The Mozilla Developer Network says:
(...) even if a browser supports touch, the browser must still emulate
mouse events so content that assumes mouse-only input will work as is
without direct modification.
In my application, a touchstart event triggers the mousedown event. However, a touchmove event is not triggering the mousemove event (I just added an alert in the beginning of my mouseMove function, and it's never called).
The relevant lines of my code are:
<html onmousemove='mouseMove(event)' onmouseup='mouseUp(event)'>
<canvas onmousedown='cnvMouseDown(event)'></canvas>
The mouseMove and mouseUp functions are on the html element, so they'll work even if the cursor moves outside the canvas. Shouldn't this mouseMove be automatically caught by the html's touchmove event? Why isn't it?
MDI-"even if a browser supports touch, the browser must still emulate mouse events so content that assumes mouse-only input will work as is without direct modification"
It means if there is a browser that supports touch,it is must and recommended for that browser to emulate mouse events too so that if there are any scenarios which are associated with mouse events , those will work without having to explicitly handle them.
As of the mousemove and touchmove ,they are not the same.
"In particular, touch events always target the element where that touch STARTED, while mouse events target the element currently under the mouse cursor. This is why we have mouseover and mouseout events, but there are no corresponding touchover and touchout events - only touchend."
Hope this helps
I'm creating a website for my friends to allow them to play a higher quality online implementation of Hashiwokakero.
Some of them have tablets, and everything on the website loads perfectly fine, but when they go to touch and drag to form a bridge from one island to another, the webpage tries to scroll instead (even though there is no scrollable area!).
Currently I am detecting mouse events using the following:
this.canvas.addEventListener('mousedown',
(mouseEvent) => this.mousePressed(mouseEvent), false);
this.canvas.addEventListener('mouseup',
(mouseEvent) => this.mouseReleased(mouseEvent), false);
Is there a simple way I can go about having my mousePressed() and mouseReleased() functions invoked on mobile?
Thanks!
Similar events for touch screens will be touchstart and touchend, they are totally the same as mousedown and mouseup events for desktop. From docs:
The touchstart event is fired when one or more touch points are placed
on the touch surface.
and
The touchend event is fired when one or more touch points are removed
from the touch surface.
You can check docs for more info about touch events.
I also guess that may be you will also need to stop some events from bubbling, and if so, you can take a look at events bubbling and event.stopPropagation() to prevent them from bubbling.
If the logic should be the same for both mousedown/touchstart and mouseup/touchend events, you can bind multiple events to the listener as described here.
I want to enable both vertical scrolling and horizontal swiping at the same time. I detect the touch position in touchmove instead of touchend, because I need real-time coordinates. Unfortunatelly, Chrome for Android fires touchcancel right after touchstart, so no more touchmove is fired. This touchcancel event can be avoided by calling event.preventDefault() from either touchstart or touchmove. But scrolling becomes disabled this way, so my first approach is to go without event.preventDefault(), and use some alternative method instead to detect touch position after touchcancel. Is it possible?
I'm trying to make some of my libraries work with touch devices, but I'm having a hard time trying to figure out how they're supported and how they work.
Basically, there are 5 touch events, but it seems there's consensus among mobile browsers only on the touchstart event (duh). I've created a fiddle as a test case.
I've tested this on my Galaxy Note with Android 4 on board, but you can check the link with a desktop browser too.
The goal is to try to figure out how to handle taps, double taps and long taps. Nothing fancy.
Basically, this is what happens:
The Android stock browser doesn't fire touch events. It just tries to emulate mouse clicks with taps, firing mousedown, mouseup and click events consecutively, but double taps just zoom in and out tha page.
Chrome for Android fires the touchstart event when the finger touches the screen. If it's released soon enough, it fires then mousedown, mouseup, touchend and finally click events.
In case of long tap, after about half a second it fires mousedown and mouseup, and touchend when the finger is lifted, with no click event at the end.
If you move your finger, it fires a touchmove event a couple of times, then it fires a touchcancel event, and nothing happens afterwards, not even a touchend event when lifting the finger.
A double tap triggers the zoom in/out features, but event-wise it fires the combo touchstart-touchevent twice, with no mouse events fired.
Firefox for Android correctly fires the touchstart event, and in case of short tap fires mousedown, mouseup, touchend and click afterwards.
In case of long tap, it fires mousedown, mouseup and finally touchend events. It's the same of Chrome for these things.
But if you move your finger, if fires touchmove continously (as one may expect) but it doesn not fire the touchleave event when the finger leaves the element with the event listener, and doesn't fire the touchcancel event when the finger gets out of the browser viewport.
For double taps, it behaves just like Chrome.
Opera Mobile does the same thing of Chrome and Firefox for a short tap, but in case of long press activates some sort of sharing feature that I really want to disable. If you move your finger, or double tap, it behaves just like Firefox.
Chrome beta does the usual for short taps, but in case of long taps it doesn't fire the mouseup event anymore, just touchstart, then mousedown after half a second, then touchend when the finger is lifted. When the finger is moved, now it behaves like Firefox and Opera Mobile.
In case of double taps, it doesn't fire touch events when zooming out, but only when zooming in.
Chrome beta shows the oddest behaviour, but I can't really complain since it's a beta.
The question is: is there a simple and way to try to detect short taps, long taps and double taps in the most common browsers of touch devices?
Too bad I can't test it on iOS devices with Safari, or IE for Windows Phone 7/Phone 8/RT, but if some of you can, your feedback would be very appreciated.
If you haven't already, I would suggest reading the source code for Hammer.js
https://github.com/hammerjs/hammer.js/blob/master/hammer.js
Between comments and code it's about 1400 lines, there is great documentation and the code is easy to understand.
You can see how the author has chosen to solve a lot of the common touch events:
hold, tap, doubletap, drag, dragstart, dragend, dragup, dragdown,
dragleft, dragright, swipe, swipeup, swipedown, swipeleft, swiperight,
transform, transformstart, transformend, rotate, pinch, pinchin,
pinchout, touch (gesture detection starts), release (gesture detection
ends)
I think after reading the source code you will have much better understanding of how touch events work and how to identify which events the browser is capable of handling.
http://eightmedia.github.io/hammer.js/
There's a really excellent resource https://patrickhlauke.github.io/touch/tests/results/ that details the order of events across a staggering number of browsers. It also appears to be updated regularly (in September 2016, it was last updated August 2016).
The gist is, essentially everything triggers mouseover and related events; most also trigger touch events, which usually complete (reach touchend) before mouseover and then continue to click (unless a change to page content cancels this). Those awkward exceptions are thankfully relatively rare (3rd party android browsers and blackberry playbook).
That linked resource goes into an impressive level of detail, here's a sample of the first three of many, many operating system, device and browser tests:
To summarise some of the key points:
Mobile browsers
All listed browsers trigger mouseover on the first tap. Only some Windows Phone browsers trigger it on a second tap.
All trigger click. It doesn't specify which cancel click if mouseover changes the page (I believe most do)
Most browsers trigger mouseover after touchstart and touchend. This includes iOS7.1 Safari, stock Android, Chrome, Opera and Firefox for Android, and some (not all Windows phone browsers)
Several Windows Phone browsers (all Windows 8 / 8.1 and one version for 10) and several 3rd-party Android browsers (Dolphin, Maxathon, UC) trigger mouseover after touchstart and touchend.
Only Blackberry Playbook triggers mouseover between touchstart and touchend
Only Opera Mini and Puffin (3rd party Android browser) lack touchstart or touchend.
Desktop browsers
Reasonably up to date versions of desktop Chrome and Opera behave like their mobile counterparts, touchstart and touchend followed by mouseover.
Firefox and Microsoft browsers (IE <=11 and many versions of Edge) don't trigger any touchstart and touchend events.
No data on Macs, but presumably no Ma browsers support touchstart and touchend given the scarcity of Mac touchscreen interfaces.
There's also an incredible amount of data on browsers combined with assistive technologies.
Yes you can start a timer attouchstart and end it on touchend and make your choices from there.
Also you can make... let's say swipe, my triggering touchmove you can get the coordonates of the "finger" and see how much i traveled before touchend gets triggered.
I don't know if there's any simpler way rather than using a touch events library, but i suppose you could write one for simple 'tap', 'double tap', 'swipe' events pretty easily.
Here is my latest observation on touch and mouse events on Android 4.3
Opera, Firefox, and Chrome seem to have a standard behavior
On Swipe (touchstart-touchmove-touchend):
No mouse event(exluding mouseover) fires.
Mouseover fires only if touchstart and touchend occurs on the same element. (touchstart-touchmove-touchend-mouseover)
If default is prevented on touchstart: the default swipe behavior does not work. no changes occur regarding mouse event firing.
On Tap(touchstart-touchend):
All mouse events mouseover-mousemove-mousedown-mouseup-click fire after a delay
If default is prevented on touchstart: only mouseover fires.
Android default browser has some non-standard behaviors:
Mouseover fires before touchstart which means mouseover always fires.
All mouse events fire on Tap, even if the default is prevented on touchstart.
My initial assumption was that touchmove was fired on every pixel move, but in my tests it varies depending on the speed of the movement. Is there a defined specification for it's behaviour?
The touchmove event is part of the W3C touch events specification, which says:
Note that the rate at which the user agent sends touchmove events is implementation-defined, and may depend on hardware capabilities and other implementation details.
Touch events happen in this order.
touchstart
touchmove
touchend
then a delay...
mmouseover
mousemove
mousedown
mouseup
click
mouseout
Src: Bill Fisher #hotstudios
They have also developed a plugin called touchy that lets you control the touch events.
https://github.com/HotStudio/touchy