I'm currently working on a CSS transition and I'm struggling to find the proper Javascript to make it function properly on a mobile device.
http://seancrater.com/test/
In the section, "The Dirty Dozen Plus", the transition can be seen. I currently have
ontouchstart="this.classList.toggle('hover');
added to each of the DIVs but it currently requires you to hold down your finger on it from a mobile device to keep it on the transition state. I was wondering if anybody could give me some insight on how to make it a single click to make it stay in the transition state. I tried the pseudo :focus and it stopped it from functioning all together.
Thanks! -Sean
As others have stated, you'll need to avoid :hover.
The easiest way to address your issue is to update your CSS like so:
.top:hover,
.top.touched {
-webkit-transform:translateY(-150px);
-webkit-transition: all .5s;
}
And then add touched as a class to your elements on touchstart or touchend. My guess is you'll want to maintain which element currently is touched, so you can remove the transitioned state when a user scrolls or touches another element.
(EDIT: Updated fiddle to allow user to tap close the element)
http://jsfiddle.net/4n6Z4/1/
Shell, for easier testing on a smartphone:
http://fiddle.jshell.net/4n6Z4/1/show/
ontouchstart="this.classList.toggle('click'); There are no hover events in mobile. You need to turn your hover event into a click event for mobile phones. Use javascript to detect if it's a phone or not. Setup a constant var phone = false and if it's a phone and set it to true and if not it remains false. Then use it in your function that controls / or triggers that animation.
You cannot use :hover on mobile.
more info
As you know, :hover behavior doesn’t exist on touch screen devices. So
when you design a responsive website, you should carefully plan when
and where to use :hover interactions. Simple links that open some URL
will loose their :hover effect on some touch screen devices. On iOS
:hover is triggered before the click event, so you will see the hover
style for a brief moment before the page changes. Those are minor
things, they don’t affect the functionality of the site. The real
problem is a :hover that either hides or shows another element using
display or visibility CSS properties. This type of :hover will
transform into the double tap behavior on touch screens.
http://www.prowebdesign.ro/how-to-deal-with-hover-on-touch-screen-devices/
Related
EDIT FOR CLARIFICATION:
What I want:
A full screen javascript canvas which can handle touch events without those events being further interpreted by the browser, but also reserve the ability to open a new window on user action.
Examples:
I should be able to swipe my finger around without the webpage trying to scroll
I should be able to swipe my finger around without the contents of the webpage being nudged in any way (normally, when one scrolls to the end of a scroll region, the browser allows some additional spring-loaded buffer scrolling to signal to the user that it is the end of the scroll region).
I should be able to pinch and pan without the webpage zooming
etc...
The point:
I need to interpret these events accurately and in realtime MYSELF to respond to these actions WITHIN THE CANVAS. (I am doing realtime drawing via requestAnimationFrame, allowing me to react to user events without using the DOM)
The state of things currently:
This all works perfectly (except for the ability to open a new window) because I position the canvas to be the full size of the viewport (handling any window resize events), and the canvas listens to ontouchstart, ontouchmove, ontouchend, etc... events, calling evt.preventDefault() after I have handled the user input myself. This works to ensure the canvas is ALWAYS full screen, doesn't budge, and user input is accurately given to me to handle in-game.
The Problem:
One bit of user input I need to handle is the launching of a webpage when they click the region of my canvas with a "launch my webpage" button. However, window.open(mywebpage) doesn't work, because mobile safari only allows such an action in the callstack of a click event. Because I rely on ontouchstart to get responsive controls, and evt.preventDefault() in an ontouchstart event CANCELS the click event from happening, I cannot launch the webpage (it gets blocked by the browser).
My attempted solutions, and why they are insufficient:
Just use a click event rather than ontouchstart: this means I can't prevent scrolling/etc... additionally, it is not as responsive, and doesn't allow me to handle touch-and-drag events well.
Overlay a div (or an a) tag atop the canvas over the launch webpage zone, and add a click event to that: if the user clicks-and-drags starting within this tag, then it allows the page to scroll and zoom. Trying to fix this results in the same problem as before.
ORIGINAL POST:
I have a mobile application that is a full-screen canvas, which locks itself positionally (can't scroll or zoom) so that I can correctly interpret user input uninterrupted (swipes, pans, etc...).
It locks itself in by intercepting touchstart events and calling evt.preventDefault (as well as the meta viewport no-zoom stuff which as far as I can tell doesn't actually do anything?).
This works great, and is absolutely necessary to make a game (or game-like application) function.
The problem is that I also have a "go to this webpage" button. I can intercept the touchstart, and use window.open(somewebpage), but mobile popup blockers will block it. The "rules" seem to be "the webpage will be allowed to be opened iff it is done in the call stack of a user interaction, AND that interaction is a 'click' event".
I have the first part down, but if I change the event to a click event, the web page now interprets swipes as scrolls (and pinches as zooms, etc...). If I have both a click and a touchstart event, then calling evt.preventDefault() on the touchstart (which stops the scroll/zoom) also stops the click event.
If I overlay a div atop the click zone of the "launch webpage" button, then the player can scroll/zoom when their input begins in that button, which results in an unpredictable and wonky experience.
How can I launch another webpage without allowing the current webpage to scroll?
Edit: at request, here is a code snippet at least partially illustrating what I'm trying to do https://jsfiddle.net/phildo/0q8e47fk/10/.
Note that in the "real" case, the canvas takes up the full width/height of the screen, and is explicitly set accordingly on screen resize.
Preventing bounces of any kind on mobile web page is a vast problem through out the mobile devices not depending about the manufacturer. I had similar issue on Windows Phone 8 app years ago and there (quite surprisingly) was a solution dedicated to Windows environment which of course cannot applied here.
For iOS you need an iOS solution, right?
The very solution is named iNoBounce. The idea is to add the little js library to your html page, code with some good conventions and the js lib will do the dirty job of preventing the default when necessary.
The trick it actually does is not to prevent just anything, but the ones only, that are "extra" and will cause the bounce events.
With the words of iNoBounce GitHub Readme:
iNoBounce detects if the browser supports -webkit-overflow-scrolling by checking for the property on a fresh CSSStyleDeclaration. If it does, iNoBounce will listen to touchmove and selectively preventDefault() on move events that don't occur on a child of an element with -webkit-overflow-scrolling: touch set. In addition, iNoBounce will preventDefault() when the user is attemping to scroll past the bounds of a scrollable element, preventing rubberbanding on the element itself (an unavoidable caveat).
The example code asks you to use the following parts (there is a separate example code for canvas, this is only the most common solution):
// All you need is an element with `height` or `max-height`, `overflow: auto` and `-webkit-overflow-scrolling: touch`.
<script src="inobounce.js"></script>
<style>
ul {
height: 115px;
border: 1px solid gray;
overflow: auto;
-webkit-overflow-scrolling: touch;
}
</style>
Source:
[1] https://github.com/lazd/iNoBounce
Edit:
I found out you did not limit yourself to iOS. For other browsers, try
[2] https://developer.mozilla.org/en-US/docs/Web/CSS/overscroll-behavior
which introduces overscroll-behavior setting, that you can set to none to disable bounces.
It will work only on Android, not ie or iOS.
For mobile Windows Phone I had the solution like this:
div.wp8ScrollFix {
-ms-touch-action: none;
}
which effectively does the same as iNoBounce, now with single CSS line for the div containing the canvas.
Edit2:
For a search of semi universal solution, I could find that
-touch-action: none;
applied to div element that includes the canvas, you can disable default touch events and for the canvas, define your own.
The solution works on any other than Safari browsers. As in [3] there may be some variants like
-ms-touch-action: none;
but I suppose they are now all same without prefixes. The [3] solution is very old and world has changed a lot from those days.
The sad thing is, the browser support is same at least 2019 [4] and maybe now also.
Sources:
[3] jQuery / HTML5 / gwt app for WP8 (Lumia 920) device: vertical css scroll fix
[4] https://css-tricks.com/almanac/properties/t/touch-action/
Problem
Show a div on top of full screen canvas element that intercepts normal click events on element canvas.
Solution
Aside from click events, you need to intrrcept the following touch events:
touchstart
touchend
touchmove
touchcancel
Additional Info
You only preventDefault on the canvas events so you should still be able to create a clickable/touchable element in the canvas that shows a div outside the canvas positioned with a z-index higher than the canvas element by setting on display: block on the div. The div should also have 100vh and 100vw set foe width and height respectively and be position: fixed. The div should also have a button to hide again display: none.
References
https://stackoverflow.com/a/51127296/806876
I have a simple web app with a few text inputs and the inputs toward the bottom of the page get covered up by the iPhone keyboard. This is a terrible user experience making it difficult for the user to see what text they are entering as well as selecting other elements on the page after they are done entering text.
Apple documents the behavior here: https://developer.apple.com/library/archive/documentation/StringsTextFonts/Conceptual/TextAndWebiPhoneOS/KeyboardManagement/KeyboardManagement.html
I've seen several posts about this problem and there are multiple solutions for iOS app development but no real solutions for web apps.
I don't have the resources to test on multiple devices and I don't have an android device so I don't know if this problem even occurs there.
Is there a cross platform solution for detecting when a keyboard is covering the UI, how much of the UI is being covered, and an approach to ensure the input is visible?
This answer is a hack; but it's the best solution I have come up with.
Adding a padding to the bottom of the page that is large enough for the keyboard enables content to be displayed as desired when the keyboard is visible.
Using some javascript listeners and a CSS class, this padding can be added only when the keyboard is displayed.
body.keyboard {
height: calc(100% + 500px); /* add padding for keyboard */
}
The following javascript will add and remove the CSS class when an input has focus, which is the closest I can get to figuring out when the keyboard is displayed.
// focus events don't bubble, must use capture phase
document.body.addEventListener("focus", event => {
const target = event.target;
switch (target.tagName) {
case "INPUT":
case "TEXTAREA":
case "SELECT":
document.body.classList.add("keyboard");
}
}, true);
document.body.addEventListener("blur", () => {
document.body.classList.remove("keyboard");
}, true);
It's also worth noting that iOS performs an annoying zoom if the input font size is less that 16px so this is also important.
input {
font-size: 16px !important;
}
Please let me know if you have a better solution.
What about this: stackoverflow: Scroll textfield up when keyboard popsup?
Even if you're not using jquery you could still bind the focus event and scroll the page using the window.scrollTo(0, document.body.scrollHeight); function and just scroll to the bottom. Because interestingly, the space is created, but not scrolled to.
If you want to go fancy, you can check for the window size in order to determine if and how much you want to scroll.
What you can do is hide the keyboard on any click event. So, figure out when you don't want to display a keyboard and when do you really want to show it.
So once figured, you can hide the keyboard like:
InputMethodManager manager = getSystemService(INPUT_METHOD_SERVICE);
manager.hideSoftInputFromWindow(getCurrentFocus().getWindowToken(),InputMethodManager.HIDE_NOT_ALWAYS);
Here's an answer that might help you: Scroll textfield up when keyboard popsup
In summary, you can make use of the visual viewport api and update the next render accordingly.
What I did is to scroll the elements into view when focused by touch.
There is no exact api or anything to know if the keyboard is open at all, or how much the keyboard covers (in chrome actually the keyboard reduces the viewport, not overlays on top), but looking at average mobiles, it covers roughly half of it.
As for the implementation, I use a kind of simple heuristic. You can go all-in if the device is a touch device see mobile device detection section here, but this doesn't necessarily cover laptops with touch screens. (and doing it based on resolution is a bad idea also)
I took this "touch device" approach one step forward, and listen on the touchstart event on form elements and set a variable something like hasTouchKeyboard, and then scroll element to top of page (or at least first half that is likely not covered) when focused if this variable is true.
The idea behind it is that the touchstart usually fires before the focused event, plus the real differentiator is that if the user touched the input field, then it is 100% that it is using a touch device AND actually used touch on it (that will likely trigger the keyboard), and not just focused it with mouse on a hybrid device.
It is definitely not bulletproof, but fairly simple and works well without any user agent magic or other crazy stuff.
For www.lokilist.com I needed a solution that worked without javascript for the text input used to enter a Session ID.
On the server, I used the "isMobileDevice()" PHP function found here:
https://stackoverflow.com/a/23874239/20094562
Then attached a css class with onfocus css only if the requesting browser was "mobile" (that function considers tablets as mobile, which is all the better for this purpose since we actually care about touch screens).
To summarize:
Detect touch screens based on user agent with isMobileDevice()
In your css, include a placeholder class like ".mobileTextInput".
Also include in your css the onfocus property of that class like ".mobileTextInput:focus". This is what will reposition your text input when selected.
If the user agent is a mobile device, add the mobileTextInput class to the text elements you want to move above the virtual keyboard.
I am struggling to debug the issue here. Until a react-select is shown on the UI the feedback on mobile touch elements do not provide feedback on touch.
This can be seen here by completing the journey on mobile until step 4:
https://odd-panda-design.badgerbookings.com/booking
When you first interact with the elements there is no feedback however when you get to the 4th screen in the journey and click "signup" (showing the react select) the hover elements suddenly provide feedback if you navigate back to them. This issue is only on mobile and not web. I have tested on iPhone 6 using Chrome.
Below is the react-select element that triggers the touch feedback interactions.
I have tried adding onTouchStart and changing the hover elements to include :active or :focus
I am not sure if this is a react or javascript issue
I had dealt with this before.
Try adding onclick="" to any element that requires ios to recognize as hover element.
As a side note, try abstracting the problem. Remove react select and see if it works, if not, continue abstracting and see when the problem disappears.
I'm attempting to make my website tablet friendly and I'm facing a strange issue.
I am testing on an Android 4.0 tablet with Chrome 30.
I have a fixed modal popover screen. While this screen is on, we don't want to let the user scroll the background so touch events are prevented. However, in this window we have a scrollable area with overflow:scroll, therefore the touch event is not prevented if the touch start event is detected there. So far so good - Android responsibly scrolls the area as expected.
Problem is, if the user long-presses an element inside the scroll area for about half a second, and only then scrolls - the element where the touch started appears to be selected for a moment. That selection disappears after a bit. But, in case the user scrolls during that bit - the whole page scrolls instead of the scrollable area. It's as if the focus is changed. What's going on?
I tried to set CSS selection rules on the elements inside but it didn't help.
-webkit-touch-callout:none;
-webkit-user-select:none;
-khtml-user-select:none;
-moz-user-select:none;
-ms-user-select:none;
user-select:none;
Every other answer suggests to prevent the touch event which I can't because it's meant to be scrolled. Any ideas what's causing this?
OK, I got it.
Add cursor:default!important to the above CSS rules.
I DID come across such a solution but it failed on first try. In my case, the specificity of elements inside the scrollable area was too strong, rendering cursor:default useless and I didn't realize it. I apply this only to mobile devices by detecting the useragent, therefore I can afford dismissing the previous cursor attribute with !important as it won't affect any desktop clients. Sweet!
Still not sure why this worked. If anyone could supply information on how the cursor attribute affects Chrome on Android I will be grateful.
There is a HTML button, with 3 backgrounds - each for normal, hover and clicked states. Of course, it works fine with non touch device. If the button is clicked on touch device, the :hover state is also triggered and stays until another element is touched.
Is it possible to programmatically remove :hover state from element after it was clicked or prevent it from activating on touch devices?
Sorry, but suggestions to a detect mouseover and mouseout events and add artificial classes are not accepted.
One possible solution is to add "no-touch" class to html element in advance and remove it if only touch device is detected. In that case, CSS selector "html.no-touch button:hover" will not match for touch device.
Do you know more elegant solutions you may suggest?
I would try to overwrite the :hover state in an additional style-sheet for handheld devices like:
<link rel="stylesheet" type="text/css" href="handheld.css" media="handheld">
and in handheld.css put something like:
#some_selector:hover {
background: none; /* if you are setting a background in the main css file for example */
}
However, I´m not sure if handheld and touch screen are completely the same, there might be devices that have a touch screen and are not qualified as a handheld.
Edit: It seems you cannot detect touch screen devices 100% reliably, also see this question.
Seems that this issue can be resolved by overwriting the :hover state for a given element in media query - see this question:
CSS hover not being ignored on touch screen devices