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author | 2017-05-04 07:48:42 -0400 | |
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committer | 2017-05-04 12:28:17 -0400 | |
commit | b54df0ddd0c6a0372327c5aa3668e5a6458fcd64 (patch) | |
tree | e69cfa9b314a801bd187cf0145d1d4306436229c /ecomp-portal-BE-common/src/main/webapp/WEB-INF/static/ebz/angular_js/gestures.js | |
parent | 39d1e62c84041831bfc52cca73b5ed5efaf57d27 (diff) |
[PORTAL-7] Rebase
This rebasing includes common libraries and common overlays projects
abstraction of components
Change-Id: I9a24a338665c7cd058978e8636bc412d9e2fdce8
Signed-off-by: st782s <statta@research.att.com>
Diffstat (limited to 'ecomp-portal-BE-common/src/main/webapp/WEB-INF/static/ebz/angular_js/gestures.js')
-rw-r--r-- | ecomp-portal-BE-common/src/main/webapp/WEB-INF/static/ebz/angular_js/gestures.js | 1495 |
1 files changed, 1495 insertions, 0 deletions
diff --git a/ecomp-portal-BE-common/src/main/webapp/WEB-INF/static/ebz/angular_js/gestures.js b/ecomp-portal-BE-common/src/main/webapp/WEB-INF/static/ebz/angular_js/gestures.js new file mode 100644 index 00000000..8c515d8a --- /dev/null +++ b/ecomp-portal-BE-common/src/main/webapp/WEB-INF/static/ebz/angular_js/gestures.js @@ -0,0 +1,1495 @@ +/*! Hammer.JS - v1.0.5 - 2013-04-07 + * http://eightmedia.github.com/hammer.js + * + * Copyright (c) 2013 Jorik Tangelder <j.tangelder@gmail.com>; + * Licensed under the MIT license */ + +(function(window, undefined) { + 'use strict'; + +/** + * Hammer + * use this to create instances + * @param {HTMLElement} element + * @param {Object} options + * @returns {Hammer.Instance} + * @constructor + */ +var Hammer = function(element, options) { + return new Hammer.Instance(element, options || {}); +}; + +// default settings +Hammer.defaults = { + // add styles and attributes to the element to prevent the browser from doing + // its native behavior. this doesnt prevent the scrolling, but cancels + // the contextmenu, tap highlighting etc + // set to false to disable this + stop_browser_behavior: { + // this also triggers onselectstart=false for IE + userSelect: 'none', + // this makes the element blocking in IE10 >, you could experiment with the value + // see for more options this issue; https://github.com/EightMedia/hammer.js/issues/241 + touchAction: 'none', + touchCallout: 'none', + contentZooming: 'none', + userDrag: 'none', + tapHighlightColor: 'rgba(0,0,0,0)' + } + + // more settings are defined per gesture at gestures.js +}; + +// detect touchevents +Hammer.HAS_POINTEREVENTS = navigator.pointerEnabled || navigator.msPointerEnabled; +Hammer.HAS_TOUCHEVENTS = ('ontouchstart' in window); + +// dont use mouseevents on mobile devices +Hammer.MOBILE_REGEX = /mobile|tablet|ip(ad|hone|od)|android/i; +Hammer.NO_MOUSEEVENTS = Hammer.HAS_TOUCHEVENTS && navigator.userAgent.match(Hammer.MOBILE_REGEX); + +// eventtypes per touchevent (start, move, end) +// are filled by Hammer.event.determineEventTypes on setup +Hammer.EVENT_TYPES = {}; + +// direction defines +Hammer.DIRECTION_DOWN = 'down'; +Hammer.DIRECTION_LEFT = 'left'; +Hammer.DIRECTION_UP = 'up'; +Hammer.DIRECTION_RIGHT = 'right'; + +// pointer type +Hammer.POINTER_MOUSE = 'mouse'; +Hammer.POINTER_TOUCH = 'touch'; +Hammer.POINTER_PEN = 'pen'; + +// touch event defines +Hammer.EVENT_START = 'start'; +Hammer.EVENT_MOVE = 'move'; +Hammer.EVENT_END = 'end'; + +// hammer document where the base events are added at +Hammer.DOCUMENT = document; + +// plugins namespace +Hammer.plugins = {}; + +// if the window events are set... +Hammer.READY = false; + +/** + * setup events to detect gestures on the document + */ +function setup() { + if(Hammer.READY) { + return; + } + + // find what eventtypes we add listeners to + Hammer.event.determineEventTypes(); + + // Register all gestures inside Hammer.gestures + for(var name in Hammer.gestures) { + if(Hammer.gestures.hasOwnProperty(name)) { + Hammer.detection.register(Hammer.gestures[name]); + } + } + + // Add touch events on the document + Hammer.event.onTouch(Hammer.DOCUMENT, Hammer.EVENT_MOVE, Hammer.detection.detect); + Hammer.event.onTouch(Hammer.DOCUMENT, Hammer.EVENT_END, Hammer.detection.detect); + + // Hammer is ready...! + Hammer.READY = true; +} + +/** + * create new hammer instance + * all methods should return the instance itself, so it is chainable. + * @param {HTMLElement} element + * @param {Object} [options={}] + * @returns {Hammer.Instance} + * @constructor + */ +Hammer.Instance = function(element, options) { + var self = this; + + // setup HammerJS window events and register all gestures + // this also sets up the default options + setup(); + + this.element = element; + + // start/stop detection option + this.enabled = true; + + // merge options + this.options = Hammer.utils.extend( + Hammer.utils.extend({}, Hammer.defaults), + options || {}); + + // add some css to the element to prevent the browser from doing its native behavoir + if(this.options.stop_browser_behavior) { + Hammer.utils.stopDefaultBrowserBehavior(this.element, this.options.stop_browser_behavior); + } + + // start detection on touchstart + Hammer.event.onTouch(element, Hammer.EVENT_START, function(ev) { + if(self.enabled) { + Hammer.detection.startDetect(self, ev); + } + }); + + // return instance + return this; +}; + + +Hammer.Instance.prototype = { + /** + * bind events to the instance + * @param {String} gesture + * @param {Function} handler + * @returns {Hammer.Instance} + */ + on: function onEvent(gesture, handler){ + var gestures = gesture.split(' '); + for(var t=0; t<gestures.length; t++) { + this.element.addEventListener(gestures[t], handler, false); + } + return this; + }, + + + /** + * unbind events to the instance + * @param {String} gesture + * @param {Function} handler + * @returns {Hammer.Instance} + */ + off: function offEvent(gesture, handler){ + var gestures = gesture.split(' '); + for(var t=0; t<gestures.length; t++) { + this.element.removeEventListener(gestures[t], handler, false); + } + return this; + }, + + + /** + * trigger gesture event + * @param {String} gesture + * @param {Object} eventData + * @returns {Hammer.Instance} + */ + trigger: function triggerEvent(gesture, eventData){ + // create DOM event + var event = Hammer.DOCUMENT.createEvent('Event'); + event.initEvent(gesture, true, true); + event.gesture = eventData; + + // trigger on the target if it is in the instance element, + // this is for event delegation tricks + var element = this.element; + if(Hammer.utils.hasParent(eventData.target, element)) { + element = eventData.target; + } + + element.dispatchEvent(event); + return this; + }, + + + /** + * enable of disable hammer.js detection + * @param {Boolean} state + * @returns {Hammer.Instance} + */ + enable: function enable(state) { + this.enabled = state; + return this; + } +}; + +/** + * this holds the last move event, + * used to fix empty touchend issue + * see the onTouch event for an explanation + * @type {Object} + */ +var last_move_event = null; + + +/** + * when the mouse is hold down, this is true + * @type {Boolean} + */ +var enable_detect = false; + + +/** + * when touch events have been fired, this is true + * @type {Boolean} + */ +var touch_triggered = false; + + +Hammer.event = { + /** + * simple addEventListener + * @param {HTMLElement} element + * @param {String} type + * @param {Function} handler + */ + bindDom: function(element, type, handler) { + var types = type.split(' '); + for(var t=0; t<types.length; t++) { + element.addEventListener(types[t], handler, false); + } + }, + + + /** + * touch events with mouse fallback + * @param {HTMLElement} element + * @param {String} eventType like Hammer.EVENT_MOVE + * @param {Function} handler + */ + onTouch: function onTouch(element, eventType, handler) { + var self = this; + + this.bindDom(element, Hammer.EVENT_TYPES[eventType], function bindDomOnTouch(ev) { + var sourceEventType = ev.type.toLowerCase(); + + // onmouseup, but when touchend has been fired we do nothing. + // this is for touchdevices which also fire a mouseup on touchend + if(sourceEventType.match(/mouse/) && touch_triggered) { + return; + } + + // mousebutton must be down or a touch event + else if( sourceEventType.match(/touch/) || // touch events are always on screen + sourceEventType.match(/pointerdown/) || // pointerevents touch + (sourceEventType.match(/mouse/) && ev.which === 1) // mouse is pressed + ){ + enable_detect = true; + } + + // we are in a touch event, set the touch triggered bool to true, + // this for the conflicts that may occur on ios and android + if(sourceEventType.match(/touch|pointer/)) { + touch_triggered = true; + } + + // count the total touches on the screen + var count_touches = 0; + + // when touch has been triggered in this detection session + // and we are now handling a mouse event, we stop that to prevent conflicts + if(enable_detect) { + // update pointerevent + if(Hammer.HAS_POINTEREVENTS && eventType != Hammer.EVENT_END) { + count_touches = Hammer.PointerEvent.updatePointer(eventType, ev); + } + // touch + else if(sourceEventType.match(/touch/)) { + count_touches = ev.touches.length; + } + // mouse + else if(!touch_triggered) { + count_touches = sourceEventType.match(/up/) ? 0 : 1; + } + + // if we are in a end event, but when we remove one touch and + // we still have enough, set eventType to move + if(count_touches > 0 && eventType == Hammer.EVENT_END) { + eventType = Hammer.EVENT_MOVE; + } + // no touches, force the end event + else if(!count_touches) { + eventType = Hammer.EVENT_END; + } + + // because touchend has no touches, and we often want to use these in our gestures, + // we send the last move event as our eventData in touchend + if(!count_touches && last_move_event !== null) { + ev = last_move_event; + } + // store the last move event + else { + last_move_event = ev; + } + + // trigger the handler + handler.call(Hammer.detection, self.collectEventData(element, eventType, ev)); + + // remove pointerevent from list + if(Hammer.HAS_POINTEREVENTS && eventType == Hammer.EVENT_END) { + count_touches = Hammer.PointerEvent.updatePointer(eventType, ev); + } + } + + //debug(sourceEventType +" "+ eventType); + + // on the end we reset everything + if(!count_touches) { + last_move_event = null; + enable_detect = false; + touch_triggered = false; + Hammer.PointerEvent.reset(); + } + }); + }, + + + /** + * we have different events for each device/browser + * determine what we need and set them in the Hammer.EVENT_TYPES constant + */ + determineEventTypes: function determineEventTypes() { + // determine the eventtype we want to set + var types; + + // pointerEvents magic + if(Hammer.HAS_POINTEREVENTS) { + types = Hammer.PointerEvent.getEvents(); + } + // on Android, iOS, blackberry, windows mobile we dont want any mouseevents + else if(Hammer.NO_MOUSEEVENTS) { + types = [ + 'touchstart', + 'touchmove', + 'touchend touchcancel']; + } + // for non pointer events browsers and mixed browsers, + // like chrome on windows8 touch laptop + else { + types = [ + 'touchstart mousedown', + 'touchmove mousemove', + 'touchend touchcancel mouseup']; + } + + Hammer.EVENT_TYPES[Hammer.EVENT_START] = types[0]; + Hammer.EVENT_TYPES[Hammer.EVENT_MOVE] = types[1]; + Hammer.EVENT_TYPES[Hammer.EVENT_END] = types[2]; + }, + + + /** + * create touchlist depending on the event + * @param {Object} ev + * @param {String} eventType used by the fakemultitouch plugin + */ + getTouchList: function getTouchList(ev/*, eventType*/) { + // get the fake pointerEvent touchlist + if(Hammer.HAS_POINTEREVENTS) { + return Hammer.PointerEvent.getTouchList(); + } + // get the touchlist + else if(ev.touches) { + return ev.touches; + } + // make fake touchlist from mouse position + else { + return [{ + identifier: 1, + pageX: ev.pageX, + pageY: ev.pageY, + target: ev.target + }]; + } + }, + + + /** + * collect event data for Hammer js + * @param {HTMLElement} element + * @param {String} eventType like Hammer.EVENT_MOVE + * @param {Object} eventData + */ + collectEventData: function collectEventData(element, eventType, ev) { + var touches = this.getTouchList(ev, eventType); + + // find out pointerType + var pointerType = Hammer.POINTER_TOUCH; + if(ev.type.match(/mouse/) || Hammer.PointerEvent.matchType(Hammer.POINTER_MOUSE, ev)) { + pointerType = Hammer.POINTER_MOUSE; + } + + return { + center : Hammer.utils.getCenter(touches), + timeStamp : new Date().getTime(), + target : ev.target, + touches : touches, + eventType : eventType, + pointerType : pointerType, + srcEvent : ev, + + /** + * prevent the browser default actions + * mostly used to disable scrolling of the browser + */ + preventDefault: function() { + if(this.srcEvent.preventManipulation) { + this.srcEvent.preventManipulation(); + } + + if(this.srcEvent.preventDefault) { + this.srcEvent.preventDefault(); + } + }, + + /** + * stop bubbling the event up to its parents + */ + stopPropagation: function() { + this.srcEvent.stopPropagation(); + }, + + /** + * immediately stop gesture detection + * might be useful after a swipe was detected + * @return {*} + */ + stopDetect: function() { + return Hammer.detection.stopDetect(); + } + }; + } +}; + +Hammer.PointerEvent = { + /** + * holds all pointers + * @type {Object} + */ + pointers: {}, + + /** + * get a list of pointers + * @returns {Array} touchlist + */ + getTouchList: function() { + var self = this; + var touchlist = []; + + // we can use forEach since pointerEvents only is in IE10 + Object.keys(self.pointers).sort().forEach(function(id) { + touchlist.push(self.pointers[id]); + }); + return touchlist; + }, + + /** + * update the position of a pointer + * @param {String} type Hammer.EVENT_END + * @param {Object} pointerEvent + */ + updatePointer: function(type, pointerEvent) { + if(type == Hammer.EVENT_END) { + this.pointers = {}; + } + else { + pointerEvent.identifier = pointerEvent.pointerId; + this.pointers[pointerEvent.pointerId] = pointerEvent; + } + + return Object.keys(this.pointers).length; + }, + + /** + * check if ev matches pointertype + * @param {String} pointerType Hammer.POINTER_MOUSE + * @param {PointerEvent} ev + */ + matchType: function(pointerType, ev) { + if(!ev.pointerType) { + return false; + } + + var types = {}; + types[Hammer.POINTER_MOUSE] = (ev.pointerType == ev.MSPOINTER_TYPE_MOUSE || ev.pointerType == Hammer.POINTER_MOUSE); + types[Hammer.POINTER_TOUCH] = (ev.pointerType == ev.MSPOINTER_TYPE_TOUCH || ev.pointerType == Hammer.POINTER_TOUCH); + types[Hammer.POINTER_PEN] = (ev.pointerType == ev.MSPOINTER_TYPE_PEN || ev.pointerType == Hammer.POINTER_PEN); + return types[pointerType]; + }, + + + /** + * get events + */ + getEvents: function() { + return [ + 'pointerdown MSPointerDown', + 'pointermove MSPointerMove', + 'pointerup pointercancel MSPointerUp MSPointerCancel' + ]; + }, + + /** + * reset the list + */ + reset: function() { + this.pointers = {}; + } +}; + + +Hammer.utils = { + /** + * extend method, + * also used for cloning when dest is an empty object + * @param {Object} dest + * @param {Object} src + * @parm {Boolean} merge do a merge + * @returns {Object} dest + */ + extend: function extend(dest, src, merge) { + for (var key in src) { + if(dest[key] !== undefined && merge) { + continue; + } + dest[key] = src[key]; + } + return dest; + }, + + + /** + * find if a node is in the given parent + * used for event delegation tricks + * @param {HTMLElement} node + * @param {HTMLElement} parent + * @returns {boolean} has_parent + */ + hasParent: function(node, parent) { + while(node){ + if(node == parent) { + return true; + } + node = node.parentNode; + } + return false; + }, + + + /** + * get the center of all the touches + * @param {Array} touches + * @returns {Object} center + */ + getCenter: function getCenter(touches) { + var valuesX = [], valuesY = []; + + for(var t= 0,len=touches.length; t<len; t++) { + valuesX.push(touches[t].pageX); + valuesY.push(touches[t].pageY); + } + + return { + pageX: ((Math.min.apply(Math, valuesX) + Math.max.apply(Math, valuesX)) / 2), + pageY: ((Math.min.apply(Math, valuesY) + Math.max.apply(Math, valuesY)) / 2) + }; + }, + + + /** + * calculate the velocity between two points + * @param {Number} delta_time + * @param {Number} delta_x + * @param {Number} delta_y + * @returns {Object} velocity + */ + getVelocity: function getVelocity(delta_time, delta_x, delta_y) { + return { + x: Math.abs(delta_x / delta_time) || 0, + y: Math.abs(delta_y / delta_time) || 0 + }; + }, + + + /** + * calculate the angle between two coordinates + * @param {Touch} touch1 + * @param {Touch} touch2 + * @returns {Number} angle + */ + getAngle: function getAngle(touch1, touch2) { + var y = touch2.pageY - touch1.pageY, + x = touch2.pageX - touch1.pageX; + return Math.atan2(y, x) * 180 / Math.PI; + }, + + + /** + * angle to direction define + * @param {Touch} touch1 + * @param {Touch} touch2 + * @returns {String} direction constant, like Hammer.DIRECTION_LEFT + */ + getDirection: function getDirection(touch1, touch2) { + var x = Math.abs(touch1.pageX - touch2.pageX), + y = Math.abs(touch1.pageY - touch2.pageY); + + if(x >= y) { + return touch1.pageX - touch2.pageX > 0 ? Hammer.DIRECTION_LEFT : Hammer.DIRECTION_RIGHT; + } + else { + return touch1.pageY - touch2.pageY > 0 ? Hammer.DIRECTION_UP : Hammer.DIRECTION_DOWN; + } + }, + + + /** + * calculate the distance between two touches + * @param {Touch} touch1 + * @param {Touch} touch2 + * @returns {Number} distance + */ + getDistance: function getDistance(touch1, touch2) { + var x = touch2.pageX - touch1.pageX, + y = touch2.pageY - touch1.pageY; + return Math.sqrt((x*x) + (y*y)); + }, + + + /** + * calculate the scale factor between two touchLists (fingers) + * no scale is 1, and goes down to 0 when pinched together, and bigger when pinched out + * @param {Array} start + * @param {Array} end + * @returns {Number} scale + */ + getScale: function getScale(start, end) { + // need two fingers... + if(start.length >= 2 && end.length >= 2) { + return this.getDistance(end[0], end[1]) / + this.getDistance(start[0], start[1]); + } + return 1; + }, + + + /** + * calculate the rotation degrees between two touchLists (fingers) + * @param {Array} start + * @param {Array} end + * @returns {Number} rotation + */ + getRotation: function getRotation(start, end) { + // need two fingers + if(start.length >= 2 && end.length >= 2) { + return this.getAngle(end[1], end[0]) - + this.getAngle(start[1], start[0]); + } + return 0; + }, + + + /** + * boolean if the direction is vertical + * @param {String} direction + * @returns {Boolean} is_vertical + */ + isVertical: function isVertical(direction) { + return (direction == Hammer.DIRECTION_UP || direction == Hammer.DIRECTION_DOWN); + }, + + + /** + * stop browser default behavior with css props + * @param {HtmlElement} element + * @param {Object} css_props + */ + stopDefaultBrowserBehavior: function stopDefaultBrowserBehavior(element, css_props) { + var prop, + vendors = ['webkit','khtml','moz','ms','o','']; + + if(!css_props || !element.style) { + return; + } + + // with css properties for modern browsers + for(var i = 0; i < vendors.length; i++) { + for(var p in css_props) { + if(css_props.hasOwnProperty(p)) { + prop = p; + + // vender prefix at the property + if(vendors[i]) { + prop = vendors[i] + prop.substring(0, 1).toUpperCase() + prop.substring(1); + } + + // set the style + element.style[prop] = css_props[p]; + } + } + } + + // also the disable onselectstart + if(css_props.userSelect == 'none') { + element.onselectstart = function() { + return false; + }; + } + } +}; + +Hammer.detection = { + // contains all registred Hammer.gestures in the correct order + gestures: [], + + // data of the current Hammer.gesture detection session + current: null, + + // the previous Hammer.gesture session data + // is a full clone of the previous gesture.current object + previous: null, + + // when this becomes true, no gestures are fired + stopped: false, + + + /** + * start Hammer.gesture detection + * @param {Hammer.Instance} inst + * @param {Object} eventData + */ + startDetect: function startDetect(inst, eventData) { + // already busy with a Hammer.gesture detection on an element + if(this.current) { + return; + } + + this.stopped = false; + + this.current = { + inst : inst, // reference to HammerInstance we're working for + startEvent : Hammer.utils.extend({}, eventData), // start eventData for distances, timing etc + lastEvent : false, // last eventData + name : '' // current gesture we're in/detected, can be 'tap', 'hold' etc + }; + + this.detect(eventData); + }, + + + /** + * Hammer.gesture detection + * @param {Object} eventData + * @param {Object} eventData + */ + detect: function detect(eventData) { + if(!this.current || this.stopped) { + return; + } + + // extend event data with calculations about scale, distance etc + eventData = this.extendEventData(eventData); + + // instance options + var inst_options = this.current.inst.options; + + // call Hammer.gesture handlers + for(var g=0,len=this.gestures.length; g<len; g++) { + var gesture = this.gestures[g]; + + // only when the instance options have enabled this gesture + if(!this.stopped && inst_options[gesture.name] !== false) { + // if a handler returns false, we stop with the detection + if(gesture.handler.call(gesture, eventData, this.current.inst) === false) { + this.stopDetect(); + break; + } + } + } + + // store as previous event event + if(this.current) { + this.current.lastEvent = eventData; + } + + // endevent, but not the last touch, so dont stop + if(eventData.eventType == Hammer.EVENT_END && !eventData.touches.length-1) { + this.stopDetect(); + } + + return eventData; + }, + + + /** + * clear the Hammer.gesture vars + * this is called on endDetect, but can also be used when a final Hammer.gesture has been detected + * to stop other Hammer.gestures from being fired + */ + stopDetect: function stopDetect() { + // clone current data to the store as the previous gesture + // used for the double tap gesture, since this is an other gesture detect session + this.previous = Hammer.utils.extend({}, this.current); + + // reset the current + this.current = null; + + // stopped! + this.stopped = true; + }, + + + /** + * extend eventData for Hammer.gestures + * @param {Object} ev + * @returns {Object} ev + */ + extendEventData: function extendEventData(ev) { + var startEv = this.current.startEvent; + + // if the touches change, set the new touches over the startEvent touches + // this because touchevents don't have all the touches on touchstart, or the + // user must place his fingers at the EXACT same time on the screen, which is not realistic + // but, sometimes it happens that both fingers are touching at the EXACT same time + if(startEv && (ev.touches.length != startEv.touches.length || ev.touches === startEv.touches)) { + // extend 1 level deep to get the touchlist with the touch objects + startEv.touches = []; + for(var i=0,len=ev.touches.length; i<len; i++) { + startEv.touches.push(Hammer.utils.extend({}, ev.touches[i])); + } + } + + var delta_time = ev.timeStamp - startEv.timeStamp, + delta_x = ev.center.pageX - startEv.center.pageX, + delta_y = ev.center.pageY - startEv.center.pageY, + velocity = Hammer.utils.getVelocity(delta_time, delta_x, delta_y); + + Hammer.utils.extend(ev, { + deltaTime : delta_time, + + deltaX : delta_x, + deltaY : delta_y, + + velocityX : velocity.x, + velocityY : velocity.y, + + distance : Hammer.utils.getDistance(startEv.center, ev.center), + angle : Hammer.utils.getAngle(startEv.center, ev.center), + direction : Hammer.utils.getDirection(startEv.center, ev.center), + + scale : Hammer.utils.getScale(startEv.touches, ev.touches), + rotation : Hammer.utils.getRotation(startEv.touches, ev.touches), + + startEvent : startEv + }); + + return ev; + }, + + + /** + * register new gesture + * @param {Object} gesture object, see gestures.js for documentation + * @returns {Array} gestures + */ + register: function register(gesture) { + // add an enable gesture options if there is no given + var options = gesture.defaults || {}; + if(options[gesture.name] === undefined) { + options[gesture.name] = true; + } + + // extend Hammer default options with the Hammer.gesture options + Hammer.utils.extend(Hammer.defaults, options, true); + + // set its index + gesture.index = gesture.index || 1000; + + // add Hammer.gesture to the list + this.gestures.push(gesture); + + // sort the list by index + this.gestures.sort(function(a, b) { + if (a.index < b.index) { + return -1; + } + if (a.index > b.index) { + return 1; + } + return 0; + }); + + return this.gestures; + } +}; + + +Hammer.gestures = Hammer.gestures || {}; + +/** + * Custom gestures + * ============================== + * + * Gesture object + * -------------------- + * The object structure of a gesture: + * + * { name: 'mygesture', + * index: 1337, + * defaults: { + * mygesture_option: true + * } + * handler: function(type, ev, inst) { + * // trigger gesture event + * inst.trigger(this.name, ev); + * } + * } + + * @param {String} name + * this should be the name of the gesture, lowercase + * it is also being used to disable/enable the gesture per instance config. + * + * @param {Number} [index=1000] + * the index of the gesture, where it is going to be in the stack of gestures detection + * like when you build an gesture that depends on the drag gesture, it is a good + * idea to place it after the index of the drag gesture. + * + * @param {Object} [defaults={}] + * the default settings of the gesture. these are added to the instance settings, + * and can be overruled per instance. you can also add the name of the gesture, + * but this is also added by default (and set to true). + * + * @param {Function} handler + * this handles the gesture detection of your custom gesture and receives the + * following arguments: + * + * @param {Object} eventData + * event data containing the following properties: + * timeStamp {Number} time the event occurred + * target {HTMLElement} target element + * touches {Array} touches (fingers, pointers, mouse) on the screen + * pointerType {String} kind of pointer that was used. matches Hammer.POINTER_MOUSE|TOUCH + * center {Object} center position of the touches. contains pageX and pageY + * deltaTime {Number} the total time of the touches in the screen + * deltaX {Number} the delta on x axis we haved moved + * deltaY {Number} the delta on y axis we haved moved + * velocityX {Number} the velocity on the x + * velocityY {Number} the velocity on y + * angle {Number} the angle we are moving + * direction {String} the direction we are moving. matches Hammer.DIRECTION_UP|DOWN|LEFT|RIGHT + * distance {Number} the distance we haved moved + * scale {Number} scaling of the touches, needs 2 touches + * rotation {Number} rotation of the touches, needs 2 touches * + * eventType {String} matches Hammer.EVENT_START|MOVE|END + * srcEvent {Object} the source event, like TouchStart or MouseDown * + * startEvent {Object} contains the same properties as above, + * but from the first touch. this is used to calculate + * distances, deltaTime, scaling etc + * + * @param {Hammer.Instance} inst + * the instance we are doing the detection for. you can get the options from + * the inst.options object and trigger the gesture event by calling inst.trigger + * + * + * Handle gestures + * -------------------- + * inside the handler you can get/set Hammer.detection.current. This is the current + * detection session. It has the following properties + * @param {String} name + * contains the name of the gesture we have detected. it has not a real function, + * only to check in other gestures if something is detected. + * like in the drag gesture we set it to 'drag' and in the swipe gesture we can + * check if the current gesture is 'drag' by accessing Hammer.detection.current.name + * + * @readonly + * @param {Hammer.Instance} inst + * the instance we do the detection for + * + * @readonly + * @param {Object} startEvent + * contains the properties of the first gesture detection in this session. + * Used for calculations about timing, distance, etc. + * + * @readonly + * @param {Object} lastEvent + * contains all the properties of the last gesture detect in this session. + * + * after the gesture detection session has been completed (user has released the screen) + * the Hammer.detection.current object is copied into Hammer.detection.previous, + * this is usefull for gestures like doubletap, where you need to know if the + * previous gesture was a tap + * + * options that have been set by the instance can be received by calling inst.options + * + * You can trigger a gesture event by calling inst.trigger("mygesture", event). + * The first param is the name of your gesture, the second the event argument + * + * + * Register gestures + * -------------------- + * When an gesture is added to the Hammer.gestures object, it is auto registered + * at the setup of the first Hammer instance. You can also call Hammer.detection.register + * manually and pass your gesture object as a param + * + */ + +/** + * Hold + * Touch stays at the same place for x time + * @events hold + */ +Hammer.gestures.Hold = { + name: 'hold', + index: 10, + defaults: { + hold_timeout : 500, + hold_threshold : 1 + }, + timer: null, + handler: function holdGesture(ev, inst) { + switch(ev.eventType) { + case Hammer.EVENT_START: + // clear any running timers + clearTimeout(this.timer); + + // set the gesture so we can check in the timeout if it still is + Hammer.detection.current.name = this.name; + + // set timer and if after the timeout it still is hold, + // we trigger the hold event + this.timer = setTimeout(function() { + if(Hammer.detection.current.name == 'hold') { + inst.trigger('hold', ev); + } + }, inst.options.hold_timeout); + break; + + // when you move or end we clear the timer + case Hammer.EVENT_MOVE: + if(ev.distance > inst.options.hold_threshold) { + clearTimeout(this.timer); + } + break; + + case Hammer.EVENT_END: + clearTimeout(this.timer); + break; + } + } +}; + + +/** + * Tap/DoubleTap + * Quick touch at a place or double at the same place + * @events tap, doubletap + */ +Hammer.gestures.Tap = { + name: 'tap', + index: 100, + defaults: { + tap_max_touchtime : 250, + tap_max_distance : 10, + tap_always : true, + doubletap_distance : 20, + doubletap_interval : 300 + }, + handler: function tapGesture(ev, inst) { + if(ev.eventType == Hammer.EVENT_END) { + // previous gesture, for the double tap since these are two different gesture detections + var prev = Hammer.detection.previous, + did_doubletap = false; + + // when the touchtime is higher then the max touch time + // or when the moving distance is too much + if(ev.deltaTime > inst.options.tap_max_touchtime || + ev.distance > inst.options.tap_max_distance) { + return; + } + + // check if double tap + if(prev && prev.name == 'tap' && + (ev.timeStamp - prev.lastEvent.timeStamp) < inst.options.doubletap_interval && + ev.distance < inst.options.doubletap_distance) { + inst.trigger('doubletap', ev); + did_doubletap = true; + } + + // do a single tap + if(!did_doubletap || inst.options.tap_always) { + Hammer.detection.current.name = 'tap'; + inst.trigger(Hammer.detection.current.name, ev); + } + } + } +}; + + +/** + * Swipe + * triggers swipe events when the end velocity is above the threshold + * @events swipe, swipeleft, swiperight, swipeup, swipedown + */ +Hammer.gestures.Swipe = { + name: 'swipe', + index: 40, + defaults: { + // set 0 for unlimited, but this can conflict with transform + swipe_max_touches : 1, + swipe_velocity : 0.7 + }, + handler: function swipeGesture(ev, inst) { + if(ev.eventType == Hammer.EVENT_END) { + // max touches + if(inst.options.swipe_max_touches > 0 && + ev.touches.length > inst.options.swipe_max_touches) { + return; + } + + // when the distance we moved is too small we skip this gesture + // or we can be already in dragging + if(ev.velocityX > inst.options.swipe_velocity || + ev.velocityY > inst.options.swipe_velocity) { + // trigger swipe events + inst.trigger(this.name, ev); + inst.trigger(this.name + ev.direction, ev); + } + } + } +}; + + +/** + * Drag + * Move with x fingers (default 1) around on the page. Blocking the scrolling when + * moving left and right is a good practice. When all the drag events are blocking + * you disable scrolling on that area. + * @events drag, drapleft, dragright, dragup, dragdown + */ +Hammer.gestures.Drag = { + name: 'drag', + index: 50, + defaults: { + drag_min_distance : 10, + // set 0 for unlimited, but this can conflict with transform + drag_max_touches : 1, + // prevent default browser behavior when dragging occurs + // be careful with it, it makes the element a blocking element + // when you are using the drag gesture, it is a good practice to set this true + drag_block_horizontal : false, + drag_block_vertical : false, + // drag_lock_to_axis keeps the drag gesture on the axis that it started on, + // It disallows vertical directions if the initial direction was horizontal, and vice versa. + drag_lock_to_axis : false, + // drag lock only kicks in when distance > drag_lock_min_distance + // This way, locking occurs only when the distance has become large enough to reliably determine the direction + drag_lock_min_distance : 25 + }, + triggered: false, + handler: function dragGesture(ev, inst) { + // current gesture isnt drag, but dragged is true + // this means an other gesture is busy. now call dragend + if(Hammer.detection.current.name != this.name && this.triggered) { + inst.trigger(this.name +'end', ev); + this.triggered = false; + return; + } + + // max touches + if(inst.options.drag_max_touches > 0 && + ev.touches.length > inst.options.drag_max_touches) { + return; + } + + switch(ev.eventType) { + case Hammer.EVENT_START: + this.triggered = false; + break; + + case Hammer.EVENT_MOVE: + // when the distance we moved is too small we skip this gesture + // or we can be already in dragging + if(ev.distance < inst.options.drag_min_distance && + Hammer.detection.current.name != this.name) { + return; + } + + // we are dragging! + Hammer.detection.current.name = this.name; + + // lock drag to axis? + if(Hammer.detection.current.lastEvent.drag_locked_to_axis || (inst.options.drag_lock_to_axis && inst.options.drag_lock_min_distance<=ev.distance)) { + ev.drag_locked_to_axis = true; + } + var last_direction = Hammer.detection.current.lastEvent.direction; + if(ev.drag_locked_to_axis && last_direction !== ev.direction) { + // keep direction on the axis that the drag gesture started on + if(Hammer.utils.isVertical(last_direction)) { + ev.direction = (ev.deltaY < 0) ? Hammer.DIRECTION_UP : Hammer.DIRECTION_DOWN; + } + else { + ev.direction = (ev.deltaX < 0) ? Hammer.DIRECTION_LEFT : Hammer.DIRECTION_RIGHT; + } + } + + // first time, trigger dragstart event + if(!this.triggered) { + inst.trigger(this.name +'start', ev); + this.triggered = true; + } + + // trigger normal event + inst.trigger(this.name, ev); + + // direction event, like dragdown + inst.trigger(this.name + ev.direction, ev); + + // block the browser events + if( (inst.options.drag_block_vertical && Hammer.utils.isVertical(ev.direction)) || + (inst.options.drag_block_horizontal && !Hammer.utils.isVertical(ev.direction))) { + ev.preventDefault(); + } + break; + + case Hammer.EVENT_END: + // trigger dragend + if(this.triggered) { + inst.trigger(this.name +'end', ev); + } + + this.triggered = false; + break; + } + } +}; + + +/** + * Transform + * User want to scale or rotate with 2 fingers + * @events transform, pinch, pinchin, pinchout, rotate + */ +Hammer.gestures.Transform = { + name: 'transform', + index: 45, + defaults: { + // factor, no scale is 1, zoomin is to 0 and zoomout until higher then 1 + transform_min_scale : 0.01, + // rotation in degrees + transform_min_rotation : 1, + // prevent default browser behavior when two touches are on the screen + // but it makes the element a blocking element + // when you are using the transform gesture, it is a good practice to set this true + transform_always_block : false + }, + triggered: false, + handler: function transformGesture(ev, inst) { + // current gesture isnt drag, but dragged is true + // this means an other gesture is busy. now call dragend + if(Hammer.detection.current.name != this.name && this.triggered) { + inst.trigger(this.name +'end', ev); + this.triggered = false; + return; + } + + // atleast multitouch + if(ev.touches.length < 2) { + return; + } + + // prevent default when two fingers are on the screen + if(inst.options.transform_always_block) { + ev.preventDefault(); + } + + switch(ev.eventType) { + case Hammer.EVENT_START: + this.triggered = false; + break; + + case Hammer.EVENT_MOVE: + var scale_threshold = Math.abs(1-ev.scale); + var rotation_threshold = Math.abs(ev.rotation); + + // when the distance we moved is too small we skip this gesture + // or we can be already in dragging + if(scale_threshold < inst.options.transform_min_scale && + rotation_threshold < inst.options.transform_min_rotation) { + return; + } + + // we are transforming! + Hammer.detection.current.name = this.name; + + // first time, trigger dragstart event + if(!this.triggered) { + inst.trigger(this.name +'start', ev); + this.triggered = true; + } + + inst.trigger(this.name, ev); // basic transform event + + // trigger rotate event + if(rotation_threshold > inst.options.transform_min_rotation) { + inst.trigger('rotate', ev); + } + + // trigger pinch event + if(scale_threshold > inst.options.transform_min_scale) { + inst.trigger('pinch', ev); + inst.trigger('pinch'+ ((ev.scale < 1) ? 'in' : 'out'), ev); + } + break; + + case Hammer.EVENT_END: + // trigger dragend + if(this.triggered) { + inst.trigger(this.name +'end', ev); + } + + this.triggered = false; + break; + } + } +}; + + +/** + * Touch + * Called as first, tells the user has touched the screen + * @events touch + */ +Hammer.gestures.Touch = { + name: 'touch', + index: -Infinity, + defaults: { + // call preventDefault at touchstart, and makes the element blocking by + // disabling the scrolling of the page, but it improves gestures like + // transforming and dragging. + // be careful with using this, it can be very annoying for users to be stuck + // on the page + prevent_default: false, + + // disable mouse events, so only touch (or pen!) input triggers events + prevent_mouseevents: false + }, + handler: function touchGesture(ev, inst) { + if(inst.options.prevent_mouseevents && ev.pointerType == Hammer.POINTER_MOUSE) { + ev.stopDetect(); + return; + } + + if(inst.options.prevent_default) { + ev.preventDefault(); + } + + if(ev.eventType == Hammer.EVENT_START) { + inst.trigger(this.name, ev); + } + } +}; + + +/** + * Release + * Called as last, tells the user has released the screen + * @events release + */ +Hammer.gestures.Release = { + name: 'release', + index: Infinity, + handler: function releaseGesture(ev, inst) { + if(ev.eventType == Hammer.EVENT_END) { + inst.trigger(this.name, ev); + } + } +}; + +// node export +if(typeof module === 'object' && typeof module.exports === 'object'){ + module.exports = Hammer; +} +// just window export +else { + window.Hammer = Hammer; + + // requireJS module definition + if(typeof window.define === 'function' && window.define.amd) { + window.define('hammer', [], function() { + return Hammer; + }); + } +} +})(this); +'use strict'; + +angular.module('angular-gestures', []); + +/** + * Inspired by AngularJS' implementation of "click dblclick mousedown..." + * + * This ties in the Hammer 1.0.0 events to attributes like: + * + * hm-tap="add_something()" hm-swipe="remove_something()" + * + * and also has support for Hammer options with: + * + * hm-tap-opts="{hold: false}" + * + * or any other of the "hm-event" listed underneath. + */ +var HGESTURES = { + hmDoubleTap : 'doubletap', + hmDragstart : 'dragstart', + hmDrag : 'drag', + hmDragUp : 'dragup', + hmDragDown : 'dragdown', + hmDragLeft : 'dragleft', + hmDragRight : 'dragright', + hmDragend : 'dragend', + hmHold : 'hold', + hmPinch : 'pinch', + hmPinchIn : 'pinchin', + hmPinchOut : 'pinchout', + hmRelease : 'release', + hmRotate : 'rotate', + hmSwipe : 'swipe', + hmSwipeUp : 'swipeup', + hmSwipeDown : 'swipedown', + hmSwipeLeft : 'swipeleft', + hmSwipeRight : 'swiperight', + hmTap : 'tap', + hmTouch : 'touch', + hmTransformstart : 'transformstart', + hmTransform : 'transform', + hmTransformend : 'transformend' +}; + +var VERBOSE = false; + +angular.forEach(HGESTURES, function(eventName, directiveName) { + angular.module('angular-gestures').directive( + directiveName, + ['$parse', '$log', '$timeout', function($parse, $log, $timeout) { + return function(scope, element, attr) { + var hammertime, handler; + attr.$observe(directiveName, function(value) { + var fn = $parse(value); + var opts = $parse(attr[directiveName + 'Opts']) + (scope, {}); + hammertime = new Hammer(element[0], opts); + handler = function(event) { + if (VERBOSE) { + $log.debug('angular-gestures: %s', + eventName); + } + $timeout(function() { + fn(scope, { $event : event }); + }, 0); + }; + hammertime.on(eventName, handler); + }); + scope.$on('$destroy', function() { + hammertime.off(eventName, handler); + }); + }; + }]); +}); |