Improve the mouse-tracking demo A LOT.
Chris Pressey
10 years ago
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</canvas>
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</div>
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<p id="info"></p>
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<div>
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<button id="dump">Dump</button>
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<button onclick="mt.start();">Record</button>
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<button onclick="mt.stop();">Stop</button>
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<button onclick="mt.replay();">Replay</button>
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<button onclick="mt.clear();">Clear</button>
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</div>
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<p>As the mouse is moved across the canvas, its position
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at each point in time is recorded. Clicking the "Dump" button displays
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these events in the Javascript console.</p>
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at each point in time is recorded. Clicking the "Replay" button replays
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these events, showing a red square where the pointer was.</p>
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</body>
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<script>
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var mt = MouseTracker(document.getElementById('canvas'));
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mt.start();
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document.getElementById('dump').onclick = function (e) { mt.dump(); }
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</script>
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elem.onmousemove = function(event) {
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events.push(event);
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};
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elem.style.background = "blue";
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};
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self.stop = function() {
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elem.onmousemove = null;
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elem.style.background = "white";
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};
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self.clear = function() {
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events = [];
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};
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self.offset = function() {
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}
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return [left, top];
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};
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self.replay = function() {
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var i = 0;
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var t = 0.0;
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var base = events[0].timeStamp;
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var offs = self.offset();
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var interval;
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interval = setInterval(function() {
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t += 0.01;
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s = "z";
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var x = undefined;
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var y = undefined;
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var sec;
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while (i < events.length && ((events[i].timeStamp - base) / 1000.0) < t) {
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x = events[i].pageX - offs[0];
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y = events[i].pageY - offs[1];
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sec = (events[i].timeStamp - base) / 1000.0;
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s += " (" + i + ") " + x + ", " + y + " @ " + sec;
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i++;
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}
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if (x !== undefined) {
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var ctx = elem.getContext("2d");
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ctx.clearRect(0, 0, elem.width, elem.height);
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ctx.fillStyle = "red";
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ctx.fillRect(x - 4, y - 4, 8, 8);
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}
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//document.getElementById('info').innerHTML = s;
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if (i >= events.length) {
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clearInterval(interval);
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return;
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}
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}, 10);
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};
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self.dump = function() {
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