adding check for mousemove (#13090)

* adding check for mousemove

* adding unit test for SyntheticMouseEvent

* changing test to start with 2, removing comments
This commit is contained in:
Jason Williams
2018-06-24 10:24:54 +01:00
committed by Dan Abramov
parent c35a1e7483
commit 6a530e3baa
2 changed files with 82 additions and 2 deletions
+2 -2
View File
@@ -53,7 +53,7 @@ const SyntheticMouseEvent = SyntheticUIEvent.extend({
return 0;
}
return event.screenX - screenX;
return event.type === 'mousemove' ? event.screenX - screenX : 0;
},
movementY: function(event) {
if ('movementY' in event) {
@@ -68,7 +68,7 @@ const SyntheticMouseEvent = SyntheticUIEvent.extend({
return 0;
}
return event.screenY - screenY;
return event.type === 'mousemove' ? event.screenY - screenY : 0;
},
});
@@ -0,0 +1,80 @@
/**
* Copyright (c) 2013-present, Facebook, Inc.
*
* This source code is licensed under the MIT license found in the
* LICENSE file in the root directory of this source tree.
*
* @emails react-core
*/
'use strict';
let React;
let ReactDOM;
describe('SyntheticMouseEvent', () => {
let container;
beforeEach(() => {
React = require('react');
ReactDOM = require('react-dom');
// The container has to be attached for events to fire.
container = document.createElement('div');
document.body.appendChild(container);
});
afterEach(() => {
document.body.removeChild(container);
container = null;
});
it('should only use values from movementX/Y when event type is mousemove', () => {
const events = [];
const onMouseMove = event => {
events.push(event.movementX);
};
const onMouseDown = event => {
events.push(event.movementX);
};
const node = ReactDOM.render(
<div onMouseMove={onMouseMove} onMouseDown={onMouseDown} />,
container,
);
let event = new MouseEvent('mousemove', {
relatedTarget: null,
bubbles: true,
screenX: 2,
screenY: 2,
});
node.dispatchEvent(event);
event = new MouseEvent('mousemove', {
relatedTarget: null,
bubbles: true,
screenX: 8,
screenY: 8,
});
node.dispatchEvent(event);
// Now trigger a mousedown event to see if movementX has changed back to 0
event = new MouseEvent('mousedown', {
relatedTarget: null,
bubbles: true,
screenX: 25,
screenY: 65,
});
node.dispatchEvent(event);
expect(events.length).toBe(3);
expect(events[0]).toBe(0);
expect(events[1]).toBe(6);
expect(events[2]).toBe(0); // mousedown event should have movementX at 0
});
});