- Introduction
- Chapter 1 Values, Types, and Operators
- Chapter 2 Program Structure
- Expressions and statements
- Variables
- Keywords and reserved words
- The environment
- Functions
- The console.log function
- Return values
- prompt and confirm
- Control flow
- Conditional execution
- while and do loops
- Indenting Code
- for loops
- Breaking Out of a Loop
- Updating variables succinctly
- Dispatching on a value with switch
- Capitalization
- Comments
- Summary
- Exercises
- Chapter 3 Functions
- Chapter 4 Data Structures: Objects and Arrays
- Chapter 5 Higher-Order Functions
- Chapter 6 The Secret Life of Objects
- Chapter 7 Project: Electronic Life
- Chapter 8 Bugs and Error Handling
- Chapter 9 Regular Expressions
- Creating a regular expression
- Testing for matches
- Matching a set of characters
- Repeating parts of a pattern
- Grouping subexpressions
- Matches and groups
- The date type
- Word and string boundaries
- Choice patterns
- The mechanics of matching
- Backtracking
- The replace method
- Greed
- Dynamically creating RegExp objects
- The search method
- The lastIndex property
- Parsing an INI file
- International characters
- Summary
- Exercises
- Chapter 10 Modules
- Chapter 11 Project: A Programming Language
- Chapter 12 JavaScript and the Browser
- Chapter 13 The Document Object Model
- Chapter 14 Handling Events
- Chapter 15 Project: A Platform Game
- Chapter 16 Drawing on Canvas
- Chapter 17 HTTP
- Chapter 18 Forms and Form Fields
- Chapter 19 Project: A Paint Program
- Chapter 20 Node.js
- Chapter 21 Project: Skill-Sharing Website
- Eloquent JavaScript
- Exercise Hints
- Program Structure
- Functions
- Data Structures: Objects and Arrays
- Higher-Order Functions
- The Secret Life of Objects
- Project: Electronic Life
- Bugs and Error Handling
- Regular Expressions
- Modules
- Project: A Programming Language
- The Document Object Model
- Handling Events
- Project: A Platform Game
- Drawing on Canvas
- HTTP
- Forms and Form Fields
- Project: A Paint Program
- Node.js
- Project: Skill-Sharing Website
Mouse motion
Every time the mouse pointer moves, a "mousemove"
event fires. This event can be used to track the position of the mouse. A common situation in which this is useful is when implementing some form of mouse-dragging functionality.
As an example, the following program displays a bar and sets up event handlers so that dragging to the left or right on this bar makes it narrower or wider:
<p>Drag the bar to change its width:</p> <div style="background: orange; width: 60px; height: 20px"> </div> <script> var lastX; // Tracks the last observed mouse X position var rect = document.querySelector("div"); rect.addEventListener("mousedown", function(event) { if (event.which == 1) { lastX = event.pageX; addEventListener("mousemove", moved); event.preventDefault(); // Prevent selection } }); function buttonPressed(event) { if (event.buttons == null) return event.which != 0; else return event.buttons != 0; } function moved(event) { if (!buttonPressed(event)) { removeEventListener("mousemove", moved); } else { var dist = event.pageX - lastX; var newWidth = Math.max(10, rect.offsetWidth + dist); rect.style.width = newWidth + "px"; lastX = event.pageX; } } </script>
The resulting page looks like this:
Note that the "mousemove"
handler is registered on the whole window. Even if the mouse goes outside of the bar during resizing, we still want to update its size and stop dragging when the mouse is released.
We must stop resizing the bar when the mouse button is released. Unfortunately, not all browsers give "mousemove"
events a meaningful which
property. There is a standard property called buttons
, which provides similar information, but that is also not supported on all browsers. Fortunately, all major browsers support either buttons
or which
, so the buttonPressed
function in the example first tries buttons
, and falls back to which
when that isn’t available.
Whenever the mouse pointer enters or leaves a node, a "mouseover"
or "mouseout"
event fires. These two events can be used, among other things, to create hover effects, showing or styling something when the mouse is over a given element.
Unfortunately, creating such an effect is not as simple as starting the effect on "mouseover"
and ending it on "mouseout"
. When the mouse moves from a node onto one of its children, "mouseout"
fires on the parent node, though the mouse did not actually leave the node’s extent. To make things worse, these events propagate just like other events, and thus you will also receive "mouseout"
events when the mouse leaves one of the child nodes of the node on which the handler is registered.
To work around this problem, we can use the relatedTarget
property of the event objects created for these events. It tells us, in the case of "mouseover"
, what element the pointer was over before and, in the case of "mouseout"
, what element it is going to. We want to change our hover effect only when the relatedTarget
is outside of our target node. Only in that case does this event actually represent a crossing over from outside to inside the node (or the other way around).
<p>Hover over this <strong>paragraph</strong>.</p> <script> var para = document.querySelector("p"); function isInside(node, target) { for (; node != null; node = node.parentNode) if (node == target) return true; } para.addEventListener("mouseover", function(event) { if (!isInside(event.relatedTarget, para)) para.style.color = "red"; }); para.addEventListener("mouseout", function(event) { if (!isInside(event.relatedTarget, para)) para.style.color = ""; }); </script>
The isInside
function follows the given node’s parent links until it either reaches the top of the document (when node
becomes null) or finds the parent we are looking for.
I should add that a hover effect like this can be much more easily achieved using the CSS pseudoselector :hover
, as the next example shows. But when your hover effect involves doing something more complicated than changing a style on the target node, you must use the trick with "mouseover"
and "mouseout"
events.
<style> p:hover { color: red } </style> <p>Hover over this <strong>paragraph</strong>.</p>
This is a book about getting computers to do what you want them to do. Computers are about as common as screwdrivers today, but they contain a lot more hidden complexity and thus are harder to operate and understand. To many, they remain alien, slightly threatening things.
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