Chromium Code Reviews
chromiumcodereview-hr@appspot.gserviceaccount.com (chromiumcodereview-hr) | Please choose your nickname with Settings | Help | Chromium Project | Gerrit Changes | Sign out
(5)

Unified Diff: chrome/browser/resources/shared/js/cr/ui/touch_handler.js

Issue 11962043: Move webui resources from chrome\browser\resources\shared to ui\webui\resources. (Closed) Base URL: svn://chrome-svn/chrome/trunk/src/
Patch Set: Created 7 years, 11 months ago
Use n/p to move between diff chunks; N/P to move between comments. Draft comments are only viewable by you.
Jump to:
View side-by-side diff with in-line comments
Download patch
« no previous file with comments | « chrome/browser/resources/shared/js/cr/ui/tabs.js ('k') | chrome/browser/resources/shared/js/cr/ui/tree.js » ('j') | no next file with comments »
Expand Comments ('e') | Collapse Comments ('c') | Show Comments Hide Comments ('s')
Index: chrome/browser/resources/shared/js/cr/ui/touch_handler.js
===================================================================
--- chrome/browser/resources/shared/js/cr/ui/touch_handler.js (revision 177292)
+++ chrome/browser/resources/shared/js/cr/ui/touch_handler.js (working copy)
@@ -1,875 +0,0 @@
-// Copyright (c) 2012 The Chromium Authors. All rights reserved.
-// Use of this source code is governed by a BSD-style license that can be
-// found in the LICENSE file.
-
-/**
- * @fileoverview Touch Handler. Class that handles all touch events and
- * uses them to interpret higher level gestures and behaviors. TouchEvent is a
- * built in mobile safari type:
- * http://developer.apple.com/safari/library/documentation/UserExperience/Reference/TouchEventClassReference/TouchEvent/TouchEvent.html.
- * This class is intended to work with all webkit browsers, tested on Chrome and
- * iOS.
- *
- * The following types of gestures are currently supported. See the definition
- * of TouchHandler.EventType for details.
- *
- * Single Touch:
- * This provides simple single-touch events. Any secondary touch is
- * ignored.
- *
- * Drag:
- * A single touch followed by some movement. This behavior will handle all
- * of the required events and report the properties of the drag to you
- * while the touch is happening and at the end of the drag sequence. This
- * behavior will NOT perform the actual dragging (redrawing the element)
- * for you, this responsibility is left to the client code.
- *
- * Long press:
- * When your element is touched and held without any drag occuring, the
- * LONG_PRESS event will fire.
- */
-
-// Use an anonymous function to enable strict mode just for this file (which
-// will be concatenated with other files when embedded in Chrome)
-cr.define('cr.ui', function() {
- 'use strict';
-
- /**
- * A TouchHandler attaches to an Element, listents for low-level touch (or
- * mouse) events and dispatching higher-level events on the element.
- * @param {!Element} element The element to listen on and fire events
- * for.
- * @constructor
- */
- function TouchHandler(element) {
- /**
- * @type {!Element}
- * @private
- */
- this.element_ = element;
-
- /**
- * The absolute sum of all touch y deltas.
- * @type {number}
- * @private
- */
- this.totalMoveY_ = 0;
-
- /**
- * The absolute sum of all touch x deltas.
- * @type {number}
- * @private
- */
- this.totalMoveX_ = 0;
-
- /**
- * An array of tuples where the first item is the horizontal component of a
- * recent relevant touch and the second item is the touch's time stamp. Old
- * touches are removed based on the max tracking time and when direction
- * changes.
- * @type {!Array.<number>}
- * @private
- */
- this.recentTouchesX_ = [];
-
- /**
- * An array of tuples where the first item is the vertical component of a
- * recent relevant touch and the second item is the touch's time stamp. Old
- * touches are removed based on the max tracking time and when direction
- * changes.
- * @type {!Array.<number>}
- * @private
- */
- this.recentTouchesY_ = [];
-
- /**
- * Used to keep track of all events we subscribe to so we can easily clean
- * up
- * @type {EventTracker}
- * @private
- */
- this.events_ = new EventTracker();
- }
-
-
- /**
- * DOM Events that may be fired by the TouchHandler at the element
- */
- TouchHandler.EventType = {
- // Fired whenever the element is touched as the only touch to the device.
- // enableDrag defaults to false, set to true to permit dragging.
- TOUCH_START: 'touchHandler:touch_start',
-
- // Fired when an element is held for a period of time. Prevents dragging
- // from occuring (even if enableDrag was set to true).
- LONG_PRESS: 'touchHandler:long_press',
-
- // If enableDrag was set to true at TOUCH_START, DRAG_START will fire when
- // the touch first moves sufficient distance. enableDrag is set to true but
- // can be reset to false to cancel the drag.
- DRAG_START: 'touchHandler:drag_start',
-
- // If enableDrag was true after DRAG_START, DRAG_MOVE will fire whenever the
- // touch is moved.
- DRAG_MOVE: 'touchHandler:drag_move',
-
- // Fired just before TOUCH_END when a drag is released. Correlates 1:1 with
- // a DRAG_START.
- DRAG_END: 'touchHandler:drag_end',
-
- // Fired whenever a touch that is being tracked has been released.
- // Correlates 1:1 with a TOUCH_START.
- TOUCH_END: 'touchHandler:touch_end',
-
- // Fired whenever the element is tapped in a short time and no dragging is
- // detected.
- TAP: 'touchHandler:tap'
- };
-
-
- /**
- * The type of event sent by TouchHandler
- * @constructor
- * @param {string} type The type of event (one of cr.ui.Grabber.EventType).
- * @param {boolean} bubbles Whether or not the event should bubble.
- * @param {number} clientX The X location of the touch.
- * @param {number} clientY The Y location of the touch.
- * @param {!Element} touchedElement The element at the current location of the
- * touch.
- */
- TouchHandler.Event = function(type, bubbles, clientX, clientY,
- touchedElement) {
- var event = document.createEvent('Event');
- event.initEvent(type, bubbles, true);
- event.__proto__ = TouchHandler.Event.prototype;
-
- /**
- * The X location of the touch affected
- * @type {number}
- */
- event.clientX = clientX;
-
- /**
- * The Y location of the touch affected
- * @type {number}
- */
- event.clientY = clientY;
-
- /**
- * The element at the current location of the touch.
- * @type {!Element}
- */
- event.touchedElement = touchedElement;
-
- return event;
- };
-
- TouchHandler.Event.prototype = {
- __proto__: Event.prototype,
-
- /**
- * For TOUCH_START and DRAG START events, set to true to enable dragging or
- * false to disable dragging.
- * @type {boolean|undefined}
- */
- enableDrag: undefined,
-
- /**
- * For DRAG events, provides the horizontal component of the
- * drag delta. Drag delta is defined as the delta of the start touch
- * position and the current drag position.
- * @type {number|undefined}
- */
- dragDeltaX: undefined,
-
- /**
- * For DRAG events, provides the vertical component of the
- * drag delta.
- * @type {number|undefined}
- */
- dragDeltaY: undefined
- };
-
- /**
- * Maximum movement of touch required to be considered a tap.
- * @type {number}
- * @private
- */
- TouchHandler.MAX_TRACKING_FOR_TAP_ = 8;
-
-
- /**
- * The maximum number of ms to track a touch event. After an event is older
- * than this value, it will be ignored in velocity calculations.
- * @type {number}
- * @private
- */
- TouchHandler.MAX_TRACKING_TIME_ = 250;
-
-
- /**
- * The maximum number of touches to track.
- * @type {number}
- * @private
- */
- TouchHandler.MAX_TRACKING_TOUCHES_ = 5;
-
-
- /**
- * The maximum velocity to return, in pixels per millisecond, that is used
- * to guard against errors in calculating end velocity of a drag. This is a
- * very fast drag velocity.
- * @type {number}
- * @private
- */
- TouchHandler.MAXIMUM_VELOCITY_ = 5;
-
-
- /**
- * The velocity to return, in pixel per millisecond, when the time stamps on
- * the events are erroneous. The browser can return bad time stamps if the
- * thread is blocked for the duration of the drag. This is a low velocity to
- * prevent the content from moving quickly after a slow drag. It is less
- * jarring if the content moves slowly after a fast drag.
- * @type {number}
- * @private
- */
- TouchHandler.VELOCITY_FOR_INCORRECT_EVENTS_ = 1;
-
- /**
- * The time, in milliseconds, that a touch must be held to be considered
- * 'long'.
- * @type {number}
- * @private
- */
- TouchHandler.TIME_FOR_LONG_PRESS_ = 500;
-
- TouchHandler.prototype = {
- /**
- * If defined, the identifer of the single touch that is active. Note that
- * 0 is a valid touch identifier - it should not be treated equivalently to
- * undefined.
- * @type {number|undefined}
- * @private
- */
- activeTouch_: undefined,
-
- /**
- * @type {boolean|undefined}
- * @private
- */
- tracking_: undefined,
-
- /**
- * @type {number|undefined}
- * @private
- */
- startTouchX_: undefined,
-
- /**
- * @type {number|undefined}
- * @private
- */
- startTouchY_: undefined,
-
- /**
- * @type {number|undefined}
- * @private
- */
- endTouchX_: undefined,
-
- /**
- * @type {number|undefined}
- * @private
- */
- endTouchY_: undefined,
-
- /**
- * Time of the touchstart event.
- * @type {number|undefined}
- * @private
- */
- startTime_: undefined,
-
- /**
- * The time of the touchend event.
- * @type {number|undefined}
- * @private
- */
- endTime_: undefined,
-
- /**
- * @type {number|undefined}
- * @private
- */
- lastTouchX_: undefined,
-
- /**
- * @type {number|undefined}
- * @private
- */
- lastTouchY_: undefined,
-
- /**
- * @type {number|undefined}
- * @private
- */
- lastMoveX_: undefined,
-
- /**
- * @type {number|undefined}
- * @private
- */
- lastMoveY_: undefined,
-
- /**
- * @type {number|undefined}
- * @private
- */
- longPressTimeout_: undefined,
-
- /**
- * If defined and true, the next click event should be swallowed
- * @type {boolean|undefined}
- * @private
- */
- swallowNextClick_: undefined,
-
- /**
- * @type {boolean}
- * @private
- */
- draggingEnabled_: false,
-
- /**
- * Start listenting for events.
- * @param {boolean=} opt_capture True if the TouchHandler should listen to
- * during the capture phase.
- * @param {boolean=} opt_mouse True if the TouchHandler should generate
- * events for mouse input (in addition to touch input).
- */
- enable: function(opt_capture, opt_mouse) {
- var capture = !!opt_capture;
-
- // Just listen to start events for now. When a touch is occuring we'll
- // want to be subscribed to move and end events on the document, but we
- // don't want to incur the cost of lots of no-op handlers on the document.
- this.events_.add(this.element_, 'touchstart', this.onStart_.bind(this),
- capture);
- if (opt_mouse) {
- this.events_.add(this.element_, 'mousedown',
- this.mouseToTouchCallback_(this.onStart_.bind(this)),
- capture);
- }
-
- // If the element is long-pressed, we may need to swallow a click
- this.events_.add(this.element_, 'click', this.onClick_.bind(this), true);
- },
-
- /**
- * Stop listening to all events.
- */
- disable: function() {
- this.stopTouching_();
- this.events_.removeAll();
- },
-
- /**
- * Wraps a callback with translations of mouse events to touch events.
- * NOTE: These types really should be function(Event) but then we couldn't
- * use this with bind (which operates on any type of function). Doesn't
- * JSDoc support some sort of polymorphic types?
- * @param {Function} callback The event callback.
- * @return {Function} The wrapping callback.
- * @private
- */
- mouseToTouchCallback_: function(callback) {
- return function(e) {
- // Note that there may be synthesizes mouse events caused by touch
- // events (a mouseDown after a touch-click). We leave it up to the
- // client to worry about this if it matters to them (typically a short
- // mouseDown/mouseUp without a click is no big problem and it's not
- // obvious how we identify such synthesized events in a general way).
- var touch = {
- // any fixed value will do for the identifier - there will only
- // ever be a single active 'touch' when using the mouse.
- identifier: 0,
- clientX: e.clientX,
- clientY: e.clientY,
- target: e.target
- };
- e.touches = [];
- e.targetTouches = [];
- e.changedTouches = [touch];
- if (e.type != 'mouseup') {
- e.touches[0] = touch;
- e.targetTouches[0] = touch;
- }
- callback(e);
- };
- },
-
- /**
- * Begin tracking the touchable element, it is eligible for dragging.
- * @private
- */
- beginTracking_: function() {
- this.tracking_ = true;
- },
-
- /**
- * Stop tracking the touchable element, it is no longer dragging.
- * @private
- */
- endTracking_: function() {
- this.tracking_ = false;
- this.dragging_ = false;
- this.totalMoveY_ = 0;
- this.totalMoveX_ = 0;
- },
-
- /**
- * Reset the touchable element as if we never saw the touchStart
- * Doesn't dispatch any end events - be careful of existing listeners.
- */
- cancelTouch: function() {
- this.stopTouching_();
- this.endTracking_();
- // If clients needed to be aware of this, we could fire a cancel event
- // here.
- },
-
- /**
- * Record that touching has stopped
- * @private
- */
- stopTouching_: function() {
- // Mark as no longer being touched
- this.activeTouch_ = undefined;
-
- // If we're waiting for a long press, stop
- window.clearTimeout(this.longPressTimeout_);
-
- // Stop listening for move/end events until there's another touch.
- // We don't want to leave handlers piled up on the document.
- // Note that there's no harm in removing handlers that weren't added, so
- // rather than track whether we're using mouse or touch we do both.
- this.events_.remove(document, 'touchmove');
- this.events_.remove(document, 'touchend');
- this.events_.remove(document, 'touchcancel');
- this.events_.remove(document, 'mousemove');
- this.events_.remove(document, 'mouseup');
- },
-
- /**
- * Touch start handler.
- * @param {!TouchEvent} e The touchstart event.
- * @private
- */
- onStart_: function(e) {
- // Only process single touches. If there is already a touch happening, or
- // two simultaneous touches then just ignore them.
- if (e.touches.length > 1)
- // Note that we could cancel an active touch here. That would make
- // simultaneous touch behave similar to near-simultaneous. However, if
- // the user is dragging something, an accidental second touch could be
- // quite disruptive if it cancelled their drag. Better to just ignore
- // it.
- return;
-
- // It's still possible there could be an active "touch" if the user is
- // simultaneously using a mouse and a touch input.
- if (this.activeTouch_ !== undefined)
- return;
-
- var touch = e.targetTouches[0];
- this.activeTouch_ = touch.identifier;
-
- // We've just started touching so shouldn't swallow any upcoming click
- if (this.swallowNextClick_)
- this.swallowNextClick_ = false;
-
- this.disableTap_ = false;
-
- // Sign up for end/cancel notifications for this touch.
- // Note that we do this on the document so that even if the user drags
- // their finger off the element, we'll still know what they're doing.
- if (e.type == 'mousedown') {
- this.events_.add(document, 'mouseup',
- this.mouseToTouchCallback_(this.onEnd_.bind(this)), false);
- } else {
- this.events_.add(document, 'touchend', this.onEnd_.bind(this), false);
- this.events_.add(document, 'touchcancel', this.onEnd_.bind(this),
- false);
- }
-
- // This timeout is cleared on touchEnd and onDrag
- // If we invoke the function then we have a real long press
- window.clearTimeout(this.longPressTimeout_);
- this.longPressTimeout_ = window.setTimeout(
- this.onLongPress_.bind(this),
- TouchHandler.TIME_FOR_LONG_PRESS_);
-
- // Dispatch the TOUCH_START event
- this.draggingEnabled_ =
- !!this.dispatchEvent_(TouchHandler.EventType.TOUCH_START, touch);
-
- // We want dragging notifications
- if (e.type == 'mousedown') {
- this.events_.add(document, 'mousemove',
- this.mouseToTouchCallback_(this.onMove_.bind(this)), false);
- } else {
- this.events_.add(document, 'touchmove', this.onMove_.bind(this), false);
- }
-
- this.startTouchX_ = this.lastTouchX_ = touch.clientX;
- this.startTouchY_ = this.lastTouchY_ = touch.clientY;
- this.startTime_ = e.timeStamp;
-
- this.recentTouchesX_ = [];
- this.recentTouchesY_ = [];
- this.recentTouchesX_.push(touch.clientX, e.timeStamp);
- this.recentTouchesY_.push(touch.clientY, e.timeStamp);
-
- this.beginTracking_();
- },
-
- /**
- * Given a list of Touches, find the one matching our activeTouch
- * identifier. Note that Chrome currently always uses 0 as the identifier.
- * In that case we'll end up always choosing the first element in the list.
- * @param {TouchList} touches The list of Touch objects to search.
- * @return {!Touch|undefined} The touch matching our active ID if any.
- * @private
- */
- findActiveTouch_: function(touches) {
- assert(this.activeTouch_ !== undefined, 'Expecting an active touch');
- // A TouchList isn't actually an array, so we shouldn't use
- // Array.prototype.filter/some, etc.
- for (var i = 0; i < touches.length; i++) {
- if (touches[i].identifier == this.activeTouch_)
- return touches[i];
- }
- return undefined;
- },
-
- /**
- * Touch move handler.
- * @param {!TouchEvent} e The touchmove event.
- * @private
- */
- onMove_: function(e) {
- if (!this.tracking_)
- return;
-
- // Our active touch should always be in the list of touches still active
- assert(this.findActiveTouch_(e.touches), 'Missing touchEnd');
-
- var that = this;
- var touch = this.findActiveTouch_(e.changedTouches);
- if (!touch)
- return;
-
- var clientX = touch.clientX;
- var clientY = touch.clientY;
-
- var moveX = this.lastTouchX_ - clientX;
- var moveY = this.lastTouchY_ - clientY;
- this.totalMoveX_ += Math.abs(moveX);
- this.totalMoveY_ += Math.abs(moveY);
- this.lastTouchX_ = clientX;
- this.lastTouchY_ = clientY;
-
- var couldBeTap =
- this.totalMoveY_ <= TouchHandler.MAX_TRACKING_FOR_TAP_ ||
- this.totalMoveX_ <= TouchHandler.MAX_TRACKING_FOR_TAP_;
-
- if (!couldBeTap)
- this.disableTap_ = true;
-
- if (this.draggingEnabled_ && !this.dragging_ && !couldBeTap) {
- // If we're waiting for a long press, stop
- window.clearTimeout(this.longPressTimeout_);
-
- // Dispatch the DRAG_START event and record whether dragging should be
- // allowed or not. Note that this relies on the current value of
- // startTouchX/Y - handlers may use the initial drag delta to determine
- // if dragging should be permitted.
- this.dragging_ = this.dispatchEvent_(
- TouchHandler.EventType.DRAG_START, touch);
-
- if (this.dragging_) {
- // Update the start position here so that drag deltas have better
- // values but don't touch the recent positions so that velocity
- // calculations can still use touchstart position in the time and
- // distance delta.
- this.startTouchX_ = clientX;
- this.startTouchY_ = clientY;
- this.startTime_ = e.timeStamp;
- } else {
- this.endTracking_();
- }
- }
-
- if (this.dragging_) {
- this.dispatchEvent_(TouchHandler.EventType.DRAG_MOVE, touch);
-
- this.removeTouchesInWrongDirection_(this.recentTouchesX_,
- this.lastMoveX_, moveX);
- this.removeTouchesInWrongDirection_(this.recentTouchesY_,
- this.lastMoveY_, moveY);
- this.removeOldTouches_(this.recentTouchesX_, e.timeStamp);
- this.removeOldTouches_(this.recentTouchesY_, e.timeStamp);
- this.recentTouchesX_.push(clientX, e.timeStamp);
- this.recentTouchesY_.push(clientY, e.timeStamp);
- }
-
- this.lastMoveX_ = moveX;
- this.lastMoveY_ = moveY;
- },
-
- /**
- * Filters the provided recent touches array to remove all touches except
- * the last if the move direction has changed.
- * @param {!Array.<number>} recentTouches An array of tuples where the first
- * item is the x or y component of the recent touch and the second item
- * is the touch time stamp.
- * @param {number|undefined} lastMove The x or y component of the previous
- * move.
- * @param {number} recentMove The x or y component of the most recent move.
- * @private
- */
- removeTouchesInWrongDirection_: function(recentTouches, lastMove,
- recentMove) {
- if (lastMove && recentMove && recentTouches.length > 2 &&
- (lastMove > 0 ^ recentMove > 0)) {
- recentTouches.splice(0, recentTouches.length - 2);
- }
- },
-
- /**
- * Filters the provided recent touches array to remove all touches older
- * than the max tracking time or the 5th most recent touch.
- * @param {!Array.<number>} recentTouches An array of tuples where the first
- * item is the x or y component of the recent touch and the second item
- * is the touch time stamp.
- * @param {number} recentTime The time of the most recent event.
- * @private
- */
- removeOldTouches_: function(recentTouches, recentTime) {
- while (recentTouches.length && recentTime - recentTouches[1] >
- TouchHandler.MAX_TRACKING_TIME_ ||
- recentTouches.length >
- TouchHandler.MAX_TRACKING_TOUCHES_ * 2) {
- recentTouches.splice(0, 2);
- }
- },
-
- /**
- * Touch end handler.
- * @param {!TouchEvent} e The touchend event.
- * @private
- */
- onEnd_: function(e) {
- var that = this;
- assert(this.activeTouch_ !== undefined, 'Expect to already be touching');
-
- // If the touch we're tracking isn't changing here, ignore this touch end.
- var touch = this.findActiveTouch_(e.changedTouches);
- if (!touch) {
- // In most cases, our active touch will be in the 'touches' collection,
- // but we can't assert that because occasionally two touchend events can
- // occur at almost the same time with both having empty 'touches' lists.
- // I.e., 'touches' seems like it can be a bit more up-to-date than the
- // current event.
- return;
- }
-
- // This is touchEnd for the touch we're monitoring
- assert(!this.findActiveTouch_(e.touches),
- 'Touch ended also still active');
-
- // Indicate that touching has finished
- this.stopTouching_();
-
- if (this.tracking_) {
- var clientX = touch.clientX;
- var clientY = touch.clientY;
-
- if (this.dragging_) {
- this.endTime_ = e.timeStamp;
- this.endTouchX_ = clientX;
- this.endTouchY_ = clientY;
-
- this.removeOldTouches_(this.recentTouchesX_, e.timeStamp);
- this.removeOldTouches_(this.recentTouchesY_, e.timeStamp);
-
- this.dispatchEvent_(TouchHandler.EventType.DRAG_END, touch);
-
- // Note that in some situations we can get a click event here as well.
- // For now this isn't a problem, but we may want to consider having
- // some logic that hides clicks that appear to be caused by a touchEnd
- // used for dragging.
- }
-
- this.endTracking_();
- }
- this.draggingEnabled_ = false;
-
- // Note that we dispatch the touchEnd event last so that events at
- // different levels of semantics nest nicely (similar to how DOM
- // drag-and-drop events are nested inside of the mouse events that trigger
- // them).
- this.dispatchEvent_(TouchHandler.EventType.TOUCH_END, touch);
- if (!this.disableTap_)
- this.dispatchEvent_(TouchHandler.EventType.TAP, touch);
- },
-
- /**
- * Get end velocity of the drag. This method is specific to drag behavior,
- * so if touch behavior and drag behavior is split then this should go with
- * drag behavior. End velocity is defined as deltaXY / deltaTime where
- * deltaXY is the difference between endPosition and the oldest recent
- * position, and deltaTime is the difference between endTime and the oldest
- * recent time stamp.
- * @return {Object} The x and y velocity.
- */
- getEndVelocity: function() {
- // Note that we could move velocity to just be an end-event parameter.
- var velocityX = this.recentTouchesX_.length ?
- (this.endTouchX_ - this.recentTouchesX_[0]) /
- (this.endTime_ - this.recentTouchesX_[1]) : 0;
- var velocityY = this.recentTouchesY_.length ?
- (this.endTouchY_ - this.recentTouchesY_[0]) /
- (this.endTime_ - this.recentTouchesY_[1]) : 0;
-
- velocityX = this.correctVelocity_(velocityX);
- velocityY = this.correctVelocity_(velocityY);
-
- return {
- x: velocityX,
- y: velocityY
- };
- },
-
- /**
- * Correct erroneous velocities by capping the velocity if we think it's too
- * high, or setting it to a default velocity if know that the event data is
- * bad.
- * @param {number} velocity The x or y velocity component.
- * @return {number} The corrected velocity.
- * @private
- */
- correctVelocity_: function(velocity) {
- var absVelocity = Math.abs(velocity);
-
- // We add to recent touches for each touchstart and touchmove. If we have
- // fewer than 3 touches (6 entries), we assume that the thread was blocked
- // for the duration of the drag and we received events in quick succession
- // with the wrong time stamps.
- if (absVelocity > TouchHandler.MAXIMUM_VELOCITY_) {
- absVelocity = this.recentTouchesY_.length < 3 ?
- TouchHandler.VELOCITY_FOR_INCORRECT_EVENTS_ :
- TouchHandler.MAXIMUM_VELOCITY_;
- }
- return absVelocity * (velocity < 0 ? -1 : 1);
- },
-
- /**
- * Handler when an element has been pressed for a long time
- * @private
- */
- onLongPress_: function() {
- // Swallow any click that occurs on this element without an intervening
- // touch start event. This simple click-busting technique should be
- // sufficient here since a real click should have a touchstart first.
- this.swallowNextClick_ = true;
- this.disableTap_ = true;
-
- // Dispatch to the LONG_PRESS
- this.dispatchEventXY_(TouchHandler.EventType.LONG_PRESS, this.element_,
- this.startTouchX_, this.startTouchY_);
- },
-
- /**
- * Click handler - used to swallow clicks after a long-press
- * @param {!Event} e The click event.
- * @private
- */
- onClick_: function(e) {
- if (this.swallowNextClick_) {
- e.preventDefault();
- e.stopPropagation();
- this.swallowNextClick_ = false;
- }
- },
-
- /**
- * Dispatch a TouchHandler event to the element
- * @param {string} eventType The event to dispatch.
- * @param {Touch} touch The touch triggering this event.
- * @return {boolean|undefined} The value of enableDrag after dispatching
- * the event.
- * @private
- */
- dispatchEvent_: function(eventType, touch) {
-
- // Determine which element was touched. For mouse events, this is always
- // the event/touch target. But for touch events, the target is always the
- // target of the touchstart (and it's unlikely we can change this
- // since the common implementation of touch dragging relies on it). Since
- // touch is our primary scenario (which we want to emulate with mouse),
- // we'll treat both cases the same and not depend on the target.
- var touchedElement;
- if (eventType == TouchHandler.EventType.TOUCH_START) {
- touchedElement = touch.target;
- } else {
- touchedElement = this.element_.ownerDocument.
- elementFromPoint(touch.clientX, touch.clientY);
- }
-
- return this.dispatchEventXY_(eventType, touchedElement, touch.clientX,
- touch.clientY);
- },
-
- /**
- * Dispatch a TouchHandler event to the element
- * @param {string} eventType The event to dispatch.
- @param {number} clientX The X location for the event.
- @param {number} clientY The Y location for the event.
- * @return {boolean|undefined} The value of enableDrag after dispatching
- * the event.
- * @private
- */
- dispatchEventXY_: function(eventType, touchedElement, clientX, clientY) {
- var isDrag = (eventType == TouchHandler.EventType.DRAG_START ||
- eventType == TouchHandler.EventType.DRAG_MOVE ||
- eventType == TouchHandler.EventType.DRAG_END);
-
- // Drag events don't bubble - we're really just dragging the element,
- // not affecting its parent at all.
- var bubbles = !isDrag;
-
- var event = new TouchHandler.Event(eventType, bubbles, clientX, clientY,
- touchedElement);
-
- // Set enableDrag when it can be overridden
- if (eventType == TouchHandler.EventType.TOUCH_START)
- event.enableDrag = false;
- else if (eventType == TouchHandler.EventType.DRAG_START)
- event.enableDrag = true;
-
- if (isDrag) {
- event.dragDeltaX = clientX - this.startTouchX_;
- event.dragDeltaY = clientY - this.startTouchY_;
- }
-
- this.element_.dispatchEvent(event);
- return event.enableDrag;
- }
- };
-
- return {
- TouchHandler: TouchHandler
- };
-});
« no previous file with comments | « chrome/browser/resources/shared/js/cr/ui/tabs.js ('k') | chrome/browser/resources/shared/js/cr/ui/tree.js » ('j') | no next file with comments »

Powered by Google App Engine
This is Rietveld 408576698