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QUESTION
I'm trying to have a swipe animation when user swipes left in the device.
Here's a gist of the problem
- When I click on about page button in
Home
page, the app smoothly navigates toAbout
page. - When I hit on back icon button in the top bar of
About
page, it gives a back swipe animation.
I've implemented Hammer.js swipe left gesture for going back but it doesn't show any animation as that of back button animation. How could I achieve that?
I created a working example using StackBlitz to better explain the problem. Could anyone please help?
HTML
...ANSWER
Answered 2020-Jul-30 at 19:21Finally, I got this implemented using Ionic Gestures.
Here's the working example. Swipe left to right from about page, it will result a smooth animation and takes back to the page from you where came from.
Swipe Gesture Animation
QUESTION
I create the button through js and add it to the html when the user opens it adds a product to my order and adds a button to remove the same product, and it is in that button that I am giving the problem. The button has the class deletePrato but as it reads the .click () before creating the button it is not reacting as I want
...ANSWER
Answered 2020-Jul-21 at 02:26You need to use event Delegation
so your DOM
is listening to the click event for dynamically appended element
. by using .on
Also to get the value of p
you need to use attr
to retrieve the value of clicked item.
I have added some comments to each line as well. Change your click function to this below and it should work fine.
Just FYI - You also do not need the function deletar
. Its up-to to have it or not. Event delegation
on click will call .deletePrato
and will remove the that item you want to.
Run snippet below.
QUESTION
I've noticed when using Hammer-time.js for zoom events that there is a noticeable lag in the pinch zoom event if you go from pinch in to pinch out (or vice versa) without taking your fingers off the screen.
I have only tested this on Android as I only have an Android phone and tablet available.
Often the zoom will continue to go in before turning around and going out again even though the user has reversed the action. Its obvious when zooming into something like a photograph using this method.
The jQuery code I am using is as simple as I can make it for the demonstration:
...ANSWER
Answered 2017-Mar-20 at 13:06The solution to my problem is to remove Hammer.js for my pinch event handling, and instead implement my own pinch handler. I continue to use Hammer for other touch events.
QUESTION
I'm trying to capture swipe gestures on the entire screen of my application. The idea is to have these dispatch actions that other services can listen to, in this case a router for navigation purposes.
Because I only want these listeners in one place I tried attaching them to the body or to a div covering the screen of my app. Both methods don't work as I want.
...ANSWER
Answered 2020-Jan-19 at 21:24When you want to add Hammer to an Angular 8 application, you need as provider HAMMER_GESTURE_CONFIG and use class HammerGestureConfig
QUESTION
I have a working markup and script to track horizontal swipes on a container using Hammer.js:
...ANSWER
Answered 2018-Jun-20 at 08:17I've fixed it by explicitly setting the directions that should be tracked using DIRECTION_HORIZONTAL
. I also removed the Hammer.Manager
:
QUESTION
This is what I had and it was working, it was bounded to progress
method and it was displaying correctly:
ANSWER
Answered 2018-Jun-13 at 02:28As TricheTriche said, you shouldn't directly access the DOM. In fact, not only it's not recommended but will not work for dynamic changes, since it's not really running inside the angular zone anymore.
What you need to do is:
- create a new placeholder in your current component that will host (2)
- create a new directive that is in charge of listening and handling events , and also rendering any style changes
- use ComponentFactoryResolver to dynamically inject (2) into (1)
Check more details on Angular's page Angular's Dynamic Component Load page, in which they present a running example of something similar to what you need
QUESTION
Setup
- ruby 2.3.3p222 (2016-11-21 revision 56859) [i386-mingw32]
- appium_lib (9.4.9)
- selenium-webdriver (3.4.0)
- touch_action (1.3.3)
- watir (6.3.0)
- Selenium Standalone server v3.4.0
- appium-desktop-Setup-1.1.0-beta.4
- Nexus 5 phone is connected to the PC via USB Appium server registers as a node to selenium-grid node (that all works fine)
Wanted action/step to perform
- I want to perform a tap on an element (instead of a click)
- While using selenium-webdriver version >=3.4.0
IRB
...ANSWER
Answered 2017-Aug-23 at 14:15So maybe my initial question was not really clear, but I really had no clue what I exaclty was looking for either (not that many examples about ruby + appium + touch action in combination with tests on Android + Chrome)
So I tried the touch_action ruby gem. Unfortunatelly this was not what I was looking for. Maybe I'm doing something basic wrong, but I could not get it to work with the latest watir and selenium-webdriver.
Then I tried appium_lib which gave me a bit of a headacke since I saw so many examples (even some good ruby ones), but again I did exactly the same and it did not seem to work on my machine. The problem with my setup was that the driver was in the CHROMIUM context and Appium::TouchAction .perform can only be done in the NATIVE_APP context. https://discuss.appium.io/t/ruby-appium-touchaction-perform-returns-error-method-has-not-yet-been-implemented/18308 So keep that in mind when using the appium/android driver and you want to use the TouchAction events.
QUESTION
I appreciate this is not strictly a code question - but I've not quite got to that point - let me explain...
I have a requirement to enable a user to draw (as simple freehand lines) onto an large image - and be able to zoom, pan and pinch (on an iPad).
This is driving me a bit crazy. I've looked at so many libraries, code samples, products etc and there seems to be nothing out there that meets this requirement i.e. drawing (one touch) WITH (multi-touch) pinch, zoom, pan. Lots of paint.net, signature captures etc, but nothing that supports the multi-touch bit.
I have tried to adapt various libraries to acheive what I want (e.g. combining an old version of sketch.js with hammer.js) but to be honest I've struggled. I do suspect that I will have to write my own at the end of the day and use something like hammer.js (excellent by the way) for gestures.
Anyway just in case someone out there has come across a library that might fit my needs or can point me in the right direction that would be appreciated.
Feel free to give me a hard time for avoiding coding it myself ;-)
...ANSWER
Answered 2017-Jul-15 at 19:27The example shows custom one touch draw and 2point pinch scale, rotate, pan using the standard browser touch events.
You need to prevent the standard gestures via the CSS rule touch-action: none;
on the body of the document or it will not work.
The pointer object which is initialised with
QUESTION
I've implemented HammerJS in my Angular2 webapp and I've also tested the example code out. This code uses an Array of objects and seems to work flawlessly. However, I've been trying to implement the same system for @angular2-material/tabs. Therefore I have a with multiple
's which should swipe from tab to tab. Problem is that I can't even trigger the swipe function.
HTML-File:
...ANSWER
Answered 2017-Mar-30 at 15:50You need the swipe detection on each tab, not the container.
QUESTION
I need to build a kind of map in canvas, which must be able to hold more than 10.000 elements and thus has quiet big dimensions in some cases (> 8000px width, >4000 px height). Also I need to pan and zoom the map. After some fiddeling around with existing libraries (Paper.js) and possible other solutions (Leaflet Map) I eventually wrote an own library from scratch, because the main requirement is, that is should be really really fast (loading, mouseovers, ...) and none of the libraries I tried could offer all of the aspects.
The structure is as follows:
- I have one map object with an associated Control object, which registers events and has resize methods etc.
- A map is divided in mutliple even sized tiles (1024px x 1024px - customizable) because using the map with only one canvas at a size over 8000px width made it incredibly slow
- Each tile is associated with a canvas
- The elements (just circles) are added to one or multiple tiles (If it's on the edge) - more specifically to the tiles' canvas.
- The tiles are placed within an container div which has the dimensions of the map area (when not zoomed out)
- The container div is placed within a viewport div to enable the map being displayed as a "widget"
- Zooming scales every tile/canvas and the container. For sake of performance I sacrificed smooth zoom and implemented a customizable amount of zoom steps, which still feels okay.
- Panning set's the
top
andleft
style of the container. - Events used are
window.resize
,mousewheel
,DOMMouseScrol
,mousedown
,mouseup
,mousemove
,touchstart
,touchend
,touchmove
and Hammertime pinch
This alltogether runs satisfying on Desktop Browsers, and iPhones (tested with SE, 6S) but on every Android device I tested it (Samsung S4, One Plus One and another 1 year old device, and android studio emulator) it runs extremly slow. Drawing of the Map is fine in speed, but zooming and panning is near to impossible.
The code is too comprehensive to post it here, so I'm asking you if there are any known problems with canvas on android, that could explain this problem, or maybe some issues with the way I built the structure that could produce issues with android. I'm really clueless here, since it works on desktop and iPhone.
...ANSWER
Answered 2017-Apr-21 at 14:16The real problem you're hitting is you're overloading the GPU. Loading that much data all and once then moving it around is going to put a toll on the GPU and likely force the browser into software rendering mode, which is a big performance hit.
Instead, I'd suggest changing your approach. Rather than having various large canvases, you should have one canvas that is, at most, the size of the users screen. Then, utilize methods of the canvas API such as scale
and translate
to render what you need. For an added bonus, avoid trying to render things which are off screen.
It may seem like having to redraw the scene every time you move around would be slow but it's not. The reality is that either you specify exactly what needs to be drawn or the browser has to attempt to draw all of it again when you shift it around. Here's a brief example of how you can render and move large images.
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