使用 javascript 检测鼠标滚轮的类型(平滑与缺口)

Detecting type of mouse scroll wheel (Smooth vs Notched) with javascript

我一直在一个 Web 项目中工作,该项目使用鼠标滚轮在视频上执行不同的操作。在某些时候,我必须为 deltaYdeltaY 应该滚动的帧数之间的关系建立一个系数。所以不同类型的鼠标 return 非常不同 deltaY,特别是 平滑滚动

在 fiddle 中,我在下方提供了此操作:

targetOffset = targetOffset + (e.deltaY/1000); // 16000 aprox for smooth scroll mice

1000是适用于Notched Scroll Wheel普通鼠标的系数。但是,如果我将该系数与 Smooth Scroll Touch "wheel" 一起使用,就像那些 mac 计算机(实际上没有滚轮)那样,该系数是 "just too much",例如 16 倍 "too much".

是否可以做些什么来检测这个或以某种方式校准系数?

var FF = !(window.mozInnerScreenX == null); // is firefox?
var vid = document.getElementById("v");
var canvas = document.getElementById("c");
var context = canvas.getContext('2d');
var targetFrame = document.getElementById('t');
var cw = 200;
var ch = Math.round(cw/1.7777);
canvas.width = cw;
canvas.height = ch;
var directionScroll = 0;
var targetOffset = 0;
var coefficient = 1000;
var modes = ['pixels', 'lines', 'page'];
vid.pause();
 vid.addEventListener('seeked', function() {
    context.drawImage(vid, 0, 0, cw, ch);
 });
window.addEventListener('wheel', function(e) {
  e.preventDefault();
  // Normally scrolling this should be a substraction 
  //   not a sum but "I like it like this!"
  
  // Changed this with help of @Kaiido 's answer as partially solves the discrepancies between Firefox and Chrome
  // alert(modes[e.deltaMode]);
  if (modes[e.deltaMode]=='pixels') coefficient = 1000;
  else if (modes[e.deltaMode]=='lines') coefficient = 30; // This should correspond to line-height??
  else return false; // Disable page scrolling, modes[e.deltaMode]=='page'
  
  targetOffset = targetOffset + (e.deltaY/coefficient); // e.deltaY is the thing!!
  if (e.deltaY < 0) directionScroll = 1;
  if (e.deltaY > 0) directionScroll = -1;
  targetFrame.value = targetOffset;
  return false;
});

var renderLoop = function(){
  requestAnimationFrame( function(){
      context.drawImage(vid,0,0,cw,ch);
    if (vid.paused || vid.ended) {
      targetOffset = targetOffset*0.9;
      targetFrame.value=Math.round(targetOffset*100)/100;
      var vct = vid.currentTime-targetOffset;
      if (vct<0) {
        vct = vid.duration + vct;
      } else if (vct>vid.duration) {
        vct = vct - vid.duration;
      }
      vid.currentTime = vct;
    }
    renderLoop();
  });
};
renderLoop();
.column {
    float: left;
    width: 50%;
}

/* Clear floats after the columns */
.row:after {
    content: "";
    display: table;
    clear: both;
}
#c {
  border:1px solid black;
}
<h3>
  scroll up is forward
</h3>
<div class="row">
  <div class="column">
<div>
  Video element:
</div>
<video controls height="120" id="v" tabindex="-1" autobuffer="auto" preload="auto">
    <source type="video/webm" src="https://www.html5rocks.com/tutorials/video/basics/Chrome_ImF.webm"></source>
</video>
</div>
  <div class="column">
<div>
  Canvas element:
</div>
<canvas id="c"></canvas>
<div>
  Momentum: <input type=text id="t">
</div>
  </div>
</div>

感谢任何帮助。

编辑 1:

我已经更新了代码,以便对系数应用一个简单的条件,但这并不能完全解决问题,因为 browser/plattform/mouse 可能存在许多变体。某种校准鼠标的方法可行吗?

编辑 2:

@Kaiido 的回答转向解决 Firefox 和 Chrome 的差异。 Firefox returns lines 作为 deltaMode 而 Chrome returns pixels。我编辑了片段以考虑到这一点。

但是 'smooth scroll' 鼠标问题依然存在。更让我困惑的是,那只老鼠需要一个与lines相反的系数,它需要一个更大而不是更小的系数。

为什么不直接检测增量是否大于某个阈值,如果是,则除以 16。我会这样想:

if (Math.abs(e.deltaY) > 400) slowdown = 16;
else if (Math.abs(e.deltaY) < 15) slowdown = 1;
targetOffset = targetOffset + (e.deltaY/1000/slowdown);

会成功的。

var vid = document.getElementById("v");
    var canvas = document.getElementById("c");
    var context = canvas.getContext('2d');
    var targetFrame = document.getElementById('t');
    var cw = 200;
    var ch = Math.round(cw/1.7777);
    canvas.width = cw;
    canvas.height = ch;
    var directionScroll = 0;
    var targetOffset = 0;
    var maxDelta = 0;
    // vid.pause();
  vid.addEventListener('seeked', function() {
    context.drawImage(vid, 0, 0, cw, ch);
  });
    var slowdown = 1;
    window.addEventListener('wheel', function(e) {
      e.preventDefault();
      // Normally scrolling this should be a substraction 
      //   not a sum but "I like it like this!"
      if (Math.abs(e.deltaY) > 400) slowdown = 16;
      else if (Math.abs(e.deltaY) < 15) slowdown = 1;
      targetOffset = targetOffset + (e.deltaY/1000/slowdown); // e.deltaY is the thing!!
      if (e.deltaY < 0) directionScroll = 1;
      if (e.deltaY > 0) directionScroll = -1;
      targetFrame.value = targetOffset;
      return false;
    });
    
    var renderLoop = function(){
      requestAnimationFrame( function(){
       context.drawImage(vid,0,0,cw,ch);
        if (vid.paused || vid.ended) {
          // setTimeout(function(){
          targetOffset = targetOffset*0.9;
          targetFrame.value=Math.round(targetOffset*100)/100;
          var vct = vid.currentTime-targetOffset;
          if (vct<0) {
            vct = vid.duration + vct;
          } else if (vct>vid.duration) {
            vct = vct - vid.duration;
          }
          vid.currentTime = vct;
          // }, 0);
        }
        renderLoop();
      });
    };
    renderLoop();
.column {
    float: left;
    width: 50%;
}

/* Clear floats after the columns */
.row:after {
    content: "";
    display: table;
    clear: both;
}
#c {
  border:1px solid black;
}
<h3>
  scroll up is forward
</h3>
<div class="row">
  <div class="column">
<div>
  Video element:
</div>
<video controls height="120" id="v" tabindex="-1" autobuffer="auto" preload="auto">
    <source type="video/webm" src="https://www.html5rocks.com/tutorials/video/basics/Chrome_ImF.webm"></source>
</video>
</div>
  <div class="column">
<div>
  Canvas element:
</div>
<canvas id="c"></canvas>
<div>
  Momentum: <input type=text id="t">
</div>
  </div>
</div>

更新见文末!


我原来的回答:

我没有 mac 也没有 'smooth' 鼠标,但我已经在 [ 上测试了你的代码片段=103=]Firefox 都在 WindowsLinux箱子。

ChromeWindowsLinux 上效果很好] 但是...

看起来系数不适合 Firefox...它工作得更好(不如 Chrome) 与 200.

还有一件事:

您是否在 windows 上测试过 mac 花式鼠标,反之亦然?会不会是mac相关的问题?

更新:

其他答案很好,但我对您的问题感到困惑,并通过代码和其他答案指出的内容学到了很多东西,但有些东西像错误一样一直留在我的脑海中。

搜索此主题时我找到了 this question very informative. It included a possible mouse scroll calibration script in this answer and a function getScrollLineHeight for Detecting the line-height used by DOM_DELTA_LINE triggered scroll events

为了完整起见,我在代码片段中复制了这个函数,但最后我认为不需要它。我已经注释掉了调用 getScrollLineHeight 的行,因为出于安全原因它在该站点中不起作用,但在 this fiddle.

中起作用

我的困惑是像往常一样以页面上的像素来考虑滚动。但是你的代码真的不关心这个。我的意思是,不关心鼠标滚轮 event.deltaY 的大小。仅当它是正面或负面时,才考虑在视频时间轴中向前或向后迈出一步。

所以这并没有解决 "touch sensitive scroll mice" 的问题,但它确实很容易解决 Firefox/Chrome 和任何 Pixel/Line/Page deltaMode 的问题。现在它在 Chrome 和 Firefox 中都能流畅运行。由于 WEBM 视频格式,我无法在其他浏览器上进行测试,而且我无法创建任何可用格式的视频(看看我的 P.D。最后)。

因此,每个调用都只是一个步骤:-1 或 1。虽然对于 deltaMode,似乎只有 Firefox returns 而不是 "pixels"。我用这个 fiddle 来测试...现在你可以专注于那个平滑滚动的鼠标,看看 它发送每个呼叫的速度有多快 ,这在这个特殊情况下才是真正重要的(注意很多mac有平滑滚动软件或者反向滚动)。

我已经对你的每一行代码和我自己的修改进行了评论,但可能对其他人有用。

// detect if browser firefox as it appears to be the only
//  browser that return deltaModes different than DOM_DELTA_PIXEL
//  Ref: 
var FF = !(window.mozInnerScreenX == null);

// Function grabbed from the reference above
// It tries to read current line-height of document (for 'lines' deltaMode)
function getScrollLineHeight() {
    var r;
    var iframe = document.createElement('iframe');
    iframe.src = '#';
    document.body.appendChild(iframe);
    var iwin = iframe.contentWindow;
    var idoc = iwin.document;
    idoc.open();
    idoc.write('<!DOCTYPE html><html><head></head><body><span>a</span></body></html>');
    idoc.close();
    var span = idoc.body.firstElementChild;
    r = span.offsetHeight;
    document.body.removeChild(iframe);
    return r;
}

// html5 elements
var vid = document.getElementById("v"); // HTML5 video element
var canvas = document.getElementById("c"); // HTML5 canvas element
var context = canvas.getContext('2d'); // Canvas context
var momentum = document.getElementById('m'); // Current momentum display
var delta = document.getElementById('d'); // Current deltaMode display
var lineheight = document.getElementById('l'); // Current deltaMode display

// global variables
var ch = 120; // canvas with (could be window.innerHeight)
var cw = Math.round(ch * (16 / 9)); // 16/9 proportion width
var targetOffset = 0; // Video offset target position when scrolling

// deltaY to FPS coefficients (for fine tuning)
// Possible mouse scroll wheel 'event.deltaMode'
//  modes are: 0:'pixels', 1:'lines', 2:'page'
var pc = 1000; // 'pixels' deltaY coefficient
var lh = "disabled"; //getScrollLineHeight(); // get line-height of deltaMode 'lines'
lineheight.value = lh; // display current document line height
coefficient = 30;
var deltaModes = ['pixels', 'lines', 'page']; // For deltaMode display

// Sets canvas dimensions
canvas.width = cw;
canvas.height = ch;

// Pauses video (this also starts to load the video)
vid.pause();

// Listens video changes time position
vid.addEventListener('seeked', function() {
  // Updates canvas with current video frame
  context.drawImage(vid, 0, 0, cw, ch);
});

// Listens mouse scroll wheel
window.addEventListener('wheel', function(e) {

  // Don't do what scroll wheel normally does
  e.preventDefault();

  // You don't need an amount, just positive or negative value: -1, 1
  var deltabs = 1;
  if (e.deltaY<0) deltabs = -1;

  // Disable page scrolling, modes[e.deltaMode]=='page'
  if (e.deltaMode>1) return false;

 delta.value = deltaModes[e.deltaMode];
  // Normally scrolling this should be a subtraction 
  //   not a sum but "I like it like this!"
  // targetOffset = targetOffset + (e.deltaY / coefficient); // e.deltaY is the thing!!
  targetOffset = targetOffset + (deltabs/coefficient);

  // Shows current momentum
  momentum.value = targetOffset;

  return false;
});

// Updates canvas on a loop (both for play or pause state)
var renderLoop = function() {
  requestAnimationFrame(function() {

    // This parts updates canvas when video is paused
    // Needs 'seeked' listener above
    if (vid.paused || vid.ended) {

      // Reduce target offset gradually
      targetOffset = targetOffset * 0.9;
      // Show current momentum
      momentum.value = Math.round(targetOffset * 100) / 100;

      // this part joins start and end of video when scrolling
      // forward & backwards
      var vct = vid.currentTime - targetOffset;
      if (vct < 0) {
        vct = vid.duration + vct;
      } else if (vct > vid.duration) {
        vct = vct - vid.duration;
      }
      vid.currentTime = vct;

      // This parts updates canvas when video is playing
    } else {
      // update canvas with current video frame
      context.drawImage(vid, 0, 0, cw, ch);
    }

    renderLoop(); // Recursive call to loop
  });
};
renderLoop(); // Initial call to loop
input {
  width: 50px;
}

.column {
  float: left;
  width: 50%;
}

/* Clear floats after the columns */
.row:after {
  content: "";
  display: table;
  clear: both;
}
<h3>
  mouse scroll video
</h3>
<div class="row">
  <div class="column">
    <div>
      Video element:
    </div>
    <video controls height="120" id="v" tabindex="-1" autobuffer="auto" preload="auto">
      <source type="video/webm" src="https://www.html5rocks.com/tutorials/video/basics/Chrome_ImF.webm"/>
    </video>
  </div>
  <div class="column">
    <div>
      Canvas element:
    </div>
    <canvas id="c"></canvas>
    <div>
      Momentum: <input type=text id="m">
    </div>
    <div>
      deltaMode: <input type=text id="d">
    </div>
    <div>
      lineHeight: <input type=text id="l">
    </div>
  </div>
</div>

P.D。我有一个问题(太具体了,无法在其他地方解释)...我用自己的视频进行了测试,结果很糟糕...这是为什么呢?与特定的视频编码设置有关?您知道将 FFMPEG 转换为 WEBM 格式(如示例中使用的视频)需要哪种编码命令吗?

我在 Firefox 里试过了,和 Chrome "performance" 没法比,所以你可以试试加 this.

var vid = document.getElementById("v");
var canvas = document.getElementById("c");
var context = canvas.getContext('2d');
var targetFrame = document.getElementById('t');
var cw = 200;
var ch = Math.round(cw/1.7777);
canvas.width = cw;
canvas.height = ch;
var directionScroll = 0;
var targetOffset = 0;
// vid.pause();
vid.addEventListener('seeked', function() {
  context.drawImage(vid, 0, 0, cw, ch);
});

function normalizeDelta(wheelEvent) {
  var delta = 0;
  var wheelDelta = wheelEvent.wheelDelta;
  var deltaY = wheelEvent.deltaY;
  // CHROME WIN/MAC | SAFARI 7 MAC | OPERA WIN/MAC | EDGE
  if (wheelDelta) {
    delta = -wheelDelta / 120; 
  }
  // FIREFOX WIN / MAC | IE
  if(deltaY) {
    deltaY > 0 ? delta = 1 : delta = -1;
  }
  return delta;
}

window.addEventListener('wheel', function(e) {
  e.preventDefault();
  // Normally scrolling this should be a substraction 
  //   not a sum but "I like it like this!"
  targetOffset = targetOffset + normalizeDelta(e); // e.deltaY is the thing!!
  if (e.deltaY < 0) directionScroll = 1;
  if (e.deltaY > 0) directionScroll = -1;
  targetFrame.value = targetOffset;
  return false;
});

var renderLoop = function(){
  requestAnimationFrame( function(){
    context.drawImage(vid,0,0,cw,ch);
    if (vid.paused || vid.ended) {
      // setTimeout(function(){
      targetOffset = targetOffset*0.9;
      targetFrame.value=Math.round(targetOffset*100)/100;
      var vct = vid.currentTime-targetOffset;
      if (vct<0) {
        vct = vid.duration + vct;
      } else if (vct>vid.duration) {
        vct = vct - vid.duration;
      }
      vid.currentTime = vct;
      // }, 0);
    }
    renderLoop();
  });
};
renderLoop();
.column {
    float: left;
    width: 50%;
}

/* Clear floats after the columns */
.row:after {
    content: "";
    display: table;
    clear: both;
}
#c {
  border:1px solid black;
}
<h3>
  scroll up is forward
</h3>
<div class="row">
  <div class="column">
<div>
  Video element:
</div>
<video controls height="120" id="v" tabindex="-1" autobuffer="auto" preload="auto">
    <source type="video/webm" src="https://www.html5rocks.com/tutorials/video/basics/Chrome_ImF.webm"></source>
</video>
</div>
  <div class="column">
<div>
  Canvas element:
</div>
<canvas id="c"></canvas>
<div>
  Momentum: <input type=text id="t">
</div>
  </div>
</div>

参考:

如果问题被删除,答案是这样的:

private normalizeDelta(wheelEvent: WheelEvent):number {
  var delta = 0;
  var wheelDelta = wheelEvent.wheelDelta;
  var deltaY = wheelEvent.deltaY;
  // CHROME WIN/MAC | SAFARI 7 MAC | OPERA WIN/MAC | EDGE
  if (wheelDelta) {
    delta = -wheelDelta / 120; 
  }
  // FIREFOX WIN / MAC | IE
  if(deltaY) {
    deltaY > 0 ? delta = 1 : delta = -1;
  }
  return delta;
}

这是一个疯狂的猜测,因为我没有这样的 Notched 鼠标 来测试,但是这个 16 倍的因子听起来确实像你的增量值没有设置在相同模式。

事实上,车轮事件有 3 种可能的模式:

  • 0 => 像素(可能是平滑滚动/苹果鼠标)
  • 1 => 线条(可能是 Notched Mice
  • 2 => 页面(键盘?)

因此,您可能需要检查车轮事件的 deltaMode 属性 才能做出相应的反应。

onwheel = e => {
  var modes = ['pixels', 'lines', 'page'];
  console.log('scrolled by %s %s', e.deltaY, modes[e.deltaMode]);
}
<h1> scroll </h1>