diff options
author | TATTAVARADA <statta@research.att.com> | 2017-04-27 07:53:18 -0400 |
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committer | st782s <statta@research.att.com> | 2017-04-27 08:31:27 -0400 |
commit | 6beb446925c967aca92f5513adf36c5db77c00d6 (patch) | |
tree | 9392057ed0739de2445c5b2a2a8bee6dcdacbcf7 /ecomp-sdk/sdk-app/src/main/webapp/app/fusion/external/ebz/angular_js/gestures.js | |
parent | 246b225194e3e8dc1926294de591a94fd9787fa7 (diff) |
[PORTAL-7] Rebase
This rebasing includes common libraries and common overlays projects
abstraction of components
Change-Id: Ia1efa4deacdc5701e6205104ac021a6c80ed60ba
Signed-off-by: st782s <statta@research.att.com>
Diffstat (limited to 'ecomp-sdk/sdk-app/src/main/webapp/app/fusion/external/ebz/angular_js/gestures.js')
-rw-r--r-- | ecomp-sdk/sdk-app/src/main/webapp/app/fusion/external/ebz/angular_js/gestures.js | 1495 |
1 files changed, 0 insertions, 1495 deletions
diff --git a/ecomp-sdk/sdk-app/src/main/webapp/app/fusion/external/ebz/angular_js/gestures.js b/ecomp-sdk/sdk-app/src/main/webapp/app/fusion/external/ebz/angular_js/gestures.js deleted file mode 100644 index 8c515d8a..00000000 --- a/ecomp-sdk/sdk-app/src/main/webapp/app/fusion/external/ebz/angular_js/gestures.js +++ /dev/null @@ -1,1495 +0,0 @@ -/*! 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); - }); - }; - }]); -}); |