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mouse.js
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mouse.js
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/**
* @module Events
* @submodule Mouse
* @for p5
* @requires core
* @requires constants
*/
import p5 from '../core/main';
import * as constants from '../core/constants';
/**
* A `Number` system variable that tracks the mouse's horizontal movement.
*
* `movedX` tracks how many pixels the mouse moves left or right between
* frames. `movedX` will have a negative value if the mouse moves left between
* frames and a positive value if it moves right. `movedX` can be calculated
* as `mouseX - pmouseX`.
*
* Note: `movedX` continues updating even when
* <a href="#/p5/requestPointerLock">requestPointerLock()</a> is active.
*
* @property {Number} movedX
* @readOnly
*
* @example
* <div>
* <code>
* function setup() {
* createCanvas(100, 100);
*
* describe(
* 'A gray square. The text ">>" appears when the user moves the mouse to the right. The text "<<" appears when the user moves the mouse to the left.'
* );
* }
*
* function draw() {
* background(200);
*
* // Style the text.
* textAlign(CENTER);
* textSize(16);
*
* // Display >> when movedX is positive and
* // << when it's negative.
* if (movedX > 0) {
* text('>>', 50, 50);
* } else if (movedX < 0) {
* text('<<', 50, 50);
* }
* }
* </code>
* </div>
*/
p5.prototype.movedX = 0;
/**
* A `Number` system variable that tracks the mouse's vertical movement.
*
* `movedY` tracks how many pixels the mouse moves up or down between
* frames. `movedY` will have a negative value if the mouse moves up between
* frames and a positive value if it moves down. `movedY` can be calculated
* as `mouseY - pmouseY`.
*
* Note: `movedY` continues updating even when
* <a href="#/p5/requestPointerLock">requestPointerLock()</a> is active.
*
* @property {Number} movedY
* @readOnly
*
* @example
* <div>
* <code>
* function setup() {
* createCanvas(100, 100);
*
* describe(
* 'A gray square. The text "▲" appears when the user moves the mouse upward. The text "▼" appears when the user moves the mouse downward.'
* );
* }
*
* function draw() {
* background(200);
*
* // Style the text.
* textAlign(CENTER);
* textSize(16);
*
* // Display ▼ when movedY is positive and
* // ▲ when it's negative.
* if (movedY > 0) {
* text('▼', 50, 50);
* } else if (movedY < 0) {
* text('▲', 50, 50);
* }
* }
* </code>
* </div>
*/
p5.prototype.movedY = 0;
/*
* This is a flag which is false until the first time
* we receive a mouse event. The pmouseX and pmouseY
* values will match the mouseX and mouseY values until
* this interaction takes place.
*/
p5.prototype._hasMouseInteracted = false;
/**
* A `Number` system variable that tracks the mouse's horizontal position.
*
* In 2D mode, `mouseX` keeps track of the mouse's position relative to the
* top-left corner of the canvas. For example, if the mouse is 50 pixels from
* the left edge of the canvas, then `mouseX` will be 50.
*
* In WebGL mode, `mouseX` keeps track of the mouse's position relative to the
* center of the canvas. For example, if the mouse is 50 pixels to the right
* of the canvas' center, then `mouseX` will be 50.
*
* If touch is used instead of the mouse, then `mouseX` will hold the
* x-coordinate of the most recent touch point.
*
* @property {Number} mouseX
* @readOnly
*
* @example
* <div>
* <code>
* function setup() {
* createCanvas(100, 100);
*
* describe("A vertical black line moves left and right following the mouse's x-position.");
* }
*
* function draw() {
* background(200);
*
* // Draw a vertical line that follows the mouse's x-coordinate.
* line(mouseX, 0, mouseX, 100);
* }
* </code>
* </div>
*
* <div>
* <code>
* function setup() {
* createCanvas(100, 100);
*
* describe("A gray square. The mouse's x- and y-coordinates are displayed as the user moves the mouse.");
* }
*
* function draw() {
* background(200);
*
* // Style the text.
* textAlign(CENTER);
* textSize(16);
*
* // Display the mouse's coordinates.
* text(`x: ${mouseX} y: ${mouseY}`, 50, 50);
* }
* </code>
* </div>
*
* <div>
* <code>
* function setup() {
* createCanvas(100, 100, WEBGL);
*
* describe("A vertical black line moves left and right following the mouse's x-position.");
* }
*
* function draw() {
* background(200);
*
* // Adjust coordinates for WebGL mode.
* // The origin (0, 0) is at the center of the canvas.
* let mx = mouseX - 50;
*
* // Draw the line.
* line(mx, -50, mx, 50);
* }
* </code>
* </div>
*
* <div>
* <code>
* let font;
*
* // Load a font for WebGL mode.
* function preload() {
* font = loadFont('assets/inconsolata.otf');
* }
*
* function setup() {
* createCanvas(100, 100, WEBGL);
*
* describe(
* "A gray square. The mouse's x- and y-coordinates are displayed as the user moves the mouse."
* );
* }
*
* function draw() {
* background(200);
*
* // Style the text.
* textAlign(CENTER);
* textSize(16);
* textFont(font);
* fill(0);
*
* // Display the mouse's coordinates.
* text(`x: ${mouseX} y: ${mouseY}`, 0, 0);
* }
* </code>
* </div>
*/
p5.prototype.mouseX = 0;
/**
* A `Number` system variable that tracks the mouse's vertical position.
*
* In 2D mode, `mouseY` keeps track of the mouse's position relative to the
* top-left corner of the canvas. For example, if the mouse is 50 pixels from
* the top edge of the canvas, then `mouseY` will be 50.
*
* In WebGL mode, `mouseY` keeps track of the mouse's position relative to the
* center of the canvas. For example, if the mouse is 50 pixels below the
* canvas' center, then `mouseY` will be 50.
*
* If touch is used instead of the mouse, then `mouseY` will hold the
* y-coordinate of the most recent touch point.
*
* @property {Number} mouseY
* @readOnly
*
* @example
* <div>
* <code>
* function setup() {
* createCanvas(100, 100);
*
* describe("A horizontal black line moves up and down following the mouse's y-position.");
* }
*
* function draw() {
* background(200);
*
* // Draw a horizontal line that follows the mouse's y-coordinate.
* line(0, mouseY, 0, mouseY);
* }
* </code>
* </div>
*
* <div>
* <code>
* function setup() {
* createCanvas(100, 100);
*
* describe("A gray square. The mouse's x- and y-coordinates are displayed as the user moves the mouse.");
* }
*
* function draw() {
* background(200);
*
* // Style the text.
* textAlign(CENTER);
* textSize(16);
*
* // Display the mouse's coordinates.
* text(`x: ${mouseX} y: ${mouseY}`, 50, 50);
* }
* </code>
* </div>
*
* <div>
* <code>
* function setup() {
* createCanvas(100, 100, WEBGL);
*
* describe("A horizontal black line moves up and down following the mouse's y-position.");
* }
*
* function draw() {
* background(200);
*
* // Adjust coordinates for WebGL mode.
* // The origin (0, 0) is at the center of the canvas.
* let my = mouseY - 50;
*
* // Draw the line.
* line(-50, my, 50, my);
* }
* </code>
* </div>
*
* <div>
* <code>
* let font;
*
* // Load a font for WebGL mode.
* function preload() {
* font = loadFont('assets/inconsolata.otf');
* }
*
* function setup() {
* createCanvas(100, 100, WEBGL);
*
* describe(
* "A gray square. The mouse's x- and y-coordinates are displayed as the user moves the mouse."
* );
* }
*
* function draw() {
* background(200);
*
* // Style the text.
* textAlign(CENTER);
* textSize(16);
* textFont(font);
* fill(0);
*
* // Display the mouse's coordinates.
* text(`x: ${mouseX} y: ${mouseY}`, 0, 0);
* }
* </code>
* </div>
*/
p5.prototype.mouseY = 0;
/**
* A `Number` system variable that tracks the mouse's previous horizontal
* position.
*
* In 2D mode, `pmouseX` keeps track of the mouse's position relative to the
* top-left corner of the canvas. Its value is
* <a href="#/p5/mouseX">mouseX</a> from the previous frame. For example, if
* the mouse was 50 pixels from the left edge of the canvas during the last
* frame, then `pmouseX` will be 50.
*
* In WebGL mode, `pmouseX` keeps track of the mouse's position relative to the
* center of the canvas. For example, if the mouse was 50 pixels to the right
* of the canvas' center during the last frame, then `pmouseX` will be 50.
*
* If touch is used instead of the mouse, then `pmouseX` will hold the
* x-coordinate of the last touch point.
*
* Note: `pmouseX` is reset to the current <a href="#/p5/mouseX">mouseX</a>
* value at the start of each touch event.
*
* @property {Number} pmouseX
* @readOnly
*
* @example
* <div>
* <code>
* function setup() {
* createCanvas(100, 100);
*
* // Slow the frame rate.
* frameRate(10);
*
* describe('A line follows the mouse as it moves. The line grows longer with faster movements.');
* }
*
* function draw() {
* background(200);
*
* line(pmouseX, pmouseY, mouseX, mouseY);
* }
* </code>
* </div>
*
* <div>
* <code>
* function setup() {
* createCanvas(100, 100, WEBGL);
*
* describe('A line follows the mouse as it moves. The line grows longer with faster movements.');
* }
*
* function draw() {
* background(200);
*
* // Adjust coordinates for WebGL mode.
* // The origin (0, 0) is at the center of the canvas.
* let pmx = pmouseX - 50;
* let pmy = pmouseY - 50;
* let mx = mouseX - 50;
* let my = mouseY - 50;
*
* // Draw the line.
* line(pmx, pmy, mx, my);
* }
* </code>
* </div>
*/
p5.prototype.pmouseX = 0;
/**
* A `Number` system variable that tracks the mouse's previous vertical
* position.
*
* In 2D mode, `pmouseY` keeps track of the mouse's position relative to the
* top-left corner of the canvas. Its value is
* <a href="#/p5/mouseY">mouseY</a> from the previous frame. For example, if
* the mouse was 50 pixels from the top edge of the canvas during the last
* frame, then `pmouseY` will be 50.
*
* In WebGL mode, `pmouseY` keeps track of the mouse's position relative to the
* center of the canvas. For example, if the mouse was 50 pixels below the
* canvas' center during the last frame, then `pmouseY` will be 50.
*
* If touch is used instead of the mouse, then `pmouseY` will hold the
* y-coordinate of the last touch point.
*
* Note: `pmouseY` is reset to the current <a href="#/p5/mouseY">mouseY</a>
* value at the start of each touch event.
*
* @property {Number} pmouseY
* @readOnly
*
* @example
* <div>
* <code>
* function setup() {
* createCanvas(100, 100);
*
* // Slow the frame rate.
* frameRate(10);
*
* describe('A line follows the mouse as it moves. The line grows longer with faster movements.');
* }
*
* function draw() {
* background(200);
*
* line(pmouseX, pmouseY, mouseX, mouseY);
* }
* </code>
* </div>
*
* <div>
* <code>
* function setup() {
* createCanvas(100, 100, WEBGL);
*
* describe('A line follows the mouse as it moves. The line grows longer with faster movements.');
* }
*
* function draw() {
* background(200);
*
* // Adjust coordinates for WebGL mode.
* // The origin (0, 0) is at the center of the canvas.
* let pmx = pmouseX - 50;
* let pmy = pmouseY - 50;
* let mx = mouseX - 50;
* let my = mouseY - 50;
*
* // Draw the line.
* line(pmx, pmy, mx, my);
* }
* </code>
* </div>
*/
p5.prototype.pmouseY = 0;
/**
* A `Number` variable that tracks the mouse's horizontal position within the
* browser.
*
* `winMouseX` keeps track of the mouse's position relative to the top-left
* corner of the browser window. For example, if the mouse is 50 pixels from
* the left edge of the browser, then `winMouseX` will be 50.
*
* On a touchscreen device, `winMouseX` will hold the x-coordinate of the most
* recent touch point.
*
* Note: Use <a href="#/p5/mouseX">mouseX</a> to track the mouse’s
* x-coordinate within the canvas.
*
* @property {Number} winMouseX
* @readOnly
*
* @example
* <div>
* <code>
* function setup() {
* createCanvas(100, 100);
*
* describe("A gray square. The mouse's x- and y-coordinates are displayed as the user moves the mouse.");
* }
*
* function draw() {
* background(200);
*
* // Style the text.
* textAlign(CENTER);
* textSize(16);
*
* // Display the mouse's coordinates within the browser window.
* text(`x: ${winMouseX} y: ${winMouseY}`, 50, 50);
* }
* </code>
* </div>
*/
p5.prototype.winMouseX = 0;
/**
* A `Number` variable that tracks the mouse's vertical position within the
* browser.
*
* `winMouseY` keeps track of the mouse's position relative to the top-left
* corner of the browser window. For example, if the mouse is 50 pixels from
* the top edge of the browser, then `winMouseY` will be 50.
*
* On a touchscreen device, `winMouseY` will hold the y-coordinate of the most
* recent touch point.
*
* Note: Use <a href="#/p5/mouseY">mouseY</a> to track the mouse’s
* y-coordinate within the canvas.
*
* @property {Number} winMouseY
* @readOnly
*
* @example
* <div>
* <code>
* function setup() {
* createCanvas(100, 100);
*
* describe("A gray square. The mouse's x- and y-coordinates are displayed as the user moves the mouse.");
* }
*
* function draw() {
* background(200);
*
* // Style the text.
* textAlign(CENTER);
* textSize(16);
*
* // Display the mouse's coordinates within the browser window.
* text(`x: ${winMouseX} y: ${winMouseY}`, 50, 50);
* }
* </code>
* </div>
*/
p5.prototype.winMouseY = 0;
/**
* A `Number` variable that tracks the mouse's previous horizontal position
* within the browser.
*
* `pwinMouseX` keeps track of the mouse's position relative to the top-left
* corner of the browser window. Its value is
* <a href="#/p5/winMouseX">winMouseX</a> from the previous frame. For
* example, if the mouse was 50 pixels from
* the left edge of the browser during the last frame, then `pwinMouseX` will
* be 50.
*
* On a touchscreen device, `pwinMouseX` will hold the x-coordinate of the most
* recent touch point. `pwinMouseX` is reset to the current
* <a href="#/p5/winMouseX">winMouseX</a> value at the start of each touch
* event.
*
* Note: Use <a href="#/p5/pmouseX">pmouseX</a> to track the mouse’s previous
* x-coordinate within the canvas.
*
* @property {Number} pwinMouseX
* @readOnly
*
* @example
* <div>
* <code>
* function setup() {
* createCanvas(100, 100);
*
* // Slow the frame rate.
* frameRate(10);
*
* describe('A gray square. A white circle at its center grows larger when the mouse moves horizontally.');
* }
*
* function draw() {
* background(200);
*
* // Calculate the circle's diameter.
* let d = winMouseX - pwinMouseX;
*
* // Draw the circle.
* circle(50, 50, d);
* }
* </code>
* </div>
*
* <div>
* <code>
* function setup() {
* // Create the canvas and set its position.
* let cnv = createCanvas(100, 100);
* cnv.position(20, 20);
*
* describe('A gray square with a number at its center. The number changes as the user moves the mouse vertically.');
* }
*
* function draw() {
* background(200);
*
* // Style the text.
* textAlign(CENTER);
* textSize(16);
*
* // Display pwinMouseX.
* text(pwinMouseX, 50, 50);
* }
* </code>
* </div>
*/
p5.prototype.pwinMouseX = 0;
/**
* A `Number` variable that tracks the mouse's previous vertical position
* within the browser.
*
* `pwinMouseY` keeps track of the mouse's position relative to the top-left
* corner of the browser window. Its value is
* <a href="#/p5/winMouseY">winMouseY</a> from the previous frame. For
* example, if the mouse was 50 pixels from
* the top edge of the browser during the last frame, then `pwinMouseY` will
* be 50.
*
* On a touchscreen device, `pwinMouseY` will hold the y-coordinate of the most
* recent touch point. `pwinMouseY` is reset to the current
* <a href="#/p5/winMouseY">winMouseY</a> value at the start of each touch
* event.
*
* Note: Use <a href="#/p5/pmouseY">pmouseY</a> to track the mouse’s previous
* y-coordinate within the canvas.
*
* @property {Number} pwinMouseY
* @readOnly
*
* @example
* <div>
* <code>
* function setup() {
* createCanvas(100, 100);
*
* // Slow the frame rate.
* frameRate(10);
*
* describe('A gray square. A white circle at its center grows larger when the mouse moves vertically.');
* }
*
* function draw() {
* background(200);
*
* // Calculate the circle's diameter.
* let d = winMouseY - pwinMouseY;
*
* // Draw the circle.
* circle(50, 50, d);
* }
* </code>
* </div>
*
* <div>
* <code>
* function setup() {
* // Create the canvas and set its position.
* let cnv = createCanvas(100, 100);
* cnv.position(20, 20);
*
* describe('A gray square with a number at its center. The number changes as the user moves the mouse vertically.');
* }
*
* function draw() {
* background(200);
*
* // Style the text.
* textAlign(CENTER);
* textSize(16);
*
* // Display pwinMouseY.
* text(pwinMouseY, 50, 50);
* }
* </code>
* </div>
*/
p5.prototype.pwinMouseY = 0;
/**
* A String system variable that contains the value of the last mouse button
* pressed.
*
* The `mouseButton` variable is either `LEFT`, `RIGHT`, or `CENTER`,
* depending on which button was pressed last.
*
* Note: Different browsers may track `mouseButton` differently. See
* <a href="https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons" target="_blank">MDN</a>
* for more information.
*
* @property {Constant} mouseButton
* @readOnly
*
* @example
* <div>
* <code>
* function setup() {
* createCanvas(100, 100);
*
* describe(
* 'A gray square with black text at its center. The text changes from 0 to either "left" or "right" when the user clicks a mouse button.'
* );
* }
*
* function draw() {
* background(200);
*
* // Style the text.
* textAlign(CENTER);
* textSize(16);
*
* // Display the mouse button.
* text(mouseButton, 50, 50);
* }
* </code>
* </div>
*
* <div>
* <code>
* function setup() {
* createCanvas(100, 100);
*
* describe(
* "A gray square. Different shapes appear at its center depending on the mouse button that's clicked."
* );
* }
*
* function draw() {
* background(200);
*
* if (mouseIsPressed === true) {
* if (mouseButton === LEFT) {
* circle(50, 50, 50);
* }
* if (mouseButton === RIGHT) {
* square(25, 25, 50);
* }
* if (mouseButton === CENTER) {
* triangle(23, 75, 50, 20, 78, 75);
* }
* }
* }
* </code>
* </div>
*/
p5.prototype.mouseButton = 0;
/**
* A `Boolean` system variable that's `true` if the mouse is pressed and
* `false` if not.
*
* @property {Boolean} mouseIsPressed
* @readOnly
*
* @example
* <div>
* <code>
* function setup() {
* createCanvas(100, 100);
*
* describe(
* 'A gray square with the word "false" at its center. The word changes to "true" when the user presses a mouse button.'
* );
* }
*
* function draw() {
* background(200);
*
* // Style the text.
* textAlign(CENTER);
* textSize(16);
*
* // Display the mouseIsPressed variable.
* text(mouseIsPressed, 25, 50);
* }
* </code>
* </div>
*
* <div>
* <code>
* function setup() {
* createCanvas(100, 100);
*
* describe(
* 'A gray square with a white square at its center. The inner square turns black when the user presses the mouse.'
* );
* }
*
* function draw() {
* background(200);
*
* // Style the square.
* if (mouseIsPressed === true) {
* fill(0);
* } else {
* fill(255);
* }
*
* // Draw the square.
* square(25, 25, 50);
* }
* </code>
* </div>
*/
p5.prototype.mouseIsPressed = false;
p5.prototype._updateNextMouseCoords = function(e) {
if (this._curElement !== null && (!e.touches || e.touches.length > 0)) {
const mousePos = getMousePos(
this._curElement.elt,
this.width,
this.height,
e
);
this._setProperty('movedX', e.movementX);
this._setProperty('movedY', e.movementY);
this._setProperty('mouseX', mousePos.x);
this._setProperty('mouseY', mousePos.y);
this._setProperty('winMouseX', mousePos.winX);
this._setProperty('winMouseY', mousePos.winY);
}
if (!this._hasMouseInteracted) {
// For first draw, make previous and next equal
this._updateMouseCoords();
this._setProperty('_hasMouseInteracted', true);
}
};
p5.prototype._updateMouseCoords = function() {
this._setProperty('pmouseX', this.mouseX);
this._setProperty('pmouseY', this.mouseY);
this._setProperty('pwinMouseX', this.winMouseX);
this._setProperty('pwinMouseY', this.winMouseY);
this._setProperty('_pmouseWheelDeltaY', this._mouseWheelDeltaY);
};
function getMousePos(canvas, w, h, evt) {
if (evt && !evt.clientX) {
// use touches if touch and not mouse
if (evt.touches) {
evt = evt.touches[0];
} else if (evt.changedTouches) {
evt = evt.changedTouches[0];
}
}
const rect = canvas.getBoundingClientRect();
const sx = canvas.scrollWidth / w || 1;
const sy = canvas.scrollHeight / h || 1;
return {
x: (evt.clientX - rect.left) / sx,
y: (evt.clientY - rect.top) / sy,
winX: evt.clientX,
winY: evt.clientY,
id: evt.identifier
};
}
p5.prototype._setMouseButton = function(e) {
if (e.button === 1) {
this._setProperty('mouseButton', constants.CENTER);
} else if (e.button === 2) {
this._setProperty('mouseButton', constants.RIGHT);
} else {
this._setProperty('mouseButton', constants.LEFT);
}
};
/**
* A function that's called when the mouse moves.
*
* Declaring the function `mouseMoved()` sets a code block to run
* automatically when the user moves the mouse without clicking any mouse
* buttons:
*
* ```js
* function mouseMoved() {
* // Code to run.
* }
* ```
*
* The mouse system variables, such as <a href="#/p5/mouseX">mouseX</a> and
* <a href="#/p5/mouseY">mouseY</a>, will be updated with their most recent
* value when `mouseMoved()` is called by p5.js:
*
* ```js
* function mouseMoved() {
* if (mouseX < 50) {
* // Code to run if the mouse is on the left.
* }
*
* if (mouseY > 50) {
* // Code to run if the mouse is near the bottom.
* }
* }
* ```
*
* The parameter, `event`, is optional. `mouseMoved()` is always passed a
* <a href="https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent" target="_blank">MouseEvent</a>
* object with properties that describe the mouse move event:
*
* ```js
* function mouseMoved(event) {
* // Code to run that uses the event.
* console.log(event);
* }
* ```
*
* Browsers may have default behaviors attached to various mouse events. For
* example, some browsers highlight text when the user moves the mouse while
* pressing a mouse button. To prevent any default behavior for this event,
* add `return false;` to the end of the function.
*
* @method mouseMoved
* @param {MouseEvent} [event] optional `MouseEvent` argument.
*
* @example
* <div>
* <code>
* let value = 0;
*
* function setup() {
* createCanvas(100, 100);
*
* describe(
* 'A gray square with a black square at its center. The inner square becomes lighter as the mouse moves.'
* );
* }
*
* function draw() {
* background(200);
*
* // Style the square.
* fill(value);
*
* // Draw the square.
* square(25, 25, 50);
* }
*
* function mouseMoved() {
* // Update the grayscale value.
* value += 5;
*
* // Reset the grayscale value.
* if (value > 255) {
* value = 0;
* }
* // Uncomment to prevent any default behavior.
* // return false;
* }
* </code>
* </div>
*/
/**
* A function that's called when the mouse moves while a button is pressed.
*
* Declaring the function `mouseDragged()` sets a code block to run
* automatically when the user clicks and drags the mouse:
*
* ```js
* function mouseDragged() {
* // Code to run.
* }
* ```
*
* The mouse system variables, such as <a href="#/p5/mouseX">mouseX</a> and
* <a href="#/p5/mouseY">mouseY</a>, will be updated with their most recent
* value when `mouseDragged()` is called by p5.js:
*
* ```js
* function mouseDragged() {
* if (mouseX < 50) {
* // Code to run if the mouse is on the left.
* }
*
* if (mouseY > 50) {
* // Code to run if the mouse is near the bottom.
* }
* }
* ```
*
* The parameter, `event`, is optional. `mouseDragged()` is always passed a
* <a href="https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent" target="_blank">MouseEvent</a>
* object with properties that describe the mouse drag event:
*
* ```js