As a javascript learning exercise, i have made a little app which (should) let me create a web page 'graphically'(dreamweaver style). I've added as separate scripts a basic custom menu and a message popup. The menu opens on left mouse clicks binded to document.body, so anywhere on the page including the popup (if present, of course). Is there a way to avoid such behavior?
Edit
Here is the (rough) code for the function handling the drag operations on the popup:
window.addEventListener('click', show_mnu, false); // Menu onclick event (simply shows the menu onscreen)
mb_hdr.addEventListener('mousedown', drag, false); // Popup event handlers
document.addEventListener('mouseup', drag, false); //
var dragOffsetX, dragOffsetY;
function drag(evt)
{
var evt = evt||window.event;
var target = document.getElementById('popup');
switch(evt.type)
{
case 'mousedown':
{
dragOffsetX = evt.clientX - target.offsetLeft;
dragOffsetY = evt.clientY - target.offsetTop;
document.addEventListener('mousemove', drag, false);
break;
}
case 'mouseup':
{
dragOffsetX = dragOffsetY = null;
document.removeEventListener('mousemove', drag, false);
break;
}
case 'mousemove' :
{
if(dragOffsetX && dragOffsetY)
{
target.style.left = (evt.clientX - dragOffsetX) + 'px';
target.style.top = (evt.clientY - dragOffsetY) + 'px';
}
break;
}
}
evt.stopPropagation(); //????
}
I suppose you already read about event bubbling and propagation in the links in the comments to your question: if you click on any element, the event propagates down until it reaches window, with its show_mnu handler.
To cancel the propagation, you need to add this handler
function stop(e) {
e.stopPropagation();
(e||event).cancelBubble = true; // if you need to support IE<9
}
to every mousedown, mouseup and click handler you do not wish to propagate it down.
See the fiddle: clicking the gray box stops the propagation to window.
Note if you want to implement drag&drop, you may find this tutorial useful, since it uses HTML5 features which are supported well on desktop systems.
Related
I am trying to catch when user press left button on mouse while hovering over cells in a html table using vanilla javascript. The purpose is to paint a cell in black when user is clicking with mouse while dragging (drawing like in MsPaint, when you draw a line for example)
I added an "over" event listener on each td of my table and used buttons property to check if left button is pressed or not:
celle = document.getElementsByTagName("td");
for (i=0;i<celle.length;i++)
celle[i].addEventListener("mouseover", function(e){
if(e.buttons == 1 ){
e.target.style.backgroundColor="black";
}
})
This code works but not always and not perfectly. First it starts setting the background color of the next element, not the one on which I pressed the mouse. Moreover, sometimes it doesn't set any color at all (there is a small icon like "accessed denied" in Chrome's window). It appears to work quite randomly and unpredicatably.
I tried also with jQuery, but I found similar problems. Anyone can help me?
Thanks a lot
Split the problem into several parts. I would add a mousedown and mouseup eventlistener to the whole window and set a global state if you're currently drawing:
var drawState=false
window.addEventListener("mousedown",function(e){
if(e.button===1){
drawState = true;
}});
window.addEventListener("mouseup",function(e){
if(e.button===1){
drawState = false;
}});
You can improve the window listeners with some checks, if the mouse is over a cell.
After this you can add a mouseenter listener to all your cells. Mouseenter is only fired once you enter a cell and not on every move inside the element:
celle[i].addEventListener("mouseenter", function(e){
if(drawState){
e.target.style.backgroundColor="black";
}
})
Instead of tracking mouseover, track three events:
mousemove - to constantly get the mouse position
mousedown - to set the mouse state as currently clicked down
mouseup - to set the mouse state as currently released
It works this way:
handleMousemove constantly updates the mouse position and check mouse state
When the mouse is clicked down, handleMousedown is fired
handleMousedown set the state as 'down'
When handleMousemove sees that mouse state is 'down', it fires click event at the current mouse position
When the mouse is released, handleMouseup is fired
handleMouseup set the state as 'released' and everything returns to normal
Repeat
var mouseIsDown = false;
var mousePosition = { x:-1, y:-1 };
let handleMousemove = (event) => {
// get the mouse position
mousePosition.x = event.x;
mousePosition.y = event.y;
if(mouseIsDown) // if mouse state is currently down, fire click at mouse position
{
let elem = document.elementFromPoint(mousePosition.x, mousePosition.y);
// you can add some conditions before clicking
if(something)
{
elem.click();
}
}
};
let handleMousedown = (event) => {
mouseIsDown = true;
// set the mouse state as 'down'
};
let handleMouseup = (event) => {
mouseIsDown = false;
// set the mouse state as 'release'
};
document.addEventListener('mousemove', handleMousemove);
document.addEventListener('mousedown', handleMousedown);
document.addEventListener('mouseup', handleMouseup);
Working fiddle: https://jsfiddle.net/Black3800/9wvh8bzg/5/
Thanks to everybody for your kind answers. Proposed codes work almost ok. The only problem is that sometimes browser shows the NO SYMBOL cursor. Unfortunately I can't post an image but you can find it here:
NO Symbol
and the only way to keep on drawing is clicking outside the table and then clicking again inside.
This is my code:
var mouseIsDown = false;
var mousePosition = { x:-1, y:-1 };
let handleMousemove = (event) => {
// get the mouse position
mousePosition.x = event.x;
mousePosition.y = event.y;
if(mouseIsDown) // if mouse state is currently down, fire click at mouse position
{
let elem = document.elementFromPoint(mousePosition.x, mousePosition.y);
// you can add some conditions before clicking
if (event.buttons==1)
{
elem.click();
}
}
};
let handleMousedown = (event) => {
mouseIsDown = true;
// set the mouse state as 'down'
};
let handleMouseup = (event) => {
mouseIsDown = false;
// set the mouse state as 'release'
};
document.addEventListener('mousemove', handleMousemove);
document.addEventListener('mousedown', handleMousedown);
document.addEventListener('mouseup', handleMouseup);
celle = document.getElementsByTagName("td");
for (i=0;i<celle.length;i++)
celle[i].addEventListener("click", function(e){
e.target.style.backgroundColor="black";
}
)
Isn't it easier to just add a listener for "click" ? If the element is clicked it also over the cell.
celle[i].addEventListener("click", function(e){
e.target.style.backgroundColor="black";
}
I'm writing a desktop app using nwjs, and I want to use the right mouse button for some UI functions. This is working pretty ok right now; I am able to disable the context menu when the right click was for a UI function.
However, I am having an awful time figuring out how to not only stop right click events from opening a context menu, but also to stop them from selecting the text under the cursor.
Here is an example of what is happening (that I do not want to happen) - I am left-click dragging a handle to resize a UI view, and then while the left mouse is held down I am right clicking to cancel the resize. When the right click ends over any text, the text is selected. (Normally, a context menu would also appear.)
When handling the right mouse down event and context menu event, I am calling event.preventDefault() and returning false.
What the actual event handler code looks like (appearing in the same order as the events are spawned and handled)...
this.windowMouseDownListener = event => {
if(this.draggingResize &&
event.button === 2 && !event.ctrlKey
){
for(let view of this.area.views){
view.size = view.sizeBeforeDrag;
}
this.area.updateElementSizes();
this.draggingResize = false;
this.recentDraggingResize = true;
event.preventDefault();
event.stopPropagation();
return false;
}
};
this.windowContextMenuListener = event => {
if(this.recentDraggingResize){
event.preventDefault();
return false;
}
};
this.windowMouseUpListener = event => {
this.sizeBeforeDrag = this.size;
if(this.size <= 0.0001){
this.area.removeView(this);
}
if(this.draggingResize || this.recentDraggingResize){
this.recentDraggingResize = false;
this.draggingResize = false;
event.preventDefault();
event.stopPropagation();
return false;
}
};
How can I fix this behavior?
When using event listeners with the touchmove and touchend events, I can't get Chrome for Android to acknowledge those events unless I first use event.preventDefault(); earlier in the code. If I'm not wanting to block the default scroll functionality, is there any other workaround I can use to get Chrome for Android to acknowledge these events?
Sample code:
$(document).ready(function () {
// Bind touch event listeners.
var elem = $('html').get(0);
elem.addEventListener('touchstart', function (e) { console.info('"touchstart" detected. Coordinates - ' + getCoord(e)); });
elem.addEventListener('touchmove', function (e) { console.info('"touchmove" detected. Coordinates - ' + getCoord(e)); });
elem.addEventListener('touchend', function (e) { console.info('"touchend" detected. Coordinates - ' + getCoord(e)); });
function getCoord(e) {
var touch = false;
if (e.touches.length > 0) {
touch = e.touches[0];
} else {
touch = e.changedTouches[0];
}
if (touch) {
return 'x: ' + touch.pageX + ', y: ' + touch.pageY;
}
}
Example fiddle here: http://jsfiddle.net/jQ2VS/1/
Google Chrome will fire a touchcancel event about 200 milliseconds after touchstart if it thinks the user is panning/scrolling and you do not call event.preventDefault().
Assuming that you want to intercept horizontal touch events and let vertical touch events cause panning/scrolling, a workaround would be:
On touchstart, store the coordinates in a variable, and set iteration to 0.
For each touchmove event, set iteration to iteration+1.
When iteration is equal to 4 (just a "magic number" I found to be reliable on my set-up), calculate the total touch offset deltas for x- and y- axes.
EDIT: on mobile devices you'll only receive one touchmove without event.preventDefault()
If x-axis offset > y-axis offset * 3 then fire event.preventDefault(). (This ensures the the gesture is pretty much horizontal)
The down-side for this is that user can only either swipe left/right or scroll up/down.
Finally I found the solution (pure js) even in case you might want use it for swipe:
var swipe = function() {
var touchX, touchY, movX, movY, go;
function prevent(e){
e.preventDefault();
}
function start(e) {
go = false;
document.addEventListener("touchmove", prevent, false);
touchX = e.touches[0].pageX;
touchY = e.touches[0].pageY;
}
function move(e) {
movX = e.touches[0].pageX - touchX;
movY = e.touches[0].pageY - touchY;
if(!go) {
(Math.abs(movY) < Math.abs(movX)) ? go = true : stop(e);
} else {
/* *************** */
// cast your spell
/* *************** */
}
}
function stop(e) {
document.removeEventListener("touchmove", prevent, false);
}
document.addEventListener("touchstart", start, true);
document.addEventListener("touchmove", move, true);
document.addEventListener("touchend", stop, true);
document.addEventListener("touchleave", stop, true);
document.addEventListener("touchcancel", stop, true);
}
Hope this help.
The simplest answer is that you have to preventDefault on the first touchmove event otherwise they will be cancelled.
I found that preventing the touchcancel worked fine.
The accepted answer is not correct.
On Android if preventDefault is not set on touchstart the device assumes native scrolling and no more touch events are sent to webview. If preventDefault is set all native scrolling is disabled.
There is a shim to provide swipe events with native scrolling here : https://github.com/TNT-RoX/android-swipe-shim
I have a field that when you leave focus on it, it changes the layout of the page. I also have buttons on the page that submit my form.
If I go into my field and type a value, then click the button, the button click event never fires. This seems to happen because the layout is changing before the click event gets fired, which means the button changes places. By the time the click event fires, it's firing on an empty area, not the button.
Here is a jsfiddle of the issue: http://jsfiddle.net/xM88p/
I figured out a way to solve this for IE but after extensive research I can't find/access the same object in FF/Chrome:
//only works in IE
if(event.originalEvent.toElement){
$("#"+event.originalEvent.toElement.id).click();
}
http://jsfiddle.net/xM88p/2/
Use mousedown instead of click:
$("#btn_test").on('mousedown', function (event){
alert("clicked!");
});
$('#test').focusout(function (event){
$('<p>Test</p>').insertAfter(this);
});
Edit
Okay, I got a little more creative with the event handlers. The new solution keeps track of mousedown/mouseup events as well as the position of the click. It uses these values to check whether mouse up should execute an alert.
var testClicked = false;
var lastX, lastY;
$(document).on('mouseup', function (event) {
if (testClicked === true && lastX === event.clientX && lastY === event.clientY) {
alert("clicked!");
}
testClicked = false;
lastX = null;
lastY = null;
});
$("#btn_test").on('mousedown', function (event){
testClicked = true;
lastX = event.clientX;
lastY = event.clientY;
});
$('#test').focusout(function (event){
$('<p>Test</p>').insertAfter(this);
});
I'm going through the tutorial at the address: http://www.stanford.edu/~ouster/cgi-bin/cs142-spring12/lecture.php?topic=event.
And I don't understand about code at the lines that I have marked with asterisks.
function Dragger(id) {
this.isMouseDown = false;
this.element = document.getElementById(id);
var obj = this;
this.element.onmousedown = function(event) {
obj.mouseDown(event);
}
}
Dragger.prototype.mouseDown = function(event) {
var obj = this;
this.oldMoveHandler = document.body.onmousemove; /******/
document.body.onmousemove = function(event) { /******/
obj.mouseMove(event);
}
this.oldUpHandler = document.body.onmouseup; /******/
document.body.onmouseup = function(event) { /******/
obj.mouseUp(event);
}
this.oldX = event.clientX;
this.oldY = event.clientY;
this.isMouseDown = true;
}
Dragger.prototype.mouseMove = function(event) {
if (!this.isMouseDown) {
return;
}
this.element.style.left = (this.element.offsetLeft
+ (event.clientX - this.oldX)) + "px";
this.element.style.top = (this.element.offsetTop
+ (event.clientY - this.oldY)) + "px";
this.oldX = event.clientX;
this.oldY = event.clientY;
}
Dragger.prototype.mouseUp = function(event) {
this.isMouseDown = false;
document.body.onmousemove = this.oldMoveHandler; /******/
document.body.onmouseup = this.oldUpHandler; /******/
}
The purpose of the this.oldMoveHandler references are to store whatever event handlers a previous developer of the page may have added to "document.body.onmousemove", with the goal of not interrupting whatever behavior that developer no doubt spend painful hours to build. It goes like this:
Press down with the mouse, store the old handler, add our fancy dragging handler.
Move the mouse, lovely dragging behavior occurs.
Release the mouse, dragging behavior stops, restore old handler (even if it's null).
This is a way to stay out of the way of previous code, although it's a bad solution. The much preferred way is to use addEventListener/removeEventListener or attachEvent/detachEvent for barbaric IE browsers. These functions are designed so that multiple handlers can subscribe to the same event without stepping on each other. Here's some good reading:
http://www.quirksmode.org/js/introevents.html
Setting document.body.onmousemove is one (ugly) way to listen for mousemove events on the document.body element.
Therefore, this.oldMoveHandler = document.body.onmousemove; is simply storing a reference to the event handler function, if any.
Please note that using element.addEventListener is preferred for attaching event handlers.
As noted in the comments the use of intrusive event handling is very old fashioned and not recommended now.
However to answer your question the code is implementing drag and drop, when the mousedown event is triggered by a mouse press the current event handlers for mouseup and mouseover (first 4 lines of marked code) are "saved" and replaced by the event handlers that will perform the drag and drop.
When the dragged element is "dropped" i.e. the mouseup event fires, the mousemove and mouseup event handlers are replaced with the original event handlers that were saved (last 2 lines of marked code)