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API

General API

Hammer

Creates a Manager instance with a default set of recognizers and returns the manager instance. The default set contains tap, doubletap, pan, swipe, press, pinch and rotate recognizer instances.

You should only use this when you're fine with the default setup, or have set your own initial setup.

Constructor(HTMLElement, [options])

Just your element, and options. the options will be merged with Hammer.defaults. Also, the recognizer set as defined in Hammer.defaults.preset will be added.

If you'll pass an empty recognizer option, no initial recognizers will be added.

var myElement = document.getElementById('hitarea');
var mc = new Hammer(myElement);

Hammer.defaults

The defaults when creating an instance that are merged being with your options.

touchAction: 'compute'

Accepts the compute, auto, pan-y, pan-x and none values. The default option will choose the correct value for you, based on the recognizers.

domEvents: false

Let Hammer also fire DOM events. This is a bit slower, so disabled by default. Recommended to set to true if you want to play with event delegation.

enable: true

Accepts a boolean, or a function that should return a boolean which is.

cssProps: {....}

A collection of css properties that improve the handling of the input events. For details take a look at the JSDoc.

preset: [....]

Default recognizer setup when calling Hammer(). When creating a new Manager these will be skipped.

By default it adds a set of tap, doubletap, press, horizontal pan and swipe, and the multi-touch pinch and rotate recognizers. The pinch and rotate recognizers are disabled by default because they would make the element blocking.


Hammer.Manager

The Manager is the container of all the recognizer instances for your element. It sets up the input event listeners, and sets the touch-action property for you on the element.

constructor(HTMLElement, [options])

Just your element, and options. the options will be merged with Hammer.defaults.

var mc = new Hammer.Manager(myElement);

You can setup an initial recognizer set with the option recognizers. The Array should be structured like this;

var mc = new Hammer.Manager(myElement, {
	recognizers: [
		// RecognizerClass, [options], [recognizeWith, ...], [requireFailure, ...]
		[Hammer.Rotate],
		[Hammer.Pinch, { enable: false }, ['rotate']],
		[Hammer.Swipe,{ direction: Hammer.DIRECTION_HORIZONTAL }],
	]
});

set(options)

Change an option on the manager instance. Using this method is recommended, because it will update the touchAction value if needed.

mc.set({ enable: true });

get(string), add(Recognizer) and remove(Recognizer)

Add a new Recognizer instance to the Manager. The order of adding is also the order of the recognizers being executed. Just like the get method, it returns the added Recognizer instance. The get and remove methods takes the event name (from a recognizer) or a recognizer instance as an argument.

Add and remove also accept an array of recognizers.

// both return instance of myPinchRecognizer
mc.get('pinch');
mc.get(myPinchRecognizer);
mc.add(myPinchRecognizer); // returns the recognizer
mc.add([mySecondRecogizner, myThirdRecognizer]);
mc.remove(myPinchRecognizer);
mc.remove('rotate');
mc.remove([myPinchRecognizer, 'rotate']);

on(events, handler) and .off(events, [handler])

Listen to events triggered by the added recognizers, or remove the binded events. Accepts multiple events seperated by a space.

mc.on("pinch", function(ev) {
	console.log(ev.scale);
});

stop([force])

Stop recognizing for the current input session. When forced, the recognizer cycle is stopped immediately.

destroy()

Unbinds all events and input events and makes the manager unusable. It does NOT unbind any domEvent listeners.


Hammer.Recognizer

Every Recognizer extends from this class. All recognizers also have the option enable, which is a boolean value or a callback function to enable/disable the recognizer on the fly.

constructor([options])

Just set the options.

var pinch = new Hammer.Pinch();
mc.add(pinch); // add it to the Manager instance

set(options)

Change an option on the recognizer instance. Using this method is recommended, because it will update the touchAction value if needed.

recognizeWith(otherRecognizer) and dropRecognizeWith(otherRecognizer)

Run the recognizer simultaneous with the given other recognizer, in both directions. This is usable for like combining a pan with a swipe at the end, or a pinch with the ability to rotate the target as well. Dropping the connection only removes the link on the recognizer, not on the other recognizer. Both accept an array of recognizers.

If the recognizer is added to a manager, then this method also accepts the other recognizer's event name as a string.

requireFailure(otherRecognizer) and dropRequireFailure(otherRecognizer)

Run the recognizer only when the other recognizer fails. Dropping the connection only removes the link on the recognizer, not on the other recognizer. Both accept an array of recognizers.

If the recognizer is added to a manager, then this method also accepts the other recognizer's event name as a string.


Hammer.input event

A secret event is being triggered by Hammer, hammer.input. It is being emitted on every input that is being received, and enabled you to things with the raw input. Small, but powerful feature.

hammertime.on("hammer.input", function(ev) {
   console.log(ev.pointers);
});

Event object

All events that Hammer triggers all receive an event object containing the following properties.

Name Value
type Name of the event. Like panstart.
deltaX Movement of the X axis.
deltaY Movement of the Y axis.
deltaTime Total time in ms since the first input.
distance Distance moved.
angle Angle moved.
velocityX Velocity on the X axis, in px/ms.
velocityY Velocity on the Y axis, in px/ms
velocity Highest velocityX/Y value.
direction Direction moved. Matches the DIRECTION constants.
offsetDirection Direction moved from it's starting point. Matches the DIRECTION constants.
scale Scaling that has been done when multi-touch. 1 on a single touch.
rotation Rotation (in deg) that has been done when multi-touch. 0 on a single touch.
center Center position for multi-touch, or just the single pointer.
srcEvent Source event object, type TouchEvent, MouseEvent or PointerEvent.
target Target that received the event.
pointerType Primary pointer type, could be touch, mouse, pen or kinect.
eventType Event type, matches the INPUT constants.
isFirst true when the first input.
isFinal true when the final (last) input.
pointers Array with all pointers, including the ended pointers (touchend, mouseup).
changedPointers Array with all new/moved/lost pointers.
preventDefault Reference to the srcEvent.preventDefault() method. Only for experts!

Constants

All constants are defined at the Hammer object. Since it are binary flags, you can use bitwise operators on it. MDN has some excellent documentation about this.

Directions

Used for setting the direction of a recognizer, and for reading the value of an event.

Name Value
DIRECTION_NONE 1
DIRECTION_LEFT 2
DIRECTION_RIGHT 4
DIRECTION_UP 8
DIRECTION_DOWN 16
DIRECTION_HORIZONTAL 6
DIRECTION_VERTICAL 24
DIRECTION_ALL 30

Input Events

Hammer maps all types of input (mousedown, mousemove, touchmove, pointercancel) to these constants.

Name Value
INPUT_START 1
INPUT_MOVE 2
INPUT_END 4
INPUT_CANCEL 8

Recognizer States

Used internally by the recognizers to define its state.

Name Value
STATE_POSSIBLE 1
STATE_BEGAN 2
STATE_CHANGED 4
STATE_ENDED 8
STATE_RECOGNIZED STATE_ENDED
STATE_CANCELLED 16
STATE_FAILED 32

Utils

Hammer.on(element, types, handler)

Wrapper around addEventListener that accepts multiple event types.

Hammer.on(window, "load resize scroll", function(ev) {
	console.log(ev.type);
});

Hammer.off(element, types, handler)

Like Hammer.on, this is a wrapper around removeEventListener that accepts multiple event types.

Hammer.each(obj, handler)

Iterate an array or an object's own properties.

Hammer.each([10,20,30,40], function(item, index, src) { });
Hammer.each({a:10, b:20, c:30}, function(item, key, src) { });

Hammer.merge(obj1, obj2)

Merge properties from obj2 into obj1. Properties won't be overwritten.

var options = {
	b: false
};

var defaults = {
	a: true,
	b: true,
	c: [1,2,3]
};
Hammer.merge(options, defaults);

// options.a == true
// options.b == false
// options.c == [1,2,3]

Hammer.extend(obj1, obj2)

Extend obj1 with the properties from obj2. Properties will be overwritten.

var obj1 = {
	a: true,
	b: false,
	c: [1,2,3]
};

var obj2 = {
	b: true,
	c: [4,5,6]
};
Hammer.extend(obj1, obj2);

// obj1.a == true
// obj1.b == true
// obj1.c == [4,5,6]

Hammer.inherit(child, base, [properties])

Simple class inheritance.

function Animal(name) {
	this.name = name;
}

function Dog() {
	Animal.apply(this, arguments);
}

Hammer.inherit(Dog, Animal, {
	bark: function() {
		alert(this.name);
	}
});

var dog = new Dog('Spaikie');
dog.bark();

Hammer.bindFn(fn, scope)

Simple alternative for Function.bind.

function myFunction(ev) {
	console.log(this === myContext); // is true
}

var myContext = {
	a: true,
	b: false
};

window.addEventListener('load', Hammer.bindFn(myFunction, myContext), false);

Hammer.prefixed(obj, name)

Get the (prefixed) property from the browser.

Hammer.prefixed(document.body.style, 'userSelect');
// returns "webkitUserSelect" on Chrome 35