IE10 Windows 8 - MouseEvents

jonnyngan1's Avatar


09 Nov, 2012 10:23 AM

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


UPDATE: tested mouse events on Chrome in windows 8 and works fine, just an IE10 problem so far

  1. Support Staff 1 Posted by Lanny McNie on 09 Nov, 2012 01:55 PM

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    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.

  2. 2 Posted by jonnyngan1 on 09 Nov, 2012 02:07 PM

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    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

  3. 3 Posted by jonnyngan1 on 12 Nov, 2012 04:29 PM

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    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?

  4. 4 Posted by Tiger on 05 Dec, 2012 02:50 PM

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    The problem with not triggered onMouseOver/onMouseOut events is definitely reproducible in IE10.
    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.

  5. 5 Posted by fchap on 24 Jan, 2013 02:25 PM

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    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...

  6. Support Staff 6 Posted by Lanny McNie on 24 Jan, 2013 04:49 PM

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    Thanks for the report. We will look into it.

  7. 7 Posted by fchap on 06 Feb, 2013 04:56 AM

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    On IE10 desktop (and only for this one), we desactivated the


    It works now.

  8. 8 Posted by jonnyngan1 on 06 Feb, 2013 04:41 PM

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    Cool, I'll give this a try next time I'm on the win8 machine.

  9. 9 Posted by jonnyngan1 on 08 Apr, 2013 02:15 PM

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    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); }

  10. 10 Posted by Harish Paatidar on 01 Aug, 2013 09:35 AM

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    Mouse Events in IE10 don't seem to be detected .. please help me asap ..

    or suggest me any other way for mousemove and mouseout events in IE10 ????

  11. 11 Posted by jonnyngan1 on 08 Aug, 2013 11:46 AM

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    you need to detect whether your in IE10. If you are in IE 10 then don't use the following code:


  12. 12 Posted by Harish Patidar on 09 Aug, 2013 06:37 AM

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    Thankq very much... Now event is working in IE10.

  13. Lanny McNie closed this discussion on 09 Aug, 2013 02:53 PM.

  14. jonnyngan1 re-opened this discussion on 29 Nov, 2013 12:24 PM

  15. 13 Posted by jonnyngan1 on 29 Nov, 2013 12:24 PM

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    With IE11, you'll have to use the same fix with the IE10 issue (not using "createjs.Touch.enable(this.stage)")

  16. jonnyngan1 closed this discussion on 29 Nov, 2013 12:24 PM.

  17. Lanny McNie re-opened this discussion on 29 Nov, 2013 01:20 PM

  18. Support Staff 14 Posted by Lanny McNie on 29 Nov, 2013 01:20 PM

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    The Touch class has been updated recently to support IE11 touch events. You should be using the Touch class, as pointer events will not work otherwise.


  19. 15 Posted by John on 11 Jan, 2014 08:22 AM

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    Anyway to do some quick fix hack for older versions of easlejs? We are on 0.5 and it would take considerable effort to update just for this,

  20. Support Staff 16 Posted by Lanny McNie on 13 Jan, 2014 04:44 PM

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    @John - try bringing the latest Touch class over to your version of EaselJS. There isn't a ton of integration points, so it may work without any changes.

  21. 17 Posted by John rake on 19 Jan, 2014 12:57 AM

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    Hi there,

    That sounds good, but is there any easy way to do that with a minified source? Iā€™m not using the classes by themselves.

    Kind regards,

  22. Support Staff 18 Posted by Lanny McNie on 19 Jan, 2014 01:42 AM

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    You should be able to just include the latest Touch class as well as the minified source. The Touch class will override the minified definition. Just make sure it is loaded after the minified script.

  23. 19 Posted by John rake on 01 Feb, 2014 01:23 AM

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    Hi Lanny,

    I gave this a try and no luck sadly.

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