At surface level, interactions may seem like a simple concept, but once you start peeling back the onion they are quite complex. For something as simple as a button to behave properly across all browsers and devices, you need more than just a click
event handler.
If you aren't convinced, it's highly recommended to read this three-part blog post, which goes into detail about the complexities of interactions.
This project is heavily inspired by that article and contains a ton of code derived from React Aria's Interactions packages. It aims to provide a similar API for Svelte, in the form of Svelte Actions and eventually spreadable event attributes (once Svelte 5 is released).
While this project is still in its infancy, it'll be documented here. It will eventually get a dedicated website, but for now this will have to do.
npm install svelte-interactions
The press
interaction is used to implement buttons, links, and other pressable elements. It handles mouse, touch, and keyboard interactions, and ensures that the element is accessible to screen readers and keyboard users.
No more having to wrangle all those event handlers yourself! Just and use the press
action along with the different PressEvents
to provide a consistent experience across all browsers and devices.
<script lang="ts">
import { createPress } from 'svelte-interactions';
const { pressAction } = createPress();
</script>
<button
use:pressAction
on:press={(e) => {
console.log('you just pressed a button!', e);
}}
>
Press Me
</button>
Creates a new press
interaction instance. Each element should have its own instance, as it maintains state for a single element. For example, if you had multiple buttons on a page:
<script lang="ts">
import { createPress } from 'svelte-interactions';
const { pressAction: pressOne } = createPress();
const { pressAction: pressTwo } = createPress();
</script>
<button use:pressOne on:press> Button One </button>
<button use:pressTwo on:press> Button Two </button>
createPress
takes in an optional PressConfig
object, which can be used to customize the interaction.
import { createPress } from 'svelte-interactions';
const { pressAction } = createPress({ isDisabled: true });
type PressConfig = PressHandlers & {
/**
* Whether the target is in a controlled press state
* (e.g. an overlay it triggers is open).
*
* @default false
*/
isPressed?: boolean;
/**
* Whether the press events should be disabled.
*
* @default false
*/
isDisabled?: boolean;
/**
* Whether the target should not receive focus on press.
*
* @default false
*/
preventFocusOnPress?: boolean;
/**
* Whether press events should be canceled when the pointer
* leaves the target while pressed. By default, this is
* `false`, which means if the pointer returns back over
* the target while pressed, `pressstart`/`onPressStart`
* will be fired again. If set to `true`, the press is
* canceled when the pointer leaves the target and
* `pressstart`/`onPressStart` will not be fired if the
* pointer returns.
*
* @default false
*/
shouldCancelOnPointerExit?: boolean;
/**
* Whether text selection should be enabled on the pressable element.
*/
allowTextSelectionOnPress?: boolean;
};
The PressConfig
object also includes handlers for all the different PressHandlers
. These are provided as a convenience, should you prefer to handle the events here rather than the custom on:press*
events dispatched by the element with the pressAction
.
Be aware that if you use these handlers, the custom on:press*
events for whatever handlers you use will not be dispatched to the element. We only dispatch the events that aren't handled by the PressHandlers
.
type PressHandlers = {
/**
* Handler called when the press is released over the target.
*/
onPress?: (e: PressEvent) => void;
/**
* Handler called when a press interaction starts.
*/
onPressStart?: (e: PressEvent) => void;
/**
* Handler called when a press interaction ends, either over
* the target or when the pointer leaves the target.
*/
onPressEnd?: (e: PressEvent) => void;
/**
* Handler called when the press state changes.
*/
onPressChange?: (isPressed: boolean) => void;
/**
* Handler called when a press is released over the target,
* regardless of whether it started on the target or not.
*/
onPressUp?: (e: PressEvent) => void;
};
The createPress
function returns a PressResult
object, which contains the pressAction
action, and the isPressed
state. More returned properties may be added in the future if needed.
type PressResult = {
/** Whether the target is currently pressed. */
isPressed: Readable<boolean>;
/** A Svelte Action which handles applying the event listeners to the element. */
pressAction: (node: HTMLElement | SVGElement) => PressActionReturn;
};
When you apply the pressAction
to an element, it will dispatch custom on:press*
events. You can use these or the PressHandlers
to handle the various press events.
type PressActionReturn = ActionReturn<
undefined,
{
/**
* Dispatched when the press is released over the target.
*/
'on:press'?: (e: CustomEvent<PressEvent>) => void;
/**
* Dispatched when a press interaction starts.
*/
'on:pressstart'?: (e: CustomEvent<PressEvent>) => void;
/**
* Dispatched when a press interaction ends, either over
* the target or when the pointer leaves the target.
*/
'on:pressend'?: (e: CustomEvent<PressEvent>) => void;
/**
* Dispatched when a press is released over the target,
* regardless of whether it started on the target or not.
*/
'on:pressup'?: (e: CustomEvent<PressEvent>) => void;
}
>;
This is the event object dispatched by the custom on:press*
events, and is also passed to the PressHandlers
should you choose to use them.
type PointerType = 'mouse' | 'pen' | 'touch' | 'keyboard' | 'virtual';
interface PressEvent {
/** The type of press event being fired. */
type: 'pressstart' | 'pressend' | 'pressup' | 'press';
/** The pointer type that triggered the press event. */
pointerType: PointerType;
/** The target element of the press event. */
target: Element;
/** Whether the shift keyboard modifier was held during the press event. */
shiftKey: boolean;
/** Whether the ctrl keyboard modifier was held during the press event. */
ctrlKey: boolean;
/** Whether the meta keyboard modifier was held during the press event. */
metaKey: boolean;
/** Whether the alt keyboard modifier was held during the press event. */
altKey: boolean;
/**
* By default, press events stop propagation to parent elements.
* In cases where a handler decides not to handle a specific event,
* it can call `continuePropagation()` to allow a parent to handle it.
*/
continuePropagation(): void;
}
The hover
interaction provides an API for consistent long press behavior across all browsers and devices, with support for a custom time threshold and accessible description.
<script lang="ts">
import { createLongPress } from 'svelte-interactions';
const { longPressAction } = createLongPress();
</script>
<button
use:longPressAction
on:longpress={(e) => {
console.log('you just long pressed a button!', e);
}}
>
Long Press Me
</button>
Creates a new longpress
interaction instance. Each element should have its own instance, as it maintains state for a single element. For example, if you had multiple buttons on a page:
<script lang="ts">
import { createLongPress } from 'svelte-interactions';
const { longPressAction: longPressOne } = createLongPress();
const { longPressAction: longPressTwo } = createLongPress();
</script>
<button use:longPressOne on:longpress> Button One </button>
<button use:longPressTwo on:longpress> Button Two </button>
createLongPress
takes in an optional LongPressConfig
object, which can be used to customize the interaction.
import { createLongPress } from 'svelte-interactions';
const { pressLongAction } = createPress({ isDisabled: true, threshold: 1000 });
type LongPressConfig = LongPressHandlers & {
/**
* Whether the long press events should be disabled
*/
isDisabled?: boolean;
/**
* The amount of time (in milliseconds) to wait before
* triggering a long press event.
*/
threshold?: number;
/**
* A description for assistive techology users indicating that a
* long press action is available, e.g. "Long press to open menu".
*/
accessibilityDescription?: string;
};
The LongPressConfig
object also includes handlers for all the different LongPressHandlers
. These are provided as a convenience, should you prefer to handle the events here rather than the custom on:longpress*
events dispatched by the element with the longPressAction
.
Be aware that if you use these handlers, the custom on:longpress*
events for whatever handlers you use will not be dispatched to the element. We only dispatch the events that aren't handled by the LongPressHandlers
.
export type LongPressHandlers = {
/**
* Handler that is called when a long press interaction starts.
*/
onLongPressStart?: (e: LongPressEvent) => void;
/**
* Handler that is called when a long press interaction ends, either
* over the target or when the pointer leaves the target.
*/
onLongPressEnd?: (e: LongPressEvent) => void;
/**
* Handler that is called when the threshold time is met while
* the press is over the target.
*/
onLongPress?: (e: LongPressEvent) => void;
};
The createLongPress
function returns a LongPressResult
object, which contains the longPressAction
action, and the description
state. More returned properties may be added in the future if needed.
type LongPressResult = {
/**
* A Svelte action which handles applying the event listeners
* and dispatching events to the element
*/
longPressAction: (node: HTMLElement | SVGElement) => LongPressActionReturn;
/**
* A writable store to manage the accessible description for the long
* press action. It's initially populated with the value passed to the
* `accessibilityDescription` config option, but can be updated at any
* time by calling `description.set()`, and the new description will
* reflect in the DOM.
*/
accessibilityDescription: Writable<string | undefined>;
};
When you apply the longPressAction
to an element, it will dispatch custom on:longpress*
events for events you aren't handling via the LongPressConfig
props. You can use these or the LongPressHandlers
to handle the various longpress
events.
type LongPressActionReturn = ActionReturn<
undefined,
{
/**
* Dispatched when the threshold time is met while
* the press is over the target.
*/
'on:longpress'?: (e: CustomEvent<LongPressEvent>) => void;
/**
* Dispatched when a long press interaction starts.
*/
'on:longpressstart'?: (e: CustomEvent<LongPressEvent>) => void;
/**
* Dispatched when a long press interaction ends, either
* over the target or when the pointer leaves the target.
*/
'on:longpressend'?: (e: CustomEvent<LongPressEvent>) => void;
}
>;
This is the event object dispatched by the custom on:press*
events, and is also passed to the PressHandlers
should you choose to use them.
type PointerType = 'mouse' | 'pen' | 'touch' | 'keyboard' | 'virtual';
interface PressEvent {
/** The type of longpress event being fired. */
type: 'longpressstart' | 'longpressend' | 'longpress';
/** The pointer type that triggered the press event. */
pointerType: PointerType;
/** The target element of the press event. */
target: Element;
/** Whether the shift keyboard modifier was held during the press event. */
shiftKey: boolean;
/** Whether the ctrl keyboard modifier was held during the press event. */
ctrlKey: boolean;
/** Whether the meta keyboard modifier was held during the press event. */
metaKey: boolean;
/** Whether the alt keyboard modifier was held during the press event. */
altKey: boolean;
}
The hover
interaction provides an API for consistent hover behavior across all browsers and devices, ignoring emulated mouse events on touch devices.
<script lang="ts">
import { createHover } from 'svelte-interactions';
const { hoverAction } = createHover();
</script>
<button
use:hoverAction
on:hoverstart={(e) => {
console.log('you just hovered me!', e);
}}
on:hoverend={(e) => {
console.log('you just unhovered me!', e);
}}
>
Press Me
</button>
Creates a new hover
interaction instance. Each element should have its own instance, as it maintains state for a single element. For example, if you had multiple elements you wanted to apply hover state to on a page:
<script lang="ts">
import { createPress } from 'svelte-interactions';
const { hoverAction: hoverOne } = createHover();
const { hoverAction: hoverTwo } = createHover();
</script>
<div use:hoverOne on:hoverstart>Hoverable element one</div>
<div use:hoverTwo on:hoverstart>Hoverable element two</div>
The createHover
function takes in an optional HoverConfig
object, which can be used to customize the interaction.
import { createHover } from 'svelte-interactions';
const { hoverAction } = createHover({ isDisabled: true });
type HoverConfig = HoverHandlers & {
/**
* Whether the hover events should be disabled
*/
isDisabled?: boolean;
};
The HoverConfig
object also includes handlers for all the different HoverHandlers
. These are provided as a convenience, should you prefer to handle the events here rather than the custom on:hover*
events dispatched by the element with the hoverAction
.
Be aware that if you use these handlers, the custom on:hover*
events for whatever handlers you use will not be dispatched to the element. We only dispatch the events that aren't handled by the HoverHandlers
.
type HoverHandlers = {
/**
* Handler called when a hover interaction starts.
*/
onHoverStart?: (e: HoverEvent) => void;
/**
* Handler called when a hover interaction ends.
*/
onHoverEnd?: (e: HoverEvent) => void;
/**
* Handler called when the hover state changes.
*/
onHoverChange?: (isHovering: boolean) => void;
};
The createHover
function returns a HoverResult
object, which contains the hoverAction
action, and the isHovering
state. More returned properties may be added in the future if needed.
export type HoverResult = {
/**
* Whether the element is currently being hovered
*/
isHovered: Readable<boolean>;
/**
* A Svelte action which handles applying the event listeners
* to the element and dispatching the custom `on:hover*` events.
*/
hoverAction: (node: HTMLElement | SVGElement) => HoverActionReturn;
};
When you apply the hoverAction
to an element, it will dispatch custom on:hover*
events. You can use these or the HoverHandlers
to handle the various hover events.
type HoverActionReturn = ActionReturn<
undefined,
{
/**
* Dispatched when a hover interaction starts.
*/
'on:hoverstart'?: (e: CustomEvent<HoverEvent>) => void;
/**
* Dispatched when a hover interaction ends.
*/
'on:hoverend'?: (e: CustomEvent<HoverEvent>) => void;
}
>;
This is the event object dispatched by the custom on:hover*
events, and is also passed to the HoverHandlers
should you choose to use them.
interface HoverEvent {
/** The type of hover event being fired. */
type: 'hoverstart' | 'hoverend';
/** The pointer type that triggered the hover event. */
pointerType: 'mouse' | 'pen';
/** The target element of the hover event. */
target: Element;
}
Handles move
interactions across mouse, touch, and keyboard, including dragging with the mouse or touch, and using the arrow keys. Normalizes behavior across browsers and platforms, and ignores emulated mouse events on touch devices.
<script lang="ts">
import { createMove } from 'svelte-interactions';
const { moveAction } = createMove();
</script>
<div
use:moveAction
on:movestart={(e) => {
console.log('you just started moving me!', e);
}}
on:moveend={(e) => {
console.log('you just stopped moving me!', e);
}}
>
Moveable Area
</div>
Creates a new press
interaction instance. Each element should have its own instance, as it maintains state for a single element. For example, if you had multiple buttons on a page:
<script lang="ts">
import { createMove } from 'svelte-interactions';
const { moveAction } = createMove();
</script>
<div use:moveAction on:move>Moveable Area</div>
export type MoveConfig = MoveHandlers & {};
The MoveConfig
object also includes handlers for all the different MoveHandlers
. These are provided as a convenience, should you prefer to handle the events here rather than the custom on:move*
events dispatched by the element with the moveAction
.
Be aware that if you use these handlers, the custom on:move*
events for whatever handlers you use will not be dispatched to the element. We only dispatch the events that aren't handled by the MoveHandlers
.
export type MoveHandlers = {
/**
* Handler that is called when a move interaction starts.
*/
onMoveStart?: (e: MoveStartEvent) => void;
/**
* Handler that is called when a move interaction ends.
*/
onMoveEnd?: (e: MoveEndEvent) => void;
/**
* Handler that is called when the element is moved.
*/
onMove?: (e: MoveMoveEvent) => void;
};
The createMove
function returns a MoveResult
object, which contains the moveAction
action. More returned properties may be added in the future if needed.
export type MoveResult = {
/**
* A Svelte action which handles applying the event listeners
* and dispatching events to the element
*/
moveAction: (node: HTMLElement | SVGElement) => MoveActionReturn;
};
When you apply the moveAction
to an element, it will dispatch custom on:move*
events. You can use these or the MoveHandlers
to handle the various move events.
type MoveActionReturn = ActionReturn<
undefined,
{
'on:move'?: (e: CustomEvent<MoveMoveEvent>) => void;
'on:movestart'?: (e: CustomEvent<MoveStartEvent>) => void;
'on:moveend'?: (e: CustomEvent<MoveEndEvent>) => void;
}
>;
This is the event object dispatched by the custom on:move*
events, and is also passed to the MoveHandlers
should you choose to use them.
export interface BaseMoveEvent {
/** The pointer type that triggered the move event. */
pointerType: PointerType;
/** Whether the shift keyboard modifier was held during the move event. */
shiftKey: boolean;
/** Whether the ctrl keyboard modifier was held during the move event. */
ctrlKey: boolean;
/** Whether the meta keyboard modifier was held during the move event. */
metaKey: boolean;
/** Whether the alt keyboard modifier was held during the move event. */
altKey: boolean;
}
export interface MoveStartEvent extends BaseMoveEvent {
/** The type of move event being fired. */
type: 'movestart';
}
export interface MoveMoveEvent extends BaseMoveEvent {
/** The type of move event being fired. */
type: 'move';
/** The amount moved in the X direction since the last event. */
deltaX: number;
/** The amount moved in the Y direction since the last event. */
deltaY: number;
}
export interface MoveEndEvent extends BaseMoveEvent {
/** The type of move event being fired. */
type: 'moveend';
}
export type MoveEvent = MoveStartEvent | MoveMoveEvent | MoveEndEvent;