Using Pointer Events
Baseline Widely available
This feature is well established and works across many devices and browser versions. It’s been available across browsers since July 2020.
This guide demonstrates how to use pointer events and the HTML <canvas>
element to build a multi-touch enabled drawing application. This example is based on the one in the touch events overview, except it uses the pointer events input event model. Another difference is that because pointer events are pointer device agnostic, the application accepts coordinate-based inputs from a mouse, a pen, or a fingertip using the same code.
This application will only work on a browser that supports pointer events.
Definitions
- Surface
-
A touch-sensitive surface. This may be a trackpad, a touch screen, or even a virtual mapping of a user's desk surface (or mousepad) with the physical screen.
- Touch point
-
A point of contact with the surface. This may be a finger (or elbow, ear, nose, whatever, but typically a finger), stylus, mouse, or any other method for specifying a single point on the surface.
Examples
Note: The text below uses the term "finger" when describing the contact with the surface, but it could, of course, also be a stylus, mouse, or other method of pointing at a location.
Drawing application
HTML
The HTML consists of a single <canvas>
element. Curves will be drawn in response to the user's touch gestures. A button is also included to clear the canvas.
<canvas id="canvas" width="600" height="600">
Your browser does not support the canvas element.
</canvas>
<button id="clear">Clear canvas</button>
CSS
The touch-action
property is set to none
to prevent the browser from applying its default touch behavior to the application.
#canvas {
border: solid black 1px;
touch-action: none;
display: block;
}
JavaScript
We will keep track of all ongoing touches and draw lines for each of them. The colors
are used to distinguish between different fingers.
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
// Mapping from the pointerId to the current finger position
const ongoingTouches = new Map();
const colors = ["red", "green", "blue"];
The handleStart
function listens to the pointerdown
event and draws a circle at the start of the touch.
function handleStart(event) {
const touch = {
pageX: event.pageX,
pageY: event.pageY,
color: colors[ongoingTouches.size % colors.length],
};
ongoingTouches.set(event.pointerId, touch);
ctx.beginPath();
ctx.arc(touch.pageX, touch.pageY, 4, 0, 2 * Math.PI, false);
ctx.fillStyle = touch.color;
ctx.fill();
}
canvas.addEventListener("pointerdown", handleStart, false);
The handleEnd
function listens to the pointerup
event and draws a square at the end of the touch.
function handleEnd(event) {
const touch = ongoingTouches.get(event.pointerId);
if (!touch) {
console.error(`End: Could not find touch ${event.pointerId}`);
return;
}
ctx.lineWidth = 4;
ctx.fillStyle = touch.color;
ctx.beginPath();
ctx.moveTo(touch.pageX, touch.pageY);
ctx.lineTo(event.pageX, event.pageY);
ctx.fillRect(event.pageX - 4, event.pageY - 4, 8, 8);
ongoingTouches.delete(event.pointerId);
}
canvas.addEventListener("pointerup", handleEnd, false);
The handleCancel
function listens to the pointercancel
event and stops tracking the touch.
function handleCancel(event) {
const touch = ongoingTouches.get(event.pointerId);
if (!touch) {
console.error(`Cancel: Could not find touch ${event.pointerId}`);
return;
}
ongoingTouches.delete(event.pointerId);
}
canvas.addEventListener("pointercancel", handleCancel, false);
The handleMove
function listens to the pointermove
event and draws a line between the start and end of the touch.
function handleMove(event) {
const touch = ongoingTouches.get(event.pointerId);
// Event was not started
if (!touch) {
return;
}
ctx.beginPath();
ctx.moveTo(touch.pageX, touch.pageY);
ctx.lineTo(event.pageX, event.pageY);
ctx.lineWidth = 4;
ctx.strokeStyle = touch.color;
ctx.stroke();
const newTouch = {
pageX: event.pageX,
pageY: event.pageY,
color: touch.color,
};
ongoingTouches.set(event.pointerId, newTouch);
}
canvas.addEventListener("pointermove", handleMove, false);
Finally, add clearing functionality.
document.getElementById("clear").addEventListener("click", () => {
ctx.clearRect(0, 0, canvas.width, canvas.height);
});
Specifications
Specification |
---|
Pointer Events # pointerevent-interface |
Browser compatibility
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