| Index: third_party/hammer/hammer.js
|
| diff --git a/third_party/hammer/hammer.js b/third_party/hammer/hammer.js
|
| new file mode 100644
|
| index 0000000000000000000000000000000000000000..698039baaf8a874570b5f686adf4ce0469c18328
|
| --- /dev/null
|
| +++ 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');
|
|
|