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Programmatically triggering mouse move event in Javascript

I have external html5 canvas that you can paint on some lines using your mouse. I want to programmatically paint something one this canvas eg circle but in a form of animation (not painting at once but imitate the way the human would do and paint circle lets say for the duration of 1 sec.

The code on the external is not mine and uses GWT and this way is highly compressed and obfuscated. That's why I thought about triggering a sequence of mousedown, mousemove, sleep, mousemove, mouseup events. I know it's possible to trigger mouse down and up event but what about mouse move event at specific location? Ideally using jQuery.

Have you looked at initMouseEvent and dispatchEvent ?

Here is a link https://developer.mozilla.org/en/Document_Object_Model_%28DOM%29/event.initMouseEvent

The new (non-deprecated) way to do this is with the MouseEvent constructor.

Here's some sample code that you can adapt to your use case:

var gestureTimeoutID;
var periodicGesturesTimeoutID;

window.simulateRandomGesture = function (doneCallback) {
    var target = document.querySelector('canvas');

    var rect = target.getBoundingClientRect();

    var simulateMouseEvent = function simulateMouseEvent(type, point) {
        var event = new MouseEvent(type, {
            'view': window,
            'bubbles': true,
            'cancelable': true,
            'clientX': rect.left + point.x,
            'clientY': rect.top + point.y,
            // you can pass any other needed properties here
        });
        target.dispatchEvent(event);
    };

    var t = 0;

    /* Simple circle:
    var getPointAtTime = (t) => {
        return {
            x: 300 + Math.sin(t / 50) * 150,
            y: 300 + Math.cos(t / 50) * 150,
        };
    };
    */

    // More fun:
    var cx = Math.random() * rect.width;
    var cy = Math.random() * rect.height;
    var gestureComponents = [];
    var numberOfComponents = 5;
    for (var i = 0; i < numberOfComponents; i += 1) {
        gestureComponents.push({
            rx: Math.random() * Math.min(rect.width, rect.height) / 2 / numberOfComponents,
            ry: Math.random() * Math.min(rect.width, rect.height) / 2 / numberOfComponents,
            angularFactor: Math.random() * 5 - Math.random(),
            angularOffset: Math.random() * 5 - Math.random()
        });
    }
    var getPointAtTime = function getPointAtTime(t) {
        var point = { x: cx, y: cy };
        for (var i = 0; i < gestureComponents.length; i += 1) {
            var c = gestureComponents[i];
            point.x += Math.sin(Math.PI * 2 * (t / 100 * c.angularFactor + c.angularOffset)) * c.rx;
            point.y += Math.cos(Math.PI * 2 * (t / 100 * c.angularFactor + c.angularOffset)) * c.ry;
        }
        return point;
    };


    simulateMouseEvent('mousedown', getPointAtTime(t));
    var move = function move() {
        t += 1;
        if (t > 50) {
            simulateMouseEvent('mouseup', getPointAtTime(t));
            if (doneCallback) {
                doneCallback();
            }
        } else {
            simulateMouseEvent('mousemove', getPointAtTime(t));
            gestureTimeoutID = setTimeout(move, 10);
        }
    };
    move();
};

window.simulateRandomGesturesPeriodically = function (delayBetweenGestures) {
    delayBetweenGestures = delayBetweenGestures !== undefined ? delayBetweenGestures : 50;

    var waitThenGo = function waitThenGo() {
        periodicGesturesTimeoutID = setTimeout(function () {
            window.simulateRandomGesture(waitThenGo);
        }, delayBetweenGestures);
    };
    window.simulateRandomGesture(waitThenGo);
};

window.stopSimulatingGestures = function () {
    clearTimeout(gestureTimeoutID);
    clearTimeout(periodicGesturesTimeoutID);
};

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