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https://github.com/scratchfoundation/paper.js.git
synced 2025-01-01 02:38:43 -05:00
Make sure mouse events propagate to the view while their targets remain consistent.
Closes #995
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2 changed files with 76 additions and 45 deletions
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@ -30,7 +30,7 @@ var MouseEvent = Event.extend(/** @lends MouseEvent# */{
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this.type = type;
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this.event = event;
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this.point = point;
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this.target = target;
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this._target = target;
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this.delta = delta;
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},
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@ -56,6 +56,12 @@ var MouseEvent = Event.extend(/** @lends MouseEvent# */{
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* @name MouseEvent#target
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* @type Item
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*/
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getTarget: function() {
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var target = this._target;
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if (typeof target === 'function')
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target = this._target = target();
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return target;
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},
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// DOCS: document MouseEvent#delta
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/**
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@ -69,7 +75,7 @@ var MouseEvent = Event.extend(/** @lends MouseEvent# */{
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toString: function() {
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return "{ type: '" + this.type
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+ "', point: " + this.point
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+ ', target: ' + this.target
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+ ', target: ' + this.getTarget()
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+ (this.delta ? ', delta: ' + this.delta : '')
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+ ', modifiers: ' + this.getModifiers()
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+ ' }';
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111
src/view/View.js
111
src/view/View.js
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@ -1155,9 +1155,9 @@ new function() { // Injection scope for event handling on the browser
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};
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// Returns true if event was prevented, false otherwise.
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function emitMouseEvent(obj, type, event, point, prevPoint, stopItem) {
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var target = obj,
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stopped = false,
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function emitMouseEvent(obj, target, type, event, point, prevPoint,
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stopItem) {
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var stopped = false,
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mouseEvent;
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// Returns true if the event was stopped, false otherwise.
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@ -1166,7 +1166,8 @@ new function() { // Injection scope for event handling on the browser
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// Only produce the event object if we really need it, and then
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// reuse it if we're bubbling.
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if (!mouseEvent) {
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mouseEvent = new MouseEvent(type, event, point, target,
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mouseEvent = new MouseEvent(type, event, point,
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target || obj,
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// Calculate delta if prevPoint was passed
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prevPoint ? point.subtract(prevPoint) : null);
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}
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@ -1195,7 +1196,8 @@ new function() { // Injection scope for event handling on the browser
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}
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// Returns true if event was stopped, false otherwise.
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function emitMouseEvents(view, item, type, event, point, prevPoint) {
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function emitMouseEvents(view, hitItem, hitTest, type, event, point,
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prevPoint) {
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// Before handling events, process removeOn() calls for cleanup.
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// NOTE: As soon as there is one event handler receiving mousedrag
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// events, non of the removeOnMove() items will be removed while the
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@ -1206,17 +1208,21 @@ new function() { // Injection scope for event handling on the browser
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// and of the handlers called event.preventDefault()
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prevented = called = false;
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// First handle the drag-item and its parents, through bubbling.
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return (dragItem && emitMouseEvent(dragItem, type, event, point,
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prevPoint)
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// Next handle the hit-test item, if it's different from the drag
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// item and not a descendant of it (in which case it would already
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// have received an event in the call above). Use fallbacks to
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// translate mousedrag to mousemove, since drag is handled above.
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|| item && item !== dragItem && !item.isDescendant(dragItem)
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&& emitMouseEvent(item, fallbacks[type] || type, event, point,
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prevPoint, dragItem)
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return (dragItem && emitMouseEvent(dragItem, null, type, event,
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point, prevPoint)
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// Next handle the hit-item, if it's different from the drag-item
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// and not a descendant of it (in which case it would already have
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// received an event in the call above). Use fallbacks to translate
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// mousedrag to mousemove, since drag is handled above.
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|| hitItem && hitItem !== dragItem
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&& !hitItem.isDescendant(dragItem)
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&& emitMouseEvent(hitItem, null, fallbacks[type] || type, event,
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point, prevPoint, dragItem)
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// Lastly handle the mouse events on the view, if we're still here.
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|| emitMouseEvent(view, type, event, point, prevPoint));
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// Choose from the potential targets in the right sequence, with the
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// hitTest() function as the fall-back getter for MouseEvent#target.
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|| emitMouseEvent(view, dragItem || hitItem || hitTest, type, event,
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point, prevPoint));
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}
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/**
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@ -1293,12 +1299,7 @@ new function() { // Injection scope for event handling on the browser
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// Run the hit-test on items first, but only if we're required to do
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// so for this given mouse event, see hitItems, #_countItemEvent():
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var inView = this.getBounds().contains(point),
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hit = hitItems && inView && this._project.hitTest(point, {
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tolerance: 0,
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fill: true,
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stroke: true
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}),
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item = hit && hit.item || null,
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hitItem = undefined,
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// Keep track if view event should be handled, so we can use it
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// to decide if tool._handleMouseEvent() shall be called after.
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handle = false,
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@ -1307,34 +1308,56 @@ new function() { // Injection scope for event handling on the browser
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// mouse event types.
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mouse[type.substr(5)] = true;
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// Always first call the view's mouse handlers, as required by
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// CanvasView, and then handle the active tool after, if any.
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if (hitItems && item !== overItem) {
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// But first handle mouseenter / leave between items and also on
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// the view, but only if hitItems is true, see above.
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// Provide a hit-test function that makes sure to only perform the
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// hit-test once, and only when it's actually required. This method
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// is passed to emitMouseEvents() and as target to emitMouseEvent(),
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// as the fall-back getter for MouseEvent#target.
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function hitTest() {
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//
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if (hitItem === undefined) {
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var hit = inView && view._project.hitTest(point, {
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tolerance: 0,
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fill: true,
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stroke: true
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});
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hitItem = hit && hit.item || null;
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}
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// Return the target with view as the fall-back, as expected by
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// MouseEvent#target.
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return hitItem || view;
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}
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// Execute hitTest right away if we have events relying on hitItem.
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if (hitItems)
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hitTest();
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// Handle mouseenter / leave between items and views first.
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if (hitItems && hitItem !== overItem) {
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if (overItem) {
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emitMouseEvent(overItem, 'mouseleave', event, point);
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emitMouseEvent(overItem, null, 'mouseleave', event, point);
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}
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if (item) {
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emitMouseEvent(item, 'mouseenter', event, point);
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if (hitItem) {
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emitMouseEvent(hitItem, null, 'mouseenter', event, point);
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}
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overItem = item;
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overItem = hitItem;
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}
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// Handle mouseenter / leave on the view.
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if (wasInView ^ inView) {
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emitMouseEvent(this, inView ? 'mouseenter' : 'mouseleave',
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emitMouseEvent(this, null, inView ? 'mouseenter' : 'mouseleave',
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event, point);
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overView = inView ? this : null;
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handle = true; // To include the leaving move.
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}
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// Now finally handle the mousemove / mousedrag event.
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// Now handle the mousemove / mousedrag event.
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// Always call the view's mouse handlers first, as required by
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// CanvasView, and then handle the active tool after, if any.
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// mousedrag is allowed to leave the view and still triggers events,
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// but do not trigger two subsequent even with the same location.
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if ((inView || mouse.drag) && !point.equals(lastPoint)) {
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// Handle mousemove even if this is not actually a mousemove
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// event but the mouse has moved since the last event.
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emitMouseEvents(this, item, nativeMove ? type : 'mousemove',
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event, point, lastPoint);
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emitMouseEvents(this, hitItem, hitTest,
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nativeMove ? type : 'mousemove', event,
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point, lastPoint);
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handle = true;
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}
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wasInView = inView;
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@ -1342,25 +1365,27 @@ new function() { // Injection scope for event handling on the browser
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// We emit mousedown only when in the view, and mouseup regardless,
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// as long as the mousedown event was inside.
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if (mouse.down && inView || mouse.up && downPoint) {
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emitMouseEvents(this, item, type, event, point, downPoint);
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emitMouseEvents(this, hitItem, hitTest, type, event,
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point, downPoint);
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if (mouse.down) {
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// See if we're clicking again on the same item, within the
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// double-click time. Firefox uses 300ms as the max time
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// difference:
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dblClick = item === clickItem
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dblClick = hitItem === clickItem
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&& (Date.now() - clickTime < 300);
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downItem = clickItem = item;
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downItem = clickItem = hitItem;
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// Only start dragging if the mousedown event has not
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// prevented the default.
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dragItem = !prevented && item;
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dragItem = !prevented && hitItem;
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downPoint = point;
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} else if (mouse.up) {
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// Emulate click / doubleclick, but only on item, not view
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if (!prevented && item === downItem) {
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// Emulate click / doubleclick, but only on the hit-item,
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// not the view.
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if (!prevented && hitItem === downItem) {
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clickTime = Date.now();
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emitMouseEvents(this, item,
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dblClick ? 'doubleclick' : 'click',
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event, point, downPoint);
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emitMouseEvents(this, hitItem, hitTest,
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dblClick ? 'doubleclick' : 'click', event,
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point, downPoint);
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dblClick = false;
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}
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downItem = dragItem = null;
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