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14_event.txt
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:chap_num: 14
:prev_link: 13_dom
:next_link: 15_game
= Handling Events =
[chapterquote="true"]
[quote,Marcus Aurelius,Meditations]
____
You have power over your mind—not
outside events. Realize this, and you will find strength.
____
(((stoicism)))(((Marcus Aurelius)))(((input)))(((timeline)))(((control
flow)))Some of the things that a program works with, such as user
input, happen at unpredictable times, in an unpredictable order. This
requires a different approach to control than the one we have used so
far.
== Event handlers ==
(((polling)))(((button)))(((real-time)))Imagine an interface where the
only way to find out whether a button is pressed is to read the
current state of that button. In order to be able to react to button
presses, you would have to constantly read the button's state, so that
you'd catch it before it was released again. It would be dangerous to
perform other computations that took a while, since you might miss a
button press.
That is how things were done on _very_ primitive machines. A step up
would be for the hardware or the ((operating system)) to notice the
button press, and put it in a ((queue)) somewhere. Our program can
then periodically check whether something has appeared in this queue,
and react to what it finds there.
(((responsiveness)))(((user experience)))Of course, it has to remember
to look at the queue, and to do it often, because any time elapsed
between the button being pressed and our program getting around to
seeing if a new event came in will cause the software to feel
unresponsive. This approach is called _((polling))_. Most programmers
avoid it whenever possible.
(((callback function)))(((event handling)))A better mechanism is for
the underlying system to immediately give our code a chance to react
to events as they occur. Browsers do this, by allowing us to register
functions as _handlers_ for specific events.
[source,text/html]
----
<p>Click on this document to activate the handler.</p>
<script>
addEventListener("click", function() {
console.log("You clicked!");
});
</script>
----
(((click event)))(((addEventListener method)))The `addEventListener`
function registers its second argument to be called whenever the event
described by its first argument occurs.
== Events and DOM nodes ==
(((addEventListener method)))(((event handling)))Each ((browser))
event handler is registered in a context. When you call
`addEventListener` as above, you are calling it as a method on the
whole ((window)), because in the browser the ((global scope)) is
equivalent to the `window` object. Every ((DOM)) element has an own
`addEventListener` method, which allows you to listen specifically on
that element.
[source,text/html]
----
<button>Click me</button>
<p>No handler here.</p>
<script>
var button = document.querySelector("button");
button.addEventListener("click", function() {
console.log("Button clicked.");
});
</script>
----
(((click event)))(((button (HTML tag))))The example attaches a handler
to the button node. Thus, clicks on the button cause that handler to
run, whereas clicks on the rest of the document do not.
(((onclick attribute)))(((encapsulation)))An `onclick` attribute put
directly on a node has a similar effect. But a node only has one
`onclick` attribute, so you can only register one handler per node
that way. The `addEventListener` method allows any number of handlers
to be added, so that you can't accidentally replace an already
registered handler.
(((removeEventListener method)))The `removeEventListener` method,
called with the same type of arguments as `addEventListener` removes a
handler again.
[source,text/html]
----
<button>Act-once button</button>
<script>
var button = document.querySelector("button");
function once() {
console.log("Done.");
button.removeEventListener("click", once);
}
button.addEventListener("click", once);
</script>
----
(((function,as value)))In order to be able to unregister it, we had to
give our handler function a name (`once`), so that we can pass the
exact same value that we passed to `addEventListener` to
`removeEventListener`.
== Event objects ==
(((which property)))(((event handling)))(((event object)))Though we
have ignored it in the examples above, event handler functions are
passed an argument: the event object. This object gives us additional
information about the event. For example, if we want to know _which_
((mouse button)) was pressed, we can look at this object's `which`
property.
[source,text/html]
----
<button>Click me any way you want</button>
<script>
var button = document.querySelector("button");
button.addEventListener("mousedown", function(event) {
if (event.which == 1)
console.log("Left button");
else if (event.which == 2)
console.log("Middle button");
else if (event.which == 3)
console.log("Right button");
});
</script>
----
(((event type)))(((type property)))The information stored in an event
object differs per type of event. We'll discuss various types further
on in this chapter. The object's `type` property always holds a string
identifying the event (for example `"click"` or `"mousedown"`).
== Propagation ==
indexsee:[bubbling,event propagation]
indexsee:[propagation,event propagation]
(((event propagation)))(((parent node)))Event handlers registered on
nodes with children will also receive some events that happen in the
children. If a button inside a paragraph is clicked, event handlers on
the paragraph will also receive the click event.
(((event handling)))But if both the paragraph and the button have a
handler, the more specific handler—the one on the button—gets to go
first. The event _propagates_ outwards, from the node where it
happened, to that node's parent node, and on to the root of the
document. Finally, after all handlers registered on a specific node
have had their turn, handlers registered on the whole ((window)) get a
chance to respond to the event.
(((stopPropagation method)))(((click event)))At any point, an event
handler can call the `stopPropagation` method on the event object to
prevent handlers “further up” from receiving the event. This can be
useful when, for example, you have a button inside another clickable
element, and you don't want clicks on the button to activate the outer
element's click behavior.
(((mousedown event)))The example below registers mousedown handler on
both a button and the paragraph around it. When clicked with the right
mouse button, the handler for the button calls `stopPropagation`,
which will prevent the handler on the paragraph from running. When the
button is clicked with another ((mouse button)), both handlers will
run.
[source,text/html]
----
<p>A paragraph with a <button>button</button>.</p>
<script>
var para = document.querySelector("p");
var button = document.querySelector("button");
para.addEventListener("mousedown", function() {
console.log("Handler for paragraph.");
});
button.addEventListener("mousedown", function(event) {
console.log("Handler for button.");
if (event.which == 3)
event.stopPropagation();
});
</script>
----
(((event propagation)))(((target property)))Event objects have a
`target` property that refers to the node where they originate. You
can also use this to ensure that you are not accidentally handling
something that propagated up from a node you do not want to handle. It
is also possible to use the `target` property to cast a wide net for a
specific type of event—for example, if you have a node containing a
long list of buttons and you want to handle clicks on these buttons,
it may be more convenient to register a single click handler on the
outer node, and have it use the `target` property to figure out
whether a button was clicked, than to register individual handlers on
all of the buttons.
[source,text/html]
----
<button>A</button>
<button>B</button>
<button>C</button>
<script>
document.body.addEventListener("click", function(event) {
if (event.target.nodeName == "BUTTON")
console.log("Clicked", event.target.textContent);
});
</script>
----
== Default actions ==
(((scrolling)))(((default behavior)))(((event handling)))Many events
have a default action associated with them by the browser. If you
click a ((link)), you will be taken to the link's target. If you press
the down arrow, the browser will scroll the page down. If you
right-click, you get a context menu. And so on.
(((preventDefault method)))For most types of events, the JavaScript
event handlers are called _before_ the default behavior is performed.
When the handler has taken care of handling the event, and does not
want the normal behavior to happen in addition, it can call the
`preventDefault` method on the event object.
(((expectation)))This can be used to implement your own ((keyboard))
shortcuts or ((context menu)). It can also be used to obnoxiously
interfere with the behavior that users expect. For example, here is a
link that can not be followed:
[source,text/html]
----
<a href="https://developer.mozilla.org/">MDN</a>
<script>
var link = document.querySelector("a");
link.addEventListener("click", function(event) {
console.log("Nope.");
event.preventDefault();
});
</script>
----
Try not to do such things unless you have a really good reason to. For
people using your page, it can be very unpleasant when expected
behavior is broken.
Depending on the browser, some events can not be intercepted. On
Chrome, for example, ((keyboard)) shortcuts to close the current tab
(Control-W or Command-W) can not be handled by JavaScript.
== Key events ==
(((keyboard)))(((keydown event)))(((keyup event)))(((event
handling)))When a key on the keyboard is pressed down, your browser
fires a `"keydown"` event. When it is released again, a `"keyup"`
event is fired.
[source,text/html]
[focus="yes"]
----
<p>This page turns violet when you hold the V key.</p>
<script>
addEventListener("keydown", function(event) {
if (event.keyCode == 86)
document.body.style.background = "violet";
});
addEventListener("keyup", function(event) {
if (event.keyCode == 86)
document.body.style.background = "";
});
</script>
----
(((repeating key)))Despite its name, `"keydown"` is not only fired
when the key is physically pushed down. When a key is pressed and
held, the event is fired again every time the key _repeats_.
Sometimes, for example when you want to increase the acceleration of
your ((game)) character when an arrow key is pressed, and decrease it
again when the key is released, you have to be careful not to increase
it again every time the key repeats, or you'd end up with
unintentionally huge values.
(((keyCode property)))(((key code)))The example above looked at the
`keyCode` property of the event object. This is the way we can
identify which key is being pressed or released. Unfortunately, it
holds a number, and translating that number to an actual key is not
always obvious.
(((event object)))(((charCodeAt method)))For letter and number keys,
the associated key code will be the ((Unicode)) character code
associated with the (upper case) letter printed on the key. The
`charCodeAt` method on ((string))s gives us a way to find this code:
[source,javascript]
----
console.log("Violet".charCodeAt(0));
// → 86
console.log("1".charCodeAt(0));
// → 49
----
Other keys have less predictable ((key code))s. The best way to find
the codes you need is usually by ((experiment))—register a key event
handler that logs the key codes it gets, and press the key you are
interested in.
(((modifier key)))(((shift key)))(((control key)))(((alt key)))(((meta
key)))(((command key)))(((ctrlKey property)))(((shiftKey
property)))(((altKey property)))(((metaKey property)))Modifier keys
like shift, control, alt, and meta (“Command” on Mac) generate key
events just like normal keys. But when looking for key combinations,
you can also also find out whether these keys are held down by looking
at the `shiftKey`, `ctrlKey`, `altKey`, and `metaKey` properties of
keyboard (and mouse) events.
[source,text/html]
[focus="yes"]
----
<p>Press Control-Space to continue.</p>
<script>
addEventListener("keydown", function(event) {
if (event.keyCode == 32 && event.ctrlKey)
console.log("Continuing!");
});
</script>
----
(((typing)))(((fromCharCode function)))(((charCode
property)))(((keydown event)))(((keyup event)))(((keypress event)))The
`"keydown"` and `"keyup"` events give you information about the
physical key that is being hit. When you are interested in ((text))
that is being typed, deriving that text from key codes is awkward.
Instead, there exists another event, `"keypress"`, for this purpose.
It is fired right after `"keydown"` (and repeated along with
`"keydown"` when the key is held), but only for keys that produce
character input. The `charCode` property in the event object contains
a code that can be interpreted as a ((Unicode)) character code. The
`String.fromCharCode` function can be used to turn this code into an
actual (single-character) ((string)).
[source,text/html]
[focus="yes"]
----
<p>Focus this page and type something.</p>
<script>
addEventListener("keypress", function(event) {
console.log(String.fromCharCode(event.charCode));
});
</script>
----
(((button (HTML tag))))(((tabindex attribute)))The ((DOM)) node where
key events originate depends on the element that is currently
((focus))ed. Normal nodes can not be focused (unless you give them a
`tabindex` attribute), but things like ((link))s, buttons, and form
fields can. We'll come back to form ((field))s in
link:18_forms.html#forms[Chapter 18]. When nothing in particular is
focused, `document.body` acts as the target node of key events.
== Mouse clicks ==
(((mousedown event)))(((mouseup event)))(((mouse cursor)))Clicking a
((mouse button)) also causes a number of events to be fired. The
`"mousedown"` and `"mouseup"` events are similar to `"keydown"` and
`"keyup"`, fired when the button is pressed and released. These will
happen on the DOM nodes that are immediately below the mouse pointer
when the event occurs.
(((click event)))After the `"mouseup"` event, a `"click"` event is
fired on the most specific node that contained both the press and the
release of the button. For example, if I press down the mouse button
on one paragraph, and then move the pointer to another paragraph and
release the button, the `"click"` event will happen on the element
that contains both those paragraphs.
(((dblclick event)))(((double click)))If two clicks quickly follow
each other, a `"dblclick"` (double click) event is also fired, after
the second click event.
(((pixel)))(((pageX property)))(((pageY property)))(((event
object)))To get precise information about the place where a mouse
event happened, you can look at its `pageX` and `pageY` properties,
which contain the event's ((coordinates)) (in pixels) relative to the
top left corner of the document.
[[mouse_drawing]]
(((border-radius (CSS))))(((absolute positioning)))(((drawing program
example)))The following implements a primitive drawing program. Every
time you click on the document, it adds a dot under your mouse
pointer. See link:19_paint.html#paint[Chapter 19] for a less primitive
drawing program.
[source,text/html]
----
<style>
body {
height: 200px;
background: beige;
}
.dot {
height: 8px; width: 8px;
border-radius: 4px; /* rounds corners */
background: blue;
position: absolute;
}
</style>
<script>
addEventListener("click", function(event) {
var dot = document.createElement("div");
dot.className = "dot";
dot.style.left = (event.pageX - 4) + "px";
dot.style.top = (event.pageY - 4) + "px";
document.body.appendChild(dot);
});
</script>
----
(((clientX property)))(((clientY property)))(((getBoundingClientRect
method)))(((event object)))The `clientX` and `clientY` properties are
similar to `pageX` and `pageY`, but relative to the part of the
document that is currently scrolled into view. These can be useful
when comparing mouse coordinates with the ((coordinates)) returned by
`getBoundingClientRect`, which also returns ((viewport))-relative
coordinates.
== Mouse motion ==
(((mousemove event)))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.
(((draggable bar example)))As an example, the program below displays a
bar, and sets up event handlers so that dragging to the left or right
on this bar makes it narrower or wider.
[source,text/html]
----
<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 moved(event) {
if (event.which != 1) {
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>
----
ifdef::tex_target[]
image::img/drag-bar.png[alt="A draggable bar",width="5.3cm"]
endif::tex_target[]
(((mouseup event)))(((mousemove event)))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.
(((mouseover event)))(((mouseout event)))Whenever the mouse pointer
enters or leaves a node, the `"mouseover"` or `"mouseout"` event is
fired on this node. This can be used, among other things, to create
((hover effect))s, showing or styling something when the mouse is over
a given element.
(((event propagation)))Unfortunately, that is not as simple as it
would initially seem. When the mouse moves from a node onto one of its
children, `"mouseout"` is also fired on the parent node. 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 node))s of the node on which the handler is registered.
(((isInside function)))(((relatedTarget property)))(((target
property)))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 only want to change our hover effect when the `relatedTarget` is
outside of our target node. When that is the case, it means that this
event actually represents a _crossing over_ from outside to inside the
node (or the other way around).
[source,text/html]
----
<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)) _((pseudo-selector))_ `:hover`, as the next
example shows. But when your hover effect involves doing something
more complicated than changing a style on the target node, the trick
with `"mouseover"` and `"mouseout"` events must be used.
[source,text/html]
----
<style>
p:hover { color: red }
</style>
<p>Hover over this <strong>paragraph</strong>.</p>
----
== Scroll events ==
(((scrolling)))(((scroll event)))(((event handling)))Whenever an
element is scrolled, a `"scroll"` event is fired on it. This has
various uses, such as knowing what the user is currently looking at
(for disabling off-screen ((animation))s or sending ((spy)) reports to
your evil headquarters) or showing some indication of progress (by
highlighting a part of a table of contents, or showing a page number).
The example below draws a ((progress bar)) in the top right corner of
the document, and updates it to fill up as you scroll down.
[source,text/html]
----
<style>
.progress {
border: 1px solid blue;
width: 100px;
position: fixed;
top: 10px; right: 10px;
}
.progress > div {
height: 12px;
background: blue;
width: 0%;
}
body {
height: 2000px;
}
</style>
<div class="progress"><div></div></div>
<p>Scroll me...</p>
<script>
var bar = document.querySelector(".progress div");
addEventListener("scroll", function() {
var max = document.body.scrollHeight - innerHeight;
var percent = (pageYOffset / max) * 100;
bar.style.width = percent + "%";
});
</script>
----
(((unit (CSS))))(((scrolling)))(((position (CSS))))(((fixed positioning)))(((absolute
positioning)))(((percent)))Giving an element a `position` of `fixed`
acts much like an `absolute` position, but also prevents it from
scrolling along with the rest of the document. This is used to make
our progress bar stay in its corner. Inside of it is another element,
which is resized to indicate the current progress. We use `%`, rather
than `px` as a unit when setting the width, so that the element is
sized relative to the whole bar.
(((innerHeight property)))(((innerWidth property)))(((pageYOffset
property)))The global `innerHeight` variable gives us the height of
the window, which we have to subtract from the total scrollable
height, because you can't scroll down anymore when the bottom of the
screen has reached the bottom of the document. (There is, of course,
also `innerWidth`.) By dividing `pageYOffset` (the current scroll
position) by the maximum scroll position, and multiplying that by a
hundred, we get the percentage that we want to display.
(((preventDefault method)))Calling `preventDefault` on a scroll event
does not prevent the scrolling from happening. In fact, the event
handler is called only _after_ the scrolling took place.
== Focus events ==
(((event handling)))(((focus event)))(((blur event)))When an element
is ((focus))ed, the browser fires a `"focus"` event on it. When it
loses focus, a `"blur"` event fires.
(((event propagation)))Unlike to the events discussed earlier, these
two events do not propagate. A handler on a parent element is not
notified when a child element is focused or unfocused.
(((input (HTML tag))))(((help text example)))The example below
displays a help text for the ((text field)) that is currently focused.
[source,text/html]
----
<p>Name: <input type="text" data-help="Your full name"></p>
<p>Age: <input type="text" data-help="Age in years"></p>
<p id="help"></p>
<script>
var help = document.querySelector("#help");
var fields = document.querySelectorAll("input");
for (var i = 0; i < fields.length; i++) {
fields[i].addEventListener("focus", function(event) {
var text = event.target.getAttribute("data-help");
help.textContent = text;
});
fields[i].addEventListener("blur", function(event) {
help.textContent = "";
});
}
</script>
----
ifdef::tex_target[]
image::img/help-field.png[alt="Providing help when a field is focused",width="4.4cm"]
endif::tex_target[]
(((focus event)))(((blur event)))The ((window)) object will receive
`"focus"` and `"blur"` events when the user moves from or to the tab
or window in which the document is shown.
== Load event ==
(((script (HTML tag))))(((initialization)))(((load event)))When a page
finishes loading, the `"load"` event is fired on the window and the
document body. This is often used to schedule actions that initialize
something, but require the whole ((document)) to have been built up.
Remember that the content of `<script>` tags is run immediately, when
the tag is encountered. This is often too soon, for example when the
script needs to do something with parts of the document that appear
after the `<script>` tag.
(((event propagation)))(((img (HTML tag))))Elements like ((image))s
and script tags that load an external file also have a `"load"` event
that indicates the files they reference were loaded. Like the
focus-related events, loading events do not propagate.
(((beforeunload event)))(((page reload)))(((preventDefault
method)))When a page is closed or navigated away from (for example by
following a link), a `"beforeunload"` event is fired. The main use of
this event is to prevent the user from accidentally losing work by
closing a document. Preventing the page from unloading is not, as you
might expect, done with the `preventDefault` method. Instead, it is
done by returning a string from the handler. This string will be used
in a dialog that asks the user if they want to stay on the page or
leave it. This mechanism ensures that a user is able to leave the
page, even if it running a ((malicious script)) that would prefer to
keep them there forever, in order to force them to look at dodgy
weight loss ads.
[[timeline]]
== Script execution timeline ==
(((requestAnimationFrame function)))(((event
handling)))(((timeline)))(((script (HTML tag))))There are various
things that can cause a script to start executing. Reading a
`<script>` tag is obviously one such thing. An event firing is
another. link:13_dom.html#animationFrame[Chapter 13] discussed the
`requestAnimationFrame` function, which schedules a function to be
called before the next page redraw. That is yet another way in which a
script can start running.
(((parallelism)))(((concurrency)))(((blocking)))It is important to
understand that, even though events can fire at any time, no two
scripts in a single document ever run at the same moment. If a script
is already running, event handlers and pieces of program scheduled in
other ways have to wait for their turn. This is also the reason why a
document will freeze when a script runs for a long time. The browser
can not react to clicks and other events inside the document, because
it can not run event handlers until the current script finishes
running.
(((performance)))(((complexity)))Some programming environments do
allow multiple _((thread))s of execution_ to run at the same time.
Doing multiple things at the same time can be used to make a program
faster. But when you have multiple actors touching the same parts of
the system at the same time, thinking about a program becomes at least
an order of magnitude harder.
The fact that JavaScript programs only do one thing at a time makes
our life easier. For cases where you _really_ do want to do some
time-consuming thing in the background, without freezing the document,
browsers provide something called _((Web Worker))s_. A worker is an
isolated JavaScript ((environment)), which runs alongside the main
program for a document, and can only communicate with it by sending
and receiving ((message))s.
Assume we have the following code in a file called `code/squareworker.js`:
[source,javascript]
----
addEventListener("message", function(event) {
postMessage(event.data * event.data);
});
----
Imagine that squaring a number is a heavy, long-running computation
that we want to perform in a background ((thread)). This code spawns a
worker, sends it a few messages, and outputs the responses.
// test: no
[source,javascript]
----
var squareWorker = new Worker("code/squareworker.js");
squareWorker.addEventListener("message", function(event) {
console.log("The worker responded:", event.data);
});
squareWorker.postMessage(10);
squareWorker.postMessage(24);
----
(((postMessage method)))(((message event)))The `postMessage` function
sends a message, which will cause a `"message"` event to fire in the
receiver. The script that created the worker sends and receives
messages through the `Worker` object, whereas the worker talks to the
script that created it by sending and listening directly on its
((global scope))—which is a _new_ global scope, not shared with the
original script.
== Setting timers ==
(((timeout)))(((setTimeout function)))The `setTimeout` function is
similar to `requestAnimationFrame`. It schedules another function to
be called later. But instead of having it called at the next redraw,
it is given an amount of milliseconds to wait before calling the
function. This page turns from blue to yellow after two seconds:
[source,text/html]
----
<script>
document.body.style.background = "blue";
setTimeout(function() {
document.body.style.background = "yellow";
}, 2000);
</script>
----
(((clearTimeout function)))Sometimes you need to cancel a function you
have scheduled. This is done by storing the value returned by
`setTimeout`, and calling `clearTimeout` on it.
[source,javascript]
----
var bombTimer = setTimeout(function() {
console.log("BOOM!");
}, 500);
if (Math.random() < .5) { // 50% chance
console.log("Defused.");
clearTimeout(bombTimer);
}
----
(((cancelAnimationFrame function)))(((requestAnimationFrame
function)))The `cancelAnimationFrame` function works in the same way
as ++clearTimeout++—calling it on a value returned by
`requestAnimationFrame` will cancel that frame (assuming it hasn't
already been called).
(((setInterval function)))(((clearInterval
function)))(((repetition)))A similar set of functions, `setInterval`
and `clearInterval` are used to set timers that should repeat every X
milliseconds.
[source,javascript]
----
var ticks = 0;
var clock = setInterval(function() {
console.log("tick", ticks++);
if (ticks == 10) {
clearInterval(clock);
console.log("stop.");
}
}, 200);
----
== Debouncing ==
(((optimization)))(((mousemove event)))(((scroll
event)))(((blocking)))Some types of events have the potential to fire
rapidly, many times in a row. The `"mousemove"` and `"scroll"` events,
for example. When handling such events, you must be careful not to do
anything too time-consuming, or your handler will take up so much time
that interaction with the document starts to feel slow and choppy.
(((setTimeout function)))If you do need to do something non-trivial in
such a handler, you can use `setTimeout` to make sure you are not
doing it too often. This is usually called _((debouncing))_ the event.
There are several slightly different approaches to this.
(((textarea (HTML tag))))(((clearTimeout function)))(((keydown
event)))In the first example, we want to do something when the user
has typed something, but we don't want to do it immediately for every
key event. When they are ((typing)) quickly, we just want to wait
until a pause occurs. This is done by not immediately performing an
action in the event handler, but setting a timeout instead. We also
clear the previous timeout (if any), so that when events occur close
together (closer than our timeout delay), the timeout from the
previous event will be canceled.
[source,text/html]
----
<textarea>Type something here...</textarea>
<script>
var textarea = document.querySelector("textarea");
var timeout;
textarea.addEventListener("keydown", function() {
clearTimeout(timeout);
timeout = setTimeout(function() {
console.log("You stopped typing.");
}, 500);
});
</script>
----
(((sloppy programming)))Giving an undefined value to `clearTimeout` or
calling it on a timeout that already fired has no effect. Thus, we
don't have to be careful about when to call it, and simply do so for
every event.
(((mousemove event)))A slightly different pattern occurs when we want
to space responses to an event at least a certain amount of ((time))
apart, but do want to fire them _during_ a series of events, not just
afterwards. For example, we want to respond to `"mousemove"` events by
showing the current coordinates of the mouse, but only every 250
milliseconds.
[source,text/html]
----
<script>
function displayCoords(event) {
document.body.textContent =
"Mouse at " + event.pageX + ", " + event.pageY;
}
var scheduled = false, lastEvent;
addEventListener("mousemove", function(event) {
lastEvent = event;
if (!scheduled) {
scheduled = true;
setTimeout(function() {
scheduled = false;
displayCoords(lastEvent);
}, 250);
}
});
</script>
----
== Summary ==
Event handlers make it possible to detect and react to events we have
no direct control over. The `addEventListener` method is used to
register such a handler.
Each event has a name (`"keydown"`, `"focus"`, etc.) that identifies
it. Most events are called on a specific DOM elements, and then
_propagate_ to that element's ancestor elements, allowing handlers
associated with those elements to handle them.
When an event handler is called, it is passed an event object with
additional information about the event. This object also has methods
that allow us to stop further propagation (`stopPropagation`) and
prevent the browser's default handling of the event
(`preventDefault`).
Pressing a key fires `"keydown"`, `"keypress"`, and `"keyup"` events.
Pressing a mouse button fires `"mousedown"`, `"mouseup"`, and
`"click"` events. Moving the mouse fires `"mousemove"` and possibly
`"mouseenter"` and `"mouseout"` events.
Scrolling can be detected with the `"scroll"` event, and focus changes
with the `"focus"` and `"blur"` events. When the document finishes
loading, a `"load"` event fires on the window.
Only one piece of JavaScript program can run at a time. Thus, event
handlers and other scheduled scripts have to wait until other scripts
finish before they get their turn.
== Exercises ==
=== Censored keyboard ===
(((Turkish)))(((Kurds)))(((censored keyboard (exercise))))Between 1928
and 2013, Turkish law forbade the use of the letters “Q”, “W”, and “X”
in official documents. This was part of a wider initiative to stifle
Kurdish culture—those letters occur in the language used by Kurdish
people, but not in Istanbul Turkish.
(((typing)))(((input (HTML tag))))As an exercise in doing ridiculous
things with technology, I'm asking you to program a ((text field)) (an
`<input type="text">` tag) in such a way that these letters can not be
typed into it.
(((clipboard)))(Do not worry about copy-paste and other such
loopholes.)
ifdef::html_target[]
// test: no
[source,text/html]
----
<input type="text">
<script>
var field = document.querySelector("input");
// Your code here.
</script>
----
endif::html_target[]
!!solution!!
(((keypress event)))(((keydown event)))(((preventDefault
method)))(((censored keyboard (exercise))))The solution to this exercise
involves preventing the ((default behavior)) of key events. You can
handle either `"keypress"` (the most obvious) or `"keydown"`. If
either of them has `preventDefault` called on it, the letter will not
appear.
(((keyCode property)))(((charCode
property)))(((capitalization)))Identifying the letter typed requires
looking at the `keyCode` or `charCode` property, and comparing that
with the codes for the letters we want to filter. In `"keydown"`, you
do not have to worry about lower- and upper-case letters, since it
only identifies the key pressed. If you decided to handle `"keypress"`
instead, which identifies actual characters typed, you have to make
sure you test both for both cases. One way to do that would be this:
----
/[qwx]/i.test(String.fromCharCode(event.charCode))
----
!!solution!!
=== Mouse trail ===
(((animation)))(((mouse trail (exercise))))In JavaScript's early days,
which was the high time of ((gaudy homepages)) with lots of animated
images, people came up with some truly inspiring ways to use the
language.
One of these was the “mouse trail”—a series of images following the
mouse as you moved it across the page.
(((absolute positioning)))(((background (CSS))))In this exercise, I
want you to implement a mouse trail. Use absolutely positioned `<div>`
elements with a fixed size and background color (refer back to the
link:14_event.html#mouse_drawing[code] in the section on mouse click
events for an example). Create twelve such elements, and when the
mouse moves, display them in the wake of the mouse pointer, somehow.
(((mousemove event)))There are various possible approaches here. You
can make your solution as complex as you want. To start with, a simple
solution is to keep a fixed number of trail elements, and cycle
through them, moving the next one to the mouse's current position
every time a `"mousemove"` event occurs.
ifdef::html_target[]
// test: no
[source,text/html]
----
<style>