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an object that represents the mouse itself as an event source

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Mouse

Mouse providers an interface that represents the mouse itself as an object with state. window.Mouse points to the constructor. Only one instance of Mouse should exist per window. window.mouse points to a context's single mouse instance.

30 second example

The follow is an example of a right mouse button drag+drop that works for everything on the page. This shows the power of binding events to the mouse itself, allowing one set of handlers to work with everything.

(function moveAnything(){
  var style, x, y;

  // window.mouse is automatically initialized for you

  mouse.on('down', 'right', function(e){
    // prevent default text selection
    e.preventDefault();
  });

  mouse.on('grab', 'right', function(e){
    // `e.target` is the element the mouse is acting on
    var computed = getComputedStyle(e.target);
    style = e.target.style;

    // `this` refers to the mouse itself
    x = (parseFloat(computed.left) || 0) - this.x;
    y = (parseFloat(computed.top) || 0) - this.y;

    if (computed.position === 'static')
      style.position = 'relative';
  });

  mouse.on('drag', 'right', function(e){
    // update position
    style.left = (this.x + x) + 'px';
    style.top = (this.y + y) + 'px';
  });

  mouse.on('drop', 'right', function(e){
    // free reference and prevent context menu
    style = null;
    e.preventDefault();
  });
})();

Event Handling

window.mouse (just mouse from now on) provides existing mouse methods as well as normalizes some and adds new ones.

  • down: mousedown
  • up: mouseup
  • move: mousemove
  • click: click and contextmenu
  • dblclick: dbleclick
  • leave: Uses mouseout but only fires when the mouse leaves the window entirely
  • enter: Uses mouseover but only fires when the mouse enters the window from outside
  • wheel: mousewheel and wheel events
  • grab: first move after a button is press and held
  • drag: while any button is held and dragged, each move event becomes both a move and a drag event
  • drop: first button release after grab + drag

API

The following functions are provided to allow management of listeners. types is a string of type names separated by spaces for multiple events. buttons is an optional parameter that will pre-filter what events you're notified of. Buttons can be one of:

  • string like "left" or "left+right"
  • a bitmask where left === 1, middle === 2, and right === 4 (so left | right is 5)
  • an object like { left: true, right: true }.

If button filter is omitted then the callback becomes the second param.

  • mouse.on(types, [buttons], callback): add callback as listener for each type in types
  • mouse.off(types, [buttons], callback): remove callback from listeners for each type in types
  • mouse.once(types, [buttons], callback): add callback as listener for the first time each type in types fires, then removes it
  • mouse.emit(evt): takes MouseEvent object and runs the event through the callbacks the same as when a native event is received. Type is determined from the event object
  • new Mouse(view): initializes mouse instance for given view. This is done automatically for main window, but this could be run on, for example, an iframe's window to provide a mouse object scope to the iframe.

Button handling

Mouse button state is tracked and MouseEvent.prototype is augmented in two ways:

  • buttons: a getter that returns the buttons as per the W3C spec (only first 3 buttons currently). That is logical combination of the button states. left is 1, middle is 2, right is 4. All through would be 7, etc.
  • buttonStates: is a frozen object that maps the bitmask out to an object, like { left: true/false, middle: true/false, right: true/false }. Performance is maintained because there's only 8 variations so the same frozen objects are simply reused

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