Fixed bug with releases firing without presses
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parent
acc2584779
commit
bfec7a220a
16
index.html
16
index.html
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@ -38,7 +38,7 @@ body {
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z-index: 100;
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}
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button {
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#draw-tools > button, #file-tools > button {
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vertical-align: top;
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display: inline-block;
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margin: 5px;
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@ -120,6 +120,17 @@ button.active, .info-icon {
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display: inline-block;
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}
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.close-dialog-button, #import-submit-button, #text-tool-close {
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position: absolute;
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right: 0px;
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bottom: 0px;
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margin: 5px;
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}
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#import-submit-button {
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margin-right: 70px;
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}
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#ascii-canvas {
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position: fixed;
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left: 0px;
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@ -223,9 +234,10 @@ textarea {
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<div class="info-icon erase-image"></div><div class="info-description">Drag out an area to erase.</div><br>
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<div class="info-icon move-image"></div><div class="info-description">Resize boxes and lines, just drag a line to change it.</div><br>
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<div class="info-icon text-image"></div><div class="info-description">Press where to start writing, and type the text you want.</div><br>
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<p> To move around the screen, hold CTRL on desktop and drag. On mobile, drag quickly to move and press and hold to start drawing.</p>
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<button id="use-lines-button">Lines Mode</button>
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<button id="use-ascii-button">ASCII Mode</button>
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<button id="use-ascii-button">ASCII Mode</button><br>
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<button class="close-dialog-button">Close</button>
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</div>
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@ -51,7 +51,7 @@ function da(a, b) {
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}
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function ea(a, b) {
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this.position = a;
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this.A = b;
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this.B = b;
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}
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;function z(a) {
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this.state = a;
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@ -328,8 +328,8 @@ function T() {
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this.cells = Array(2E3);
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this.i = [];
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this.d = !0;
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this.A = [];
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this.w = [];
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this.v = [];
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for (var a = 0;a < this.cells.length;a++) {
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this.cells[a] = Array(600);
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for (var b = 0;b < this.cells[a].length;b++) {
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@ -359,7 +359,7 @@ function H(a, b, c) {
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}
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function K(a) {
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for (var b in a.i) {
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a.i[b].A.f = null;
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a.i[b].B.f = null;
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}
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a.i.length = 0;
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}
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@ -384,7 +384,7 @@ function L(a, b) {
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});
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a.i.length = 0;
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for (var g in d) {
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var k = d[g].A;
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var k = d[g].B;
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c.push(new da(d[g].position, null != k.value ? k.value : " "));
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var h = w(k);
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if ("\u2009" == h || " " == h) {
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@ -393,13 +393,13 @@ function L(a, b) {
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k.f = null;
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k.value = h;
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}
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d = b ? a.v : a.w;
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d = b ? a.w : a.A;
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0 < c.length && (50 < d.length && d.shift(), d.push(c));
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a.d = !0;
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}
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function U(a) {
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if (0 != a.w.length) {
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var b = a.w.pop(), c;
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if (0 != a.A.length) {
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var b = a.A.pop(), c;
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for (c in b) {
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var e = b[c];
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I(a, e.position, e.value);
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@ -408,8 +408,8 @@ function U(a) {
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}
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}
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function V(a) {
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if (0 != a.v.length) {
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var b = a.v.pop(), c;
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if (0 != a.w.length) {
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var b = a.w.pop(), c;
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for (c in b) {
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var e = b[c];
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I(a, e.position, e.value);
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@ -455,7 +455,7 @@ W.prototype.p = function(a) {
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this.o = b;
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};
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function X(a) {
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(a.mode = 2) && a.c.end();
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2 == a.mode && a.c.end();
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a.mode = 0;
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a.t = null;
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a.u = null;
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@ -623,11 +623,11 @@ function Y(a) {
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this.n();
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}
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function ma(a, b) {
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a.B = b;
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a.v = b;
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a.F = $.now();
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a.k = !1;
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window.setTimeout(function() {
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if (!this.k && !this.r) {
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if (!this.k && !this.r && null != this.v) {
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var a = this.b;
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a.mode = 2;
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a.c.start(B(a.view, b));
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@ -635,7 +635,7 @@ function ma(a, b) {
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}.bind(a), 130);
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}
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Y.prototype.p = function(a) {
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if (!this.k && 130 > $.now() - this.F && 3 < n(a, this.B).length()) {
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if (!this.k && 130 > $.now() - this.F && 3 < n(a, this.v).length()) {
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this.k = !0;
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var b = this.b;
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b.mode = 1;
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@ -646,7 +646,7 @@ Y.prototype.p = function(a) {
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};
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Y.prototype.reset = function() {
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this.r = this.k = !1;
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this.B = null;
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this.v = null;
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};
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Y.prototype.n = function() {
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var a = this.b.view.canvas;
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@ -81,7 +81,7 @@ ascii.Controller.prototype.handleMove = function(position) {
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* Ends the current operation.
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*/
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ascii.Controller.prototype.endAll = function() {
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if (this.mode = Mode.DRAW) {
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if (this.mode == Mode.DRAW) {
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this.drawFunction.end();
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}
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// Cleanup state.
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@ -81,9 +81,9 @@ ascii.TouchController.prototype.handlePress = function(position) {
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this.pressTimestamp = $.now();
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this.dragStarted = false;
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// If a drag didn't start, then handle it as a draw.
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// If a drag or zoom didn't start and if we didn't release already, then handle it as a draw.
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window.setTimeout(function() {
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if (!this.dragStarted && !this.zoomStarted) {
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if (!this.dragStarted && !this.zoomStarted && this.pressVector != null) {
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this.controller.startDraw(position);
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}
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}.bind(this), DRAG_LATENCY);
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