Touchy.js is a simple light-weight (1.98 kb minified+gzip) JavaScript library for dealing with touch events in the browser. With no dependencies, just add the script to your page and start hacking.
// The HTML element that to watch for touches
var touchMe = document.getElementById('touch-me');
// Touchy.js creates a single global object called 'Touchy'
var toucher = Touchy(touchMe, function (hand, finger) {
// this === toucher
// toucher.stop() : stop watching element for touch events
// toucher.start(): start watching element for touch events
// This function will be called for every finger that touches the screen
// regardless of what other fingers are currently interacting.
// 'finger' is an object representing the entire path of a finger
// on the screen. So a touch-drag-release by a single finger would be
// encapsulated into this single object.
// 'hand' is an object holding all fingers currently interacting with the
// screen.
// 'hand.fingers' returns an Array of fingers currently on the screen
// including this one.
// In this case we are only listening to a single finger at a time.
if (hand.fingers.length > 1) {
return;
}
// This callback is fired when the finger initially touches the screen.
finger.on('start', function (point) {
// 'point' is a coordinate of the following form:
// { id: <string>, x: <number>, y: <number>, time: <date> }
});
// This callback is fired when finger moves.
finger.on('move', function (point) {
console.log('finger is moving');
});
// This callback is fired when finger is released from the screen.
finger.on('end', function (point) {
console.log('finger stopped moving');
});
// finger.lastPoint refers to the last touched point by the
// finger at any given time.
});
var touchMe = document.getElementById('touch-me');
Touchy(touchMe, {
one: function (hand, finger) {
// Full touchy style event system, run only when exactly one finger
// on screen.
// In these cases 'hand' is only alive for the duration of touches that
// have the exact number of simulataneous touches (unlike in the
// previous example).
},
two: function (hand, finger1, finger2) {
// Only run when exactly two fingers on screen
hand.on('move', function (points) {
// 'points' is an Array of point objects (same as finger.on point object)
});
}
// 'three', 'four', 'five' are supported as well.
// 'any' is the same as the previous example.
});
var touchMe = document.getElementById('touch-me');
Touchy(touchMe, function (hand, finger) {
function startFinger () {
// ...
}
finger.on('start', startFinger); // Attach startFinger to the start event
finger.off('start', startFinger); // Detach startFinger from the start event
finger.once('start', startFinger); // One-time-use handler for start event
finger.trigger('start', arg1, ..); // Trigger the start event with arguments
});
var touchMe = document.getElementById('touch-me');
// When the second invocation argument is set to true Touchy will pick up mouse
// events along with touch events. This is good for testing on desktop.
Touchy(touchMe, true, callback); // For all finger events
Touchy(touchMe, true, { one: ..., two: ... }); // For multi-touch finger events
// Define a plugin
Touchy.plugin('myPlugin', function (elem, settings) {
// Write your plugin here.
// This will be executed each time the plugin is applied to an element.
// 'elem' is the element being touched
// 'settings' is the the object passed during usage of the plugin
// Return an object to setup Touchy for the element.
// This is equivalent to Touchy(elem, { one: ..., two: ... });
return { one: ..., two: ... };
});
// Use a plugin
var touchMe = document.getElementById('touch-me');
Touchy(touchMe, {
myPlugin: { these: 'are', your: 'settings' }
});
var touchMe = document.getElementById('touch-me');
Touchy(touchMe, { one: ..., two: ... });
// This is equivalent to the following jQuery code:
$('#touch-me').touchy({ one: ..., two: ... });