Canvas issue on touchscreen - javascript

I am using a plugin for drawing inside canvas element.
It functions properly for desktops.
For mobiles there is a bug. I will try to describe it.
When you have for example 2 touchpoints (one after another but the switching happens immediately, with two fingers i mean) it functions incorrectly. It draws a straight line which connects the two touchpoints instead of simply drawing 2 separated points.
I tried different plugins but the issue exists in all of them.
Please, check this out with mobile if its possible and i think you will notice the bug i told above.
http://literallycanvas.com/index.html
How can i solve this?

For example you can check if count of touches > 1 (double touch or more ) just stop drawing something like this
canvas.addEventListener('touchmove', function(e) {
e.preventDefault();
var a = (e.touches.length > 1) ? true : false;
if (a) {
drawing = false;
return;
}
// draw your lines
});

Related

Zoom only when Ctrl + scrolling

I've been messing with the D3JS source code. What I want to achieve is only allow zooming with the Scrolling (Just like Google Maps), if CTRL is pressed too. I've been messing with the complete D3:
https://d3js.org/d3.v4.js
I was trying to achieve this around line 16556:
function wheeled() {
if (!filter.apply(this, arguments)) return;
if (event.ctrlKey == false) return; //This is the new line I added
.....
//else if ((t.k === k)) return; //I commented out this line
Everything else is intact. I downloaded this, and I've been experiencing with this sample:
https://bl.ocks.org/mbostock/34f08d5e11952a80609169b7917d4172
In Chrome it's working perfectly. Everything is at it's supposed to be, however when I try to Ctrl+Scroll in Firefox, it just zooms the whole page. The Firefox sais that:
ReferenceError: event is not defined[Learn More] d3.v4.js:16558:1
wheeled http://127.0.0.1:8887/d3.v4.js:16558:1
contextListener/<
I stumbled upon the same problem, but don't wanted to alter the d3 source files. I solved it then by only conditionally calling the original wheel handler (I am using D3v4):
this.zoom = d3.zoom()[...]
var svg = d3.select(this.$refs.chart)
.call(this.zoom);
var wheeled = svg.on("wheel.zoom");
svg
.on("wheel.zoom", function () {
if (d3.event.ctrlKey) {
wheeled.call(this);
// prevent browser zooming at minimum zoom
d3.event.preventDefault();
d3.event.stopImmediatePropagation();
}
});
As I explained in my comment you don't need to mess with the source code, just add the conditional to your code. In your reply you said that it doesn't work on Firefox.
Well, that's the expected behaviour for Firefox (see my answer here).
Therefore, instead of:
if (event.ctrlKey == false) return;
You should do:
if (d3.event.sourceEvent.ctrlKey == false) return;
This will work on both Chrome and Firefox.
Here is the bl.ocks with that change: http://blockbuilder.org/anonymous/2a1c5fe3ed6948665f8d946a753adaef
Added this line:
if (d3.event.ctrlKey == false) return;
Into the source code of the d3.v4.js:
function wheeled() {
At the second line after it. Now it works. Thanks for the suggestion, it helped after all :)
Use a filter to require ctrlKey to start the zoom event. Disable scrolling when ctrlKey is pressed to prevent the browser's default action when scrolling passed the scale extent. Both things are hinted in zoom docs.
// ignore right button and require ctrl
zoom.filter(() => !d3.event.button && d3.event.ctrlKey)
// ignore default browser action when ctrlKey is pressed
selection
.call(zoom)
.on("wheel", () => { if (d3.event.ctrlKey) d3.event.preventDefault() })

HighCharts/HighStocks not scrolling on mobile

Hi, particulary I am having a problem with HighCharts / HighStock not scrolling on the x-axis to display hidden data such as the times contained here:
It works just fine in Chrome browser on my Desktop. Whenever I scroll the overthrow-polyfill.js error shows itself. This is not a library I included myself as I can't find any mention of overthrow in all my code.
Sidenote: I do have angular touch and fastclick in the mix as well, but removing them did not help either
I've got the same problem on mobile device. After couple of hour i have found that scrolling is available just on mousemove event, but not on touch event. To fix this I have added the same listeners on touch events.
Highcharts.Pointer.prototype.onContainerTouchStart = Highcharts.Pointer.prototype.onContainerMouseDown;
var onContainerMouseMove = Highcharts.Pointer.prototype.onContainerMouseMove;
Highcharts.Pointer.prototype.onContainerTouchMove = function(e) {
onContainerMouseMove.call(this, e);
if ("touchstart" === this.chart.mouseIsDown) {
this.drag(e);
}
};

Controlling events on Apple Ipad's Safari

Well, this will be a tough one. I think i have exhausted all my options, let's see if you can come up with something better.
I have a horizontal carousel and am using touchstart, touchmove, touchend to control it. For the sake of this example, the html structure is something like:
<div>
<ul id="strip">
<li><a>...</a></li>
<li><a>...</a></li>
...................
</ul>
</div>
I have separated my eventhandlers to behave a bit differently from mouse to touch events, so, thinking only of touch, I have:
var strip = document.getElementById('strip');
strip.addEventListener('touchstart', touchStartHandler);
document.addEventListener('touchmove', touchMoveHandler);
document.addEventListener('touchend', touchEndHandler);
I want the horizontal scrolling to work even if the user has his finger outside my strip, so I attached the touchmove and touchend event to the document.
At first, I thought it would be natural to, while the user was scrolling my carousel, for the browser to stay put, so my touchMoveHandler looked something like:
function touchMoveHandler(evt){
evt.preventDefault();
...................
}
... this way, the browser wouldn't pan vertically when the user's finger positioned varied in the Y axis. Our usability guy, thinks otherwise, and I actually agree with him now. He wants the browser to respond normally, unless the movement of the finger is totally or near perfectly horizontal.
Anyway, this is probably too much information, so I am going to detail my actual problem now. This is a snippet of the prototype I'm working on as a proof of concept:
var stopY, lastTime, newTime;
var touchStartHandler(evt){
...
stopY = true;
lastTime = new Date();
...
};
var touchMoveHandler(evt){
...
//this following code works like a setInterval, it turns stopY on and off every 1/2 sec
//for some reason, setInterval doesn't play well inside a touchmove event
newTime = new Date();
if(newTime - lastTime >= 500){
stopY = !stopY;
lastTime = newTime;
}
...
if(stopY){
evt.preventDefault();
}
...
}
I am absolutely sure this code is pristine, I debugged it with console logs and everything is doing what it's supposed to do except for the computing of the browser panning through the stopY variable.
If I run the code starting with stopY = true, there is no browser panning, if I start with stopY = false, the browser pans as expected. The problem is that I would expect this behaviour to change every half a second and it doesn't.
I hope I didn't complicate this too much for you, but this is really specific.
Update:
You can try the following links (on an Ipad, or Iphone):
http://andrepadez.com/ipadtouch
http://andrepadez.com/ipadtouch?stopy=false
use view source, to see the whole code
Can you try stopY = !stopY;?
UPDATE
Once you execute preventDefault(), scrolling will can not return until touchend fires or you enable it. The following may give you the behavior you are looking for:
if(stopY){ return false; }
else { return true; }
or for simplicity just return !stopY;...

Android browser garbles events for two taps in quick succession

I'm trying to use JavaScript and jQuery to capture touch events. But I'm seeing some very odd behavior in the Web browser on Android 2.3.2: whenever I tap the screen, and then quickly tap somewhere else on the screen, the browser:
momentarily shows an orange border and highlight over the entire screen, and
sends me the wrong events.
The orange border seems to be just a related symptom of the same underlying problem, so I'm not too worried about it -- it's actually convenient for being able to tell when the browser is screwing things up. What I really want to know is, how can I consistently get the right touch events for two quick taps? I believe that when that problem is solved, the orange border will go away as well.
What follows are all the painful details I've worked out so far.
Here's a page that shows the problem and displays lots of diagnostic information about the details and timing of each event that's received. You're sure to get the orange flash / bad events if you tap inside the blue rectangle, then quickly tap inside the black rectangle.
My jQuery code is pretty standard. The log function's implementation isn't important; the problem is that the browser doesn't call it when it should.
el = $('#battle');
el.on('touchstart', function(event) {
log(event);
return event.preventDefault();
});
el.on('touchend', function(event) {
return log(event);
});
el.on('touchcancel', function(event) {
return log(event);
});
el.mousedown(function(event) {
log(event);
return event.preventDefault();
});
return el.mouseup(function(event) {
return log(event);
});
More details on the phenomena I described initially:
Orange border and highlight: This is the same orange border and highlight that the browser draws around a hyperlink when you click it. But there are no hyperlinks on the page, and the browser draws this orange border around the whole screen -- or more specifically, around the outer <div id="battle"> that I'm hooking events on via jQuery.
Wrong events: In my touchstart event handler, I'm calling event.preventDefault(), to tell the browser not to scroll, not to synthesize mouse events, etc. Therefore, I expect to get only touchstart and touchend events. And I do, for the first tap. But instead of touchstart/touchend for the second tap, I get all number of combinations of touch events, synthesized mouse events, and the occasional touchcancel for the second tap, or even repeated events for the first tap. Details below.
This behavior also only occurs in very particular circumstances:
The first tap must be short (less than ~200ms).
The second tap must come quickly thereafter (less than ~450ms after the first tap's touchstart).
The second tap must be at least 150 pixels away from the first tap (measured along the diagonal from the coordinates of the first tap's touchstart).
If I remove my code that hooks mousedown and mouseup, the orange rectangles no longer appear. However, the touch events are sometimes still garbled.
As far as what I mean by the events being garbled, here's what I see. When I write "1:", that means the events are for the first tap's coordinates; "2:" means the second tap's coordinates. I saw the following patterns of events (percentages indicate how many times each one came up after 100 trials):
(50%) 1:touchstart 1:touchend 1:mousedown 1:mouseup (short delay) 2:mousedown 2:mouseup
(35%) 1:touchstart 1:touchend 2:touchstart 1:mousedown 1:mouseup 2:touchend
(10%) 1:touchstart 1:touchend 2:touchstart 1:mousedown 1:mouseup 2:touchcancel (short delay) 2:mousedown 2:mouseup
(3%) 1:touchstart 1:touchend 2:touchstart 2:touchend (short delay) 1:mousedown 1:mouseup
(2%) 1:touchstart 1:touchend 1:mousedown 1:mouseup (and nothing at all for the second tap)
Some combinations of events seem to come up more often depending on how quickly I tap, but I haven't quite nailed down the pattern. (Two quick, crisp taps seem more likely to come in under the second item above, whereas a more rapid-fire approach with less emphasis on crispness seems more likely to be the first item. But I haven't identified specific timing numbers that lead to each.) Similarly, the "short delays" indicated above can be anywhere from ~150ms to ~400ms; I haven't reverse-engineered the whole pattern there either.
If I don't hook mousedown and mouseup, the distribution is roughly this:
(40%) 1:touchstart 1:touchend 2:touchstart 2:touchcancel
(35%) 1:touchstart 1:touchend 2:touchstart 2:touchend (the actual desired behavior)
(25%) 1:touchstart 1:touchend (and nothing at all for the second tap)
So if I don't hook the mouse events, it works a third of the time; and if I was willing to pretend that touchcancel meant the same thing as touchend, I could get that up to 75% of the time. But that's still pretty sucky.
Alternatives I've already tried:
I've tried using jQuery Mobile's vmousedown and vmouseup events, but they aren't always triggered for the second tap, I suspect because of this same underlying event weirdness.
I could just forget about touch events entirely and only use the synthesized mouse events, but there's usually about a half-second delay between the physical tap and the delivery of the synthesized mouse event, whereas the touch events are immediate so I can be more responsive. I also want to prevent scrolling -- this is for a fullscreen game, and I'd rather not have the user accidentally scrolling the address bar back into view and blocking part of the game -- and doing preventDefault on the touchstart usually achieves that (though occasionally the second tap is actually able to scroll the screen despite my preventDefault... another reason I want to solve this whole event mess).
I've tried a third-party Web browser (Dolphin), but it has the same problems with events. So I'm guessing it's probably a problem with the way the underlying WebView delivers events to scripts.
Can anyone suggest a way to change my HTML, my event handlers, or anything else in order to reliably get touch events for two quick taps in succession?
Having tried to develop multi-touch HTML5 games in the Android browser (and trying them in other Android compatible browsers too), I think Android 2.x's browser simply does not properly support touch input. For starters, it doesn't support multi-touch which makes some kinds of game unplayable. (Obviously the phone supports multi-touch because you can pinch zoom etc., but the browser doesn't.) Then there are lots of problems with latency, touches 'sticking' and so on. I vaguely remember reading something about the phone's drivers for touch inputs not really working with true multitouch (i.e. it can detect either single touch or pinch zooms and that's it), but I don't have any references to back that up...
Apparently Android 4 (Ice Cream Sandwich) fixes it. So you might just have to wait for Android 4, which should be out soon anyway, and try again. Beyond that, Google have announced they're planning to replace the Android Browser with a mobile version of Chrome in future, so hopefully at least by then our browser touch-input woes will be over.
This is a theory: Wasn't able to test extensively
According to the init function in the soruce code of a webview, the statement setFocusable(true) is always called on a webview during its initialisation.
When I tried to make the view not focusable anymore using setFocusable(false) the error did not happen again. It seems the orange box does not appear. I was testing this on a small samsung phone running os 2.3.4. What I am sure of is that this orange box did not re appear.
In case this turns out to be true, it is highly likely that we can solve this without our own webview. What makes things more complicated is if setting the focusable property to false triggers other problems.
Finally, I do not think we can control this property from javascript (or can we?). Maybe You can declare that a specific control or the whole document is not an input or something like that? I am only extrapolating so bare that this may be false.
Edit: Regarding your comment on your question
I just created a blank application with only a Webview that loads your url after setting its focusable property to false. Please, if you have more resources to test it, I will upload it for you to try it. Here is the application
Have you tried using the jQuery Mobile events? You can find the decoupled widgets/plugins here:
https://github.com/jquery/jquery-mobile/tree/master/js
You'll probably need jquery.mobile.event.js and jquery.mobile.vmouse.js
Now you can simply bind to the tap, swipe etc. events within jQuery. Or is it necessary to differentiate between the start and end of a tap?
instead of attach all event using on you try this may be it works for you
$("...").bind("mousedown touchstart MozTouchDown", function(e) {
if(e.originalEvent.touches && e.originalEvent.touches.length) {
e = e.originalEvent.touches[0];
} else if(e.originalEvent.changedTouches && e.originalEvent.changedTouches.length) {
e = e.originalEvent.changedTouches[0];
}
// Handle mouse down
});
Have you tried attaching the event directly?
$(document).ready(function(){
var el, hypot, log, prev, resetTimeout, start, prevTouchX, prevTouchY;
var resetTimeout = null;
var start = null;
var prev = null;
var resetTimeout;
var hypot = function(x1, y1, x2, y2) {
var dx, dy, h;
dx = x2 - x1;
dy = y2 - y1;
h = Math.sqrt(dx * dx + dy * dy);
return Math.round(h * 10) / 10;
};
var logf = function(event) {
var div, table, values, x, y, _ref, _ref2, _ref3, _ref4, _ref5, _ref6;
if (event.type === "touchend"){
x = prevTouchX;
y = prevTouchY;
} else {
x = event.touches[0].pageX;
y = event.touches[0].pageY;
prevTouchX = x;
prevTouchY = y;
}
div = $('.log :first');
table = div.find('table');
if (table.length === 0) {
$('.log div:gt(1), .log hr:gt(0)').remove();
table = $('<table border style="border-collapse: collapse;"><tr>\n<th rowspan="2">Event</th>\n<th rowspan="2">X</th>\n<th rowspan="2">Y</th>\n<th colspan="4">From start</th>\n<th colspan="4">From prev</th>\n</tr><tr>\n<th>ΔT (ms)</th>\n<th>ΔX</th>\n<th>ΔY</th>\n<th>Distance</th>\n<th>ΔT (ms)</th>\n<th>ΔX</th>\n<th>ΔY</th>\n<th>Distance</th>\n</tr></table>');
div.append(table);
}
values = {
time: event.timeStamp,
x: x,
y: y
};
if (start == null) {
start = values;
}
if (prev == null) {
prev = values;
}
table.append("<tr>\n<td>" + event.type + "</td>\n<td>" + x + "</td>\n<td>" + y + "</td>\n<td>" + (event.timeStamp - start.time) + "</td>\n<td>" + (x - start.x) + "</td>\n<td>" + (y - start.y) + "</td>\n<td>" + (hypot(x, y, start.x, start.y)) + "</td>\n<td>" + (event.timeStamp - prev.time) + "</td>\n<td>" + (x - prev.x) + "</td>\n<td>" + (y - prev.y) + "</td>\n<td>" + (hypot(x, y, prev.x, prev.y)) + "</td>\n</tr>");
prev = values;
if(resetTimeout !== null){
window.clearTimeout(resetTimeout)
}
resetTimeout = window.setTimeout(function(){
start = null;
prev = null;
$('.log').prepend('<hr/>');
}, 1000);
};
var battle = document.getElementById("battle");
battle.addEventListener("touchstart",logf, false);
battle.addEventListener("touchmove",function(e){logf(e);e.preventDefault();}, false);
battle.addEventListener("touchend",logf, false);
battle.addEventListener("touchcancel",logf, false);
});
(Sorry if the code is really sloppy, I wasn't really paying much attention to the log function, but I made to make some minor changes as it wasn't firing correctly at my touchend event as event.touches[0].pageX is undefined at that point. Also, I wrapped it in a ready function, because I was just being lazy :-P)
Since this is only tracking the first touch (event.touches[0]), you can probably make some adjustments to test multi-touch by going down the touches array. What I've discovered on my android device (gingerbread) was that if you have two fingers down on the screen simultaneously, the touchend event will only fire when the last touch is let go; i.e. the second finger release.
Also, when I attached the mousedown/mouseup event listeners, then I got the same exact thing you did with the whole orange highlight thingy.
The device I tested on was a Samsung Droid Charge with OTA Gingerbread update.

Not returning focus to browser after alert pop-up

I am trying to do a little pacman game to train my JavaScript skills. To move pacman around, I use the onkeyup event function associated with a move function.
Still I am having a problem. Every time pacman dies (or game ends) I always use an alert box to alert the user of what happened. Still, after I press the OK button to make pacman move again I must click on the browser window to make it responsive to keyboard events.
Somehow I believe this is a windows focus problem, still, tried to use some focus around (after the alert box mainly) and doesn't seem to do the trick.
Can someone give me general pointers of what could be the solution for this?
PS: In the game construction I am using images created on the fly, having only 2 text tags on the page with id's.
EDIT: code associated in the onkeyup:
function muda_sentido(event)
{
//baixo
if(event.keyCode == 40)
{
pacman_status = status[2];
imagem_pacman.src = "Imagens/pacmanb.gif";
imagens[pacman_pos[0]][pacman_pos[1]].src = "Imagens/pacmanb.gif";
}
//direita
else if(event.keyCode == 39)
{
pacman_status = status[0];
imagem_pacman.src = "Imagens/pacmand.gif";
imagens[pacman_pos[0]][pacman_pos[1]].src = "Imagens/pacmand.gif";
}
//cima
else if(event.keyCode == 38)
{
pacman_status = status[3];
imagem_pacman.src = "Imagens/pacmanc.gif";
imagens[pacman_pos[0]][pacman_pos[1]].src = "Imagens/pacmanc.gif";
}
//esquerda
else if(event.keyCode == 37)
{
pacman_status = status[1];
imagem_pacman.src="Imagens/pacmane.gif"
imagens[pacman_pos[0]][pacman_pos[1]].src = "Imagens/pacmane.gif";
}
}
html body contents is a double h2 tag (cannot add it to code format cause it appears messed up on the previewer) with an ID each.
And around the program I have something like:
alert("Pacman died!")
And the problem is after this.
2 EDIT: Managed to grab the piece of code that lies the alert box (just changed it now to look for it in only one place):
function pacman_morreu()
{
alert("O pacman morreu!");
if(pacman_vidas==0)
{
alert("Game Over!");
reinicia_tabuleiro();
}
else
{
pacman_vidas--;
vidas.innerHTML = "Número de vidas: "+ pacman_vidas;
}
pintaEcra();
}
The functions listed inside the code will only do matrix manipulation operations (nothing special really).
EDIT 3: As requested, here goes:
function reinicia_tabuleiro()
{
pacman_vidas = 3;
vidas.innerHTML = "Número de vidas: 3";
pontuacao.innerHTML = "Pontuação: 0";
pontos = 0;
for(i=1;i<24;i++)
{
for(j=1;j<24;j++)
{
if(tabuleiro[i][j] == 0)
tabuleiro[i][j] = 2;
}
}
}
Sorry dude, I don't see anything that would be causing this. What browser are you using? I'm doing similar tests on IE and FF and am getting window focus after clicking 'Ok' in the alert box. Have you tried using Firebug? It is a great program for debugging javascript. I would highly recommend it for this pacman project you are doing. You might have an error somewhere in your code that is causing this that isn't very apparent in the code shown above.
Well right now, I don't have solution to this problem but I have a workaround.
Dont use alertbox, use lightbox(div with higher z-index value) and make the div show and hide based on condition in javascript.
I hope this will help.
I just went through a similar problem with keydown and Firefox 5.0. The window focuses when the page loads and all my $(window).keydown(...) events worked fine.
Then after I show an alert, none of the events fire. It ends up that the window does not focus itself after I dismiss the alert. I was able to solve it by forcing the window to refocus when it blurs. I'm using jQuery so here's what it looks like for me:
$(window).blur(function(){
setTimeout(function(){
$(window).focus();
}, 0);
});
The timeout is necessary since Firefox (& maybe other browsers) won't let you immediately focus during a blur event.
This may have unintended consequences since you're basically never letting the window blur. For example, clicking on the location bar won't even work because the window pulls focus back immediately. To dig a deeper hole, you might set a "refocus" flag for your callback so it knows whether to give up focus or not. Here's the basic idea:
var doRefocusWindow = false;
$(window).blur(function(){
if(!doRefocusWindow) return;
doRefocusWindow = false;
setTimeout(function(){
$(window).focus();
}, 0);
});
...
doRefocusWindow = true;
alert("Game Over");

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