Writing event plugins
edit this pageIf you're using proxy events, you can either use the standard DOM events that an element can listen to (e.g. click
, mouseover
, touchmove
, load
, whatever) or you can use custom event definitions.
These allow you to define more complex events than the native ones, but still treat them as first class citizens. For example the tap
event abstracts away differences between mouse and touch interfaces, eliminating the 300ms delay users would experience on a touch device if you were only listening for click
events:
<a class='button' on-tap='select'>Tap me!</a>
You could also use the event definition API to normalise browser behaviour (e.g. with mouseenter
and mouseleave
, which are handy and widely-used events, but non-standard ones), or to implement swiping and other gestures.
Future versions of Ractive may include more event definitions 'out of the box' - for now, there is just the tap
event.
The event definition API
When Ractive sees a on-[eventName]
directive, it first looks in Ractive.events
for an [eventName]
property, and if it finds one it applies the definition. (If not, it assumes that [eventName]
refers to a native DOM event.)
Event definitions receive two arguments - node
, and fire
. node
is the element to which the definition is being applied, and fire
is the function that must be called when the event has taken place.
fire
when ready
The fire
function takes a single argument which is the event
object received by handlers. It will be augmented with context
, keypath
and index
properties (TODO: explain these).
To be consistent with 'native' proxy events, the event
object must have a node
property (that's right, you pass the reference back - this allows us to reuse handlers with many different elements, without penalty), and if applicable an original
property which should be an underlying DOM event.
You can add as many other properties as you like, however (swipe start position, long press duration, whether the user is currently standing on their head, whatever you like).
The event definition return value
Event definitions should return an object with a teardown
property, which is a function that removes any DOM event handlers that were bound as part of the setup (and undoes any other changes that were applied).
An example
All this will make more sense with an example. Let's define a menu
event, which will allow us to insert our own custom menu.
If the user is using a mouse, we want to intercept the contextmenu
event (which is generally fired on right-click). On touch devices, we'll use a long press to signal that the user wants to open the menu, as that is a common interaction within apps.
Ractive.events.menu = function ( node, fire ) {
var longpressDuration = 500, threshold = 5, contextmenuHandler, touchstartHandler;
// intercept contextmenu events and suppress them
contextmenuHandler = function ( event ) {
event.preventDefault();
// we'll pass along some coordinates. This will make more sense below
fire({
node: node,
original: event,
x: event.clientX,
y: event.clientY
});
};
node.addEventListener( 'contextmenu', contextmenuHandler );
// that was easy! but touch is a little more complicated
touchstartHandler = function ( event ) {
var touches, touch, finger, startX, startY, moveHandler, cancel, timeout;
// for simplicity, we'll only deal with single finger presses
if ( event.touches.length !== 1 ) {
return;
}
// suppress the default behaviour
event.preventDefault();
// we'll need this info later
touch = event.touches[0];
finger = touch.identifier;
startX = touch.clientX;
startY = touch.clientY;
// after the specified delay, fire the event...
timeout = setTimeout( function () {
// there is no underlying event we could meaningfully pass on. but
// we can pass along some coordinates
fire({
node: node,
x: startX,
y: startY
});
cancel();
}, longpressDuration );
// ...unless the timeout is cancelled
cancel = function () {
clearTimeout( timeout );
// tidy up after ourselves
window.removeEventListener( 'touchmove', touchmoveHandler );
window.removeEventListener( 'touchend', cancel );
window.removeEventListener( 'touchcancel', cancel );
};
// if the user moves their finger, test whether they've moved it beyond a
// certain threshold or if they've left the target element
touchmoveHandler = function ( event ) {
var touch, currentTarget;
// find the right touch (another finger may have touched the screen)
i = event.touches.length;
while ( i-- ) {
if ( event.touches[i].identifier === finger ) {
touch = event.touches[i];
break;
}
}
if ( !touch ) {
cancel();
return;
}
dx = touch.clientX - startX;
dy = touch.clientY - startY;
currentTarget = document.elementFromPoint( touch.clientX, touch.clientY );
// if the finger has moved too far, or is no longer over the target, cancel
if ( Math.abs( dx ) > threshold || Math.abs( dy ) > threshold || !el.contains( currentTarget ) ) {
cancel();
}
};
window.addEventListener( 'touchmove', touchmoveHandler );
window.addEventListener( 'touchend', cancel );
window.addEventListener( 'touchcancel', cancel );
};
node.addEventListener( 'touchstart', touchstartHandler );
// return an object with a teardown method, so we can unbind everything when the
// element is removed from the DOM
return {
teardown: function () {
node.removeEventListener( 'contexmenu', contextmenuHandler );
node.removeEventListener( 'touchstart', touchstartHandler );
}
};
};
You can now use the menu
event in Ractive instances:
<div on-menu='showMenu'>This element has its own context menu</div>
ractive = new Ractive({
el: myContainer,
template: myTemplate
});
ractive.on( 'showMenu', function ( event ) {
// show menu at client coordinates event.x, event.y
});