem is actually that you never explicitly declare and scope "oscillator" - so it's going into globals. Try putting "this." in front of each occurrence of "oscillator", and it will work.
This isn't ideal code, though, because you're attaching a whole extra body event handler for each synth - your code
$('body').keydown(function() {
if(!keydown){
synth.onmousedown();
keydown = true;
}
});
is creating a whole separate function call and calling attachEventHandler on the body under the hood, with "synth" bound to the new version; it might be better to track the list of synths (even getting them back from a body.getElementsBySelector()) and calling noteOn/Off on each one. Up to you, though.

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