Codice completo per i puntatori (HTML)
[ Questo articolo è rivolto agli sviluppatori per Windows 8.x e Windows Phone 8.x che realizzano app di Windows Runtime. Gli sviluppatori che usano Windows 10 possono vedere Documentazione aggiornata ]
In questo argomento viene fornito l'esempio di codice completo usato in Guida introduttiva: Puntatori.
In questo argomento sono contenute le sezioni seguenti:
- Tecnologie
- Requisiti
- Visualizzare il codice ()
Percorso di download
Questo esempio non è disponibile per il download.
Tecnologie
Linguaggi di programmazione | CSS, HTML, JavaScript |
Modelli di programmazione | Windows Runtime |
Requisiti
Client minimo supportato | Windows 8 |
Server minimo supportato | Windows Server 2012 |
SDK minimo necessario | Microsoft Visual Studio Express 2012 per Windows 8 |
Visualizzare il codice ()
default.css
body {
overflow: hidden;
position: relative;
}
#grid {
display: -ms-grid;
height: 100vh; /* 100% of viewport height */
-ms-grid-columns: 4fr 1fr; /* 2 columns */
-ms-grid-rows: 1fr 320px 1fr; /* 3 rows */
/*touch-action: none;*/ /* Disable panning and zooming */
}
#targetContainer {
border:solid;
border-width:thin;
border-color: red;
-ms-grid-row: 2;
-ms-grid-column: 1;
-ms-grid-row-align: center;
-ms-grid-column-align: center;
/*touch-action: none; /* Disable panning and zooming */*/
}
#eventLog {
-ms-grid-row: 1;
-ms-grid-column: 2;
-ms-grid-row-span: 3;
padding-right: 10px;
background-color: black;
color: white;
}
.phone #target {
width: 200px;
height: 300px;
border: none;
padding: 0px;
margin: 0px;
-ms-transform-origin: 0% 0%;
/*touch-action: none; /* Disable panning and zooming */*/
}
.windows #target {
width: 400px;
height: 200px;
border: none;
padding: 0px;
margin: 0px;
-ms-transform-origin: 0% 0%;
touch-action: none; /* Disable panning and zooming */
}
default.html
Nota App di Windows Store
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8" />
<title>PointerInput_Universal.Windows</title>
<!-- WinJS references -->
<link href="//Microsoft.WinJS.2.0/css/ui-dark.css" rel="stylesheet" />
<script src="//Microsoft.WinJS.2.0/js/base.js"></script>
<script src="//Microsoft.WinJS.2.0/js/ui.js"></script>
<!-- PointerInput_Universal.Windows references -->
<link href="/css/default.css" rel="stylesheet" />
<script src="/js/default.js"></script>
</head>
<body class="windows">
<div id="grid">
<div id="targetContainer">
<div id="target"></div>
</div>
<div id="bottom">
</div>
<div id="eventLog"></div>
</div>
</body>
</html>
Nota App di Windows Phone Store
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8" />
<title>PointerInput_Universal.WindowsPhone</title>
<!-- WinJS references -->
<!-- At runtime, ui-themed.css resolves to ui-themed.light.css or ui-themed.dark.css
based on the user’s theme setting. This is part of the MRT resource loading functionality. -->
<link href="/css/ui-themed.css" rel="stylesheet" />
<script src="//Microsoft.Phone.WinJS.2.1/js/base.js"></script>
<script src="//Microsoft.Phone.WinJS.2.1/js/ui.js"></script>
<!-- PointerInput_Universal.Phone references -->
<link href="/css/default.css" rel="stylesheet" />
<script src="/js/default.js"></script>
</head>
<body class="phone">
<div id="grid">
<div id="targetContainer">
<div id="target"></div>
</div>
<div id="bottom">
</div>
<div id="eventLog"></div>
</div>
</body>
</html>
default.js
(function () {
"use strict";
var app = WinJS.Application;
var activation = Windows.ApplicationModel.Activation;
app.onactivated = function (args) {
if (args.detail.kind === activation.ActivationKind.launch) {
if (args.detail.previousExecutionState !== activation.ApplicationExecutionState.terminated) {
// TODO: This application has been newly launched. Initialize
// your application here.
initialize();
} else {
// TODO: This application has been reactivated from suspension.
// Restore application state here.
}
args.setPromise(WinJS.UI.processAll());
}
};
app.oncheckpoint = function (args) {
// TODO: This application is about to be suspended. Save any state
// that needs to persist across suspensions here. You might use the
// WinJS.Application.sessionState object, which is automatically
// saved and restored across suspension. If you need to complete an
// asynchronous operation before your application is suspended, call
// args.setPromise().
};
app.start();
// For this example, we track simultaneous contacts in case the
// number of contacts has reached the maximum supported by the device.
// Depending on the device, additional contacts might be ignored
// (PointerPressed not fired).
var numActiveContacts = 0;
// The input target.
var target;
// Target background colors corresponding to various pointer states.
var pointerColor = {
hover: "rgb(255, 255, 102)",
down: "rgb(0, 255, 0)",
up: "rgb(255, 0, 0)",
cancel: "rgb(0,0,0)",
out: "rgb(127,127,127)",
over: "rgb(0,0,255)"
};
// The event log (updated on each event).
var eventLog;
function initialize() {
/// <summary>Set up the app.</summary>
eventLog = document.getElementById("eventLog");
target = document.getElementById("target");
setTarget();
}
function setTarget() {
/// <summary>Set up the target and interaction event handlers.</summary>
// Initial color of target.
target.style.backgroundColor = pointerColor.out;
// Expando dictionary property to track active contacts.
// An entry is added during pointer down/hover/over events
// and removed during pointer up/cancel/out/lostpointercapture events.
target.pointers = [];
// Declare pointer event handlers.
target.addEventListener("pointerdown", onPointerDown, true);
target.addEventListener("pointerover", onPointerOver, true);
target.addEventListener("pointerup", onPointerUp, true);
target.addEventListener("pointerout", onPointerOut, true);
target.addEventListener("pointercancel", onPointerCancel, true);
target.addEventListener("lostpointercapture", onLostPointerCapture, true);
target.addEventListener("pointermove", onPointerMove, true);
target.addEventListener("wheel", onMouseWheel, false);
}
// Handles pointers that are in contact and moved within the boundary of the target.
// See the pointermove event for handling the hover state of a pointer that is not in contact
// but is within the boundary of the target (typically a pen/stylus device).
function onPointerOver(e) {
/// <summary>
/// Occurs when a pointer is detected within the hit test boundaries
/// of an element.
/// Also occurs prior to a pointerdown event for devices that do not
/// support hover.
/// This event type is similar to pointerenter, but bubbles.
/// See the pointermove event for handling the hover state of a pointer
/// that is not in contact but is within the boundary of the target
/// (typically a pen/stylus device).
/// </summary>
/// <param name="e" type="Event">The event argument.</param>
// Prevent the next handler in the hierarchy from receiving the event.
e.cancelBubble = true;
// Update event details and target UI.
eventLog.innerText += "\nOver: " + e.pointerId;
if (target.pointers.length === 0) {
// Change background color of target when pointer contact detected.
if (e.getCurrentPoint(e.currentTarget).isInContact) {
// Pointer down occured outside target.
target.style.backgroundColor = pointerColor.down;
} else {
// Pointer down occured inside target.
target.style.backgroundColor = pointerColor.over;
}
}
// Check if pointer already exists.
for (var i in target.pointers) {
if (target.pointers[i].id = e.pointerId) {
return;
}
}
// Push new pointer Id onto expando target pointers array.
target.pointers.push({ id: e.pointerId, type: e.pointerType });
// Ensure that the element continues to receive PointerEvents
// even if the contact moves off the element.
// Capturing the current pointer can improve usability by reducing
// the touch precision required when interacting with an element.
// Note: Only the assigned pointer is affected.
target.setPointerCapture(e.pointerId);
// Display pointer details.
createInfoPop(e);
}
function onPointerDown(e) {
/// <summary>
/// Occurs for mouse when at least one mouse button is pressed or
/// for touch and pen when there is physical contact with the digitizer.
/// For input devices that do not support hover, the pointerover event is
/// fired immediately before the pointerdown event.
/// Here, we filter pointer input based on the first pointer type detected.
/// </summary>
/// <param name="e" type="Event">The event argument.</param>
// pointerdown and pointerup events do not always occur in pairs.
// Listen for and handle any event that might conclude a pointer down action
// (such as pointerup, pointerout, pointercancel, and lostpointercapture).
//
// For this example, we track the number of contacts in case the
// number of contacts has reached the maximum supported by the device.
// Depending on the device, additional contacts might be ignored
// (PointerPressed not fired).
// Prevent the next handler in the hierarchy from receiving the event.
e.cancelBubble = true;
// Check if the number of supported contacts is exceeded.
var touchCapabilities = new Windows.Devices.Input.TouchCapabilities();
if ((touchCapabilities.touchPresent != 0) & (numActiveContacts > touchCapabilities.contacts)) {
return;
}
// Update event details and target UI.
eventLog.innerText += "\nDown: " + e.pointerId;
target.style.backgroundColor = pointerColor.down;
// Check if pointer already exists (if hover/over occurred prior to down).
for (var i in target.pointers) {
if (target.pointers[i].id = e.pointerId) {
return;
}
}
// Push new pointer Id onto expando target pointers array.
target.pointers.push({ id: e.pointerId, type: e.pointerType });
// Ensure that the element continues to receive PointerEvents
// even if the contact moves off the element.
// Capturing the current pointer can improve usability by reducing
// the touch precision required when interacting with an element.
// Note: Only the assigned pointer is affected.
target.setPointerCapture(e.pointerId);
// Display pointer details.
createInfoPop(e);
}
function onPointerUp(e) {
/// <summary>
/// Occurs for mouse at transition from at least one button pressed
/// to no buttons pressed.
/// Occurs for touch and pen when contact is removed from the digitizer.
/// For input devices that do not support hover, the pointerout event
/// is fired immediately after the pointerup event.
/// </summary>
/// <param name="e" type="Event">The event argument.</param>
// Prevent the next handler in the hierarchy from receiving the event.
e.cancelBubble = true;
// Update event details.
eventLog.innerText += "\nUp: " + e.pointerId;
// If event source is mouse pointer and the pointer is still
// over the target, retain pointer and pointer details.
// Return without removing pointer from pointers dictionary.
// For this example, we assume a maximum of one mouse pointer.
if ((e.pointerType === "mouse") &
(document.elementFromPoint(e.x, e.y) === target)) {
target.style.backgroundColor = pointerColor.up;
return;
}
// Ensure capture is released on a pointer up event.
target.releasePointerCapture(e.pointerId);
// Remove pointer from pointers dictionary.
var targetPointers = target.pointers;
for (var i in targetPointers) {
if (target.pointers[i].id === e.pointerId) {
target.pointers.splice(i, 1);
var pointerInfoPop = document.getElementById("infoPop" + e.pointerId);
if (pointerInfoPop === null)
return;
pointerInfoPop.removeNode(true);
}
}
// Update target UI.
if (target.pointers.length === 0) {
target.style.backgroundColor = pointerColor.up;
}
}
function onPointerMove(e) {
/// <summary>
/// Occurs when a pointer moves within the hit test boundaries
/// of an element.
/// </summary>
/// <param name="e" type="Event">The event argument.</param>
// NOTE: Multiple, simultaneous mouse button inputs are processed here.
// Mouse input is associated with a single pointer assigned when
// mouse input is first detected.
// Clicking additional mouse buttons (left, wheel, or right) during
// the interaction creates secondary associations between those buttons
// and the pointer through the pointer pressed event.
// The pointer released event is fired only when the last mouse button
// associated with the interaction (not necessarily the initial button)
// is released.
// Because of this exclusive association, other mouse button clicks are
// routed through the pointer move event.
// Prevent the next handler in the hierarchy from receiving the event.
e.cancelBubble = true;
if (e.pointerType == "mouse") {
// Mouse button states are extended PointerPoint properties.
var pt = e.getCurrentPoint(e.currentTarget);
var ptProperties = pt.properties;
if (ptProperties.isLeftButtonPressed) {
eventLog.innerText += "\nLeft button: " + e.pointerId;
}
if (ptProperties.isMiddleButtonPressed) {
eventLog.innerText += "\nWheel button: " + e.pointerId;
}
if (ptProperties.isRightButtonPressed) {
eventLog.innerText += "\nRight button: " + e.pointerId;
}
}
// Handle hover state of a pointer that is not in contact but is within
// the boundary of the target (typically a pen/stylus device).
if (e.pointerType == "pen") {
var pt = e.getCurrentPoint(e.currentTarget);
if (pt.isInContact == false) {
// Update event details and target UI.
target.style.backgroundColor = pointerColor.hover;
eventLog.innerText = "\nHover: " + e.pointerId;
// Check if pointer already exists.
for (var i in target.pointers) {
if (target.pointers[i].id = e.pointerId) {
updateInfoPop(e);
return;
}
}
target.pointers.push({ id: e.pointerId, type: e.pointerType });
// Ensure that the element continues to receive PointerEvents
// even if the contact moves off the element.
// Capturing the current pointer can improve usability by reducing
// the touch precision required when interacting with an element.
// Note: Only the assigned pointer is affected.
target.setPointerCapture(e.pointerId);
}
}
// Display pointer details.
updateInfoPop(e);
}
function onPointerOut(e) {
/// <summary>
/// Occurs when a pointer (in contact or not) moves out of the
/// target hit test boundary, after a pointerup event for a device
/// that does not support hover, and after a pointercancel event.
/// This event type is similar to pointerleave, but bubbles.
/// Note: Pointer capture is maintained until pointer up event.
/// </summary>
/// <param name="e" type="Event">The event argument.</param>
// Prevent the next handler in the hierarchy from receiving the event.
e.cancelBubble = true;
// Update event details.
eventLog.innerText += "\nPointer out: " + e.pointerId;
// Remove pointer from pointers dictionary.
var targetPointers = target.pointers;
for (var i in targetPointers) {
if (target.pointers[i].id === e.pointerId) {
target.pointers.splice(i, 1);
var pointerInfoPop = document.getElementById("infoPop" + e.pointerId);
if (pointerInfoPop === null)
return;
pointerInfoPop.removeNode(true);
// Update target UI.
if (target.pointers.length === 0) {
target.style.backgroundColor = pointerColor.out;
}
}
}
}
function onMouseWheel(e) {
/// <summary>
/// Occurs when the mouse wheel is rotated.
/// </summary>
/// <param name="e" type="Event">The event argument.</param>
// Check if a mouse pointer already exists.
for (var i in target.pointers) {
// Ensure existing pointer type registered with pointerover is mouse.
if (target.pointers[i].type === "mouse") {
e.pointerId = target.pointers[i].id;
break;
}
}
eventLog.innerText += "\nMouse wheel: " + e.pointerId;
// For this example, we fire a corresponding pointer down event.
onPointerDown(e);
}
function onPointerCancel(e) {
/// <summary>
/// Occurs when a pointer is removed.
/// The app will not receive subsequent events for that pointer, including pointerup.
/// </summary>
/// <param name="e" type="Event">The event argument.</param>
// A pointer can be canceled as a result of one of the following:
// - A touch contact is canceled when a pen is detected.
// - More than 100ms has passed since the device reported
// an active contact.
// - The desktop is locked or the user logged off.
// - The number of simultaneous contacts exceeds the number
// supported by the device.
// - The system has determined that a pointer is unlikely to
// continue to produce events (for example, due to a hardware event).
// - After a pointerdown event, the pointer is subsequently used to
// manipulate the page viewport (for example, panning or zooming).
// Prevent the next handler in the hierarchy from receiving the event.
e.cancelBubble = true;
// Update event details.
eventLog.innerText += "\nPointer canceled: " + e.pointerId;
// Ensure capture is released on a pointer cancel event.
target.releasePointerCapture(e.pointerId);
// Update target UI.
if (target.pointers.length === 0) {
target.style.backgroundColor = pointerColor.cancel;
}
// Remove pointer from pointers dictionary.
var targetPointers = target.pointers;
for (var i in targetPointers) {
if (target.pointers[i].id === e.pointerId) {
target.pointers.splice(i, 1);
var pointerInfoPop = document.getElementById("infoPop" + e.pointerId);
if (pointerInfoPop === null)
return;
pointerInfoPop.removeNode(true);
// Update target UI.
if (target.pointers.length === 0) {
target.style.backgroundColor = pointerColor.out;
}
}
}
}
function onLostPointerCapture(e) {
/// <summary>
/// Occurs after pointer capture is released for the pointer.
/// </summary>
/// <param name="e" type="Event">The event argument.</param>
// lostpointercapture can fire instead of pointerup.
// Pointer capture can be lost as a result of one of the following:
// - User interactions
// - Programmatic caputre of another pointer
// - Captured pointer was deliberately released
// Prevent the next handler in the hierarchy from receiving the event.
e.cancelBubble = true;
// Update event details.
eventLog.innerText += "\nLost pointer capture: " + e.pointerId;
// We need the device type to handle lost pointer capture from mouse input.
// Use the getCurrentPoint method over currentPoint property to ensure
// the coordinate space is in relation to the target element.
// Note: getCurrentPoint and currentPoint are only available in the
// local compartment, they are not available in the web compartment.
var ptTarget = e.getCurrentPoint(e.currentTarget);
var ptContainer = e.getCurrentPoint(document.getElementsByTagName("body")[0]);
// If event source is mouse pointer and the pointer is still over
// the target, retain pointer and pointer details.
// For this example, we assume only one mouse pointer.
if ((ptTarget.pointerDevice.pointerDeviceType === Windows.Devices.Input.PointerDeviceType.mouse) &
(document.elementFromPoint(ptContainer.position.x, ptContainer.position.y) === target)) {
target.setPointerCapture(e.pointerId);
return;
}
// Remove pointer from pointers dictionary.
var targetPointers = target.pointers;
for (var i in targetPointers) {
if (target.pointers[i].id === e.pointerId) {
target.pointers.splice(i, 1);
var pointerInfoPop = document.getElementById("infoPop" + e.pointerId);
if (pointerInfoPop === null)
return;
pointerInfoPop.removeNode(true);
}
}
// Update target UI.
if (target.pointers.length === 0) {
target.style.backgroundColor = pointerColor.cancel;
}
}
function createInfoPop(e) {
/// <summary>
/// Create and insert DIV into the DOM for displaying pointer details.
/// </summary>
/// <param name="e" type="Event">The event argument.</param>
var infoPop = document.createElement("div");
infoPop.setAttribute("id", "infoPop" + e.pointerId);
// Set screen position of DIV.
var transform = (new MSCSSMatrix()).translate(e.offsetX + 20, e.offsetY + 20);
infoPop.style.msTransform = transform;
target.appendChild(infoPop);
infoPop.innerText = queryPointer(e);
}
function updateInfoPop(e) {
/// <summary>
/// Update pointer details in UI.
/// </summary>
/// <param name="e" type="Event">The event argument.</param>
var infoPop = document.getElementById("infoPop" + e.pointerId);
if (infoPop === null)
return;
// Set screen position of DIV.
var transform = (new MSCSSMatrix()).translate(e.offsetX + 20, e.offsetY + 20);
infoPop.style.msTransform = transform;
infoPop.innerText = queryPointer(e);
}
function queryPointer(e) {
/// <summary>
/// Get extended pointer data.
/// </summary>
/// <param name="e" type="Event">The event argument.</param>
// We get the extended pointer info through the getCurrentPoint method
// of the event argument. (We recommend using getCurrentPoint
// to ensure the coordinate space is in relation to the target.)
// Note: getCurrentPoint and currentPoint are only available in the
// local compartment, they are not available in the web compartment.
var pt = e.getCurrentPoint(e.currentTarget);
var ptTargetProperties = pt.properties;
var details = "Pointer Id: " + e.pointerId;
switch (e.pointerType) {
case "mouse":
details += "\nPointer type: mouse";
details += "\nLeft button: " + ptTargetProperties.isLeftButtonPressed;
details += "\nRight button: " + ptTargetProperties.isRightButtonPressed;
details += "\nWheel button: " + ptTargetProperties.isMiddleButtonPressed;
details += "\nX1 button: " + ptTargetProperties.isXButton1Pressed;
details += "\nX2 button: " + ptTargetProperties.isXButton2Pressed;
break;
case "pen":
details += "\nPointer type: pen";
if (pt.isInContact) {
details += "\nPressure: " + ptTargetProperties.pressure;
details += "\nrotation: " + ptTargetProperties.rotation;
details += "\nTilt X: " + ptTargetProperties.xtilt;
details += "\nTilt Y: " + ptTargetProperties.ytilt;
details += "\nBarrel button pressed: " + ptTargetProperties.isBarrelButtonPressed;
}
break;
case "touch":
details += "\nPointer type: touch";
details += "\nPressure: " + ptTargetProperties.pressure;
details += "\nrotation: " + ptTargetProperties.rotation;
details += "\nTilt X: " + ptTargetProperties.xtilt;
details += "\nTilt Y: " + ptTargetProperties.ytilt;
break;
default:
details += "\nPointer type: " + "n/a";
break;
}
details += "\nPointer location (target): " + e.offsetX + ", " + e.offsetY;
details += "\nPointer location (screen): " + e.screenX + ", " + e.screenY;
return details;
}
})();