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authorBen Harris <bjh21@bjh21.me.uk>2023-03-01 21:55:07 +0000
committerBen Harris <bjh21@bjh21.me.uk>2023-03-01 22:17:04 +0000
commit5a74693b329eadb69153b150754eb099a0c87e9a (patch)
tree75d0d2cee591edbd06110ec543c1763dba05839f
parent5a491c5ad333ef34c1e7713f920f51cbb205af60 (diff)
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js: Use the Pointer Events API, but only to capture the pointer
Element.setPointerCapture() captures both pointer and mouse events, so we can use our existing mouse handlers and just have a minimal pointerdown handler that calls setPointerCapture(). This saves (or at least postpones) all the tedious rewriting referred to in ecd868ac. This means that now drags beyond the puzzle area work in WebKit-based browsers, and we don't get deprecation warnings in current Gecko-based ones. Older Gecko-based browsers continue to use Element.setCapture() and hence still work correctly.
-rw-r--r--emccpre.js14
1 files changed, 13 insertions, 1 deletions
diff --git a/emccpre.js b/emccpre.js
index a696ac2..355cdac 100644
--- a/emccpre.js
+++ b/emccpre.js
@@ -285,7 +285,9 @@ function dialog_cleanup() {
}
function set_capture(element, event) {
- if (element.setCapture !== undefined) {
+ // This is only needed if we don't have Pointer Events available.
+ if (element.setCapture !== undefined &&
+ element.setPointerCapture === undefined) {
element.setCapture(true);
return;
}
@@ -317,6 +319,13 @@ function initPuzzle() {
return toret;
};
+ onscreen_canvas.onpointerdown = function(event) {
+ // Arrange that all mouse (and pointer) events are sent to
+ // this element until all buttons are released. We can assume
+ // that if we managed to receive a pointerdown event,
+ // Element.setPointerCapture() is available.
+ onscreen_canvas.setPointerCapture(event.pointerId);
+ }
onscreen_canvas.onmousedown = function(event) {
if (event.button >= 3)
return;
@@ -665,6 +674,9 @@ function initPuzzle() {
var restore_puzzle_size = Module.cwrap('restore_puzzle_size',
'void', []);
resize_handle.oncontextmenu = function(event) { return false; }
+ resize_handle.onpointerdown = function(event) {
+ resize_handle.setPointerCapture(event.pointerId);
+ }
resize_handle.onmousedown = function(event) {
if (event.button == 0) {
var xy = element_coords(onscreen_canvas);