I'm using the iteminvokedHandler and was wonder if there is a better way to interact with the listView.
Currently using this:
WinJS.UI.processAll(root).then(function () {
var listview = document.querySelector('#myNotePad').winControl;
listview.addEventListener("iteminvoked", itemInvokedHandler,false);
function itemInvokedHandler(e) {
e.detail.itemPromise.done(function (invokedItem) {
myEdit();
});
};
});
The problem is that everytime I click on the listview myEdit() is run and propagates within the listview. I was wondering how to do it once and stop invoking listview until I am done with myEdit? Is there a simpler way to handle such a situation as this?
Simple yet hard to see when you have a mind block and forget some of the basics (yes yes I'm still learning):
var testtrue = true;
WinJS.UI.processAll(root).then(function () {
var listview = document.querySelector('#myNotePad').winControl;
listview.addEventListener("iteminvoked", itemInvokedHandler,false);
function itemInvokedHandler(e) {
e.detail.itemPromise.done(function (invokedItem) {
if (testtrue === true){
myEdit();
}
});
};
});
In myEdit:
function myEdit() {
var theelem = document.querySelector(".win-selected #myNotes");
var gestureObject = new MSGesture();
gestureObject.target = theelem;
theelem.gestureObject = gestureObject;
theelem.addEventListener("pointerdown", pointerDown, false);
theelem.addEventListener("MSGestureHold", gestureHold, false);
function pointerDown(e) {
e.preventDefault();
e.target.gestureObject.addPointer(e.pointerId);
}
function gestureHold(e) {
if (e.detail === e.MSGESTURE_FLAG_BEGIN && test === true) {
e.preventDefault();
editNotes();
} else {
}
console.log(e);
}
theelem.addEventListener("contextmenu", function (e) {
e.preventDefault();}, false); //Preventing system menu
};
function editNotes() {
//The Code I wish to execute
return test = false;
};
What I needed was a conditional statement so that it would run if true and not if false. That same test needed to be done in the gestureHold otherwise it would continue to fire myEdit on the invoked item because of the way the gesture is attached to the item the first time it is run.
im trying to bind the "timeupdate" event from an audio tag, which doesn't exist yet. I was used to do it this way:
$("body").on("click","#selector", function(e) {
});
I tried this with the audio tag:
$("body").on("timeupdate", ".audioPlayerJS audio", function(e) {
alert("test");
console.log($(".audioPlayerJS audio").prop("currentTime"));
$(".audioPlayerJS span.current-time").html($(".audioPlayerJS audio").prop("currentTime"));
});
This doesn't work though. Is this supposed to work? Or what am I doing wrong?
Any help is highly appreciated.
There is a fiddel for you: jsfiddel
Apparently media events( those specifically belonging to audio or video like play, pause, timeupdate, etc) do not get bubbled. you can find the explanation for that in the answer to this question.
So using their solution, I captured the timeupdate event,
$.createEventCapturing(['timeupdate']);
$('body').on('timeupdate', '.audioPlayerJS audio', updateTime); // now this would work.
JSFiddle demo
the code for event capturing( taken from the other SO answer):
$.createEventCapturing = (function () {
var special = $.event.special;
return function (names) {
if (!document.addEventListener) {
return;
}
if (typeof names == 'string') {
names = [names];
}
$.each(names, function (i, name) {
var handler = function (e) {
e = $.event.fix(e);
return $.event.dispatch.call(this, e);
};
special[name] = special[name] || {};
if (special[name].setup || special[name].teardown) {
return;
}
$.extend(special[name], {
setup: function () {
this.addEventListener(name, handler, true);
},
teardown: function () {
this.removeEventListener(name, handler, true);
}
});
});
};
})();
Im trying to capture the keyup on all input fields on a page.
My current code is:
var els = document.querySelectorAll('input');
for (var i = 0; i < els.length; i += 1) {
addEvent('keyup', els[i], makeHandler(els[i]));
}
function makeHandler(field) {
console.log(field.value);
}
function addEvent(evnt, elem, func) {
if (elem.addEventListener) {
elem.addEventListener(evnt,func,false);
} else if (elem.attachEvent) {
elem.attachEvent("on"+evnt, function(e) {
e = e || window.event;
if (!e.preventDefault) {
e.preventDefault = preventDefaultOnIE;
}
func.call(this, e);
});
} else { // No much to do
elem[evnt] = func;
}
}
But for some reason its only capturing the value on page load, not once i begin to type in any of the fields.
Any ideas what I'm doing wrong?
The problem is with your makeHandler function. makeHandler(els[i]) is being evaluated and the return value (undefined, in this case) is being passed to addEvent as a handler. Try:
function makeHandler(field) {
return function() {
console.log(field.value);
};
}
This way, makeHandler(els[i]) will return a function that addEvent can then attach to keyup.
Alternatively, you could also just use:
function makeHandler() {
console.log(this.value); // 'this' will be the field that the event occurred on
}
and then use:
addEvent('keyup', els[i], makeHandler);
Side-note
I noticed a slight error in your code:
else { // No much to do
elem[evnt] = func;
}
I think you really want to set elem["on" + evnt] instead.
I like to embed the script in a function so I can minimize it in my IDE and turn it on and off globally. In other words, give it a name.
attachKeyupListenerToInputElements();
function attachKeyupListenerToInputElements(){
var inputs = doc.querySelectorAll('input');
for (var i = 0; i < inputs.length; i += 1) {
inputs[i].addEventListener("keyup", keyupHandler);
}
function keyupHandler() {
console.log(this.value);
}
}
Is this what you are looking for:
<script>
$(document).ready(function () {
$("input").keyup(function () {
alert("keyup");
});
});
</script>
I've been using this article (and some others) to try and implement a gesture recognition in my app, and it does work. However, what I want to do is to detect multiple gestures; for example, a swipe, and a touch. What i don't seem to be able to do is to establish whether the MouseUp event is caused by the end of a gesture, or by a single touch.
function processUpEvent(e) {
lastElement = e.currentTarget;
gestureRecognizer.processUpEvent(e.currentPoint);
processTouchEvent(e.currentPoint);
}
What happens currently is it processed both. How can I detect whether the user has 'let go' of the screen for a swipe, or a touch?
EDIT:
var recognizer = new Windows.UI.Input.GestureRecognizer();
recognizer.gestureSettings = Windows.UI.Input.GestureSettings.manipulationTranslateX
recognizer.addEventListener('manipulationcompleted', function (e) {
var dx = e.cumulative.translation.x
//Do something with direction here
});
var processUp = function (args) {
try {
recognizer.processUpEvent(args.currentPoint);
}
catch (e) { }
}
canvas.addEventListener('MSPointerDown', function (args) {
try {
recognizer.processDownEvent(args.currentPoint);
}
catch (e) { }
}, false);
canvas.addEventListener('MSPointerMove', function (args) {
try {
recognizer.processMoveEvents(args.intermediatePoints);
}
catch (e) { }
}, false);
canvas.addEventListener('MSPointerUp', processUp, false);
canvas.addEventListener('MSPointerCancel', processUp, false);
So I need to handle both processUp and manipulationcompleted, but one or the other.
You can have a look at my "input" demo in codeSHOW. Just install the codeSHOW app (http://aka.ms/codeshowapp) and look at the Pointer Input demo and "see the code" or just go to the source code on CodePlex.
Hope that helps.
I've found a way to do this, but it's not pretty:
var eventFlag = 0;
var processUp = function (args) {
try {
recognizer.processUpEvent(args.currentPoint);
if (eventFlag == 0) {
// do stuff
} else {
eventFlag = 0;
}
}
catch (e) { }
}
recognizer.gestureSettings = Windows.UI.Input.GestureSettings.manipulationTranslateX
recognizer.addEventListener('manipulationcompleted', function (e) {
var dx = e.cumulative.translation.x
//Do something with direction here
eventFlag = 1;
});
Is it possible to implement "long press" in JavaScript (or jQuery)? How?
(source: androinica.com)
HTML
Long press
JavaScript
$("a").mouseup(function(){
// Clear timeout
return false;
}).mousedown(function(){
// Set timeout
return false;
});
There is no 'jQuery' magic, just JavaScript timers.
var pressTimer;
$("a").mouseup(function(){
clearTimeout(pressTimer);
// Clear timeout
return false;
}).mousedown(function(){
// Set timeout
pressTimer = window.setTimeout(function() { ... Your Code ...},1000);
return false;
});
Based on Maycow Moura's answer, I wrote this. It also ensures that the user didn't do a right click, which would trigger a long press and works on mobile devices. DEMO
var node = document.getElementsByTagName("p")[0];
var longpress = false;
var presstimer = null;
var longtarget = null;
var cancel = function(e) {
if (presstimer !== null) {
clearTimeout(presstimer);
presstimer = null;
}
this.classList.remove("longpress");
};
var click = function(e) {
if (presstimer !== null) {
clearTimeout(presstimer);
presstimer = null;
}
this.classList.remove("longpress");
if (longpress) {
return false;
}
alert("press");
};
var start = function(e) {
console.log(e);
if (e.type === "click" && e.button !== 0) {
return;
}
longpress = false;
this.classList.add("longpress");
if (presstimer === null) {
presstimer = setTimeout(function() {
alert("long click");
longpress = true;
}, 1000);
}
return false;
};
node.addEventListener("mousedown", start);
node.addEventListener("touchstart", start);
node.addEventListener("click", click);
node.addEventListener("mouseout", cancel);
node.addEventListener("touchend", cancel);
node.addEventListener("touchleave", cancel);
node.addEventListener("touchcancel", cancel);
You should also include some indicator using CSS animations:
p {
background: red;
padding: 100px;
}
.longpress {
-webkit-animation: 1s longpress;
animation: 1s longpress;
}
#-webkit-keyframes longpress {
0%, 20% { background: red; }
100% { background: yellow; }
}
#keyframes longpress {
0%, 20% { background: red; }
100% { background: yellow; }
}
You can use taphold event of jQuery mobile API.
jQuery("a").on("taphold", function( event ) { ... } )
I created long-press-event (0.5k pure JS) to solve this, it adds a long-press event to the DOM.
Listen for a long-press on any element:
// the event bubbles, so you can listen at the root level
document.addEventListener('long-press', function(e) {
console.log(e.target);
});
Listen for a long-press on a specific element:
// get the element
var el = document.getElementById('idOfElement');
// add a long-press event listener
el.addEventListener('long-press', function(e) {
// stop the event from bubbling up
e.preventDefault()
console.log(e.target);
});
Works in IE9+, Chrome, Firefox, Safari & hybrid mobile apps (Cordova & Ionic on iOS/Android)
Demo
While it does look simple enough to implement on your own with a timeout and a couple of mouse event handlers, it gets a bit more complicated when you consider cases like click-drag-release, supporting both press and long-press on the same element, and working with touch devices like the iPad. I ended up using the longclick jQuery plugin (Github), which takes care of that stuff for me. If you only need to support touchscreen devices like mobile phones, you might also try the jQuery Mobile taphold event.
For modern, mobile browsers:
document.addEventListener('contextmenu', callback);
https://developer.mozilla.org/en-US/docs/Web/Events/contextmenu
jQuery plugin. Just put $(expression).longClick(function() { <your code here> });. Second parameter is hold duration; default timeout is 500 ms.
(function($) {
$.fn.longClick = function(callback, timeout) {
var timer;
timeout = timeout || 500;
$(this).mousedown(function() {
timer = setTimeout(function() { callback(); }, timeout);
return false;
});
$(document).mouseup(function() {
clearTimeout(timer);
return false;
});
};
})(jQuery);
$(document).ready(function () {
var longpress = false;
$("button").on('click', function () {
(longpress) ? alert("Long Press") : alert("Short Press");
});
var startTime, endTime;
$("button").on('mousedown', function () {
startTime = new Date().getTime();
});
$("button").on('mouseup', function () {
endTime = new Date().getTime();
longpress = (endTime - startTime < 500) ? false : true;
});
});
DEMO
For cross platform developers (Note All answers given so far will not work on iOS):
Mouseup/down seemed to work okay on android - but not all devices ie (samsung tab4). Did not work at all on iOS.
Further research its seems that this is due to the element having selection and the native magnification interupts the listener.
This event listener enables a thumbnail image to be opened in a bootstrap modal, if the user holds the image for 500ms.
It uses a responsive image class therefore showing a larger version of the image.
This piece of code has been fully tested upon (iPad/Tab4/TabA/Galaxy4):
var pressTimer;
$(".thumbnail").on('touchend', function (e) {
clearTimeout(pressTimer);
}).on('touchstart', function (e) {
var target = $(e.currentTarget);
var imagePath = target.find('img').attr('src');
var title = target.find('.myCaption:visible').first().text();
$('#dds-modal-title').text(title);
$('#dds-modal-img').attr('src', imagePath);
// Set timeout
pressTimer = window.setTimeout(function () {
$('#dds-modal').modal('show');
}, 500)
});
The Diodeus's answer is awesome, but it prevent you to add a onClick function, it'll never run hold function if you put an onclick. And the Razzak's answer is almost perfect, but it run hold function only on mouseup, and generally, the function runs even if user keep holding.
So, I joined both, and made this:
$(element).on('click', function () {
if(longpress) { // if detect hold, stop onclick function
return false;
};
});
$(element).on('mousedown', function () {
longpress = false; //longpress is false initially
pressTimer = window.setTimeout(function(){
// your code here
longpress = true; //if run hold function, longpress is true
},1000)
});
$(element).on('mouseup', function () {
clearTimeout(pressTimer); //clear time on mouseup
});
You could set the timeout for that element on mouse down and clear it on mouse up:
$("a").mousedown(function() {
// set timeout for this element
var timeout = window.setTimeout(function() { /* … */ }, 1234);
$(this).mouseup(function() {
// clear timeout for this element
window.clearTimeout(timeout);
// reset mouse up event handler
$(this).unbind("mouseup");
return false;
});
return false;
});
With this each element gets its own timeout.
This worked for me:
const a = document.querySelector('a');
a.oncontextmenu = function() {
console.log('south north');
};
https://developer.mozilla.org/docs/Web/API/GlobalEventHandlers/oncontextmenu
You can use jquery-mobile's taphold. Include the jquery-mobile.js and the following code will work fine
$(document).on("pagecreate","#pagename",function(){
$("p").on("taphold",function(){
$(this).hide(); //your code
});
});
Most elegant and clean is a jQuery plugin:
https://github.com/untill/jquery.longclick/,
also available as packacke:
https://www.npmjs.com/package/jquery.longclick.
In short, you use it like so:
$( 'button').mayTriggerLongClicks().on( 'longClick', function() { your code here } );
The advantage of this plugin is that, in contrast to some of the other answers here, click events are still possible. Note also that a long click occurs, just like a long tap on a device, before mouseup. So, that's a feature.
I needed something for longpress keyboard events, so I wrote this.
var longpressKeys = [13];
var longpressTimeout = 1500;
var longpressActive = false;
var longpressFunc = null;
document.addEventListener('keydown', function(e) {
if (longpressFunc == null && longpressKeys.indexOf(e.keyCode) > -1) {
longpressFunc = setTimeout(function() {
console.log('longpress triggered');
longpressActive = true;
}, longpressTimeout);
// any key not defined as a longpress
} else if (longpressKeys.indexOf(e.keyCode) == -1) {
console.log('shortpress triggered');
}
});
document.addEventListener('keyup', function(e) {
clearTimeout(longpressFunc);
longpressFunc = null;
// longpress key triggered as a shortpress
if (!longpressActive && longpressKeys.indexOf(e.keyCode) > -1) {
console.log('shortpress triggered');
}
longpressActive = false;
});
In vanila JS if need to detect long-click after click released:
document.addEventListener("mousedown", longClickHandler, true);
document.addEventListener("mouseup", longClickHandler, true);
let startClick = 0;
function longClickHandler(e){
if(e.type == "mousedown"){
startClick = e.timeStamp;
}
else if(e.type == "mouseup" && startClick > 0){
if(e.timeStamp - startClick > 500){ // 0.5 secound
console.log("Long click !!!");
}
}
}
May need to use timer if need to check long-click while clicking. But for most case after release click is enought.
For me it's work with that code (with jQuery):
var int = null,
fired = false;
var longclickFilm = function($t) {
$body.css('background', 'red');
},
clickFilm = function($t) {
$t = $t.clone(false, false);
var $to = $('footer > div:first');
$to.find('.empty').remove();
$t.appendTo($to);
},
touchStartFilm = function(event) {
event.preventDefault();
fired = false;
int = setTimeout(function($t) {
longclickFilm($t);
fired = true;
}, 2000, $(this)); // 2 sec for long click ?
return false;
},
touchEndFilm = function(event) {
event.preventDefault();
clearTimeout(int);
if (fired) return false;
else clickFilm($(this));
return false;
};
$('ul#thelist .thumbBox')
.live('mousedown touchstart', touchStartFilm)
.live('mouseup touchend touchcancel', touchEndFilm);
You can check the time to identify Click or Long Press [jQuery]
function AddButtonEventListener() {
try {
var mousedowntime;
var presstime;
$("button[id$='" + buttonID + "']").mousedown(function() {
var d = new Date();
mousedowntime = d.getTime();
});
$("button[id$='" + buttonID + "']").mouseup(function() {
var d = new Date();
presstime = d.getTime() - mousedowntime;
if (presstime > 999/*You can decide the time*/) {
//Do_Action_Long_Press_Event();
}
else {
//Do_Action_Click_Event();
}
});
}
catch (err) {
alert(err.message);
}
}
You can use jquery Touch events. (see here)
let holdBtn = $('#holdBtn')
let holdDuration = 1000
let holdTimer
holdBtn.on('touchend', function () {
// finish hold
});
holdBtn.on('touchstart', function () {
// start hold
holdTimer = setTimeout(function() {
//action after certain time of hold
}, holdDuration );
});
like this?
target.addEeventListener("touchstart", function(){
// your code ...
}, false);