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iGesture

iGesture provides an event-driven model for supporting gestures (like swiping the screen) in your web application. iGesture is especially useful if you are building an application for mobile devices such as the iPhone or iPad and wish to support the same gestures as a native application on both mobile devices and in standard browsers. Because iGesture is event-based, you can support gestures exactly the same way you support other interactions such as mouse clicks: By binding event handlers to DOM elements.

iGesture is a jQuery plugin.

Naughts and Crosses

Naughts and crosses is a ridiculously simple game of Naughts and Crosses intended for "pass and play" on a standard browser or on an iPhone. Load it up in a modern browser, on an iPhone, or on an iPad. You should see a blank board:

Blank

Drawn an "X" or an "O" starting inside any square. You can use your finger on an iPad or iPhone, a pen on a pen-enabled device, or mouse down and draw on a more conventional computer. Do not draw on this document, silly! Draw on naughts_and_crosses.html!. You don't need to draw entirely inside the square, the important thing is that you start drawing your gesture inside the square. All gestures must be drawn in one continuous set of strokes, so when drawing an X, do not lift your finger.

Gestures

So to draw an X you will need to use three strokes: One slash of the X, a connector stroke, and the other slash of the X. One way to draw an X is to stroke from top-left to bottom-right, from bottom-right to bottom-left, and from bottom-left to top-right. Strokes are named after their direction, so for development purposes we call these three strokes "bottom-right," "left," and "top-right."

The slashes of the "X" need to be close to 45 degrees to work properly. If you aren't getting an X, that's probably the issue. You can draw an "O" by drawing a circle. You can start the circle at any point, as long as you draw a full circle, you should get an O. You'll get the hang of drawing gestures very quickly. Play around for a bit, you may end up with something like this:

In Play

what about the kinds of gestures in a typical iPhone application?

Let's try something a lot simpler, the swipe gesture that is very common in the iPhone user interface. If you've used the Mail app on an iPhone or iPod Touch, you may know that when you swipe from left to right or right to left across a message in your inbox or other folder, a red delete button appears on the message, allowing you to delete it.

[Apple Newton's] "scrub" erase remains an awesome design achievement that is still easier to use than anything else I see in the mobile device market—Todd Ogasawara

Make a "right" or "left" gesture with your finger starting inside an existing naught or cross by swiping from left to right or right to left. Swipe smoothly so that the browser doesn't think you're clicking the image. You will see a red delete button appear. If you swipe again, it disappears. Just like iPhone's Mail application.

Swipe to reveal delete

Now try a "scrub" gesture: Place your finger anywhere on the left side of the screen, stroke to the right, back to the left, and back to the right. We call this "right-left-right". You can also reverse the scrub's directions, "left-right-left." When you perform a scrub, all the Xs and Os you've drawn will disappear.

But wait, there's more! If you're using a multi-touch device (or a simulator), you can place two fingers on the screen and rotate your fingers. Rotate at least forty-five degrees and lift for fingers from the screen: The board position will "rotate."

coding with iGesture

Everything you've seen is handled in Javascript with iGesture and jQuery. If you're interested in gestures, you may already know that you can get lists of touches from the browser or register functions to be called in response to certain callbacks. How much code do think it would take to handle the events for Xs, Os, swipes, scrubs, and rotations? Twenty, thirty function calls? Maybe 100 lines of code?

Here's all the iGesture-specific code in Naughts and Crosses:

$('.board')
    .gesture(['left', 'right', 'close', 'circleclockwise', 'circlecounterclockwise', 'rotate',
		{ scrub: '.square:not(:empty)' }
	])
    .bind({
		gesture_rotate: function (event) {
			rotate(event.rotation);
    },
	  });

$('.square')
    .bind({
		'gesture_circleclockwise gesture_circlecounterclockwise': function (event) {
	      draw('naught', this)
	  },
    gesture_close: function (event) {
        draw('cross', this)
    },
    gesture_scrub: function (event) {
        $(this).empty();
    },
		'gesture_left gesture_right': function (event) {
			  toggle_delete(this);
		}
	});

Let's take a look at it point by point. The most common use case is turning a gesture into an event that is invoked on the DOM element where the gesture starts. We want each square to handle the Xs, Os, and swipes. We want the board to handle rotates. To set that up, you simply give a list of gestures to a DOM element:

$('.board')
    .gesture(['left', 'right', 'close', 'circleclockwise', 'circlecounterclockwise', 'rotate', ...

iGesture will bind the appropriate mouse and touch events to the DOM element for you.

(Notice that the "X" gesture is actually called close, because in many UIs this looks like the little x you see in a close control, so it is used to dismiss things like dialogs. We're using it unconventionally: iGesture is not really designed as a handwriting recognition system. Likewise, Os are actually circle gestures. Circles are also handy for rotating things because you might want your web application to work even if the browser does not support the multi-touch rotation gesture.)

We bind the draw and toggle_delete functions to squares using jQuery by passing a hash of events and functions to the .bind method:

$('.square')
  .bind({
    'gesture_circleclockwise gesture_circlecounterclockwise': function (event) {
        draw('naught', this)
    },
    gesture_close: function (event) {
      	draw('cross', this)
    },
		'gesture_left gesture_right': function (event) {
			  toggle_delete(this);
		}
  });

The rotate gesture is handled by the board, so we bind the handler to the board:

$('.board')
  .bind({
    gesture_rotate: function (event) {
      rotate(event.rotation);
    }
  });

As you can see, there's no fuss, no muss, no dealing with multi-touch quirks like lists of touches or discriminating between strokes and multi-touch gestures. If you want to support multi-touch rotation gestures, you handle rotate gesture events and iGesture takes care of the rest.

scrubbing with dispatched events

The gesture events used to draw Naughts and Crosses work much like a typical mouse event in the DOM: They are sent to the DOM element where the gesture starts being stroked. They then bubble up until they are handled.

One pattern that comes up commonly is a desire to have a gesture drawn anywhere on the screen, but you want one or more elements in the DOM to handle it individually. In the go web application, the "close" gesture we are using to drawn an X is used to dismiss any dialog or message on the screen. Instead of the body element doing a search for visible dialogs and closing them, iGesture simply forwards gesture_close events to the dialogs and they bind their own handlers for it.

Although there are other ways to clear the Xs and Os, Naughts and Crosses uses this technique to demonstrate dispatching events:

$('.board')
    .gesture([ ..., {
        scrub: '.square:not(:empty)'
    }]);

When we passed the gesture names as strings, we were declaring we wanted custom events triggered on the elements where the first stroke began. But when we pass an object associating gesture names and jQuery selectors, we are declaring that when the gesture is drawn anywhere on the board, the event will be triggered on all elements selected by the selector.

In Naughts and Crosses, we are triggering gesture_scrub on all squares that are not empty. And naturally, our binding is straightforward:

$('.square')
  .bind({
    gesture_scrub: function (event) {
      	$(this).empty();
    }
  });

more advanced iGesture

In addition to adding gesture support to a DOM element, you can also remove gesture support by calling .removegesture. This can be handy when you want to create a modal interface: Sometimes an element accepts gestures, sometimes it doesn't. One scenario is replicating the behaviour of the iPhone's home screen.

On an iPhone, if you hold your finger down on an icon, after a delay the icons on the home screen start shaking. This is a hint that you can drag them around to re-arrange the home screen as you see fit. You can do similar things with iGesture in combination with other jQuery plugins like jQuery UI (for the shake effect) and Dragscroll.

Have a look at Combining Gestures with Dragscrolling. In this demo, you should see an image cropped to a 500px square div. The image is randomly selected from a set of ten different Star Wars themed wallpapers. You can cycle through the images by swiping left or right. So far, standard iGesture.

Hoth

Now try holding your mouse button or finger down on the image without moving. After a few seconds, the image shakes signaling you can drag it. Move the mouse without releasing the button or lifting your finger and the image pans around within the cropping rectangle. Release the button or lift your finger when you are done.

Now if you swipe left or right the image cycles through the set as before. So there are two different behaviours depending on whether you are in "navigation" mode or "panning" mode.

Modal interfaces can be confusing. There are two well-known exceptions. The first is when the modes replicate a well-understood real-world modal behaviour and there is appropriate feedback for the user, such as selecting the colour of ink for drawing. The second is exception is a "rubber-band mode," a mode that is temporary and 'snaps back' to the normal behaviour as soon as the user stops whatever is currently happening.

Keyboard modifier keys and mouse buttons are good examples of rubber-band modes: As soon as you release them, the special behaviour stops. The caps lock key is a good example of a mode that is annoying because it isn't a rubber-band mode. Dragscroll mode in this demo is a rubber-band mode: As soon as you stop dragging the image and release the mouse button or lift your finger, you return to the normal behaviour.

The transition to "panning" mode is handled by a special gesture called hold. To use the hold gesture in your code, you must include the jQuery Timers plugin. Assuming you include Timers, hold works just like any other gesture, except it is triggered by holding your finger down without moving it.

In the demo, the hold gesture is used to switch into panning mode, trigger the shake gesture, and then send a mousedown event so that the dragscroll plugin knows to start dragging the image when you move the mouse or your finger. Switching into panning mode removes the gesture support and adds dragscroll support. Likewise, when you stop moving the image, a mouseup handler switches everything back into navigation mode. It removes the dragscroll support and re-binds the gesture support.

Here is all of the iGesture- and Dragscroll-specific code to make this work:

var navigation_mode;
var panning_mode;
var viewport_element = $('.viewport');
var dragger_element = $('.viewport .dragger')
	.bind({
		'gesture_right.drag': function () {
			return bring_image_from('left');
		},
		'gesture_left.drag': function () {
			return bring_image_from('right');
		},
		'gesture_hold.drag': function (event) {
			panning_mode();
			$(this)
				.effect("shake", { times:3 }, 100, function () {
					$(this)
						.trigger(event.gesture_data.originalEvent);
				})
		}
	});

navigation_mode = function () {
	dragger_element
		.gesture(['left', 'right', 'hold']);
	viewport_element
		.removedragscrollable()
		.unbind('.drag');
}

panning_mode = function () {
	viewport_element
		.dragscrollable()
		.bind('mouseup.drag', function () {
			navigation_mode();
			return false;
		});
	dragger_element
		.removegesture();
};

navigation_mode();

There are faster implementations, but this demonstrates the possibilities inherent in creating modal interfaces that mix both gestures and other forms of mouse or touch handling. Review how iGesture is used in both Naughts and Crosses and Combining Gestures with Dragscrolling. Then try incorporating iGesture into your project. Good luck!

Sincerely,

Reg Braithwaite


p.s.


iGesture is based on Nico Goeminne's jGesture callback-oriented plugin. Thanks, Nico! iGesture would not have been possible without the motivation and support of the Unspace working environment. Thanks! Also, iGesture has nothing to do with the now-defunct Fingerworks, with Dr. Maria Karam's project, or with anything written in Java.

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iGesture provides an event-driven model for supporting gestures in jQuery-driven web applications

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