Touchstart & Touchmove Events Not Working
up vote
1
down vote
favorite
I have a tile floor designer. The code allows the user to click to fill individual squares in a grid with a selected tile on the canvas or fill faster by dragging the mouse to fill. Desktop works fine but on the iPhone it only allows you to fill the grid one by one by touching.
I've tried adding listeners as well as binding but I cannot seem to get it to work. I commented out the mouse events.
/*mouse code $(canvas).bind("mousedown touchstart", function(e) {
$(canvas).bind("mousemove touchmove", function(e) {*/
$(canvas).bind("mousedown touchstart", function(e) {
$(canvas).bind("mousemove touchmove", function(e) {
if (tileNumber != 0) {
function fill(s, gx, gy) {
ctx.fillStyle = s;
if (tabTitle == "Edge" || tabTitle == "edge") {
if (gy > h - 1) {
ctx.fillRect(gx * size, canvas.height - edgeSize, size, edgeSize);
}
} else if (tabTitle == "Corner") {
if (gx > w - 1 && gy > h - 1) {
ctx.fillStyle = "#f7f7f7";
ctx.fillRect(gx * size, gy * size, size, size);
ctx.fillStyle = s;
if (tileAlign == "top left") {
ctx.fillRect(gx * size, gy * size, edgeSize, edgeSize);
} else if (tileAlign == "top right") {
ctx.fillRect((gx * size) + (size - edgeSize), gy * size, edgeSize, edgeSize);
} else if (tileAlign == "bottom left") {
ctx.fillRect(gx * size, (gy * size) + (size - edgeSize), edgeSize, edgeSize);
} else if (tileAlign == "bottom right") {
ctx.fillRect((gx * size) + (size - edgeSize), (gy * size) + (size - edgeSize), edgeSize, edgeSize);
} else {
ctx.fillRect(gx * size, gy * size, edgeSize, edgeSize);
};
}
} else {
ctx.fillRect(gx * size, gy * size, size, size);
};
ctx.fillStyle = "#000000"
ctx.fillStyle = ctx.createPattern(base_image, "repeat");
ctx.fillRect(gx * size, gy * size, size, size);
ctx.strokeRect(gx * size, gy * size, size, size);
}
// reset
prodIdDetail = "";
// get mouse click position
var mx = e.offsetX;
var my = e.offsetY;
// calculate grid square numbers
var gx = ~~ (mx / size);
var gy = ~~ (my / size);
fill(fillTile, gx, gy);
// populate my dictionary with tile locations
if (tabTitle == "Edge" || tabTitle == "edge") {
if (gy > h - 1) {
gridModel[gx + "." + gy + ".edge"] = properName;
}
} else {
gridModel[gx + "." + gy] = properName;
};
// dubugging
//console.log("Down")
};
});
});
javascript touch touch-event
add a comment |
up vote
1
down vote
favorite
I have a tile floor designer. The code allows the user to click to fill individual squares in a grid with a selected tile on the canvas or fill faster by dragging the mouse to fill. Desktop works fine but on the iPhone it only allows you to fill the grid one by one by touching.
I've tried adding listeners as well as binding but I cannot seem to get it to work. I commented out the mouse events.
/*mouse code $(canvas).bind("mousedown touchstart", function(e) {
$(canvas).bind("mousemove touchmove", function(e) {*/
$(canvas).bind("mousedown touchstart", function(e) {
$(canvas).bind("mousemove touchmove", function(e) {
if (tileNumber != 0) {
function fill(s, gx, gy) {
ctx.fillStyle = s;
if (tabTitle == "Edge" || tabTitle == "edge") {
if (gy > h - 1) {
ctx.fillRect(gx * size, canvas.height - edgeSize, size, edgeSize);
}
} else if (tabTitle == "Corner") {
if (gx > w - 1 && gy > h - 1) {
ctx.fillStyle = "#f7f7f7";
ctx.fillRect(gx * size, gy * size, size, size);
ctx.fillStyle = s;
if (tileAlign == "top left") {
ctx.fillRect(gx * size, gy * size, edgeSize, edgeSize);
} else if (tileAlign == "top right") {
ctx.fillRect((gx * size) + (size - edgeSize), gy * size, edgeSize, edgeSize);
} else if (tileAlign == "bottom left") {
ctx.fillRect(gx * size, (gy * size) + (size - edgeSize), edgeSize, edgeSize);
} else if (tileAlign == "bottom right") {
ctx.fillRect((gx * size) + (size - edgeSize), (gy * size) + (size - edgeSize), edgeSize, edgeSize);
} else {
ctx.fillRect(gx * size, gy * size, edgeSize, edgeSize);
};
}
} else {
ctx.fillRect(gx * size, gy * size, size, size);
};
ctx.fillStyle = "#000000"
ctx.fillStyle = ctx.createPattern(base_image, "repeat");
ctx.fillRect(gx * size, gy * size, size, size);
ctx.strokeRect(gx * size, gy * size, size, size);
}
// reset
prodIdDetail = "";
// get mouse click position
var mx = e.offsetX;
var my = e.offsetY;
// calculate grid square numbers
var gx = ~~ (mx / size);
var gy = ~~ (my / size);
fill(fillTile, gx, gy);
// populate my dictionary with tile locations
if (tabTitle == "Edge" || tabTitle == "edge") {
if (gy > h - 1) {
gridModel[gx + "." + gy + ".edge"] = properName;
}
} else {
gridModel[gx + "." + gy] = properName;
};
// dubugging
//console.log("Down")
};
});
});
javascript touch touch-event
I did something like this years ago with hands.js but it looks like it's been discontinued for PEP
– Will
Nov 14 at 22:21
add a comment |
up vote
1
down vote
favorite
up vote
1
down vote
favorite
I have a tile floor designer. The code allows the user to click to fill individual squares in a grid with a selected tile on the canvas or fill faster by dragging the mouse to fill. Desktop works fine but on the iPhone it only allows you to fill the grid one by one by touching.
I've tried adding listeners as well as binding but I cannot seem to get it to work. I commented out the mouse events.
/*mouse code $(canvas).bind("mousedown touchstart", function(e) {
$(canvas).bind("mousemove touchmove", function(e) {*/
$(canvas).bind("mousedown touchstart", function(e) {
$(canvas).bind("mousemove touchmove", function(e) {
if (tileNumber != 0) {
function fill(s, gx, gy) {
ctx.fillStyle = s;
if (tabTitle == "Edge" || tabTitle == "edge") {
if (gy > h - 1) {
ctx.fillRect(gx * size, canvas.height - edgeSize, size, edgeSize);
}
} else if (tabTitle == "Corner") {
if (gx > w - 1 && gy > h - 1) {
ctx.fillStyle = "#f7f7f7";
ctx.fillRect(gx * size, gy * size, size, size);
ctx.fillStyle = s;
if (tileAlign == "top left") {
ctx.fillRect(gx * size, gy * size, edgeSize, edgeSize);
} else if (tileAlign == "top right") {
ctx.fillRect((gx * size) + (size - edgeSize), gy * size, edgeSize, edgeSize);
} else if (tileAlign == "bottom left") {
ctx.fillRect(gx * size, (gy * size) + (size - edgeSize), edgeSize, edgeSize);
} else if (tileAlign == "bottom right") {
ctx.fillRect((gx * size) + (size - edgeSize), (gy * size) + (size - edgeSize), edgeSize, edgeSize);
} else {
ctx.fillRect(gx * size, gy * size, edgeSize, edgeSize);
};
}
} else {
ctx.fillRect(gx * size, gy * size, size, size);
};
ctx.fillStyle = "#000000"
ctx.fillStyle = ctx.createPattern(base_image, "repeat");
ctx.fillRect(gx * size, gy * size, size, size);
ctx.strokeRect(gx * size, gy * size, size, size);
}
// reset
prodIdDetail = "";
// get mouse click position
var mx = e.offsetX;
var my = e.offsetY;
// calculate grid square numbers
var gx = ~~ (mx / size);
var gy = ~~ (my / size);
fill(fillTile, gx, gy);
// populate my dictionary with tile locations
if (tabTitle == "Edge" || tabTitle == "edge") {
if (gy > h - 1) {
gridModel[gx + "." + gy + ".edge"] = properName;
}
} else {
gridModel[gx + "." + gy] = properName;
};
// dubugging
//console.log("Down")
};
});
});
javascript touch touch-event
I have a tile floor designer. The code allows the user to click to fill individual squares in a grid with a selected tile on the canvas or fill faster by dragging the mouse to fill. Desktop works fine but on the iPhone it only allows you to fill the grid one by one by touching.
I've tried adding listeners as well as binding but I cannot seem to get it to work. I commented out the mouse events.
/*mouse code $(canvas).bind("mousedown touchstart", function(e) {
$(canvas).bind("mousemove touchmove", function(e) {*/
$(canvas).bind("mousedown touchstart", function(e) {
$(canvas).bind("mousemove touchmove", function(e) {
if (tileNumber != 0) {
function fill(s, gx, gy) {
ctx.fillStyle = s;
if (tabTitle == "Edge" || tabTitle == "edge") {
if (gy > h - 1) {
ctx.fillRect(gx * size, canvas.height - edgeSize, size, edgeSize);
}
} else if (tabTitle == "Corner") {
if (gx > w - 1 && gy > h - 1) {
ctx.fillStyle = "#f7f7f7";
ctx.fillRect(gx * size, gy * size, size, size);
ctx.fillStyle = s;
if (tileAlign == "top left") {
ctx.fillRect(gx * size, gy * size, edgeSize, edgeSize);
} else if (tileAlign == "top right") {
ctx.fillRect((gx * size) + (size - edgeSize), gy * size, edgeSize, edgeSize);
} else if (tileAlign == "bottom left") {
ctx.fillRect(gx * size, (gy * size) + (size - edgeSize), edgeSize, edgeSize);
} else if (tileAlign == "bottom right") {
ctx.fillRect((gx * size) + (size - edgeSize), (gy * size) + (size - edgeSize), edgeSize, edgeSize);
} else {
ctx.fillRect(gx * size, gy * size, edgeSize, edgeSize);
};
}
} else {
ctx.fillRect(gx * size, gy * size, size, size);
};
ctx.fillStyle = "#000000"
ctx.fillStyle = ctx.createPattern(base_image, "repeat");
ctx.fillRect(gx * size, gy * size, size, size);
ctx.strokeRect(gx * size, gy * size, size, size);
}
// reset
prodIdDetail = "";
// get mouse click position
var mx = e.offsetX;
var my = e.offsetY;
// calculate grid square numbers
var gx = ~~ (mx / size);
var gy = ~~ (my / size);
fill(fillTile, gx, gy);
// populate my dictionary with tile locations
if (tabTitle == "Edge" || tabTitle == "edge") {
if (gy > h - 1) {
gridModel[gx + "." + gy + ".edge"] = properName;
}
} else {
gridModel[gx + "." + gy] = properName;
};
// dubugging
//console.log("Down")
};
});
});
javascript touch touch-event
javascript touch touch-event
asked Nov 14 at 22:13
user2171912
62
62
I did something like this years ago with hands.js but it looks like it's been discontinued for PEP
– Will
Nov 14 at 22:21
add a comment |
I did something like this years ago with hands.js but it looks like it's been discontinued for PEP
– Will
Nov 14 at 22:21
I did something like this years ago with hands.js but it looks like it's been discontinued for PEP
– Will
Nov 14 at 22:21
I did something like this years ago with hands.js but it looks like it's been discontinued for PEP
– Will
Nov 14 at 22:21
add a comment |
active
oldest
votes
active
oldest
votes
active
oldest
votes
active
oldest
votes
active
oldest
votes
Thanks for contributing an answer to Stack Overflow!
- Please be sure to answer the question. Provide details and share your research!
But avoid …
- Asking for help, clarification, or responding to other answers.
- Making statements based on opinion; back them up with references or personal experience.
To learn more, see our tips on writing great answers.
Some of your past answers have not been well-received, and you're in danger of being blocked from answering.
Please pay close attention to the following guidance:
- Please be sure to answer the question. Provide details and share your research!
But avoid …
- Asking for help, clarification, or responding to other answers.
- Making statements based on opinion; back them up with references or personal experience.
To learn more, see our tips on writing great answers.
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
StackExchange.ready(
function () {
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53309532%2ftouchstart-touchmove-events-not-working%23new-answer', 'question_page');
}
);
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
I did something like this years ago with hands.js but it looks like it's been discontinued for PEP
– Will
Nov 14 at 22:21