<?xml version="1.0" encoding="utf-8"?>
<page xmlns="http://projectmallard.org/1.0/" type="topic" id="pointer-and-touch-input" xml:lang="de">

  <info>
    <credit type="author">
      <name>Allan Day</name>
      <email>aday@gnome.org</email>
    </credit>
    <credit type="author">
      <name>Jakub Steiner</name>
    </credit>
    <include xmlns="http://www.w3.org/2001/XInclude" href="legal.xml"/>
    <desc>Interaktion mit Maus, Touchpad und berührungsempfindlichen Bildschirmen.</desc>
  
    <mal:credit xmlns:mal="http://projectmallard.org/1.0/" type="translator copyright">
      <mal:name>Christian Kirbach</mal:name>
      <mal:email>christian.kirbach@gmail.com</mal:email>
      <mal:years>2014</mal:years>
    </mal:credit>
  
    <mal:credit xmlns:mal="http://projectmallard.org/1.0/" type="translator copyright">
      <mal:name>Mario Blättermann</mal:name>
      <mal:email>mario.blaettermann@gmail.com</mal:email>
      <mal:years>2016</mal:years>
    </mal:credit>
  </info>

<title>Eingabe über Zeiger und Berührung</title>

<p>Pointer and touch input are two of the primary means through which users will interact with your application.</p>

<section id="pointer-input">
<title>Zeigereingabe</title>

<p>A pointing device is any input device that allows the manipulation of a pointer — typically represented as an arrow, and often called a cursor — on screen. While mice and touchpads are the most common, there are a wide variety of such devices, including graphics tablets, track balls, track points and joysticks.</p>

<section id="primary-and-secondary-buttons">
<title>Primäre und sekundäre Tasten</title>

<p>Mice and touchpads often have two main buttons. One of these acts as the primary button, and the other acts as the secondary button. Typically, the left button is used as the primary button and the right button is used as the secondary button. However, this order is user-configurable and does not translate to touchscreen input. These guidelines therefore refer to primary and secondary action, rather than left and right.</p>

<p>Use the primary action for selecting items and activating controls. The secondary action can be used for accessing additional options, typically through a context menu.</p>

<p>Do not depend on input from secondary or other additional buttons. As well as being physically more difficult to click, some pointing devices and many assistive technology devices only support or emulate the primary button.</p>

<p>Bei Zeigegeräten mit einer einzigen Taste sollte mittels Drücken und Gedrückthalten die sekundäre Taste simuliert werden. Daher sollten Sie das Drücken und Gedrückthalten nicht für andere Zwecke verwenden.</p>

</section>

<section id="general-guidelines">
<title>Allgemeine Richtlinien</title>

<list>
<item><p>Double click should not be used, since it is undiscoverable, and translates poorly to touch input.</p></item>
<item><p>If present on the mouse, the scrollwheel should scroll the window or control under the pointer, if it supports scrolling. Initiating scrolling in this way should not move keyboard focus to the window or control being scrolled.</p></item>
<item><p>Do not require the use of chording (pressing multiple mouse buttons simultaneously) for any operations.</p></item>
<item><p>Do not require the use of multiple (triple- or quadruple-) clicking actions for any operations, unless you also provide an accessible alternative method of performing the same action.</p></item>
<item><p>Allow all mouse operations to be cancelled before their completion. Pressing <key>Esc</key> should cancel any mouse operation in progress, such as dragging and dropping a file in a file manager, or drawing a shape in a drawing application.</p></item>
<item><p>Verweisen Sie in Ihrer Anwendung ausdrücklich auf bestimmte Maustasten, es sei denn, dies ist absolut notwendig. Bedenken Sie, dass nicht jeder Benutzer eine konventionelle Maus mit linker, mittlerer und rechter Taste verwendet. Text oder Diagramme, in denen Sie sich explizit auf die Tastenanordnung beziehen, können daher verwirrend sein.</p></item>
</list>

</section>

<section id="mouse-and-keyboard-equivalents">
<title>Äquivalenz von Maus und Tastatur</title>

<p>Stellen Sie sicher, dass jede Operation, die in Ihrer Anwendung mit der Maus ausgeführt wird, auch über die Tastatur erreichbar ist. Ausnahmen bilden lediglich Aktionen, für die feinmotorische Steuerung grundlegender Bestandteil der Aufgabe ist. Beispiele sind die Bewegungssteuerung in Action-Spielen oder das Freihandzeichnen in Bildbearbeitungsprogrammen.</p>

<p>Wenn Ihre Anwendung die Auswahl von Elementen ermöglicht, sollten die folgenden äquivalenten Aktionen verfügbar sein.</p>

<table>
<thead>
<tr>
<td><p>Aktion</p></td>
<td><p>Maus</p></td>
<td><p>Tastatur</p></td>
</tr>
</thead>
<tbody>
<tr>
<td><p>Ein Objekt öffnen</p></td>
<td><p>Primäre Taste</p></td>
<td><p><key>Leertaste</key></p></td>
</tr>
<tr>
<td><p>Objekt zur Auswahl hinzufügen oder daraus entfernen</p></td>
<td><p><key>Strg</key> und primäre Maustaste</p></td>
<td><p><keyseq><key>Strg</key><key>Leertaste</key></keyseq></p></td>
</tr>
<tr>
<td><p>Auswahl erweitern</p></td>
<td><p><key>Umschalttaste</key> und primäre Maustaste</p></td>
<td><p><key>Umschalt</key> in Kombination mit einer der folgenden: <key>Leertaste</key> <key>Pos1</key> <key>Ende</key> <key>Bild auf</key> <key>Bild ab</key></p></td>
</tr>
<tr>
<td><p>Auswahl ändern</p></td>
<td><p>Primäre Taste</p></td>
<td><p>Eines von: <key>←</key> <key>↑</key> <key>→</key> <key>↓</key> <key>Home</key> <key>End</key> <key>PageUp</key> <key>PageDown</key></p></td>
</tr>
<tr>
<td><p>Alles auswählen</p></td>
<td><p>Primary button on first item, then primary button and <key>Shift</key> on the last item</p></td>
<td><p><keyseq><key>Strg</key><key>A</key></keyseq></p></td>
</tr>
<tr>
<td><p>Auswahl aufheben</p></td>
<td><p>Klick mit der primären Maustaste auf den Hintergrund des Containers</p></td>
<td><p><keyseq><key>Umschalttaste</key><key>Strg</key><key>A</key></keyseq></p></td>
</tr>
</tbody>
</table>

</section>
</section>

<section id="touch-input">
<title>Eingabe über Berührung</title>

<p>Touch screens are also an increasingly common part of modern computer hardware, and applications created with GTK are likely to be used with hardware that incorporates a touch screen. To make the most of this hardware, and to conform to users’ expectations, it is therefore important to consider touch input as a part of application design.</p>

<section id="application-touch-conventions">
<title>Application touch conventions</title>

<p>Using touch input consistently with other applications will allow users to easily learn how to use your application with a touch screen. The following conventions are recommended, where relevant.</p>

<table>
<thead>
<tr>
<td><p>Aktion</p></td>
<td><p>Beschreibung</p></td>
<td><p>Ergebnis</p></td>
</tr>
</thead>
<tbody>
<tr>
<td colspan="3"><p><em style="strong">Tap</em></p></td>
</tr>
<tr>
<td><media type="image" mime="image/png" src="figures/touch/tap.svg"/></td>
<td><p>Tap on an item.</p></td>
<td><p>Primary action. Item opens — photo is shown full size, application launches, song starts playing.</p></td>
</tr>
<tr>
<td colspan="3"><p><em style="strong">Drücken und Halten</em></p></td>
</tr>
<tr>
<td><media type="image" mime="image/png" src="figures/touch/tap-and-hold.svg"/></td>
<td><p>Press and hold for a second or two.</p></td>
<td><p>Secondary action. Select the item and list actions that can be performed.</p></td>
</tr>
<tr>
<td colspan="3"><p><em style="strong">Ziehen</em></p></td>
</tr>
<tr>
<td><media type="image" mime="image/png" src="figures/touch/drag.svg"/></td>
<td><p>Slide finger touching the surface.</p></td>
<td><p>Scrolls area on screen.</p></td>
</tr>
<tr>
<td colspan="3"><p><em style="strong">Pinch or stretch</em></p></td>
</tr>
<tr>
<td><media type="image" mime="image/png" src="figures/touch/pinch-or-stretch.svg"/></td>
<td><p>Touch surface with two fingers while bringing them closer or further apart.</p></td>
<td><p>Changes the zoom level of the view (e.g. Maps, Photos).</p></td>
</tr>
<tr>
<td colspan="3"><p><em style="strong">Double tap</em></p></td>
</tr>
<tr>
<td><media type="image" mime="image/png" src="figures/touch/double-tap.svg"/></td>
<td><p>Tap twice in quick succession.</p></td>
<td><p>Stepped zoom in.</p></td>
</tr>
<tr>
<td colspan="3"><p><em style="strong">Flick</em></p></td>
</tr>
<tr>
<td><media type="image" mime="image/png" src="figures/touch/flick.svg"/></td>
<td><p>Very quick drag, losing contact with the surface without slowing movement.</p></td>
<td><p>Entfernt ein Objekt.</p></td>
</tr>
</tbody>
</table>

</section>

<section id="system-touch-conventions">
<title>System touch conventions</title>

<p>In GNOME 3, a number of touch gestures are reserved for use by the system. These should be avoided by applications.</p>

<table>
<tr>
<td colspan="3"><p><em style="strong">Edge drag</em></p></td>
</tr>
<tr>
<td><media type="image" mime="image/svg" src="figures/touch/edge-drag.svg"/></td>
<td><p>Slide finger starting from a screen edge.</p></td>
<td><p>Top-left edge opens the application menu.</p>
<p>Top-right edge opens the system status menu.</p>
<p>Left edge opens the Activities Overview with the application view visible.</p></td>
</tr>
<tr>
<td colspan="3"><p><em style="strong">Three finger pinch</em></p></td>
</tr>
<tr>
<td><media type="image" mime="image/svg" src="figures/touch/3-finger-pinch.svg"/></td>
<td><p>Bring three or more fingers closer together while touching the surface.</p></td>
<td><p>Öffnet die aktivitäten-Übersicht.</p></td>
</tr>
<tr>
<td colspan="3"><p><em style="strong">Four finger drag</em></p></td>
</tr>
<tr>
<td><media type="image" mime="image/svg" src="figures/touch/4-finger-drag.svg"/></td>
<td><p>Drag up or down with four fingers touching the surface.</p></td>
<td><p>Wechselt die Arbeitsfläche.</p></td>
</tr>
<tr>
<td colspan="3"><p><em style="strong">Three finger hold and tap</em></p></td>
</tr>
<tr>
<td><media type="image" mime="image/svg" src="figures/touch/3-finger-hold-and-tap.svg"/></td>
<td><p>Hold three fingers on the surface while tapping with the fourth.</p></td>
<td><p>Wechselt die Anwendung.</p></td>
</tr>
</table>

</section>
</section>
</page>
