I'm in need of a function that figures out if the user is clicking, double-clicking or dragging the mouse.
Since it's all happening in the same canvas using the normal events doesn't work. I found this through google:
It is inadvisable to bind handlers to both the click and dblclick
events for the same element. The sequence of events triggered varies
from browser to browser, with some receiving two click events and
others only one. If an interface that reacts differently to single-
and double-clicks cannot be avoided, then the dblclick event should be
simulated within the click handler. We can achieve this by saving a
timestamp in the handler, and then comparing the current time to the
saved timestamp on subsequent clicks. If the difference is small
enough, we can treat the click as a double-click.
How could I achieve this in a good way?
First see if the click is pressed (for drag)? When it is released treat it as a click? and then if clicked again doubleclick?
How can I translate this to code? Help appreciated.
Something like the following should get you started, I'm using jQuery just to make it easier to show, this can be implemented with straight JS, it's just a lot of noise
$(function() {
var doubleClickThreshold = 50; //ms
var lastClick = 0;
var isDragging = false;
var isDoubleClick = false;
$node = ("#mycanvas");
$node.click(function(){
var thisClick = new Date().getTime();
var isDoubleClick = thisClick - lastClick < doubleClickThreshold;
lastClick = thisClick;
});
$node.mousedown(function() {
mouseIsDown = true;
});
$node.mouseUp(function() {
isDragging = false;
mouseIsDown = false;
});
// Using document so you can drag outside of the canvas, use $node
// if you cannot drag outside of the canvas
$(document).mousemove(function() {
if (mouseIsDown) {
isDragging = true;
}
});
});
I would probably work around this by putting a timer in the click event to check for another click.
time = 0
if(new Date().getTime() < time + 400) {
// Double click
throw new Error("Stop execution");
}
if(!!time)
throw new Error("Stop execution");
time = new Date().getTime();
// Single click
Something like that. Untested, and I can't think right now for some odd reason.
Related
As you can see in the code below I'm trying to remove an mouse move event listener however this listener doesn't get removed, and no errors are returned, as you can see the first time you double click on the menu the listener gets added, this works fine. the second time you double click it should get removed..
but it does not. I'm I removing it the wrong way ? can someone please help me with this problem I would really appreciate it..
function DragMenus()
{
ClickedSoManyTimes = 0;
Menu = document.getElementsByClassName("Box1");
AllMns = [Menu[1], Menu[2], Menu[3], Menu[4]];
var i;
for (i = 0; i < AllMns.length; i++)
{
AllMns[i].addEventListener("dblclick", function(i)
{
function MouseMove()
{
// Do Something
};
ClickedSoManyTimes = ClickedSoManyTimes + 1;
if(Number.isInteger(ClickedSoManyTimes/2))
{
console.log("Stop");
// delete Listener
document.removeEventListener("mousemove", MouseMove); // Fails
}
else
{
console.log("Start");
document.addEventListener("mousemove", MouseMove);
};
});
};
};
As described in this answer, the event listener can only be removed by using a reference to the original function that you referenced when you created it. In your code, multiple event listeners are created on the document, and each gets its own function MouseMove. When you then double-click another one of the items, it tries to remove an event listener related to its copy of MouseMove, but that may not be the copy that was originally used.
The best remedy is to take the definition of MouseMove out of your double-click-eventhandler, so it is one function instead of many that have the same name but are not the same function.
I have a Chrome extension in which I'm trying to jump forward or backward (based on a user command) to a specific time in the video by setting the currentTime property of the video object. Before trying to set currentTime, a variety of operations work just fine. For example:
document.getElementsByTagName("video")[1].play(); // works fine
document.getElementsByTagName("video")[1].pause(); // works fine
document.getElementsByTagName("video")[1].muted = true; // works fine
document.getElementsByTagName("video")[1].muted = false; // works fine
BUT as soon as I try to jump to a specific point in the video by doing something like this:
document.getElementsByTagName("video")[1].currentTime = 500; // doesn't work
No errors are thrown, the video pauses, and any attempted actions after this point do nothing. So the items shown above (play/pause/mute/unmute) no longer work after attempting to set currentTime. If I read the value of currentTime after setting it, it correctly displays the new time that I just set it to. Yet nothing I do will make it play, and in fact even trying to make the video play by clicking the built-in toolbar no longer works. So, apparently setting currentTime wreaks all kinds of havoc in the video player. Yet if I reload the video, all works as before as long as I don't try to set currentTime.
I can easily jump to various times (backward or forward) by sliding the slider on the toolbar, so there must be some way internally to do that. Is there some way I can discover what code does a successful time jump? Because it's a Chrome extension I can inject custom js into the executing Hulu js, but I don't know what command I would send.
Any ideas?
Okay I fiddled around with it for a little while to see how I could reproduce the click event on the player and came up with the following solution:
handleViewer = function(){
var thumbnailMarker = $('.thumbnail-marker'),
progressBarTotal = thumbnailMarker.parent(),
controlsBar = $('.controls-bar'),
videoPlayer = $('#content-video-player');
var init = function(){
thumbnailMarker = $('.thumbnail-marker');
progressBarTotal = thumbnailMarker.parent();
controlsBar = $('.controls-bar');
videoPlayer = $('#content-video-player');
},
check = function(){
if(!thumbnailMarker || !thumbnailMarker.length){
init();
}
},
show = function(){
thumbnailMarker.show();
progressBarTotal.show();
controlsBar.show();
},
hide = function(){
controlsBar.hide();
},
getProgressBarWidth = function(){
return progressBarTotal[0].offsetWidth;
};
return {
goToTime: function(time){
var seekPercentage,
duration;
check();
duration = videoPlayer[0].duration;
if(time > 0 && time < duration){
seekPercentage = time/duration;
this.jumpToPercentage(seekPercentage);
}
},
jumpToPercentage: function(percentage){
check();
if(percentage >= 1 && percentage <= 100){
percentage = percentage/100;
}
if(percentage >= 0 && percentage < 1){
show();
thumbnailMarker[0].style.left = (getProgressBarWidth()*percentage)+"px";
thumbnailMarker[0].click();
hide();
}
}
}
}();
Once that code is initialized you can do the following:
handleViewer.goToTime(500);
Alternatively
handleViewer.jumpToPercentage(50);
I've tested this in chrome on a MacBook pro. Let me know if you run into any issues.
Rather than try to find the javascript responsible for changing the time, why not try to simulate the user events that cause the time to change?
Figure out the exact sequence of mouse events that trigger the time change.
This is probably some combination of mouseover, mousedown, mouseup, and click.
Then recreate those events synthetically and dispatch them to the appropriate elements.
This is the approach taken by extensions like Stream Keys and Vimium.
The video should be ready to play before setting the currentTime.
Try adding this line before setting currentTime?
document.getElementsByTagName("video")[1].play();
document.getElementsByTagName("video")[1].currentTime = 500;
Looks like it works if you first pause, then set currentTime, then play again.
document.getElementsByTagName("video")[1].pause()
document.getElementsByTagName("video")[1].currentTime = 800.000000
document.getElementsByTagName("video")[1].play()
Probably would need to hook into some event like onseeked to put in the play command to make it more robust.
Found this site the other day. You click on a DIV (button) and it increments getting you points.
http://clickingbad.nullism.com/
I thought to myself I'll just inject jQuery and write a loop to click for me use the Chrome developer console and run code similar to the following:
for (var i=0;i<10;i++)
{
$('#make_btn').click();
}
However it doesn't seem to be working like I'd think. It will at like it increments the first hit, but past that nothing. Also you'll see when you acutally use your mouse to click, it floats the points given. Programatically clicking does not. What's going on here?
You can use setInterval() and use trigger('click')
setInterval(function () {
$('#make_btn').trigger('click')
}, 1);
what using either the trigger() method:
Execute all handlers and behaviors attached to the matched elements for the given event type.
for (var i=0;i<10;i++)
{
$('#make_btn').trigger('click');
}
or use triggerHandler() method
Execute all handlers attached to an element for an event.
for (var i=0;i<10;i++)
{
$('#make_btn').triggerHandler('click');
}
Simply the original function manipulate some event property that a simple trigger('click') do not pass.
Try this
var e = jQuery.Event("click");
e.pageX = e.pageY = 140;
for (var i=0;i<100;i++)
{
setTimeout(function() {$('#make_btn').trigger(e)},100*i);
}
setTimeout for a nice effect and in order to prevent this check by site developer(from page source)
this.do_make_click = function() {
var nw = (new Date).getTime();
if((nw - last_click) < 70) {
return false;
}
//...
}
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.
Pressing space bar in game will make a character shoot, pressing space bar when a confirmation box is shown will make this box disappear and pressing space bar in a highscore form will add a space in an input box. In this example there are several events for the same key, but only one is fired at a time.
Is there a general (or specific for Javascript) method or way of programming to add events to a certain key, so they are only executed under certain circumstances?
Of course it can be done like this:
var inGame = true|false;
var inConfirmationBox = true|false;
function spaceBarHandler(){
if(inGame){ /*shoot*/}
else if(inConfirmationBox){ /*remove box*/}
}
document.onkeydown = function(){ /* call space bar handler if space bar was pressed */ };
But this is a very confusing way of programming, since specific actions are mixed together in a space bar handler function, which makes maintenance hard.
What is the best way to handle multiple events for one key, such that these events are only fired under certain circumstances?
Functions are first-class objects in javascript, which makes them really powerful. Because of this, your problem can be solved very elegantly.
// the whole thing can be encapsulated
// into an object actually
function spaceBarHandler() {
var state = spaceBarHandler.state;
var actions = spaceBarHandler.actions;
// execute function if exists
if (actions[state]) {
actions[state]();
}
}
// spaceBar actions
spaceBarHandler.actions = {
shoot: function() {
// bang bang
},
removeBox: function() {
// do it...
}
};
// change current state from outside
// we are in the game
spaceBarHandler.state = "shoot";
// change current state from outside
// confirmation box is shown
spaceBarHandler.state = "removeBox";
All these cases will be handled by one function. If you want to extend with another case, you just add another function to the actions object. Notice how the whole thing is encapsulated into one object.
you could instead add and remove the event listener as needed.
let's assume you're using a javascript framework (if you're not, then you probably should be considering the amount of JS code involved in a game like this)
using PrototypeJS:
when game starts,
document.observe("keydown",shootHandler());
when the message box is created,
function createBox(text) {
...snip
document.observe("keydown",closeBox());
document.fire("game:pause");
}
and, for example
var paused = false;
function shoothandler() {
if (!paused) {
alert("pew! pew!");
}
}
function closeBox() {
$('messagebox').remove();
document.fire("game:unpaused");
document.stopObserving("keydown",closeBox());
}
document.observe("game:paused", function() { paused = true;});
document.observe("game:unpaused", function() { paused = false;});
document.observe("game:over", function() { document.stopObserving("keydown",shootHandler());});
I haven't included the high score screen but the theory is the same.
As you can see, I also used custom events to notify the pause status. The same event could also be fire by a puase button in the interface, etc...
Attach event listeners to individual elements instead of the entire document.
document.getElementById('highscore').onkeypress = function(keyEvent) {
if (is_spacebar(keyEvent)) //Do something...
};
document.getElementById('game').onkeypress = function(keyEvent) {
if (is_spacebar(keyEvent)) //Do something else...
};
This is a simplistic example. You will probably have to deal with event bubbling which can be controlled when using addEventListener() to attach functions to events. Given browser (IE) compatibility issues involving this, some JS library should be used to deal with events.
There are a few ways, typically involving code-branching for IE's ‘special’ event model.
One way is to stop keypresses handled further down from bubbling up to the document key handler:
confirmationbox.onkeydown = function(event) {
if (event === undefined) event = window.event;
// do something with event.keyCode
if ('stopPropagation' in event) // standards browsers
event.stopPropagation();
else if ('cancelBubble' in event) // IE before version 9
event.cancelBubble = true;
};
document.onkeydown = ... // will not be called for keydowns inside confirmationbox
Another way would be to check the event target element to see if it's in the box:
document.onkeydown = function(event) {
if (event === undefined) event = window.event;
var target = 'target' in event ? event.target : event.srcElement; // srcElement is for IE<9
if (target === containerbox || isDescendantOf(target, containerbox) {
// do containerbox stuff
} else {
// do other stuff
}
};
function isDescendantOf(element, ancestor) {
while (element = element.parentNode)
if (element === ancestor)
return true;
return false;
}