/*! Hammer.JS - v2.0.4 - 2014-09-28
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* http://hammerjs.github.io/
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*
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* Copyright (c) 2014 Jorik Tangelder;
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* Licensed under the MIT license */
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(function(window, document, exportName, undefined) {
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'use strict';
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var VENDOR_PREFIXES = ['', 'webkit', 'moz', 'MS', 'ms', 'o'];
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var TEST_ELEMENT = document.createElement('div');
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var TYPE_FUNCTION = 'function';
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var round = Math.round;
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var abs = Math.abs;
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var now = Date.now;
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/**
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* set a timeout with a given scope
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* @param {Function} fn
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* @param {Number} timeout
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* @param {Object} context
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* @returns {number}
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*/
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function setTimeoutContext(fn, timeout, context) {
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return setTimeout(bindFn(fn, context), timeout);
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}
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/**
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* if the argument is an array, we want to execute the fn on each entry
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* if it aint an array we don't want to do a thing.
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* this is used by all the methods that accept a single and array argument.
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* @param {*|Array} arg
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* @param {String} fn
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* @param {Object} [context]
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* @returns {Boolean}
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*/
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function invokeArrayArg(arg, fn, context) {
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if (Array.isArray(arg)) {
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each(arg, context[fn], context);
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return true;
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}
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return false;
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}
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/**
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* walk objects and arrays
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* @param {Object} obj
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* @param {Function} iterator
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* @param {Object} context
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*/
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function each(obj, iterator, context) {
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var i;
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if (!obj) {
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return;
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}
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if (obj.forEach) {
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obj.forEach(iterator, context);
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} else if (obj.length !== undefined) {
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i = 0;
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while (i < obj.length) {
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iterator.call(context, obj[i], i, obj);
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i++;
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}
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} else {
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for (i in obj) {
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obj.hasOwnProperty(i) && iterator.call(context, obj[i], i, obj);
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}
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}
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}
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/**
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* extend object.
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* means that properties in dest will be overwritten by the ones in src.
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* @param {Object} dest
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* @param {Object} src
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* @param {Boolean} [merge]
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* @returns {Object} dest
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*/
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function extend(dest, src, merge) {
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var keys = Object.keys(src);
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var i = 0;
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while (i < keys.length) {
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if (!merge || (merge && dest[keys[i]] === undefined)) {
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dest[keys[i]] = src[keys[i]];
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}
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i++;
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}
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return dest;
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}
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/**
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* merge the values from src in the dest.
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* means that properties that exist in dest will not be overwritten by src
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* @param {Object} dest
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* @param {Object} src
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* @returns {Object} dest
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*/
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function merge(dest, src) {
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return extend(dest, src, true);
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}
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/**
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* simple class inheritance
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* @param {Function} child
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* @param {Function} base
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* @param {Object} [properties]
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*/
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function inherit(child, base, properties) {
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var baseP = base.prototype,
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childP;
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childP = child.prototype = Object.create(baseP);
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childP.constructor = child;
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childP._super = baseP;
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if (properties) {
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extend(childP, properties);
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}
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}
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/**
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* simple function bind
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* @param {Function} fn
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* @param {Object} context
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* @returns {Function}
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*/
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function bindFn(fn, context) {
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return function boundFn() {
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return fn.apply(context, arguments);
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};
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}
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/**
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* let a boolean value also be a function that must return a boolean
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* this first item in args will be used as the context
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* @param {Boolean|Function} val
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* @param {Array} [args]
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* @returns {Boolean}
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*/
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function boolOrFn(val, args) {
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if (typeof val == TYPE_FUNCTION) {
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return val.apply(args ? args[0] || undefined : undefined, args);
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}
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return val;
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}
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/**
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* use the val2 when val1 is undefined
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* @param {*} val1
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* @param {*} val2
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* @returns {*}
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*/
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function ifUndefined(val1, val2) {
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return (val1 === undefined) ? val2 : val1;
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}
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/**
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* addEventListener with multiple events at once
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* @param {EventTarget} target
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* @param {String} types
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* @param {Function} handler
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*/
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function addEventListeners(target, types, handler) {
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each(splitStr(types), function(type) {
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target.addEventListener(type, handler, false);
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});
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}
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/**
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* removeEventListener with multiple events at once
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* @param {EventTarget} target
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* @param {String} types
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* @param {Function} handler
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*/
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function removeEventListeners(target, types, handler) {
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each(splitStr(types), function(type) {
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target.removeEventListener(type, handler, false);
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});
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}
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/**
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* find if a node is in the given parent
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* @method hasParent
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* @param {HTMLElement} node
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* @param {HTMLElement} parent
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* @return {Boolean} found
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*/
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function hasParent(node, parent) {
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while (node) {
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if (node == parent) {
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return true;
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}
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node = node.parentNode;
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}
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return false;
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}
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/**
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* small indexOf wrapper
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* @param {String} str
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* @param {String} find
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* @returns {Boolean} found
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*/
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function inStr(str, find) {
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return str.indexOf(find) > -1;
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}
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/**
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* split string on whitespace
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* @param {String} str
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* @returns {Array} words
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*/
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function splitStr(str) {
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return str.trim().split(/\s+/g);
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}
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/**
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* find if a array contains the object using indexOf or a simple polyFill
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* @param {Array} src
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* @param {String} find
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* @param {String} [findByKey]
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* @return {Boolean|Number} false when not found, or the index
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*/
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function inArray(src, find, findByKey) {
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if (src.indexOf && !findByKey) {
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return src.indexOf(find);
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} else {
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var i = 0;
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while (i < src.length) {
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if ((findByKey && src[i][findByKey] == find) || (!findByKey && src[i] === find)) {
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return i;
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}
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i++;
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}
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return -1;
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}
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}
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/**
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* convert array-like objects to real arrays
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* @param {Object} obj
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* @returns {Array}
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*/
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function toArray(obj) {
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return Array.prototype.slice.call(obj, 0);
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}
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/**
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* unique array with objects based on a key (like 'id') or just by the array's value
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* @param {Array} src [{id:1},{id:2},{id:1}]
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* @param {String} [key]
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* @param {Boolean} [sort=False]
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* @returns {Array} [{id:1},{id:2}]
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*/
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function uniqueArray(src, key, sort) {
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var results = [];
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var values = [];
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var i = 0;
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while (i < src.length) {
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var val = key ? src[i][key] : src[i];
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if (inArray(values, val) < 0) {
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results.push(src[i]);
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}
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values[i] = val;
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i++;
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}
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if (sort) {
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if (!key) {
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results = results.sort();
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} else {
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results = results.sort(function sortUniqueArray(a, b) {
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return a[key] > b[key];
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});
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}
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}
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return results;
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}
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/**
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* get the prefixed property
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* @param {Object} obj
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* @param {String} property
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* @returns {String|Undefined} prefixed
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*/
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function prefixed(obj, property) {
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var prefix, prop;
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var camelProp = property[0].toUpperCase() + property.slice(1);
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var i = 0;
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while (i < VENDOR_PREFIXES.length) {
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prefix = VENDOR_PREFIXES[i];
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prop = (prefix) ? prefix + camelProp : property;
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if (prop in obj) {
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return prop;
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}
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i++;
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}
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return undefined;
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}
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/**
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* get a unique id
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* @returns {number} uniqueId
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*/
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var _uniqueId = 1;
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function uniqueId() {
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return _uniqueId++;
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}
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/**
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* get the window object of an element
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* @param {HTMLElement} element
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* @returns {DocumentView|Window}
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*/
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function getWindowForElement(element) {
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var doc = element.ownerDocument;
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return (doc.defaultView || doc.parentWindow);
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}
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var MOBILE_REGEX = /mobile|tablet|ip(ad|hone|od)|android/i;
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var SUPPORT_TOUCH = ('ontouchstart' in window);
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var SUPPORT_POINTER_EVENTS = prefixed(window, 'PointerEvent') !== undefined;
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var SUPPORT_ONLY_TOUCH = SUPPORT_TOUCH && MOBILE_REGEX.test(navigator.userAgent);
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var INPUT_TYPE_TOUCH = 'touch';
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var INPUT_TYPE_PEN = 'pen';
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var INPUT_TYPE_MOUSE = 'mouse';
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var INPUT_TYPE_KINECT = 'kinect';
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var COMPUTE_INTERVAL = 25;
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var INPUT_START = 1;
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var INPUT_MOVE = 2;
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var INPUT_END = 4;
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var INPUT_CANCEL = 8;
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var DIRECTION_NONE = 1;
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var DIRECTION_LEFT = 2;
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var DIRECTION_RIGHT = 4;
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var DIRECTION_UP = 8;
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var DIRECTION_DOWN = 16;
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var DIRECTION_HORIZONTAL = DIRECTION_LEFT | DIRECTION_RIGHT;
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var DIRECTION_VERTICAL = DIRECTION_UP | DIRECTION_DOWN;
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var DIRECTION_ALL = DIRECTION_HORIZONTAL | DIRECTION_VERTICAL;
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var PROPS_XY = ['x', 'y'];
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var PROPS_CLIENT_XY = ['clientX', 'clientY'];
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/**
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* create new input type manager
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* @param {Manager} manager
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* @param {Function} callback
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* @returns {Input}
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* @constructor
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*/
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function Input(manager, callback) {
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var self = this;
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this.manager = manager;
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this.callback = callback;
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this.element = manager.element;
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this.target = manager.options.inputTarget;
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// smaller wrapper around the handler, for the scope and the enabled state of the manager,
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// so when disabled the input events are completely bypassed.
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this.domHandler = function(ev) {
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if (boolOrFn(manager.options.enable, [manager])) {
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self.handler(ev);
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}
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};
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this.init();
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}
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Input.prototype = {
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/**
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* should handle the inputEvent data and trigger the callback
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* @virtual
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*/
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handler: function() { },
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/**
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* bind the events
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*/
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init: function() {
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this.evEl && addEventListeners(this.element, this.evEl, this.domHandler);
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this.evTarget && addEventListeners(this.target, this.evTarget, this.domHandler);
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this.evWin && addEventListeners(getWindowForElement(this.element), this.evWin, this.domHandler);
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},
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/**
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* unbind the events
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*/
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destroy: function() {
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this.evEl && removeEventListeners(this.element, this.evEl, this.domHandler);
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this.evTarget && removeEventListeners(this.target, this.evTarget, this.domHandler);
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this.evWin && removeEventListeners(getWindowForElement(this.element), this.evWin, this.domHandler);
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}
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};
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/**
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* create new input type manager
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* called by the Manager constructor
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* @param {Hammer} manager
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* @returns {Input}
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*/
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function createInputInstance(manager) {
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var Type;
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var inputClass = manager.options.inputClass;
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if (inputClass) {
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Type = inputClass;
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} else if (SUPPORT_POINTER_EVENTS) {
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Type = PointerEventInput;
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} else if (SUPPORT_ONLY_TOUCH) {
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Type = TouchInput;
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} else if (!SUPPORT_TOUCH) {
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Type = MouseInput;
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} else {
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Type = TouchMouseInput;
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}
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return new (Type)(manager, inputHandler);
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}
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/**
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* handle input events
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* @param {Manager} manager
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* @param {String} eventType
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* @param {Object} input
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*/
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function inputHandler(manager, eventType, input) {
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var pointersLen = input.pointers.length;
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var changedPointersLen = input.changedPointers.length;
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var isFirst = (eventType & INPUT_START && (pointersLen - changedPointersLen === 0));
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var isFinal = (eventType & (INPUT_END | INPUT_CANCEL) && (pointersLen - changedPointersLen === 0));
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input.isFirst = !!isFirst;
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input.isFinal = !!isFinal;
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if (isFirst) {
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manager.session = {};
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}
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// source event is the normalized value of the domEvents
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// like 'touchstart, mouseup, pointerdown'
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input.eventType = eventType;
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// compute scale, rotation etc
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computeInputData(manager, input);
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// emit secret event
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manager.emit('hammer.input', input);
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manager.recognize(input);
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manager.session.prevInput = input;
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}
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/**
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* extend the data with some usable properties like scale, rotate, velocity etc
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* @param {Object} manager
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* @param {Object} input
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*/
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function computeInputData(manager, input) {
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var session = manager.session;
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var pointers = input.pointers;
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var pointersLength = pointers.length;
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// store the first input to calculate the distance and direction
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if (!session.firstInput) {
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session.firstInput = simpleCloneInputData(input);
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}
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// to compute scale and rotation we need to store the multiple touches
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if (pointersLength > 1 && !session.firstMultiple) {
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session.firstMultiple = simpleCloneInputData(input);
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} else if (pointersLength === 1) {
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session.firstMultiple = false;
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}
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var firstInput = session.firstInput;
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var firstMultiple = session.firstMultiple;
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var offsetCenter = firstMultiple ? firstMultiple.center : firstInput.center;
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var center = input.center = getCenter(pointers);
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input.timeStamp = now();
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input.deltaTime = input.timeStamp - firstInput.timeStamp;
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input.angle = getAngle(offsetCenter, center);
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input.distance = getDistance(offsetCenter, center);
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computeDeltaXY(session, input);
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input.offsetDirection = getDirection(input.deltaX, input.deltaY);
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input.scale = firstMultiple ? getScale(firstMultiple.pointers, pointers) : 1;
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input.rotation = firstMultiple ? getRotation(firstMultiple.pointers, pointers) : 0;
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computeIntervalInputData(session, input);
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// find the correct target
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var target = manager.element;
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if (hasParent(input.srcEvent.target, target)) {
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target = input.srcEvent.target;
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}
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input.target = target;
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}
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function computeDeltaXY(session, input) {
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var center = input.center;
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var offset = session.offsetDelta || {};
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var prevDelta = session.prevDelta || {};
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var prevInput = session.prevInput || {};
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if (input.eventType === INPUT_START || prevInput.eventType === INPUT_END) {
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prevDelta = session.prevDelta = {
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x: prevInput.deltaX || 0,
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y: prevInput.deltaY || 0
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};
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offset = session.offsetDelta = {
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x: center.x,
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y: center.y
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};
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}
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input.deltaX = prevDelta.x + (center.x - offset.x);
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input.deltaY = prevDelta.y + (center.y - offset.y);
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}
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|
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/**
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* velocity is calculated every x ms
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* @param {Object} session
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* @param {Object} input
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*/
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function computeIntervalInputData(session, input) {
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var last = session.lastInterval || input,
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deltaTime = input.timeStamp - last.timeStamp,
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velocity, velocityX, velocityY, direction;
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if (input.eventType != INPUT_CANCEL && (deltaTime > COMPUTE_INTERVAL || last.velocity === undefined)) {
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var deltaX = last.deltaX - input.deltaX;
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var deltaY = last.deltaY - input.deltaY;
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var v = getVelocity(deltaTime, deltaX, deltaY);
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velocityX = v.x;
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velocityY = v.y;
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velocity = (abs(v.x) > abs(v.y)) ? v.x : v.y;
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direction = getDirection(deltaX, deltaY);
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session.lastInterval = input;
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} else {
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// use latest velocity info if it doesn't overtake a minimum period
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velocity = last.velocity;
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velocityX = last.velocityX;
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velocityY = last.velocityY;
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direction = last.direction;
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}
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input.velocity = velocity;
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input.velocityX = velocityX;
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input.velocityY = velocityY;
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input.direction = direction;
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}
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/**
|
|
* 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');
|