Quickstart: Manipulation gestures (HTML)
You can customize the user experience for the manipulation gestures described in the Windows touch language, such as slide, swipe, turn, pinch, and stretch. To do this, you handle Windows Runtime gesture events in your app using JavaScript.
Most apps process gestures (rotate, zoom, and drag) and do little with the raw pointer data, except to pass it to gesture detection. In this sample, we use this raw pointer data in support of manipulation gesture handling and processing. This extends your app's interaction model and builds upon the basic pointer events described in Quickstart: Pointers.
Updates for Windows 8.1: Windows 8.1 introduces a number of updates and improvements to the pointer input APIs. See API changes for Windows 8.1 for more info.
If you're new to developing apps using JavaScript: Have a look through these topics to get familiar with the technologies discussed here.
Create your first app using JavaScript
Roadmap for apps using JavaScript
Learn about events with Quickstart: adding HTML controls and handling events
App features, start to finish:
Explore this functionality in more depth as part of our App features, start to finish series
User interaction, start to finish (HTML)
User interaction customization, start to finish (HTML)
User experience guidelines:
The platform control libraries (HTML and XAML) provide a full user interaction experience, including standard interactions, animated physics effects, and visual feedback. If you don't need customized interaction support, use these built-in controls.
If the platform controls are not sufficient, these user interaction guidelines can help you provide a compelling and immersive interaction experience that is consistent across input modes. These guidelines are primarily focused on touch input, but they are still relevant for touchpad, mouse, keyboard, and stylus input.
- Guidelines for common user interactions
- Guidelines for cross-slide
- Guidelines for optical zoom and resizing
- Guidelines for panning
- Guidelines for rotation
- Guidelines for Semantic Zoom
- Guidelines for selecting text and images
- Guidelines for targeting
- Guidelines for visual feedback
Samples: See this functionality in action in our app samples.
User interaction customization, start to finish sample
Input: DOM pointer event handling sample
Input: Manipulations and gestures (JavaScript) sample
Objective: To learn how to listen for, handle, and process manipulation gestures by using input from touch, mouse, pen/stylus interactions, and Windows Runtime gesture events.
Prerequisites
Review Quickstart: Pointers, Quickstart: DOM gestures and manipulations, and Quickstart: Static gestures.
We assume that you can create a basic app using JavaScript that uses the Windows Library for JavaScript template.
To complete this tutorial, you need to:
- Install Microsoft Visual Studio.
- Get a developer license. For instructions, see Develop using Visual Studio 2013.
- Create your first app using JavaScript.
- Review Quickstart: Adding WinJS controls and styles to learn about WinJS objects and controls.
What are gesture events?
A gesture is the physical act or motion performed on, or by, the input device. This can include one or more fingers on a touch surface, a pen/stylus digitizer, mouse, and so on. These natural interactions are mapped to operations on elements in both the system and your app. For more information, see Gestures, manipulations, and interactions.
The following table identifies the manipulation gestures covered in this Quickstart. See Quickstart: Static gestures for supporting static gestures, such as tap and press and hold.
Gesture | Description | |
---|---|---|
Slide |
One or more contacts that move beyond a distance threshold. If panning is not enabled and initial contact is within the bounds of an element, sliding moves the element. If panning is enabled, initial contact is within the bounds of an element, and sliding direction is perpendicular to the panning axis, sliding moves the element. Otherwise, panning is initiated.
| |
Swipe |
One or more contacts that move within a distance threshold (a short slide gesture). A swipe is not a speed or time-based gesture. If the app doesn't enable panning and initial contact is within the bounds of an element, swiping moves the element. If the app enables panning, initial contact is within the bounds of an element, and the swiping direction is perpendicular to the panning axis, swiping selects the element. Otherwise, swiping initiates panning.
| |
Pinch and stretch |
Two or more contacts that converge or diverge to zoom in or out, respectively. Typically used to resize an object, zoom in or out on a view, or for Semantic Zoom.
| |
Turn |
Rotating with two or more fingers causes an object to rotate. Rotate the device itself to rotate the entire screen. Two or more contacts that move in a circular motion around a center (or point) of rotation. Typically used to rotate an object.
| |
For more information on these gestures and how they relate to the Windows 8 touch language, see Touch interaction design. |
Important If you implement your own interaction support, keep in mind that users expect an intuitive experience involving direct interaction with the UI elements in your app. We recommend that you model your custom interactions on the platform control libraries (HTML and XAML) to keep things consistent and discoverable. The controls in these libraries provide a full user interaction experience, including standard interactions, animated physics effects, visual feedback, and accessibility. Create custom interactions only if there is a clear, well-defined requirement and basic interactions don't support your scenario.
Create the UI
This example demonstrates how to enable a single manipulation gesture, turn to rotate, on a basic UI element. A square (target
) acts as the target object for pointer input and detection. This pointer data is passed to a GestureRecognizer object that processes the data from a turn gesture to create a rotation manipulation with standard inertia behavior.
The app provides the following user interaction functionality:
- Turn: rotates the object, with inertia when the pointer contacts are terminated. This interaction behavior adheres to the Guidelines for visual feedback and Windows touch language recommendations. These recommendations state the turn gesture should be limited to the rotation of UI elements. Note This example can be easily modified to support drag and zoom. We'll cover that later in this quickstart.
This is the HTML for this example.
<html>
<head>
<meta charset="utf-8" />
<title>Manipulation Gestures</title>
<!-- WinJS references -->
<link rel="stylesheet" href="//Microsoft.WinJS.2.0/css/ui-light.css" />
<script src="//Microsoft.WinJS.2.0/js/base.js"></script>
<script src="//Microsoft.WinJS.2.0/js/ui.js"></script>
<!-- BasicGesture references -->
<link href="/css/default.css" rel="stylesheet" />
<script src="/js/InputProcessor.js"></script>
<script src="/js/ManipulationManager.js"></script>
<script src="/js/default.js"></script>
</head>
<body>
<div class="Container" id="Container">
<div id="targetTitle">Manipulation gestures (rotation)</div>
<div class="TargetContainer" id="targetContainer">
<div id="target" draggable="false"></div>
</div>
<div id="targetFooter"> </div>
</div>
</body>
</html>
This is the Cascading Style Sheets (CSS) for this example.
Note Pointer events don't fire during a pan or zoom interaction. You can disable panning and zooming on a region through the CSS properties msTouchAction, overflow, and -ms-content-zooming.
html,body {
overflow: hidden;
position: relative;
height: 100%;
}
div #Container {
/*
This element permits no default touch behaviors.
A manipulation-blocking element is defined as an element that explicitly
blocks direct manipulation via declarative markup, and instead fires gesture
events such as MSGestureStart, MSGestureChange, and MSGestureEnd.
*/
touch-action: none;
display: -ms-grid;
-ms-grid-rows: 200px 1fr 50px;
-ms-grid-columns: 1fr;
overflow: hidden;
position: absolute;
padding: 0px;
margin: 0px;
border-width: 0px;
border-collapse: collapse;
}
div #targetTitle {
touch-action: none;
-ms-grid-row: 1;
-ms-grid-column: 1;
background-color: black;
color: white;
padding: 0px;
margin: 0px;
border-width: 0px;
border-collapse: collapse;
font-family: 'Segoe UI';
font-size: large;
}
div #targetContainer {
touch-action: none;
-ms-grid-row: 2;
-ms-grid-column: 1;
background-color: white;
padding: 0px;
margin: 0px;
border-width: 0px;
border-collapse: collapse;
}
div #targetFooter {
touch-action: none;
-ms-grid-row: 3;
-ms-grid-column: 1;
background-color: black;
color: white;
padding: 0px;
margin: 0px;
border-width: 0px;
border-collapse: collapse;
font-family: 'Segoe UI';
font-size: large;
}
div #target {
-ms-transform-origin: 0px 0px;
position: absolute;
width: 300px;
height: 300px;
background-color: black;
padding: 0px;
margin: 0px;
border-width: 0px;
border-collapse: collapse;
}
Initialize the app
Set up the target, its container, and manipulation handling for the target when the app starts.
Here we initialize the target element (and other UI objects) within the container and configure a handler for manipulations.
/// <summary>
/// Initializes the target and manipulation handling.
/// </summary>
function initialize() {
var container = document.getElementById("targetContainer");
var target = document.getElementById("target");
var title = document.getElementById("targetTitle");
var footer = document.getElementById("targetFooter");
// Set the height of the target container for initial positioning of the target.
var containerHeight = window.innerHeight - title.clientHeight - footer.clientHeight;
container.style.height = containerHeight + "px";
// Set the initial position of the target.
target.style.msTransform = (new MSCSSMatrix()).
translate((container.clientWidth - parseInt(target.clientWidth)) / 2.0,
(containerHeight - parseInt(target.clientHeight)) / 2.0);
// Configure manipulation handling.
var manipulable = new Manipulator.ManipulationManager();
// The configuration function can support all manipulations.
// For this example, we limit manipulation support to rotation with inertia.
manipulable.configure(false,
true, // Rotation.
false,
true, // Inertia.
1,
0,
{
x: (container.clientWidth - parseInt(target.clientWidth)) / 2.0,
y: (containerHeight - parseInt(target.clientHeight)) / 2.0
});
manipulable.setElement(target);
manipulable.setParent(container);
// Handler for transforms related to the manipulation.
manipulable.registerMoveHandler({
x: (container.clientWidth / 2.0),
y: (containerHeight / 2.0)
}, Manipulator.ManipulationManager.FixPivot.MoveHandler);
}
Handle pointer input and configure the gesture recognizer
For this example, we use a basic wrapper class (InputProcessor
) to define the pointer event handlers along with the GestureRecognizer object that consumes the pointer input.
In most cases, we recommend that you get pointer info through the event argument of the pointer event handlers in your chosen language framework.
If the event argument doesn't expose the pointer details required by your app, you can get access to extended pointer data from the event argument through the getCurrentPoint and getIntermediatePoints methods, or the currentPoint and intermediatePoints properties. We recommend using the getCurrentPoint and getIntermediatePoints methods because you can specify the context of the pointer data.
Tip For this example, there is only one object associated with a gesture recognizer. If your app contains a large number of objects that can be manipulated (such as a jigsaw puzzle), consider dynamically creating a gesture recognizer only when pointer input is detected on a target object. The gesture recognizer can be destroyed when the manipulation is complete (see Input: Instantiable gestures sample for an example of this). To avoid the overhead of creating and destroying gesture recognizers, create a small pool of gesture recognizers at initialization and dynamically assign those as required.
Here, the gesture recognizer (_gestureRecognizer
) listens for and handles all pointer and gesture events.
/// <summary>
/// InputProcessor is a thin wrapper for pointer event handling and gesture detection.
/// Defines an InputProcessor class that takes all pointer event data and feeds it to
/// a GestureRecognizer for processing of the manipulation gestures
/// as configured in ManipulationManager.js.
/// </summary>
(function () {
"use strict";
WinJS.Namespace.define("Manipulator", {
InputProcessor: WinJS.Class.define(function () {
// Constructor.
this._gestureRecognizer = new Windows.UI.Input.GestureRecognizer();
this._downPoint = null;
this._lastState = null;
}, {
// Instance members.
element: {
/// <summary>
/// The manipulable element.
/// </summary>
get: function () {
if (!this._element) {
return null;
}
return this._element;
},
set: function (value) {
this._element = value;
this._setupElement();
}
},
parent: {
/// <summary>
/// The container that defines the coordinate space used
/// for transformations during manipulation of the target.
/// </summary>
get: function () {
if (!this._parent) {
return null;
}
return this._parent;
},
set: function (value) {
this._parent = value;
}
},
getRecognizer: function () {
/// <summary>
/// The gesture recognition object.
/// </summary>
return this._gestureRecognizer;
},
getDown: function () {
/// <summary>
/// The pointer data for the pointerdown event.
/// </summary>
return this._downPoint;
},
_setupElement: function () {
/// <summary>
/// Declare the event listeners for the pointer events on the target.
/// </summary>
var that = this;
this._element.addEventListener("pointerdown",
function (evt) { Manipulator.InputProcessor._handleDown(that, evt); },
false);
this._element.addEventListener("pointermove",
function (evt) { Manipulator.InputProcessor._handleMove(that, evt); },
false);
this._element.addEventListener("pointerup",
function (evt) { Manipulator.InputProcessor._handleUp(that, evt); },
false);
this._element.addEventListener("pointercancel",
function (evt) { Manipulator.InputProcessor._handleCancel(that, evt); },
false);
this._element.addEventListener("wheel",
function (evt) { Manipulator.InputProcessor._handleMouse(that, evt); },
false);
}
}, {
// Static members.
_handleDown: function (that, evt) {
/// <summary>
/// Handler for the pointerdown event.
/// </summary>
/// <param name="that" type="Object">
/// The InputProcessor object handling this event.
/// </param>
/// <param name="evt" type="Event">
/// The event object.
/// </param>
var pp = evt.getCurrentPoint(that._parent);
that._element.setPointerCapture(pp.pointerId);
that._gestureRecognizer.processDownEvent(pp);
// Prevent propagation of this event to additional event handlers.
evt.stopImmediatePropagation();
// Capture the pointer location for this event.
that._downPoint = { x: pp.position.x, y: pp.position.y };
},
_handleMove: function (that, evt) {
/// <summary>
/// Handler for the pointermove event.
/// </summary>
/// <param name="that" type="Object">
/// The InputProcessor object handling this event.
/// </param>
/// <param name="evt" type="Event">
/// The event object.
/// </param>
var pps = evt.getIntermediatePoints(that._parent);
that._gestureRecognizer.processMoveEvents(pps);
// Prevent propagation of this event to additional event handlers.
evt.stopImmediatePropagation();
},
_handleUp: function (that, evt) {
/// <summary>
/// Handler for the pointerup event.
/// </summary>
/// <param name="that" type="Object">
/// The InputProcessor object handling this event.
/// </param>
/// <param name="evt" type="Event">
/// The event object.
/// </param>
var pp = evt.getCurrentPoint(that._parent);
that._gestureRecognizer.processUpEvent(pp);
// Prevent propagation of this event to additional event handlers.
evt.stopImmediatePropagation();
},
_handleCancel: function (that, evt) {
/// <summary>
/// Handler for the pointercancel event.
/// </summary>
/// <param name="that" type="Object">
/// The InputProcessor object handling this event.
/// </param>
/// <param name="evt" type="Event">
/// The event object.
/// </param>
that._gestureRecognizer.completeGesture();
// Prevent propagation of this event to additional event handlers.
evt.stopImmediatePropagation();
},
_handleMouse: function (that, evt) {
/// <summary>
/// Handler for the mouse wheel event.
/// </summary>
/// <param name="that" type="Object">
/// The InputProcessor object handling this event.
/// </param>
/// <param name="evt" type="Event">
/// The event object.
/// </param>
var pp = evt.getCurrentPoint(that._parent);
that._gestureRecognizer.processMouseWheelEvent(pp, evt.shiftKey, evt.ctrlKey);
// Prevent propagation of this event to additional event handlers.
evt.stopImmediatePropagation();
evt.preventDefault();
}
})
});
})();
Process the manipulation.
Here we use a manipulation manager class (ManipulationManager
) to define the manipulation behaviors and constraints for the GestureRecognizer object. This is the object that was defined in the InputProcessor
(_inputProcessor
) described in the previous step.
/// <summary>
/// ManipulationManager is the manipulation processing engine for the
/// GestureRecognizer object defined in InputProcessor.js.
/// Different components and behaviors of manipulation (rotate, translate, zoom,
/// and inertia) can be enabled, disabled, and customized as required.
/// </summary>
(function () {
"use strict";
WinJS.Namespace.define("Manipulator", {
ManipulationManager: WinJS.Class.define(function () {
// Constructor.
// Create an input processor.
this._inputProcessor = new Manipulator.InputProcessor();
// Initialize the manipulation movement and end handlers.
this._endHandler = null;
this._moveHandler = null;
// Create the transform matrices used for manipulating
// and resetting the target.
this._currentTransform = new MSCSSMatrix();
this._initialTransform = new MSCSSMatrix();
// Initialize the transform matrices values.
this._initialTransformParams = {
translation: { x: 0, y: 0 },
rotation: 0,
scale: 1
};
this._currentTransformParams = {
translation: { x: 0, y: 0 },
rotation: 0,
scale: 1
};
}, {
// Instance members.
configure: function (scale, rotate, translate, inertia,
initialScale, initialRotate, initialTranslate) {
/// <summary>
/// Define the behaviors of the ManipulationManager object.
/// </summary>
/// <param name="scale" type="Boolean">
/// True if scaling is enabled.
/// </param>
/// <param name="rotate" type="Boolean">
/// True if rotation is enabled.
/// </param>
/// <param name="translate" type="Boolean">
/// True if translation is enabled.
/// </param>
/// <param name="inertia" type="Boolean">
/// True if inertia is enabled.
/// </param>
/// <param name="initialScale" type="Number">
/// The initial scale factor.
/// </param>
/// <param name="initialRotate" type="Number">
/// The initial rotation value.
/// </param>
/// <param name="initialTranslate" type="Object">
/// The initial translation values (x,y).
/// </param>
// Get the GestureRecognizer associated with this manipulation manager.
var gr = this._inputProcessor.getRecognizer();
// Set the manipulations supported by the GestureRecognizer if the
// interaction is not already being processed.
if (!gr.isActive) {
var settings = 0;
if (scale) {
settings |= Windows.UI.Input.GestureSettings.manipulationScale;
if (inertia) {
settings |= Windows.UI.Input.GestureSettings.manipulationScaleInertia;
}
}
if (rotate) {
settings |= Windows.UI.Input.GestureSettings.manipulationRotate;
if (inertia) {
settings |= Windows.UI.Input.GestureSettings.manipulationRotateInertia;
}
}
if (translate) {
settings |= Windows.UI.Input.GestureSettings.manipulationTranslateX |
Windows.UI.Input.GestureSettings.manipulationTranslateY;
if (inertia) {
settings |= Windows.UI.Input.GestureSettings.manipulationTranslateInertia;
}
}
// Cache a reference to the current object.
var that = this;
// If any manipulation is supported, declare the manipulation event listeners.
if (scale || rotate || translate) {
gr.addEventListener('manipulationstarted',
function (evt) { Manipulator.ManipulationManager._manipulationStarted(that, evt); },
false);
gr.addEventListener('manipulationupdated',
function (evt) { Manipulator.ManipulationManager._manipulationUpdated(that, evt); },
false);
gr.addEventListener('manipulationended',
function (evt) { Manipulator.ManipulationManager._manipulationEnded(that, evt); },
false);
}
gr.gestureSettings = settings;
// Initialize the transform matrices.
this._currentTransformParams.scale = initialScale;
this._currentTransformParams.rotation = initialRotate;
this._currentTransformParams.translation = initialTranslate;
this._initialTransformParams.scale = initialScale;
this._initialTransformParams.rotation = initialRotate;
this._initialTransformParams.translation = initialTranslate;
// Set the transformation values.
if (initialRotate) {
this._initialTransform = this._initialTransform.rotate(initialRotate);
}
else {
this._currentTransformParams.rotation = 0;
this._initialTransformParams.rotation = 0;
}
if (initialTranslate) {
this._initialTransform = this._initialTransform.translate(initialTranslate.x, initialTranslate.y);
}
else {
this._currentTransformParams.translation = { x: 0, y: 0 };
this._initialTransformParams.translation = { x: 0, y: 0 };
}
if (initialScale) {
this._initialTransform = this._initialTransform.scale(initialScale);
}
else {
this._currentTransformParams.scale = 1;
this._initialTransformParams.scale = 1;
}
this._currentTransform = this._initialTransform;
}
},
setElement: function (elm) {
/// <summary>
/// Set the manipulable object.
/// </summary>
/// <param name="elm" type="Object">
/// The object that supports manipulation.
/// </param>
this._inputProcessor.element = elm;
// Set the transform origin for rotation and scale manipulations.
this._inputProcessor.element.style.msTransformOrigin = "0 0";
},
setParent: function (elm) {
/// <summary>
/// Set the parent of the manipulable object.
/// </summary>
/// <param name="elm" type="Object">
/// The parent of the object that supports manipulation.
/// </param>
this._inputProcessor.parent = elm;
},
registerEndHandler: function (handler) {
/// <summary>
/// Register handler to be called after the manipulation is complete.
/// </summary>
/// <param name="handler" type="Function">
/// The manipulationended event handler.
/// </param>
this._endHandler = handler;
},
registerMoveHandler: function (arg, handler) {
/// <summary>
/// Register handler to be called when manipulation is under way.
/// </summary>
/// <param name="args">
/// Arguments passed to the move handler function.
/// </param>
/// <param name="handler" type="Function">
/// The manipulationupdated event handler.
/// </param>
this._moveHandlerArg = arg;
this._moveHandler = handler;
},
resetAllTransforms: function () {
/// <summary>
/// Reset the ManipulationManager object to its initial state.
/// </summary>
// Check that the element has been registered before before attempting to reset.
if (this._inputProcessor.element) {
// Reapply the initial transform
this._inputProcessor.element.style.transform = this._initialTransform.toString();
this._currentTransform = this._initialTransform;
// Reset the current transform parameters to their initial values.
this._currentTransformParams.translation = this._initialTransformParams.translation;
this._currentTransformParams.rotation = this._initialTransformParams.rotation;
this._currentTransformParams.scale = this._initialTransformParams.scale;
}
},
_applyMotion: function (pivot, translation, rotation, scaling) {
/// <summary>
/// Apply the manipulation transform to the target.
/// </summary>
/// <param name="pivot" type="Object">
/// The X,Y values for the rotation and scaling pivot point.
/// </param>
/// <param name="translation" type="Object">
/// The X,Y values for the translation delta.
/// </param>
/// <param name="rotation" type="Number">
/// The angle of rotation.
/// </param>
/// <param name="scaling" type="Number">
/// The scaling factor.
/// </param>
// Create the transform, apply parameters, and multiply by the current transform matrix.
var transform = new MSCSSMatrix().translate(pivot.x, pivot.y).
translate(translation.x, translation.y).
rotate(rotation).
scale(scaling).
translate(-pivot.x, -pivot.y).multiply(this._currentTransform);
this._inputProcessor.element.style.transform = transform.toString();
this._currentTransform = transform;
},
_updateTransformParams: function (delta) {
/// <summary>
/// Update the current transformation parameters based on the new delta.
/// </summary>
/// <param name="that" type="Object">
/// The change in rotation, scaling, and translation.
/// </param>
this._currentTransformParams.translation.x = this._currentTransformParams.translation.x + delta.translation.x;
this._currentTransformParams.translation.y = this._currentTransformParams.translation.y + delta.translation.y;
this._currentTransformParams.rotation = this._currentTransformParams.rotation + delta.rotation;
this._currentTransformParams.scale = this._currentTransformParams.scale * delta.scale;
}
}, {
// Static members.
_manipulationStarted: function (that, evt) {
/// <summary>
/// The manipulationstarted event handler.
/// </summary>
/// <param name="that" type="Object">
/// ManipulationManager object on which the event was performed.
/// </param>
/// <param name="evt" type="Event">
/// The event data.
/// </param>
Manipulator.ManipulationManager._manipulationHelper(that, evt);
},
_manipulationUpdated: function (that, evt) {
/// <summary>
/// The manipulationupdated event handler.
/// </summary>
/// <param name="that" type="Object">
/// ManipulationManager object on which the event was performed.
/// </param>
/// <param name="evt" type="Event">
/// The event data.
/// </param>
Manipulator.ManipulationManager._manipulationHelper(that, evt);
},
_manipulationEnded: function (that, evt) {
/// <summary>
/// The manipulationended event handler.
/// </summary>
/// <param name="that" type="Object">
/// ManipulationManager object on which the event was performed.
/// </param>
/// <param name="evt" type="Event">
/// The event data.
/// </param>
// Pass the event to the manipulation helper function.
Manipulator.ManipulationManager._manipulationHelper(that, evt);
// Call the manipulationended handler, if registered.
if (that._endHandler) {
that._endHandler();
}
},
_manipulationHelper: function (that, evt) {
/// <summary>
/// Helper function for calculating and applying the transformation parameter deltas.
/// </summary>
/// <param name="that" type="Object">
/// ManipulationManager object on which the event was performed.
/// </param>
/// <param name="evt" type="Event">
/// The event data.
/// </param>
if (evt.delta) {
// Rotation/scaling pivot point.
var pivot = { x: evt.position.x, y: evt.position.y };
// Translation values.
var translation = { x: evt.delta.translation.x, y: evt.delta.translation.y };
// Rotation angle.
var rotation = evt.delta.rotation;
// Scale factor.
var scale = evt.delta.scale;
// Group the transformation parameter deltas.
var delta = {
pivot: pivot,
translation: translation,
rotation: rotation,
scale: scale
};
// Apply the manipulation movement constraints.
if (that._moveHandler) {
delta = that._moveHandler(that._moveHandlerArg, delta, that._currentTransformParams, that._currentTransform);
}
// Update the transformation parameters with fresh deltas.
that._updateTransformParams(delta);
// Apply the transformation.
that._applyMotion(delta.pivot, delta.translation, delta.rotation, delta.scale);
}
},
FixPivot: WinJS.Class.define(function () {
/// <summary>
/// Constrain the center of manipulation (or pivot point) to a set of X,Y coordinates,
/// instead of the centroid of the pointers associated with the manipulation.
/// <param name="pivot" type="Object">
/// The pivot coordinates for the ManipulationManager object.
/// </param>
/// <param name="delta" type="Object">
/// The transformation parameter deltas (pivot, delta, rotation, scale).
/// </param>
/// </summary>
}, {
}, {
MoveHandler: function (pivot, delta) {
delta.pivot = pivot;
return delta;
}
}),
})
});
})();
See Related topics at the bottom of this page for links to more complex samples.
Complete example
See Manipulation gestures complete code.
Summary and next steps
In this Quickstart, you learned about handling manipulation gesture events in Windows Store apps using JavaScript.
Manipulation gestures are useful for supporting and managing complex interactions such as sliding to pan, or rearrange/move, zooming, and rotating.
See the Input: Instantiable gestures sample for a more complex example of gesture handling.
Note This sample does not adhere to the Windows touch language guidance regarding custom interactions. Some of the static gestures have been redefined for instructional purposes.
For managing static interactions (such as slide, swipe, turn, pinch, and stretch), see Quickstart: Static gestures.
For more info on the Windows 8 touch language, see Touch interaction design.
Related topics
Developers
Responding to user interaction
Developing Windows Store apps (JavaScript and HTML)
Quickstart: DOM gestures and manipulations
Designers