Mouseover and mouseout events won't trigger when mouse moves too fast? - javascript

I wrote a live demo to show this problem:
http://cssdeck.com/labs/wcczap11
If you move mouse fast between the blue, red and green areas, you will see red 'y' logs are not appear between x and z logs, which means you can't get the red area mouse events.
This is what I want:
But when mouse moves too fast:
I just want to know is there a way that no matter how fast I move the mouse the result will always be the same with the first image?

I'm not completely certain if it affects javascript, but different mice have different polling rates (measured in Hz) and if your mouse is 1000hz and you move 1000px at a constant velocity you should pick up every pixel.
However in reality we move the mouse very fast to begin and slow down as we approach a target to improve accuracy. meaning the first 700ish pixels will have been moved faster than the 700hz could poll and so you're missing values where the mouse moved more than 1px in 1hz.
That's kinda of a dumbed down version (mainly because I don't know everything about it) but basically small-hit-targets are prone to being missed by mousing events.
You could attempt to make target-areas larger, but it still won't fix everything :)

The problem here is a simple one.
The events aren't being "lost" as such. They are never actually triggering in the first place: due to the speed of transit, at no point is the browser picking up the pointer as being "over". If that's the case, then it can't trigger "out" either, as it was never viewed as being "in" in the first place.

It doesn't get lost. It comes and goes but you cant see because you move the mouse too fast. And in your example it is not lost.

Calling a callback that takes too long to execute can cause the browser to skip a poll until the next polling tick (Have you ever seen the [Violation] 'message' handler took 326ms console messages?). You're using jQuery to attach the event handlers (and I don't know much about jQuery), so there's a chance that the event handlers aren't passive.

Related

How to change position of the cursor using Javascript? [duplicate]

I'm building a HTML5 game and I am trying to put the mouse cursor over a certain control on a specific event so that moving in a specific direction always has the same result. Is this possible?
You cannot move the mousepointer with javascript.
Just think about the implications for a second, if you could ;)
User thinks: "hey I'd like to click this link"
Javascript moves mousecursor to another link
User clicks wrong link and inadvertently downloads malware that formats his c-drive and eats his candy
Run a small web server on the client machine. Can be a small 100kb thing. A Python / Perl script, etc.
Include a small, pre-compiled C executable that can move the mouse.
Run it as a CGI-script via a simple http call, AJAX, whatever - with the coordinates you want to move the mouse to, eg:
http://localhost:9876/cgi/mousemover?x=200&y=450
PS: For any problem, there are hundreds of excuses as to why, and how - it can't, and shouldn't - be done.. But in this infinite universe, it's really just a matter of determination - as to whether YOU will make it happen.
I would imagine you could accomplish placing the mouse cursor to a given area of the screen if you didn't use the real (system) mouse cursor.
For instance, you could create an image to act in place of your cursor, handle an event which upon detecting mouseenter into your scene, set the style on the system cursor to 'none' (sceneElement.style.cursor = 'none'), then would bring up a hidden image element acting as a cursor to be anywhere you like with in the scene based on a predefined axis/bounding box translation.
This way no matter how you moved the real cursor your translation method would keep your image cursor wherever you needed it.
edit: an example in jsFiddle using an image representation and forced mouse movement
Great question. This is really something missing from the Javascript browser API. I'm also working on a WebGL game with my team, and we need this feature. I opened an issue on Firefox's bugzilla so that we can start talking about the possibility of having an API to allow for mouse locking. This is going to be useful for all HTML5/WebGL game developers out there.
If you like, come over and leave a comment with your feedback, and upvote the issue:
https://bugzilla.mozilla.org/show_bug.cgi?id=630979
Thanks!
You could detect position of the mouse pointer and then move the web page (with body position relative) so they hover over what you want them to click.
For an example you can paste this code on the current page in your browser console (and refresh afterwards)
var upvote_position = $('#answer-12878316').position();
$('body').mousemove(function (event) {
$(this).css({
position: 'relative',
left: (event.pageX - upvote_position.left - 22) + 'px',
top: (event.pageY - upvote_position.top - 35) + 'px'
});
});
So, I know this is an old topic, but I'll first say it isn't possible. The closest thing currently is locking the mouse to a single position, and tracking change in its x and y. This concept has been adopted by - it looks like - Chrome and Firefox. It's managed by what's called Mouse Lock, and hitting escape will break it. From my brief read-up, I think the idea is that it locks the mouse to one location, and reports motion events similar to click-and-drag events.
Here's the release documentation:FireFox: https://developer.mozilla.org/en-US/docs/Web/API/Pointer_Lock_APIChrome: http://www.chromium.org/developers/design-documents/mouse-lock
And here's a pretty neat demonstration: http://media.tojicode.com/q3bsp/
You can't move a mouse but can lock it.
Note: that you must call requestPointerLock in click event.
Small Example:
var canvas = document.getElementById('mycanvas');
canvas.requestPointerLock = canvas.requestPointerLock || canvas.mozRequestPointerLock || canvas.webkitRequestPointerLock;
canvas.requestPointerLock();
Documentation and full code example:
https://developer.mozilla.org/en-US/docs/Web/API/Pointer_Lock_API
Interesting. This isn't directly possible for the reasons called out earlier (spam clicks and malware injection), but consider this hack, which creates an impression of the same:
Step 1: Hide the cursor
Let's say you've a div, you can use this css property to hide the real cursor:
.your_div {
cursor: none
}
Step 2: Introduce a pseudo cursor
Simply create an image, a cursor look-alike,and place it within your webpage, with position:absolute.
Step 3: Track actual mouse movement
This is easy. Check internet on how to get real mouse location (X & Y coordinates).
Step 4: Move the pseudo cursor
As the actual cursor move, move your pseudo cursor by same X & Y difference. Similarly, you can always generate a click event at any location on your webpage with javascript magic (just search the internet on how-to).
Now at this point, you can control the pesudo cursor the way you want, and your user will get the impression that the real cursor is moving.
Fair Warning: Do not do it. No one wants their cursor or computer controlled this way, unless if you've some specific use-case, or if you are determined to flee your users away.
You can't move the mouse pointer using javascript, and thus for obvious security reasons. The best way to achieve this effect would be to actually place the control under the mouse pointer.
Couldn't this simply be done by getting actual position of the mouse pointer then calculating and compensating sprite/scene mouse actions based off this compensation?
For instance you need the mouse pointer to be bottom center, but it sits top left; hide the cursor, use a shifted cursor image. Shift the cursor movement and map mouse input to match re-positioned cursor sprite (or 'control') clicks When/if bounds are hit, recalculate. If/when the cursor actually hits the point you want it to be, remove compensation.
Disclaimer, not a game developer.

tracking mousemove events though different divs?

I have a little mouse effect which draws on a canvas, however when the mouse intersects with another dom element the browser has issues and doesnt cleanly follow the mouse, instead it gets confused and throws the co-ordinates off causing the effect to be unstable.
I have tried attaching the listener to the cnvas, the document and the window as my initial thought was to do with other events bubbling up and throwing things off but... no dice.
Have a look here and move your mouse over the edges of the layer:
http://jsbin.com/ofosur/9/edit#javascript,html,live
also it gets even stranger with a bit of rotaion added to the div:
http://jsbin.com/ofosur/8/edit#javascript,html,live
Thank you very much indeed for any help at all!
This function is getting called when the mouse enters that internal space which is restarting the brush stroke....
function onCanvasMouseOver(event) {
strokestart(event.clientX, event.clientY);
comment out strokestart and it seems to work. hth

mouseover fired with mouse still and element moving

I am in a situation where I need jQuery's mouseover event to be fired when an element (in this case an image) moves under the mouse, so unlike the common situation is an element that is moving, not the mouse.
Do you know of any library/gist/technology that could help me in this sense?
I've tried with flash but with no luck, is this something than can actually be done?
You can track mouse position by binding a handler to mousemove on the body, and calculate after every move of the image whether the pointer is over it.
I ran across a similar issue. In my case I did a "good enough" workaround by keeping track of the time the mouse last moved and then in the mouseover handler seeing if the mouse had moved recently -- within 30ms of the current time. That way I can bail out in cases where the mouse didn't actually move, but I don't have to test the hitboxes myself -- something very hard to do right and fast, and fortunately something I can leave to the browser by doing this.

Move the mouse pointer to a specific position?

I'm building a HTML5 game and I am trying to put the mouse cursor over a certain control on a specific event so that moving in a specific direction always has the same result. Is this possible?
You cannot move the mousepointer with javascript.
Just think about the implications for a second, if you could ;)
User thinks: "hey I'd like to click this link"
Javascript moves mousecursor to another link
User clicks wrong link and inadvertently downloads malware that formats his c-drive and eats his candy
Run a small web server on the client machine. Can be a small 100kb thing. A Python / Perl script, etc.
Include a small, pre-compiled C executable that can move the mouse.
Run it as a CGI-script via a simple http call, AJAX, whatever - with the coordinates you want to move the mouse to, eg:
http://localhost:9876/cgi/mousemover?x=200&y=450
PS: For any problem, there are hundreds of excuses as to why, and how - it can't, and shouldn't - be done.. But in this infinite universe, it's really just a matter of determination - as to whether YOU will make it happen.
I would imagine you could accomplish placing the mouse cursor to a given area of the screen if you didn't use the real (system) mouse cursor.
For instance, you could create an image to act in place of your cursor, handle an event which upon detecting mouseenter into your scene, set the style on the system cursor to 'none' (sceneElement.style.cursor = 'none'), then would bring up a hidden image element acting as a cursor to be anywhere you like with in the scene based on a predefined axis/bounding box translation.
This way no matter how you moved the real cursor your translation method would keep your image cursor wherever you needed it.
edit: an example in jsFiddle using an image representation and forced mouse movement
Great question. This is really something missing from the Javascript browser API. I'm also working on a WebGL game with my team, and we need this feature. I opened an issue on Firefox's bugzilla so that we can start talking about the possibility of having an API to allow for mouse locking. This is going to be useful for all HTML5/WebGL game developers out there.
If you like, come over and leave a comment with your feedback, and upvote the issue:
https://bugzilla.mozilla.org/show_bug.cgi?id=630979
Thanks!
You could detect position of the mouse pointer and then move the web page (with body position relative) so they hover over what you want them to click.
For an example you can paste this code on the current page in your browser console (and refresh afterwards)
var upvote_position = $('#answer-12878316').position();
$('body').mousemove(function (event) {
$(this).css({
position: 'relative',
left: (event.pageX - upvote_position.left - 22) + 'px',
top: (event.pageY - upvote_position.top - 35) + 'px'
});
});
So, I know this is an old topic, but I'll first say it isn't possible. The closest thing currently is locking the mouse to a single position, and tracking change in its x and y. This concept has been adopted by - it looks like - Chrome and Firefox. It's managed by what's called Mouse Lock, and hitting escape will break it. From my brief read-up, I think the idea is that it locks the mouse to one location, and reports motion events similar to click-and-drag events.
Here's the release documentation:FireFox: https://developer.mozilla.org/en-US/docs/Web/API/Pointer_Lock_APIChrome: http://www.chromium.org/developers/design-documents/mouse-lock
And here's a pretty neat demonstration: http://media.tojicode.com/q3bsp/
You can't move a mouse but can lock it.
Note: that you must call requestPointerLock in click event.
Small Example:
var canvas = document.getElementById('mycanvas');
canvas.requestPointerLock = canvas.requestPointerLock || canvas.mozRequestPointerLock || canvas.webkitRequestPointerLock;
canvas.requestPointerLock();
Documentation and full code example:
https://developer.mozilla.org/en-US/docs/Web/API/Pointer_Lock_API
Interesting. This isn't directly possible for the reasons called out earlier (spam clicks and malware injection), but consider this hack, which creates an impression of the same:
Step 1: Hide the cursor
Let's say you've a div, you can use this css property to hide the real cursor:
.your_div {
cursor: none
}
Step 2: Introduce a pseudo cursor
Simply create an image, a cursor look-alike,and place it within your webpage, with position:absolute.
Step 3: Track actual mouse movement
This is easy. Check internet on how to get real mouse location (X & Y coordinates).
Step 4: Move the pseudo cursor
As the actual cursor move, move your pseudo cursor by same X & Y difference. Similarly, you can always generate a click event at any location on your webpage with javascript magic (just search the internet on how-to).
Now at this point, you can control the pesudo cursor the way you want, and your user will get the impression that the real cursor is moving.
Fair Warning: Do not do it. No one wants their cursor or computer controlled this way, unless if you've some specific use-case, or if you are determined to flee your users away.
You can't move the mouse pointer using javascript, and thus for obvious security reasons. The best way to achieve this effect would be to actually place the control under the mouse pointer.
Couldn't this simply be done by getting actual position of the mouse pointer then calculating and compensating sprite/scene mouse actions based off this compensation?
For instance you need the mouse pointer to be bottom center, but it sits top left; hide the cursor, use a shifted cursor image. Shift the cursor movement and map mouse input to match re-positioned cursor sprite (or 'control') clicks When/if bounds are hit, recalculate. If/when the cursor actually hits the point you want it to be, remove compensation.
Disclaimer, not a game developer.

Click through transparent floating iframe

I have a transparent floating iFrame with a lot of empty area. It floats on top of my site (position:fixed).
The problem is that if anyone click on the empty area, it does not click below on the real page.
Is there a way to perform this? Like a click through in someway.
Well, no. The only thing you could do is to simulate it by capturing the click event, get the coordinates, and then try to find the correct element beneath, and execute the onclick event handler. However, it's a bit impractical, and I think that you should expect some bugs..
Are you sure there isn't another way to solve your problem without that transparent iframe?
Traversing DOM would be necessary, as stated by Onkelborg.
You'd get the mouse position and test every dom element to see whether or not it was clicked. You'd then have to invoke whatever event handler you've defined... You'd have to manually manage event bubbling as well [which is different between IE and other browsers, as far as i know]...
I should also note that it isn't possible to take a picture of your website with JavaScript, so you couldn't click through transparent text either way, nor could you click through images that have transparency.
I think the best option here would be for you to show us an example of what you're trying to do. Usually, a little restructuring of the website can go around this problem.

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