:hand: Multi-touch, gestures, and other events—click, dblclick, dbltap, tap, longpress, drag, swipe, pinch, rotate, shake. For pointer events, each listener can handle anywhere from 1 to 12 fingers at a time, or more, depending on the device. Includes MetaKey tracking (CMD, CTRL) to support native key-commands in various platforms.
Your demo here?
1 : click, dblclick, dbltap 1+ : tap, longpress, drag, swipe 2+ : pinch, rotate : mousewheel, devicemotion, shake
// Retains "this" attribute as target, and overrides native addEventListener. target.addEventListener(type, listener, useCapture); target.removeEventListener(type, listener, useCapture); // Has less function calls then the override version, while retains similar formatting. eventjs.add(target, type, listener, configure); eventjs.remove(target, type, listener, configure); // Same as the previous, but (arguably) cleaner looking code. eventjs.add(configure); eventjs.remove(configure);
eventjs.add(window, "click", function(event, self) { console.log(self.gesture, self.x, self.y); });
eventjs.add(window, "dblclick", function(event, self) { console.log(self.gesture, self.x, self.y); });
eventjs.add(window, "drag", function(event, self) { console.log(self.gesture, self.fingers, self.state, self.start, self.x, self.y, self.bbox); });
eventjs.add(window, "gesture", function(event, self) { console.log(self.gesture, self.fingers, self.state, self.rotation, self.scale); });
eventjs.add(window, "swipe", function(event, self) { console.log(self.gesture, self.fingers, self.velocity, self.angle, self.start, self.x, self.y); });
eventjs.add(window, "tap", function(event, self) { console.log(self.gesture, self.fingers); });
eventjs.add(window, "longpress", function(event, self) { console.log(self.gesture, self.fingers); });
eventjs.add(window, "shake", function(event, self) { console.log(self.gesture, self.acceleration, self.accelerationIncludingGravity); });
eventjs.add(window, "devicemotion", function(event, self) { console.log(self.gesture, self.acceleration, self.accelerationIncludingGravity); });
eventjs.add(window, "wheel", function(event, self) { console.log(self.gesture, self.state, self.wheelDelta); });
// adding with addEventListener() target.addEventListener("swipe", function(event) { console.log(event.velocity, event.angle, event.fingers); }, { fingers: 2, // listen for specifically two fingers (minFingers & maxFingers both now equal 3) snap: 90 // snap to 90 degree intervals. }); // adding with eventjs.add() - a bit more efficient eventjs.add(target, "swipe", function(event, self) { console.log(self.velocity, self.angle, self.fingers); }, { fingers: 2, snap: 90 }); // adding with eventjs.add() w/ configuration eventjs.add({ target: target, type: "swipe", fingers: 2, snap: 90, listener: function(event, self) { console.log(self.velocity, self.angle, self.fingers); } });
// adding with addEventListener() target.addEventListener("click swipe", function(event) { }); // adding with eventjs.add() eventjs.add(target, "click swipe", function(event, self) { });
// adding events to NodeList from querySelectorAll() document.querySelectorAll("#element a.link").addEventListener("click", callback); // adding with eventjs.add() eventjs.add("#element a.link", "click", callback);
eventjs.add("body", "ready", callback); // or... eventjs.add({ target: "body", type: "ready", timeout: 10000, // set a timeout to stop checking. interval: 30, // set how often to check for element. listener: callback });
var bindings = eventjs.add({ target: target, type: "click swipe", snap: 90, // snap to 90 degree intervals. minFingers: 2, // minimum required fingers to start event. maxFingers: 4, // maximum fingers in one event. listener: function(event, self) { console.log(self.gesture); // will be click or swipe. console.log(self.x); console.log(self.y); console.log(self.identifier); console.log(self.start); console.log(self.fingers); // somewhere between "2" and "4". self.pause(); // disable event. self.resume(); // enable event. self.remove(); // remove event. } });
var bindings = eventjs.add({ target: target, minFingers: 1, maxFingers: 12, listeners: { click: function(event, self) { self.remove(); // removes this click listener. }, swipe: function(event, self) { binding.remove(); // removes both the click + swipe listeners. } } });
var binding = eventjs.add({ target: target, listeners: { longpress: { fingers: 1, wait: 500, // milliseconds listener: function(event, self) { console.log(self.fingers); // "1" finger. } }, drag: { fingers: 3, position: "relative", // "relative", "absolute", "difference", "move" listener: function(event, self) { console.log(self.fingers); // "3" fingers. console.log(self.x); // coordinate is relative to edge of target. } } } });
eventjs.add(target, "down", function(event, self) { var x = event.pageX; // local variables that wont change. var y = event.pageY; eventjs.proxy.drag({ event: event, target: target, listener: function(event, self) { console.log(x - event.pageX); // measure movement. console.log(y - event.pageY); } }); });
eventjs.stop(event); // stop bubble. eventjs.prevent(event); // prevent default. eventjs.cancel(event); // stop and prevent.
eventjs.add(window, "keyup keydown", eventjs.proxy.metaTracker); // setup tracking on the metaKey. eventjs.add(window, "focus load blur beforeunload", eventjs.proxy.metaTrackerReset); // console.log(eventjs.proxy.metaTracker(event)); // returns whether metaKey is pressed. console.log(eventjs.proxy.metaKey); // indicates whether metaKey is pressed (once metaTracker is run).
console.log(eventjs.supports('dragstart') && eventjs.supports('drop') && !!window.FileReader);
// NOTE: These two features are on by default (so it's easy to add to a project) // however, I like to run without modify* support in production, as it's less hacky. // ---------------------------------------------------- // add custom *EventListener commands to HTMLElements. eventjs.modifyEventListener = true; // add bulk *EventListener commands on NodeLists from querySelectorAll and others. eventjs.modifySelectors = true;
The latest version of MIDI.js makes calls to midijs instead of Event. This fixes issues with using the library with other frameworks, also, using the Event namespace was a bit hacky. If you want to use the latest library, but not update your calls (or prefer the Event namespace), add this to the bottom of the Event.min.js /// var addEvent = eventjs.add; var removeEvent = eventjs.remove; /// (function() { for (var key in eventjs) { Event[key] = eventjs[key]; } for (var key in eventjs.proxy) { addEvent[key] = eventjs.proxy[key]; } })();
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