On touch device the "thumb" moves up-down per the touch on the left-right line, as opposed to up-down track, as it should (I hope this made sense).
Fixed it in my own version, will have to see if I have time for PR.
Fix pretty much:
where it says this from around line 176 in src/js/rangetouch.js:
// Determine left percentage
percent = ((100 / clientRect.width) * (touch.clientX - clientRect.left));
put this after it:
// Determine top percentage
percent = ((100 / clientRect.height) * ((clientRect.height-touch.clientY) -(clientRect.top)));
percent = 100-((100 / (clientRect.height)) * (touch.clientY-clientRect.top))
percent = 100 - 100 / clientRect.height * (touch.clientY - clientRect.top);
of course you would need some way (maybe conf flag) to decide which value to use
you'll maybe want to set also
window.rangetouch.set("thumbWidth", 0);
On touch device the "thumb" moves up-down per the touch on the left-right line, as opposed to up-down track, as it should (I hope this made sense).
Fixed it in my own version, will have to see if I have time for PR.
Fix pretty much:
where it says this from around line 176 in src/js/rangetouch.js:
// Determine left percentage
percent = ((100 / clientRect.width) * (touch.clientX - clientRect.left));
put this after it:
// Determine top percentage
percent = ((100 / clientRect.height) * ((clientRect.height-touch.clientY) -(clientRect.top)));percent = 100-((100 / (clientRect.height)) * (touch.clientY-clientRect.top))percent = 100 - 100 / clientRect.height * (touch.clientY - clientRect.top);
of course you would need some way (maybe conf flag) to decide which value to use
you'll maybe want to set also
window.rangetouch.set("thumbWidth", 0);