openreplay/frontend/app/player/web/managers/MouseMoveManager.ts
Delirium 35461acaf3
[WIP] Mobile replayer (#1452)
* fix(ui): fix up mobile recordings display

* fix(ui): some messages

* fix(ui): some messages

* fix(player): fix msg generation for ios messages

* feat(player): add generic mmanager interface for ios player impl

* feat(player): mobile player and message manager; touch manager; videoplayer

* feat(player): add iphone shells, add log panel,

* feat(player): detect ios sessions and inject correct player

* feat(player): move screen mapper to utils

* feat(player): events panel for mobile, map shell sizes to device type data,

* feat(player): added network tab to mobile player; unify network message (ios and web)

* feat(player): resize canvas up to phone screen size, fix capitalize util

* feat(player): some general changes to support mobile events and network entries

* feat(player): remove swipes from timeline

* feat(player): more stuff for list walker

* fix(ui): performance tab, mobile project typings and form

* fix(ui):some ui touches for ios replayer shell

* fix(ui): more fixes for ui, new onboarding screen for mobile projects

* feat(ui): mobile overview panel (xray)

* feat(ui): fixes for phone shell and tap events

* fix(tracker): change phone shells and sizes

* fix(tracker): fix border on replay screen

* feat(ui): use crashes from db to show in session

* feat(ui): use event name for xray

* feat(ui): some overall ui fixes

* feat(ui): IOS -> iOS

* feat(ui): change tags to ant d

* fix(ui): fast fix

* fix(ui): fix for capitalizer

* fix(ui): fix for browser display

* fix(ui): fix for note popup

* fix(ui): change exceptions display

* fix(ui): add click rage to ios xray

* fix(ui): some icons and resizing

* fix(ui): fix ios context menu overlay, fix console logs creation for ios

* feat(ui): added icons

* feat(ui): performance warnings

* feat(ui): performance warnings

* feat(ui): different styles

* feat(ui): rm debug true

* feat(ui): fix warnings display

* feat(ui): some styles for animation

* feat(ui): add some animations to warnings

* feat(ui): move perf warnings to performance graph

* feat(ui): hide/show warns dynamically

* feat(ui): new mobile touch animation

* fix(tracker): update msg for ios

* fix(ui): taprage fixes

* fix(ui): regenerate icons and messages

* fix(ui): fix msgs

* fix(backend): fix events gen

* fix(backend): fix userid msg
2023-10-27 12:12:09 +02:00

65 lines
2.1 KiB
TypeScript

import type Screen from '../Screen/Screen'
import type { MouseMove } from "../messages";
import { HOVER_CLASSNAME } from '../messages/rewriter/constants'
import ListWalker from '../../common/ListWalker'
import MouseTrail from '../addons/MouseTrail'
import styles from './trail.module.css'
import { MOUSE_TRAIL } from "App/constants/storageKeys";
export default class MouseMoveManager extends ListWalker<MouseMove> {
private hoverElements: Array<Element> = []
private mouseTrail: MouseTrail | undefined
private readonly removeMouseTrail: boolean = false
constructor(private screen: Screen) {
super()
const canvas = document.createElement('canvas')
canvas.id = 'openreplay-mouse-trail'
canvas.className = styles.canvas
this.removeMouseTrail = localStorage.getItem(MOUSE_TRAIL) === 'false'
if (!this.removeMouseTrail) {
this.mouseTrail = new MouseTrail(canvas)
}
this.screen.overlay.appendChild(canvas)
this.mouseTrail?.createContext()
const updateSize = (w: number, h: number) => {
return this.mouseTrail?.resizeCanvas(w, h)
}
this.screen.setOnUpdate(updateSize)
}
private getCursorTargets() {
return this.screen.getElementsFromInternalPoint(this.current!)
}
private updateHover(): void {
const curHoverElements = this.getCursorTargets()
const diffAdd = curHoverElements.filter(elem => !this.hoverElements.includes(elem))
const diffRemove = this.hoverElements.filter(elem => !curHoverElements.includes(elem))
this.hoverElements = curHoverElements
diffAdd.forEach(elem => {
elem.classList.add(HOVER_CLASSNAME)
})
diffRemove.forEach(elem => {
elem.classList.remove(HOVER_CLASSNAME)
})
}
reset(): void {
this.hoverElements.length = 0
}
move(t: number) {
const lastMouseMove = this.moveGetLast(t)
if (!!lastMouseMove) {
this.screen.cursor.move(lastMouseMove)
//window.getComputedStyle(this.screen.getCursorTarget()).cursor === 'pointer' // might influence performance though
this.updateHover()
this.mouseTrail?.leaveTrail(lastMouseMove.x, lastMouseMove.y)
}
}
}