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- /*! Hammer.JS - v2.0.4 - 2014-09-28
- * http://hammerjs.github.io/
- *
- * Copyright (c) 2014 Jorik Tangelder;
- * Licensed under the MIT license */
- (function(window, document, exportName, undefined) {
- 'use strict';
-
- var VENDOR_PREFIXES = ['', 'webkit', 'moz', 'MS', 'ms', 'o'];
- var TEST_ELEMENT = document.createElement('div');
-
- var TYPE_FUNCTION = 'function';
-
- var round = Math.round;
- var abs = Math.abs;
- var now = Date.now;
-
- /**
- * set a timeout with a given scope
- * @param {Function} fn
- * @param {Number} timeout
- * @param {Object} context
- * @returns {number}
- */
- function setTimeoutContext(fn, timeout, context) {
- return setTimeout(bindFn(fn, context), timeout);
- }
-
- /**
- * if the argument is an array, we want to execute the fn on each entry
- * if it aint an array we don't want to do a thing.
- * this is used by all the methods that accept a single and array argument.
- * @param {*|Array} arg
- * @param {String} fn
- * @param {Object} [context]
- * @returns {Boolean}
- */
- function invokeArrayArg(arg, fn, context) {
- if (Array.isArray(arg)) {
- each(arg, context[fn], context);
- return true;
- }
- return false;
- }
-
- /**
- * walk objects and arrays
- * @param {Object} obj
- * @param {Function} iterator
- * @param {Object} context
- */
- function each(obj, iterator, context) {
- var i;
-
- if (!obj) {
- return;
- }
-
- if (obj.forEach) {
- obj.forEach(iterator, context);
- } else if (obj.length !== undefined) {
- i = 0;
- while (i < obj.length) {
- iterator.call(context, obj[i], i, obj);
- i++;
- }
- } else {
- for (i in obj) {
- obj.hasOwnProperty(i) && iterator.call(context, obj[i], i, obj);
- }
- }
- }
-
- /**
- * extend object.
- * means that properties in dest will be overwritten by the ones in src.
- * @param {Object} dest
- * @param {Object} src
- * @param {Boolean} [merge]
- * @returns {Object} dest
- */
- function extend(dest, src, merge) {
- var keys = Object.keys(src);
- var i = 0;
- while (i < keys.length) {
- if (!merge || (merge && dest[keys[i]] === undefined)) {
- dest[keys[i]] = src[keys[i]];
- }
- i++;
- }
- return dest;
- }
-
- /**
- * merge the values from src in the dest.
- * means that properties that exist in dest will not be overwritten by src
- * @param {Object} dest
- * @param {Object} src
- * @returns {Object} dest
- */
- function merge(dest, src) {
- return extend(dest, src, true);
- }
-
- /**
- * simple class inheritance
- * @param {Function} child
- * @param {Function} base
- * @param {Object} [properties]
- */
- function inherit(child, base, properties) {
- var baseP = base.prototype,
- childP;
-
- childP = child.prototype = Object.create(baseP);
- childP.constructor = child;
- childP._super = baseP;
-
- if (properties) {
- extend(childP, properties);
- }
- }
-
- /**
- * simple function bind
- * @param {Function} fn
- * @param {Object} context
- * @returns {Function}
- */
- function bindFn(fn, context) {
- return function boundFn() {
- return fn.apply(context, arguments);
- };
- }
-
- /**
- * let a boolean value also be a function that must return a boolean
- * this first item in args will be used as the context
- * @param {Boolean|Function} val
- * @param {Array} [args]
- * @returns {Boolean}
- */
- function boolOrFn(val, args) {
- if (typeof val == TYPE_FUNCTION) {
- return val.apply(args ? args[0] || undefined : undefined, args);
- }
- return val;
- }
-
- /**
- * use the val2 when val1 is undefined
- * @param {*} val1
- * @param {*} val2
- * @returns {*}
- */
- function ifUndefined(val1, val2) {
- return (val1 === undefined) ? val2 : val1;
- }
-
- /**
- * addEventListener with multiple events at once
- * @param {EventTarget} target
- * @param {String} types
- * @param {Function} handler
- */
- function addEventListeners(target, types, handler) {
- each(splitStr(types), function(type) {
- target.addEventListener(type, handler, false);
- });
- }
-
- /**
- * removeEventListener with multiple events at once
- * @param {EventTarget} target
- * @param {String} types
- * @param {Function} handler
- */
- function removeEventListeners(target, types, handler) {
- each(splitStr(types), function(type) {
- target.removeEventListener(type, handler, false);
- });
- }
-
- /**
- * find if a node is in the given parent
- * @method hasParent
- * @param {HTMLElement} node
- * @param {HTMLElement} parent
- * @return {Boolean} found
- */
- function hasParent(node, parent) {
- while (node) {
- if (node == parent) {
- return true;
- }
- node = node.parentNode;
- }
- return false;
- }
-
- /**
- * small indexOf wrapper
- * @param {String} str
- * @param {String} find
- * @returns {Boolean} found
- */
- function inStr(str, find) {
- return str.indexOf(find) > -1;
- }
-
- /**
- * split string on whitespace
- * @param {String} str
- * @returns {Array} words
- */
- function splitStr(str) {
- return str.trim().split(/\s+/g);
- }
-
- /**
- * find if a array contains the object using indexOf or a simple polyFill
- * @param {Array} src
- * @param {String} find
- * @param {String} [findByKey]
- * @return {Boolean|Number} false when not found, or the index
- */
- function inArray(src, find, findByKey) {
- if (src.indexOf && !findByKey) {
- return src.indexOf(find);
- } else {
- var i = 0;
- while (i < src.length) {
- if ((findByKey && src[i][findByKey] == find) || (!findByKey && src[i] === find)) {
- return i;
- }
- i++;
- }
- return -1;
- }
- }
-
- /**
- * convert array-like objects to real arrays
- * @param {Object} obj
- * @returns {Array}
- */
- function toArray(obj) {
- return Array.prototype.slice.call(obj, 0);
- }
-
- /**
- * unique array with objects based on a key (like 'id') or just by the array's value
- * @param {Array} src [{id:1},{id:2},{id:1}]
- * @param {String} [key]
- * @param {Boolean} [sort=False]
- * @returns {Array} [{id:1},{id:2}]
- */
- function uniqueArray(src, key, sort) {
- var results = [];
- var values = [];
- var i = 0;
-
- while (i < src.length) {
- var val = key ? src[i][key] : src[i];
- if (inArray(values, val) < 0) {
- results.push(src[i]);
- }
- values[i] = val;
- i++;
- }
-
- if (sort) {
- if (!key) {
- results = results.sort();
- } else {
- results = results.sort(function sortUniqueArray(a, b) {
- return a[key] > b[key];
- });
- }
- }
-
- return results;
- }
-
- /**
- * get the prefixed property
- * @param {Object} obj
- * @param {String} property
- * @returns {String|Undefined} prefixed
- */
- function prefixed(obj, property) {
- var prefix, prop;
- var camelProp = property[0].toUpperCase() + property.slice(1);
-
- var i = 0;
- while (i < VENDOR_PREFIXES.length) {
- prefix = VENDOR_PREFIXES[i];
- prop = (prefix) ? prefix + camelProp : property;
-
- if (prop in obj) {
- return prop;
- }
- i++;
- }
- return undefined;
- }
-
- /**
- * get a unique id
- * @returns {number} uniqueId
- */
- var _uniqueId = 1;
- function uniqueId() {
- return _uniqueId++;
- }
-
- /**
- * get the window object of an element
- * @param {HTMLElement} element
- * @returns {DocumentView|Window}
- */
- function getWindowForElement(element) {
- var doc = element.ownerDocument;
- return (doc.defaultView || doc.parentWindow);
- }
-
- var MOBILE_REGEX = /mobile|tablet|ip(ad|hone|od)|android/i;
-
- var SUPPORT_TOUCH = ('ontouchstart' in window);
- var SUPPORT_POINTER_EVENTS = prefixed(window, 'PointerEvent') !== undefined;
- var SUPPORT_ONLY_TOUCH = SUPPORT_TOUCH && MOBILE_REGEX.test(navigator.userAgent);
-
- var INPUT_TYPE_TOUCH = 'touch';
- var INPUT_TYPE_PEN = 'pen';
- var INPUT_TYPE_MOUSE = 'mouse';
- var INPUT_TYPE_KINECT = 'kinect';
-
- var COMPUTE_INTERVAL = 25;
-
- var INPUT_START = 1;
- var INPUT_MOVE = 2;
- var INPUT_END = 4;
- var INPUT_CANCEL = 8;
-
- var DIRECTION_NONE = 1;
- var DIRECTION_LEFT = 2;
- var DIRECTION_RIGHT = 4;
- var DIRECTION_UP = 8;
- var DIRECTION_DOWN = 16;
-
- var DIRECTION_HORIZONTAL = DIRECTION_LEFT | DIRECTION_RIGHT;
- var DIRECTION_VERTICAL = DIRECTION_UP | DIRECTION_DOWN;
- var DIRECTION_ALL = DIRECTION_HORIZONTAL | DIRECTION_VERTICAL;
-
- var PROPS_XY = ['x', 'y'];
- var PROPS_CLIENT_XY = ['clientX', 'clientY'];
-
- /**
- * create new input type manager
- * @param {Manager} manager
- * @param {Function} callback
- * @returns {Input}
- * @constructor
- */
- function Input(manager, callback) {
- var self = this;
- this.manager = manager;
- this.callback = callback;
- this.element = manager.element;
- this.target = manager.options.inputTarget;
-
- // smaller wrapper around the handler, for the scope and the enabled state of the manager,
- // so when disabled the input events are completely bypassed.
- this.domHandler = function(ev) {
- if (boolOrFn(manager.options.enable, [manager])) {
- self.handler(ev);
- }
- };
-
- this.init();
-
- }
-
- Input.prototype = {
- /**
- * should handle the inputEvent data and trigger the callback
- * @virtual
- */
- handler: function() { },
-
- /**
- * bind the events
- */
- init: function() {
- this.evEl && addEventListeners(this.element, this.evEl, this.domHandler);
- this.evTarget && addEventListeners(this.target, this.evTarget, this.domHandler);
- this.evWin && addEventListeners(getWindowForElement(this.element), this.evWin, this.domHandler);
- },
-
- /**
- * unbind the events
- */
- destroy: function() {
- this.evEl && removeEventListeners(this.element, this.evEl, this.domHandler);
- this.evTarget && removeEventListeners(this.target, this.evTarget, this.domHandler);
- this.evWin && removeEventListeners(getWindowForElement(this.element), this.evWin, this.domHandler);
- }
- };
-
- /**
- * create new input type manager
- * called by the Manager constructor
- * @param {Hammer} manager
- * @returns {Input}
- */
- function createInputInstance(manager) {
- var Type;
- var inputClass = manager.options.inputClass;
-
- if (inputClass) {
- Type = inputClass;
- } else if (SUPPORT_POINTER_EVENTS) {
- Type = PointerEventInput;
- } else if (SUPPORT_ONLY_TOUCH) {
- Type = TouchInput;
- } else if (!SUPPORT_TOUCH) {
- Type = MouseInput;
- } else {
- Type = TouchMouseInput;
- }
- return new (Type)(manager, inputHandler);
- }
-
- /**
- * handle input events
- * @param {Manager} manager
- * @param {String} eventType
- * @param {Object} input
- */
- function inputHandler(manager, eventType, input) {
- var pointersLen = input.pointers.length;
- var changedPointersLen = input.changedPointers.length;
- var isFirst = (eventType & INPUT_START && (pointersLen - changedPointersLen === 0));
- var isFinal = (eventType & (INPUT_END | INPUT_CANCEL) && (pointersLen - changedPointersLen === 0));
-
- input.isFirst = !!isFirst;
- input.isFinal = !!isFinal;
-
- if (isFirst) {
- manager.session = {};
- }
-
- // source event is the normalized value of the domEvents
- // like 'touchstart, mouseup, pointerdown'
- input.eventType = eventType;
-
- // compute scale, rotation etc
- computeInputData(manager, input);
-
- // emit secret event
- manager.emit('hammer.input', input);
-
- manager.recognize(input);
- manager.session.prevInput = input;
- }
-
- /**
- * extend the data with some usable properties like scale, rotate, velocity etc
- * @param {Object} manager
- * @param {Object} input
- */
- function computeInputData(manager, input) {
- var session = manager.session;
- var pointers = input.pointers;
- var pointersLength = pointers.length;
-
- // store the first input to calculate the distance and direction
- if (!session.firstInput) {
- session.firstInput = simpleCloneInputData(input);
- }
-
- // to compute scale and rotation we need to store the multiple touches
- if (pointersLength > 1 && !session.firstMultiple) {
- session.firstMultiple = simpleCloneInputData(input);
- } else if (pointersLength === 1) {
- session.firstMultiple = false;
- }
-
- var firstInput = session.firstInput;
- var firstMultiple = session.firstMultiple;
- var offsetCenter = firstMultiple ? firstMultiple.center : firstInput.center;
-
- var center = input.center = getCenter(pointers);
- input.timeStamp = now();
- input.deltaTime = input.timeStamp - firstInput.timeStamp;
-
- input.angle = getAngle(offsetCenter, center);
- input.distance = getDistance(offsetCenter, center);
-
- computeDeltaXY(session, input);
- input.offsetDirection = getDirection(input.deltaX, input.deltaY);
-
- input.scale = firstMultiple ? getScale(firstMultiple.pointers, pointers) : 1;
- input.rotation = firstMultiple ? getRotation(firstMultiple.pointers, pointers) : 0;
-
- computeIntervalInputData(session, input);
-
- // find the correct target
- var target = manager.element;
- if (hasParent(input.srcEvent.target, target)) {
- target = input.srcEvent.target;
- }
- input.target = target;
- }
-
- function computeDeltaXY(session, input) {
- var center = input.center;
- var offset = session.offsetDelta || {};
- var prevDelta = session.prevDelta || {};
- var prevInput = session.prevInput || {};
-
- if (input.eventType === INPUT_START || prevInput.eventType === INPUT_END) {
- prevDelta = session.prevDelta = {
- x: prevInput.deltaX || 0,
- y: prevInput.deltaY || 0
- };
-
- offset = session.offsetDelta = {
- x: center.x,
- y: center.y
- };
- }
-
- input.deltaX = prevDelta.x + (center.x - offset.x);
- input.deltaY = prevDelta.y + (center.y - offset.y);
- }
-
- /**
- * velocity is calculated every x ms
- * @param {Object} session
- * @param {Object} input
- */
- function computeIntervalInputData(session, input) {
- var last = session.lastInterval || input,
- deltaTime = input.timeStamp - last.timeStamp,
- velocity, velocityX, velocityY, direction;
-
- if (input.eventType != INPUT_CANCEL && (deltaTime > COMPUTE_INTERVAL || last.velocity === undefined)) {
- var deltaX = last.deltaX - input.deltaX;
- var deltaY = last.deltaY - input.deltaY;
-
- var v = getVelocity(deltaTime, deltaX, deltaY);
- velocityX = v.x;
- velocityY = v.y;
- velocity = (abs(v.x) > abs(v.y)) ? v.x : v.y;
- direction = getDirection(deltaX, deltaY);
-
- session.lastInterval = input;
- } else {
- // use latest velocity info if it doesn't overtake a minimum period
- velocity = last.velocity;
- velocityX = last.velocityX;
- velocityY = last.velocityY;
- direction = last.direction;
- }
-
- input.velocity = velocity;
- input.velocityX = velocityX;
- input.velocityY = velocityY;
- input.direction = direction;
- }
-
- /**
- * create a simple clone from the input used for storage of firstInput and firstMultiple
- * @param {Object} input
- * @returns {Object} clonedInputData
- */
- function simpleCloneInputData(input) {
- // make a simple copy of the pointers because we will get a reference if we don't
- // we only need clientXY for the calculations
- var pointers = [];
- var i = 0;
- while (i < input.pointers.length) {
- pointers[i] = {
- clientX: round(input.pointers[i].clientX),
- clientY: round(input.pointers[i].clientY)
- };
- i++;
- }
-
- return {
- timeStamp: now(),
- pointers: pointers,
- center: getCenter(pointers),
- deltaX: input.deltaX,
- deltaY: input.deltaY
- };
- }
-
- /**
- * get the center of all the pointers
- * @param {Array} pointers
- * @return {Object} center contains `x` and `y` properties
- */
- function getCenter(pointers) {
- var pointersLength = pointers.length;
-
- // no need to loop when only one touch
- if (pointersLength === 1) {
- return {
- x: round(pointers[0].clientX),
- y: round(pointers[0].clientY)
- };
- }
-
- var x = 0, y = 0, i = 0;
- while (i < pointersLength) {
- x += pointers[i].clientX;
- y += pointers[i].clientY;
- i++;
- }
-
- return {
- x: round(x / pointersLength),
- y: round(y / pointersLength)
- };
- }
-
- /**
- * calculate the velocity between two points. unit is in px per ms.
- * @param {Number} deltaTime
- * @param {Number} x
- * @param {Number} y
- * @return {Object} velocity `x` and `y`
- */
- function getVelocity(deltaTime, x, y) {
- return {
- x: x / deltaTime || 0,
- y: y / deltaTime || 0
- };
- }
-
- /**
- * get the direction between two points
- * @param {Number} x
- * @param {Number} y
- * @return {Number} direction
- */
- function getDirection(x, y) {
- if (x === y) {
- return DIRECTION_NONE;
- }
-
- if (abs(x) >= abs(y)) {
- return x > 0 ? DIRECTION_LEFT : DIRECTION_RIGHT;
- }
- return y > 0 ? DIRECTION_UP : DIRECTION_DOWN;
- }
-
- /**
- * calculate the absolute distance between two points
- * @param {Object} p1 {x, y}
- * @param {Object} p2 {x, y}
- * @param {Array} [props] containing x and y keys
- * @return {Number} distance
- */
- function getDistance(p1, p2, props) {
- if (!props) {
- props = PROPS_XY;
- }
- var x = p2[props[0]] - p1[props[0]],
- y = p2[props[1]] - p1[props[1]];
-
- return Math.sqrt((x * x) + (y * y));
- }
-
- /**
- * calculate the angle between two coordinates
- * @param {Object} p1
- * @param {Object} p2
- * @param {Array} [props] containing x and y keys
- * @return {Number} angle
- */
- function getAngle(p1, p2, props) {
- if (!props) {
- props = PROPS_XY;
- }
- var x = p2[props[0]] - p1[props[0]],
- y = p2[props[1]] - p1[props[1]];
- return Math.atan2(y, x) * 180 / Math.PI;
- }
-
- /**
- * calculate the rotation degrees between two pointersets
- * @param {Array} start array of pointers
- * @param {Array} end array of pointers
- * @return {Number} rotation
- */
- function getRotation(start, end) {
- return getAngle(end[1], end[0], PROPS_CLIENT_XY) - getAngle(start[1], start[0], PROPS_CLIENT_XY);
- }
-
- /**
- * calculate the scale factor between two pointersets
- * no scale is 1, and goes down to 0 when pinched together, and bigger when pinched out
- * @param {Array} start array of pointers
- * @param {Array} end array of pointers
- * @return {Number} scale
- */
- function getScale(start, end) {
- return getDistance(end[0], end[1], PROPS_CLIENT_XY) / getDistance(start[0], start[1], PROPS_CLIENT_XY);
- }
-
- var MOUSE_INPUT_MAP = {
- mousedown: INPUT_START,
- mousemove: INPUT_MOVE,
- mouseup: INPUT_END
- };
-
- var MOUSE_ELEMENT_EVENTS = 'mousedown';
- var MOUSE_WINDOW_EVENTS = 'mousemove mouseup';
-
- /**
- * Mouse events input
- * @constructor
- * @extends Input
- */
- function MouseInput() {
- this.evEl = MOUSE_ELEMENT_EVENTS;
- this.evWin = MOUSE_WINDOW_EVENTS;
-
- this.allow = true; // used by Input.TouchMouse to disable mouse events
- this.pressed = false; // mousedown state
-
- Input.apply(this, arguments);
- }
-
- inherit(MouseInput, Input, {
- /**
- * handle mouse events
- * @param {Object} ev
- */
- handler: function MEhandler(ev) {
- var eventType = MOUSE_INPUT_MAP[ev.type];
-
- // on start we want to have the left mouse button down
- if (eventType & INPUT_START && ev.button === 0) {
- this.pressed = true;
- }
-
- if (eventType & INPUT_MOVE && ev.which !== 1) {
- eventType = INPUT_END;
- }
-
- // mouse must be down, and mouse events are allowed (see the TouchMouse input)
- if (!this.pressed || !this.allow) {
- return;
- }
-
- if (eventType & INPUT_END) {
- this.pressed = false;
- }
-
- this.callback(this.manager, eventType, {
- pointers: [ev],
- changedPointers: [ev],
- pointerType: INPUT_TYPE_MOUSE,
- srcEvent: ev
- });
- }
- });
-
- var POINTER_INPUT_MAP = {
- pointerdown: INPUT_START,
- pointermove: INPUT_MOVE,
- pointerup: INPUT_END,
- pointercancel: INPUT_CANCEL,
- pointerout: INPUT_CANCEL
- };
-
- // in IE10 the pointer types is defined as an enum
- var IE10_POINTER_TYPE_ENUM = {
- 2: INPUT_TYPE_TOUCH,
- 3: INPUT_TYPE_PEN,
- 4: INPUT_TYPE_MOUSE,
- 5: INPUT_TYPE_KINECT // see https://twitter.com/jacobrossi/status/480596438489890816
- };
-
- var POINTER_ELEMENT_EVENTS = 'pointerdown';
- var POINTER_WINDOW_EVENTS = 'pointermove pointerup pointercancel';
-
- // IE10 has prefixed support, and case-sensitive
- if (window.MSPointerEvent) {
- POINTER_ELEMENT_EVENTS = 'MSPointerDown';
- POINTER_WINDOW_EVENTS = 'MSPointerMove MSPointerUp MSPointerCancel';
- }
-
- /**
- * Pointer events input
- * @constructor
- * @extends Input
- */
- function PointerEventInput() {
- this.evEl = POINTER_ELEMENT_EVENTS;
- this.evWin = POINTER_WINDOW_EVENTS;
-
- Input.apply(this, arguments);
-
- this.store = (this.manager.session.pointerEvents = []);
- }
-
- inherit(PointerEventInput, Input, {
- /**
- * handle mouse events
- * @param {Object} ev
- */
- handler: function PEhandler(ev) {
- var store = this.store;
- var removePointer = false;
-
- var eventTypeNormalized = ev.type.toLowerCase().replace('ms', '');
- var eventType = POINTER_INPUT_MAP[eventTypeNormalized];
- var pointerType = IE10_POINTER_TYPE_ENUM[ev.pointerType] || ev.pointerType;
-
- var isTouch = (pointerType == INPUT_TYPE_TOUCH);
-
- // get index of the event in the store
- var storeIndex = inArray(store, ev.pointerId, 'pointerId');
-
- // start and mouse must be down
- if (eventType & INPUT_START && (ev.button === 0 || isTouch)) {
- if (storeIndex < 0) {
- store.push(ev);
- storeIndex = store.length - 1;
- }
- } else if (eventType & (INPUT_END | INPUT_CANCEL)) {
- removePointer = true;
- }
-
- // it not found, so the pointer hasn't been down (so it's probably a hover)
- if (storeIndex < 0) {
- return;
- }
-
- // update the event in the store
- store[storeIndex] = ev;
-
- this.callback(this.manager, eventType, {
- pointers: store,
- changedPointers: [ev],
- pointerType: pointerType,
- srcEvent: ev
- });
-
- if (removePointer) {
- // remove from the store
- store.splice(storeIndex, 1);
- }
- }
- });
-
- var SINGLE_TOUCH_INPUT_MAP = {
- touchstart: INPUT_START,
- touchmove: INPUT_MOVE,
- touchend: INPUT_END,
- touchcancel: INPUT_CANCEL
- };
-
- var SINGLE_TOUCH_TARGET_EVENTS = 'touchstart';
- var SINGLE_TOUCH_WINDOW_EVENTS = 'touchstart touchmove touchend touchcancel';
-
- /**
- * Touch events input
- * @constructor
- * @extends Input
- */
- function SingleTouchInput() {
- this.evTarget = SINGLE_TOUCH_TARGET_EVENTS;
- this.evWin = SINGLE_TOUCH_WINDOW_EVENTS;
- this.started = false;
-
- Input.apply(this, arguments);
- }
-
- inherit(SingleTouchInput, Input, {
- handler: function TEhandler(ev) {
- var type = SINGLE_TOUCH_INPUT_MAP[ev.type];
-
- // should we handle the touch events?
- if (type === INPUT_START) {
- this.started = true;
- }
-
- if (!this.started) {
- return;
- }
-
- var touches = normalizeSingleTouches.call(this, ev, type);
-
- // when done, reset the started state
- if (type & (INPUT_END | INPUT_CANCEL) && touches[0].length - touches[1].length === 0) {
- this.started = false;
- }
-
- this.callback(this.manager, type, {
- pointers: touches[0],
- changedPointers: touches[1],
- pointerType: INPUT_TYPE_TOUCH,
- srcEvent: ev
- });
- }
- });
-
- /**
- * @this {TouchInput}
- * @param {Object} ev
- * @param {Number} type flag
- * @returns {undefined|Array} [all, changed]
- */
- function normalizeSingleTouches(ev, type) {
- var all = toArray(ev.touches);
- var changed = toArray(ev.changedTouches);
-
- if (type & (INPUT_END | INPUT_CANCEL)) {
- all = uniqueArray(all.concat(changed), 'identifier', true);
- }
-
- return [all, changed];
- }
-
- var TOUCH_INPUT_MAP = {
- touchstart: INPUT_START,
- touchmove: INPUT_MOVE,
- touchend: INPUT_END,
- touchcancel: INPUT_CANCEL
- };
-
- var TOUCH_TARGET_EVENTS = 'touchstart touchmove touchend touchcancel';
-
- /**
- * Multi-user touch events input
- * @constructor
- * @extends Input
- */
- function TouchInput() {
- this.evTarget = TOUCH_TARGET_EVENTS;
- this.targetIds = {};
-
- Input.apply(this, arguments);
- }
-
- inherit(TouchInput, Input, {
- handler: function MTEhandler(ev) {
- var type = TOUCH_INPUT_MAP[ev.type];
- var touches = getTouches.call(this, ev, type);
- if (!touches) {
- return;
- }
-
- this.callback(this.manager, type, {
- pointers: touches[0],
- changedPointers: touches[1],
- pointerType: INPUT_TYPE_TOUCH,
- srcEvent: ev
- });
- }
- });
-
- /**
- * @this {TouchInput}
- * @param {Object} ev
- * @param {Number} type flag
- * @returns {undefined|Array} [all, changed]
- */
- function getTouches(ev, type) {
- var allTouches = toArray(ev.touches);
- var targetIds = this.targetIds;
-
- // when there is only one touch, the process can be simplified
- if (type & (INPUT_START | INPUT_MOVE) && allTouches.length === 1) {
- targetIds[allTouches[0].identifier] = true;
- return [allTouches, allTouches];
- }
-
- var i,
- targetTouches,
- changedTouches = toArray(ev.changedTouches),
- changedTargetTouches = [],
- target = this.target;
-
- // get target touches from touches
- targetTouches = allTouches.filter(function(touch) {
- return hasParent(touch.target, target);
- });
-
- // collect touches
- if (type === INPUT_START) {
- i = 0;
- while (i < targetTouches.length) {
- targetIds[targetTouches[i].identifier] = true;
- i++;
- }
- }
-
- // filter changed touches to only contain touches that exist in the collected target ids
- i = 0;
- while (i < changedTouches.length) {
- if (targetIds[changedTouches[i].identifier]) {
- changedTargetTouches.push(changedTouches[i]);
- }
-
- // cleanup removed touches
- if (type & (INPUT_END | INPUT_CANCEL)) {
- delete targetIds[changedTouches[i].identifier];
- }
- i++;
- }
-
- if (!changedTargetTouches.length) {
- return;
- }
-
- return [
- // merge targetTouches with changedTargetTouches so it contains ALL touches, including 'end' and 'cancel'
- uniqueArray(targetTouches.concat(changedTargetTouches), 'identifier', true),
- changedTargetTouches
- ];
- }
-
- /**
- * Combined touch and mouse input
- *
- * Touch has a higher priority then mouse, and while touching no mouse events are allowed.
- * This because touch devices also emit mouse events while doing a touch.
- *
- * @constructor
- * @extends Input
- */
- function TouchMouseInput() {
- Input.apply(this, arguments);
-
- var handler = bindFn(this.handler, this);
- this.touch = new TouchInput(this.manager, handler);
- this.mouse = new MouseInput(this.manager, handler);
- }
-
- inherit(TouchMouseInput, Input, {
- /**
- * handle mouse and touch events
- * @param {Hammer} manager
- * @param {String} inputEvent
- * @param {Object} inputData
- */
- handler: function TMEhandler(manager, inputEvent, inputData) {
- var isTouch = (inputData.pointerType == INPUT_TYPE_TOUCH),
- isMouse = (inputData.pointerType == INPUT_TYPE_MOUSE);
-
- // when we're in a touch event, so block all upcoming mouse events
- // most mobile browser also emit mouseevents, right after touchstart
- if (isTouch) {
- this.mouse.allow = false;
- } else if (isMouse && !this.mouse.allow) {
- return;
- }
-
- // reset the allowMouse when we're done
- if (inputEvent & (INPUT_END | INPUT_CANCEL)) {
- this.mouse.allow = true;
- }
-
- this.callback(manager, inputEvent, inputData);
- },
-
- /**
- * remove the event listeners
- */
- destroy: function destroy() {
- this.touch.destroy();
- this.mouse.destroy();
- }
- });
-
- var PREFIXED_TOUCH_ACTION = prefixed(TEST_ELEMENT.style, 'touchAction');
- var NATIVE_TOUCH_ACTION = PREFIXED_TOUCH_ACTION !== undefined;
-
- // magical touchAction value
- var TOUCH_ACTION_COMPUTE = 'compute';
- var TOUCH_ACTION_AUTO = 'auto';
- var TOUCH_ACTION_MANIPULATION = 'manipulation'; // not implemented
- var TOUCH_ACTION_NONE = 'none';
- var TOUCH_ACTION_PAN_X = 'pan-x';
- var TOUCH_ACTION_PAN_Y = 'pan-y';
-
- /**
- * Touch Action
- * sets the touchAction property or uses the js alternative
- * @param {Manager} manager
- * @param {String} value
- * @constructor
- */
- function TouchAction(manager, value) {
- this.manager = manager;
- this.set(value);
- }
-
- TouchAction.prototype = {
- /**
- * set the touchAction value on the element or enable the polyfill
- * @param {String} value
- */
- set: function(value) {
- // find out the touch-action by the event handlers
- if (value == TOUCH_ACTION_COMPUTE) {
- value = this.compute();
- }
-
- if (NATIVE_TOUCH_ACTION) {
- this.manager.element.style[PREFIXED_TOUCH_ACTION] = value;
- }
- this.actions = value.toLowerCase().trim();
- },
-
- /**
- * just re-set the touchAction value
- */
- update: function() {
- this.set(this.manager.options.touchAction);
- },
-
- /**
- * compute the value for the touchAction property based on the recognizer's settings
- * @returns {String} value
- */
- compute: function() {
- var actions = [];
- each(this.manager.recognizers, function(recognizer) {
- if (boolOrFn(recognizer.options.enable, [recognizer])) {
- actions = actions.concat(recognizer.getTouchAction());
- }
- });
- return cleanTouchActions(actions.join(' '));
- },
-
- /**
- * this method is called on each input cycle and provides the preventing of the browser behavior
- * @param {Object} input
- */
- preventDefaults: function(input) {
- // not needed with native support for the touchAction property
- if (NATIVE_TOUCH_ACTION) {
- return;
- }
-
- var srcEvent = input.srcEvent;
- var direction = input.offsetDirection;
-
- // if the touch action did prevented once this session
- if (this.manager.session.prevented) {
- srcEvent.preventDefault();
- return;
- }
-
- var actions = this.actions;
- var hasNone = inStr(actions, TOUCH_ACTION_NONE);
- var hasPanY = inStr(actions, TOUCH_ACTION_PAN_Y);
- var hasPanX = inStr(actions, TOUCH_ACTION_PAN_X);
-
- if (hasNone ||
- (hasPanY && direction & DIRECTION_HORIZONTAL) ||
- (hasPanX && direction & DIRECTION_VERTICAL)) {
- return this.preventSrc(srcEvent);
- }
- },
-
- /**
- * call preventDefault to prevent the browser's default behavior (scrolling in most cases)
- * @param {Object} srcEvent
- */
- preventSrc: function(srcEvent) {
- this.manager.session.prevented = true;
- srcEvent.preventDefault();
- }
- };
-
- /**
- * when the touchActions are collected they are not a valid value, so we need to clean things up. *
- * @param {String} actions
- * @returns {*}
- */
- function cleanTouchActions(actions) {
- // none
- if (inStr(actions, TOUCH_ACTION_NONE)) {
- return TOUCH_ACTION_NONE;
- }
-
- var hasPanX = inStr(actions, TOUCH_ACTION_PAN_X);
- var hasPanY = inStr(actions, TOUCH_ACTION_PAN_Y);
-
- // pan-x and pan-y can be combined
- if (hasPanX && hasPanY) {
- return TOUCH_ACTION_PAN_X + ' ' + TOUCH_ACTION_PAN_Y;
- }
-
- // pan-x OR pan-y
- if (hasPanX || hasPanY) {
- return hasPanX ? TOUCH_ACTION_PAN_X : TOUCH_ACTION_PAN_Y;
- }
-
- // manipulation
- if (inStr(actions, TOUCH_ACTION_MANIPULATION)) {
- return TOUCH_ACTION_MANIPULATION;
- }
-
- return TOUCH_ACTION_AUTO;
- }
-
- /**
- * Recognizer flow explained; *
- * All recognizers have the initial state of POSSIBLE when a input session starts.
- * The definition of a input session is from the first input until the last input, with all it's movement in it. *
- * Example session for mouse-input: mousedown -> mousemove -> mouseup
- *
- * On each recognizing cycle (see Manager.recognize) the .recognize() method is executed
- * which determines with state it should be.
- *
- * If the recognizer has the state FAILED, CANCELLED or RECOGNIZED (equals ENDED), it is reset to
- * POSSIBLE to give it another change on the next cycle.
- *
- * Possible
- * |
- * +-----+---------------+
- * | |
- * +-----+-----+ |
- * | | |
- * Failed Cancelled |
- * +-------+------+
- * | |
- * Recognized Began
- * |
- * Changed
- * |
- * Ended/Recognized
- */
- var STATE_POSSIBLE = 1;
- var STATE_BEGAN = 2;
- var STATE_CHANGED = 4;
- var STATE_ENDED = 8;
- var STATE_RECOGNIZED = STATE_ENDED;
- var STATE_CANCELLED = 16;
- var STATE_FAILED = 32;
-
- /**
- * Recognizer
- * Every recognizer needs to extend from this class.
- * @constructor
- * @param {Object} options
- */
- function Recognizer(options) {
- this.id = uniqueId();
-
- this.manager = null;
- this.options = merge(options || {}, this.defaults);
-
- // default is enable true
- this.options.enable = ifUndefined(this.options.enable, true);
-
- this.state = STATE_POSSIBLE;
-
- this.simultaneous = {};
- this.requireFail = [];
- }
-
- Recognizer.prototype = {
- /**
- * @virtual
- * @type {Object}
- */
- defaults: {},
-
- /**
- * set options
- * @param {Object} options
- * @return {Recognizer}
- */
- set: function(options) {
- extend(this.options, options);
-
- // also update the touchAction, in case something changed about the directions/enabled state
- this.manager && this.manager.touchAction.update();
- return this;
- },
-
- /**
- * recognize simultaneous with an other recognizer.
- * @param {Recognizer} otherRecognizer
- * @returns {Recognizer} this
- */
- recognizeWith: function(otherRecognizer) {
- if (invokeArrayArg(otherRecognizer, 'recognizeWith', this)) {
- return this;
- }
-
- var simultaneous = this.simultaneous;
- otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);
- if (!simultaneous[otherRecognizer.id]) {
- simultaneous[otherRecognizer.id] = otherRecognizer;
- otherRecognizer.recognizeWith(this);
- }
- return this;
- },
-
- /**
- * drop the simultaneous link. it doesnt remove the link on the other recognizer.
- * @param {Recognizer} otherRecognizer
- * @returns {Recognizer} this
- */
- dropRecognizeWith: function(otherRecognizer) {
- if (invokeArrayArg(otherRecognizer, 'dropRecognizeWith', this)) {
- return this;
- }
-
- otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);
- delete this.simultaneous[otherRecognizer.id];
- return this;
- },
-
- /**
- * recognizer can only run when an other is failing
- * @param {Recognizer} otherRecognizer
- * @returns {Recognizer} this
- */
- requireFailure: function(otherRecognizer) {
- if (invokeArrayArg(otherRecognizer, 'requireFailure', this)) {
- return this;
- }
-
- var requireFail = this.requireFail;
- otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);
- if (inArray(requireFail, otherRecognizer) === -1) {
- requireFail.push(otherRecognizer);
- otherRecognizer.requireFailure(this);
- }
- return this;
- },
-
- /**
- * drop the requireFailure link. it does not remove the link on the other recognizer.
- * @param {Recognizer} otherRecognizer
- * @returns {Recognizer} this
- */
- dropRequireFailure: function(otherRecognizer) {
- if (invokeArrayArg(otherRecognizer, 'dropRequireFailure', this)) {
- return this;
- }
-
- otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);
- var index = inArray(this.requireFail, otherRecognizer);
- if (index > -1) {
- this.requireFail.splice(index, 1);
- }
- return this;
- },
-
- /**
- * has require failures boolean
- * @returns {boolean}
- */
- hasRequireFailures: function() {
- return this.requireFail.length > 0;
- },
-
- /**
- * if the recognizer can recognize simultaneous with an other recognizer
- * @param {Recognizer} otherRecognizer
- * @returns {Boolean}
- */
- canRecognizeWith: function(otherRecognizer) {
- return !!this.simultaneous[otherRecognizer.id];
- },
-
- /**
- * You should use `tryEmit` instead of `emit` directly to check
- * that all the needed recognizers has failed before emitting.
- * @param {Object} input
- */
- emit: function(input) {
- var self = this;
- var state = this.state;
-
- function emit(withState) {
- self.manager.emit(self.options.event + (withState ? stateStr(state) : ''), input);
- }
-
- // 'panstart' and 'panmove'
- if (state < STATE_ENDED) {
- emit(true);
- }
-
- emit(); // simple 'eventName' events
-
- // panend and pancancel
- if (state >= STATE_ENDED) {
- emit(true);
- }
- },
-
- /**
- * Check that all the require failure recognizers has failed,
- * if true, it emits a gesture event,
- * otherwise, setup the state to FAILED.
- * @param {Object} input
- */
- tryEmit: function(input) {
- if (this.canEmit()) {
- return this.emit(input);
- }
- // it's failing anyway
- this.state = STATE_FAILED;
- },
-
- /**
- * can we emit?
- * @returns {boolean}
- */
- canEmit: function() {
- var i = 0;
- while (i < this.requireFail.length) {
- if (!(this.requireFail[i].state & (STATE_FAILED | STATE_POSSIBLE))) {
- return false;
- }
- i++;
- }
- return true;
- },
-
- /**
- * update the recognizer
- * @param {Object} inputData
- */
- recognize: function(inputData) {
- // make a new copy of the inputData
- // so we can change the inputData without messing up the other recognizers
- var inputDataClone = extend({}, inputData);
-
- // is is enabled and allow recognizing?
- if (!boolOrFn(this.options.enable, [this, inputDataClone])) {
- this.reset();
- this.state = STATE_FAILED;
- return;
- }
-
- // reset when we've reached the end
- if (this.state & (STATE_RECOGNIZED | STATE_CANCELLED | STATE_FAILED)) {
- this.state = STATE_POSSIBLE;
- }
-
- this.state = this.process(inputDataClone);
-
- // the recognizer has recognized a gesture
- // so trigger an event
- if (this.state & (STATE_BEGAN | STATE_CHANGED | STATE_ENDED | STATE_CANCELLED)) {
- this.tryEmit(inputDataClone);
- }
- },
-
- /**
- * return the state of the recognizer
- * the actual recognizing happens in this method
- * @virtual
- * @param {Object} inputData
- * @returns {Const} STATE
- */
- process: function(inputData) { }, // jshint ignore:line
-
- /**
- * return the preferred touch-action
- * @virtual
- * @returns {Array}
- */
- getTouchAction: function() { },
-
- /**
- * called when the gesture isn't allowed to recognize
- * like when another is being recognized or it is disabled
- * @virtual
- */
- reset: function() { }
- };
-
- /**
- * get a usable string, used as event postfix
- * @param {Const} state
- * @returns {String} state
- */
- function stateStr(state) {
- if (state & STATE_CANCELLED) {
- return 'cancel';
- } else if (state & STATE_ENDED) {
- return 'end';
- } else if (state & STATE_CHANGED) {
- return 'move';
- } else if (state & STATE_BEGAN) {
- return 'start';
- }
- return '';
- }
-
- /**
- * direction cons to string
- * @param {Const} direction
- * @returns {String}
- */
- function directionStr(direction) {
- if (direction == DIRECTION_DOWN) {
- return 'down';
- } else if (direction == DIRECTION_UP) {
- return 'up';
- } else if (direction == DIRECTION_LEFT) {
- return 'left';
- } else if (direction == DIRECTION_RIGHT) {
- return 'right';
- }
- return '';
- }
-
- /**
- * get a recognizer by name if it is bound to a manager
- * @param {Recognizer|String} otherRecognizer
- * @param {Recognizer} recognizer
- * @returns {Recognizer}
- */
- function getRecognizerByNameIfManager(otherRecognizer, recognizer) {
- var manager = recognizer.manager;
- if (manager) {
- return manager.get(otherRecognizer);
- }
- return otherRecognizer;
- }
-
- /**
- * This recognizer is just used as a base for the simple attribute recognizers.
- * @constructor
- * @extends Recognizer
- */
- function AttrRecognizer() {
- Recognizer.apply(this, arguments);
- }
-
- inherit(AttrRecognizer, Recognizer, {
- /**
- * @namespace
- * @memberof AttrRecognizer
- */
- defaults: {
- /**
- * @type {Number}
- * @default 1
- */
- pointers: 1
- },
-
- /**
- * Used to check if it the recognizer receives valid input, like input.distance > 10.
- * @memberof AttrRecognizer
- * @param {Object} input
- * @returns {Boolean} recognized
- */
- attrTest: function(input) {
- var optionPointers = this.options.pointers;
- return optionPointers === 0 || input.pointers.length === optionPointers;
- },
-
- /**
- * Process the input and return the state for the recognizer
- * @memberof AttrRecognizer
- * @param {Object} input
- * @returns {*} State
- */
- process: function(input) {
- var state = this.state;
- var eventType = input.eventType;
-
- var isRecognized = state & (STATE_BEGAN | STATE_CHANGED);
- var isValid = this.attrTest(input);
-
- // on cancel input and we've recognized before, return STATE_CANCELLED
- if (isRecognized && (eventType & INPUT_CANCEL || !isValid)) {
- return state | STATE_CANCELLED;
- } else if (isRecognized || isValid) {
- if (eventType & INPUT_END) {
- return state | STATE_ENDED;
- } else if (!(state & STATE_BEGAN)) {
- return STATE_BEGAN;
- }
- return state | STATE_CHANGED;
- }
- return STATE_FAILED;
- }
- });
-
- /**
- * Pan
- * Recognized when the pointer is down and moved in the allowed direction.
- * @constructor
- * @extends AttrRecognizer
- */
- function PanRecognizer() {
- AttrRecognizer.apply(this, arguments);
-
- this.pX = null;
- this.pY = null;
- }
-
- inherit(PanRecognizer, AttrRecognizer, {
- /**
- * @namespace
- * @memberof PanRecognizer
- */
- defaults: {
- event: 'pan',
- threshold: 10,
- pointers: 1,
- direction: DIRECTION_ALL
- },
-
- getTouchAction: function() {
- var direction = this.options.direction;
- var actions = [];
- if (direction & DIRECTION_HORIZONTAL) {
- actions.push(TOUCH_ACTION_PAN_Y);
- }
- if (direction & DIRECTION_VERTICAL) {
- actions.push(TOUCH_ACTION_PAN_X);
- }
- return actions;
- },
-
- directionTest: function(input) {
- var options = this.options;
- var hasMoved = true;
- var distance = input.distance;
- var direction = input.direction;
- var x = input.deltaX;
- var y = input.deltaY;
-
- // lock to axis?
- if (!(direction & options.direction)) {
- if (options.direction & DIRECTION_HORIZONTAL) {
- direction = (x === 0) ? DIRECTION_NONE : (x < 0) ? DIRECTION_LEFT : DIRECTION_RIGHT;
- hasMoved = x != this.pX;
- distance = Math.abs(input.deltaX);
- } else {
- direction = (y === 0) ? DIRECTION_NONE : (y < 0) ? DIRECTION_UP : DIRECTION_DOWN;
- hasMoved = y != this.pY;
- distance = Math.abs(input.deltaY);
- }
- }
- input.direction = direction;
- return hasMoved && distance > options.threshold && direction & options.direction;
- },
-
- attrTest: function(input) {
- return AttrRecognizer.prototype.attrTest.call(this, input) &&
- (this.state & STATE_BEGAN || (!(this.state & STATE_BEGAN) && this.directionTest(input)));
- },
-
- emit: function(input) {
- this.pX = input.deltaX;
- this.pY = input.deltaY;
-
- var direction = directionStr(input.direction);
- if (direction) {
- this.manager.emit(this.options.event + direction, input);
- }
-
- this._super.emit.call(this, input);
- }
- });
-
- /**
- * Pinch
- * Recognized when two or more pointers are moving toward (zoom-in) or away from each other (zoom-out).
- * @constructor
- * @extends AttrRecognizer
- */
- function PinchRecognizer() {
- AttrRecognizer.apply(this, arguments);
- }
-
- inherit(PinchRecognizer, AttrRecognizer, {
- /**
- * @namespace
- * @memberof PinchRecognizer
- */
- defaults: {
- event: 'pinch',
- threshold: 0,
- pointers: 2
- },
-
- getTouchAction: function() {
- return [TOUCH_ACTION_NONE];
- },
-
- attrTest: function(input) {
- return this._super.attrTest.call(this, input) &&
- (Math.abs(input.scale - 1) > this.options.threshold || this.state & STATE_BEGAN);
- },
-
- emit: function(input) {
- this._super.emit.call(this, input);
- if (input.scale !== 1) {
- var inOut = input.scale < 1 ? 'in' : 'out';
- this.manager.emit(this.options.event + inOut, input);
- }
- }
- });
-
- /**
- * Press
- * Recognized when the pointer is down for x ms without any movement.
- * @constructor
- * @extends Recognizer
- */
- function PressRecognizer() {
- Recognizer.apply(this, arguments);
-
- this._timer = null;
- this._input = null;
- }
-
- inherit(PressRecognizer, Recognizer, {
- /**
- * @namespace
- * @memberof PressRecognizer
- */
- defaults: {
- event: 'press',
- pointers: 1,
- time: 500, // minimal time of the pointer to be pressed
- threshold: 5 // a minimal movement is ok, but keep it low
- },
-
- getTouchAction: function() {
- return [TOUCH_ACTION_AUTO];
- },
-
- process: function(input) {
- var options = this.options;
- var validPointers = input.pointers.length === options.pointers;
- var validMovement = input.distance < options.threshold;
- var validTime = input.deltaTime > options.time;
-
- this._input = input;
-
- // we only allow little movement
- // and we've reached an end event, so a tap is possible
- if (!validMovement || !validPointers || (input.eventType & (INPUT_END | INPUT_CANCEL) && !validTime)) {
- this.reset();
- } else if (input.eventType & INPUT_START) {
- this.reset();
- this._timer = setTimeoutContext(function() {
- this.state = STATE_RECOGNIZED;
- this.tryEmit();
- }, options.time, this);
- } else if (input.eventType & INPUT_END) {
- return STATE_RECOGNIZED;
- }
- return STATE_FAILED;
- },
-
- reset: function() {
- clearTimeout(this._timer);
- },
-
- emit: function(input) {
- if (this.state !== STATE_RECOGNIZED) {
- return;
- }
-
- if (input && (input.eventType & INPUT_END)) {
- this.manager.emit(this.options.event + 'up', input);
- } else {
- this._input.timeStamp = now();
- this.manager.emit(this.options.event, this._input);
- }
- }
- });
-
- /**
- * Rotate
- * Recognized when two or more pointer are moving in a circular motion.
- * @constructor
- * @extends AttrRecognizer
- */
- function RotateRecognizer() {
- AttrRecognizer.apply(this, arguments);
- }
-
- inherit(RotateRecognizer, AttrRecognizer, {
- /**
- * @namespace
- * @memberof RotateRecognizer
- */
- defaults: {
- event: 'rotate',
- threshold: 0,
- pointers: 2
- },
-
- getTouchAction: function() {
- return [TOUCH_ACTION_NONE];
- },
-
- attrTest: function(input) {
- return this._super.attrTest.call(this, input) &&
- (Math.abs(input.rotation) > this.options.threshold || this.state & STATE_BEGAN);
- }
- });
-
- /**
- * Swipe
- * Recognized when the pointer is moving fast (velocity), with enough distance in the allowed direction.
- * @constructor
- * @extends AttrRecognizer
- */
- function SwipeRecognizer() {
- AttrRecognizer.apply(this, arguments);
- }
-
- inherit(SwipeRecognizer, AttrRecognizer, {
- /**
- * @namespace
- * @memberof SwipeRecognizer
- */
- defaults: {
- event: 'swipe',
- threshold: 10,
- velocity: 0.65,
- direction: DIRECTION_HORIZONTAL | DIRECTION_VERTICAL,
- pointers: 1
- },
-
- getTouchAction: function() {
- return PanRecognizer.prototype.getTouchAction.call(this);
- },
-
- attrTest: function(input) {
- var direction = this.options.direction;
- var velocity;
-
- if (direction & (DIRECTION_HORIZONTAL | DIRECTION_VERTICAL)) {
- velocity = input.velocity;
- } else if (direction & DIRECTION_HORIZONTAL) {
- velocity = input.velocityX;
- } else if (direction & DIRECTION_VERTICAL) {
- velocity = input.velocityY;
- }
-
- return this._super.attrTest.call(this, input) &&
- direction & input.direction &&
- input.distance > this.options.threshold &&
- abs(velocity) > this.options.velocity && input.eventType & INPUT_END;
- },
-
- emit: function(input) {
- var direction = directionStr(input.direction);
- if (direction) {
- this.manager.emit(this.options.event + direction, input);
- }
-
- this.manager.emit(this.options.event, input);
- }
- });
-
- /**
- * A tap is ecognized when the pointer is doing a small tap/click. Multiple taps are recognized if they occur
- * between the given interval and position. The delay option can be used to recognize multi-taps without firing
- * a single tap.
- *
- * The eventData from the emitted event contains the property `tapCount`, which contains the amount of
- * multi-taps being recognized.
- * @constructor
- * @extends Recognizer
- */
- function TapRecognizer() {
- Recognizer.apply(this, arguments);
-
- // previous time and center,
- // used for tap counting
- this.pTime = false;
- this.pCenter = false;
-
- this._timer = null;
- this._input = null;
- this.count = 0;
- }
-
- inherit(TapRecognizer, Recognizer, {
- /**
- * @namespace
- * @memberof PinchRecognizer
- */
- defaults: {
- event: 'tap',
- pointers: 1,
- taps: 1,
- interval: 300, // max time between the multi-tap taps
- time: 250, // max time of the pointer to be down (like finger on the screen)
- threshold: 2, // a minimal movement is ok, but keep it low
- posThreshold: 10 // a multi-tap can be a bit off the initial position
- },
-
- getTouchAction: function() {
- return [TOUCH_ACTION_MANIPULATION];
- },
-
- process: function(input) {
- var options = this.options;
-
- var validPointers = input.pointers.length === options.pointers;
- var validMovement = input.distance < options.threshold;
- var validTouchTime = input.deltaTime < options.time;
-
- this.reset();
-
- if ((input.eventType & INPUT_START) && (this.count === 0)) {
- return this.failTimeout();
- }
-
- // we only allow little movement
- // and we've reached an end event, so a tap is possible
- if (validMovement && validTouchTime && validPointers) {
- if (input.eventType != INPUT_END) {
- return this.failTimeout();
- }
-
- var validInterval = this.pTime ? (input.timeStamp - this.pTime < options.interval) : true;
- var validMultiTap = !this.pCenter || getDistance(this.pCenter, input.center) < options.posThreshold;
-
- this.pTime = input.timeStamp;
- this.pCenter = input.center;
-
- if (!validMultiTap || !validInterval) {
- this.count = 1;
- } else {
- this.count += 1;
- }
-
- this._input = input;
-
- // if tap count matches we have recognized it,
- // else it has began recognizing...
- var tapCount = this.count % options.taps;
- if (tapCount === 0) {
- // no failing requirements, immediately trigger the tap event
- // or wait as long as the multitap interval to trigger
- if (!this.hasRequireFailures()) {
- return STATE_RECOGNIZED;
- } else {
- this._timer = setTimeoutContext(function() {
- this.state = STATE_RECOGNIZED;
- this.tryEmit();
- }, options.interval, this);
- return STATE_BEGAN;
- }
- }
- }
- return STATE_FAILED;
- },
-
- failTimeout: function() {
- this._timer = setTimeoutContext(function() {
- this.state = STATE_FAILED;
- }, this.options.interval, this);
- return STATE_FAILED;
- },
-
- reset: function() {
- clearTimeout(this._timer);
- },
-
- emit: function() {
- if (this.state == STATE_RECOGNIZED ) {
- this._input.tapCount = this.count;
- this.manager.emit(this.options.event, this._input);
- }
- }
- });
-
- /**
- * Simple way to create an manager with a default set of recognizers.
- * @param {HTMLElement} element
- * @param {Object} [options]
- * @constructor
- */
- function Hammer(element, options) {
- options = options || {};
- options.recognizers = ifUndefined(options.recognizers, Hammer.defaults.preset);
- return new Manager(element, options);
- }
-
- /**
- * @const {string}
- */
- Hammer.VERSION = '2.0.4';
-
- /**
- * default settings
- * @namespace
- */
- Hammer.defaults = {
- /**
- * set if DOM events are being triggered.
- * But this is slower and unused by simple implementations, so disabled by default.
- * @type {Boolean}
- * @default false
- */
- domEvents: false,
-
- /**
- * The value for the touchAction property/fallback.
- * When set to `compute` it will magically set the correct value based on the added recognizers.
- * @type {String}
- * @default compute
- */
- touchAction: TOUCH_ACTION_COMPUTE,
-
- /**
- * @type {Boolean}
- * @default true
- */
- enable: true,
-
- /**
- * EXPERIMENTAL FEATURE -- can be removed/changed
- * Change the parent input target element.
- * If Null, then it is being set the to main element.
- * @type {Null|EventTarget}
- * @default null
- */
- inputTarget: null,
-
- /**
- * force an input class
- * @type {Null|Function}
- * @default null
- */
- inputClass: null,
-
- /**
- * Default recognizer setup when calling `Hammer()`
- * When creating a new Manager these will be skipped.
- * @type {Array}
- */
- preset: [
- // RecognizerClass, options, [recognizeWith, ...], [requireFailure, ...]
- [RotateRecognizer, { enable: false }],
- [PinchRecognizer, { enable: false }, ['rotate']],
- [SwipeRecognizer,{ direction: DIRECTION_HORIZONTAL }],
- [PanRecognizer, { direction: DIRECTION_HORIZONTAL }, ['swipe']],
- [TapRecognizer],
- [TapRecognizer, { event: 'doubletap', taps: 2 }, ['tap']],
- [PressRecognizer]
- ],
-
- /**
- * Some CSS properties can be used to improve the working of Hammer.
- * Add them to this method and they will be set when creating a new Manager.
- * @namespace
- */
- cssProps: {
- /**
- * Disables text selection to improve the dragging gesture. Mainly for desktop browsers.
- * @type {String}
- * @default 'none'
- */
- userSelect: 'none',
-
- /**
- * Disable the Windows Phone grippers when pressing an element.
- * @type {String}
- * @default 'none'
- */
- touchSelect: 'none',
-
- /**
- * Disables the default callout shown when you touch and hold a touch target.
- * On iOS, when you touch and hold a touch target such as a link, Safari displays
- * a callout containing information about the link. This property allows you to disable that callout.
- * @type {String}
- * @default 'none'
- */
- touchCallout: 'none',
-
- /**
- * Specifies whether zooming is enabled. Used by IE10>
- * @type {String}
- * @default 'none'
- */
- contentZooming: 'none',
-
- /**
- * Specifies that an entire element should be draggable instead of its contents. Mainly for desktop browsers.
- * @type {String}
- * @default 'none'
- */
- userDrag: 'none',
-
- /**
- * Overrides the highlight color shown when the user taps a link or a JavaScript
- * clickable element in iOS. This property obeys the alpha value, if specified.
- * @type {String}
- * @default 'rgba(0,0,0,0)'
- */
- tapHighlightColor: 'rgba(0,0,0,0)'
- }
- };
-
- var STOP = 1;
- var FORCED_STOP = 2;
-
- /**
- * Manager
- * @param {HTMLElement} element
- * @param {Object} [options]
- * @constructor
- */
- function Manager(element, options) {
- options = options || {};
-
- this.options = merge(options, Hammer.defaults);
- this.options.inputTarget = this.options.inputTarget || element;
-
- this.handlers = {};
- this.session = {};
- this.recognizers = [];
-
- this.element = element;
- this.input = createInputInstance(this);
- this.touchAction = new TouchAction(this, this.options.touchAction);
-
- toggleCssProps(this, true);
-
- each(options.recognizers, function(item) {
- var recognizer = this.add(new (item[0])(item[1]));
- item[2] && recognizer.recognizeWith(item[2]);
- item[3] && recognizer.requireFailure(item[3]);
- }, this);
- }
-
- Manager.prototype = {
- /**
- * set options
- * @param {Object} options
- * @returns {Manager}
- */
- set: function(options) {
- extend(this.options, options);
-
- // Options that need a little more setup
- if (options.touchAction) {
- this.touchAction.update();
- }
- if (options.inputTarget) {
- // Clean up existing event listeners and reinitialize
- this.input.destroy();
- this.input.target = options.inputTarget;
- this.input.init();
- }
- return this;
- },
-
- /**
- * stop recognizing for this session.
- * This session will be discarded, when a new [input]start event is fired.
- * When forced, the recognizer cycle is stopped immediately.
- * @param {Boolean} [force]
- */
- stop: function(force) {
- this.session.stopped = force ? FORCED_STOP : STOP;
- },
-
- /**
- * run the recognizers!
- * called by the inputHandler function on every movement of the pointers (touches)
- * it walks through all the recognizers and tries to detect the gesture that is being made
- * @param {Object} inputData
- */
- recognize: function(inputData) {
- var session = this.session;
- if (session.stopped) {
- return;
- }
-
- // run the touch-action polyfill
- this.touchAction.preventDefaults(inputData);
-
- var recognizer;
- var recognizers = this.recognizers;
-
- // this holds the recognizer that is being recognized.
- // so the recognizer's state needs to be BEGAN, CHANGED, ENDED or RECOGNIZED
- // if no recognizer is detecting a thing, it is set to `null`
- var curRecognizer = session.curRecognizer;
-
- // reset when the last recognizer is recognized
- // or when we're in a new session
- if (!curRecognizer || (curRecognizer && curRecognizer.state & STATE_RECOGNIZED)) {
- curRecognizer = session.curRecognizer = null;
- }
-
- var i = 0;
- while (i < recognizers.length) {
- recognizer = recognizers[i];
-
- // find out if we are allowed try to recognize the input for this one.
- // 1. allow if the session is NOT forced stopped (see the .stop() method)
- // 2. allow if we still haven't recognized a gesture in this session, or the this recognizer is the one
- // that is being recognized.
- // 3. allow if the recognizer is allowed to run simultaneous with the current recognized recognizer.
- // this can be setup with the `recognizeWith()` method on the recognizer.
- if (session.stopped !== FORCED_STOP && ( // 1
- !curRecognizer || recognizer == curRecognizer || // 2
- recognizer.canRecognizeWith(curRecognizer))) { // 3
- recognizer.recognize(inputData);
- } else {
- recognizer.reset();
- }
-
- // if the recognizer has been recognizing the input as a valid gesture, we want to store this one as the
- // current active recognizer. but only if we don't already have an active recognizer
- if (!curRecognizer && recognizer.state & (STATE_BEGAN | STATE_CHANGED | STATE_ENDED)) {
- curRecognizer = session.curRecognizer = recognizer;
- }
- i++;
- }
- },
-
- /**
- * get a recognizer by its event name.
- * @param {Recognizer|String} recognizer
- * @returns {Recognizer|Null}
- */
- get: function(recognizer) {
- if (recognizer instanceof Recognizer) {
- return recognizer;
- }
-
- var recognizers = this.recognizers;
- for (var i = 0; i < recognizers.length; i++) {
- if (recognizers[i].options.event == recognizer) {
- return recognizers[i];
- }
- }
- return null;
- },
-
- /**
- * add a recognizer to the manager
- * existing recognizers with the same event name will be removed
- * @param {Recognizer} recognizer
- * @returns {Recognizer|Manager}
- */
- add: function(recognizer) {
- if (invokeArrayArg(recognizer, 'add', this)) {
- return this;
- }
-
- // remove existing
- var existing = this.get(recognizer.options.event);
- if (existing) {
- this.remove(existing);
- }
-
- this.recognizers.push(recognizer);
- recognizer.manager = this;
-
- this.touchAction.update();
- return recognizer;
- },
-
- /**
- * remove a recognizer by name or instance
- * @param {Recognizer|String} recognizer
- * @returns {Manager}
- */
- remove: function(recognizer) {
- if (invokeArrayArg(recognizer, 'remove', this)) {
- return this;
- }
-
- var recognizers = this.recognizers;
- recognizer = this.get(recognizer);
- recognizers.splice(inArray(recognizers, recognizer), 1);
-
- this.touchAction.update();
- return this;
- },
-
- /**
- * bind event
- * @param {String} events
- * @param {Function} handler
- * @returns {EventEmitter} this
- */
- on: function(events, handler) {
- var handlers = this.handlers;
- each(splitStr(events), function(event) {
- handlers[event] = handlers[event] || [];
- handlers[event].push(handler);
- });
- return this;
- },
-
- /**
- * unbind event, leave emit blank to remove all handlers
- * @param {String} events
- * @param {Function} [handler]
- * @returns {EventEmitter} this
- */
- off: function(events, handler) {
- var handlers = this.handlers;
- each(splitStr(events), function(event) {
- if (!handler) {
- delete handlers[event];
- } else {
- handlers[event].splice(inArray(handlers[event], handler), 1);
- }
- });
- return this;
- },
-
- /**
- * emit event to the listeners
- * @param {String} event
- * @param {Object} data
- */
- emit: function(event, data) {
- // we also want to trigger dom events
- if (this.options.domEvents) {
- triggerDomEvent(event, data);
- }
-
- // no handlers, so skip it all
- var handlers = this.handlers[event] && this.handlers[event].slice();
- if (!handlers || !handlers.length) {
- return;
- }
-
- data.type = event;
- data.preventDefault = function() {
- data.srcEvent.preventDefault();
- };
-
- var i = 0;
- while (i < handlers.length) {
- handlers[i](data);
- i++;
- }
- },
-
- /**
- * destroy the manager and unbinds all events
- * it doesn't unbind dom events, that is the user own responsibility
- */
- destroy: function() {
- this.element && toggleCssProps(this, false);
-
- this.handlers = {};
- this.session = {};
- this.input.destroy();
- this.element = null;
- }
- };
-
- /**
- * add/remove the css properties as defined in manager.options.cssProps
- * @param {Manager} manager
- * @param {Boolean} add
- */
- function toggleCssProps(manager, add) {
- var element = manager.element;
- each(manager.options.cssProps, function(value, name) {
- element.style[prefixed(element.style, name)] = add ? value : '';
- });
- }
-
- /**
- * trigger dom event
- * @param {String} event
- * @param {Object} data
- */
- function triggerDomEvent(event, data) {
- var gestureEvent = document.createEvent('Event');
- gestureEvent.initEvent(event, true, true);
- gestureEvent.gesture = data;
- data.target.dispatchEvent(gestureEvent);
- }
-
- extend(Hammer, {
- INPUT_START: INPUT_START,
- INPUT_MOVE: INPUT_MOVE,
- INPUT_END: INPUT_END,
- INPUT_CANCEL: INPUT_CANCEL,
-
- STATE_POSSIBLE: STATE_POSSIBLE,
- STATE_BEGAN: STATE_BEGAN,
- STATE_CHANGED: STATE_CHANGED,
- STATE_ENDED: STATE_ENDED,
- STATE_RECOGNIZED: STATE_RECOGNIZED,
- STATE_CANCELLED: STATE_CANCELLED,
- STATE_FAILED: STATE_FAILED,
-
- DIRECTION_NONE: DIRECTION_NONE,
- DIRECTION_LEFT: DIRECTION_LEFT,
- DIRECTION_RIGHT: DIRECTION_RIGHT,
- DIRECTION_UP: DIRECTION_UP,
- DIRECTION_DOWN: DIRECTION_DOWN,
- DIRECTION_HORIZONTAL: DIRECTION_HORIZONTAL,
- DIRECTION_VERTICAL: DIRECTION_VERTICAL,
- DIRECTION_ALL: DIRECTION_ALL,
-
- Manager: Manager,
- Input: Input,
- TouchAction: TouchAction,
-
- TouchInput: TouchInput,
- MouseInput: MouseInput,
- PointerEventInput: PointerEventInput,
- TouchMouseInput: TouchMouseInput,
- SingleTouchInput: SingleTouchInput,
-
- Recognizer: Recognizer,
- AttrRecognizer: AttrRecognizer,
- Tap: TapRecognizer,
- Pan: PanRecognizer,
- Swipe: SwipeRecognizer,
- Pinch: PinchRecognizer,
- Rotate: RotateRecognizer,
- Press: PressRecognizer,
-
- on: addEventListeners,
- off: removeEventListeners,
- each: each,
- merge: merge,
- extend: extend,
- inherit: inherit,
- bindFn: bindFn,
- prefixed: prefixed
- });
-
- if (typeof define == TYPE_FUNCTION && define.amd) {
- define(function() {
- return Hammer;
- });
- } else if (typeof module != 'undefined' && module.exports) {
- module.exports = Hammer;
- } else {
- window[exportName] = Hammer;
- }
-
- })(window, document, 'Hammer');
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