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- handle-pointer-input.md: Replace <ul><li> HTML lists in table cells
with <br>+bullet format to resolve column-header-missing false positive
- accessibility-for-games.md: Replace bot-blocked AAO color blindness
link with NIH National Eye Institute equivalent URL
- nuxtjs-on-wsl.md: Remove defunct vue-community.org link (site offline)
Co-authored-by: Copilot <[email protected]>
Copy file name to clipboardExpand all lines: hub/apps/develop/input/handle-pointer-input.md
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@@ -42,11 +42,11 @@ Windows apps can listen for the following pointer events:
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| Event | Description |
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|---|---|
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|[**PointerCanceled**](/uwp/api/windows.ui.xaml.uielement.pointercanceled)| Occurs when a pointer is canceled by the platform. This can occur in the following circumstances:<ul><li>Touch pointers are canceled when a pen is detected within range of the input surface.</li><li>An active contact is not detected for more than 100 ms.</li><li>Monitor/display is changed (resolution, settings, multi-mon configuration).</li><li>The desktop is locked or the user has logged off.</li><li>The number of simultaneous contacts exceeded the number supported by the device.</li></ul>|
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|[**PointerCanceled**](/uwp/api/windows.ui.xaml.uielement.pointercanceled)| Occurs when a pointer is canceled by the platform. This can occur in the following circumstances:<br>•Touch pointers are canceled when a pen is detected within range of the input surface.<br>•An active contact is not detected for more than 100 ms.<br>•Monitor/display is changed (resolution, settings, multi-mon configuration).<br>•The desktop is locked or the user has logged off.<br>•The number of simultaneous contacts exceeded the number supported by the device. |
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|[**PointerCaptureLost**](/uwp/api/windows.ui.xaml.uielement.pointercapturelost)| Occurs when another UI element captures the pointer, the pointer was released, or another pointer was programmatically captured.<br>**Note:** There is no corresponding pointer capture event. |
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|[**PointerEntered**](/uwp/api/windows.ui.xaml.uielement.pointerentered)| Occurs when a pointer enters the bounding area of an element. This can happen in slightly different ways for touch, touchpad, mouse, and pen input.<ul><li>Touch requires a finger contact to fire this event, either from a direct touch down on the element or from moving into the bounding area of the element.</li><li>Mouse and touchpad both have an on-screen cursor that is always visible and fires this event even if no mouse or touchpad button is pressed.</li><li>Like touch, pen fires this event with a direct pen down on the element or from moving into the bounding area of the element. However, pen also has a hover state ([IsInRange](/uwp/api/windows.ui.xaml.input.pointer.isinrange)) that, when true, fires this event.</li></ul>|
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|[**PointerExited**](/uwp/api/windows.ui.xaml.uielement.pointerexited)| Occurs when a pointer leaves the bounding area of an element. This can happen in slightly different ways for touch, touchpad, mouse, and pen input.<ul><li>Touch requires a finger contact and fires this event when the pointer moves out of the bounding area of the element.</li><li>Mouse and touchpad both have an on-screen cursor that is always visible and fires this event even if no mouse or touchpad button is pressed.</li><li>Like touch, pen fires this event when moving out of the bounding area of the element. However, pen also has a hover state ([IsInRange](/uwp/api/windows.ui.xaml.input.pointer.isinrange)) that fires this event when the state changes from true to false.</li></ul>|
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|[**PointerMoved**](/uwp/api/windows.ui.xaml.uielement.pointermoved)| Occurs when a pointer changes coordinates, button state, pressure, tilt, or contact geometry (for example, width and height) within the bounding area of an element. This can happen in slightly different ways for touch, touchpad, mouse, and pen input.<ul><li>Touch requires a finger contact and fires this event only when in contact within the bounding area of the element.</li><li>Mouse and touchpad both have an on-screen cursor that is always visible and fires this event even if no mouse or touchpad button is pressed.</li><li>Like touch, pen fires this event when in contact within the bounding area of the element. However, pen also has a hover state ([IsInRange](/uwp/api/windows.ui.xaml.input.pointer.isinrange)) that, when true and within the bounding area of the element, fires this event.</li></ul>|
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|[**PointerEntered**](/uwp/api/windows.ui.xaml.uielement.pointerentered)| Occurs when a pointer enters the bounding area of an element. This can happen in slightly different ways for touch, touchpad, mouse, and pen input.<br>•Touch requires a finger contact to fire this event, either from a direct touch down on the element or from moving into the bounding area of the element.<br>•Mouse and touchpad both have an on-screen cursor that is always visible and fires this event even if no mouse or touchpad button is pressed.<br>•Like touch, pen fires this event with a direct pen down on the element or from moving into the bounding area of the element. However, pen also has a hover state ([IsInRange](/uwp/api/windows.ui.xaml.input.pointer.isinrange)) that, when true, fires this event. |
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|[**PointerExited**](/uwp/api/windows.ui.xaml.uielement.pointerexited)| Occurs when a pointer leaves the bounding area of an element. This can happen in slightly different ways for touch, touchpad, mouse, and pen input.<br>•Touch requires a finger contact and fires this event when the pointer moves out of the bounding area of the element.<br>•Mouse and touchpad both have an on-screen cursor that is always visible and fires this event even if no mouse or touchpad button is pressed.<br>•Like touch, pen fires this event when moving out of the bounding area of the element. However, pen also has a hover state ([IsInRange](/uwp/api/windows.ui.xaml.input.pointer.isinrange)) that fires this event when the state changes from true to false. |
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|[**PointerMoved**](/uwp/api/windows.ui.xaml.uielement.pointermoved)| Occurs when a pointer changes coordinates, button state, pressure, tilt, or contact geometry (for example, width and height) within the bounding area of an element. This can happen in slightly different ways for touch, touchpad, mouse, and pen input.<br>•Touch requires a finger contact and fires this event only when in contact within the bounding area of the element.<br>•Mouse and touchpad both have an on-screen cursor that is always visible and fires this event even if no mouse or touchpad button is pressed.<br>•Like touch, pen fires this event when in contact within the bounding area of the element. However, pen also has a hover state ([IsInRange](/uwp/api/windows.ui.xaml.input.pointer.isinrange)) that, when true and within the bounding area of the element, fires this event. |
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|[**PointerPressed**](/uwp/api/windows.ui.xaml.uielement.pointerpressed)| Occurs when the pointer indicates a press action (such as a touch down, mouse button down, pen down, or touchpad button down) within the bounding area of an element.<br>[CapturePointer](/uwp/api/windows.ui.xaml.uielement.capturepointer) must be called from the handler for this event. |
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|[**PointerReleased**](/uwp/api/windows.ui.xaml.uielement.pointerreleased)| Occurs when the pointer indicates a release action (such as a touch up, mouse button up, pen up, or touchpad button up) within the bounding area of an element or, if the pointer is captured, outside the bounding area. |
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| [**PointerWheelChanged**](/uwp/api/windows.ui.xaml.uielement.pointerwheelchanged) | Occurs when the mouse wheel is rotated.<br>Mouse input is associated with a single pointer assigned when mouse input is first detected. Clicking a mouse button (left, wheel, or right) creates a secondary association between the pointer and that button through the [PointerMoved](/uwp/api/windows.ui.xaml.uielement.pointermoved) event. |
Copy file name to clipboardExpand all lines: hub/dev-environment/javascript/nuxtjs-on-wsl.md
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- Project description: Description of my Nuxt.js app.
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- Author name: I use my GitHub alias.
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- Choose the package manager: Yarn or **Npm** - we use NPM for our examples.
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- Choose UI framework: None, Ant Design Vue, Bootstrap Vue, etc. Let's choose **Vuetify** for this example, but the Vue Community created a nice [summary comparing these UI frameworks](https://vue-community.org/guide/ecosystem/ui-libraries.html#summary-tldr) to help you choose the best fit for your project.
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- Choose UI framework: None, Ant Design Vue, Bootstrap Vue, etc. Let's choose **Vuetify** for this example, but the Vue Community has created summaries comparing these UI frameworks to help you choose the best fit for your project.
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- Choose custom server frameworks: None, AdonisJs, Express, Fastify, etc. Let's choose **None** for this example, but you can find a [2019-2020 server framework comparison](https://dev.to/santypk4/introducing-the-best-10-node-js-frameworks-for-2019-and-2020-mcm) on the Dev.to site.
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- Choose Nuxt.js modules (use spacebar to select modules or just enter if you don't want any): Axios (for simplifying HTTP requests) or [PWA support](https://pwa.nuxtjs.org/) (for adding a service-worker, manifest.json file, etc). Let's not add a module for this example.
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- Choose linting tools: **ESLint**, Prettier, Lint staged files. Let's choose **ESLint** (a tool for analyzing your code and warning you of potential errors).
Copy file name to clipboardExpand all lines: uwp/gaming/accessibility-for-games.md
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@@ -28,7 +28,7 @@ At its most basic level, the business justification for accessibility is straigh
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Number of users who can play your game x Awesomeness of game = Game sales
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If you made an amazing game that is so complicated or convoluted that only a handful of people can play it, you limit your sales. Similarly, if you made a game that is unplayable by those with physical, sensory, or cognitive impairments, you are missing out on potential sales. Considering that, for example, [19% of people in the United States have some form of disability](https://www.census.gov/newsroom/releases/archives/miscellaneous/cb12-134.html), [estimated 14% of adults in the US have difficulty reading](https://nces.ed.gov/naal/estimates/overview.aspx), and [estimated 10% of males have some form of color vision deficiency](https://www.aao.org/eye-health/diseases/color-blindness), this can potentially have a large impact on your title's revenue.
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If you made an amazing game that is so complicated or convoluted that only a handful of people can play it, you limit your sales. Similarly, if you made a game that is unplayable by those with physical, sensory, or cognitive impairments, you are missing out on potential sales. Considering that, for example, [19% of people in the United States have some form of disability](https://www.census.gov/newsroom/releases/archives/miscellaneous/cb12-134.html), [estimated 14% of adults in the US have difficulty reading](https://nces.ed.gov/naal/estimates/overview.aspx), and [estimated 10% of males have some form of color vision deficiency](https://www.nei.nih.gov/learn-about-eye-health/eye-conditions-and-diseases/color-blindness), this can potentially have a large impact on your title's revenue.
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For more business justifications, see [Making Video Games Accessible](/windows/desktop/DxTechArts/accessibility-best-practices).
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