fix touch events for iOS 13
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@@ -90,12 +90,10 @@ class ActionHandler extends HTMLElement implements ActionHandler {
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y = (ev as MouseEvent).pageY;
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}
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if (options.hasHold) {
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this.timer = window.setTimeout(() => {
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this.startAnimation(x, y);
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this.held = true;
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}, this.holdTime);
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}
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this.timer = window.setTimeout(() => {
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this.startAnimation(x, y);
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this.held = true;
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}, this.holdTime);
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this.cooldownStart = true;
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window.setTimeout(() => (this.cooldownStart = false), 100);
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@@ -141,7 +139,7 @@ class ActionHandler extends HTMLElement implements ActionHandler {
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// That might be a bug, but until it's fixed, this should make action-handler work.
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// If it's not a bug that is fixed, this might need updating with the next iOS version.
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// Note that all events (both touch and mouse) must be listened for in order to work on computers with both mouse and touchscreen.
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const isIOS13 = window.navigator.userAgent.match(/iPhone OS 13_/);
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const isIOS13 = /iPhone OS 13_/.test(window.navigator.userAgent);
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if (!isIOS13) {
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element.addEventListener('mousedown', clickStart, { passive: true });
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element.addEventListener('click', clickEnd);
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@@ -169,7 +167,7 @@ class ActionHandler extends HTMLElement implements ActionHandler {
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// TODO You need to replace all instances of "action-handler-boilerplate" with "action-handler-<your card name>"
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customElements.define('action-handler-boilerplate', ActionHandler);
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const geActionHandler = (): ActionHandler => {
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const getActionHandler = (): ActionHandler => {
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const body = document.body;
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if (body.querySelector('action-handler-boilerplate')) {
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return body.querySelector('action-handler-boilerplate') as ActionHandler;
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@@ -182,7 +180,7 @@ const geActionHandler = (): ActionHandler => {
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};
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export const actionHandlerBind = (element: ActionHandlerElement, options: ActionHandlerOptions): void => {
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const actionhandler: ActionHandler = geActionHandler();
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const actionhandler: ActionHandler = getActionHandler();
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if (!actionhandler) {
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return;
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}
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