Added more demos and support for mixed-case properties (including a new 'debugger' property in Markdown files)
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162 changed files with 84341 additions and 345 deletions
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@ -3172,15 +3172,16 @@ Video.prototype.captureTouch = function(nTouchConfig)
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function onTouchEnd(event) { video.onTouchEnd(event); },
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false // we'll specify false for the 'useCapture' parameter for now...
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);
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/*
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* Using desktop mouse events to simulate touch events should only be enabled as needed.
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*
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if (DEBUG) {
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/*
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*/
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control.addEventListener(
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'mousedown',
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function onMouseDown(event) { video.onTouchStart(event); },
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false // we'll specify false for the 'useCapture' parameter for now...
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);
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/*
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control.addEventListener(
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'mousemove',
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function onMouseMove(event) { video.onTouchMove(event); },
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@ -3191,17 +3192,21 @@ Video.prototype.captureTouch = function(nTouchConfig)
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function onMouseUp(event) { video.onTouchEnd(event); },
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false // we'll specify false for the 'useCapture' parameter for now...
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);
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*/
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}
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*/
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// this.log("touch events captured");
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this.nTouchConfig = nTouchConfig;
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this.xTouch = this.yTouch = this.timeTouch = -1;
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/*
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* As long as fTouchDefault is false, we call preventDefault() on every touch event, to prevent
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* the page from moving/scrolling while the canvas is processing touch events. However, there must
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* also be exceptions to permit the soft keyboard to activate; see processTouchEvent() for details.
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*/
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this.fTouchDefault = false;
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/*
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* I also need to come up with some rules for when the simulated mouse's primary button stays down.
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* Let's try setting a timeout handler whenever a touchstart is received, which we'll immediately cancel
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