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  1. /* tslint:disable */
  2. const win = window;
  3. const doc = document;
  4. /*! Hammer.JS - v2.0.6 - 2015-12-23
  5. * http://hammerjs.github.io/
  6. *
  7. * Copyright (c) 2015 Jorik Tangelder;
  8. * Licensed under the license */
  9. var VENDOR_PREFIXES = ['', 'webkit', 'Moz', 'MS', 'ms', 'o'];
  10. var TEST_ELEMENT = doc.createElement('div');
  11. var TYPE_FUNCTION = 'function';
  12. var round = Math.round;
  13. var abs = Math.abs;
  14. var now = Date.now;
  15. /**
  16. * set a timeout with a given scope
  17. * @param {Function} fn
  18. * @param {Number} timeout
  19. * @param {Object} context
  20. * @returns {number}
  21. */
  22. function setTimeoutContext(fn, timeout, context) {
  23. return setTimeout(bindFn(fn, context), timeout);
  24. }
  25. /**
  26. * if the argument is an array, we want to execute the fn on each entry
  27. * if it aint an array we don't want to do a thing.
  28. * this is used by all the methods that accept a single and array argument.
  29. * @param {*|Array} arg
  30. * @param {String} fn
  31. * @param {Object} [context]
  32. * @returns {Boolean}
  33. */
  34. function invokeArrayArg(arg, fn, context) {
  35. if (Array.isArray(arg)) {
  36. each(arg, context[fn], context);
  37. return true;
  38. }
  39. return false;
  40. }
  41. /**
  42. * walk objects and arrays
  43. * @param {Object} obj
  44. * @param {Function} iterator
  45. * @param {Object} context
  46. */
  47. function each(obj, iterator, context) {
  48. var i;
  49. if (!obj) {
  50. return;
  51. }
  52. if (obj.forEach) {
  53. obj.forEach(iterator, context);
  54. }
  55. else if (obj.length !== undefined) {
  56. i = 0;
  57. while (i < obj.length) {
  58. iterator.call(context, obj[i], i, obj);
  59. i++;
  60. }
  61. }
  62. else {
  63. for (i in obj) {
  64. obj.hasOwnProperty(i) && iterator.call(context, obj[i], i, obj);
  65. }
  66. }
  67. }
  68. /**
  69. * simple class inheritance
  70. * @param {Function} child
  71. * @param {Function} base
  72. * @param {Object} [properties]
  73. */
  74. function inherit(child, base, properties) {
  75. var baseP = base.prototype, childP;
  76. childP = child.prototype = Object.create(baseP);
  77. childP.constructor = child;
  78. childP._super = baseP;
  79. if (properties) {
  80. Object.assign(childP, properties);
  81. }
  82. }
  83. /**
  84. * simple function bind
  85. * @param {Function} fn
  86. * @param {Object} context
  87. * @returns {Function}
  88. */
  89. function bindFn(fn, context) {
  90. return function boundFn() {
  91. return fn.apply(context, arguments);
  92. };
  93. }
  94. /**
  95. * let a boolean value also be a function that must return a boolean
  96. * this first item in args will be used as the context
  97. * @param {Boolean|Function} val
  98. * @param {Array} [args]
  99. * @returns {Boolean}
  100. */
  101. function boolOrFn(val, args) {
  102. if (typeof val == TYPE_FUNCTION) {
  103. return val.apply(args ? args[0] || undefined : undefined, args);
  104. }
  105. return val;
  106. }
  107. /**
  108. * use the val2 when val1 is undefined
  109. * @param {*} val1
  110. * @param {*} val2
  111. * @returns {*}
  112. */
  113. function ifUndefined(val1, val2) {
  114. return (val1 === undefined) ? val2 : val1;
  115. }
  116. /**
  117. * addEventListener with multiple events at once
  118. * @param {EventTarget} target
  119. * @param {String} types
  120. * @param {Function} handler
  121. */
  122. function addEventListeners(target, types, handler) {
  123. each(splitStr(types), function (type) {
  124. target.addEventListener(type, handler, false);
  125. });
  126. }
  127. /**
  128. * removeEventListener with multiple events at once
  129. * @param {EventTarget} target
  130. * @param {String} types
  131. * @param {Function} handler
  132. */
  133. function removeEventListeners(target, types, handler) {
  134. each(splitStr(types), function (type) {
  135. target.removeEventListener(type, handler, false);
  136. });
  137. }
  138. /**
  139. * find if a node is in the given parent
  140. * @method hasParent
  141. * @param {HTMLElement} node
  142. * @param {HTMLElement} parent
  143. * @return {Boolean} found
  144. */
  145. function hasParent(node, parent) {
  146. while (node) {
  147. if (node == parent) {
  148. return true;
  149. }
  150. node = node.parentNode;
  151. }
  152. return false;
  153. }
  154. /**
  155. * small indexOf wrapper
  156. * @param {String} str
  157. * @param {String} find
  158. * @returns {Boolean} found
  159. */
  160. function inStr(str, find) {
  161. return str.indexOf(find) > -1;
  162. }
  163. /**
  164. * split string on whitespace
  165. * @param {String} str
  166. * @returns {Array} words
  167. */
  168. function splitStr(str) {
  169. return str.trim().split(/\s+/g);
  170. }
  171. /**
  172. * find if a array contains the object using indexOf or a simple polyFill
  173. * @param {Array} src
  174. * @param {String} find
  175. * @param {String} [findByKey]
  176. * @return {Boolean|Number} false when not found, or the index
  177. */
  178. function inArray(src, find, findByKey) {
  179. if (src.indexOf && !findByKey) {
  180. return src.indexOf(find);
  181. }
  182. else {
  183. var i = 0;
  184. while (i < src.length) {
  185. if ((findByKey && src[i][findByKey] == find) || (!findByKey && src[i] === find)) {
  186. return i;
  187. }
  188. i++;
  189. }
  190. return -1;
  191. }
  192. }
  193. /**
  194. * convert array-like objects to real arrays
  195. * @param {Object} obj
  196. * @returns {Array}
  197. */
  198. function toArray(obj) {
  199. return Array.prototype.slice.call(obj, 0);
  200. }
  201. /**
  202. * unique array with objects based on a key (like 'id') or just by the array's value
  203. * @param {Array} src [{id:1},{id:2},{id:1}]
  204. * @param {String} [key]
  205. * @param {Boolean} [sort=False]
  206. * @returns {Array} [{id:1},{id:2}]
  207. */
  208. function uniqueArray(src, key, sort) {
  209. var results = [];
  210. var values = [];
  211. var i = 0;
  212. while (i < src.length) {
  213. var val = key ? src[i][key] : src[i];
  214. if (inArray(values, val) < 0) {
  215. results.push(src[i]);
  216. }
  217. values[i] = val;
  218. i++;
  219. }
  220. if (sort) {
  221. if (!key) {
  222. results = results.sort();
  223. }
  224. else {
  225. results = results.sort(function sortUniqueArray(a, b) {
  226. return a[key] > b[key] ? 1 : 0;
  227. });
  228. }
  229. }
  230. return results;
  231. }
  232. /**
  233. * get the prefixed property
  234. * @param {Object} obj
  235. * @param {String} property
  236. * @returns {String|Undefined} prefixed
  237. */
  238. function prefixed(obj, property) {
  239. var prefix, prop;
  240. var camelProp = property[0].toUpperCase() + property.slice(1);
  241. var i = 0;
  242. while (i < VENDOR_PREFIXES.length) {
  243. prefix = VENDOR_PREFIXES[i];
  244. prop = (prefix) ? prefix + camelProp : property;
  245. if (prop in obj) {
  246. return prop;
  247. }
  248. i++;
  249. }
  250. return undefined;
  251. }
  252. /**
  253. * get a unique id
  254. * @returns {number} uniqueId
  255. */
  256. var _uniqueId = 1;
  257. function uniqueId() {
  258. return _uniqueId++;
  259. }
  260. /**
  261. * get the window object of an element
  262. * @param {HTMLElement} element
  263. * @returns {DocumentView|Window}
  264. */
  265. function getWindowForElement(element) {
  266. var doc = element.ownerDocument || element;
  267. return (doc.defaultView || doc.parentWindow || window);
  268. }
  269. var MOBILE_REGEX = /mobile|tablet|ip(ad|hone|od)|android/i;
  270. var SUPPORT_TOUCH = ('ontouchstart' in window);
  271. var SUPPORT_POINTER_EVENTS = prefixed(window, 'PointerEvent') !== undefined;
  272. var SUPPORT_ONLY_TOUCH = SUPPORT_TOUCH && MOBILE_REGEX.test(navigator.userAgent);
  273. var INPUT_TYPE_TOUCH = 'touch';
  274. var INPUT_TYPE_PEN = 'pen';
  275. var INPUT_TYPE_MOUSE = 'mouse';
  276. var INPUT_TYPE_KINECT = 'kinect';
  277. var COMPUTE_INTERVAL = 25;
  278. var INPUT_START = 1;
  279. var INPUT_MOVE = 2;
  280. var INPUT_END = 4;
  281. var INPUT_CANCEL = 8;
  282. var DIRECTION_NONE = 1;
  283. export var DIRECTION_LEFT = 2;
  284. export var DIRECTION_RIGHT = 4;
  285. var DIRECTION_UP = 8;
  286. var DIRECTION_DOWN = 16;
  287. export var DIRECTION_HORIZONTAL = DIRECTION_LEFT | DIRECTION_RIGHT;
  288. export var DIRECTION_VERTICAL = DIRECTION_UP | DIRECTION_DOWN;
  289. var DIRECTION_ALL = DIRECTION_HORIZONTAL | DIRECTION_VERTICAL;
  290. var PROPS_XY = ['x', 'y'];
  291. var PROPS_CLIENT_XY = ['clientX', 'clientY'];
  292. /**
  293. * create new input type manager
  294. * @param {Manager} manager
  295. * @param {Function} callback
  296. * @returns {Input}
  297. * @constructor
  298. */
  299. function Input(manager, callback) {
  300. var self = this;
  301. this.manager = manager;
  302. this.callback = callback;
  303. this.element = manager.element;
  304. this.target = manager.options.inputTarget;
  305. // smaller wrapper around the handler, for the scope and the enabled state of the manager,
  306. // so when disabled the input events are completely bypassed.
  307. this.domHandler = function (ev) {
  308. if (boolOrFn(manager.options.enable, [manager])) {
  309. self.handler(ev);
  310. }
  311. };
  312. this.init();
  313. }
  314. Input.prototype = {
  315. /**
  316. * should handle the inputEvent data and trigger the callback
  317. * @virtual
  318. */
  319. handler: function () { },
  320. /**
  321. * bind the events
  322. */
  323. init: function () {
  324. this.evEl && addEventListeners(this.element, this.evEl, this.domHandler);
  325. this.evTarget && addEventListeners(this.target, this.evTarget, this.domHandler);
  326. this.evWin && addEventListeners(getWindowForElement(this.element), this.evWin, this.domHandler);
  327. },
  328. /**
  329. * unbind the events
  330. */
  331. destroy: function () {
  332. this.evEl && removeEventListeners(this.element, this.evEl, this.domHandler);
  333. this.evTarget && removeEventListeners(this.target, this.evTarget, this.domHandler);
  334. this.evWin && removeEventListeners(getWindowForElement(this.element), this.evWin, this.domHandler);
  335. }
  336. };
  337. /**
  338. * create new input type manager
  339. * called by the Manager constructor
  340. * @param {Hammer} manager
  341. * @returns {Input}
  342. */
  343. function createInputInstance(manager) {
  344. var Type;
  345. var inputClass = manager.options.inputClass;
  346. if (inputClass) {
  347. Type = inputClass;
  348. }
  349. else if (SUPPORT_POINTER_EVENTS) {
  350. Type = PointerEventInput;
  351. }
  352. else if (SUPPORT_ONLY_TOUCH) {
  353. Type = TouchInput;
  354. }
  355. else if (!SUPPORT_TOUCH) {
  356. Type = MouseInput;
  357. }
  358. else {
  359. Type = TouchMouseInput;
  360. }
  361. return new (Type)(manager, inputHandler);
  362. }
  363. /**
  364. * handle input events
  365. * @param {Manager} manager
  366. * @param {String} eventType
  367. * @param {Object} input
  368. */
  369. function inputHandler(manager, eventType, input) {
  370. var pointersLen = input.pointers.length;
  371. var changedPointersLen = input.changedPointers.length;
  372. var isFirst = (eventType & INPUT_START && (pointersLen - changedPointersLen === 0));
  373. var isFinal = (eventType & (INPUT_END | INPUT_CANCEL) && (pointersLen - changedPointersLen === 0));
  374. input.isFirst = !!isFirst;
  375. input.isFinal = !!isFinal;
  376. if (isFirst) {
  377. manager.session = {};
  378. }
  379. // source event is the normalized value of the domEvents
  380. // like 'touchstart, mouseup, pointerdown'
  381. input.eventType = eventType;
  382. // compute scale, rotation etc
  383. computeInputData(manager, input);
  384. // emit secret event
  385. manager.emit('hammer.input', input);
  386. manager.recognize(input);
  387. manager.session.prevInput = input;
  388. }
  389. /**
  390. * extend the data with some usable properties like scale, rotate, velocity etc
  391. * @param {Object} manager
  392. * @param {Object} input
  393. */
  394. function computeInputData(manager, input) {
  395. var session = manager.session;
  396. var pointers = input.pointers;
  397. var pointersLength = pointers.length;
  398. // store the first input to calculate the distance and direction
  399. if (!session.firstInput) {
  400. session.firstInput = simpleCloneInputData(input);
  401. }
  402. // to compute scale and rotation we need to store the multiple touches
  403. if (pointersLength > 1 && !session.firstMultiple) {
  404. session.firstMultiple = simpleCloneInputData(input);
  405. }
  406. else if (pointersLength === 1) {
  407. session.firstMultiple = false;
  408. }
  409. var firstInput = session.firstInput;
  410. var firstMultiple = session.firstMultiple;
  411. var offsetCenter = firstMultiple ? firstMultiple.center : firstInput.center;
  412. var center = input.center = getCenter(pointers);
  413. input.timeStamp = now();
  414. input.deltaTime = input.timeStamp - firstInput.timeStamp;
  415. input.angle = getAngle(offsetCenter, center);
  416. input.distance = getDistance(offsetCenter, center);
  417. computeDeltaXY(session, input);
  418. input.offsetDirection = getDirection(input.deltaX, input.deltaY);
  419. var overallVelocity = getVelocity(input.deltaTime, input.deltaX, input.deltaY);
  420. input.overallVelocityX = overallVelocity.x;
  421. input.overallVelocityY = overallVelocity.y;
  422. input.overallVelocity = (abs(overallVelocity.x) > abs(overallVelocity.y)) ? overallVelocity.x : overallVelocity.y;
  423. input.scale = firstMultiple ? getScale(firstMultiple.pointers, pointers) : 1;
  424. input.rotation = firstMultiple ? getRotation(firstMultiple.pointers, pointers) : 0;
  425. input.maxPointers = !session.prevInput ? input.pointers.length : ((input.pointers.length >
  426. session.prevInput.maxPointers) ? input.pointers.length : session.prevInput.maxPointers);
  427. computeIntervalInputData(session, input);
  428. // find the correct target
  429. var target = manager.element;
  430. if (hasParent(input.srcEvent.target, target)) {
  431. target = input.srcEvent.target;
  432. }
  433. input.target = target;
  434. }
  435. function computeDeltaXY(session, input) {
  436. var center = input.center;
  437. var offset = session.offsetDelta || {};
  438. var prevDelta = session.prevDelta || {};
  439. var prevInput = session.prevInput || {};
  440. if (input.eventType === INPUT_START || prevInput.eventType === INPUT_END) {
  441. prevDelta = session.prevDelta = {
  442. x: prevInput.deltaX || 0,
  443. y: prevInput.deltaY || 0
  444. };
  445. offset = session.offsetDelta = {
  446. x: center.x,
  447. y: center.y
  448. };
  449. }
  450. input.deltaX = prevDelta.x + (center.x - offset.x);
  451. input.deltaY = prevDelta.y + (center.y - offset.y);
  452. }
  453. /**
  454. * velocity is calculated every x ms
  455. * @param {Object} session
  456. * @param {Object} input
  457. */
  458. function computeIntervalInputData(session, input) {
  459. var last = session.lastInterval || input, deltaTime = input.timeStamp - last.timeStamp, velocity, velocityX, velocityY, direction;
  460. if (input.eventType != INPUT_CANCEL && (deltaTime > COMPUTE_INTERVAL || last.velocity === undefined)) {
  461. var deltaX = input.deltaX - last.deltaX;
  462. var deltaY = input.deltaY - last.deltaY;
  463. var v = getVelocity(deltaTime, deltaX, deltaY);
  464. velocityX = v.x;
  465. velocityY = v.y;
  466. velocity = (abs(v.x) > abs(v.y)) ? v.x : v.y;
  467. direction = getDirection(deltaX, deltaY);
  468. session.lastInterval = input;
  469. }
  470. else {
  471. // use latest velocity info if it doesn't overtake a minimum period
  472. velocity = last.velocity;
  473. velocityX = last.velocityX;
  474. velocityY = last.velocityY;
  475. direction = last.direction;
  476. }
  477. input.velocity = velocity;
  478. input.velocityX = velocityX;
  479. input.velocityY = velocityY;
  480. input.direction = direction;
  481. }
  482. /**
  483. * create a simple clone from the input used for storage of firstInput and firstMultiple
  484. * @param {Object} input
  485. * @returns {Object} clonedInputData
  486. */
  487. function simpleCloneInputData(input) {
  488. // make a simple copy of the pointers because we will get a reference if we don't
  489. // we only need clientXY for the calculations
  490. var pointers = [];
  491. var i = 0;
  492. while (i < input.pointers.length) {
  493. pointers[i] = {
  494. clientX: round(input.pointers[i].clientX),
  495. clientY: round(input.pointers[i].clientY)
  496. };
  497. i++;
  498. }
  499. return {
  500. timeStamp: now(),
  501. pointers: pointers,
  502. center: getCenter(pointers),
  503. deltaX: input.deltaX,
  504. deltaY: input.deltaY
  505. };
  506. }
  507. /**
  508. * get the center of all the pointers
  509. * @param {Array} pointers
  510. * @return {Object} center contains `x` and `y` properties
  511. */
  512. function getCenter(pointers) {
  513. var pointersLength = pointers.length;
  514. // no need to loop when only one touch
  515. if (pointersLength === 1) {
  516. return {
  517. x: round(pointers[0].clientX),
  518. y: round(pointers[0].clientY)
  519. };
  520. }
  521. var x = 0, y = 0, i = 0;
  522. while (i < pointersLength) {
  523. x += pointers[i].clientX;
  524. y += pointers[i].clientY;
  525. i++;
  526. }
  527. return {
  528. x: round(x / pointersLength),
  529. y: round(y / pointersLength)
  530. };
  531. }
  532. /**
  533. * calculate the velocity between two points. unit is in px per ms.
  534. * @param {Number} deltaTime
  535. * @param {Number} x
  536. * @param {Number} y
  537. * @return {Object} velocity `x` and `y`
  538. */
  539. function getVelocity(deltaTime, x, y) {
  540. return {
  541. x: x / deltaTime || 0,
  542. y: y / deltaTime || 0
  543. };
  544. }
  545. /**
  546. * get the direction between two points
  547. * @param {Number} x
  548. * @param {Number} y
  549. * @return {Number} direction
  550. */
  551. function getDirection(x, y) {
  552. if (x === y) {
  553. return DIRECTION_NONE;
  554. }
  555. if (abs(x) >= abs(y)) {
  556. return x < 0 ? DIRECTION_LEFT : DIRECTION_RIGHT;
  557. }
  558. return y < 0 ? DIRECTION_UP : DIRECTION_DOWN;
  559. }
  560. /**
  561. * calculate the absolute distance between two points
  562. * @param {Object} p1 {x, y}
  563. * @param {Object} p2 {x, y}
  564. * @param {Array} [props] containing x and y keys
  565. * @return {Number} distance
  566. */
  567. function getDistance(p1, p2, props) {
  568. if (!props) {
  569. props = PROPS_XY;
  570. }
  571. var x = p2[props[0]] - p1[props[0]], y = p2[props[1]] - p1[props[1]];
  572. return Math.sqrt((x * x) + (y * y));
  573. }
  574. /**
  575. * calculate the angle between two coordinates
  576. * @param {Object} p1
  577. * @param {Object} p2
  578. * @param {Array} [props] containing x and y keys
  579. * @return {Number} angle
  580. */
  581. function getAngle(p1, p2, props) {
  582. if (!props) {
  583. props = PROPS_XY;
  584. }
  585. var x = p2[props[0]] - p1[props[0]], y = p2[props[1]] - p1[props[1]];
  586. return Math.atan2(y, x) * 180 / Math.PI;
  587. }
  588. /**
  589. * calculate the rotation degrees between two pointersets
  590. * @param {Array} start array of pointers
  591. * @param {Array} end array of pointers
  592. * @return {Number} rotation
  593. */
  594. function getRotation(start, end) {
  595. return getAngle(end[1], end[0], PROPS_CLIENT_XY) + getAngle(start[1], start[0], PROPS_CLIENT_XY);
  596. }
  597. /**
  598. * calculate the scale factor between two pointersets
  599. * no scale is 1, and goes down to 0 when pinched together, and bigger when pinched out
  600. * @param {Array} start array of pointers
  601. * @param {Array} end array of pointers
  602. * @return {Number} scale
  603. */
  604. function getScale(start, end) {
  605. return getDistance(end[0], end[1], PROPS_CLIENT_XY) / getDistance(start[0], start[1], PROPS_CLIENT_XY);
  606. }
  607. var MOUSE_INPUT_MAP = {
  608. mousedown: INPUT_START,
  609. mousemove: INPUT_MOVE,
  610. mouseup: INPUT_END
  611. };
  612. var MOUSE_ELEMENT_EVENTS = 'mousedown';
  613. var MOUSE_WINDOW_EVENTS = 'mousemove mouseup';
  614. /**
  615. * Mouse events input
  616. * @constructor
  617. * @extends Input
  618. */
  619. function MouseInput(_manager, _handler) {
  620. this.evEl = MOUSE_ELEMENT_EVENTS;
  621. this.evWin = MOUSE_WINDOW_EVENTS;
  622. this.allow = true; // used by Input.TouchMouse to disable mouse events
  623. this.pressed = false; // mousedown state
  624. Input.apply(this, arguments);
  625. }
  626. inherit(MouseInput, Input, {
  627. /**
  628. * handle mouse events
  629. * @param {Object} ev
  630. */
  631. handler: function MEhandler(ev) {
  632. var eventType = MOUSE_INPUT_MAP[ev.type];
  633. // on start we want to have the left mouse button down
  634. if (eventType & INPUT_START && ev.button === 0) {
  635. this.pressed = true;
  636. }
  637. if (eventType & INPUT_MOVE && ev.which !== 1) {
  638. eventType = INPUT_END;
  639. }
  640. // mouse must be down, and mouse events are allowed (see the TouchMouse input)
  641. if (!this.pressed || !this.allow) {
  642. return;
  643. }
  644. if (eventType & INPUT_END) {
  645. this.pressed = false;
  646. }
  647. this.callback(this.manager, eventType, {
  648. pointers: [ev],
  649. changedPointers: [ev],
  650. pointerType: INPUT_TYPE_MOUSE,
  651. srcEvent: ev
  652. });
  653. }
  654. });
  655. var POINTER_INPUT_MAP = {
  656. pointerdown: INPUT_START,
  657. pointermove: INPUT_MOVE,
  658. pointerup: INPUT_END,
  659. pointercancel: INPUT_CANCEL,
  660. pointerout: INPUT_CANCEL
  661. };
  662. // in IE10 the pointer types is defined as an enum
  663. var IE10_POINTER_TYPE_ENUM = {
  664. 2: INPUT_TYPE_TOUCH,
  665. 3: INPUT_TYPE_PEN,
  666. 4: INPUT_TYPE_MOUSE,
  667. 5: INPUT_TYPE_KINECT // see https://twitter.com/jacobrossi/status/480596438489890816
  668. };
  669. var POINTER_ELEMENT_EVENTS = 'pointerdown';
  670. var POINTER_WINDOW_EVENTS = 'pointermove pointerup pointercancel';
  671. // IE10 has prefixed support, and case-sensitive
  672. if (win.MSPointerEvent && !win.PointerEvent) {
  673. POINTER_ELEMENT_EVENTS = 'MSPointerDown';
  674. POINTER_WINDOW_EVENTS = 'MSPointerMove MSPointerUp MSPointerCancel';
  675. }
  676. /**
  677. * Pointer events input
  678. * @constructor
  679. * @extends Input
  680. */
  681. function PointerEventInput() {
  682. this.evEl = POINTER_ELEMENT_EVENTS;
  683. this.evWin = POINTER_WINDOW_EVENTS;
  684. Input.apply(this, arguments);
  685. this.store = (this.manager.session.pointerEvents = []);
  686. }
  687. inherit(PointerEventInput, Input, {
  688. /**
  689. * handle mouse events
  690. * @param {Object} ev
  691. */
  692. handler: function PEhandler(ev) {
  693. var store = this.store;
  694. var removePointer = false;
  695. var eventTypeNormalized = ev.type.toLowerCase().replace('ms', '');
  696. var eventType = POINTER_INPUT_MAP[eventTypeNormalized];
  697. var pointerType = IE10_POINTER_TYPE_ENUM[ev.pointerType] || ev.pointerType;
  698. var isTouch = (pointerType == INPUT_TYPE_TOUCH);
  699. // get index of the event in the store
  700. var storeIndex = inArray(store, ev.pointerId, 'pointerId');
  701. // start and mouse must be down
  702. if (eventType & INPUT_START && (ev.button === 0 || isTouch)) {
  703. if (storeIndex < 0) {
  704. store.push(ev);
  705. storeIndex = store.length - 1;
  706. }
  707. }
  708. else if (eventType & (INPUT_END | INPUT_CANCEL)) {
  709. removePointer = true;
  710. }
  711. // it not found, so the pointer hasn't been down (so it's probably a hover)
  712. if (storeIndex < 0) {
  713. return;
  714. }
  715. // update the event in the store
  716. store[storeIndex] = ev;
  717. this.callback(this.manager, eventType, {
  718. pointers: store,
  719. changedPointers: [ev],
  720. pointerType: pointerType,
  721. srcEvent: ev
  722. });
  723. if (removePointer) {
  724. // remove from the store
  725. store.splice(storeIndex, 1);
  726. }
  727. }
  728. });
  729. var SINGLE_TOUCH_INPUT_MAP = {
  730. touchstart: INPUT_START,
  731. touchmove: INPUT_MOVE,
  732. touchend: INPUT_END,
  733. touchcancel: INPUT_CANCEL
  734. };
  735. var SINGLE_TOUCH_TARGET_EVENTS = 'touchstart';
  736. var SINGLE_TOUCH_WINDOW_EVENTS = 'touchstart touchmove touchend touchcancel';
  737. /**
  738. * Touch events input
  739. * @constructor
  740. * @extends Input
  741. */
  742. function SingleTouchInput() {
  743. this.evTarget = SINGLE_TOUCH_TARGET_EVENTS;
  744. this.evWin = SINGLE_TOUCH_WINDOW_EVENTS;
  745. this.started = false;
  746. Input.apply(this, arguments);
  747. }
  748. inherit(SingleTouchInput, Input, {
  749. handler: function TEhandler(ev) {
  750. var type = SINGLE_TOUCH_INPUT_MAP[ev.type];
  751. // should we handle the touch events?
  752. if (type === INPUT_START) {
  753. this.started = true;
  754. }
  755. if (!this.started) {
  756. return;
  757. }
  758. var touches = normalizeSingleTouches.call(this, ev, type);
  759. // when done, reset the started state
  760. if (type & (INPUT_END | INPUT_CANCEL) && touches[0].length - touches[1].length === 0) {
  761. this.started = false;
  762. }
  763. this.callback(this.manager, type, {
  764. pointers: touches[0],
  765. changedPointers: touches[1],
  766. pointerType: INPUT_TYPE_TOUCH,
  767. srcEvent: ev
  768. });
  769. }
  770. });
  771. /**
  772. * @this {TouchInput}
  773. * @param {Object} ev
  774. * @param {Number} type flag
  775. * @returns {undefined|Array} [all, changed]
  776. */
  777. function normalizeSingleTouches(ev, type) {
  778. var all = toArray(ev.touches);
  779. var changed = toArray(ev.changedTouches);
  780. if (type & (INPUT_END | INPUT_CANCEL)) {
  781. all = uniqueArray(all.concat(changed), 'identifier', true);
  782. }
  783. return [all, changed];
  784. }
  785. var TOUCH_INPUT_MAP = {
  786. touchstart: INPUT_START,
  787. touchmove: INPUT_MOVE,
  788. touchend: INPUT_END,
  789. touchcancel: INPUT_CANCEL
  790. };
  791. var TOUCH_TARGET_EVENTS = 'touchstart touchmove touchend touchcancel';
  792. /**
  793. * Multi-user touch events input
  794. * @constructor
  795. * @extends Input
  796. */
  797. function TouchInput(_manager, _handler) {
  798. this.evTarget = TOUCH_TARGET_EVENTS;
  799. this.targetIds = {};
  800. Input.apply(this, arguments);
  801. }
  802. inherit(TouchInput, Input, {
  803. handler: function MTEhandler(ev) {
  804. var type = TOUCH_INPUT_MAP[ev.type];
  805. var touches = getTouches.call(this, ev, type);
  806. if (!touches) {
  807. return;
  808. }
  809. this.callback(this.manager, type, {
  810. pointers: touches[0],
  811. changedPointers: touches[1],
  812. pointerType: INPUT_TYPE_TOUCH,
  813. srcEvent: ev
  814. });
  815. }
  816. });
  817. /**
  818. * @this {TouchInput}
  819. * @param {Object} ev
  820. * @param {Number} type flag
  821. * @returns {undefined|Array} [all, changed]
  822. */
  823. function getTouches(ev, type) {
  824. var allTouches = toArray(ev.touches);
  825. var targetIds = this.targetIds;
  826. // when there is only one touch, the process can be simplified
  827. if (type & (INPUT_START | INPUT_MOVE) && allTouches.length === 1) {
  828. targetIds[allTouches[0].identifier] = true;
  829. return [allTouches, allTouches];
  830. }
  831. var i, targetTouches, changedTouches = toArray(ev.changedTouches), changedTargetTouches = [], target = this.target;
  832. // get target touches from touches
  833. targetTouches = allTouches.filter(function (touch) {
  834. return hasParent(touch.target, target);
  835. });
  836. // collect touches
  837. if (type === INPUT_START) {
  838. i = 0;
  839. while (i < targetTouches.length) {
  840. targetIds[targetTouches[i].identifier] = true;
  841. i++;
  842. }
  843. }
  844. // filter changed touches to only contain touches that exist in the collected target ids
  845. i = 0;
  846. while (i < changedTouches.length) {
  847. if (targetIds[changedTouches[i].identifier]) {
  848. changedTargetTouches.push(changedTouches[i]);
  849. }
  850. // cleanup removed touches
  851. if (type & (INPUT_END | INPUT_CANCEL)) {
  852. delete targetIds[changedTouches[i].identifier];
  853. }
  854. i++;
  855. }
  856. if (!changedTargetTouches.length) {
  857. return;
  858. }
  859. return [
  860. // merge targetTouches with changedTargetTouches so it contains ALL touches, including 'end' and 'cancel'
  861. uniqueArray(targetTouches.concat(changedTargetTouches), 'identifier', true),
  862. changedTargetTouches
  863. ];
  864. }
  865. /**
  866. * Combined touch and mouse input
  867. *
  868. * Touch has a higher priority then mouse, and while touching no mouse events are allowed.
  869. * This because touch devices also emit mouse events while doing a touch.
  870. *
  871. * @constructor
  872. * @extends Input
  873. */
  874. function TouchMouseInput() {
  875. Input.apply(this, arguments);
  876. var handler = bindFn(this.handler, this);
  877. this.touch = new TouchInput(this.manager, handler);
  878. this.mouse = new MouseInput(this.manager, handler);
  879. }
  880. inherit(TouchMouseInput, Input, {
  881. /**
  882. * handle mouse and touch events
  883. * @param {Hammer} manager
  884. * @param {String} inputEvent
  885. * @param {Object} inputData
  886. */
  887. handler: function TMEhandler(manager, inputEvent, inputData) {
  888. var isTouch = (inputData.pointerType == INPUT_TYPE_TOUCH), isMouse = (inputData.pointerType == INPUT_TYPE_MOUSE);
  889. // when we're in a touch event, so block all upcoming mouse events
  890. // most mobile browser also emit mouseevents, right after touchstart
  891. if (isTouch) {
  892. this.mouse.allow = false;
  893. }
  894. else if (isMouse && !this.mouse.allow) {
  895. return;
  896. }
  897. // reset the allowMouse when we're done
  898. if (inputEvent & (INPUT_END | INPUT_CANCEL)) {
  899. this.mouse.allow = true;
  900. }
  901. this.callback(manager, inputEvent, inputData);
  902. },
  903. /**
  904. * remove the event listeners
  905. */
  906. destroy: function destroy() {
  907. this.touch.destroy();
  908. this.mouse.destroy();
  909. }
  910. });
  911. var PREFIXED_TOUCH_ACTION = prefixed(TEST_ELEMENT.style, 'touchAction');
  912. var NATIVE_TOUCH_ACTION = PREFIXED_TOUCH_ACTION !== undefined;
  913. // magical touchAction value
  914. var TOUCH_ACTION_COMPUTE = 'compute';
  915. var TOUCH_ACTION_AUTO = 'auto';
  916. var TOUCH_ACTION_MANIPULATION = 'manipulation'; // not implemented
  917. var TOUCH_ACTION_NONE = 'none';
  918. var TOUCH_ACTION_PAN_X = 'pan-x';
  919. var TOUCH_ACTION_PAN_Y = 'pan-y';
  920. /**
  921. * Touch Action
  922. * sets the touchAction property or uses the js alternative
  923. * @param {Manager} manager
  924. * @param {String} value
  925. * @constructor
  926. */
  927. function TouchAction(manager, value) {
  928. this.manager = manager;
  929. this.set(value);
  930. }
  931. TouchAction.prototype = {
  932. /**
  933. * set the touchAction value on the element or enable the polyfill
  934. * @param {String} value
  935. */
  936. set: function (value) {
  937. // find out the touch-action by the event handlers
  938. if (value == TOUCH_ACTION_COMPUTE) {
  939. value = this.compute();
  940. }
  941. if (NATIVE_TOUCH_ACTION && this.manager.element.style) {
  942. this.manager.element.style[PREFIXED_TOUCH_ACTION] = value;
  943. }
  944. this.actions = value.toLowerCase().trim();
  945. },
  946. /**
  947. * just re-set the touchAction value
  948. */
  949. update: function () {
  950. this.set(this.manager.options.touchAction);
  951. },
  952. /**
  953. * compute the value for the touchAction property based on the recognizer's settings
  954. * @returns {String} value
  955. */
  956. compute: function () {
  957. var actions = [];
  958. each(this.manager.recognizers, function (recognizer) {
  959. if (boolOrFn(recognizer.options.enable, [recognizer])) {
  960. actions = actions.concat(recognizer.getTouchAction());
  961. }
  962. });
  963. return cleanTouchActions(actions.join(' '));
  964. },
  965. /**
  966. * this method is called on each input cycle and provides the preventing of the browser behavior
  967. * @param {Object} input
  968. */
  969. preventDefaults: function (input) {
  970. // not needed with native support for the touchAction property
  971. if (NATIVE_TOUCH_ACTION) {
  972. return;
  973. }
  974. var srcEvent = input.srcEvent;
  975. var direction = input.offsetDirection;
  976. // if the touch action did prevented once this session
  977. if (this.manager.session.prevented) {
  978. srcEvent.preventDefault();
  979. return;
  980. }
  981. var actions = this.actions;
  982. var hasNone = inStr(actions, TOUCH_ACTION_NONE);
  983. var hasPanY = inStr(actions, TOUCH_ACTION_PAN_Y);
  984. var hasPanX = inStr(actions, TOUCH_ACTION_PAN_X);
  985. if (hasNone) {
  986. //do not prevent defaults if this is a tap gesture
  987. var isTapPointer = input.pointers.length === 1;
  988. var isTapMovement = input.distance < 2;
  989. var isTapTouchTime = input.deltaTime < 250;
  990. if (isTapPointer && isTapMovement && isTapTouchTime) {
  991. return;
  992. }
  993. }
  994. if (hasPanX && hasPanY) {
  995. // `pan-x pan-y` means browser handles all scrolling/panning, do not prevent
  996. return;
  997. }
  998. if (hasNone ||
  999. (hasPanY && direction & DIRECTION_HORIZONTAL) ||
  1000. (hasPanX && direction & DIRECTION_VERTICAL)) {
  1001. return this.preventSrc(srcEvent);
  1002. }
  1003. },
  1004. /**
  1005. * call preventDefault to prevent the browser's default behavior (scrolling in most cases)
  1006. * @param {Object} srcEvent
  1007. */
  1008. preventSrc: function (srcEvent) {
  1009. this.manager.session.prevented = true;
  1010. srcEvent.preventDefault();
  1011. }
  1012. };
  1013. /**
  1014. * when the touchActions are collected they are not a valid value, so we need to clean things up. *
  1015. * @param {String} actions
  1016. * @returns {*}
  1017. */
  1018. function cleanTouchActions(actions) {
  1019. // none
  1020. if (inStr(actions, TOUCH_ACTION_NONE)) {
  1021. return TOUCH_ACTION_NONE;
  1022. }
  1023. var hasPanX = inStr(actions, TOUCH_ACTION_PAN_X);
  1024. var hasPanY = inStr(actions, TOUCH_ACTION_PAN_Y);
  1025. // if both pan-x and pan-y are set (different recognizers
  1026. // for different directions, e.g. horizontal pan but vertical swipe?)
  1027. // we need none (as otherwise with pan-x pan-y combined none of these
  1028. // recognizers will work, since the browser would handle all panning
  1029. if (hasPanX && hasPanY) {
  1030. return TOUCH_ACTION_NONE;
  1031. }
  1032. // pan-x OR pan-y
  1033. if (hasPanX || hasPanY) {
  1034. return hasPanX ? TOUCH_ACTION_PAN_X : TOUCH_ACTION_PAN_Y;
  1035. }
  1036. // manipulation
  1037. if (inStr(actions, TOUCH_ACTION_MANIPULATION)) {
  1038. return TOUCH_ACTION_MANIPULATION;
  1039. }
  1040. return TOUCH_ACTION_AUTO;
  1041. }
  1042. /**
  1043. * Recognizer flow explained; *
  1044. * All recognizers have the initial state of POSSIBLE when a input session starts.
  1045. * The definition of a input session is from the first input until the last input, with all it's movement in it. *
  1046. * Example session for mouse-input: mousedown -> mousemove -> mouseup
  1047. *
  1048. * On each recognizing cycle (see Manager.recognize) the .recognize() method is executed
  1049. * which determines with state it should be.
  1050. *
  1051. * If the recognizer has the state FAILED, CANCELLED or RECOGNIZED (equals ENDED), it is reset to
  1052. * POSSIBLE to give it another change on the next cycle.
  1053. *
  1054. * Possible
  1055. * |
  1056. * +-----+---------------+
  1057. * | |
  1058. * +-----+-----+ |
  1059. * | | |
  1060. * Failed Cancelled |
  1061. * +-------+------+
  1062. * | |
  1063. * Recognized Began
  1064. * |
  1065. * Changed
  1066. * |
  1067. * Ended/Recognized
  1068. */
  1069. var STATE_POSSIBLE = 1;
  1070. var STATE_BEGAN = 2;
  1071. var STATE_CHANGED = 4;
  1072. var STATE_ENDED = 8;
  1073. var STATE_RECOGNIZED = STATE_ENDED;
  1074. var STATE_CANCELLED = 16;
  1075. var STATE_FAILED = 32;
  1076. /**
  1077. * Recognizer
  1078. * Every recognizer needs to extend from this class.
  1079. * @constructor
  1080. * @param {Object} options
  1081. */
  1082. function Recognizer(options) {
  1083. this.options = Object.assign({}, this.defaults, options || {});
  1084. this.id = uniqueId();
  1085. this.manager = null;
  1086. // default is enable true
  1087. this.options.enable = ifUndefined(this.options.enable, true);
  1088. this.state = STATE_POSSIBLE;
  1089. this.simultaneous = {};
  1090. this.requireFail = [];
  1091. }
  1092. Recognizer.prototype = {
  1093. /**
  1094. * @virtual
  1095. * @type {Object}
  1096. */
  1097. defaults: {},
  1098. /**
  1099. * set options
  1100. * @param {Object} options
  1101. * @return {Recognizer}
  1102. */
  1103. set: function (options) {
  1104. Object.assign(this.options, options);
  1105. // also update the touchAction, in case something changed about the directions/enabled state
  1106. this.manager && this.manager.touchAction.update();
  1107. return this;
  1108. },
  1109. /**
  1110. * recognize simultaneous with an other recognizer.
  1111. * @param {Recognizer} otherRecognizer
  1112. * @returns {Recognizer} this
  1113. */
  1114. recognizeWith: function (otherRecognizer) {
  1115. if (invokeArrayArg(otherRecognizer, 'recognizeWith', this)) {
  1116. return this;
  1117. }
  1118. var simultaneous = this.simultaneous;
  1119. otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);
  1120. if (!simultaneous[otherRecognizer.id]) {
  1121. simultaneous[otherRecognizer.id] = otherRecognizer;
  1122. otherRecognizer.recognizeWith(this);
  1123. }
  1124. return this;
  1125. },
  1126. /**
  1127. * drop the simultaneous link. it doesnt remove the link on the other recognizer.
  1128. * @param {Recognizer} otherRecognizer
  1129. * @returns {Recognizer} this
  1130. */
  1131. dropRecognizeWith: function (otherRecognizer) {
  1132. if (invokeArrayArg(otherRecognizer, 'dropRecognizeWith', this)) {
  1133. return this;
  1134. }
  1135. otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);
  1136. delete this.simultaneous[otherRecognizer.id];
  1137. return this;
  1138. },
  1139. /**
  1140. * recognizer can only run when an other is failing
  1141. * @param {Recognizer} otherRecognizer
  1142. * @returns {Recognizer} this
  1143. */
  1144. requireFailure: function (otherRecognizer) {
  1145. if (invokeArrayArg(otherRecognizer, 'requireFailure', this)) {
  1146. return this;
  1147. }
  1148. var requireFail = this.requireFail;
  1149. otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);
  1150. if (inArray(requireFail, otherRecognizer) === -1) {
  1151. requireFail.push(otherRecognizer);
  1152. otherRecognizer.requireFailure(this);
  1153. }
  1154. return this;
  1155. },
  1156. /**
  1157. * drop the requireFailure link. it does not remove the link on the other recognizer.
  1158. * @param {Recognizer} otherRecognizer
  1159. * @returns {Recognizer} this
  1160. */
  1161. dropRequireFailure: function (otherRecognizer) {
  1162. if (invokeArrayArg(otherRecognizer, 'dropRequireFailure', this)) {
  1163. return this;
  1164. }
  1165. otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);
  1166. var index = inArray(this.requireFail, otherRecognizer);
  1167. if (index > -1) {
  1168. this.requireFail.splice(index, 1);
  1169. }
  1170. return this;
  1171. },
  1172. /**
  1173. * has require failures boolean
  1174. * @returns {boolean}
  1175. */
  1176. hasRequireFailures: function () {
  1177. return this.requireFail.length > 0;
  1178. },
  1179. /**
  1180. * if the recognizer can recognize simultaneous with an other recognizer
  1181. * @param {Recognizer} otherRecognizer
  1182. * @returns {Boolean}
  1183. */
  1184. canRecognizeWith: function (otherRecognizer) {
  1185. return !!this.simultaneous[otherRecognizer.id];
  1186. },
  1187. /**
  1188. * You should use `tryEmit` instead of `emit` directly to check
  1189. * that all the needed recognizers has failed before emitting.
  1190. * @param {Object} input
  1191. */
  1192. emit: function (input) {
  1193. var self = this;
  1194. var state = this.state;
  1195. function emit(event) {
  1196. self.manager.emit(event, input);
  1197. }
  1198. // 'panstart' and 'panmove'
  1199. if (state < STATE_ENDED) {
  1200. emit(self.options.event + stateStr(state));
  1201. }
  1202. emit(self.options.event); // simple 'eventName' events
  1203. if (input.additionalEvent) {
  1204. emit(input.additionalEvent);
  1205. }
  1206. // panend and pancancel
  1207. if (state >= STATE_ENDED) {
  1208. emit(self.options.event + stateStr(state));
  1209. }
  1210. },
  1211. /**
  1212. * Check that all the require failure recognizers has failed,
  1213. * if true, it emits a gesture event,
  1214. * otherwise, setup the state to FAILED.
  1215. * @param {Object} input
  1216. */
  1217. tryEmit: function (input) {
  1218. if (this.canEmit()) {
  1219. return this.emit(input);
  1220. }
  1221. // it's failing anyway
  1222. this.state = STATE_FAILED;
  1223. },
  1224. /**
  1225. * can we emit?
  1226. * @returns {boolean}
  1227. */
  1228. canEmit: function () {
  1229. var i = 0;
  1230. while (i < this.requireFail.length) {
  1231. if (!(this.requireFail[i].state & (STATE_FAILED | STATE_POSSIBLE))) {
  1232. return false;
  1233. }
  1234. i++;
  1235. }
  1236. return true;
  1237. },
  1238. /**
  1239. * update the recognizer
  1240. * @param {Object} inputData
  1241. */
  1242. recognize: function (inputData) {
  1243. // make a new copy of the inputData
  1244. // so we can change the inputData without messing up the other recognizers
  1245. var inputDataClone = Object.assign({}, inputData);
  1246. // is is enabled and allow recognizing?
  1247. if (!boolOrFn(this.options.enable, [this, inputDataClone])) {
  1248. this.reset();
  1249. this.state = STATE_FAILED;
  1250. return;
  1251. }
  1252. // reset when we've reached the end
  1253. if (this.state & (STATE_RECOGNIZED | STATE_CANCELLED | STATE_FAILED)) {
  1254. this.state = STATE_POSSIBLE;
  1255. }
  1256. this.state = this.process(inputDataClone);
  1257. // the recognizer has recognized a gesture
  1258. // so trigger an event
  1259. if (this.state & (STATE_BEGAN | STATE_CHANGED | STATE_ENDED | STATE_CANCELLED)) {
  1260. this.tryEmit(inputDataClone);
  1261. }
  1262. },
  1263. /**
  1264. * return the state of the recognizer
  1265. * the actual recognizing happens in this method
  1266. * @virtual
  1267. * @param {Object} inputData
  1268. * @returns {Const} STATE
  1269. */
  1270. process: function (_inputData) { },
  1271. /**
  1272. * return the preferred touch-action
  1273. * @virtual
  1274. * @returns {Array}
  1275. */
  1276. getTouchAction: function () { },
  1277. /**
  1278. * called when the gesture isn't allowed to recognize
  1279. * like when another is being recognized or it is disabled
  1280. * @virtual
  1281. */
  1282. reset: function () { }
  1283. };
  1284. /**
  1285. * get a usable string, used as event postfix
  1286. * @param {Const} state
  1287. * @returns {String} state
  1288. */
  1289. function stateStr(state) {
  1290. if (state & STATE_CANCELLED) {
  1291. return 'cancel';
  1292. }
  1293. else if (state & STATE_ENDED) {
  1294. return 'end';
  1295. }
  1296. else if (state & STATE_CHANGED) {
  1297. return 'move';
  1298. }
  1299. else if (state & STATE_BEGAN) {
  1300. return 'start';
  1301. }
  1302. return '';
  1303. }
  1304. /**
  1305. * direction cons to string
  1306. * @param {Const} direction
  1307. * @returns {String}
  1308. */
  1309. function directionStr(direction) {
  1310. if (direction == DIRECTION_DOWN) {
  1311. return 'down';
  1312. }
  1313. else if (direction == DIRECTION_UP) {
  1314. return 'up';
  1315. }
  1316. else if (direction == DIRECTION_LEFT) {
  1317. return 'left';
  1318. }
  1319. else if (direction == DIRECTION_RIGHT) {
  1320. return 'right';
  1321. }
  1322. return '';
  1323. }
  1324. /**
  1325. * get a recognizer by name if it is bound to a manager
  1326. * @param {Recognizer|String} otherRecognizer
  1327. * @param {Recognizer} recognizer
  1328. * @returns {Recognizer}
  1329. */
  1330. function getRecognizerByNameIfManager(otherRecognizer, recognizer) {
  1331. var manager = recognizer.manager;
  1332. if (manager) {
  1333. return manager.get(otherRecognizer);
  1334. }
  1335. return otherRecognizer;
  1336. }
  1337. /**
  1338. * This recognizer is just used as a base for the simple attribute recognizers.
  1339. * @constructor
  1340. * @extends Recognizer
  1341. */
  1342. function AttrRecognizer() {
  1343. Recognizer.apply(this, arguments);
  1344. }
  1345. inherit(AttrRecognizer, Recognizer, {
  1346. /**
  1347. * @namespace
  1348. * @memberof AttrRecognizer
  1349. */
  1350. defaults: {
  1351. /**
  1352. * @type {Number}
  1353. * @default 1
  1354. */
  1355. pointers: 1
  1356. },
  1357. /**
  1358. * Used to check if it the recognizer receives valid input, like input.distance > 10.
  1359. * @memberof AttrRecognizer
  1360. * @param {Object} input
  1361. * @returns {Boolean} recognized
  1362. */
  1363. attrTest: function (input) {
  1364. var optionPointers = this.options.pointers;
  1365. return optionPointers === 0 || input.pointers.length === optionPointers;
  1366. },
  1367. /**
  1368. * Process the input and return the state for the recognizer
  1369. * @memberof AttrRecognizer
  1370. * @param {Object} input
  1371. * @returns {*} State
  1372. */
  1373. process: function (input) {
  1374. var state = this.state;
  1375. var eventType = input.eventType;
  1376. var isRecognized = state & (STATE_BEGAN | STATE_CHANGED);
  1377. var isValid = this.attrTest(input);
  1378. // on cancel input and we've recognized before, return STATE_CANCELLED
  1379. if (isRecognized && (eventType & INPUT_CANCEL || !isValid)) {
  1380. return state | STATE_CANCELLED;
  1381. }
  1382. else if (isRecognized || isValid) {
  1383. if (eventType & INPUT_END) {
  1384. return state | STATE_ENDED;
  1385. }
  1386. else if (!(state & STATE_BEGAN)) {
  1387. return STATE_BEGAN;
  1388. }
  1389. return state | STATE_CHANGED;
  1390. }
  1391. return STATE_FAILED;
  1392. }
  1393. });
  1394. /**
  1395. * Pan
  1396. * Recognized when the pointer is down and moved in the allowed direction.
  1397. * @constructor
  1398. * @extends AttrRecognizer
  1399. */
  1400. function PanRecognizer() {
  1401. AttrRecognizer.apply(this, arguments);
  1402. this.pX = null;
  1403. this.pY = null;
  1404. }
  1405. inherit(PanRecognizer, AttrRecognizer, {
  1406. /**
  1407. * @namespace
  1408. * @memberof PanRecognizer
  1409. */
  1410. defaults: {
  1411. event: 'pan',
  1412. threshold: 10,
  1413. pointers: 1,
  1414. direction: DIRECTION_ALL
  1415. },
  1416. getTouchAction: function () {
  1417. var direction = this.options.direction;
  1418. var actions = [];
  1419. if (direction & DIRECTION_HORIZONTAL) {
  1420. actions.push(TOUCH_ACTION_PAN_Y);
  1421. }
  1422. if (direction & DIRECTION_VERTICAL) {
  1423. actions.push(TOUCH_ACTION_PAN_X);
  1424. }
  1425. return actions;
  1426. },
  1427. directionTest: function (input) {
  1428. var options = this.options;
  1429. var hasMoved = true;
  1430. var distance = input.distance;
  1431. var direction = input.direction;
  1432. var x = input.deltaX;
  1433. var y = input.deltaY;
  1434. // lock to axis?
  1435. if (!(direction & options.direction)) {
  1436. if (options.direction & DIRECTION_HORIZONTAL) {
  1437. direction = (x === 0) ? DIRECTION_NONE : (x < 0) ? DIRECTION_LEFT : DIRECTION_RIGHT;
  1438. hasMoved = x != this.pX;
  1439. distance = Math.abs(input.deltaX);
  1440. }
  1441. else {
  1442. direction = (y === 0) ? DIRECTION_NONE : (y < 0) ? DIRECTION_UP : DIRECTION_DOWN;
  1443. hasMoved = y != this.pY;
  1444. distance = Math.abs(input.deltaY);
  1445. }
  1446. }
  1447. input.direction = direction;
  1448. return hasMoved && distance > options.threshold && direction & options.direction;
  1449. },
  1450. attrTest: function (input) {
  1451. return AttrRecognizer.prototype.attrTest.call(this, input) &&
  1452. (this.state & STATE_BEGAN || (!(this.state & STATE_BEGAN) && this.directionTest(input)));
  1453. },
  1454. emit: function (input) {
  1455. this.pX = input.deltaX;
  1456. this.pY = input.deltaY;
  1457. var direction = directionStr(input.direction);
  1458. if (direction) {
  1459. input.additionalEvent = this.options.event + direction;
  1460. }
  1461. this._super.emit.call(this, input);
  1462. }
  1463. });
  1464. /**
  1465. * Pinch
  1466. * Recognized when two or more pointers are moving toward (zoom-in) or away from each other (zoom-out).
  1467. * @constructor
  1468. * @extends AttrRecognizer
  1469. */
  1470. function PinchRecognizer() {
  1471. AttrRecognizer.apply(this, arguments);
  1472. }
  1473. inherit(PinchRecognizer, AttrRecognizer, {
  1474. /**
  1475. * @namespace
  1476. * @memberof PinchRecognizer
  1477. */
  1478. defaults: {
  1479. event: 'pinch',
  1480. threshold: 0,
  1481. pointers: 2
  1482. },
  1483. getTouchAction: function () {
  1484. return [TOUCH_ACTION_NONE];
  1485. },
  1486. attrTest: function (input) {
  1487. return this._super.attrTest.call(this, input) &&
  1488. (Math.abs(input.scale - 1) > this.options.threshold || this.state & STATE_BEGAN);
  1489. },
  1490. emit: function (input) {
  1491. if (input.scale !== 1) {
  1492. var inOut = input.scale < 1 ? 'in' : 'out';
  1493. input.additionalEvent = this.options.event + inOut;
  1494. }
  1495. this._super.emit.call(this, input);
  1496. }
  1497. });
  1498. /**
  1499. * Press
  1500. * Recognized when the pointer is down for x ms without any movement.
  1501. * @constructor
  1502. * @extends Recognizer
  1503. */
  1504. function PressRecognizer() {
  1505. Recognizer.apply(this, arguments);
  1506. this._timer = null;
  1507. this._input = null;
  1508. }
  1509. inherit(PressRecognizer, Recognizer, {
  1510. /**
  1511. * @namespace
  1512. * @memberof PressRecognizer
  1513. */
  1514. defaults: {
  1515. event: 'press',
  1516. pointers: 1,
  1517. time: 251,
  1518. threshold: 9 // a minimal movement is ok, but keep it low
  1519. },
  1520. getTouchAction: function () {
  1521. return [TOUCH_ACTION_AUTO];
  1522. },
  1523. process: function (input) {
  1524. var options = this.options;
  1525. var validPointers = input.pointers.length === options.pointers;
  1526. var validMovement = input.distance < options.threshold;
  1527. var validTime = input.deltaTime > options.time;
  1528. this._input = input;
  1529. // we only allow little movement
  1530. // and we've reached an end event, so a tap is possible
  1531. if (!validMovement || !validPointers || (input.eventType & (INPUT_END | INPUT_CANCEL) && !validTime)) {
  1532. this.reset();
  1533. }
  1534. else if (input.eventType & INPUT_START) {
  1535. this.reset();
  1536. this._timer = setTimeoutContext(function () {
  1537. this.state = STATE_RECOGNIZED;
  1538. this.tryEmit();
  1539. }, options.time, this);
  1540. }
  1541. else if (input.eventType & INPUT_END) {
  1542. return STATE_RECOGNIZED;
  1543. }
  1544. return STATE_FAILED;
  1545. },
  1546. reset: function () {
  1547. clearTimeout(this._timer);
  1548. },
  1549. emit: function (input) {
  1550. if (this.state !== STATE_RECOGNIZED) {
  1551. return;
  1552. }
  1553. if (input && (input.eventType & INPUT_END)) {
  1554. this.manager.emit(this.options.event + 'up', input);
  1555. }
  1556. else {
  1557. this._input.timeStamp = now();
  1558. this.manager.emit(this.options.event, this._input);
  1559. }
  1560. }
  1561. });
  1562. /**
  1563. * Rotate
  1564. * Recognized when two or more pointer are moving in a circular motion.
  1565. * @constructor
  1566. * @extends AttrRecognizer
  1567. */
  1568. function RotateRecognizer() {
  1569. AttrRecognizer.apply(this, arguments);
  1570. }
  1571. inherit(RotateRecognizer, AttrRecognizer, {
  1572. /**
  1573. * @namespace
  1574. * @memberof RotateRecognizer
  1575. */
  1576. defaults: {
  1577. event: 'rotate',
  1578. threshold: 0,
  1579. pointers: 2
  1580. },
  1581. getTouchAction: function () {
  1582. return [TOUCH_ACTION_NONE];
  1583. },
  1584. attrTest: function (input) {
  1585. return this._super.attrTest.call(this, input) &&
  1586. (Math.abs(input.rotation) > this.options.threshold || this.state & STATE_BEGAN);
  1587. }
  1588. });
  1589. /**
  1590. * Swipe
  1591. * Recognized when the pointer is moving fast (velocity), with enough distance in the allowed direction.
  1592. * @constructor
  1593. * @extends AttrRecognizer
  1594. */
  1595. function SwipeRecognizer() {
  1596. AttrRecognizer.apply(this, arguments);
  1597. }
  1598. inherit(SwipeRecognizer, AttrRecognizer, {
  1599. /**
  1600. * @namespace
  1601. * @memberof SwipeRecognizer
  1602. */
  1603. defaults: {
  1604. event: 'swipe',
  1605. threshold: 10,
  1606. velocity: 0.3,
  1607. direction: DIRECTION_HORIZONTAL | DIRECTION_VERTICAL,
  1608. pointers: 1
  1609. },
  1610. getTouchAction: function () {
  1611. return PanRecognizer.prototype.getTouchAction.call(this);
  1612. },
  1613. attrTest: function (input) {
  1614. var direction = this.options.direction;
  1615. var velocity;
  1616. if (direction & (DIRECTION_HORIZONTAL | DIRECTION_VERTICAL)) {
  1617. velocity = input.overallVelocity;
  1618. }
  1619. else if (direction & DIRECTION_HORIZONTAL) {
  1620. velocity = input.overallVelocityX;
  1621. }
  1622. else if (direction & DIRECTION_VERTICAL) {
  1623. velocity = input.overallVelocityY;
  1624. }
  1625. return this._super.attrTest.call(this, input) &&
  1626. direction & input.offsetDirection &&
  1627. input.distance > this.options.threshold &&
  1628. input.maxPointers == this.options.pointers &&
  1629. abs(velocity) > this.options.velocity && input.eventType & INPUT_END;
  1630. },
  1631. emit: function (input) {
  1632. var direction = directionStr(input.offsetDirection);
  1633. if (direction) {
  1634. this.manager.emit(this.options.event + direction, input);
  1635. }
  1636. this.manager.emit(this.options.event, input);
  1637. }
  1638. });
  1639. /**
  1640. * A tap is ecognized when the pointer is doing a small tap/click. Multiple taps are recognized if they occur
  1641. * between the given interval and position. The delay option can be used to recognize multi-taps without firing
  1642. * a single tap.
  1643. *
  1644. * The eventData from the emitted event contains the property `tapCount`, which contains the amount of
  1645. * multi-taps being recognized.
  1646. * @constructor
  1647. * @extends Recognizer
  1648. */
  1649. function TapRecognizer() {
  1650. Recognizer.apply(this, arguments);
  1651. // previous time and center,
  1652. // used for tap counting
  1653. this.pTime = false;
  1654. this.pCenter = false;
  1655. this._timer = null;
  1656. this._input = null;
  1657. this.count = 0;
  1658. }
  1659. inherit(TapRecognizer, Recognizer, {
  1660. /**
  1661. * @namespace
  1662. * @memberof PinchRecognizer
  1663. */
  1664. defaults: {
  1665. event: 'tap',
  1666. pointers: 1,
  1667. taps: 1,
  1668. interval: 300,
  1669. time: 250,
  1670. threshold: 9,
  1671. posThreshold: 10 // a multi-tap can be a bit off the initial position
  1672. },
  1673. getTouchAction: function () {
  1674. return [TOUCH_ACTION_MANIPULATION];
  1675. },
  1676. process: function (input) {
  1677. var options = this.options;
  1678. var validPointers = input.pointers.length === options.pointers;
  1679. var validMovement = input.distance < options.threshold;
  1680. var validTouchTime = input.deltaTime < options.time;
  1681. this.reset();
  1682. if ((input.eventType & INPUT_START) && (this.count === 0)) {
  1683. return this.failTimeout();
  1684. }
  1685. // we only allow little movement
  1686. // and we've reached an end event, so a tap is possible
  1687. if (validMovement && validTouchTime && validPointers) {
  1688. if (input.eventType != INPUT_END) {
  1689. return this.failTimeout();
  1690. }
  1691. var validInterval = this.pTime ? (input.timeStamp - this.pTime < options.interval) : true;
  1692. var validMultiTap = !this.pCenter || getDistance(this.pCenter, input.center) < options.posThreshold;
  1693. this.pTime = input.timeStamp;
  1694. this.pCenter = input.center;
  1695. if (!validMultiTap || !validInterval) {
  1696. this.count = 1;
  1697. }
  1698. else {
  1699. this.count += 1;
  1700. }
  1701. this._input = input;
  1702. // if tap count matches we have recognized it,
  1703. // else it has began recognizing...
  1704. var tapCount = this.count % options.taps;
  1705. if (tapCount === 0) {
  1706. // no failing requirements, immediately trigger the tap event
  1707. // or wait as long as the multitap interval to trigger
  1708. if (!this.hasRequireFailures()) {
  1709. return STATE_RECOGNIZED;
  1710. }
  1711. else {
  1712. this._timer = setTimeoutContext(function () {
  1713. this.state = STATE_RECOGNIZED;
  1714. this.tryEmit();
  1715. }, options.interval, this);
  1716. return STATE_BEGAN;
  1717. }
  1718. }
  1719. }
  1720. return STATE_FAILED;
  1721. },
  1722. failTimeout: function () {
  1723. this._timer = setTimeoutContext(function () {
  1724. this.state = STATE_FAILED;
  1725. }, this.options.interval, this);
  1726. return STATE_FAILED;
  1727. },
  1728. reset: function () {
  1729. clearTimeout(this._timer);
  1730. },
  1731. emit: function () {
  1732. if (this.state == STATE_RECOGNIZED) {
  1733. this._input.tapCount = this.count;
  1734. this.manager.emit(this.options.event, this._input);
  1735. }
  1736. }
  1737. });
  1738. /**
  1739. * Simple way to create a manager with a default set of recognizers.
  1740. * @param {HTMLElement} element
  1741. * @param {Object} [options]
  1742. * @constructor
  1743. */
  1744. function Hammer(element, options) {
  1745. options = options || {};
  1746. options.recognizers = ifUndefined(options.recognizers, _defaults.preset);
  1747. return new Manager(element, options);
  1748. }
  1749. /**
  1750. * default settings
  1751. * @namespace
  1752. */
  1753. var _defaults = {
  1754. /**
  1755. * set if DOM events are being triggered.
  1756. * But this is slower and unused by simple implementations, so disabled by default.
  1757. * @type {Boolean}
  1758. * @default false
  1759. */
  1760. domEvents: false,
  1761. /**
  1762. * The value for the touchAction property/fallback.
  1763. * When set to `compute` it will magically set the correct value based on the added recognizers.
  1764. * @type {String}
  1765. * @default compute
  1766. */
  1767. touchAction: TOUCH_ACTION_COMPUTE,
  1768. /**
  1769. * @type {Boolean}
  1770. * @default true
  1771. */
  1772. enable: true,
  1773. /**
  1774. * EXPERIMENTAL FEATURE -- can be removed/changed
  1775. * Change the parent input target element.
  1776. * If Null, then it is being set the to main element.
  1777. * @type {Null|EventTarget}
  1778. * @default null
  1779. */
  1780. inputTarget: null,
  1781. /**
  1782. * force an input class
  1783. * @type {Null|Function}
  1784. * @default null
  1785. */
  1786. inputClass: null,
  1787. /**
  1788. * Default recognizer setup when calling `Hammer()`
  1789. * When creating a new Manager these will be skipped.
  1790. * @type {Array}
  1791. */
  1792. preset: [
  1793. // RecognizerClass, options, [recognizeWith, ...], [requireFailure, ...]
  1794. [RotateRecognizer, { enable: false }],
  1795. [PinchRecognizer, { enable: false }, ['rotate']],
  1796. [SwipeRecognizer, { direction: DIRECTION_HORIZONTAL }],
  1797. [PanRecognizer, { direction: DIRECTION_HORIZONTAL }, ['swipe']],
  1798. [TapRecognizer],
  1799. [TapRecognizer, { event: 'doubletap', taps: 2 }, ['tap']],
  1800. [PressRecognizer]
  1801. ],
  1802. /**
  1803. * Some CSS properties can be used to improve the working of Hammer.
  1804. * Add them to this method and they will be set when creating a new Manager.
  1805. * @namespace
  1806. */
  1807. cssProps: {
  1808. /**
  1809. * Disables text selection to improve the dragging gesture. Mainly for desktop browsers.
  1810. * @type {String}
  1811. * @default 'none'
  1812. */
  1813. userSelect: 'none',
  1814. /**
  1815. * Disable the Windows Phone grippers when pressing an element.
  1816. * @type {String}
  1817. * @default 'none'
  1818. */
  1819. touchSelect: 'none',
  1820. /**
  1821. * Disables the default callout shown when you touch and hold a touch target.
  1822. * On iOS, when you touch and hold a touch target such as a link, Safari displays
  1823. * a callout containing information about the link. This property allows you to disable that callout.
  1824. * @type {String}
  1825. * @default 'none'
  1826. */
  1827. touchCallout: 'none',
  1828. /**
  1829. * Specifies whether zooming is enabled. Used by IE10>
  1830. * @type {String}
  1831. * @default 'none'
  1832. */
  1833. contentZooming: 'none',
  1834. /**
  1835. * Specifies that an entire element should be draggable instead of its contents. Mainly for desktop browsers.
  1836. * @type {String}
  1837. * @default 'none'
  1838. */
  1839. userDrag: 'none',
  1840. /**
  1841. * Overrides the highlight color shown when the user taps a link or a JavaScript
  1842. * clickable element in iOS. This property obeys the alpha value, if specified.
  1843. * @type {String}
  1844. * @default 'rgba(0,0,0,0)'
  1845. */
  1846. tapHighlightColor: 'rgba(0,0,0,0)'
  1847. }
  1848. };
  1849. var STOP = 1;
  1850. var FORCED_STOP = 2;
  1851. /**
  1852. * Manager
  1853. * @param {HTMLElement} element
  1854. * @param {Object} [options]
  1855. * @constructor
  1856. */
  1857. function Manager(element, options) {
  1858. this.options = Object.assign({}, _defaults, options || {});
  1859. this.options.inputTarget = this.options.inputTarget || element;
  1860. this.handlers = {};
  1861. this.session = {};
  1862. this.recognizers = [];
  1863. this.element = element;
  1864. this.input = createInputInstance(this);
  1865. this.touchAction = new TouchAction(this, this.options.touchAction);
  1866. toggleCssProps(this, true);
  1867. each(this.options.recognizers, function (item) {
  1868. var recognizer = this.add(new (item[0])(item[1]));
  1869. item[2] && recognizer.recognizeWith(item[2]);
  1870. item[3] && recognizer.requireFailure(item[3]);
  1871. }, this);
  1872. }
  1873. Manager.prototype = {
  1874. /**
  1875. * set options
  1876. * @param {Object} options
  1877. * @returns {Manager}
  1878. */
  1879. set: function (options) {
  1880. Object.assign(this.options, options);
  1881. // Options that need a little more setup
  1882. if (options.touchAction) {
  1883. this.touchAction.update();
  1884. }
  1885. if (options.inputTarget) {
  1886. // Clean up existing event listeners and reinitialize
  1887. this.input.destroy();
  1888. this.input.target = options.inputTarget;
  1889. this.input.init();
  1890. }
  1891. return this;
  1892. },
  1893. /**
  1894. * stop recognizing for this session.
  1895. * This session will be discarded, when a new [input]start event is fired.
  1896. * When forced, the recognizer cycle is stopped immediately.
  1897. * @param {Boolean} [force]
  1898. */
  1899. stop: function (force) {
  1900. this.session.stopped = force ? FORCED_STOP : STOP;
  1901. },
  1902. /**
  1903. * run the recognizers!
  1904. * called by the inputHandler function on every movement of the pointers (touches)
  1905. * it walks through all the recognizers and tries to detect the gesture that is being made
  1906. * @param {Object} inputData
  1907. */
  1908. recognize: function (inputData) {
  1909. var session = this.session;
  1910. if (session.stopped) {
  1911. return;
  1912. }
  1913. // run the touch-action polyfill
  1914. this.touchAction.preventDefaults(inputData);
  1915. var recognizer;
  1916. var recognizers = this.recognizers;
  1917. // this holds the recognizer that is being recognized.
  1918. // so the recognizer's state needs to be BEGAN, CHANGED, ENDED or RECOGNIZED
  1919. // if no recognizer is detecting a thing, it is set to `null`
  1920. var curRecognizer = session.curRecognizer;
  1921. // reset when the last recognizer is recognized
  1922. // or when we're in a new session
  1923. if (!curRecognizer || (curRecognizer && curRecognizer.state & STATE_RECOGNIZED)) {
  1924. curRecognizer = session.curRecognizer = null;
  1925. }
  1926. var i = 0;
  1927. while (i < recognizers.length) {
  1928. recognizer = recognizers[i];
  1929. // find out if we are allowed try to recognize the input for this one.
  1930. // 1. allow if the session is NOT forced stopped (see the .stop() method)
  1931. // 2. allow if we still haven't recognized a gesture in this session, or the this recognizer is the one
  1932. // that is being recognized.
  1933. // 3. allow if the recognizer is allowed to run simultaneous with the current recognized recognizer.
  1934. // this can be setup with the `recognizeWith()` method on the recognizer.
  1935. if (session.stopped !== FORCED_STOP && (!curRecognizer || recognizer == curRecognizer ||
  1936. recognizer.canRecognizeWith(curRecognizer))) {
  1937. recognizer.recognize(inputData);
  1938. }
  1939. else {
  1940. recognizer.reset();
  1941. }
  1942. // if the recognizer has been recognizing the input as a valid gesture, we want to store this one as the
  1943. // current active recognizer. but only if we don't already have an active recognizer
  1944. if (!curRecognizer && recognizer.state & (STATE_BEGAN | STATE_CHANGED | STATE_ENDED)) {
  1945. curRecognizer = session.curRecognizer = recognizer;
  1946. }
  1947. i++;
  1948. }
  1949. },
  1950. /**
  1951. * get a recognizer by its event name.
  1952. * @param {Recognizer|String} recognizer
  1953. * @returns {Recognizer|Null}
  1954. */
  1955. get: function (recognizer) {
  1956. if (recognizer instanceof Recognizer) {
  1957. return recognizer;
  1958. }
  1959. var recognizers = this.recognizers;
  1960. for (var i = 0; i < recognizers.length; i++) {
  1961. if (recognizers[i].options.event == recognizer) {
  1962. return recognizers[i];
  1963. }
  1964. }
  1965. return null;
  1966. },
  1967. /**
  1968. * add a recognizer to the manager
  1969. * existing recognizers with the same event name will be removed
  1970. * @param {Recognizer} recognizer
  1971. * @returns {Recognizer|Manager}
  1972. */
  1973. add: function (recognizer) {
  1974. if (invokeArrayArg(recognizer, 'add', this)) {
  1975. return this;
  1976. }
  1977. // remove existing
  1978. var existing = this.get(recognizer.options.event);
  1979. if (existing) {
  1980. this.remove(existing);
  1981. }
  1982. this.recognizers.push(recognizer);
  1983. recognizer.manager = this;
  1984. this.touchAction.update();
  1985. return recognizer;
  1986. },
  1987. /**
  1988. * remove a recognizer by name or instance
  1989. * @param {Recognizer|String} recognizer
  1990. * @returns {Manager}
  1991. */
  1992. remove: function (recognizer) {
  1993. if (invokeArrayArg(recognizer, 'remove', this)) {
  1994. return this;
  1995. }
  1996. recognizer = this.get(recognizer);
  1997. // let's make sure this recognizer exists
  1998. if (recognizer) {
  1999. var recognizers = this.recognizers;
  2000. var index = inArray(recognizers, recognizer);
  2001. if (index !== -1) {
  2002. recognizers.splice(index, 1);
  2003. this.touchAction.update();
  2004. }
  2005. }
  2006. return this;
  2007. },
  2008. /**
  2009. * bind event
  2010. * @param {String} events
  2011. * @param {Function} handler
  2012. * @returns {EventEmitter} this
  2013. */
  2014. on: function (events, handler) {
  2015. var handlers = this.handlers;
  2016. each(splitStr(events), function (event) {
  2017. handlers[event] = handlers[event] || [];
  2018. handlers[event].push(handler);
  2019. });
  2020. return this;
  2021. },
  2022. /**
  2023. * unbind event, leave emit blank to remove all handlers
  2024. * @param {String} events
  2025. * @param {Function} [handler]
  2026. * @returns {EventEmitter} this
  2027. */
  2028. off: function (events, handler) {
  2029. var handlers = this.handlers;
  2030. each(splitStr(events), function (event) {
  2031. if (!handler) {
  2032. delete handlers[event];
  2033. }
  2034. else {
  2035. handlers[event] && handlers[event].splice(inArray(handlers[event], handler), 1);
  2036. }
  2037. });
  2038. return this;
  2039. },
  2040. /**
  2041. * emit event to the listeners
  2042. * @param {String} event
  2043. * @param {Object} data
  2044. */
  2045. emit: function (event, data) {
  2046. // we also want to trigger dom events
  2047. if (this.options.domEvents) {
  2048. triggerDomEvent(event, data);
  2049. }
  2050. // no handlers, so skip it all
  2051. var handlers = this.handlers[event] && this.handlers[event].slice();
  2052. if (!handlers || !handlers.length) {
  2053. return;
  2054. }
  2055. data.type = event;
  2056. data.preventDefault = function () {
  2057. data.srcEvent.preventDefault();
  2058. };
  2059. var i = 0;
  2060. while (i < handlers.length) {
  2061. handlers[i](data);
  2062. i++;
  2063. }
  2064. },
  2065. /**
  2066. * destroy the manager and unbinds all events
  2067. * it doesn't unbind dom events, that is the user own responsibility
  2068. */
  2069. destroy: function () {
  2070. this.element && toggleCssProps(this, false);
  2071. this.handlers = {};
  2072. this.session = {};
  2073. this.input.destroy();
  2074. this.element = null;
  2075. }
  2076. };
  2077. /**
  2078. * add/remove the css properties as defined in manager.options.cssProps
  2079. * @param {Manager} manager
  2080. * @param {Boolean} add
  2081. */
  2082. function toggleCssProps(manager, add) {
  2083. var element = manager.element;
  2084. if (!element.style) {
  2085. return;
  2086. }
  2087. each(manager.options.cssProps, function (value, name) {
  2088. element.style[prefixed(element.style, name)] = add ? value : '';
  2089. });
  2090. }
  2091. /**
  2092. * trigger dom event
  2093. * @param {String} event
  2094. * @param {Object} data
  2095. */
  2096. function triggerDomEvent(event, data) {
  2097. var gestureEvent = doc.createEvent('Event');
  2098. gestureEvent.initEvent(event, true, true);
  2099. gestureEvent.gesture = data;
  2100. data.target.dispatchEvent(gestureEvent);
  2101. }
  2102. Object.assign(Hammer, {
  2103. INPUT_START: INPUT_START,
  2104. INPUT_MOVE: INPUT_MOVE,
  2105. INPUT_END: INPUT_END,
  2106. INPUT_CANCEL: INPUT_CANCEL,
  2107. STATE_POSSIBLE: STATE_POSSIBLE,
  2108. STATE_BEGAN: STATE_BEGAN,
  2109. STATE_CHANGED: STATE_CHANGED,
  2110. STATE_ENDED: STATE_ENDED,
  2111. STATE_RECOGNIZED: STATE_RECOGNIZED,
  2112. STATE_CANCELLED: STATE_CANCELLED,
  2113. STATE_FAILED: STATE_FAILED,
  2114. DIRECTION_NONE: DIRECTION_NONE,
  2115. DIRECTION_LEFT: DIRECTION_LEFT,
  2116. DIRECTION_RIGHT: DIRECTION_RIGHT,
  2117. DIRECTION_UP: DIRECTION_UP,
  2118. DIRECTION_DOWN: DIRECTION_DOWN,
  2119. DIRECTION_HORIZONTAL: DIRECTION_HORIZONTAL,
  2120. DIRECTION_VERTICAL: DIRECTION_VERTICAL,
  2121. DIRECTION_ALL: DIRECTION_ALL,
  2122. Manager: Manager,
  2123. Input: Input,
  2124. TouchAction: TouchAction,
  2125. TouchInput: TouchInput,
  2126. MouseInput: MouseInput,
  2127. PointerEventInput: PointerEventInput,
  2128. TouchMouseInput: TouchMouseInput,
  2129. SingleTouchInput: SingleTouchInput,
  2130. Recognizer: Recognizer,
  2131. AttrRecognizer: AttrRecognizer,
  2132. Tap: TapRecognizer,
  2133. Pan: PanRecognizer,
  2134. Swipe: SwipeRecognizer,
  2135. Pinch: PinchRecognizer,
  2136. Rotate: RotateRecognizer,
  2137. Press: PressRecognizer,
  2138. on: addEventListeners,
  2139. off: removeEventListeners,
  2140. each: each,
  2141. inherit: inherit,
  2142. bindFn: bindFn,
  2143. prefixed: prefixed
  2144. });
  2145. win.Hammer = Hammer;
  2146. export { Hammer };
  2147. //# sourceMappingURL=hammer.js.map