This project is deprecated.
For your future pointer event needs, please use this PointerEvents polyfill, part of the Polymer Project.
For background and motivation, see this blog post: http://smus.com/mouse-touch-pointer/.
This is a library that enables MSPointer*-style pointer events in all browsers.
The whole point of pointer.js is to use pointer* events instead of mouse* and touch*. You can do this by subscribing to these events in the same way as you would regular events:
var el = document.querySelector(mySelector);
el.addEventListener('pointerdown', function(e) {
// ...
});
Approach: override addEventListener to intercept pointer*
events.
(Theoretical alternative: have an explicit el.emitPointers
call.)
As soon as you start listening for pointer*
events, both mouse and
touch events are hijacked, and do not fire.
The event payload for a pointer event includes the following important features:
{String} pointerType
- the kind of pointer it is (touch, mouse, pen){Object} originalEvent
- the original event payload from the underlying event.{Function} getPointerList()
- gets the list of active pointers (ie mouse pressed, fingers on the screen).
The bottom line is that you code your input to a single spec: pointer events from pointer.js. The library abstracts all of the input differences for you under the consolidated model.
Events: pointerdown, pointermove, pointerup
Event payload class: originalEvent, pointerType, getPointerList()
Pointer class: clientX, clientY, screenX, screenY, pageX, pageY, tiltX, tiltY, pressure, hwTimestamp, pointerType, identifier
Now that we have a solid touch/mouse/stylus abstraction, we can build higher level gestures on top. Some interesting events to support are tap, double tap, longpress, swipe, pinch-zoom, and rotate.
Emit new gesture* events. For example, gesturedoubletap
,
gesturelongpress
, gesturescale
, etc. This is incompatible with
Safari's gesturestart events, but in the future can also be consolidated
under one umbrella.
This is done with the same addEventListener
hack as is used for
pointer events. Each of these gesture*
events has a recognizer
associated with it. If, for example, gesturescale is specified, the
pointer-event-based recognizer gets pulled into the event loop.
Each gesture has a custom event associated with it. This function takes an HTMLElement as its only argument. The following gestures are supported:
gesture gesture event
===================================
Double Tap gesturedoubletap
Long Press gesturelongpress
Scale gesturescale
This is a nice place to contribute if you're so inclined. Gesture
recognizers can easily be plugged into this architecture. They are
completely standalone and can be registered easily. For an example, take
a look at the doubletap
handler.
The scale gesture implements a pinch-zoom and provides the scaling factor
as part of the event payload through evt.scale
.
- Pointer plotter (adapted from Seb)
- Video game controller (adapted from Seb)
- Multi-touch drawing (adapted from Paul and others)
- Gesture event logger (supports scale, longpress and doubletap)
- Pointer event logger
-
Will the way addEventListener is overridden cause problems in the future?
-
Is the overhead of firing a custom event vs. calling a function too high? See this test on jsperf.com
-
Does the gesture approach make sense on iOS, which provides built-in gesture support? How to consolidate?