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Render full snapshot on scrub to zero #1140
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Render full snapshot on scrub to zero #1140
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🦋 Changeset detectedLatest commit: ea0be35 The changes in this PR will be included in the next version bump. This PR includes changesets to release 8 packages
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Tests are failing, maybe you could add a test for this use case if the current failing tests don't cover it. Apart from that this looks good and can be approved/merged |
…circle rather than a point during replay - We have to switch to 'onpointerdown' & 'onpointerup' in order to actually capture `e.pointerType` - this replaces 4 event listeners (MouseDown/MouseUp/TouchStart/TouchEnd) with 2 pointer ones which should fire in all 4 scenarios. We still output the old types according to the MouseInteractions enum - there is no Pointer equivalent of Click, so we leave that is, but use the last Pointer event to attach a pointerType to (only) the click event, where it is most useful - we can fallback to the old method for any browsers not supporting `window.PointerEvent`, in which case \`pointerType\` will be absent from all events
… ended up as a TouchEvent instead of an individual Touch object I think
…nterTypes.Mouse` is expected
… where a subsequent click would be picked up as a touch (see `thisEventKey` change)
… should be applied synchronously - where this came up: replayer.play(timestamp_of_a_snapshot) replayer.pause() Because of the immediate pause, the timer requestAnimationFrame never got to execute, and the snapshot wasn't rendered. Of course this could also have been achieved with: replayer.pause(timestamp_of_a_snapshot) But I didn't know that
…der a FullSnapshot, similar to how the firstFullsnapshot logic works upon initilization of the player
Tests are failing as this PR makes things more complicated! |
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