Difference between revisions of "Team:CityU HK/Template"
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+ | {{:Team:CityU_HK/Template/js}} |
Revision as of 14:16, 13 July 2015
/****************************
custom js
- /
jQuery(function($) {
// Mobile sidebars $.fn.expandableSidebar = function(expandedClass) { var $me = this;
$me.on('click', function() { if(!$me.hasClass(expandedClass)) { $me.addClass(expandedClass); } else { $me.removeClass(expandedClass); } }); } // Interval loop $.fn.intervalLoop = function(condition, action, duration, limit) { var counter = 0; var looper = setInterval(function(){ if (counter >= limit || $.fn.checkIfElementExists(condition)) { clearInterval(looper); } else { action(); counter++; } }, duration); }
// Check if element exists $.fn.checkIfElementExists = function(selector) { return $(selector).length; }
var parisController = {
init: function(opts) { var base = this;
// Add classes to elements base._addClasses();
setTimeout(function(){ base._checkCartItems(); base._attachEvents(); }, 1000); },
_addClasses: function() { var base = this;
// Add fade in class to nav + logo $('.landing-page').addClass('fade-in');
// Add class to nav items with subnav $('.wsite-menu-default').find('li.wsite-menu-item-wrap').each(function(){ var $me = $(this);
if($me.children('.wsite-menu-wrap').length > 0) {
$me.addClass('has-submenu'); $('').insertAfter($me.children('a.wsite-menu-item')); } });
// ADd class to subnav items with subnav $('.wsite-menu').find('li.wsite-menu-subitem-wrap').each(function(){ var $me = $(this);
if($me.children('.wsite-menu-wrap').length > 0) {
$me.addClass('has-submenu'); $('').insertAfter($me.children('a.wsite-menu-subitem')); } });
// Keep subnav open if submenu item is active $('.wsite-menu-wrap').find('li.wsite-menu-subitem-wrap').each(function(){ var $me = $(this);
if($me.hasClass('wsite-nav-current')) { $me.parents().addClass('open'); } });
// Add placeholder text to inputs $('.wsite-form-sublabel').each(function(){ var sublabel = $(this).text(); $(this).prev('.wsite-form-input').attr('placeholder', sublabel); });
// Add fullwidth class to gallery thumbs if less than 6 $('.imageGallery').each(function(){ if ($(this).children('div').length <= 6) { $(this).children('div').addClass('fullwidth-mobile'); } }); },
_checkCartItems: function() { var base = this; if($('#wsite-mini-cart').find('li.wsite-product-item').length > 0) { $('body').addClass('cart-full'); } else { $('body').removeClass('cart-full'); } },
_moveLogin: function() { var loginDetach = $('#member-login').detach(); $('.mobile-nav .wsite-menu-default li:last-child').after(loginDetach); },
_attachEvents: function() { var base = this;
// Move cart + login if ($(window).width() <= 992) { $.fn.intervalLoop('.mobile-nav #member-login', base._moveLogin, 800, 5); }
// Subnav toggle $('li.has-submenu').each(function(){ var $me = $(this); var caret = $me.children('span.icon-caret');
caret.on('click', function(){ if($me.children('.wsite-menu-wrap.open').length > 0) { caret.siblings('.wsite-menu-wrap').removeClass('open'); } else { caret.siblings('.wsite-menu-wrap').addClass('open'); } }); });
// Scroll on landing page $('#contentArrow').on('click', function() { $('html, body').animate({ scrollTop: $('.main-wrap').offset().top - $('.paris-header').outerHeight() }, 500); });
// Store category dropdown $('.wsite-com-sidebar').expandableSidebar('sidebar-expanded');
// Search filters dropdown $('#wsite-search-sidebar').expandableSidebar('sidebar-expanded');
// Init fancybox swipe on mobile if ('ontouchstart' in window) { $('body').on('click', 'a.w-fancybox', function() { base._initSwipeGallery(); }); } },
_initSwipeGallery: function() { var base = this;
setTimeout(function(){ var touchGallery = document.getElementsByClassName('fancybox-wrap')[0]; var mc = new Hammer(touchGallery); mc.on("panleft panright", function(ev) { if (ev.type == "panleft") { $("a.fancybox-next").trigger("click"); } else if (ev.type == "panright") { $("a.fancybox-prev").trigger("click"); } base._initSwipeGallery(); }); }, 500); } }
$(document).ready(function(){ parisController.init(); });
});
/***********************************
Plugin js
- /
/*! Hammer.JS - v2.0.4 - 2014-09-28
* http://hammerjs.github.io/ * * Copyright (c) 2014 Jorik Tangelder; * Licensed under the MIT 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); } }
}
/**
* extend object. * means that properties in dest will be overwritten by the ones in src. * @param {Object} dest * @param {Object} src * @param {Boolean} [merge] * @returns {Object} dest */
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;
}
/**
* 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 */
function merge(dest, src) {
return extend(dest, src, true);
}
/**
* 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) { extend(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; return (doc.defaultView || doc.parentWindow);
}
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);
input.scale = firstMultiple ? getScale(firstMultiple.pointers, pointers) : 1; input.rotation = firstMultiple ? getRotation(firstMultiple.pointers, pointers) : 0;
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 = last.deltaX - input.deltaX; var deltaY = last.deltaY - input.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) {
POINTER_ELEMENT_EVENTS = 'MSPointerDown'; POINTER_WINDOW_EVENTS = 'MSPointerMove MSPointerUp MSPointerCancel';
}
/**
* Pointer events input * @constructor * @extends Input */
function PointerEventInput() {
this.evEl = POINTER_ELEMENT_EVENTS; this.evWin = POINTER_WINDOW_EVENTS;
Input.apply(this, arguments);
this.store = (this.manager.session.pointerEvents = []);
}
inherit(PointerEventInput, Input, {
/** * handle mouse events * @param {Object} ev */ handler: function PEhandler(ev) { var store = this.store; var removePointer = false;
var eventTypeNormalized = ev.type.toLowerCase().replace('ms', ); var eventType = POINTER_INPUT_MAP[eventTypeNormalized]; var pointerType = IE10_POINTER_TYPE_ENUM[ev.pointerType] || ev.pointerType;
var isTouch = (pointerType == INPUT_TYPE_TOUCH);
// get index of the event in the store var storeIndex = inArray(store, ev.pointerId, 'pointerId');
// start and mouse must be down if (eventType & INPUT_START && (ev.button === 0 || isTouch)) { if (storeIndex < 0) { store.push(ev); storeIndex = store.length - 1; } } else if (eventType & (INPUT_END | INPUT_CANCEL)) { removePointer = true; }
// it not found, so the pointer hasn't been down (so it's probably a hover) if (storeIndex < 0) { return; }
// update the event in the store store[storeIndex] = ev;
this.callback(this.manager, eventType, { pointers: store, changedPointers: [ev], pointerType: pointerType, srcEvent: ev });
if (removePointer) { // remove from the store store.splice(storeIndex, 1); } }
});
var SINGLE_TOUCH_INPUT_MAP = {
touchstart: INPUT_START, touchmove: INPUT_MOVE, touchend: INPUT_END, touchcancel: INPUT_CANCEL
};
var SINGLE_TOUCH_TARGET_EVENTS = 'touchstart'; var SINGLE_TOUCH_WINDOW_EVENTS = 'touchstart touchmove touchend touchcancel';
/**
* Touch events input * @constructor * @extends Input */
function SingleTouchInput() {
this.evTarget = SINGLE_TOUCH_TARGET_EVENTS; this.evWin = SINGLE_TOUCH_WINDOW_EVENTS; this.started = false;
Input.apply(this, arguments);
}
inherit(SingleTouchInput, Input, {
handler: function TEhandler(ev) { var type = SINGLE_TOUCH_INPUT_MAP[ev.type];
// should we handle the touch events? if (type === INPUT_START) { this.started = true; }
if (!this.started) { return; }
var touches = normalizeSingleTouches.call(this, ev, type);
// when done, reset the started state if (type & (INPUT_END | INPUT_CANCEL) && touches[0].length - touches[1].length === 0) { this.started = false; }
this.callback(this.manager, type, { pointers: touches[0], changedPointers: touches[1], pointerType: INPUT_TYPE_TOUCH, srcEvent: ev }); }
});
/**
* @this {TouchInput} * @param {Object} ev * @param {Number} type flag * @returns {undefined|Array} [all, changed] */
function normalizeSingleTouches(ev, type) {
var all = toArray(ev.touches); var changed = toArray(ev.changedTouches);
if (type & (INPUT_END | INPUT_CANCEL)) { all = uniqueArray(all.concat(changed), 'identifier', true); }
return [all, changed];
}
var TOUCH_INPUT_MAP = {
touchstart: INPUT_START, touchmove: INPUT_MOVE, touchend: INPUT_END, touchcancel: INPUT_CANCEL
};
var TOUCH_TARGET_EVENTS = 'touchstart touchmove touchend touchcancel';
/**
* Multi-user touch events input * @constructor * @extends Input */
function TouchInput() {
this.evTarget = TOUCH_TARGET_EVENTS; this.targetIds = {};
Input.apply(this, arguments);
}
inherit(TouchInput, Input, {
handler: function MTEhandler(ev) { var type = TOUCH_INPUT_MAP[ev.type]; var touches = getTouches.call(this, ev, type); if (!touches) { return; }
this.callback(this.manager, type, { pointers: touches[0], changedPointers: touches[1], pointerType: INPUT_TYPE_TOUCH, srcEvent: ev }); }
});
/**
* @this {TouchInput} * @param {Object} ev * @param {Number} type flag * @returns {undefined|Array} [all, changed] */
function getTouches(ev, type) {
var allTouches = toArray(ev.touches); var targetIds = this.targetIds;
// when there is only one touch, the process can be simplified if (type & (INPUT_START | INPUT_MOVE) && allTouches.length === 1) { targetIds[allTouches[0].identifier] = true; return [allTouches, allTouches]; }
var i, targetTouches, changedTouches = toArray(ev.changedTouches), changedTargetTouches = [], target = this.target;
// get target touches from touches targetTouches = allTouches.filter(function(touch) { return hasParent(touch.target, target); });
// collect touches if (type === INPUT_START) { i = 0; while (i < targetTouches.length) { targetIds[targetTouches[i].identifier] = true; i++; } }
// filter changed touches to only contain touches that exist in the collected target ids i = 0; while (i < changedTouches.length) { if (targetIds[changedTouches[i].identifier]) { changedTargetTouches.push(changedTouches[i]); }
// cleanup removed touches if (type & (INPUT_END | INPUT_CANCEL)) { delete targetIds[changedTouches[i].identifier]; } i++; }
if (!changedTargetTouches.length) { return; }
return [ // merge targetTouches with changedTargetTouches so it contains ALL touches, including 'end' and 'cancel' uniqueArray(targetTouches.concat(changedTargetTouches), 'identifier', true), changedTargetTouches ];
}
/**
* Combined touch and mouse input * * Touch has a higher priority then mouse, and while touching no mouse events are allowed. * This because touch devices also emit mouse events while doing a touch. * * @constructor * @extends Input */
function TouchMouseInput() {
Input.apply(this, arguments);
var handler = bindFn(this.handler, this); this.touch = new TouchInput(this.manager, handler); this.mouse = new MouseInput(this.manager, handler);
}
inherit(TouchMouseInput, Input, {
/** * handle mouse and touch events * @param {Hammer} manager * @param {String} inputEvent * @param {Object} inputData */ handler: function TMEhandler(manager, inputEvent, inputData) { var isTouch = (inputData.pointerType == INPUT_TYPE_TOUCH), isMouse = (inputData.pointerType == INPUT_TYPE_MOUSE);
// when we're in a touch event, so block all upcoming mouse events // most mobile browser also emit mouseevents, right after touchstart if (isTouch) { this.mouse.allow = false; } else if (isMouse && !this.mouse.allow) { return; }
// reset the allowMouse when we're done if (inputEvent & (INPUT_END | INPUT_CANCEL)) { this.mouse.allow = true; }
this.callback(manager, inputEvent, inputData); },
/** * remove the event listeners */ destroy: function destroy() { this.touch.destroy(); this.mouse.destroy(); }
});
var PREFIXED_TOUCH_ACTION = prefixed(TEST_ELEMENT.style, 'touchAction'); var NATIVE_TOUCH_ACTION = PREFIXED_TOUCH_ACTION !== undefined;
// magical touchAction value var TOUCH_ACTION_COMPUTE = 'compute'; var TOUCH_ACTION_AUTO = 'auto'; var TOUCH_ACTION_MANIPULATION = 'manipulation'; // not implemented var TOUCH_ACTION_NONE = 'none'; var TOUCH_ACTION_PAN_X = 'pan-x'; var TOUCH_ACTION_PAN_Y = 'pan-y';
/**
* Touch Action * sets the touchAction property or uses the js alternative * @param {Manager} manager * @param {String} value * @constructor */
function TouchAction(manager, value) {
this.manager = manager; this.set(value);
}
TouchAction.prototype = {
/** * set the touchAction value on the element or enable the polyfill * @param {String} value */ set: function(value) { // find out the touch-action by the event handlers if (value == TOUCH_ACTION_COMPUTE) { value = this.compute(); }
if (NATIVE_TOUCH_ACTION) { this.manager.element.style[PREFIXED_TOUCH_ACTION] = value; } this.actions = value.toLowerCase().trim(); },
/** * just re-set the touchAction value */ update: function() { this.set(this.manager.options.touchAction); },
/** * compute the value for the touchAction property based on the recognizer's settings * @returns {String} value */ compute: function() { var actions = []; each(this.manager.recognizers, function(recognizer) { if (boolOrFn(recognizer.options.enable, [recognizer])) { actions = actions.concat(recognizer.getTouchAction()); } }); return cleanTouchActions(actions.join(' ')); },
/** * this method is called on each input cycle and provides the preventing of the browser behavior * @param {Object} input */ preventDefaults: function(input) { // not needed with native support for the touchAction property if (NATIVE_TOUCH_ACTION) { return; }
var srcEvent = input.srcEvent; var direction = input.offsetDirection;
// if the touch action did prevented once this session if (this.manager.session.prevented) { srcEvent.preventDefault(); return; }
var actions = this.actions; var hasNone = inStr(actions, TOUCH_ACTION_NONE); var hasPanY = inStr(actions, TOUCH_ACTION_PAN_Y); var hasPanX = inStr(actions, TOUCH_ACTION_PAN_X);
if (hasNone || (hasPanY && direction & DIRECTION_HORIZONTAL) || (hasPanX && direction & DIRECTION_VERTICAL)) { return this.preventSrc(srcEvent); } },
/** * call preventDefault to prevent the browser's default behavior (scrolling in most cases) * @param {Object} srcEvent */ preventSrc: function(srcEvent) { this.manager.session.prevented = true; srcEvent.preventDefault(); }
};
/**
* when the touchActions are collected they are not a valid value, so we need to clean things up. * * @param {String} actions * @returns {*} */
function cleanTouchActions(actions) {
// none if (inStr(actions, TOUCH_ACTION_NONE)) { return TOUCH_ACTION_NONE; }
var hasPanX = inStr(actions, TOUCH_ACTION_PAN_X); var hasPanY = inStr(actions, TOUCH_ACTION_PAN_Y);
// pan-x and pan-y can be combined if (hasPanX && hasPanY) { return TOUCH_ACTION_PAN_X + ' ' + TOUCH_ACTION_PAN_Y; }
// pan-x OR pan-y if (hasPanX || hasPanY) { return hasPanX ? TOUCH_ACTION_PAN_X : TOUCH_ACTION_PAN_Y; }
// manipulation if (inStr(actions, TOUCH_ACTION_MANIPULATION)) { return TOUCH_ACTION_MANIPULATION; }
return TOUCH_ACTION_AUTO;
}
/**
* Recognizer flow explained; * * All recognizers have the initial state of POSSIBLE when a input session starts. * The definition of a input session is from the first input until the last input, with all it's movement in it. * * Example session for mouse-input: mousedown -> mousemove -> mouseup * * On each recognizing cycle (see Manager.recognize) the .recognize() method is executed * which determines with state it should be. * * If the recognizer has the state FAILED, CANCELLED or RECOGNIZED (equals ENDED), it is reset to * POSSIBLE to give it another change on the next cycle. * * Possible * | * +-----+---------------+ * | | * +-----+-----+ | * | | | * Failed Cancelled | * +-------+------+ * | | * Recognized Began * | * Changed * | * Ended/Recognized */
var STATE_POSSIBLE = 1; var STATE_BEGAN = 2; var STATE_CHANGED = 4; var STATE_ENDED = 8; var STATE_RECOGNIZED = STATE_ENDED; var STATE_CANCELLED = 16; var STATE_FAILED = 32;
/**
* Recognizer * Every recognizer needs to extend from this class. * @constructor * @param {Object} options */
function Recognizer(options) {
this.id = uniqueId();
this.manager = null; this.options = merge(options || {}, this.defaults);
// default is enable true this.options.enable = ifUndefined(this.options.enable, true);
this.state = STATE_POSSIBLE;
this.simultaneous = {}; this.requireFail = [];
}
Recognizer.prototype = {
/** * @virtual * @type {Object} */ defaults: {},
/** * set options * @param {Object} options * @return {Recognizer} */ set: function(options) { extend(this.options, options);
// also update the touchAction, in case something changed about the directions/enabled state this.manager && this.manager.touchAction.update(); return this; },
/** * recognize simultaneous with an other recognizer. * @param {Recognizer} otherRecognizer * @returns {Recognizer} this */ recognizeWith: function(otherRecognizer) { if (invokeArrayArg(otherRecognizer, 'recognizeWith', this)) { return this; }
var simultaneous = this.simultaneous; otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this); if (!simultaneous[otherRecognizer.id]) { simultaneous[otherRecognizer.id] = otherRecognizer; otherRecognizer.recognizeWith(this); } return this; },
/** * drop the simultaneous link. it doesnt remove the link on the other recognizer. * @param {Recognizer} otherRecognizer * @returns {Recognizer} this */ dropRecognizeWith: function(otherRecognizer) { if (invokeArrayArg(otherRecognizer, 'dropRecognizeWith', this)) { return this; }
otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this); delete this.simultaneous[otherRecognizer.id]; return this; },
/** * recognizer can only run when an other is failing * @param {Recognizer} otherRecognizer * @returns {Recognizer} this */ requireFailure: function(otherRecognizer) { if (invokeArrayArg(otherRecognizer, 'requireFailure', this)) { return this; }
var requireFail = this.requireFail; otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this); if (inArray(requireFail, otherRecognizer) === -1) { requireFail.push(otherRecognizer); otherRecognizer.requireFailure(this); } return this; },
/** * drop the requireFailure link. it does not remove the link on the other recognizer. * @param {Recognizer} otherRecognizer * @returns {Recognizer} this */ dropRequireFailure: function(otherRecognizer) { if (invokeArrayArg(otherRecognizer, 'dropRequireFailure', this)) { return this; }
otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this); var index = inArray(this.requireFail, otherRecognizer); if (index > -1) { this.requireFail.splice(index, 1); } return this; },
/** * has require failures boolean * @returns {boolean} */ hasRequireFailures: function() { return this.requireFail.length > 0; },
/** * if the recognizer can recognize simultaneous with an other recognizer * @param {Recognizer} otherRecognizer * @returns {Boolean} */ canRecognizeWith: function(otherRecognizer) { return !!this.simultaneous[otherRecognizer.id]; },
/** * You should use `tryEmit` instead of `emit` directly to check * that all the needed recognizers has failed before emitting. * @param {Object} input */ emit: function(input) { var self = this; var state = this.state;
function emit(withState) { self.manager.emit(self.options.event + (withState ? stateStr(state) : ), input); }
// 'panstart' and 'panmove' if (state < STATE_ENDED) { emit(true); }
emit(); // simple 'eventName' events
// panend and pancancel if (state >= STATE_ENDED) { emit(true); } },
/** * Check that all the require failure recognizers has failed, * if true, it emits a gesture event, * otherwise, setup the state to FAILED. * @param {Object} input */ tryEmit: function(input) { if (this.canEmit()) { return this.emit(input); } // it's failing anyway this.state = STATE_FAILED; },
/** * can we emit? * @returns {boolean} */ canEmit: function() { var i = 0; while (i < this.requireFail.length) { if (!(this.requireFail[i].state & (STATE_FAILED | STATE_POSSIBLE))) { return false; } i++; } return true; },
/** * update the recognizer * @param {Object} inputData */ recognize: function(inputData) { // make a new copy of the inputData // so we can change the inputData without messing up the other recognizers var inputDataClone = extend({}, inputData);
// is is enabled and allow recognizing? if (!boolOrFn(this.options.enable, [this, inputDataClone])) { this.reset(); this.state = STATE_FAILED; return; }
// reset when we've reached the end if (this.state & (STATE_RECOGNIZED | STATE_CANCELLED | STATE_FAILED)) { this.state = STATE_POSSIBLE; }
this.state = this.process(inputDataClone);
// the recognizer has recognized a gesture // so trigger an event if (this.state & (STATE_BEGAN | STATE_CHANGED | STATE_ENDED | STATE_CANCELLED)) { this.tryEmit(inputDataClone); } },
/** * return the state of the recognizer * the actual recognizing happens in this method * @virtual * @param {Object} inputData * @returns {Const} STATE */ process: function(inputData) { }, // jshint ignore:line
/** * return the preferred touch-action * @virtual * @returns {Array} */ getTouchAction: function() { },
/** * called when the gesture isn't allowed to recognize * like when another is being recognized or it is disabled * @virtual */ reset: function() { }
};
/**
* get a usable string, used as event postfix * @param {Const} state * @returns {String} state */
function stateStr(state) {
if (state & STATE_CANCELLED) { return 'cancel'; } else if (state & STATE_ENDED) { return 'end'; } else if (state & STATE_CHANGED) { return 'move'; } else if (state & STATE_BEGAN) { return 'start'; } return ;
}
/**
* direction cons to string * @param {Const} direction * @returns {String} */
function directionStr(direction) {
if (direction == DIRECTION_DOWN) { return 'down'; } else if (direction == DIRECTION_UP) { return 'up'; } else if (direction == DIRECTION_LEFT) { return 'left'; } else if (direction == DIRECTION_RIGHT) { return 'right'; } return ;
}
/**
* get a recognizer by name if it is bound to a manager * @param {Recognizer|String} otherRecognizer * @param {Recognizer} recognizer * @returns {Recognizer} */
function getRecognizerByNameIfManager(otherRecognizer, recognizer) {
var manager = recognizer.manager; if (manager) { return manager.get(otherRecognizer); } return otherRecognizer;
}
/**
* This recognizer is just used as a base for the simple attribute recognizers. * @constructor * @extends Recognizer */
function AttrRecognizer() {
Recognizer.apply(this, arguments);
}
inherit(AttrRecognizer, Recognizer, {
/** * @namespace * @memberof AttrRecognizer */ defaults: { /** * @type {Number} * @default 1 */ pointers: 1 },
/** * Used to check if it the recognizer receives valid input, like input.distance > 10. * @memberof AttrRecognizer * @param {Object} input * @returns {Boolean} recognized */ attrTest: function(input) { var optionPointers = this.options.pointers; return optionPointers === 0 || input.pointers.length === optionPointers; },
/** * Process the input and return the state for the recognizer * @memberof AttrRecognizer * @param {Object} input * @returns {*} State */ process: function(input) { var state = this.state; var eventType = input.eventType;
var isRecognized = state & (STATE_BEGAN | STATE_CHANGED); var isValid = this.attrTest(input);
// on cancel input and we've recognized before, return STATE_CANCELLED if (isRecognized && (eventType & INPUT_CANCEL || !isValid)) { return state | STATE_CANCELLED; } else if (isRecognized || isValid) { if (eventType & INPUT_END) { return state | STATE_ENDED; } else if (!(state & STATE_BEGAN)) { return STATE_BEGAN; } return state | STATE_CHANGED; } return STATE_FAILED; }
});
/**
* Pan * Recognized when the pointer is down and moved in the allowed direction. * @constructor * @extends AttrRecognizer */
function PanRecognizer() {
AttrRecognizer.apply(this, arguments);
this.pX = null; this.pY = null;
}
inherit(PanRecognizer, AttrRecognizer, {
/** * @namespace * @memberof PanRecognizer */ defaults: { event: 'pan', threshold: 10, pointers: 1, direction: DIRECTION_ALL },
getTouchAction: function() { var direction = this.options.direction; var actions = []; if (direction & DIRECTION_HORIZONTAL) { actions.push(TOUCH_ACTION_PAN_Y); } if (direction & DIRECTION_VERTICAL) { actions.push(TOUCH_ACTION_PAN_X); } return actions; },
directionTest: function(input) { var options = this.options; var hasMoved = true; var distance = input.distance; var direction = input.direction; var x = input.deltaX; var y = input.deltaY;
// lock to axis? if (!(direction & options.direction)) { if (options.direction & DIRECTION_HORIZONTAL) { direction = (x === 0) ? DIRECTION_NONE : (x < 0) ? DIRECTION_LEFT : DIRECTION_RIGHT; hasMoved = x != this.pX; distance = Math.abs(input.deltaX); } else { direction = (y === 0) ? DIRECTION_NONE : (y < 0) ? DIRECTION_UP : DIRECTION_DOWN; hasMoved = y != this.pY; distance = Math.abs(input.deltaY); } } input.direction = direction; return hasMoved && distance > options.threshold && direction & options.direction; },
attrTest: function(input) { return AttrRecognizer.prototype.attrTest.call(this, input) && (this.state & STATE_BEGAN || (!(this.state & STATE_BEGAN) && this.directionTest(input))); },
emit: function(input) { this.pX = input.deltaX; this.pY = input.deltaY;
var direction = directionStr(input.direction); if (direction) { this.manager.emit(this.options.event + direction, input); }
this._super.emit.call(this, input); }
});
/**
* Pinch * Recognized when two or more pointers are moving toward (zoom-in) or away from each other (zoom-out). * @constructor * @extends AttrRecognizer */
function PinchRecognizer() {
AttrRecognizer.apply(this, arguments);
}
inherit(PinchRecognizer, AttrRecognizer, {
/** * @namespace * @memberof PinchRecognizer */ defaults: { event: 'pinch', threshold: 0, pointers: 2 },
getTouchAction: function() { return [TOUCH_ACTION_NONE]; },
attrTest: function(input) { return this._super.attrTest.call(this, input) && (Math.abs(input.scale - 1) > this.options.threshold || this.state & STATE_BEGAN); },
emit: function(input) { this._super.emit.call(this, input); if (input.scale !== 1) { var inOut = input.scale < 1 ? 'in' : 'out'; this.manager.emit(this.options.event + inOut, input); } }
});
/**
* Press * Recognized when the pointer is down for x ms without any movement. * @constructor * @extends Recognizer */
function PressRecognizer() {
Recognizer.apply(this, arguments);
this._timer = null; this._input = null;
}
inherit(PressRecognizer, Recognizer, {
/** * @namespace * @memberof PressRecognizer */ defaults: { event: 'press', pointers: 1, time: 500, // minimal time of the pointer to be pressed threshold: 5 // a minimal movement is ok, but keep it low },
getTouchAction: function() { return [TOUCH_ACTION_AUTO]; },
process: function(input) { var options = this.options; var validPointers = input.pointers.length === options.pointers; var validMovement = input.distance < options.threshold; var validTime = input.deltaTime > options.time;
this._input = input;
// we only allow little movement // and we've reached an end event, so a tap is possible if (!validMovement || !validPointers || (input.eventType & (INPUT_END | INPUT_CANCEL) && !validTime)) { this.reset(); } else if (input.eventType & INPUT_START) { this.reset(); this._timer = setTimeoutContext(function() { this.state = STATE_RECOGNIZED; this.tryEmit(); }, options.time, this); } else if (input.eventType & INPUT_END) { return STATE_RECOGNIZED; } return STATE_FAILED; },
reset: function() { clearTimeout(this._timer); },
emit: function(input) { if (this.state !== STATE_RECOGNIZED) { return; }
if (input && (input.eventType & INPUT_END)) { this.manager.emit(this.options.event + 'up', input); } else { this._input.timeStamp = now(); this.manager.emit(this.options.event, this._input); } }
});
/**
* Rotate * Recognized when two or more pointer are moving in a circular motion. * @constructor * @extends AttrRecognizer */
function RotateRecognizer() {
AttrRecognizer.apply(this, arguments);
}
inherit(RotateRecognizer, AttrRecognizer, {
/** * @namespace * @memberof RotateRecognizer */ defaults: { event: 'rotate', threshold: 0, pointers: 2 },
getTouchAction: function() { return [TOUCH_ACTION_NONE]; },
attrTest: function(input) { return this._super.attrTest.call(this, input) && (Math.abs(input.rotation) > this.options.threshold || this.state & STATE_BEGAN); }
});
/**
* Swipe * Recognized when the pointer is moving fast (velocity), with enough distance in the allowed direction. * @constructor * @extends AttrRecognizer */
function SwipeRecognizer() {
AttrRecognizer.apply(this, arguments);
}
inherit(SwipeRecognizer, AttrRecognizer, {
/** * @namespace * @memberof SwipeRecognizer */ defaults: { event: 'swipe', threshold: 10, velocity: 0.65, direction: DIRECTION_HORIZONTAL | DIRECTION_VERTICAL, pointers: 1 },
getTouchAction: function() { return PanRecognizer.prototype.getTouchAction.call(this); },
attrTest: function(input) { var direction = this.options.direction; var velocity;
if (direction & (DIRECTION_HORIZONTAL | DIRECTION_VERTICAL)) { velocity = input.velocity; } else if (direction & DIRECTION_HORIZONTAL) { velocity = input.velocityX; } else if (direction & DIRECTION_VERTICAL) { velocity = input.velocityY; }
return this._super.attrTest.call(this, input) && direction & input.direction && input.distance > this.options.threshold && abs(velocity) > this.options.velocity && input.eventType & INPUT_END; },
emit: function(input) { var direction = directionStr(input.direction); if (direction) { this.manager.emit(this.options.event + direction, input); }
this.manager.emit(this.options.event, input); }
});
/**
* A tap is ecognized when the pointer is doing a small tap/click. Multiple taps are recognized if they occur * between the given interval and position. The delay option can be used to recognize multi-taps without firing * a single tap. * * The eventData from the emitted event contains the property `tapCount`, which contains the amount of * multi-taps being recognized. * @constructor * @extends Recognizer */
function TapRecognizer() {
Recognizer.apply(this, arguments);
// previous time and center, // used for tap counting this.pTime = false; this.pCenter = false;
this._timer = null; this._input = null; this.count = 0;
}
inherit(TapRecognizer, Recognizer, {
/** * @namespace * @memberof PinchRecognizer */ defaults: { event: 'tap', pointers: 1, taps: 1, interval: 300, // max time between the multi-tap taps time: 250, // max time of the pointer to be down (like finger on the screen) threshold: 2, // a minimal movement is ok, but keep it low posThreshold: 10 // a multi-tap can be a bit off the initial position },
getTouchAction: function() { return [TOUCH_ACTION_MANIPULATION]; },
process: function(input) { var options = this.options;
var validPointers = input.pointers.length === options.pointers; var validMovement = input.distance < options.threshold; var validTouchTime = input.deltaTime < options.time;
this.reset();
if ((input.eventType & INPUT_START) && (this.count === 0)) { return this.failTimeout(); }
// we only allow little movement // and we've reached an end event, so a tap is possible if (validMovement && validTouchTime && validPointers) { if (input.eventType != INPUT_END) { return this.failTimeout(); }
var validInterval = this.pTime ? (input.timeStamp - this.pTime < options.interval) : true; var validMultiTap = !this.pCenter || getDistance(this.pCenter, input.center) < options.posThreshold;
this.pTime = input.timeStamp; this.pCenter = input.center;
if (!validMultiTap || !validInterval) { this.count = 1; } else { this.count += 1; }
this._input = input;
// if tap count matches we have recognized it, // else it has began recognizing... var tapCount = this.count % options.taps; if (tapCount === 0) { // no failing requirements, immediately trigger the tap event // or wait as long as the multitap interval to trigger if (!this.hasRequireFailures()) { return STATE_RECOGNIZED; } else { this._timer = setTimeoutContext(function() { this.state = STATE_RECOGNIZED; this.tryEmit(); }, options.interval, this); return STATE_BEGAN; } } } return STATE_FAILED; },
failTimeout: function() { this._timer = setTimeoutContext(function() { this.state = STATE_FAILED; }, this.options.interval, this); return STATE_FAILED; },
reset: function() { clearTimeout(this._timer); },
emit: function() { if (this.state == STATE_RECOGNIZED ) { this._input.tapCount = this.count; this.manager.emit(this.options.event, this._input); } }
});
/**
* Simple way to create an manager with a default set of recognizers. * @param {HTMLElement} element * @param {Object} [options] * @constructor */
function Hammer(element, options) {
options = options || {}; options.recognizers = ifUndefined(options.recognizers, Hammer.defaults.preset); return new Manager(element, options);
}
/**
* @const {string} */
Hammer.VERSION = '2.0.4';
/**
* default settings * @namespace */
Hammer.defaults = {
/** * set if DOM events are being triggered. * But this is slower and unused by simple implementations, so disabled by default. * @type {Boolean} * @default false */ domEvents: false,
/** * The value for the touchAction property/fallback. * When set to `compute` it will magically set the correct value based on the added recognizers. * @type {String} * @default compute */ touchAction: TOUCH_ACTION_COMPUTE,
/** * @type {Boolean} * @default true */ enable: true,
/** * EXPERIMENTAL FEATURE -- can be removed/changed * Change the parent input target element. * If Null, then it is being set the to main element. * @type {Null|EventTarget} * @default null */ inputTarget: null,
/** * force an input class * @type {Null|Function} * @default null */ inputClass: null,
/** * Default recognizer setup when calling `Hammer()` * When creating a new Manager these will be skipped. * @type {Array} */ preset: [ // RecognizerClass, options, [recognizeWith, ...], [requireFailure, ...] [RotateRecognizer, { enable: false }], [PinchRecognizer, { enable: false }, ['rotate']], [SwipeRecognizer,{ direction: DIRECTION_HORIZONTAL }], [PanRecognizer, { direction: DIRECTION_HORIZONTAL }, ['swipe']], [TapRecognizer], [TapRecognizer, { event: 'doubletap', taps: 2 }, ['tap']], [PressRecognizer] ],
/** * Some CSS properties can be used to improve the working of Hammer. * Add them to this method and they will be set when creating a new Manager. * @namespace */ cssProps: { /** * Disables text selection to improve the dragging gesture. Mainly for desktop browsers. * @type {String} * @default 'none' */ userSelect: 'none',
/** * Disable the Windows Phone grippers when pressing an element. * @type {String} * @default 'none' */ touchSelect: 'none',
/** * Disables the default callout shown when you touch and hold a touch target. * On iOS, when you touch and hold a touch target such as a link, Safari displays * a callout containing information about the link. This property allows you to disable that callout. * @type {String} * @default 'none' */ touchCallout: 'none',
/** * Specifies whether zooming is enabled. Used by IE10> * @type {String} * @default 'none' */ contentZooming: 'none',
/** * Specifies that an entire element should be draggable instead of its contents. Mainly for desktop browsers. * @type {String} * @default 'none' */ userDrag: 'none',
/** * Overrides the highlight color shown when the user taps a link or a JavaScript * clickable element in iOS. This property obeys the alpha value, if specified. * @type {String} * @default 'rgba(0,0,0,0)' */ tapHighlightColor: 'rgba(0,0,0,0)' }
};
var STOP = 1; var FORCED_STOP = 2;
/**
* Manager * @param {HTMLElement} element * @param {Object} [options] * @constructor */
function Manager(element, options) {
options = options || {};
this.options = merge(options, Hammer.defaults); this.options.inputTarget = this.options.inputTarget || element;
this.handlers = {}; this.session = {}; this.recognizers = [];
this.element = element; this.input = createInputInstance(this); this.touchAction = new TouchAction(this, this.options.touchAction);
toggleCssProps(this, true);
each(options.recognizers, function(item) { var recognizer = this.add(new (item[0])(item[1])); item[2] && recognizer.recognizeWith(item[2]); item[3] && recognizer.requireFailure(item[3]); }, this);
}
Manager.prototype = {
/** * set options * @param {Object} options * @returns {Manager} */ set: function(options) { extend(this.options, options);
// Options that need a little more setup if (options.touchAction) { this.touchAction.update(); } if (options.inputTarget) { // Clean up existing event listeners and reinitialize this.input.destroy(); this.input.target = options.inputTarget; this.input.init(); } return this; },
/** * stop recognizing for this session. * This session will be discarded, when a new [input]start event is fired. * When forced, the recognizer cycle is stopped immediately. * @param {Boolean} [force] */ stop: function(force) { this.session.stopped = force ? FORCED_STOP : STOP; },
/** * run the recognizers! * called by the inputHandler function on every movement of the pointers (touches) * it walks through all the recognizers and tries to detect the gesture that is being made * @param {Object} inputData */ recognize: function(inputData) { var session = this.session; if (session.stopped) { return; }
// run the touch-action polyfill this.touchAction.preventDefaults(inputData);
var recognizer; var recognizers = this.recognizers;
// this holds the recognizer that is being recognized. // so the recognizer's state needs to be BEGAN, CHANGED, ENDED or RECOGNIZED // if no recognizer is detecting a thing, it is set to `null` var curRecognizer = session.curRecognizer;
// reset when the last recognizer is recognized // or when we're in a new session if (!curRecognizer || (curRecognizer && curRecognizer.state & STATE_RECOGNIZED)) { curRecognizer = session.curRecognizer = null; }
var i = 0; while (i < recognizers.length) { recognizer = recognizers[i];
// find out if we are allowed try to recognize the input for this one. // 1. allow if the session is NOT forced stopped (see the .stop() method) // 2. allow if we still haven't recognized a gesture in this session, or the this recognizer is the one // that is being recognized. // 3. allow if the recognizer is allowed to run simultaneous with the current recognized recognizer. // this can be setup with the `recognizeWith()` method on the recognizer. if (session.stopped !== FORCED_STOP && ( // 1 !curRecognizer || recognizer == curRecognizer || // 2 recognizer.canRecognizeWith(curRecognizer))) { // 3 recognizer.recognize(inputData); } else { recognizer.reset(); }
// if the recognizer has been recognizing the input as a valid gesture, we want to store this one as the // current active recognizer. but only if we don't already have an active recognizer if (!curRecognizer && recognizer.state & (STATE_BEGAN | STATE_CHANGED | STATE_ENDED)) { curRecognizer = session.curRecognizer = recognizer; } i++; } },
/** * get a recognizer by its event name. * @param {Recognizer|String} recognizer * @returns {Recognizer|Null} */ get: function(recognizer) { if (recognizer instanceof Recognizer) { return recognizer; }
var recognizers = this.recognizers; for (var i = 0; i < recognizers.length; i++) { if (recognizers[i].options.event == recognizer) { return recognizers[i]; } } return null; },
/** * add a recognizer to the manager * existing recognizers with the same event name will be removed * @param {Recognizer} recognizer * @returns {Recognizer|Manager} */ add: function(recognizer) { if (invokeArrayArg(recognizer, 'add', this)) { return this; }
// remove existing var existing = this.get(recognizer.options.event); if (existing) { this.remove(existing); }
this.recognizers.push(recognizer); recognizer.manager = this;
this.touchAction.update(); return recognizer; },
/** * remove a recognizer by name or instance * @param {Recognizer|String} recognizer * @returns {Manager} */ remove: function(recognizer) { if (invokeArrayArg(recognizer, 'remove', this)) { return this; }
var recognizers = this.recognizers; recognizer = this.get(recognizer); recognizers.splice(inArray(recognizers, recognizer), 1);
this.touchAction.update(); return this; },
/** * bind event * @param {String} events * @param {Function} handler * @returns {EventEmitter} this */ on: function(events, handler) { var handlers = this.handlers; each(splitStr(events), function(event) { handlers[event] = handlers[event] || []; handlers[event].push(handler); }); return this; },
/** * unbind event, leave emit blank to remove all handlers * @param {String} events * @param {Function} [handler] * @returns {EventEmitter} this */ off: function(events, handler) { var handlers = this.handlers; each(splitStr(events), function(event) { if (!handler) { delete handlers[event]; } else { handlers[event].splice(inArray(handlers[event], handler), 1); } }); return this; },
/** * emit event to the listeners * @param {String} event * @param {Object} data */ emit: function(event, data) { // we also want to trigger dom events if (this.options.domEvents) { triggerDomEvent(event, data); }
// no handlers, so skip it all var handlers = this.handlers[event] && this.handlers[event].slice(); if (!handlers || !handlers.length) { return; }
data.type = event; data.preventDefault = function() { data.srcEvent.preventDefault(); };
var i = 0; while (i < handlers.length) { handlers[i](data); i++; } },
/** * destroy the manager and unbinds all events * it doesn't unbind dom events, that is the user own responsibility */ destroy: function() { this.element && toggleCssProps(this, false);
this.handlers = {}; this.session = {}; this.input.destroy(); this.element = null; }
};
/**
* add/remove the css properties as defined in manager.options.cssProps * @param {Manager} manager * @param {Boolean} add */
function toggleCssProps(manager, add) {
var element = manager.element; each(manager.options.cssProps, function(value, name) { element.style[prefixed(element.style, name)] = add ? value : ; });
}
/**
* trigger dom event * @param {String} event * @param {Object} data */
function triggerDomEvent(event, data) {
var gestureEvent = document.createEvent('Event'); gestureEvent.initEvent(event, true, true); gestureEvent.gesture = data; data.target.dispatchEvent(gestureEvent);
}
extend(Hammer, {
INPUT_START: INPUT_START, INPUT_MOVE: INPUT_MOVE, INPUT_END: INPUT_END, INPUT_CANCEL: INPUT_CANCEL,
STATE_POSSIBLE: STATE_POSSIBLE, STATE_BEGAN: STATE_BEGAN, STATE_CHANGED: STATE_CHANGED, STATE_ENDED: STATE_ENDED, STATE_RECOGNIZED: STATE_RECOGNIZED, STATE_CANCELLED: STATE_CANCELLED, STATE_FAILED: STATE_FAILED,
DIRECTION_NONE: DIRECTION_NONE, DIRECTION_LEFT: DIRECTION_LEFT, DIRECTION_RIGHT: DIRECTION_RIGHT, DIRECTION_UP: DIRECTION_UP, DIRECTION_DOWN: DIRECTION_DOWN, DIRECTION_HORIZONTAL: DIRECTION_HORIZONTAL, DIRECTION_VERTICAL: DIRECTION_VERTICAL, DIRECTION_ALL: DIRECTION_ALL,
Manager: Manager, Input: Input, TouchAction: TouchAction,
TouchInput: TouchInput, MouseInput: MouseInput, PointerEventInput: PointerEventInput, TouchMouseInput: TouchMouseInput, SingleTouchInput: SingleTouchInput,
Recognizer: Recognizer, AttrRecognizer: AttrRecognizer, Tap: TapRecognizer, Pan: PanRecognizer, Swipe: SwipeRecognizer, Pinch: PinchRecognizer, Rotate: RotateRecognizer, Press: PressRecognizer,
on: addEventListeners, off: removeEventListeners, each: each, merge: merge, extend: extend, inherit: inherit, bindFn: bindFn, prefixed: prefixed
});
if (typeof module != 'undefined' && module.exports) {
module.exports = Hammer;
} else {
window[exportName] = Hammer;
}
})(window, document, 'Hammer');