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Lower tap movement and time thresholds #1830
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LGTM but tests failed. |
ha, the tests were passing for me after 30376cd because....I'd never actually committed the threshold change. |
looks good! |
or, you know, actually change the threshold updated component test to account for smaller touchmove threshold closes #1830
Is it possible this is still happening on paused videos? I'm seeing that I can't scroll over a paused videojs element without starting the video on ios. This also happens on the video element on the videojs.com site. |
By the way, it only happens if I touch the big white play button. |
So you're saying you can't scroll only if you're touching the big play button? That seems like a pretty specific edge case to me... |
Scrolling works but the video starts to play after you let go. Seems to be an ios thing, because it happens on a 'naked' video element also. Was thinking maybe videojs can do something about it, but it's probably something very low on the prio list 😀 |
ahh iOS...it's the source of a few really bizarre bugs like this. Yep, this is definitely down there on the list of things we need to fix, but if you'd like to dig in we'd gladly accept a PR that helps fix it! |
For me swipes are still being mistaken as taps on Chrome for Android in Video.js 5.4.6. My site's mobile view is very dense with videos in some places, so the user is just about guaranteed to put their finger on one of the videos as they scroll past them. When this happens, the video registers a tap and plays. Here are steps to reproduce on the Video.js homepage using Chrome for Android: Wait until the page loads fully, then casually swipe up on the video to scroll down the page. Unless you make your swipe deliberately slow, the video will start to play as you scroll past it. A user who is just trying to scroll down the page will have videos start randomly playing, which is not ideal. Here's a video (gif) of it happening on the Video.js homepage: |
Right now our tap movement threshold is much higher than most other libs. As @steverandy said, our touch time threshold is also a bit higher than other libs as well, so dropping that to be more inline with those.
This should resolve issues around swipes being confused with taps: #1817