Detect mouse on touch screen device - javascript

I use the following code to detect whether the device is a touch device or not:
var isTouchDevice = 'ontouchstart' in window || navigator.msMaxTouchPoints;
if(isTouchDevice)
{
$('body').addClass('yes-touch');
}
else
{
$('body').addClass('no-touch');
}
I use this to only show :hover states when it is NOT a touch device (as most touch devices interpret a tap as a hover).
.no-touch .element:hover {
color: red;
}
The problem is, one of our PCs in the office is an all-on-one touch screen PC, which means that when using a mouse the hover states don't occur.
Is there a way to work out whether a mouse is being used on a touch screen device? In other words, it should have the no-touch class applied when the mouse is being used and the yes-touch class applied when the touch screen is being used.

As of today, there is no foolproof ironclad way of doing it. The modernizr folks, pretty much the experts in feature detection, recently had this to say about it:
https://github.com/Modernizr/Modernizr/issues/869#issuecomment-57891034
The end result of all of this is that you cannot detect a mouse use in
a way that would conform to the level of reliability that Modernizr is
credited with. For our intents and purposes, it is a undetectable.
If you, future traveler, wish to attempt to detect a mouse user, then
the following is the best guide I can offer.
Don't. Seriously. Just because a user has a "mouse" doesn't mean that
they don't have multiple other forms of input. You should try really
hard to avoid making any kind of UI/UX decision that changes based
upon the idea of a mouse user being diametrically opposed to a
touchscreen user (or any other kind, for that matter). Make things
universal.
If you have to, and only care about IE 10 and 11, then IE's
PointerEvent would be worth checking out. Support is abysmal, outside
of those two (and presumably future IE versions).
You can attach a
listener for a 'hover' event on the body, and if it is true, then the
user probably has a mouse. The drawback with this approach include
touch events briefly firing hover events on tap/touch, so you could
get false positives.
sniff for mobile user agents. This is a bad idea,
and goes against the very core of Modernizr. Please don't do it.
So to me #1 pretty much sums it up. However, that answers your question but doesn't give you a solution. You mention "one of our PC's in the office..." Is this by chance an internal only application? I've occasionally run across situations where internal special use or one off pages may require some individual treatment for whatever reason (like one of our employees having a touch based AIO with a mouse attached). What I'll do then is append a ?hasmouse onto the end of the url and give the user that link to bookmark. Then inside javascript after your var isTouchDevice but before your if, insert this code to undo it:
if (location.search == '?hasmouse') {
isTouchDevice = false;
}
Again, thats sort of a no frills way for just internal use.

I have been using this for a while and it seems to work reliably. I wounder if it's worth it sometimes, but it does work.
The idea here is to capture actual touchdown events to trigger touch mode and use mousemove to trigger mouse mode. The problem is IE does not trigger touch events, but pointer events. The great thing about pointer events is you can check if it's mouse or touch!
The problem is all other browsers fire a fake mousemove just after a touch event. It's truly maddening!
You can see it work on this codepen
//First check if this is a touch device:
this.isTouch = 'ontouchstart' in window || (navigator.msMaxTouchPoints > 0);
// Some vars we'll need later
var lastTouch = 0
var lastCheck = 0
//Then set up our event listeners:
function initEvents() {
//handle touch/mouse devices detect mouse so that touch is toggled off
if (this.isTouch) {
$(document).on(" touchstart mousemove " + msPointerEvent('move'), function(e) {
e = e.originalEvent
//browser has pointer events
var pe = window.PointerEvent || window.MSPointerEvent
// handle ie pointer events (polyfill functions are at bottom of answer)
if (e.type == msPointerEvent('move')) {
var touchEvent = msPointerType(e) == 'touch'
if (touchEvent)
lastTouch = e.timeStamp;
if (!this.isTouch && touchEvent)
return setupTouch.call(this, true)
else if (this.isTouch && !touchEvent)
return setupTouch.call(this, false)
}
// Handle all other browser touch events
if (e.type == "touchstart") {
console.log('touchstart fired')
lastTouch = e.timeStamp;
if (!this.isTouch)
setupTouch.call(this, true);
}
// test mouse move and set up mouse mode if real
else if (!pe && e.type == "mousemove" && this.isTouch) {
if (realMouseDown.call(this, e)) {
setupTouch.call(this, false)
}
}
}.bind(this));
}
}
initEvents()
// Here is where we get clever. It turns out that the fake mousemove will fire in less than 500ms of the touch so we use that to detect fakes. Then of course do something special for IE:
function realMouseDown(e) {
var touchDif = e.timeStamp - lastTouch
var mouseDif = e.timeStamp - lastCheck
// false mouse event will get fired within 500ms of a touch (touchDif > 500)
// (required for all browsers false mouse after touch event)
var real = touchDif > 500
lastCheck = e.timeStamp;
console.log('real=', real, ' mDif ='+mouseDif, ' tDif ='+touchDif)
return real
}
// Now for some IE polyfill because they cant seem to make up their mind what to do.
// IE pointer event polyfill
function msPointerEvent(type) {
var n = ""
if (window.PointerEvent) // IE 11
n = 'pointer' + type
else if (window.MSPointerEvent) // IE 10
n = 'MSPointer' + type[0].toUpperCase() + type.substr(1);
return n
}
// IE pointer type polyfill
function msPointerType(e) {
var pt = ['zero', 'one', 'touch', 'pen', 'mouse']
return typeof e.pointerType == 'string' ? e.pointerType : pt[e.pointerType]
}
// And finally do what you need...
// make required changes for touch / mouse
var $output = $('#output')
function setupTouch(state) {
console.log('TouchMode=', state)
if (state)
this.isTouch = true
else
this.isTouch = false
$output.html('Touch mode changed to = '+state)
}
//First check if this is a touch device:
this.isTouch = 'ontouchstart' in window || (navigator.msMaxTouchPoints > 0);
// Some vars we'll need later
var lastTouch = 0
var lastCheck = 0
//Then set up our event listeners:
function initEvents() {
//handle touch/mouse devices detect mouse so that touch is toggled off
if (this.isTouch) {
$(document).on(" touchstart mousemove " + msPointerEvent('move'), function(e) {
e = e.originalEvent
//browser has pointer events
var pe = window.PointerEvent || window.MSPointerEvent
// handle ie pointer events (polyfill functions are at bottom of answer)
if (e.type == msPointerEvent('move')) {
var touchEvent = msPointerType(e) == 'touch'
if (touchEvent)
lastTouch = e.timeStamp;
if (!this.isTouch && touchEvent)
return setupTouch.call(this, true)
else if (this.isTouch && !touchEvent)
return setupTouch.call(this, false)
}
// Handle all other browser touch events
else if (e.type == "touchstart") {
console.log('touchstart fired')
lastTouch = e.timeStamp;
if (!this.isTouch)
setupTouch.call(this, true);
}
// test mouse move and set up mouse mode if real
else if (!pe && e.type == "mousemove" && this.isTouch) {
if (realMouseDown.call(this, e)) {
setupTouch.call(this, false)
}
}
}.bind(this));
}
}
initEvents()
// Here is where we get clever. It turns out that the fake mousemove will fire in less than 500ms of the touch so we use that to detect fakes:
function realMouseDown(e) {
var touchDif = e.timeStamp - lastTouch
var mouseDif = e.timeStamp - lastCheck
// false mouse event will get fired within 500ms of a touch (touchDif > 500)
// (required for all browsers false mouse after touch event)
var real = touchDif > 500
lastCheck = e.timeStamp;
console.log('real=', real, ' mDif =' + mouseDif, ' tDif =' + touchDif)
return real
}
// IE pointer event polyfill
function msPointerEvent(type) {
var n = ""
if (window.PointerEvent) // IE 11
n = 'pointer' + type
else if (window.MSPointerEvent) // IE 10
n = 'MSPointer' + type[0].toUpperCase() + type.substr(1);
return n
}
// IE pointer type polyfill
function msPointerType(e) {
var pt = ['zero', 'one', 'touch', 'pen', 'mouse']
return typeof e.pointerType == 'string' ? e.pointerType : pt[e.pointerType]
}
// make required changes for touch / mouse
var $output = $('#output')
function setupTouch(state) {
console.log('TouchMode=', state)
if (state) {
this.isTouch = true
$output.addClass('is-touch')
} else {
this.isTouch = false
$output.removeClass('is-touch')
}
$output.html('Touch mode changed to = ' + state)
}
body {
pointer-evetns: none;
}
#output.is-touch {
background-color: blue;
color: white;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<div id="output">
Touch or movethe mose on the result window to change the TouchMode state.
</div>

You can check for type of Pointer Event, that attached to Your object.
Please see example for hover below:
$('.element').on('pointerenter', function (e) {
if (e.pointerType == 'mouse') {
$(this).addClass('hover');
}
}).on('pointerleave', function (e) {
if (e.pointerType == 'mouse') {
$(this).removeClass('hover');
}
});
And use your css:
.element.hover {
color: red;
}

Related

Touch move fire only once when implementing "less" like scrolling on mobile

I'm trying to to implement touch scroll in less extension to jQuery Terminal. It work similar to less unix command.
I have this code:
self.touch_scroll(function(event) {
// how much difference changed since last touch move
var delta = event.current.clientY - event.previous.clientY;
var ret;
var interpreter = interpreters.top();
if (is_function(interpreter.touchscroll)) {
ret = interpreter.touchscroll(event, delta, self);
} else if (is_function(settings.touchscroll)) {
ret = settings.touchscroll(event, delta, self);
}
if (ret === true) {
return;
}
return false;
});
// make_callback_plugin is helper that use $.Callbacks and make sure that there is only
// one handler on the element
$.fn.touch_scroll = make_callback_plugin({
name: 'touch',
init: function(handler) {
var origin;
var previous;
$(this).on('touchstart.scroll', function(e) {
e = e.originalEvent;
if (e.touches.length === 1) {
previous = origin = e.touches[0];
}
}).on('touchmove.scroll', function(e) {
e = e.originalEvent;
console.log(!!origin + ' && ' + (e.touches.length) + ' === 1');
if (origin && e.touches.length === 1) {
var current = e.touches[0];
var ret = handler({
origin: origin,
previous: previous,
current: current
});
if (ret === false) {
// this don't change anything
e.preventDefault();
}
previous = current;
}
}).on('touchend.scroll', function() {
if (origin || previous) {
origin = previous = null;
}
});
},
destroy: function() {
$(this).off('touchstart.scroll touchmove.scroll touchend.scroll');
}
});
and inside less I have:
function scroll(delta, scroll_by) {
if (delta > 0) {
pos -= scroll_by;
if (pos < 0) {
pos = 0;
}
} else {
pos += scroll_by;
if (pos - 1 > lines.length - rows) {
pos = lines.length - rows + 1;
}
}
print();
return true;
}
term.push($.noop, {
onResize: refresh_view,
touchscroll: function(event, delta) {
console.log({delta});
var offset = Math.abs(delta);
// 14 is default height of single line in pixels
scroll(delta, Math.ceil(offset / 14));
return false;
},
mousewheel: function(event, delta) {
return scroll(delta, scroll_by);
},
I also have this css:
.terminal-less {
touch-action: none;
overscroll-behavior-y: contain;
}
on Mousewheel scrolling works good it scroll with the same amount of scroll_by which is by default 3 (seems about right). (pos is lines offset so if I use pos++ it move/scroll by one line, delta in touchscroll is positive or negative from about -20 to 20 pixels.
The problem I have and the question is, how can I make it scroll with the finger? it don't feel right. Also it scroll only once it don't move with the finger. touchmove fire only once, shoudn't it fire while I move the finger while touching the phone?
Anyone have experience with this type of touch scroll behavior?
I was searching for similar problem and didn't found solution. Do you know why touchmove could fire once? The only thing I can think of was textarea that is used as clipboard (on mobile it's also used to enable virtual keyboard), but I've set background to red and it don't move on Android. I was testing other code from this drawing demo:
https://zipso.net/a-simple-touchscreen-sketchpad-using-javascript-and-html5/
and it works fine, touch move keeps firing while you move the finger.
Any ideas? It will be hard to replicate but if somone is interested in investigation I can put all my code on github in jQuery Terminal repo (in some branch).
What's weird is that touchend don't fire after touchmove, it fire once only when I click on the terminal to enable keyboard.
I've tried to monkey patch jQuery on and log each time it fire but I didn't have any other event (that may prevent default behavior) also according to docs mouse events fire after touchend and those don't fire.
What you need is simple .terminal-wrapper { pointer-events: none; } (based on the devel branch). But with this rule you can't select the text, that's why you need to use it only for mobile devices.
I'm not sure if this will block the selection of text on mobile, but if so, you can try to add this on touchstart (or even on touchmove as the first instruction) and remove it on touchend.
Also, I had to add some JS code, because without it interpreter.touchScroll is undefined. But this is not the main cause of the problem.
interpreters = new Stack($.extend({}, settings.extra, {
name: settings.name,
prompt: prompt,
keypress: settings.keypress,
keydown: settings.keydown,
resize: settings.onResize,
greetings: settings.greetings,
mousewheel: settings.mousewheel,
touchScroll: settings.touchScroll, // NEW LINE
history: settings.history,
keymap: new_keymap
}, interpreter));
self.touch_scroll(function(event) {
var delta = event.current.clientY - event.previous.clientY;
var ret;
var interpreter = interpreters.top(); // NEW LINE
if (is_function(interpreter.touchScroll)) {
ret = interpreter.touchScroll(event, delta, self);
} else if (is_function(settings.touchScroll)) {
ret = settings.touchScroll(event, delta, self);
}
if (ret === true) {
return;
}
});
Without pointer-events: none;
With pointer-events: none;

Vimeo iFrame Stealing Mouse Wheel Event on Firefox

I made this example here: http://jsbin.com/pokahec/edit?html,output
// creates a global "addWheelListener" method
// example: addWheelListener( elem, function( e ) { console.log( e.deltaY ); e.preventDefault(); } );
(function(window,document) {
var prefix = "", _addEventListener, onwheel, support;
// detect event model
if ( window.addEventListener ) {
_addEventListener = "addEventListener";
} else {
_addEventListener = "attachEvent";
prefix = "on";
}
// detect available wheel event
support = "onwheel" in document.createElement("div") ? "wheel" : // Modern browsers support "wheel"
document.onmousewheel !== undefined ? "mousewheel" : // Webkit and IE support at least "mousewheel"
"DOMMouseScroll"; // let's assume that remaining browsers are older Firefox
window.addWheelListener = function( elem, callback, useCapture ) {
_addWheelListener( elem, support, callback, useCapture );
// handle MozMousePixelScroll in older Firefox
if( support == "DOMMouseScroll" ) {
_addWheelListener( elem, "MozMousePixelScroll", callback, useCapture );
}
};
function _addWheelListener( elem, eventName, callback, useCapture ) {
elem[ _addEventListener ]( prefix + eventName, support == "wheel" ? callback : function( originalEvent ) {
!originalEvent && ( originalEvent = window.event );
// create a normalized event object
var event = {
// keep a ref to the original event object
originalEvent: originalEvent,
target: originalEvent.target || originalEvent.srcElement,
type: "wheel",
deltaMode: originalEvent.type == "MozMousePixelScroll" ? 0 : 1,
deltaX: 0,
deltaZ: 0,
preventDefault: function() {
originalEvent.preventDefault ?
originalEvent.preventDefault() :
originalEvent.returnValue = false;
}
};
// calculate deltaY (and deltaX) according to the event
if ( support == "mousewheel" ) {
event.deltaY = - 1/40 * originalEvent.wheelDelta;
// Webkit also support wheelDeltaX
originalEvent.wheelDeltaX && ( event.deltaX = - 1/40 * originalEvent.wheelDeltaX );
} else {
event.deltaY = originalEvent.detail;
}
// it's time to fire the callback
return callback( event );
}, useCapture || false );
}
})(window,document);
You can test in Firefox that scroll event is fired, except when over vimeo iframe ( and I guess any iFrame )
Is there any solution to fire event on iframe ?
PS - I want to use this in a custom scrollbar
This is basically by design. Your code should be completely unaware of what the user does inside an IFRAME (especially one from a different origin like YouTube - this is a part of the web's security architecture, as mandated by the Same Origin Policy.)
Now, even in the cross-origin case browsers can choose to let scrolling affect the frame's ancestor if the frame itself doesn't scroll. This scrolling should happen without any events firing on the top document - see Chrome's behaviour if you scroll to the bottom of this IFRAME and keep scrolling:
http://jsfiddle.net/8cj0dofx/1/
HTML:
<iframe src="data:text/html,<body style='background:grey;height:550px'>Hello" seamless></iframe>
<div style="height:100px">Hello</div>
JS:
document.addEventListener('DOMMouseScroll', function(e){
document.getElementsByTagName('div')[0].firstChild.data += ' ' + e.type
});
document.addEventListener('mousewheel', function(e){
document.getElementsByTagName('div')[0].firstChild.data += ' ' + e.type
});
What you'll see is that when you have scrolled to the end of the IFRAME, the main document will scroll but no events will fire until the mouse is above the parent document.
It looks like it's a bug in Firefox: https://bugzilla.mozilla.org/show_bug.cgi?id=1084121
So there may not be a straightforward way to handle this. But since the action has an effect even if it's not being dispatched, there's a workaround that can be used. It may not work in every situation, but it should cover many cases.
Instead of detecting wheel event, you detect scroll, and use a switch detecting if the mouse is clicked or not. If the window scrolls and the mouse isn't clicked, then it's most likely from the mousewheel. Other cases will be if you trigger it from a script, in which case this can be handled easily also.
One case you won't handle is when the window cannot scroll anymore, then you won't get the event.
It would look like this:
var mouseDown = false;
function handle_wheel() {
if (!mouseDown) {
document.getElementById("debug-textarea").value = document.getElementById("debug-textarea").value + ' wheel';
} else {
document.getElementById("debug-textarea").value = document.getElementById("debug-textarea").value + ' scroll';
}
}
window.onscroll = handle_wheel;
window.onmousedown = function () {
mouseDown = true;
}
window.onmouseup = function () {
mouseDown = false;
}
http://jsfiddle.net/wu9y6yua/4/
I was facing the same problem but with a zoom on scroll feature.
Since it's not possible to capture the mousewheel event without hacks, I think the best option is to place a transparent div over the iframe and add the &autoplay=1 parameter
in the vimeo/youtube url on click.

Permit horizontal pan events only if the gesture is not already scrolling vertically

I'd like to set up Hammer.js so that I can respond to horizontal pan events. My first attempt looks like this:
var mc = new Hammer(document.body);
mc.on("panleft panright", runBind(this, 'updatePosition'));
mc.on("panend", runBind(this, 'finalisePosition'));
This almost gets the behaviour that I'm looking for: if I pan left or right, the updatePosition function is called, and when I stop panning the finalisePosition function is called.
But these functions are also triggered if the gesture drifts left or right while scrolling vertically. For example, suppose I touch near the top of the screen then drag my finger down half the screen: that should register as a scroll event. Now suppose that I continue by dragging diagonally: downwards and to the left. In this scenario, I'd like to ignore the horizontal part of the gesture and treat the gesture as a vertical scroll event only, but Hammer.js is triggering the panright and panleft events as before.
My next attempt looks like this:
var mc = new Hammer(document.body, {
recognizers: [
[Hammer.Swipe],
[
Hammer.Pan,
{event: 'panvertical', direction: Hammer.DIRECTION_VERTICAL}
],
[
Hammer.Pan, // RecognizerClass
{direction: Hammer.DIRECTION_HORIZONTAL}, // options
['swipe'], // recognizeWith
['panvertical'] // requireFailure
],
]
});
mc.on("panleft panright", runBind(this, 'updatePosition'));
mc.on("panend", runBind(this, 'finalisePosition'));
This specifies that the horizontal pan events should only be triggered if the panvertical event has failed. Sure enough, this prevents the problem I described above. If I begin a vertical scrolling gesture then start to move horizontally, the panleft and panright events are not triggered. But this version has a more serious probelem: the default scroll behaviour doesn't happen! As a result it's impossible to scroll the app.
Can anyone suggest a better solution?
I'm using Hammer.js version 2.0.4.
I've had the same problem and
I've managed to make it work with this really ugly code
var first = false, lock = false;
var containerHandler = function(event) {
if(event.type == 'panend' || event.type == 'pancancel') {
// iOS bug fix
lock = false;
first = false;
} else if(event.type == 'swipe' && event.direction & Hammer.DIRECTION_VERTICAL) {
// iOS bug fix
lock = true;
first = true;
}
else if(event.type == 'panmove') {
// iOS bug fix ...
if(first === false && event.direction & Hammer.DIRECTION_VERTICAL) {
lock = true;
}
first = true;
if(lock === true)
return;
//your code etc...
};
var focusMC = new Hammer.Manager(mainContainer[0], {domEvents:true});
var pan = new Hammer.Pan({threshold: 5, direction:Hammer.DIRECTION_HORIZONTAL});
focusMC.add( pan );
focusMC.on('panstart panmove panend pancancel swipe', containerHandler);
small threshold is important..
As far as I remember this issue was only on iOS Safari, but on WP it worked correctly even without this code
Edit: Instead of the solution above, try forcing the touch-action property
to pan-y
I'm keeping both answers as they should all work
Hammer.js will automatically infer a touch-action property based on your recognizers. This might make the application more responsive, but it won't prevent vertical page scrolling just because a user is interacting with the element.
I had the same problem you were having, and found a dead simple solution that works pretty well for a workaround.
var isScrolling = false;
var galleryHammer = new Hammer(element, {
recognizers: [
[Hammer.Pan, { direction: Hammer.DIRECTION_HORIZONTAL }]
]
});
// Making the event listener passive means we don't get any delays between
// the user scrolling and the browser having checked if it should prevent
// that event
window.addEventListener('scroll', function() {
isScrolling = true;
}, { passive: true });
window.addEventListener('touchend', function() {
isScrolling = false;
});
galleryHammer.on('pan', function(event) {
if (isScrolling) {
return;
}
// Normal logic...
});
This worked for me (the code comes from a class, and this.hm is simply an Hammer instance):
this.hm.on('panleft', function(e){ // ...and same for panright
if(e.pointerType == 'touch' && (Math.abs(e.deltaY) > Math.abs(e.deltaX))){ return false; }
// do stuff
}
The extra pointerType check is there because I didn't have any issue on desktop computer (mouse events). So the whole is applied ony on touch devices/events.

Check for Touch device with Javascript

I have 3 buttons with hover states which makes a little tooltip appear to describe the button. They work fine but on touchs screen they do not disappear after the user clicks on the button.
So I've tried a few js scripts for checking if a device is a touch device or not. They almost work but they also when I test on IE11 it also gets detected as a touch device. Chrome & Firefox do not get mistaken as a touch device.
Any sugestions?
Her is what I've tried
/*****************************
TOUCH DEVICES HOVER FIX START
****************************/
// http://stackoverflow.com/a/4819886/1814446
function isTouchDevice() {
return 'ontouchstart' in window // works on most browsers
|| 'onmsgesturechange' in window; // works on ie10
};
// http://www.stucox.com/blog/you-cant-detect-a-touchscreen/#poke-it
var hasTouch;
window.addEventListener('touchstart', function setHasTouch () {
hasTouch = true;
// Remove event listener once fired, otherwise it'll kill scrolling
// performance
window.removeEventListener('touchstart', setHasTouch);
}, false);
// https://github.com/Modernizr/Modernizr/blob/master/feature-detects/touchevents.js
define(['Modernizr', 'prefixes', 'testStyles'], function( Modernizr, prefixes, testStyles ) {
// Chrome (desktop) used to lie about its support on this, but that has since been rectified: http://crbug.com/36415
Modernizr.addTest('touchevents', function() {
var bool;
if(('ontouchstart' in window) || window.DocumentTouch && document instanceof DocumentTouch) {
bool = true;
} else {
var query = ['#media (',prefixes.join('touch-enabled),('),'heartz',')','{#modernizr{top:9px;position:absolute}}'].join('');
testStyles(query, function( node ) {
bool = node.offsetTop === 9;
});
}
return bool;
});
});
if(bool===true) {
console.log('Touch Device'); //your logic for touch device
jQ( "#btn-1, #btn-2, #btn-3" ).click(function() {
jQ("#btn-1 .tooltip").css('opacity', '0');
jQ("#btn-2 .tooltip").css('opacity', '0');
jQ("#btn-3 .tooltip").css('opacity', '0');
});
}
else {
//your logic for non touch device
}
For IE10+ you can utilize "window.navigator.msMaxTouchPoints"
example code
function isIETouch ()
{
return window.navigator.msMaxTouchPoints == undefined ? false : window.navigator.msMaxTouchPoints;
}

modify hoverIntent to handle touch events on mobiles

Good day all.
I'm having some problems with hoverintent.js a jquery plugin that handle the mouseOver events in a different way than normal.
Due to some complications, I can't modifiy anything but the js of this plugin, but I need to make it compliant with touch events and not only with mouseOver and mouseLeave.
after some debugs, I have managed to recognize this part of the code to be the one to modify:
var handleHover = function(e) {
// next three lines copied from jQuery.hover, ignore children onMouseOver/onMouseOut
var p = (e.type == "mouseover" ? e.fromElement : e.toElement) || e.relatedTarget;
while ( p && p != this ) { try { p = p.parentNode; } catch(e) { p = this; } }
if ( p == this ) { return false; }
// copy objects to be passed into t (required for event object to be passed in IE)
var ev = jQuery.extend({},e);
var ob = this;
// cancel hoverIntent timer if it exists
if (ob.hoverIntent_t) { ob.hoverIntent_t = clearTimeout(ob.hoverIntent_t); }
// else e.type == "onmouseover"
if (e.type == "mouseover") {
// set "previous" X and Y position based on initial entry point
pX = ev.pageX; pY = ev.pageY;
// update "current" X and Y position based on mousemove
$(ob).bind("mousemove",track);
// start polling interval (self-calling timeout) to compare mouse coordinates over time
if (ob.hoverIntent_s != 1) { ob.hoverIntent_t = setTimeout( function(){compare(ev,ob);} , cfg.interval );}
// else e.type == "onmouseout"
} else {
// unbind expensive mousemove event
$(ob).unbind("mousemove",track);
// if hoverIntent state is true, then call the mouseOut function after the specified delay
if (ob.hoverIntent_s == 1) { ob.hoverIntent_t = setTimeout( function(){delay(ev,ob);} , cfg.timeout );}
}
}
};
// bind the function to the two event listeners
return this.mouseover(handleHover).mouseout(handleHover);
what I've done so far is to make the function working different with mobiles:
var handleHover = function(e) {
isMobile = /Android|webOS|iPhone|iPad|iPod|BlackBerry|IEMobile|Opera Mini/i.test(navigator.userAgent);
if(isMobile){
console.log("Ismobile");
}else{
... Same code as before here ...
}
// bind the function to the two event listeners
return this.mouseover(handleHover).mouseout(handleHover);
and now i'm struck. I would like it to "change" its behavior to handle the touch, and not the mouse over event, so on mobiles I will need to touch the element, instead to hovering on it. May someone give me an help? Am I on the right way? Is it the right way to think of it?
unluckily I have only the possibility to change this file and some few more.
Recently i bumped into several problems with changing hoverIntent.js, and ended up in writing my own plugin: hoverDelay.js (much simpler, and less code). see if you can use it, and modify it to your own needs (and maybe contribute the mobile code to it :-)

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