I'm using Pixi JS and detecting the mouse position via a simple event handler:
...
var stage = new PIXI.Container();
stage.interactive = true;
var handler = function(e){
mouseX = renderer.plugins.interaction.mouse.global.x;
mouseY = renderer.plugins.interaction.mouse.global.y;
}
stage.on("pointermove", handler);
...
However mouseX
and mouseY
are being updated when the mouse is outside of the stage bounds (the <canvas>
element on the page). Is it possible to limit the mousemove
event to within the stage?
I've tried stage.hitArea
but that didn't work.
I'm using Pixi JS and detecting the mouse position via a simple event handler:
...
var stage = new PIXI.Container();
stage.interactive = true;
var handler = function(e){
mouseX = renderer.plugins.interaction.mouse.global.x;
mouseY = renderer.plugins.interaction.mouse.global.y;
}
stage.on("pointermove", handler);
...
However mouseX
and mouseY
are being updated when the mouse is outside of the stage bounds (the <canvas>
element on the page). Is it possible to limit the mousemove
event to within the stage?
I've tried stage.hitArea
but that didn't work.
3 Answers
Reset to default 5This seems to be the intended behavior; calling the mousemove callback even when the mouse pointer is outside of the container is necessary for implementing certain things, for example drag&drop.
But you can keep track of whether the pointer is above the object using mouseover
and mouseout
events like this:
...
var graphics = new PIXI.Graphics();
graphics.hitArea = new PIXI.Rectangle(0, 0, 100, 100);
graphics.interactive = true;
stage.addChild(graphics);
...
var mouseIn = false;
graphics.on("mouseover", function(e) {
console.log("over")
mouseIn = true;
});
graphics.on("mouseout", function(e) {
console.log("out");
mouseIn = false;
});
graphics.on("mousemove",function(e) {
if (mouseIn) {
console.log("mouse move inside", e)
}
});
(NOTE: I couldn't get mouseout
and mouseover
events firing on the stage object - but apparently you should only add child elements to the stage and interact with them. Also, the hitArea
is necessary.)
This JSFiddle should demonstrate this idea, see the console output: http://jsfiddle/qc73ufbh/
It really seems to be feature rather than a bug, checkout these closed issues on this topic: https://github./pixijs/pixi.js/issues/2310 and https://github./pixijs/pixi.js/issues/1250
It can be easily acplished by setting the moveWhenInside property of interaction manager
app.renderer.plugins.interaction.moveWhenInside = true;
var app = new PIXI.Application({
width: window.innerWidth,
height: window.innerHeight,
backgroundColor: 0x2c3e50
});
document.body.appendChild(app.view);
app.renderer.plugins.interaction.moveWhenInside = true;
const myGraph = new PIXI.Graphics();
myGraph.interactive = true;
myGraph.buttonMode = false;
myGraph.on('pointermove', (evt) => {
console.log('pointermove',evt.data.global.x, evt.data.global.y);
});
app.stage.addChild(myGraph);
myGraph.beginFill(0xFFFFFF);
myGraph.drawCircle(100, 100, 50);
myGraph.endFill();
You can check if the event target is the PIXIDisplay.DisplayObject you want to act upon.
So in the OP's example that would be:
var stage = new PIXI.Container();
stage.interactive = true;
var handler = function(e){
if (e.target === stage) {
mouseX = renderer.plugins.interaction.mouse.global.x;
mouseY = renderer.plugins.interaction.mouse.global.y;
}
}
stage.on("pointermove", handler);