The following input devices are supported by sky:
The following input devices are not supported natively by sky, but can be used by connecting directly to the mojo application servicing the relevant device:
The following interactions are intended to be easy to handle:
Frameworks are responsible for converting pointer events described below into widget-specific events such as the following:
In particular, this means distinguishing whether a finger tap consists of a tap, a drag, or a long-press; it also means distinguishing whether a drag, once established as such, should be treated as a pan or a drag, and deciding whether a secondary touch should begin a zoom/rotation or not.
This is done using the gesture recogniser API
Each touch or pointer is tracked individually.
New touches and pointers can appear and disappear over time.
Each pointer has a list of current targets.
When a new one enters the system, a non-bubbling PointerAddedEvent
event is fired at the application‘s element tree’s root node, and the pointer's current targets list is initialised to just that Root object.
When it is removed, a non-bubbling PointerRemovedEvent
event is fired at the application‘s element tree’s root node and at any other objects in the pointer‘s current targets list. Currently, at the time of a PointerRemoved
, the list will always consist of only the application’s element tree's root node.
A pointer can be “up” or “down”. Initially all pointers are “up”.
A pointer switches from “up” to “down” when it is a touch or stylus that is in contact with the display surface, or when it is a mouse that is being clicked, and from “down” back to “up” when this ends. (Note that clicking a button on a stylus doesn't change it from up to down. A stylus can have a button pressed while “up”.) In the case of a mouse with multiple buttons, the pointer switches back to “up” only when all the buttons have been released.
When a pointer switches from “up” to “down”, the following algorithm is run:
PointerDownEvent
event at the layoutManager for ‘node’, with an empty array as the default return value. Let ‘result1’ be the returned value.PointerDownEvent
event at the Element for ‘node’, with an empty array as the default return value. Let ‘result2’ be the returned value.When an object is one of the current targets of a pointer and no other pointers have that object as a current target so far, and either there are no buttons (touch, stylus) or only the primary button is active (mouse) and this is not an inverted stylus, then that pointer is considered the “primary” pointer for that object. The pointer remains the primary pointer for that object until the corresponding PointerUpEvent
event (even if the buttons change).
When a pointer moves, a non-bubbling PointerMoveEvent
event is fired at each of the pointer‘s current targets in turn (maintaining the order they had in the PointerDownEvent
event, if there’s more than one). If the return value of a PointerMovedEvent
event is ‘cancel’, and the pointer is currently down, then the pointer is canceled (see below).
When a pointer‘s button state changes but this doesn’t impact whether it is “up” or “down”, e.g. when a mouse with a button down gets a second button down, or when a stylus' buttons change state, but the pointer doesn't simultaneously move, then a PointerMovedEvent
event is fired anyway, as described above, but with dx=dy=0.
When a pointer switches from “down” to “up”, a non-bubbling PointerUpEvent
event is fired at each of the pointer‘s current targets in turn (maintaining the order they had in the PointerDownEvent
event, if there’s more than one), and then the pointer‘s current target list is emptied except for the application’s element tree's root node. The buttons exposed on the PointerUpEvent
event are those that were down immediately prior to the buttons being released.
At the time of a PointerUpEvent
event, for each object that is a current target of the pointer, and for which the pointer is considered the “primary” pointer for that object, if there is another pointer that is already down, which is of the same kind, which also has that object as a current target, and that has either no buttons or only its primary button active, then that pointer becomes the new “primary” pointer for that object before the PointerUpEvent
event is sent. Otherwise, the “primary” pointer stops being “primary” just after the PointerUpEvent
event. (This matters for whether the ‘primary’ field is set.)
When a pointer is canceled, if it is “down”, pretend that the pointer moved to “up”, sending PointerUpEvent
as described above, and entirely empty its current targets list. AFter the pointer actually switches from “down” to “up”, replace the current targets list with an object that only contains the application‘s element tree’s root node.
Nothing special happens when a pointer's current target moves in the DOM.
The x and y position of an -up or -down event always match those of the previous -moved or -added event, so their dx and dy are always 0.
Positions are floating point numbers; they can have subpixel values.
For each pointer, only a single PointerAddedEvent
or PointerRemovedEvent
event is fired per frame. If a pointer would have been added and removed in the same frame, the pointer is ignored, and no events are fired for that pointer.
For each pointer, only a single PointerDownEvent
or PointerUpEvent
event is fired per frame, representing the change in state from the last frame, if any. Exactly when the event is fired is up to the implementation and may depend on the hardware.
For each pointer, at most two PointerMoveEvent
events are fired per frame, one before the PointerDownEvent
or PointerUpEvent
event, if any, and one after. If the pointer didn't change “down” state, then only one PointerMoveEvent
event is fired. All the actual moves that the pointer experienced are coallesced into the event.
Example: If a mouse experiences the following events: - move +1, down, move +2, up, move +4, down, move +8 ...the events might be: - move +7, down, move +8 ...or: - move +1, down, move +14
TODO(ianh): expose the unfiltered uncoalesced stream of events for programs that want more precision (e.g. drawing apps)
These events have the following fields (see below for the class definitions):
pointer: an integer assigned to this touch or pointer when it enters the system, never reused, increasing monotonically every time a new value is assigned, starting from 1 (if the system gets a new tap every microsecond, this will cause a problem after 285 years) kind: one of 'touch', 'mouse', 'stylus', 'inverted-stylus' x: x-position relative to the top-left corner of the surface of the node on which the event was fired y: y-position relative to the top-left corner of the surface of the node on which the event was fired dx: difference in x-position since last ``PointerMovedEvent`` event dy: difference in y-position since last ``PointerMovedEvent`` event buttons: a bitfield of the buttons pressed, from the following list: 1: primary mouse button (not available on stylus) 2: secondary mouse button, primary stylus button 3: middle mouse button, secondary stylus button 4: back button 5: forward button additional buttons can be represented by numbers greater than six: n: (n-2)th mouse button, ignoring any buttons that are explicitly back or forward buttons (n-4)th stylus button, again ignoring any explictly back or forward buttons note that stylus buttons can be pressed even when the pointer is not "down" e.g. if the left mouse button and the right mouse button are pressed at the same time, the value will be 3 (bits 1 and 2); if the right mouse button and the back button are pressed at the same time, the value will be 10 (bits 2 and 4) down: true if the pointer is down (in ``PointerDownEvent`` event or subsequent ``PointerMoveEvent`` events); false otherwise (in ``PointerAdded``, ``PointerUp``, and ``PointerRemovedEvent`` events, and in ``PointerMoveEvent`` events that aren't between ``PointerDownEvent`` and ``PointerUpEvent`` events) primary: true if this is a primary pointer/touch (see above) can only be set for ``PointerMovedEvent`` and ``PointerUpEvent`` obscured: true if the system was rendering another view on top of the sky application at the time of the event (this is intended to enable click-jacking protections)
When down is true:
pressure: the pressure of the touch as a number ranging from 0.0, indicating a touch with no discernible pressure, to 1.0, indicating a touch with "normal" pressure, and possibly beyond, indicating a stronger touch; for devices that do not detect pressure (e.g. mice), returns 1.0 pressure-min: the minimum value that pressure can return for this pointer pressure-max: the maximum value that pressure can return for this pointer
When kind is ‘touch’, ‘stylus’, or ‘stylus-inverted’:
distance: distance of detected object from surface (e.g. distance of stylus or finger from screen), if supported and down is not true, otherwise 0.0. distance-min: the minimum value that distance can return for this pointer (always 0.0) distance-max: the maximum value that distance can return for this pointer (0.0 if not supported)
When kind is ‘touch’, ‘stylus’, or ‘stylus-inverted’ and down is true:
radius-major: the radius of the contact ellipse along the major axis, in pixels radius-minor: the radius of the contact ellipse along the major axis, in pixels radius-min: the minimum value that could be reported for radius-major or radius-minor for this pointer radius-max: the maximum value that could be reported for radius-major or radius-minor for this pointer
When kind is ‘touch’ and down is true:
orientation: the angle of the contact ellipse, in radians in the range -pi/2 < orientation <= pi/2 ...giving the angle of the major axis of the ellipse with the y-axis (negative angles indicating an orientation along the top-left / bottom-right diagonal, positive angles indicating an orientation along the top-right / bottom-left diagonal, and zero indicating an orientation parallel with the y-axis)
When kind is ‘stylus’ or ‘stylus-inverted’:
orientation: the angle of the stylus, in radians in the range -pi < orientation <= pi ...giving the angle of the axis of the stylus projected onto the screen, relative to the positive y-axis of the screen (thus 0 indicates the stylus, if projected onto the screen, would go from the contact point vertically up in the positive y-axis direction, pi would indicate that the stylus would go down in the negative y-axis direction; pi/4 would indicate that the stylus goes up and to the right, -pi/2 would indicate that the stylus goes to the left, etc) tilt: the angle of the stylus, in radians in the range 0 <= tilt <= pi/2 ...giving the angle of the axis of the stylus, relative to the axis perpendicular to the screen (thus 0 indicates the stylus is orthogonal to the plane of the screen, while pi/2 indicates that the stylus is flat on the screen)
TODO(ianh): add an API that exposes the currently existing pointers, so that you can determine e.g. if you have a mouse.
Here are the class definitions for pointer events:
enum PointerKind { touch, mouse, stylus, invertedStylus } abstract class PointerEvent<T> extends Event<T> { PointerEvent({ this.pointer, this.kind, this.x, this.y, this.dx: 0.0, this.dy: 0.0, this.buttons: 0, this.down: false, this.primary: false, this.obscured: false, this.pressure, this.minPressure, this.maxPressure, this.distance, this.minDistance, this.maxDistance, this.radiusMajor, this.radiusMinor, this.minRadius, this.maxRadius, this.orientation, this.tilt }): super(); final int pointer; final PointerKind kind; final double x; // logical pixels final double y; // logical pixels final double dx; // logical pixels final double dy; // logical pixels final int buttons; // bit field static const int primaryMouseButton = 0x01; static const int secondaryMouseButton = 0x02; static const int primaryStylusButton = 0x02; static const int middleMouseButton = 0x04; static const int secondaryStylusButton = 0x04; static const int backButton = 0x08; static const int forwardButton = 0x10; final bool down; final bool primary; final bool obscured; // if down != true, these are all null final double pressure; // normalised, 0.0 means none, 1.0 means "normal" final double minPressure; // 0 <= minPressure <= 1.0 final double maxPressure; // maxPressure >= 1.0 // if kind != touch, stylus, or invertedStylus, these are all null final double distance; // logical pixels final double minDistance; // logical pixels final double maxDistance; // logical pixels // if down != true or kind != touch, stylus, or invertedStylus, these are all null final double radiusMajor; // logical pixels final double radiusMinor; // logical pixels final double minRadius; // logical pixels final double maxRadius; // logical pixels // if down != true or kind != touch, stylus, or invertedStylus, this is null final double orientation; // radians // meaning is different for touch and stylus/invertedStylus // if kind != stylus or invertedStylus, this is null final double tilt; // radians } // the following uses proposed syntax from // https://code.google.com/p/dart/issues/detail?id=22274 // to avoid duplicating that entire constructor up there class PointerAddedEvent extends PointerEvent<Null> { PointerAddedEvent = PointerEvent; bool get bubbles => false; } class PointerRemovedEvent extends PointerEvent<Null> { PointerRemovedEvent = PointerEvent; bool get bubbles => false; } class PointerDownEvent extends PointerEvent<List<EventTarget>> { @override void init() { result = new List<EventTarget>(); } PointerDownEvent = PointerEvent; bool get bubbles => true; } class PointerUpEvent extends PointerEvent<Null> { PointerUpEvent = PointerEvent; bool get bubbles => false; } class PointerMovedEvent extends PointerEvent<Null> { PointerMovedEvent = PointerEvent; bool get bubbles => false; } /*
When a wheel input device is turned, a WheelEvent
event that doesn‘t bubble is fired at the application’s element tree's root node, with the following fields:
wheel: an integer assigned to this wheel by the system. The same wheel on the same system must always be given the same ID. The primary wheel (e.g. the vertical wheel on a mouse) must be given ID 1. delta: an floating point number representing the fraction of the wheel that was turned, with positive numbers representing a downward movement on vertical wheels, rightward movement on horizontal wheels, and a clockwise movement on wheels with a user-facing side.
Additionally, if the wheel is associated with a pointer (e.g. a mouse wheel), the following fields must be present also:
pointer: the integer assigned to the pointer in its ``PointerAddEvent`` event (see above). x: x-position relative to the top-left corner of the display, in global layout coordinates y: x-position relative to the top-left corner of the display, in global layout coordinates
Note: The only wheels that are supported are mouse wheels and physical dials. Track balls are not reported as mouse wheels.
*/ class WheelEvent extends Event { WheelEvent({ this.wheel, this.delta: 0.0, this.pointer, this.x, this.y }): super(); final int wheel; final double delta; // revolutions (or fractions thereof) final int pointer; final double x; // logical pixels final double y; // logical pixels bool get bubbles => false; }