touchmove

Drawing line on touches moved in COCOS2D

时光怂恿深爱的人放手 提交于 2019-12-30 00:42:06
问题 I'm developing a game for iPhone using COCOS2D . In that, I need to draw a line when user drag his finger from a point to another. As far as my knowledge is concern I need to do this in Touches Moved method from where I can get the points. But I don't know how to do this. Can anybody help me on this? 回答1: Kia ora. Boredom compels me to provide an answer on this topic. Layer part (i.e. @interface GetMyTouches : CCLayer): -(void) ccTouchesMoved:(NSSet *)inappropriateTouches withEvent:(UIEvent *

jQuery touchmove not registering in chrome emulator

你离开我真会死。 提交于 2019-12-25 02:52:23
问题 There's been similar questions on how to fire scroll events (mid-scroll) on mobile/tablet. I've used the code provided below but I've yet to get this to work in chrome emulator. $('body').on({ 'touchmove': function(e) { console.log($(this).scrollTop()); // Replace this with your code. } }); touchstart will log when I scroll with the touch sensor but not touchmove. What am I missing? 回答1: Did you enable the "emulate touch screen"? check this link in "sensors" http://www.sitepoint.com/use

click and hold to scroll, touchstart, touchmove, touchend

你离开我真会死。 提交于 2019-12-22 00:34:59
问题 I have a scrollable div. I want people to be able to scroll the list through 'hold', and also select a button for click. The problem is that when a button is held in order to scroll the div, it is triggering the click function. I want that do not trigger when scrolling. I need some way to differentiate click of the hold function. So I'm using: $('.panel').bind("touchstart mousedown", function (e) { console.log(e.type); $(this).addClass('resize'); }).bind("touchmove mousemove", function (e) {

Touchmove data is not transmitted constantly to Node.js

ぐ巨炮叔叔 提交于 2019-12-13 22:18:36
问题 I have written a little program, in which you can load an image, select the color at the mouse / finger position on clicking, dragging or touchmoving. If I drag the mouse on the image ( canvas ), the color data is transmitted constantly to a node.js server via socket.io . On every connected client, the color gets updated immediately. See the video. However, if I touch move on a tablet, the color data won´t get transmitted constantly. I have no idea how to fix this. Do you have an idea? See

Touchmove event fired only once when child is removed

拥有回忆 提交于 2019-12-12 01:30:46
问题 When registering a touchmove event on a parent, I only receive the first touchmove event, if the callback removes the child. I would like to keep receiving touchmove events on the parent, although the children inside, are removed or added. I have prepared a JS-fiddle demoing the problem: http://jsfiddle.net/EVpML/3/ $("#parent").on('touchmove', function(e) { e.preventDefault(); $("#child").remove(); $('#messages').append('<p>fired</p>'); }); When touching and dragging the #parent (through the

touchmove events stop after replacing innerHTML

梦想的初衷 提交于 2019-12-11 04:25:00
问题 I have a webpage that tracks touchmove events allowing the user to drag an element around the screen - works fine. I dynamically replace html within the moving element while the user is moving it - replacing html works fine. The issue is if the user drags by touching the inner html (which gets replaced) then the dragging (touchmove events) stop once that inner html is replaced (until the next touchstart). The event listener is on an outside container, NOT the html that is replaced, so I would

TouchMove events stopped working in chrome 72 and latest webkit

百般思念 提交于 2019-12-11 03:02:42
问题 In recent Chrome (Desktop) and Webkit (Android) update touchmove events stopped working. The bug is very finicky, for example it only breaks if I draw something in canvas and canvas height is at least 220px. If height is 219px or if I don't draw on canvas it works. Also if canvas has 1px border or outline it works, if it has 0px border or outline it doesn't work. It's hard to test in fiddle so I put it on separate page: https://ghost.sk/chrome-touchmove-error/ If you want to test it in chrome

document.addEventListener(“touchmove”, preventBehavior, false); - prevents me using from using overflow: scroll; - work around?

时间秒杀一切 提交于 2019-12-11 02:21:48
问题 Im using phonegap to build an ios app, so that you cant move the window phonegap uses document.addEventListener("touchmove", preventBehavior, false); which is fine... but it also prevent me from using the css overflow:scroll on a section of text. Is there a work arround that i can get both of these to still work ? is there a way i could load in the section of css after the js so that it overrides it ? or can i just apply the document.addEventListener("touchmove", preventBehavior, false); to

Leaflet JS - Implementing Gesture Handling to enforce 2 fingered scrolling

拈花ヽ惹草 提交于 2019-12-10 13:52:41
问题 You know when you're on a mobile device and you scroll down a web page which has a google map. The map goes dark and tells you "Use two fingers to move the map". I want to implement exactly this in my Leaflet map. Leaflet doesn't currently offer this kind of functionality out the box. Google refers to this functionality as Gesture Handling. If you set it to "Cooperative" you get the effect I just described. https://developers.google.com/maps/documentation/javascript/interaction It's easy

html5 canvas - touchmove - how to calculate velocity and direction?

孤街浪徒 提交于 2019-12-08 03:30:19
问题 So I want to measure how fast and what direction a user swipes on an html5 canvas? Seems like there should be something already written to do this so I dont have to re-invent the wheel, but I cant find anything. Anyone know of a JavaScript function? If I had to do myself, I am thinking this: grab the touch events x & y, store them in an array variable calculate slope between 2 points (maybe average it out if the slopes are different) not sure how to measure velocity, maybe the distance