Added more demos and support for mixed-case properties (including a new 'debugger' property in Markdown files)

This commit is contained in:
Jeff Parsons 2016-03-05 18:09:41 -08:00
commit 7ca64fcea5
162 changed files with 84341 additions and 345 deletions

View file

@ -3172,15 +3172,16 @@ Video.prototype.captureTouch = function(nTouchConfig)
function onTouchEnd(event) { video.onTouchEnd(event); },
false // we'll specify false for the 'useCapture' parameter for now...
);
/*
* Using desktop mouse events to simulate touch events should only be enabled as needed.
*
if (DEBUG) {
/*
*/
control.addEventListener(
'mousedown',
function onMouseDown(event) { video.onTouchStart(event); },
false // we'll specify false for the 'useCapture' parameter for now...
);
/*
control.addEventListener(
'mousemove',
function onMouseMove(event) { video.onTouchMove(event); },
@ -3191,17 +3192,21 @@ Video.prototype.captureTouch = function(nTouchConfig)
function onMouseUp(event) { video.onTouchEnd(event); },
false // we'll specify false for the 'useCapture' parameter for now...
);
*/
}
*/
// this.log("touch events captured");
this.nTouchConfig = nTouchConfig;
this.xTouch = this.yTouch = this.timeTouch = -1;
/*
* As long as fTouchDefault is false, we call preventDefault() on every touch event, to prevent
* the page from moving/scrolling while the canvas is processing touch events. However, there must
* also be exceptions to permit the soft keyboard to activate; see processTouchEvent() for details.
*/
this.fTouchDefault = false;
/*
* I also need to come up with some rules for when the simulated mouse's primary button stays down.
* Let's try setting a timeout handler whenever a touchstart is received, which we'll immediately cancel