Reputation: 2473
I have JavaScript/JQuery code taken from this tutorial
When I use 1.5.2 version of JQuery, this code works absolutely fine. But when I use the latest version of JQuery (1.9.1), this code does not work. What needs to be changed for this code to work in the latest JQuery.
Here is a version with JQuery 1.5.2
Here is a version with JQuery 1.9.1
As you can see Jquery 1.5.2 works but not 1.9.1.
var canvas, ctx;
var circles = [];
var selectedCircle;
var hoveredCircle;
// -------------------------------------------------------------
// objects :
function Circle(x, y, radius){
this.x = x;
this.y = y;
this.radius = radius;
}
// -------------------------------------------------------------
// draw functions :
function clear() { // clear canvas function
ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height);
}
function drawCircle(ctx, x, y, radius) { // draw circle function
ctx.fillStyle = 'rgba(255, 35, 55, 1.0)';
ctx.beginPath();
ctx.arc(x, y, radius, 0, Math.PI*2, true);
ctx.closePath();
ctx.fill();
}
function drawScene() { // main drawScene function
clear(); // clear canvas
ctx.beginPath(); // custom shape begin
ctx.fillStyle = 'rgba(255, 110, 110, 0.5)';
ctx.moveTo(circles[0].x, circles[0].y);
for (var i=0; i<circles.length; i++) {
ctx.lineTo(circles[i].x, circles[i].y);
}
ctx.closePath(); // custom shape end
ctx.fill(); // fill custom shape
ctx.lineWidth = 5;
ctx.strokeStyle = 'rgba(0, 0, 255, 0.5)';
ctx.stroke(); // draw border
for (var i=0; i<circles.length; i++) { // display all our circles
drawCircle(ctx, circles[i].x, circles[i].y, (hoveredCircle == i) ? 25 : 15);
}
}
// -------------------------------------------------------------
// initialization
$(function(){
canvas = document.getElementById('scene');
ctx = canvas.getContext('2d');
var circleRadius = 15;
var width = canvas.width;
var height = canvas.height;
var circlesCount = 7; // we will draw 7 circles randomly
for (var i=0; i<circlesCount; i++) {
var x = Math.random()*width;
var y = Math.random()*height;
circles.push(new Circle(x,y,circleRadius));
}
// binding mousedown event (for dragging)
$('#scene').mousedown(function(e) {
var canvasPosition = $(this).offset();
var mouseX = e.layerX || 0;
var mouseY = e.layerY || 0;
for (var i=0; i<circles.length; i++) { // checking through all circles - are mouse down inside circle or not
var circleX = circles[i].x;
var circleY = circles[i].y;
var radius = circles[i].radius;
if (Math.pow(mouseX-circleX,2) + Math.pow(mouseY-circleY,2) < Math.pow(radius,2)) {
selectedCircle = i;
break;
}
}
});
$('#scene').mousemove(function(e) { // binding mousemove event for dragging selected circle
var mouseX = e.layerX || 0;
var mouseY = e.layerY || 0;
if (selectedCircle != undefined) {
var canvasPosition = $(this).offset();
var radius = circles[selectedCircle].radius;
circles[selectedCircle] = new Circle(mouseX, mouseY,radius); // changing position of selected circle
}
hoveredCircle = undefined;
for (var i=0; i<circles.length; i++) { // checking through all circles - are mouse down inside circle or not
var circleX = circles[i].x;
var circleY = circles[i].y;
var radius = circles[i].radius;
if (Math.pow(mouseX-circleX,2) + Math.pow(mouseY-circleY,2) < Math.pow(radius,2)) {
hoveredCircle = i;
break;
}
}
});
$('#scene').mouseup(function(e) { // on mouseup - cleaning selectedCircle
selectedCircle = undefined;
});
setInterval(drawScene, 30); // loop drawScene
});
Upvotes: 1
Views: 354
Reputation: 476
Change:
e.layerX
e.layerY
to
e.originalEvent.layerX
e.originalEvent.layerY
And that work :)
(http://jsbin.com/ukagas/3/edit)
Upvotes: 1
Reputation: 1075537
jQuery no longer blindly copies all properties of Event
objects from the real event object to the one that jQuery provides, so these lines:
var mouseX = e.layerX || 0;
var mouseY = e.layerY || 0;
...are failing (always returning 0
for both mouseX
and mouseY
) in mousedown
and mousemove
handlers, because the jQuery event object doesn't have layerX
and layerY
.
jQuery makes the original event object available as originalEvent
, though, so this fixes it:
var mouseX = e.originalEvent.layerX || 0;
var mouseY = e.originalEvent.layerY || 0;
Or to be compatible with multiple versions:
var mouseX = e.layerX || e.originalEvent.layerX || 0;
var mouseY = e.layerY || e.originalEvent.layerY || 0;
Upvotes: 2