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app-event-adapter

v0.0.8

Published

App Event Adapter =================

Downloads

1

Readme

App Event Adapter

Gives you app style events in your javascript.

App Event Adapter is a single js class with no dependencies. To use it, create an instance of it, connect it to an element and add listeners to it's events.

It will give you touch, tap, drag, scroll, pinch, zoom, twist as well as standard events like mouseUp mouseDown, but with some normalising of the event data that you get back. (it basically adds things like .x, .y, .amount onto the returned event object so that you can just use those in all browsers.)

Installation

via NPM: npm install --save 'app-event-adapter'

or simply drop the index.js file into your project somewhere, rename it to AppEventAdapter.js and include it locally.

How to use

As a way to handle events on a canvas:

An example in the style of inline handlers

var AppEventAdapter = require('app-event-adapter');

function defineHandlers() {

	var canvas = document.getElementById("myCanvas");

	var eventAdapter = new AppEventAdapter();
	eventAdapter.connectToElement(canvas);

	eventAdapter.subscribe("mousedown", function(event) {
		console.log('mouse down at: ', event.x, event.y);
	});

	eventAdapter.subscribe("drag", function(drag) {
		console.log('drag (mouse or touch) went: ', drag.dx, drag.dx, 'starting at', drag.x, drag.y);
	});

	//and all the other marvellous events that AppEventAdapter can give you!!...
}

An example in posh fancy ES5 class style


var AppEventAdapter = require('app-event-adapter');

function MyActionGameClass() {

	var canvas = document.getElementById("myCanvas");

	var eventAdapter = new AppEventAdapter();
	eventAdapter.connectToElement(canvas);

	eventAdapter.subscribe('mousedown', this.handleMouseDown, this);
	eventAdapter.subscribe('twist', this.handleTwist, this);
	eventAdapter.subscribe('tap', this.handleTap, this);

}

MyActionGameClass.prototype.handleMouseDown = function(event) {
	//Do something specific to mouses here, as opposed to the tap event.
}

MyActionGameClass.prototype.handleTwist = function(event) {
	//Do something fancy with two-fingered twist action, like rotate map
}

MyActionGameClass.prototype.handleTap = function(event) {
	//Do something generic for all taps or clicks
}

Events you can subscribe to, and what they pass you

Native events

  • resize - event
  • mousewheel - amount
  • mousedown - event.button, pos: {x: number, y: number}, event
  • mouseup - event.button, pos: {x: number, y: number}, event
  • mouseleave -
  • mousemove - pos: {x: number, y: number}
  • touchstart -
  • touchend -
  • touchleave -
  • touchmove -
  • touchcancel -
  • contextmenu -
  • keydown -
  • keyup -
  • keypress -
  • visibilitychange -

Derived events

  • dragstart - mouse click and drag or single touch drag
  • drag -
  • dragstop
  • tap - abstraction of either a click or a touchscreen tap
  • doubletap - abstraction of either a double click or a double touchscreen tap (2 in a quick succession, not two fingers at once)
  • pinch - {l: number, dl: number} - l is current pinch length, dl is the change in the pinch length
  • scroll - mouse wheel or two touch parallel movement
  • twist - two finger touch twisting