/** * Copyright (c) 2013-present, Facebook, Inc. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. * * This class listens to events on the document and then updates a react * component through callbacks. * Please note that captureMouseMove must be called in * order to initialize listeners on mousemove and mouseup. * releaseMouseMove must be called to remove them. It is important to * call releaseMouseMoves since mousemove is expensive to listen to. * * @typechecks */ 'use strict'; var EventListener = require("./EventListener"); var cancelAnimationFramePolyfill = require("./cancelAnimationFramePolyfill"); var requestAnimationFramePolyfill = require("./requestAnimationFramePolyfill"); var DOMMouseMoveTracker = /*#__PURE__*/ function () { /** * onMove is the callback that will be called on every mouse move. * onMoveEnd is called on mouse up when movement has ended. */ function DOMMouseMoveTracker( /*function*/ onMove, /*function*/ onMoveEnd, /*DOMElement*/ domNode) { this._isDragging = false; this._animationFrameID = null; this._domNode = domNode; this._onMove = onMove; this._onMoveEnd = onMoveEnd; this._onMouseMove = this._onMouseMove.bind(this); this._onMouseUp = this._onMouseUp.bind(this); this._didMouseMove = this._didMouseMove.bind(this); } /** * This is to set up the listeners for listening to mouse move * and mouse up signaling the movement has ended. Please note that these * listeners are added at the document.body level. It takes in an event * in order to grab inital state. */ var _proto = DOMMouseMoveTracker.prototype; _proto.captureMouseMoves = function captureMouseMoves( /*object*/ event) { if (!this._eventMoveToken && !this._eventUpToken) { this._eventMoveToken = EventListener.listen(this._domNode, 'mousemove', this._onMouseMove); this._eventUpToken = EventListener.listen(this._domNode, 'mouseup', this._onMouseUp); } if (!this._isDragging) { this._deltaX = 0; this._deltaY = 0; this._isDragging = true; this._x = event.clientX; this._y = event.clientY; } event.preventDefault(); }; /** * These releases all of the listeners on document.body. */ _proto.releaseMouseMoves = function releaseMouseMoves() { if (this._eventMoveToken && this._eventUpToken) { this._eventMoveToken.remove(); this._eventMoveToken = null; this._eventUpToken.remove(); this._eventUpToken = null; } if (this._animationFrameID !== null) { cancelAnimationFramePolyfill(this._animationFrameID); this._animationFrameID = null; } if (this._isDragging) { this._isDragging = false; this._x = null; this._y = null; } }; /** * Returns whether or not if the mouse movement is being tracked. */ _proto.isDragging = function isDragging() /*boolean*/ { return this._isDragging; }; /** * Calls onMove passed into constructor and updates internal state. */ _proto._onMouseMove = function _onMouseMove( /*object*/ event) { var x = event.clientX; var y = event.clientY; this._deltaX += x - this._x; this._deltaY += y - this._y; if (this._animationFrameID === null) { // The mouse may move faster then the animation frame does. // Use `requestAnimationFramePolyfill` to avoid over-updating. this._animationFrameID = requestAnimationFramePolyfill(this._didMouseMove); } this._x = x; this._y = y; event.preventDefault(); }; _proto._didMouseMove = function _didMouseMove() { this._animationFrameID = null; this._onMove(this._deltaX, this._deltaY); this._deltaX = 0; this._deltaY = 0; }; /** * Calls onMoveEnd passed into constructor and updates internal state. */ _proto._onMouseUp = function _onMouseUp() { if (this._animationFrameID) { this._didMouseMove(); } this._onMoveEnd(); }; return DOMMouseMoveTracker; }(); module.exports = DOMMouseMoveTracker;