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Diffstat (limited to 'afb-client/bower_components/hammerjs/hammer.js')
-rw-r--r-- | afb-client/bower_components/hammerjs/hammer.js | 2568 |
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diff --git a/afb-client/bower_components/hammerjs/hammer.js b/afb-client/bower_components/hammerjs/hammer.js new file mode 100644 index 0000000..bbabf73 --- /dev/null +++ b/afb-client/bower_components/hammerjs/hammer.js @@ -0,0 +1,2568 @@ +/*! Hammer.JS - v2.0.6 - 2015-12-23 + * http://hammerjs.github.io/ + * + * Copyright (c) 2015 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=false} [merge] + * @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 = 'pan-y'; + +/** + * Touch Action + * sets the touchAction property or uses the js alternative + * @param {Manager} manager + * @param {String} value + * @constructor + */ +function TouchAction(manager, value) { + this.manager = manager; + this.set(value); +} + +TouchAction.prototype = { + /** + * set the touchAction value on the element or enable the polyfill + * @param {String} value + */ + set: function(value) { + // find out the touch-action by the event handlers + if (value == TOUCH_ACTION_COMPUTE) { + value = this.compute(); + } + + if (NATIVE_TOUCH_ACTION && this.manager.element.style) { + 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'); |