Index: third_party/hammer/hammer.js |
diff --git a/third_party/hammer/hammer.js b/third_party/hammer/hammer.js |
new file mode 100644 |
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+++ b/third_party/hammer/hammer.js |
@@ -0,0 +1,2568 @@ |
+/*! Hammer.JS - v2.0.6 - 2016-01-06 |
+ * http://hammerjs.github.io/ |
+ * |
+ * Copyright (c) 2016 Jorik Tangelder; |
+ * Licensed under the license */ |
+(function(window, document, exportName, undefined) { |
+ 'use strict'; |
+ |
+var VENDOR_PREFIXES = ['', 'webkit', 'Moz', 'MS', 'ms', 'o']; |
+var TEST_ELEMENT = document.createElement('div'); |
+ |
+var TYPE_FUNCTION = 'function'; |
+ |
+var round = Math.round; |
+var abs = Math.abs; |
+var now = Date.now; |
+ |
+/** |
+ * set a timeout with a given scope |
+ * @param {Function} fn |
+ * @param {Number} timeout |
+ * @param {Object} context |
+ * @returns {number} |
+ */ |
+function setTimeoutContext(fn, timeout, context) { |
+ return setTimeout(bindFn(fn, context), timeout); |
+} |
+ |
+/** |
+ * if the argument is an array, we want to execute the fn on each entry |
+ * if it aint an array we don't want to do a thing. |
+ * this is used by all the methods that accept a single and array argument. |
+ * @param {*|Array} arg |
+ * @param {String} fn |
+ * @param {Object} [context] |
+ * @returns {Boolean} |
+ */ |
+function invokeArrayArg(arg, fn, context) { |
+ if (Array.isArray(arg)) { |
+ each(arg, context[fn], context); |
+ return true; |
+ } |
+ return false; |
+} |
+ |
+/** |
+ * walk objects and arrays |
+ * @param {Object} obj |
+ * @param {Function} iterator |
+ * @param {Object} context |
+ */ |
+function each(obj, iterator, context) { |
+ var i; |
+ |
+ if (!obj) { |
+ return; |
+ } |
+ |
+ if (obj.forEach) { |
+ obj.forEach(iterator, context); |
+ } else if (obj.length !== undefined) { |
+ i = 0; |
+ while (i < obj.length) { |
+ iterator.call(context, obj[i], i, obj); |
+ i++; |
+ } |
+ } else { |
+ for (i in obj) { |
+ obj.hasOwnProperty(i) && iterator.call(context, obj[i], i, obj); |
+ } |
+ } |
+} |
+ |
+/** |
+ * wrap a method with a deprecation warning and stack trace |
+ * @param {Function} method |
+ * @param {String} name |
+ * @param {String} message |
+ * @returns {Function} A new function wrapping the supplied method. |
+ */ |
+function deprecate(method, name, message) { |
+ var deprecationMessage = 'DEPRECATED METHOD: ' + name + '\n' + message + ' AT \n'; |
+ return function() { |
+ var e = new Error('get-stack-trace'); |
+ var stack = e && e.stack ? e.stack.replace(/^[^\(]+?[\n$]/gm, '') |
+ .replace(/^\s+at\s+/gm, '') |
+ .replace(/^Object.<anonymous>\s*\(/gm, '{anonymous}()@') : 'Unknown Stack Trace'; |
+ |
+ var log = window.console && (window.console.warn || window.console.log); |
+ if (log) { |
+ log.call(window.console, deprecationMessage, stack); |
+ } |
+ return method.apply(this, arguments); |
+ }; |
+} |
+ |
+/** |
+ * extend object. |
+ * means that properties in dest will be overwritten by the ones in src. |
+ * @param {Object} target |
+ * @param {...Object} objects_to_assign |
+ * @returns {Object} target |
+ */ |
+var assign; |
+if (typeof Object.assign !== 'function') { |
+ assign = function assign(target) { |
+ if (target === undefined || target === null) { |
+ throw new TypeError('Cannot convert undefined or null to object'); |
+ } |
+ |
+ var output = Object(target); |
+ for (var index = 1; index < arguments.length; index++) { |
+ var source = arguments[index]; |
+ if (source !== undefined && source !== null) { |
+ for (var nextKey in source) { |
+ if (source.hasOwnProperty(nextKey)) { |
+ output[nextKey] = source[nextKey]; |
+ } |
+ } |
+ } |
+ } |
+ return output; |
+ }; |
+} else { |
+ assign = Object.assign; |
+} |
+ |
+/** |
+ * extend object. |
+ * means that properties in dest will be overwritten by the ones in src. |
+ * @param {Object} dest |
+ * @param {Object} src |
+ * @param {Boolean} [merge=false] |
+ * @returns {Object} dest |
+ */ |
+var extend = deprecate(function extend(dest, src, merge) { |
+ var keys = Object.keys(src); |
+ var i = 0; |
+ while (i < keys.length) { |
+ if (!merge || (merge && dest[keys[i]] === undefined)) { |
+ dest[keys[i]] = src[keys[i]]; |
+ } |
+ i++; |
+ } |
+ return dest; |
+}, 'extend', 'Use `assign`.'); |
+ |
+/** |
+ * merge the values from src in the dest. |
+ * means that properties that exist in dest will not be overwritten by src |
+ * @param {Object} dest |
+ * @param {Object} src |
+ * @returns {Object} dest |
+ */ |
+var merge = deprecate(function merge(dest, src) { |
+ return extend(dest, src, true); |
+}, 'merge', 'Use `assign`.'); |
+ |
+/** |
+ * simple class inheritance |
+ * @param {Function} child |
+ * @param {Function} base |
+ * @param {Object} [properties] |
+ */ |
+function inherit(child, base, properties) { |
+ var baseP = base.prototype, |
+ childP; |
+ |
+ childP = child.prototype = Object.create(baseP); |
+ childP.constructor = child; |
+ childP._super = baseP; |
+ |
+ if (properties) { |
+ assign(childP, properties); |
+ } |
+} |
+ |
+/** |
+ * simple function bind |
+ * @param {Function} fn |
+ * @param {Object} context |
+ * @returns {Function} |
+ */ |
+function bindFn(fn, context) { |
+ return function boundFn() { |
+ return fn.apply(context, arguments); |
+ }; |
+} |
+ |
+/** |
+ * let a boolean value also be a function that must return a boolean |
+ * this first item in args will be used as the context |
+ * @param {Boolean|Function} val |
+ * @param {Array} [args] |
+ * @returns {Boolean} |
+ */ |
+function boolOrFn(val, args) { |
+ if (typeof val == TYPE_FUNCTION) { |
+ return val.apply(args ? args[0] || undefined : undefined, args); |
+ } |
+ return val; |
+} |
+ |
+/** |
+ * use the val2 when val1 is undefined |
+ * @param {*} val1 |
+ * @param {*} val2 |
+ * @returns {*} |
+ */ |
+function ifUndefined(val1, val2) { |
+ return (val1 === undefined) ? val2 : val1; |
+} |
+ |
+/** |
+ * addEventListener with multiple events at once |
+ * @param {EventTarget} target |
+ * @param {String} types |
+ * @param {Function} handler |
+ */ |
+function addEventListeners(target, types, handler) { |
+ each(splitStr(types), function(type) { |
+ target.addEventListener(type, handler, false); |
+ }); |
+} |
+ |
+/** |
+ * removeEventListener with multiple events at once |
+ * @param {EventTarget} target |
+ * @param {String} types |
+ * @param {Function} handler |
+ */ |
+function removeEventListeners(target, types, handler) { |
+ each(splitStr(types), function(type) { |
+ target.removeEventListener(type, handler, false); |
+ }); |
+} |
+ |
+/** |
+ * find if a node is in the given parent |
+ * @method hasParent |
+ * @param {HTMLElement} node |
+ * @param {HTMLElement} parent |
+ * @return {Boolean} found |
+ */ |
+function hasParent(node, parent) { |
+ while (node) { |
+ if (node == parent) { |
+ return true; |
+ } |
+ node = node.parentNode; |
+ } |
+ return false; |
+} |
+ |
+/** |
+ * small indexOf wrapper |
+ * @param {String} str |
+ * @param {String} find |
+ * @returns {Boolean} found |
+ */ |
+function inStr(str, find) { |
+ return str.indexOf(find) > -1; |
+} |
+ |
+/** |
+ * split string on whitespace |
+ * @param {String} str |
+ * @returns {Array} words |
+ */ |
+function splitStr(str) { |
+ return str.trim().split(/\s+/g); |
+} |
+ |
+/** |
+ * find if a array contains the object using indexOf or a simple polyFill |
+ * @param {Array} src |
+ * @param {String} find |
+ * @param {String} [findByKey] |
+ * @return {Boolean|Number} false when not found, or the index |
+ */ |
+function inArray(src, find, findByKey) { |
+ if (src.indexOf && !findByKey) { |
+ return src.indexOf(find); |
+ } else { |
+ var i = 0; |
+ while (i < src.length) { |
+ if ((findByKey && src[i][findByKey] == find) || (!findByKey && src[i] === find)) { |
+ return i; |
+ } |
+ i++; |
+ } |
+ return -1; |
+ } |
+} |
+ |
+/** |
+ * convert array-like objects to real arrays |
+ * @param {Object} obj |
+ * @returns {Array} |
+ */ |
+function toArray(obj) { |
+ return Array.prototype.slice.call(obj, 0); |
+} |
+ |
+/** |
+ * unique array with objects based on a key (like 'id') or just by the array's value |
+ * @param {Array} src [{id:1},{id:2},{id:1}] |
+ * @param {String} [key] |
+ * @param {Boolean} [sort=False] |
+ * @returns {Array} [{id:1},{id:2}] |
+ */ |
+function uniqueArray(src, key, sort) { |
+ var results = []; |
+ var values = []; |
+ var i = 0; |
+ |
+ while (i < src.length) { |
+ var val = key ? src[i][key] : src[i]; |
+ if (inArray(values, val) < 0) { |
+ results.push(src[i]); |
+ } |
+ values[i] = val; |
+ i++; |
+ } |
+ |
+ if (sort) { |
+ if (!key) { |
+ results = results.sort(); |
+ } else { |
+ results = results.sort(function sortUniqueArray(a, b) { |
+ return a[key] > b[key]; |
+ }); |
+ } |
+ } |
+ |
+ return results; |
+} |
+ |
+/** |
+ * get the prefixed property |
+ * @param {Object} obj |
+ * @param {String} property |
+ * @returns {String|Undefined} prefixed |
+ */ |
+function prefixed(obj, property) { |
+ var prefix, prop; |
+ var camelProp = property[0].toUpperCase() + property.slice(1); |
+ |
+ var i = 0; |
+ while (i < VENDOR_PREFIXES.length) { |
+ prefix = VENDOR_PREFIXES[i]; |
+ prop = (prefix) ? prefix + camelProp : property; |
+ |
+ if (prop in obj) { |
+ return prop; |
+ } |
+ i++; |
+ } |
+ return undefined; |
+} |
+ |
+/** |
+ * get a unique id |
+ * @returns {number} uniqueId |
+ */ |
+var _uniqueId = 1; |
+function uniqueId() { |
+ return _uniqueId++; |
+} |
+ |
+/** |
+ * get the window object of an element |
+ * @param {HTMLElement} element |
+ * @returns {DocumentView|Window} |
+ */ |
+function getWindowForElement(element) { |
+ var doc = element.ownerDocument || element; |
+ return (doc.defaultView || doc.parentWindow || window); |
+} |
+ |
+var MOBILE_REGEX = /mobile|tablet|ip(ad|hone|od)|android/i; |
+ |
+var SUPPORT_TOUCH = ('ontouchstart' in window); |
+var SUPPORT_POINTER_EVENTS = prefixed(window, 'PointerEvent') !== undefined; |
+var SUPPORT_ONLY_TOUCH = SUPPORT_TOUCH && MOBILE_REGEX.test(navigator.userAgent); |
+ |
+var INPUT_TYPE_TOUCH = 'touch'; |
+var INPUT_TYPE_PEN = 'pen'; |
+var INPUT_TYPE_MOUSE = 'mouse'; |
+var INPUT_TYPE_KINECT = 'kinect'; |
+ |
+var COMPUTE_INTERVAL = 25; |
+ |
+var INPUT_START = 1; |
+var INPUT_MOVE = 2; |
+var INPUT_END = 4; |
+var INPUT_CANCEL = 8; |
+ |
+var DIRECTION_NONE = 1; |
+var DIRECTION_LEFT = 2; |
+var DIRECTION_RIGHT = 4; |
+var DIRECTION_UP = 8; |
+var DIRECTION_DOWN = 16; |
+ |
+var DIRECTION_HORIZONTAL = DIRECTION_LEFT | DIRECTION_RIGHT; |
+var DIRECTION_VERTICAL = DIRECTION_UP | DIRECTION_DOWN; |
+var DIRECTION_ALL = DIRECTION_HORIZONTAL | DIRECTION_VERTICAL; |
+ |
+var PROPS_XY = ['x', 'y']; |
+var PROPS_CLIENT_XY = ['clientX', 'clientY']; |
+ |
+/** |
+ * create new input type manager |
+ * @param {Manager} manager |
+ * @param {Function} callback |
+ * @returns {Input} |
+ * @constructor |
+ */ |
+function Input(manager, callback) { |
+ var self = this; |
+ this.manager = manager; |
+ this.callback = callback; |
+ this.element = manager.element; |
+ this.target = manager.options.inputTarget; |
+ |
+ // smaller wrapper around the handler, for the scope and the enabled state of the manager, |
+ // so when disabled the input events are completely bypassed. |
+ this.domHandler = function(ev) { |
+ if (boolOrFn(manager.options.enable, [manager])) { |
+ self.handler(ev); |
+ } |
+ }; |
+ |
+ this.init(); |
+ |
+} |
+ |
+Input.prototype = { |
+ /** |
+ * should handle the inputEvent data and trigger the callback |
+ * @virtual |
+ */ |
+ handler: function() { }, |
+ |
+ /** |
+ * bind the events |
+ */ |
+ init: function() { |
+ this.evEl && addEventListeners(this.element, this.evEl, this.domHandler); |
+ this.evTarget && addEventListeners(this.target, this.evTarget, this.domHandler); |
+ this.evWin && addEventListeners(getWindowForElement(this.element), this.evWin, this.domHandler); |
+ }, |
+ |
+ /** |
+ * unbind the events |
+ */ |
+ destroy: function() { |
+ this.evEl && removeEventListeners(this.element, this.evEl, this.domHandler); |
+ this.evTarget && removeEventListeners(this.target, this.evTarget, this.domHandler); |
+ this.evWin && removeEventListeners(getWindowForElement(this.element), this.evWin, this.domHandler); |
+ } |
+}; |
+ |
+/** |
+ * create new input type manager |
+ * called by the Manager constructor |
+ * @param {Hammer} manager |
+ * @returns {Input} |
+ */ |
+function createInputInstance(manager) { |
+ var Type; |
+ var inputClass = manager.options.inputClass; |
+ |
+ if (inputClass) { |
+ Type = inputClass; |
+ } else if (SUPPORT_POINTER_EVENTS) { |
+ Type = PointerEventInput; |
+ } else if (SUPPORT_ONLY_TOUCH) { |
+ Type = TouchInput; |
+ } else if (!SUPPORT_TOUCH) { |
+ Type = MouseInput; |
+ } else { |
+ Type = TouchMouseInput; |
+ } |
+ return new (Type)(manager, inputHandler); |
+} |
+ |
+/** |
+ * handle input events |
+ * @param {Manager} manager |
+ * @param {String} eventType |
+ * @param {Object} input |
+ */ |
+function inputHandler(manager, eventType, input) { |
+ var pointersLen = input.pointers.length; |
+ var changedPointersLen = input.changedPointers.length; |
+ var isFirst = (eventType & INPUT_START && (pointersLen - changedPointersLen === 0)); |
+ var isFinal = (eventType & (INPUT_END | INPUT_CANCEL) && (pointersLen - changedPointersLen === 0)); |
+ |
+ input.isFirst = !!isFirst; |
+ input.isFinal = !!isFinal; |
+ |
+ if (isFirst) { |
+ manager.session = {}; |
+ } |
+ |
+ // source event is the normalized value of the domEvents |
+ // like 'touchstart, mouseup, pointerdown' |
+ input.eventType = eventType; |
+ |
+ // compute scale, rotation etc |
+ computeInputData(manager, input); |
+ |
+ // emit secret event |
+ manager.emit('hammer.input', input); |
+ |
+ manager.recognize(input); |
+ manager.session.prevInput = input; |
+} |
+ |
+/** |
+ * extend the data with some usable properties like scale, rotate, velocity etc |
+ * @param {Object} manager |
+ * @param {Object} input |
+ */ |
+function computeInputData(manager, input) { |
+ var session = manager.session; |
+ var pointers = input.pointers; |
+ var pointersLength = pointers.length; |
+ |
+ // store the first input to calculate the distance and direction |
+ if (!session.firstInput) { |
+ session.firstInput = simpleCloneInputData(input); |
+ } |
+ |
+ // to compute scale and rotation we need to store the multiple touches |
+ if (pointersLength > 1 && !session.firstMultiple) { |
+ session.firstMultiple = simpleCloneInputData(input); |
+ } else if (pointersLength === 1) { |
+ session.firstMultiple = false; |
+ } |
+ |
+ var firstInput = session.firstInput; |
+ var firstMultiple = session.firstMultiple; |
+ var offsetCenter = firstMultiple ? firstMultiple.center : firstInput.center; |
+ |
+ var center = input.center = getCenter(pointers); |
+ input.timeStamp = now(); |
+ input.deltaTime = input.timeStamp - firstInput.timeStamp; |
+ |
+ input.angle = getAngle(offsetCenter, center); |
+ input.distance = getDistance(offsetCenter, center); |
+ |
+ computeDeltaXY(session, input); |
+ input.offsetDirection = getDirection(input.deltaX, input.deltaY); |
+ |
+ var overallVelocity = getVelocity(input.deltaTime, input.deltaX, input.deltaY); |
+ input.overallVelocityX = overallVelocity.x; |
+ input.overallVelocityY = overallVelocity.y; |
+ input.overallVelocity = (abs(overallVelocity.x) > abs(overallVelocity.y)) ? overallVelocity.x : overallVelocity.y; |
+ |
+ input.scale = firstMultiple ? getScale(firstMultiple.pointers, pointers) : 1; |
+ input.rotation = firstMultiple ? getRotation(firstMultiple.pointers, pointers) : 0; |
+ |
+ input.maxPointers = !session.prevInput ? input.pointers.length : ((input.pointers.length > |
+ session.prevInput.maxPointers) ? input.pointers.length : session.prevInput.maxPointers); |
+ |
+ computeIntervalInputData(session, input); |
+ |
+ // find the correct target |
+ var target = manager.element; |
+ if (hasParent(input.srcEvent.target, target)) { |
+ target = input.srcEvent.target; |
+ } |
+ input.target = target; |
+} |
+ |
+function computeDeltaXY(session, input) { |
+ var center = input.center; |
+ var offset = session.offsetDelta || {}; |
+ var prevDelta = session.prevDelta || {}; |
+ var prevInput = session.prevInput || {}; |
+ |
+ if (input.eventType === INPUT_START || prevInput.eventType === INPUT_END) { |
+ prevDelta = session.prevDelta = { |
+ x: prevInput.deltaX || 0, |
+ y: prevInput.deltaY || 0 |
+ }; |
+ |
+ offset = session.offsetDelta = { |
+ x: center.x, |
+ y: center.y |
+ }; |
+ } |
+ |
+ input.deltaX = prevDelta.x + (center.x - offset.x); |
+ input.deltaY = prevDelta.y + (center.y - offset.y); |
+} |
+ |
+/** |
+ * velocity is calculated every x ms |
+ * @param {Object} session |
+ * @param {Object} input |
+ */ |
+function computeIntervalInputData(session, input) { |
+ var last = session.lastInterval || input, |
+ deltaTime = input.timeStamp - last.timeStamp, |
+ velocity, velocityX, velocityY, direction; |
+ |
+ if (input.eventType != INPUT_CANCEL && (deltaTime > COMPUTE_INTERVAL || last.velocity === undefined)) { |
+ var deltaX = input.deltaX - last.deltaX; |
+ var deltaY = input.deltaY - last.deltaY; |
+ |
+ var v = getVelocity(deltaTime, deltaX, deltaY); |
+ velocityX = v.x; |
+ velocityY = v.y; |
+ velocity = (abs(v.x) > abs(v.y)) ? v.x : v.y; |
+ direction = getDirection(deltaX, deltaY); |
+ |
+ session.lastInterval = input; |
+ } else { |
+ // use latest velocity info if it doesn't overtake a minimum period |
+ velocity = last.velocity; |
+ velocityX = last.velocityX; |
+ velocityY = last.velocityY; |
+ direction = last.direction; |
+ } |
+ |
+ input.velocity = velocity; |
+ input.velocityX = velocityX; |
+ input.velocityY = velocityY; |
+ input.direction = direction; |
+} |
+ |
+/** |
+ * create a simple clone from the input used for storage of firstInput and firstMultiple |
+ * @param {Object} input |
+ * @returns {Object} clonedInputData |
+ */ |
+function simpleCloneInputData(input) { |
+ // make a simple copy of the pointers because we will get a reference if we don't |
+ // we only need clientXY for the calculations |
+ var pointers = []; |
+ var i = 0; |
+ while (i < input.pointers.length) { |
+ pointers[i] = { |
+ clientX: round(input.pointers[i].clientX), |
+ clientY: round(input.pointers[i].clientY) |
+ }; |
+ i++; |
+ } |
+ |
+ return { |
+ timeStamp: now(), |
+ pointers: pointers, |
+ center: getCenter(pointers), |
+ deltaX: input.deltaX, |
+ deltaY: input.deltaY |
+ }; |
+} |
+ |
+/** |
+ * get the center of all the pointers |
+ * @param {Array} pointers |
+ * @return {Object} center contains `x` and `y` properties |
+ */ |
+function getCenter(pointers) { |
+ var pointersLength = pointers.length; |
+ |
+ // no need to loop when only one touch |
+ if (pointersLength === 1) { |
+ return { |
+ x: round(pointers[0].clientX), |
+ y: round(pointers[0].clientY) |
+ }; |
+ } |
+ |
+ var x = 0, y = 0, i = 0; |
+ while (i < pointersLength) { |
+ x += pointers[i].clientX; |
+ y += pointers[i].clientY; |
+ i++; |
+ } |
+ |
+ return { |
+ x: round(x / pointersLength), |
+ y: round(y / pointersLength) |
+ }; |
+} |
+ |
+/** |
+ * calculate the velocity between two points. unit is in px per ms. |
+ * @param {Number} deltaTime |
+ * @param {Number} x |
+ * @param {Number} y |
+ * @return {Object} velocity `x` and `y` |
+ */ |
+function getVelocity(deltaTime, x, y) { |
+ return { |
+ x: x / deltaTime || 0, |
+ y: y / deltaTime || 0 |
+ }; |
+} |
+ |
+/** |
+ * get the direction between two points |
+ * @param {Number} x |
+ * @param {Number} y |
+ * @return {Number} direction |
+ */ |
+function getDirection(x, y) { |
+ if (x === y) { |
+ return DIRECTION_NONE; |
+ } |
+ |
+ if (abs(x) >= abs(y)) { |
+ return x < 0 ? DIRECTION_LEFT : DIRECTION_RIGHT; |
+ } |
+ return y < 0 ? DIRECTION_UP : DIRECTION_DOWN; |
+} |
+ |
+/** |
+ * calculate the absolute distance between two points |
+ * @param {Object} p1 {x, y} |
+ * @param {Object} p2 {x, y} |
+ * @param {Array} [props] containing x and y keys |
+ * @return {Number} distance |
+ */ |
+function getDistance(p1, p2, props) { |
+ if (!props) { |
+ props = PROPS_XY; |
+ } |
+ var x = p2[props[0]] - p1[props[0]], |
+ y = p2[props[1]] - p1[props[1]]; |
+ |
+ return Math.sqrt((x * x) + (y * y)); |
+} |
+ |
+/** |
+ * calculate the angle between two coordinates |
+ * @param {Object} p1 |
+ * @param {Object} p2 |
+ * @param {Array} [props] containing x and y keys |
+ * @return {Number} angle |
+ */ |
+function getAngle(p1, p2, props) { |
+ if (!props) { |
+ props = PROPS_XY; |
+ } |
+ var x = p2[props[0]] - p1[props[0]], |
+ y = p2[props[1]] - p1[props[1]]; |
+ return Math.atan2(y, x) * 180 / Math.PI; |
+} |
+ |
+/** |
+ * calculate the rotation degrees between two pointersets |
+ * @param {Array} start array of pointers |
+ * @param {Array} end array of pointers |
+ * @return {Number} rotation |
+ */ |
+function getRotation(start, end) { |
+ return getAngle(end[1], end[0], PROPS_CLIENT_XY) + getAngle(start[1], start[0], PROPS_CLIENT_XY); |
+} |
+ |
+/** |
+ * calculate the scale factor between two pointersets |
+ * no scale is 1, and goes down to 0 when pinched together, and bigger when pinched out |
+ * @param {Array} start array of pointers |
+ * @param {Array} end array of pointers |
+ * @return {Number} scale |
+ */ |
+function getScale(start, end) { |
+ return getDistance(end[0], end[1], PROPS_CLIENT_XY) / getDistance(start[0], start[1], PROPS_CLIENT_XY); |
+} |
+ |
+var MOUSE_INPUT_MAP = { |
+ mousedown: INPUT_START, |
+ mousemove: INPUT_MOVE, |
+ mouseup: INPUT_END |
+}; |
+ |
+var MOUSE_ELEMENT_EVENTS = 'mousedown'; |
+var MOUSE_WINDOW_EVENTS = 'mousemove mouseup'; |
+ |
+/** |
+ * Mouse events input |
+ * @constructor |
+ * @extends Input |
+ */ |
+function MouseInput() { |
+ this.evEl = MOUSE_ELEMENT_EVENTS; |
+ this.evWin = MOUSE_WINDOW_EVENTS; |
+ |
+ this.allow = true; // used by Input.TouchMouse to disable mouse events |
+ this.pressed = false; // mousedown state |
+ |
+ Input.apply(this, arguments); |
+} |
+ |
+inherit(MouseInput, Input, { |
+ /** |
+ * handle mouse events |
+ * @param {Object} ev |
+ */ |
+ handler: function MEhandler(ev) { |
+ var eventType = MOUSE_INPUT_MAP[ev.type]; |
+ |
+ // on start we want to have the left mouse button down |
+ if (eventType & INPUT_START && ev.button === 0) { |
+ this.pressed = true; |
+ } |
+ |
+ if (eventType & INPUT_MOVE && ev.which !== 1) { |
+ eventType = INPUT_END; |
+ } |
+ |
+ // mouse must be down, and mouse events are allowed (see the TouchMouse input) |
+ if (!this.pressed || !this.allow) { |
+ return; |
+ } |
+ |
+ if (eventType & INPUT_END) { |
+ this.pressed = false; |
+ } |
+ |
+ this.callback(this.manager, eventType, { |
+ pointers: [ev], |
+ changedPointers: [ev], |
+ pointerType: INPUT_TYPE_MOUSE, |
+ srcEvent: ev |
+ }); |
+ } |
+}); |
+ |
+var POINTER_INPUT_MAP = { |
+ pointerdown: INPUT_START, |
+ pointermove: INPUT_MOVE, |
+ pointerup: INPUT_END, |
+ pointercancel: INPUT_CANCEL, |
+ pointerout: INPUT_CANCEL |
+}; |
+ |
+// in IE10 the pointer types is defined as an enum |
+var IE10_POINTER_TYPE_ENUM = { |
+ 2: INPUT_TYPE_TOUCH, |
+ 3: INPUT_TYPE_PEN, |
+ 4: INPUT_TYPE_MOUSE, |
+ 5: INPUT_TYPE_KINECT // see https://twitter.com/jacobrossi/status/480596438489890816 |
+}; |
+ |
+var POINTER_ELEMENT_EVENTS = 'pointerdown'; |
+var POINTER_WINDOW_EVENTS = 'pointermove pointerup pointercancel'; |
+ |
+// IE10 has prefixed support, and case-sensitive |
+if (window.MSPointerEvent && !window.PointerEvent) { |
+ 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 = 'auto'; |
+ |
+/** |
+ * 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) { |
+ 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) { |
+ //do not prevent defaults if this is a tap gesture |
+ |
+ var isTapPointer = input.pointers.length === 1; |
+ var isTapMovement = input.distance < 2; |
+ var isTapTouchTime = input.deltaTime < 250; |
+ |
+ if (isTapPointer && isTapMovement && isTapTouchTime) { |
+ return; |
+ } |
+ } |
+ |
+ if (hasPanX && hasPanY) { |
+ // `pan-x pan-y` means browser handles all scrolling/panning, do not prevent |
+ return; |
+ } |
+ |
+ 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); |
+ |
+ // if both pan-x and pan-y are set (different recognizers |
+ // for different directions, e.g. horizontal pan but vertical swipe?) |
+ // we need none (as otherwise with pan-x pan-y combined none of these |
+ // recognizers will work, since the browser would handle all panning |
+ if (hasPanX && hasPanY) { |
+ return TOUCH_ACTION_NONE; |
+ } |
+ |
+ // 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.options = assign({}, this.defaults, options || {}); |
+ |
+ this.id = uniqueId(); |
+ |
+ this.manager = null; |
+ |
+ // 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) { |
+ assign(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(event) { |
+ self.manager.emit(event, input); |
+ } |
+ |
+ // 'panstart' and 'panmove' |
+ if (state < STATE_ENDED) { |
+ emit(self.options.event + stateStr(state)); |
+ } |
+ |
+ emit(self.options.event); // simple 'eventName' events |
+ |
+ if (input.additionalEvent) { // additional event(panleft, panright, pinchin, pinchout...) |
+ emit(input.additionalEvent); |
+ } |
+ |
+ // panend and pancancel |
+ if (state >= STATE_ENDED) { |
+ emit(self.options.event + stateStr(state)); |
+ } |
+ }, |
+ |
+ /** |
+ * 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 = assign({}, 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) { |
+ input.additionalEvent = this.options.event + direction; |
+ } |
+ 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) { |
+ if (input.scale !== 1) { |
+ var inOut = input.scale < 1 ? 'in' : 'out'; |
+ input.additionalEvent = this.options.event + inOut; |
+ } |
+ this._super.emit.call(this, 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: 251, // minimal time of the pointer to be pressed |
+ threshold: 9 // 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: 0.3, |
+ 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.overallVelocity; |
+ } else if (direction & DIRECTION_HORIZONTAL) { |
+ velocity = input.overallVelocityX; |
+ } else if (direction & DIRECTION_VERTICAL) { |
+ velocity = input.overallVelocityY; |
+ } |
+ |
+ return this._super.attrTest.call(this, input) && |
+ direction & input.offsetDirection && |
+ input.distance > this.options.threshold && |
+ input.maxPointers == this.options.pointers && |
+ abs(velocity) > this.options.velocity && input.eventType & INPUT_END; |
+ }, |
+ |
+ emit: function(input) { |
+ var direction = directionStr(input.offsetDirection); |
+ 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: 9, // 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 a 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 = '2.0.6'; |
+ |
+/** |
+ * 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) { |
+ this.options = assign({}, Hammer.defaults, options || {}); |
+ |
+ 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(this.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) { |
+ assign(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; |
+ } |
+ |
+ recognizer = this.get(recognizer); |
+ |
+ // let's make sure this recognizer exists |
+ if (recognizer) { |
+ var recognizers = this.recognizers; |
+ var index = inArray(recognizers, recognizer); |
+ |
+ if (index !== -1) { |
+ recognizers.splice(index, 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] && 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; |
+ if (!element.style) { |
+ return; |
+ } |
+ 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); |
+} |
+ |
+assign(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, |
+ assign: assign, |
+ inherit: inherit, |
+ bindFn: bindFn, |
+ prefixed: prefixed |
+}); |
+ |
+// this prevents errors when Hammer is loaded in the presence of an AMD |
+// style loader but by script tag, not by the loader. |
+var freeGlobal = (typeof window !== 'undefined' ? window : (typeof self !== 'undefined' ? self : {})); // jshint ignore:line |
+freeGlobal.Hammer = Hammer; |
+ |
+if (typeof define === 'function' && define.amd) { |
+ define(function() { |
+ return Hammer; |
+ }); |
+} else if (typeof module != 'undefined' && module.exports) { |
+ module.exports = Hammer; |
+} else { |
+ window[exportName] = Hammer; |
+} |
+ |
+})(window, document, 'Hammer'); |