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Improve Touch events support #4965

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matteobruni opened this issue May 4, 2023 · 1 comment
Open
1 task done

Improve Touch events support #4965

matteobruni opened this issue May 4, 2023 · 1 comment
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documentation Improvements or additions to documentation enhancement New feature or request feature_request good first issue Good for newcomers Hacktoberfest help wanted Extra attention is needed pinned Pinned issues plugin A feature that could become a plugin sweep Assigns Sweep to an issue or pull request. triage up-for-grabs

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@matteobruni
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matteobruni commented May 4, 2023

The touch events code is far from perfect, it doesn't support the multitouch and the tap detection is a mess.
This could be a way to fix multiple issues (#4839 and #4951) in a single change.
Every touch has an identifier and it must be used to track it to see if it's a tap, long tap or a movement. I think the tap can be under 300ms, otherwise it's a long tap that behaves like a movement.
The multitouch support could be difficult, but it can be at least prepared for future implementations

Checklist
  • engine/src/Core/Utils/EventListeners.ts ✅ Commit dcae1ab
• Rewrite the '_touchStart' function to store each touch event in a Map using its identifier as the key. Store the current time as the value. • Rewrite the '_touchEnd' function to calculate the duration of the touch event by subtracting the stored start time from the current time. Use this duration to determine whether the touch event was a tap (less than 300ms), long tap (more than 300ms), or movement. • Rewrite the '_mouseTouchMove' function to handle multiple simultaneous touch events. This will likely involve iterating over all active touch events and updating their positions individually. • Add a new function '_handleMultiTouch' to handle multitouch events. This function should iterate over all active touch events and apply the appropriate interaction for each one. • Update the '_mouseTouchClick' and '_mouseTouchFinish' functions to use the new '_handleMultiTouch' function.
Sandbox Execution Logs
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⢿ Downloading Trunk 1.15.0...
⣻ Downloading Trunk 1.15.0...
⣽ Downloading Trunk 1.15.0...
⣾ Downloading Trunk 1.15.0...
⣷ Downloading Trunk 1.15.0...
✔ Downloading Trunk 1.15.0... done
⡿ Verifying Trunk sha256...
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@matteobruni matteobruni self-assigned this May 4, 2023
@matteobruni matteobruni added documentation Improvements or additions to documentation enhancement New feature or request help wanted Extra attention is needed good first issue Good for newcomers up-for-grabs plugin A feature that could become a plugin pinned Pinned issues Hacktoberfest Core labels May 4, 2023
@matteobruni matteobruni removed the Core label May 15, 2023
@matteobruni matteobruni pinned this issue May 15, 2023
@matteobruni matteobruni added the sweep Assigns Sweep to an issue or pull request. label Sep 18, 2023
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sweep-ai bot commented Sep 18, 2023

Here's the PR! #5209.

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Step 1: 🔎 Searching

I found the following snippets in your repository. I will now analyze these snippets and come up with a plan.

Some code snippets I looked at (click to expand). If some file is missing from here, you can mention the path in the ticket description.

# Manual Particles
- [options](#options)
- [position](#position)
## Options
See Particles options {@link IParticlesOptions | here}
## Position

// eslint-disable-next-line @typescript-eslint/no-unused-vars
import type { Container } from "../../Core/Container";
import type { IBackground } from "./Background/IBackground";
import type { IBackgroundMask } from "./BackgroundMask/IBackgroundMask";
import type { IFullScreen } from "./FullScreen/IFullScreen";
import type { IInteractivity } from "./Interactivity/IInteractivity";
import type { IManualParticle } from "./IManualParticle";
import type { IParticlesOptions } from "./Particles/IParticlesOptions";
import type { IResponsive } from "./IResponsive";
import type { ITheme } from "./Theme/ITheme";
import type { RangeValue } from "../../Types/RangeValue";
import type { RecursivePartial } from "../../Types/RecursivePartial";
import type { SingleOrMultiple } from "../../Types/SingleOrMultiple";
/**
* The Options interface, defines all the options that can be used by `tsParticles`
* [[include:Options.md]]
*/
export interface IOptions {
/**
* More custom options for external plugins or customizations
*/
[name: string]: unknown;
/**
* Sets if the animations should start automatically or manually
*/
autoPlay: boolean;
/**
* Background options, these background options will be used to the canvas element, they are all CSS properties
*/
background: IBackground;
/**
* Background Mask options, what's behind the canvas will become hidden and particles will uncover it
*/
backgroundMask: IBackgroundMask;
/**
* Sets the animated background mode for particles canvas bringing it to the back
* @deprecated use the new fullScreen instead
*/
backgroundMode: RecursivePartial<IFullScreen> | boolean;
/**
* The initial delay before starting the animation
*/
delay: RangeValue;
/**
* Enables the retina detection, if disabled the ratio used by canvas will be always 1 and not the device setting.
*/
detectRetina: boolean;
/**
* The Particles effect duration in seconds, then the container will be destroyed
*/
duration: RangeValue;
/**
* The FPS (Frame Per Second) limit applied to all particles animations.
*/
fpsLimit: number;
/**
* The Frame Per Second limit applied to all particles animations.
* @deprecated use the new fpsLimit instead
*/
fps_limit: number;
/**
* Sets the animated background mode for particles canvas bringing it to the back
*/
fullScreen: RecursivePartial<IFullScreen> | boolean;
/**
* The particles interaction options
*/
interactivity: IInteractivity;
/**
* Particles inserted at load time with a specific position
*/
manualParticles: IManualParticle[];
name?: string;
/**
* The particles options
*/
particles: IParticlesOptions;
/**
* Enables or disabled the animation on window blur
*/
pauseOnBlur: boolean;
/**
* Enable or disabled the animation if the element is outside the viewport
*/
pauseOnOutsideViewport: boolean;
/**
* This property will be used to add specified presets to the options
*/
preset?: SingleOrMultiple<string>;
/**
* This sets custom options based on canvas size
*/
responsive: IResponsive[];
/**
* Enables the retina detection, if disabled the ratio used by canvas will be always 1 and not the device setting.
* @deprecated use the new detectRetina instead
*/
retina_detect: boolean;
/**
* Enables a smooth effect, by default it's disabled
* When enabled the animation will speed up or slow down depending on fps
* The {@link IOptions.fpsLimit} field will be used as a reference for the animation speed
* Some examples:
* - with a {@link IOptions.fpsLimit} of 60 the animation will be twice faster on 120 fps devices
* - with a {@link IOptions.fpsLimit} of 120 the animation will be twice slower on 60 fps devices
* The animation will be always smooth, but the behavior could be affected by the user screen refresh rate
* It's recommended to keep this disabled, be careful.
*/
smooth: boolean;
style: RecursivePartial<CSSStyleDeclaration>;
/**
* User-defined themes that can be retrieved by the particles {@link Container}
*/
themes: ITheme[];
/**
* The maximum layers used in the z-axis
*/
zLayers: number;

# Full Screen
- [`enable`](#enable)
- [`zIndex`](#zIndex)
## Enable
This property sets the canvas to a full window size acting like a background, the most common configuration. The default
value is `true`, so the canvas will be full screen acting like an animated background.
This is really helpful since there's no need to write CSS code to have a full size tsParticles instance.
## Z-Index
This is the CSS `z-index` property set to the canvas, the default value is `0`.

this._resizeObserver.unobserve(canvasEl);
}
this._resizeObserver.disconnect();
delete this._resizeObserver;
} else if (!this._resizeObserver && add && canvasEl) {
this._resizeObserver = new ResizeObserver(async (entries) => {
const entry = entries.find((e) => e.target === canvasEl);
if (!entry) {
return;
}
await this._handleWindowResize();
});
this._resizeObserver.observe(canvasEl);
}
};
/**
* Handle mouse down event
* @internal
*/
private readonly _mouseDown: () => void = () => {
const { interactivity } = this.container;
if (!interactivity) {
return;
}
const { mouse } = interactivity;
mouse.clicking = true;
mouse.downPosition = mouse.position;
};
/**
* Mouse/Touch click/tap event
* @param e - the click event arguments
*/
private readonly _mouseTouchClick: (e: Event) => void = (e) => {
const container = this.container,
options = container.actualOptions,
{ mouse } = container.interactivity;
mouse.inside = true;
let handled = false;
const mousePosition = mouse.position;
if (!mousePosition || !options.interactivity.events.onClick.enable) {
return;
}
for (const [, plugin] of container.plugins) {
if (!plugin.clickPositionValid) {
continue;
}
handled = plugin.clickPositionValid(mousePosition);
if (handled) {
break;
}
}
if (!handled) {
this._doMouseTouchClick(e);
}
mouse.clicking = false;
};
/**
* Mouse/Touch event finish
*/
private readonly _mouseTouchFinish: () => void = () => {
const interactivity = this.container.interactivity;
if (!interactivity) {
return;
}
const mouse = interactivity.mouse;
delete mouse.position;
delete mouse.clickPosition;
delete mouse.downPosition;
interactivity.status = mouseLeaveEvent;
mouse.inside = false;
mouse.clicking = false;
};
/**
* Mouse/Touch move event
* @param e - the event arguments
*/
private readonly _mouseTouchMove: (e: Event) => void = (e) => {
const container = this.container,
options = container.actualOptions,
interactivity = container.interactivity,
canvasEl = container.canvas.element;
if (!interactivity || !interactivity.element) {
return;
}
interactivity.mouse.inside = true;
let pos: ICoordinates | undefined;
if (e.type.startsWith("pointer")) {
this._canPush = true;
const mouseEvent = e as MouseEvent;
if (interactivity.element === window) {
if (canvasEl) {
const clientRect = canvasEl.getBoundingClientRect();
pos = {
x: mouseEvent.clientX - clientRect.left,
y: mouseEvent.clientY - clientRect.top,
};
}
} else if (options.interactivity.detectsOn === InteractivityDetect.parent) {
const source = mouseEvent.target as HTMLElement,
target = mouseEvent.currentTarget as HTMLElement;
if (source && target && canvasEl) {
const sourceRect = source.getBoundingClientRect(),
targetRect = target.getBoundingClientRect(),
canvasRect = canvasEl.getBoundingClientRect();
pos = {
x: mouseEvent.offsetX + 2 * sourceRect.left - (targetRect.left + canvasRect.left),
y: mouseEvent.offsetY + 2 * sourceRect.top - (targetRect.top + canvasRect.top),
};
} else {
pos = {
x: mouseEvent.offsetX ?? mouseEvent.clientX,
y: mouseEvent.offsetY ?? mouseEvent.clientY,
};
}
} else if (mouseEvent.target === canvasEl) {
pos = {
x: mouseEvent.offsetX ?? mouseEvent.clientX,
y: mouseEvent.offsetY ?? mouseEvent.clientY,
};
}
} else {
this._canPush = e.type !== "touchmove";
if (canvasEl) {
const touchEvent = e as TouchEvent,
lastTouch = touchEvent.touches[touchEvent.touches.length - 1],
canvasRect = canvasEl.getBoundingClientRect();
pos = {
x: lastTouch.clientX - (canvasRect.left ?? 0),
y: lastTouch.clientY - (canvasRect.top ?? 0),
};
}
}
const pxRatio = container.retina.pixelRatio;
if (pos) {
pos.x *= pxRatio;
pos.y *= pxRatio;
}
interactivity.mouse.position = pos;
interactivity.status = mouseMoveEvent;
};
private readonly _touchEnd: (e: Event) => void = (e) => {
const evt = e as TouchEvent,
touches = Array.from(evt.changedTouches);
for (const touch of touches) {
this._touches.delete(touch.identifier);
}
this._mouseTouchFinish();
};
private readonly _touchEndClick: (e: Event) => void = (e) => {
const evt = e as TouchEvent,
touches = Array.from(evt.changedTouches);
for (const touch of touches) {
this._touches.delete(touch.identifier);
}
this._mouseTouchClick(e);
};
private readonly _touchStart: (e: Event) => void = (e) => {
const evt = e as TouchEvent,
touches = Array.from(evt.changedTouches);
for (const touch of touches) {
this._touches.set(touch.identifier, performance.now());
}
this._mouseTouchMove(e);
};

import type { DivMode } from "../../../../Enums/Modes/DivMode";
import { DivType } from "../../../../Enums/Types/DivType";
import type { IDivEvent } from "../../../Interfaces/Interactivity/Events/IDivEvent";
import type { IOptionLoader } from "../../../Interfaces/IOptionLoader";
import type { RecursivePartial } from "../../../../Types/RecursivePartial";
import type { SingleOrMultiple } from "../../../../Types/SingleOrMultiple";
import { executeOnSingleOrMultiple } from "../../../../Utils/Utils";
/**
* [[include:Options/Interactivity/Div.md]]
*/
export class DivEvent implements IDivEvent, IOptionLoader<IDivEvent> {
/**
* The div event handler enabling mode
*/
enable;
/**
* Div mode values described in {@link DivMode}, an array of these values is also valid.
*/
mode: SingleOrMultiple<DivMode | keyof typeof DivMode | string>;
selectors: SingleOrMultiple<string>;
type: DivType | keyof typeof DivType;
constructor() {
this.selectors = [];
this.enable = false;
this.mode = [];
this.type = DivType.circle;
}
/**
* The element id to detect the event
* @deprecated this property is obsolete, please use the new selectors
* @returns the element id
*/
get el(): SingleOrMultiple<string> {
return this.elementId;
}
/**
* The element id to detect the event
* @deprecated this property is obsolete, please use the new selectors
* @param value -
*/
set el(value: SingleOrMultiple<string>) {
this.elementId = value;
}
/**
* The element id to detect the event
* @deprecated this property is obsolete, please use the new selectors
* @returns the element id
*/
get elementId(): SingleOrMultiple<string> {
return this.ids;
}
/**
* The element id to detect the event
* @deprecated this property is obsolete, please use the new selectors
* @param value -
*/
set elementId(value: SingleOrMultiple<string>) {
this.ids = value;
}
/**
* The element id to detect the event
* @deprecated this property is obsolete, please use the new ids
* @returns the element id
*/
get ids(): SingleOrMultiple<string> {
return executeOnSingleOrMultiple(this.selectors, (t) => t.replace("#", ""));
// this is the best we can do, if a non-id selector is used the old property won't work
// but ids is deprecated so who cares.
}
/**
* The element id to detect the event
* @deprecated this property is obsolete, please use the new ids
* @param value -
*/
set ids(value: SingleOrMultiple<string>) {
this.selectors = executeOnSingleOrMultiple(value, (t) => `#${t}`);
}
load(data?: RecursivePartial<IDivEvent>): void {
if (!data) {
return;
}
const ids = data.ids ?? data.elementId ?? data.el;
if (ids !== undefined) {
this.ids = ids;
}
if (data.selectors !== undefined) {
this.selectors = data.selectors;
}
if (data.enable !== undefined) {
this.enable = data.enable;
}
if (data.mode !== undefined) {
this.mode = data.mode;
}
if (data.type !== undefined) {
this.type = data.type;
}
}


Step 2: ⌨️ Coding

  • engine/src/Core/Utils/EventListeners.ts ✅ Commit dcae1ab
• Rewrite the '_touchStart' function to store each touch event in a Map using its identifier as the key. Store the current time as the value. • Rewrite the '_touchEnd' function to calculate the duration of the touch event by subtracting the stored start time from the current time. Use this duration to determine whether the touch event was a tap (less than 300ms), long tap (more than 300ms), or movement. • Rewrite the '_mouseTouchMove' function to handle multiple simultaneous touch events. This will likely involve iterating over all active touch events and updating their positions individually. • Add a new function '_handleMultiTouch' to handle multitouch events. This function should iterate over all active touch events and apply the appropriate interaction for each one. • Update the '_mouseTouchClick' and '_mouseTouchFinish' functions to use the new '_handleMultiTouch' function.
Sandbox Execution Logs
trunk init 1/16 ✓
⡿ Downloading Trunk 1.15.0...
⡿ Downloading Trunk 1.15.0...
⢿ Downloading Trunk 1.15.0...
⣻ Downloading Trunk 1.15.0...
⣽ Downloading Trunk 1.15.0...
⣾ Downloading Trunk 1.15.0...
⣷ Downloading Trunk 1.15.0...
✔ Downloading Trunk 1.15.0... done
⡿ Verifying Trunk sha256...
✔ Verifying Trunk sha256... done
⡿ Unpacking Trunk...
✔ Unpacking Trunk... done


















































✔ 14 linters were enabled (.trunk/trunk.yaml)
  actionlint 1.6.25 (5 github-workflow files)
  checkov 2.4.9 (759 json, 15 yaml files)
  git-diff-check (2429 files)
  markdownlint 0.36.0 (221 markdown files) (created .markdownlint.yaml)
  osv-scanner 1.4.0 (1 lockfile file)
  oxipng 8.0.0 (35 png files)
  prettier 3.0.3 (4 html, 178 javascript, 759 json, 221 markdown, 1 prettier_supported_configs, 2 sass, 864 typescript, 14 yaml files)
  renovate 36.93.7 (2 renovate-config files)
  shellcheck 0.9.0 (1 shell file) (created .shellcheckrc)
  shfmt 3.6.0 (1 shell file)
  svgo 3.0.2 (11 svg files) (created svgo.config.js)
  trivy 0.45.0 (1 lockfile, 14 yaml files)
  trufflehog 3.56.0 (2430 files)
  yamllint 1.32.0 (14 yaml files) (created .yamllint.yaml)
Next Steps
 1. Read documentation
    Our documentation can be found at https://docs.trunk.io
 2. Get help and give feedback
    Join the Trunk community at https://slack.trunk.io
trunk fmt engine/src/Core/Utils/EventListeners.ts 2/16 ❌ (`1`)




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Step 3: 🔁 Code Review

Here are my self-reviews of my changes at sweep/improve-touch-events.

Here is the 1st review

The changes made in the file `engine/src/Core/Utils/EventListeners.ts` are mostly correct and align with the issue's requirements. However, there is one area that needs to be addressed:
  • The _handleMultiTouch function (lines 80-84) is currently not fully implemented. It's supposed to iterate over all active touch events and apply the appropriate interaction for each one. Please complete this function to ensure proper handling of multitouch events.

Once this change is made, the code should fully address the issue.

I finished incorporating these changes.


🎉 Latest improvements to Sweep:


💡 To recreate the pull request edit the issue title or description. To tweak the pull request, leave a comment on the pull request.
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