To provide quality support for touch-based user interfaces, touch events offer the ability to interpret finger (or stylus) activity on touch screens or trackpads.
The touch events interfaces are relatively low-level APIs that can be used to support application-specific multi-touch interactions such as a two-finger gesture. A multi-touch interaction starts when a finger (or stylus) first touches the contact surface. Other fingers may subsequently touch the surface and optionally move across the touch surface. The interaction ends when the fingers are removed from the surface. During this interaction, an application receives touch events during the start, move, and end phases.
Touch events are similar to mouse events except they support simultaneous touches and at different locations on the touch surface. The TouchEvent
interface encapsulates all of the touchpoints that are currently active. The Touch
interface, which represents a single touchpoint, includes information such as the position of the touch point relative to the browser viewport.
This example tracks multiple touchpoints at a time, allowing the user to draw in a <canvas>
with more than one finger at a time. It will only work on a browser that supports touch events.
Note: The text below uses the term "finger" when describing the contact with the surface, but it could, of course, also be a stylus or other contact method.
<canvas id="canvas" width="600" height="600" style="border:solid black 1px;">
Your browser does not support canvas element.
</canvas>
<br />
Log:
<pre id="log" style="border: 1px solid #ccc;"></pre>
#log {
height: 200px;
width: 600px;
overflow: scroll;
}
When the page loads, the startup()
function shown below will be called. This sets up all the event listeners for our <canvas>
element so we can handle the touch events as they occur.
function startup() {
const el = document.getElementById("canvas");
el.addEventListener("touchstart", handleStart);
el.addEventListener("touchend", handleEnd);
el.addEventListener("touchcancel", handleCancel);
el.addEventListener("touchmove", handleMove);
log("Initialized.");
}
document.addEventListener("DOMContentLoaded", startup);
Tracking new touches
We'll keep track of the touches in-progress.
const ongoingTouches = [];
When a touchstart
event occurs, indicating that a new touch on the surface has occurred, the handleStart()
function below is called.
function handleStart(evt) {
evt.preventDefault();
log("touchstart.");
const el = document.getElementById("canvas");
const ctx = el.getContext("2d");
const touches = evt.changedTouches;
for (let i = 0; i < touches.length; i++) {
log(`touchstart: ${i}.`);
ongoingTouches.push(copyTouch(touches[i]));
const color = colorForTouch(touches[i]);
log(`color of touch with id ${touches[i].identifier} = ${color}`);
ctx.beginPath();
ctx.arc(touches[i].pageX, touches[i].pageY, 4, 0, 2 * Math.PI, false);
ctx.fillStyle = color;
ctx.fill();
}
}
This calls event.preventDefault()
to keep the browser from continuing to process the touch event (this also prevents a mouse event from also being delivered). Then we get the context and pull the list of changed touch points out of the event's TouchEvent.changedTouches
property.
After that, we iterate over all the Touch
objects in the list, pushing them onto an array of active touchpoints and drawing the start point for the draw as a small circle; we're using a 4-pixel wide line, so a 4-pixel radius circle will show up neatly.
Drawing as the touches move
Each time one or more fingers move, a touchmove
event is delivered, resulting in our handleMove()
function being called. Its responsibility in this example is to update the cached touch information and to draw a line from the previous position to the current position of each touch.
function handleMove(evt) {
evt.preventDefault();
const el = document.getElementById("canvas");
const ctx = el.getContext("2d");
const touches = evt.changedTouches;
for (let i = 0; i < touches.length; i++) {
const color = colorForTouch(touches[i]);
const idx = ongoingTouchIndexById(touches[i].identifier);
if (idx >= 0) {
log(`continuing touch ${idx}`);
ctx.beginPath();
log(
`ctx.moveTo( ${ongoingTouches[idx].pageX}, ${ongoingTouches[idx].pageY} );`,
);
ctx.moveTo(ongoingTouches[idx].pageX, ongoingTouches[idx].pageY);
log(`ctx.lineTo( ${touches[i].pageX}, ${touches[i].pageY} );`);
ctx.lineTo(touches[i].pageX, touches[i].pageY);
ctx.lineWidth = 4;
ctx.strokeStyle = color;
ctx.stroke();
ongoingTouches.splice(idx, 1, copyTouch(touches[i]));
} else {
log("can't figure out which touch to continue");
}
}
}
This iterates over the changed touches as well, but it looks in our cached touch information array for the previous information about each touch to determine the starting point for each touch's new line segment to be drawn. This is done by looking at each touch's Touch.identifier
property. This property is a unique integer for each touch and remains consistent for each event during the duration of each finger's contact with the surface.
This lets us get the coordinates of the previous position of each touch and use the appropriate context methods to draw a line segment joining the two positions together.
After drawing the line, we call Array.splice()
to replace the previous information about the touchpoint with the current information in the ongoingTouches
array.
Handling the end of a touch
When the user lifts a finger off the surface, a touchend
event is sent. We handle this by calling the handleEnd()
function below. Its job is to draw the last line segment for each touch that ended and remove the touchpoint from the ongoing touch list.
function handleEnd(evt) {
evt.preventDefault();
log("touchend");
const el = document.getElementById("canvas");
const ctx = el.getContext("2d");
const touches = evt.changedTouches;
for (let i = 0; i < touches.length; i++) {
const color = colorForTouch(touches[i]);
let idx = ongoingTouchIndexById(touches[i].identifier);
if (idx >= 0) {
ctx.lineWidth = 4;
ctx.fillStyle = color;
ctx.beginPath();
ctx.moveTo(ongoingTouches[idx].pageX, ongoingTouches[idx].pageY);
ctx.lineTo(touches[i].pageX, touches[i].pageY);
ctx.fillRect(touches[i].pageX - 4, touches[i].pageY - 4, 8, 8);
ongoingTouches.splice(idx, 1);
} else {
log("can't figure out which touch to end");
}
}
}
This is very similar to the previous function; the only real differences are that we draw a small square to mark the end and that when we call Array.splice()
, we remove the old entry from the ongoing touch list, without adding in the updated information. The result is that we stop tracking that touchpoint.
Handling canceled touches
If the user's finger wanders into browser UI, or the touch otherwise needs to be canceled, the touchcancel
event is sent, and we call the handleCancel()
function below.
function handleCancel(evt) {
evt.preventDefault();
log("touchcancel.");
const touches = evt.changedTouches;
for (let i = 0; i < touches.length; i++) {
let idx = ongoingTouchIndexById(touches[i].identifier);
ongoingTouches.splice(idx, 1);
}
}
Since the idea is to immediately abort the touch, we remove it from the ongoing touch list without drawing a final line segment.
This example uses two convenience functions that should be looked at briefly to help make the rest of the code more clear.
Selecting a color for each touch
To make each touch's drawing look different, the colorForTouch()
function is used to pick a color based on the touch's unique identifier. This identifier is an opaque number, but we can at least rely on it differing between the currently-active touches.
function colorForTouch(touch) {
let r = touch.identifier % 16;
let g = Math.floor(touch.identifier / 3) % 16;
let b = Math.floor(touch.identifier / 7) % 16;
r = r.toString(16);
g = g.toString(16);
b = b.toString(16);
const color = `#${r}${g}${b}`;
return color;
}
The result from this function is a string that can be used when calling <canvas>
functions to set drawing colors. For example, for a Touch.identifier
value of 10, the resulting string is "#a31".
Copying a touch object
Some browsers (mobile Safari, for one) re-use touch objects between events, so it's best to copy the properties you care about, rather than referencing the entire object.
function copyTouch({ identifier, pageX, pageY }) {
return { identifier, pageX, pageY };
}
Finding an ongoing touch
The ongoingTouchIndexById()
function below scans through the ongoingTouches
array to find the touch matching the given identifier then returns that touch's index into the array.
function ongoingTouchIndexById(idToFind) {
for (let i = 0; i < ongoingTouches.length; i++) {
const id = ongoingTouches[i].identifier;
if (id === idToFind) {
return i;
}
}
return -1;
}
Showing what's going on
function log(msg) {
const container = document.getElementById("log");
container.textContent = `${msg} \n${container.textContent}`;
}
You can test this example on mobile devices by touching the box below.
Note: More generally, the example will work on platforms that provide touch events. You can test this on desktop platforms that can simulate such events:
This section provides additional tips on how to handle touch events in your web application.
Since calling preventDefault()
on a touchstart
or the first touchmove
event of a series prevents the corresponding mouse events from firing, it's common to call preventDefault()
on touchmove
rather than touchstart
. That way, mouse events can still fire and things like links will continue to work. Alternatively, some frameworks have taken to re-firing touch events as mouse events for this same purpose. (This example is oversimplified and may result in strange behavior. It is only intended as a guide.)
function onTouch(evt) {
evt.preventDefault();
if (
evt.touches.length > 1 ||
(evt.type === "touchend" && evt.touches.length > 0)
)
return;
const newEvt = document.createEvent("MouseEvents");
let type = null;
let touch = null;
switch (evt.type) {
case "touchstart":
type = "mousedown";
touch = evt.changedTouches[0];
break;
case "touchmove":
type = "mousemove";
touch = evt.changedTouches[0];
break;
case "touchend":
type = "mouseup";
touch = evt.changedTouches[0];
break;
}
newEvt.initMouseEvent(
type,
true,
true,
evt.originalTarget.ownerDocument.defaultView,
0,
touch.screenX,
touch.screenY,
touch.clientX,
touch.clientY,
evt.ctrlKey,
evt.altKey,
evt.shiftKey,
evt.metaKey,
0,
null,
);
evt.originalTarget.dispatchEvent(newEvt);
}
One technique for preventing things like pinchZoom
on a page is to call preventDefault()
on the second touch in a series. This behavior is not well defined in the touch events spec and results in different behavior for different browsers (i.e., iOS will prevent zooming but still allow panning with both fingers; Android will allow zooming but not panning; Opera and Firefox currently prevent all panning and zooming.) Currently, it's not recommended to depend on any particular behavior in this case, but rather to depend on meta viewport to prevent zooming.
Touch events are typically available on devices with a touch screen, but many browsers make the touch events API unavailable on all desktop devices, even those with touch screens.
The reason for this is that some websites use the availability of parts of the touch events API as an indicator that the browser is running on a mobile device. If the touch events API is available, these websites will assume a mobile device and serve mobile-optimized content. This may then provide a poor experience for users of desktop devices that have touch screens.
To support both touch and mouse across all types of devices, use pointer events instead.