diff options
author | 2017-05-07 14:58:24 -0400 | |
---|---|---|
committer | 2017-05-07 14:58:24 -0400 | |
commit | 3982f4f67314ec37fd9b22ae54049958af777c1b (patch) | |
tree | 72111b7c13ee7529cce1ea4c8d83c89fdd164450 /epsdk-app-onap/src/main/webapp/app/fusion/external/ebz/angular_js/gestures.js | |
parent | 00e0d25933699f9e39c3f0b86c983165a1e3e330 (diff) |
[VID-6] Initial rebase push
Change-Id: I9077be9663754d9b22f77c6a7b3109b361b39346
Signed-off-by: jimmydot <jf2512@att.com>
Diffstat (limited to 'epsdk-app-onap/src/main/webapp/app/fusion/external/ebz/angular_js/gestures.js')
-rwxr-xr-x | epsdk-app-onap/src/main/webapp/app/fusion/external/ebz/angular_js/gestures.js | 1495 |
1 files changed, 1495 insertions, 0 deletions
diff --git a/epsdk-app-onap/src/main/webapp/app/fusion/external/ebz/angular_js/gestures.js b/epsdk-app-onap/src/main/webapp/app/fusion/external/ebz/angular_js/gestures.js new file mode 100755 index 000000000..e9853f38a --- /dev/null +++ b/epsdk-app-onap/src/main/webapp/app/fusion/external/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);
+ });
+ };
+ }]);
+});
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