手持设备点击响应速度,鼠标事件与touch事件的那些事

时间:2022-05-21 09:13:08

前言

现在一直在做移动端的开发,这次将单页应用的网页内嵌入了app,于是老大反映了一个问题:
app应用点击响应慢!
我开始不以为然,于是拿着网页版的试了试,好像确实有一定延迟,于是开始了研究,最后选择了touch取代鼠标事件

但是,touch事件取代mouse事件,还是有一定问题的,据说网上问题很多,因为两者之间还是有一定差异
而且如果完全使用touch事件,对自动化测试的同事来说,他们的系统根本不支持touch事件,再者我们平时网页开发也不方便
所以,了解鼠标事件与touch事件的区别,探讨鼠标事件与touch事件的兼容也是有必要的,于是我们开始今天的学习吧
PS:这里使用zepto框架,懒得自己搞了......

事件差异

鼠标事件

首先,我们来看看鼠标事件相关吧:

 var startTime;
var log = function (msg) {
console.log(new Date().getTime() - startTime);
console.log(msg);
};
var mouseDown = function () {
startTime = new Date().getTime();
log('mouseDown');
};
var mouseClick = function () {
log('mouseClick');
};
var mouseUp = function () {
log('mouseUp');
}; document.addEventListener('mousedown', mouseDown);
document.addEventListener('click', mouseClick);
document.addEventListener('mouseup', mouseUp);

手持设备点击响应速度,鼠标事件与touch事件的那些事

从这里看到了,鼠标顺序是有mousedown -> click -> mouseup 的顺序,其时间差也出来了

touch事件

然后我们看看touch事件

没有click

touch包含三个事件,touchstart、touchmove、touchend,并没有click事件,所以click事件需要自己模拟,这个我们后面来看看

 var startTime;
var log = function (msg) {
console.log(new Date().getTime() - startTime);
console.log(msg);
};
var touchStart = function () {
startTime = new Date().getTime();
log('touchStart');
}; var touchEnd = function () {
log('touchEnd');
}; document.addEventListener('touchstart', touchStart);
document.addEventListener('touchend', touchEnd);

在chrome开启touch事件的情况下,可以看到这个结果

手持设备点击响应速度,鼠标事件与touch事件的那些事

混合事件

现在我们在手机上同时触发两者事件看看区别,这里代码做一定修改

 <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<title></title>
<script id="others_zepto_10rc1" type="text/javascript" class="library" src="http://sandbox.runjs.cn/js/sandbox/other/zepto.min.js"></script>
</head>
<body>
<div id="d" style="width: 100px; height: 100px; border: 1px solid black;">
</div>
</body>
<script type="text/javascript">
var startTime;
var log = function (msg) {
var div = $('<div></div>');
div.html((new Date().getTime()) + ': ' + (new Date().getTime() - startTime) + ': ' + msg)
$('body').append(div); };
var touchStart = function () {
startTime = new Date().getTime();
log('touchStart');
};
var touchEnd = function () {
log('touchEnd'); };
var mouseDown = function () {
log('mouseDown');
};
var mouseClick = function () {
log('mouseClick');
};
var mouseUp = function () {
log('mouseUp'); };
var d = $('#d');
d.bind('mousedown', mouseDown);
d.bind('click', mouseClick);
d.bind('mouseup', mouseUp);
d.bind('touchstart', touchStart);
d.bind('touchend', touchEnd);
</script>
</html>

测试地址

http://sandbox.runjs.cn/show/ey54cgqf

此处手机与电脑有非常大的区别!!!

手持设备点击响应速度,鼠标事件与touch事件的那些事

手持设备点击响应速度,鼠标事件与touch事件的那些事

结论

不要同时给document绑定鼠标与touch事件

document.addEventListener('mousedown', mouseDown);
document.addEventListener('click', mouseClick);
document.addEventListener('mouseup', mouseUp);
document.addEventListener('touchstart', touchStart);
document.addEventListener('touchend', touchEnd);

这个样子,在手机上不会触发click事件,click事件要绑定到具体元素

PS:此处的原因我就不去研究了,如果您知道为什么,请留言

手机上mousedown本来响应就慢

经过测试,电脑上touch与click事件的差距不大,但是手机上,当我们手触碰屏幕时,要过300ms左右才会触发mousedown事件

所以click事件在手机上响应就是慢一拍

数据说明

手持设备点击响应速度,鼠标事件与touch事件的那些事

可以看到,在手机上使用click事件其实对用户体验并不好,所以我们可能会逐步使用touch事件

参数差异

现在,我们来看看鼠标与touch事件的参数差异

 var startTime;
var log = function (msg, e) {
console.log(e);
var div = $('<div></div>');
div.html((new Date().getTime()) + ': ' + (new Date().getTime() - startTime) + ': ' + msg)
$('body').append(div); };
var touchStart = function (e) {
startTime = new Date().getTime();
log('touchStart', e);
};
var touchEnd = function (e) {
log('touchEnd', e); };
var mouseDown = function (e) {
log('mouseDown', e);
};
var mouseClick = function (e) {
log('mouseClick', e);
};
var mouseUp = function (e) {
log('mouseUp', e); };
var d = $('#d');
d.bind('mousedown', mouseDown);
d.bind('click', mouseClick);
d.bind('mouseup', mouseUp);
d.bind('touchstart', touchStart);
d.bind('touchend', touchEnd);

事件参数(touchstart/mouseup)

手持设备点击响应速度,鼠标事件与touch事件的那些事手持设备点击响应速度,鼠标事件与touch事件的那些事

我们来看几个关键的地方:

changedTouches/touches/targetTouches

touches:为屏幕上所有手指的信息

PS:因为手机屏幕支持多点触屏,所以这里的参数就与手机有所不同

targetTouches:手指在目标区域的手指信息

changedTouches:最近一次触发该事件的手指信息

比如两个手指同时触发事件,2个手指都在区域内,则容量为2,如果是先后离开的的话,就会先触发一次再触发一次,这里的length就是1,只统计最新的

PS:一般changedTouches的length都是1

touchend时,touches与targetTouches信息会被删除,changedTouches保存的最后一次的信息,最好用于计算手指信息

这里要使用哪个数据各位自己看着办吧,我也不是十分清晰(我这里还是使用changedTouches吧)

参数信息(changedTouches[0])

几个重要通用点:

① clientX:在显示区的坐标

② pageX:鼠标在页面上的位置

③ screenX:鼠标在显示屏上的坐标(我是双屏所以x很大)

④ target:当前元素

几个重要不同点:

① layerX:这个是相对距离,这个不同,所以不要用这个东西了

② ......

这个有必要说明下,比如我们改下代码:

手持设备点击响应速度,鼠标事件与touch事件的那些事手持设备点击响应速度,鼠标事件与touch事件的那些事
 <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<title></title>
<script id="others_zepto_10rc1" type="text/javascript" class="library" src="http://sandbox.runjs.cn/js/sandbox/other/zepto.min.js"></script> </head>
<body>
<div style=" position: relative; width: 500px; height: 300px; border: 1px solid black;">
<div id="d" style=" position: absolute; top: 50px; left: 50px; width: 100px; height: 100px; border: 1px solid black;" ></div>
</div>
</body> <script type="text/javascript">
var startTime;
var log = function (msg, e) {
console.log(e);
var div = $('<div></div>');
div.html((new Date().getTime()) + ': ' + (new Date().getTime() - startTime) + ': ' + msg)
$('body').append(div); };
var touchStart = function (e) {
startTime = new Date().getTime();
log('touchStart', e);
};
var touchEnd = function (e) {
log('touchEnd', e); };
var mouseDown = function (e) {
log('mouseDown', e);
};
var mouseClick = function (e) {
log('mouseClick', e);
};
var mouseUp = function (e) {
log('mouseUp', e); };
var d = $('#d');
d.bind('mousedown', mouseDown);
d.bind('click', mouseClick);
d.bind('mouseup', mouseUp);
d.bind('touchstart', touchStart);
d.bind('touchend', touchEnd); </script>
</html>

测试地址

http://sandbox.runjs.cn/show/7tyo48bf

各位自己运行看看差异吧

简单扩展touch事件

touch没有click事件,于是有zepto搞了个tap事件,我们这里先来简单模拟一下,再看源码怎么干的

 var mouseData = {
sTime: 0,
eTime: 0,
sX: 0,
eX: 0,
sY: 0,
eY: 0
};
var log = function (msg) {
console.log(msg);
};
var touchStart = function (e) {
var pos = e.changedTouches[0];
mouseData.sTime = new Date().getTime();
mouseData.sX = pos.pageX;
mouseData.sY = pos.pageY;
};
var touchMove = function (e) {
// var pos = e.changedTouches[0];
// mouseData.eTime = new Date().getTime();
// mouseData.eX = pos.pageX;
// mouseData.eY = pos.pageY;
e.preventDefault();
return false;
};
var touchEnd = function (e) {
var pos = e.changedTouches[0];
mouseData.eTime = new Date().getTime();
mouseData.eX = pos.pageX;
mouseData.eY = pos.pageY;
var data = onTouchEnd();
log(data);
var d = $('body');
d.append($('<div>间隔:' + data.timeLag + ', 方向:' + data.dir + '</div>'));
};
var onTouchEnd = function () {
//时间间隔
var timeLag = mouseData.eTime - mouseData.sTime;
//移动状态,默认乱移动
var dir = 'move';
if (mouseData.sX == mouseData.eX) {
if (mouseData.eY - mouseData.sY > 0) dir = 'down';
if (mouseData.eY - mouseData.sY < 0) dir = 'up';
if (mouseData.eY - mouseData.sY == 0) dir = 'tap';
}
if (mouseData.sY == mouseData.eY) {
if (mouseData.eX - mouseData.sX > 0) dir = 'right';
if (mouseData.eX - mouseData.sX < 0) dir = 'left';
if (mouseData.eX - mouseData.sX == 0) dir = 'tap';
}
return {
timeLag: timeLag,
dir: dir
};
}; var touchEvents = function (el, func) {
el = el || document;
func = func || function () { };
el.addEventListener('touchstart', touchStart);
el.addEventListener('touchmove', touchMove);
el.addEventListener('touchend', touchEnd);
};
var d = $('body');
touchEvents(d[0]);

测试地址

http://sandbox.runjs.cn/show/2n9nqssv

手持设备点击响应速度,鼠标事件与touch事件的那些事

这里就可以看到一次touch事件是tap还是up等属性,当然很多时候我们需要设置x方向或者y方向不可拖动,这样就更好呈现

时间间隔长短可以让我们判断自己的拖动是长拖动还是短拖动,长拖动也许用户希望动画慢点,短拖动也许动画就快了

touch事件代码汇总

 var log = function (msg) {
console.log(msg);
};
var d = $('body'); var touchEvents = function (el, type, func) {
this.long = 400; //用于设置长点击阀值
this.el = el || document;
this.func = func || function () { };
this.type = type || 'tap';
this.mouseData = {
sTime: 0,
eTime: 0,
sX: 0,
eX: 0,
sY: 0,
eY: 0
};
this.addEvent(); };
touchEvents.prototype = {
constructor: touchEvents,
addEvent: function () {
var scope = this;
this.startFn = function (e) {
scope.touchStart.call(scope, e);
};
this.moveFn = function (e) {
scope.touchMove.call(scope, e);
};
this.endFn = function (e) {
scope.touchEnd.call(scope, e);
};
this.el.addEventListener('touchstart', this.startFn);
//此处可以换成这样
// document.addEventListener('touchmove', this.touchMove);
this.el.addEventListener('touchmove', this.moveFn);
this.el.addEventListener('touchend', this.endFn);
},
removeEvent: function () {
this.el.removeEventListener('touchstart', this.touchStart);
this.el.removeEventListener('touchmove', this.touchMove);
this.el.removeEventListener('touchend', this.touchEnd);
},
touchStart: function (e) {
var pos = e.changedTouches[0];
this.mouseData.sTime = new Date().getTime();
this.mouseData.sX = pos.pageX;
this.mouseData.sY = pos.pageY;
},
touchMove: function (e) {
e.preventDefault();
return false;
},
touchEnd: function (e) {
var pos = e.changedTouches[0];
this.mouseData.eTime = new Date().getTime();
this.mouseData.eX = pos.pageX;
this.mouseData.eY = pos.pageY;
this.onTouchEnd();
},
onTouchEnd: function () {
if (this.type == this._getDir()) { }
},
_getDir: function () {
//时间间隔,间隔小于100都认为是快速,大于400的认为是慢速
var timeLag = this.mouseData.eTime - this.mouseData.sTime;
var dir = 'swipe';
if (timeLag > this.long) dir = 'longSwipe';
if (this.mouseData.sX == this.mouseData.eX && this.mouseData.sY == this.mouseData.eY) {
dir = 'tap';
if (timeLag > this.long) dir = 'longTap';
} else {
if (Math.abs(this.mouseData.eY - this.mouseData.sY) > Math.abs(this.mouseData.eX - this.mouseData.sX)) {
dir = this._getUDDir(dir);
} else {
dir = 'swipe';
dir = this._getLRDir(dir);
}
}
log(dir);
d.append($('<div>间隔:' + timeLag + ', 方向:' + dir + '</div>'));
return dir;
},
//单独用于计算上下的
_getUDDir: function (dir) {
if (this.mouseData.eY - this.mouseData.sY > 0) dir += 'Down';
if (this.mouseData.eY - this.mouseData.sY < 0) dir += 'Up';
return dir;
},
//计算左右
_getLRDir: function (dir) {
if (this.mouseData.eX - this.mouseData.sX > 0) dir += 'Right';
if (this.mouseData.eX - this.mouseData.sX < 0) dir += 'Left';
return dir;
}
}; new touchEvents(d[0], 'swipe', function () {
// d.append($('<div>间隔:' + data.timeLag + ', 方向:' + data.dir + '</div>'));
});

测试地址

http://sandbox.runjs.cn/show/rpohk79w

测试时请使用chrome,并且开启touch事件

测试效果

完整可绑定事件代码

手持设备点击响应速度,鼠标事件与touch事件的那些事手持设备点击响应速度,鼠标事件与touch事件的那些事
 <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<title></title>
<meta name="viewport" content="width=device-width, initial-scale=1.0, minimum-scale=1.0, maximum-scale=1.0, user-scalable=no">
<script id="others_zepto_10rc1" type="text/javascript" class="library" src="http://sandbox.runjs.cn/js/sandbox/other/zepto.min.js"></script>
</head>
<body>
<div id="d" style="position: absolute; top: 50px; left: 50px; width: 100px; height: 100px;
border: 1px solid black;">滑动我
</div>
</body>
<script type="text/javascript">
var log = function (msg) {
console.log(msg);
};
var d = $('body'); var touchEvents = function (el, type, func) {
this.long = 400; //用于设置长点击阀值
this.el = el || document;
this.func = func || function () { };
this.type = type || 'tap';
this.mouseData = {
sTime: 0,
eTime: 0,
sX: 0,
eX: 0,
sY: 0,
eY: 0
};
this.addEvent(); };
touchEvents.prototype = {
constructor: touchEvents,
addEvent: function () {
var scope = this;
this.startFn = function (e) {
scope.touchStart.call(scope, e);
};
this.moveFn = function (e) {
scope.touchMove.call(scope, e);
};
this.endFn = function (e) {
scope.touchEnd.call(scope, e);
};
this.el.addEventListener('touchstart', this.startFn);
//此处可以换成这样
// document.addEventListener('touchmove', this.touchMove);
this.el.addEventListener('touchmove', this.moveFn);
this.el.addEventListener('touchend', this.endFn);
},
removeEvent: function () {
this.el.removeEventListener('touchstart', this.touchStart);
this.el.removeEventListener('touchmove', this.touchMove);
this.el.removeEventListener('touchend', this.touchEnd);
},
touchStart: function (e) {
var pos = e.changedTouches[0];
this.mouseData.sTime = new Date().getTime();
this.mouseData.sX = pos.pageX;
this.mouseData.sY = pos.pageY;
},
touchMove: function (e) {
e.preventDefault();
return false;
},
touchEnd: function (e) {
var pos = e.changedTouches[0];
this.mouseData.eTime = new Date().getTime();
this.mouseData.eX = pos.pageX;
this.mouseData.eY = pos.pageY;
this.onTouchEnd(e);
},
onTouchEnd: function (e) {
if (this.type == this._getDir()) {
this.func(e, this);
}
},
_getDir: function () {
//时间间隔,间隔小于100都认为是快速,大于400的认为是慢速
var timeLag = this.mouseData.eTime - this.mouseData.sTime;
var dir = 'swipe';
if (timeLag > this.long) dir = 'longSwipe';
if (this.mouseData.sX == this.mouseData.eX && this.mouseData.sY == this.mouseData.eY) {
dir = 'tap';
if (timeLag > this.long) dir = 'longTap';
} else {
if (Math.abs(this.mouseData.eY - this.mouseData.sY) > Math.abs(this.mouseData.eX - this.mouseData.sX)) {
dir = this._getUDDir(dir);
} else {
dir = this._getLRDir(dir);
}
}
log(dir);
d.append($('<div>间隔:' + timeLag + ', 方向:' + dir + '</div>'));
return dir;
},
//单独用于计算上下的
_getUDDir: function (dir) {
if (this.mouseData.eY - this.mouseData.sY > 0) dir += 'Down';
if (this.mouseData.eY - this.mouseData.sY < 0) dir += 'Up';
return dir;
},
//计算左右
_getLRDir: function (dir) {
if (this.mouseData.eX - this.mouseData.sX > 0) dir += 'Right';
if (this.mouseData.eX - this.mouseData.sX < 0) dir += 'Left';
return dir;
}
}; new touchEvents(d[0], 'tap', function (e) {
log(arguments);
}); </script>
</html>

这个代码基本可用了,但是使用上不是很方便,我们这里就不关注了,下面我们来看看zepto的代码和兼容问题

zepto的touch与兼容

先上zepto源码,一看就知道我写的有多不行啦!

手持设备点击响应速度,鼠标事件与touch事件的那些事手持设备点击响应速度,鼠标事件与touch事件的那些事
 (function ($) {
var touch = {},
touchTimeout, tapTimeout, swipeTimeout,
longTapDelay = 750, longTapTimeout function parentIfText(node) {
return 'tagName' in node ? node : node.parentNode
} function swipeDirection(x1, x2, y1, y2) {
var xDelta = Math.abs(x1 - x2), yDelta = Math.abs(y1 - y2)
return xDelta >= yDelta ? (x1 - x2 > 0 ? 'Left' : 'Right') : (y1 - y2 > 0 ? 'Up' : 'Down')
} function longTap() {
longTapTimeout = null
if (touch.last) {
touch.el.trigger('longTap')
touch = {}
}
} function cancelLongTap() {
if (longTapTimeout) clearTimeout(longTapTimeout)
longTapTimeout = null
} function cancelAll() {
if (touchTimeout) clearTimeout(touchTimeout)
if (tapTimeout) clearTimeout(tapTimeout)
if (swipeTimeout) clearTimeout(swipeTimeout)
if (longTapTimeout) clearTimeout(longTapTimeout)
touchTimeout = tapTimeout = swipeTimeout = longTapTimeout = null
touch = {}
} $(document).ready(function () {
var now, delta $(document.body)
.bind('touchstart', function (e) {
now = Date.now()
delta = now - (touch.last || now)
touch.el = $(parentIfText(e.touches[0].target))
touchTimeout && clearTimeout(touchTimeout)
touch.x1 = e.touches[0].pageX
touch.y1 = e.touches[0].pageY
if (delta > 0 && delta <= 250) touch.isDoubleTap = true
touch.last = now
longTapTimeout = setTimeout(longTap, longTapDelay)
})
.bind('touchmove', function (e) {
cancelLongTap()
touch.x2 = e.touches[0].pageX
touch.y2 = e.touches[0].pageY
if (Math.abs(touch.x1 - touch.x2) > 10)
e.preventDefault()
})
.bind('touchend', function (e) {
cancelLongTap() // swipe
if ((touch.x2 && Math.abs(touch.x1 - touch.x2) > 30) ||
(touch.y2 && Math.abs(touch.y1 - touch.y2) > 30)) swipeTimeout = setTimeout(function () {
touch.el.trigger('swipe')
touch.el.trigger('swipe' + (swipeDirection(touch.x1, touch.x2, touch.y1, touch.y2)))
touch = {}
}, 0) // normal tap
else if ('last' in touch) // delay by one tick so we can cancel the 'tap' event if 'scroll' fires
// ('tap' fires before 'scroll')
tapTimeout = setTimeout(function () { // trigger universal 'tap' with the option to cancelTouch()
// (cancelTouch cancels processing of single vs double taps for faster 'tap' response)
var event = $.Event('tap')
event.cancelTouch = cancelAll
touch.el.trigger(event) // trigger double tap immediately
if (touch.isDoubleTap) {
touch.el.trigger('doubleTap')
touch = {}
} // trigger single tap after 250ms of inactivity
else {
touchTimeout = setTimeout(function () {
touchTimeout = null
touch.el.trigger('singleTap')
touch = {}
}, 250)
} }, 0) })
.bind('touchcancel', cancelAll) $(window).bind('scroll', cancelAll)
}) ; ['swipe', 'swipeLeft', 'swipeRight', 'swipeUp', 'swipeDown', 'doubleTap', 'tap', 'singleTap', 'longTap'].forEach(function (m) {
$.fn[m] = function (callback) { return this.bind(m, callback) }
})
})(Zepto)

touch对象与上面mouseData功效相同,记录一些属性
delta 用于记录两次点击的间隔,间隔短就是双击
swipeDirection 函数与_getDir _getUDDir _getLRDir 功能相似,只不过代码更为简练,并且真正的私有化了
63行代码开始,若是代码移动过便是划屏,否则就是点击,这点我也没考虑到
73行,否则就应该是点击,这里并且判断是否存在结束时间,代码比较健壮,做了双击或者快速点击的判断

开始兼容

zepto代码我自然没有资格去评说,现在我们来看看他的兼容问题

PS:我这里很水,不太敢动源码,就加一个tap判断,因为也只是用了这个,具体大动手脚的事情,我们后面再做

这样做事因为,我们的项目主要是把click改成了tap事件,导致页面很多功能不可用

 ['swipe', 'swipeLeft', 'swipeRight', 'swipeUp', 'swipeDown', 'doubleTap', 'tap', 'singleTap', 'longTap'].forEach(function (m) {
//兼容性方案处理,以及后期资源清理,如果为假时候,就触发点击事件
var isTouch = 'ontouchstart' in document.documentElement;
if(m === 'tap' && isTouch === false) {
$.fn[m] = function (callback) { return this.bind('click', callback) }
} else {
$.fn[m] = function (callback) { return this.bind(m, callback) }
}
})

我就干了这么一点点事情......

待续

今天耗时过长,暂时到这里,对鼠标等操作,对event参数的兼容我们后面点再看看