IE10 Windows 8 - MouseEvents
Just some information about IE10 as I've just been testing easelJS on it.
Some Mouse Events in IE10 don't seem to be detected.
Mouse clicks work fine but other events such as mouse overs and mouse move are not very responsive. Not sure how windows 8/ IE10 is reading these events but they don't seem to work. Possibly something to do with windows 8 being created for touch devices too.
They DO work however when you move the mouse out of the browser and then back into the browser, but once you click your mouse again, the events seem to get lost again and stop working until I repeat this process
Jonny
UPDATE: tested mouse events on Chrome in windows 8 and works fine, just an IE10 problem so far
Support Staff 2 Posted by Lanny McNie on 09 Nov, 2012 01:55 PM
Have you enabled the stage for touch?
We have a few windows 8 apps, including one already in the store, and we don't see those issues.
3 Posted by jonnyngan1 on 09 Nov, 2012 02:07 PM
I have touch enabled. Sorry I didn't say, I'm testing win8 IE10 on a PC not a touch device.
My games work on all other browsers e.g. chrome, firefox, IE9, safari/iPad but my mouse events aren't firing properly on win8 IE10 on PC. I haven't tested them on IE10 on a tablet yet, but they're working for the browsers i just mentioned.
The browser or canvas seems to lose its link or focus to stage.mouseX & Y every time i click. The click events are firing correctly at the correct positions but things that reference stage.mouseX & Y that are not triggered through a mouse click (onPress) don't get detected unless I move the mouse out of the browser then in again, and works until another click.
onMouseMove works through an onPress handler. but not when added straight to the stage (stage.onMouseMove = function)
My problems are mainly for button states and custom cursors
4 Posted by jonnyngan1 on 12 Nov, 2012 04:29 PM
It seems that when I click anywhere on the canvas, the stage.mouseX and mouseY don't update any more. console.logging the x and y position in a setinterval only logs out the last position where it was clicked. It is only when I click anywhere OFF the canvas, that it starts reading the X and Y values from the mouse again.
anyone else getting this problem?
5 Posted by Tiger on 05 Dec, 2012 02:50 PM
The problem with not triggered onMouseOver/onMouseOut events is definitely reproducible in IE10.
check:
http://www.createjs.com/#!/EaselJS/demos/dragdrop
the flowers are only scaled on mouseover/out as long you don't click.
after clicking somewhere on the canvas the flower's onMouseOver/onMouseOut events aren't triggered anymore.
6 Posted by fchap on 24 Jan, 2013 02:25 PM
I have this issue on an app involving EaselJS too.
When you click on the canvas, focus is lost for the entire window. Must click on the browser's header bar to get focus again.
This is happening on IE10 only, on a TouchScreen.
Touch is enabled.
Actually trying to find out a quick solution or hack...
Support Staff 7 Posted by Lanny McNie on 24 Jan, 2013 04:49 PM
Thanks for the report. We will look into it.
8 Posted by fchap on 06 Feb, 2013 04:56 AM
On IE10 desktop (and only for this one), we desactivated the
createjs.Touch.enable(stage);It works now.
9 Posted by jonnyngan1 on 06 Feb, 2013 04:41 PM
Cool, I'll give this a try next time I'm on the win8 machine.
10 Posted by jonnyngan1 on 08 Apr, 2013 02:15 PM
Thanks, disabling the touch works for me.
var touchDevice=(window.hasOwnProperty('ontouchstart'));if(BrowserDetect.browser=='Explorer'&&BrowserDetect.version==10&&!touchDevice){ console.log('IE10 Desktop'); }else{ createjs.Touch.enable(this.stage); }