GT2/Ejectable/node_modules/@egjs/hammerjs/dist/hammer.esm.js

2993 lines
74 KiB
JavaScript

/*! Hammer.JS - v2.0.17-rc - 2019-12-16
* http://naver.github.io/egjs
*
* Forked By Naver egjs
* Copyright (c) hammerjs
* Licensed under the MIT license */
function _extends() {
_extends = Object.assign || function (target) {
for (var i = 1; i < arguments.length; i++) {
var source = arguments[i];
for (var key in source) {
if (Object.prototype.hasOwnProperty.call(source, key)) {
target[key] = source[key];
}
}
}
return target;
};
return _extends.apply(this, arguments);
}
function _inheritsLoose(subClass, superClass) {
subClass.prototype = Object.create(superClass.prototype);
subClass.prototype.constructor = subClass;
subClass.__proto__ = superClass;
}
function _assertThisInitialized(self) {
if (self === void 0) {
throw new ReferenceError("this hasn't been initialised - super() hasn't been called");
}
return self;
}
/**
* @private
* extend object.
* means that properties in dest will be overwritten by the ones in src.
* @param {Object} target
* @param {...Object} objects_to_assign
* @returns {Object} target
*/
var assign;
if (typeof Object.assign !== 'function') {
assign = function assign(target) {
if (target === undefined || target === null) {
throw new TypeError('Cannot convert undefined or null to object');
}
var output = Object(target);
for (var index = 1; index < arguments.length; index++) {
var source = arguments[index];
if (source !== undefined && source !== null) {
for (var nextKey in source) {
if (source.hasOwnProperty(nextKey)) {
output[nextKey] = source[nextKey];
}
}
}
}
return output;
};
} else {
assign = Object.assign;
}
var assign$1 = assign;
var VENDOR_PREFIXES = ['', 'webkit', 'Moz', 'MS', 'ms', 'o'];
var TEST_ELEMENT = typeof document === "undefined" ? {
style: {}
} : document.createElement('div');
var TYPE_FUNCTION = 'function';
var round = Math.round,
abs = Math.abs;
var now = Date.now;
/**
* @private
* get the prefixed property
* @param {Object} obj
* @param {String} property
* @returns {String|Undefined} prefixed
*/
function prefixed(obj, property) {
var prefix;
var prop;
var camelProp = property[0].toUpperCase() + property.slice(1);
var i = 0;
while (i < VENDOR_PREFIXES.length) {
prefix = VENDOR_PREFIXES[i];
prop = prefix ? prefix + camelProp : property;
if (prop in obj) {
return prop;
}
i++;
}
return undefined;
}
/* eslint-disable no-new-func, no-nested-ternary */
var win;
if (typeof window === "undefined") {
// window is undefined in node.js
win = {};
} else {
win = window;
}
var PREFIXED_TOUCH_ACTION = prefixed(TEST_ELEMENT.style, 'touchAction');
var NATIVE_TOUCH_ACTION = PREFIXED_TOUCH_ACTION !== undefined;
function getTouchActionProps() {
if (!NATIVE_TOUCH_ACTION) {
return false;
}
var touchMap = {};
var cssSupports = win.CSS && win.CSS.supports;
['auto', 'manipulation', 'pan-y', 'pan-x', 'pan-x pan-y', 'none'].forEach(function (val) {
// If css.supports is not supported but there is native touch-action assume it supports
// all values. This is the case for IE 10 and 11.
return touchMap[val] = cssSupports ? win.CSS.supports('touch-action', val) : true;
});
return touchMap;
}
var TOUCH_ACTION_COMPUTE = 'compute';
var TOUCH_ACTION_AUTO = 'auto';
var TOUCH_ACTION_MANIPULATION = 'manipulation'; // not implemented
var TOUCH_ACTION_NONE = 'none';
var TOUCH_ACTION_PAN_X = 'pan-x';
var TOUCH_ACTION_PAN_Y = 'pan-y';
var TOUCH_ACTION_MAP = getTouchActionProps();
var MOBILE_REGEX = /mobile|tablet|ip(ad|hone|od)|android/i;
var SUPPORT_TOUCH = 'ontouchstart' in win;
var SUPPORT_POINTER_EVENTS = prefixed(win, 'PointerEvent') !== undefined;
var SUPPORT_ONLY_TOUCH = SUPPORT_TOUCH && MOBILE_REGEX.test(navigator.userAgent);
var INPUT_TYPE_TOUCH = 'touch';
var INPUT_TYPE_PEN = 'pen';
var INPUT_TYPE_MOUSE = 'mouse';
var INPUT_TYPE_KINECT = 'kinect';
var COMPUTE_INTERVAL = 25;
var INPUT_START = 1;
var INPUT_MOVE = 2;
var INPUT_END = 4;
var INPUT_CANCEL = 8;
var DIRECTION_NONE = 1;
var DIRECTION_LEFT = 2;
var DIRECTION_RIGHT = 4;
var DIRECTION_UP = 8;
var DIRECTION_DOWN = 16;
var DIRECTION_HORIZONTAL = DIRECTION_LEFT | DIRECTION_RIGHT;
var DIRECTION_VERTICAL = DIRECTION_UP | DIRECTION_DOWN;
var DIRECTION_ALL = DIRECTION_HORIZONTAL | DIRECTION_VERTICAL;
var PROPS_XY = ['x', 'y'];
var PROPS_CLIENT_XY = ['clientX', 'clientY'];
/**
* @private
* walk objects and arrays
* @param {Object} obj
* @param {Function} iterator
* @param {Object} context
*/
function each(obj, iterator, context) {
var i;
if (!obj) {
return;
}
if (obj.forEach) {
obj.forEach(iterator, context);
} else if (obj.length !== undefined) {
i = 0;
while (i < obj.length) {
iterator.call(context, obj[i], i, obj);
i++;
}
} else {
for (i in obj) {
obj.hasOwnProperty(i) && iterator.call(context, obj[i], i, obj);
}
}
}
/**
* @private
* let a boolean value also be a function that must return a boolean
* this first item in args will be used as the context
* @param {Boolean|Function} val
* @param {Array} [args]
* @returns {Boolean}
*/
function boolOrFn(val, args) {
if (typeof val === TYPE_FUNCTION) {
return val.apply(args ? args[0] || undefined : undefined, args);
}
return val;
}
/**
* @private
* small indexOf wrapper
* @param {String} str
* @param {String} find
* @returns {Boolean} found
*/
function inStr(str, find) {
return str.indexOf(find) > -1;
}
/**
* @private
* when the touchActions are collected they are not a valid value, so we need to clean things up. *
* @param {String} actions
* @returns {*}
*/
function cleanTouchActions(actions) {
// none
if (inStr(actions, TOUCH_ACTION_NONE)) {
return TOUCH_ACTION_NONE;
}
var hasPanX = inStr(actions, TOUCH_ACTION_PAN_X);
var hasPanY = inStr(actions, TOUCH_ACTION_PAN_Y); // if both pan-x and pan-y are set (different recognizers
// for different directions, e.g. horizontal pan but vertical swipe?)
// we need none (as otherwise with pan-x pan-y combined none of these
// recognizers will work, since the browser would handle all panning
if (hasPanX && hasPanY) {
return TOUCH_ACTION_NONE;
} // pan-x OR pan-y
if (hasPanX || hasPanY) {
return hasPanX ? TOUCH_ACTION_PAN_X : TOUCH_ACTION_PAN_Y;
} // manipulation
if (inStr(actions, TOUCH_ACTION_MANIPULATION)) {
return TOUCH_ACTION_MANIPULATION;
}
return TOUCH_ACTION_AUTO;
}
/**
* @private
* Touch Action
* sets the touchAction property or uses the js alternative
* @param {Manager} manager
* @param {String} value
* @constructor
*/
var TouchAction =
/*#__PURE__*/
function () {
function TouchAction(manager, value) {
this.manager = manager;
this.set(value);
}
/**
* @private
* set the touchAction value on the element or enable the polyfill
* @param {String} value
*/
var _proto = TouchAction.prototype;
_proto.set = function set(value) {
// find out the touch-action by the event handlers
if (value === TOUCH_ACTION_COMPUTE) {
value = this.compute();
}
if (NATIVE_TOUCH_ACTION && this.manager.element.style && TOUCH_ACTION_MAP[value]) {
this.manager.element.style[PREFIXED_TOUCH_ACTION] = value;
}
this.actions = value.toLowerCase().trim();
};
/**
* @private
* just re-set the touchAction value
*/
_proto.update = function update() {
this.set(this.manager.options.touchAction);
};
/**
* @private
* compute the value for the touchAction property based on the recognizer's settings
* @returns {String} value
*/
_proto.compute = function compute() {
var actions = [];
each(this.manager.recognizers, function (recognizer) {
if (boolOrFn(recognizer.options.enable, [recognizer])) {
actions = actions.concat(recognizer.getTouchAction());
}
});
return cleanTouchActions(actions.join(' '));
};
/**
* @private
* this method is called on each input cycle and provides the preventing of the browser behavior
* @param {Object} input
*/
_proto.preventDefaults = function preventDefaults(input) {
var srcEvent = input.srcEvent;
var direction = input.offsetDirection; // if the touch action did prevented once this session
if (this.manager.session.prevented) {
srcEvent.preventDefault();
return;
}
var actions = this.actions;
var hasNone = inStr(actions, TOUCH_ACTION_NONE) && !TOUCH_ACTION_MAP[TOUCH_ACTION_NONE];
var hasPanY = inStr(actions, TOUCH_ACTION_PAN_Y) && !TOUCH_ACTION_MAP[TOUCH_ACTION_PAN_Y];
var hasPanX = inStr(actions, TOUCH_ACTION_PAN_X) && !TOUCH_ACTION_MAP[TOUCH_ACTION_PAN_X];
if (hasNone) {
// do not prevent defaults if this is a tap gesture
var isTapPointer = input.pointers.length === 1;
var isTapMovement = input.distance < 2;
var isTapTouchTime = input.deltaTime < 250;
if (isTapPointer && isTapMovement && isTapTouchTime) {
return;
}
}
if (hasPanX && hasPanY) {
// `pan-x pan-y` means browser handles all scrolling/panning, do not prevent
return;
}
if (hasNone || hasPanY && direction & DIRECTION_HORIZONTAL || hasPanX && direction & DIRECTION_VERTICAL) {
return this.preventSrc(srcEvent);
}
};
/**
* @private
* call preventDefault to prevent the browser's default behavior (scrolling in most cases)
* @param {Object} srcEvent
*/
_proto.preventSrc = function preventSrc(srcEvent) {
this.manager.session.prevented = true;
srcEvent.preventDefault();
};
return TouchAction;
}();
/**
* @private
* find if a node is in the given parent
* @method hasParent
* @param {HTMLElement} node
* @param {HTMLElement} parent
* @return {Boolean} found
*/
function hasParent(node, parent) {
while (node) {
if (node === parent) {
return true;
}
node = node.parentNode;
}
return false;
}
/**
* @private
* get the center of all the pointers
* @param {Array} pointers
* @return {Object} center contains `x` and `y` properties
*/
function getCenter(pointers) {
var pointersLength = pointers.length; // no need to loop when only one touch
if (pointersLength === 1) {
return {
x: round(pointers[0].clientX),
y: round(pointers[0].clientY)
};
}
var x = 0;
var y = 0;
var i = 0;
while (i < pointersLength) {
x += pointers[i].clientX;
y += pointers[i].clientY;
i++;
}
return {
x: round(x / pointersLength),
y: round(y / pointersLength)
};
}
/**
* @private
* create a simple clone from the input used for storage of firstInput and firstMultiple
* @param {Object} input
* @returns {Object} clonedInputData
*/
function simpleCloneInputData(input) {
// make a simple copy of the pointers because we will get a reference if we don't
// we only need clientXY for the calculations
var pointers = [];
var i = 0;
while (i < input.pointers.length) {
pointers[i] = {
clientX: round(input.pointers[i].clientX),
clientY: round(input.pointers[i].clientY)
};
i++;
}
return {
timeStamp: now(),
pointers: pointers,
center: getCenter(pointers),
deltaX: input.deltaX,
deltaY: input.deltaY
};
}
/**
* @private
* calculate the absolute distance between two points
* @param {Object} p1 {x, y}
* @param {Object} p2 {x, y}
* @param {Array} [props] containing x and y keys
* @return {Number} distance
*/
function getDistance(p1, p2, props) {
if (!props) {
props = PROPS_XY;
}
var x = p2[props[0]] - p1[props[0]];
var y = p2[props[1]] - p1[props[1]];
return Math.sqrt(x * x + y * y);
}
/**
* @private
* calculate the angle between two coordinates
* @param {Object} p1
* @param {Object} p2
* @param {Array} [props] containing x and y keys
* @return {Number} angle
*/
function getAngle(p1, p2, props) {
if (!props) {
props = PROPS_XY;
}
var x = p2[props[0]] - p1[props[0]];
var y = p2[props[1]] - p1[props[1]];
return Math.atan2(y, x) * 180 / Math.PI;
}
/**
* @private
* get the direction between two points
* @param {Number} x
* @param {Number} y
* @return {Number} direction
*/
function getDirection(x, y) {
if (x === y) {
return DIRECTION_NONE;
}
if (abs(x) >= abs(y)) {
return x < 0 ? DIRECTION_LEFT : DIRECTION_RIGHT;
}
return y < 0 ? DIRECTION_UP : DIRECTION_DOWN;
}
function computeDeltaXY(session, input) {
var center = input.center; // let { offsetDelta:offset = {}, prevDelta = {}, prevInput = {} } = session;
// jscs throwing error on defalut destructured values and without defaults tests fail
var offset = session.offsetDelta || {};
var prevDelta = session.prevDelta || {};
var prevInput = session.prevInput || {};
if (input.eventType === INPUT_START || prevInput.eventType === INPUT_END) {
prevDelta = session.prevDelta = {
x: prevInput.deltaX || 0,
y: prevInput.deltaY || 0
};
offset = session.offsetDelta = {
x: center.x,
y: center.y
};
}
input.deltaX = prevDelta.x + (center.x - offset.x);
input.deltaY = prevDelta.y + (center.y - offset.y);
}
/**
* @private
* calculate the velocity between two points. unit is in px per ms.
* @param {Number} deltaTime
* @param {Number} x
* @param {Number} y
* @return {Object} velocity `x` and `y`
*/
function getVelocity(deltaTime, x, y) {
return {
x: x / deltaTime || 0,
y: y / deltaTime || 0
};
}
/**
* @private
* calculate the scale factor between two pointersets
* no scale is 1, and goes down to 0 when pinched together, and bigger when pinched out
* @param {Array} start array of pointers
* @param {Array} end array of pointers
* @return {Number} scale
*/
function getScale(start, end) {
return getDistance(end[0], end[1], PROPS_CLIENT_XY) / getDistance(start[0], start[1], PROPS_CLIENT_XY);
}
/**
* @private
* calculate the rotation degrees between two pointersets
* @param {Array} start array of pointers
* @param {Array} end array of pointers
* @return {Number} rotation
*/
function getRotation(start, end) {
return getAngle(end[1], end[0], PROPS_CLIENT_XY) + getAngle(start[1], start[0], PROPS_CLIENT_XY);
}
/**
* @private
* velocity is calculated every x ms
* @param {Object} session
* @param {Object} input
*/
function computeIntervalInputData(session, input) {
var last = session.lastInterval || input;
var deltaTime = input.timeStamp - last.timeStamp;
var velocity;
var velocityX;
var velocityY;
var direction;
if (input.eventType !== INPUT_CANCEL && (deltaTime > COMPUTE_INTERVAL || last.velocity === undefined)) {
var deltaX = input.deltaX - last.deltaX;
var deltaY = input.deltaY - last.deltaY;
var v = getVelocity(deltaTime, deltaX, deltaY);
velocityX = v.x;
velocityY = v.y;
velocity = abs(v.x) > abs(v.y) ? v.x : v.y;
direction = getDirection(deltaX, deltaY);
session.lastInterval = input;
} else {
// use latest velocity info if it doesn't overtake a minimum period
velocity = last.velocity;
velocityX = last.velocityX;
velocityY = last.velocityY;
direction = last.direction;
}
input.velocity = velocity;
input.velocityX = velocityX;
input.velocityY = velocityY;
input.direction = direction;
}
/**
* @private
* extend the data with some usable properties like scale, rotate, velocity etc
* @param {Object} manager
* @param {Object} input
*/
function computeInputData(manager, input) {
var session = manager.session;
var pointers = input.pointers;
var pointersLength = pointers.length; // store the first input to calculate the distance and direction
if (!session.firstInput) {
session.firstInput = simpleCloneInputData(input);
} // to compute scale and rotation we need to store the multiple touches
if (pointersLength > 1 && !session.firstMultiple) {
session.firstMultiple = simpleCloneInputData(input);
} else if (pointersLength === 1) {
session.firstMultiple = false;
}
var firstInput = session.firstInput,
firstMultiple = session.firstMultiple;
var offsetCenter = firstMultiple ? firstMultiple.center : firstInput.center;
var center = input.center = getCenter(pointers);
input.timeStamp = now();
input.deltaTime = input.timeStamp - firstInput.timeStamp;
input.angle = getAngle(offsetCenter, center);
input.distance = getDistance(offsetCenter, center);
computeDeltaXY(session, input);
input.offsetDirection = getDirection(input.deltaX, input.deltaY);
var overallVelocity = getVelocity(input.deltaTime, input.deltaX, input.deltaY);
input.overallVelocityX = overallVelocity.x;
input.overallVelocityY = overallVelocity.y;
input.overallVelocity = abs(overallVelocity.x) > abs(overallVelocity.y) ? overallVelocity.x : overallVelocity.y;
input.scale = firstMultiple ? getScale(firstMultiple.pointers, pointers) : 1;
input.rotation = firstMultiple ? getRotation(firstMultiple.pointers, pointers) : 0;
input.maxPointers = !session.prevInput ? input.pointers.length : input.pointers.length > session.prevInput.maxPointers ? input.pointers.length : session.prevInput.maxPointers;
computeIntervalInputData(session, input); // find the correct target
var target = manager.element;
var srcEvent = input.srcEvent;
var srcEventTarget;
if (srcEvent.composedPath) {
srcEventTarget = srcEvent.composedPath()[0];
} else if (srcEvent.path) {
srcEventTarget = srcEvent.path[0];
} else {
srcEventTarget = srcEvent.target;
}
if (hasParent(srcEventTarget, target)) {
target = srcEventTarget;
}
input.target = target;
}
/**
* @private
* handle input events
* @param {Manager} manager
* @param {String} eventType
* @param {Object} input
*/
function inputHandler(manager, eventType, input) {
var pointersLen = input.pointers.length;
var changedPointersLen = input.changedPointers.length;
var isFirst = eventType & INPUT_START && pointersLen - changedPointersLen === 0;
var isFinal = eventType & (INPUT_END | INPUT_CANCEL) && pointersLen - changedPointersLen === 0;
input.isFirst = !!isFirst;
input.isFinal = !!isFinal;
if (isFirst) {
manager.session = {};
} // source event is the normalized value of the domEvents
// like 'touchstart, mouseup, pointerdown'
input.eventType = eventType; // compute scale, rotation etc
computeInputData(manager, input); // emit secret event
manager.emit('hammer.input', input);
manager.recognize(input);
manager.session.prevInput = input;
}
/**
* @private
* split string on whitespace
* @param {String} str
* @returns {Array} words
*/
function splitStr(str) {
return str.trim().split(/\s+/g);
}
/**
* @private
* addEventListener with multiple events at once
* @param {EventTarget} target
* @param {String} types
* @param {Function} handler
*/
function addEventListeners(target, types, handler) {
each(splitStr(types), function (type) {
target.addEventListener(type, handler, false);
});
}
/**
* @private
* removeEventListener with multiple events at once
* @param {EventTarget} target
* @param {String} types
* @param {Function} handler
*/
function removeEventListeners(target, types, handler) {
each(splitStr(types), function (type) {
target.removeEventListener(type, handler, false);
});
}
/**
* @private
* get the window object of an element
* @param {HTMLElement} element
* @returns {DocumentView|Window}
*/
function getWindowForElement(element) {
var doc = element.ownerDocument || element;
return doc.defaultView || doc.parentWindow || window;
}
/**
* @private
* create new input type manager
* @param {Manager} manager
* @param {Function} callback
* @returns {Input}
* @constructor
*/
var Input =
/*#__PURE__*/
function () {
function Input(manager, callback) {
var self = this;
this.manager = manager;
this.callback = callback;
this.element = manager.element;
this.target = manager.options.inputTarget; // smaller wrapper around the handler, for the scope and the enabled state of the manager,
// so when disabled the input events are completely bypassed.
this.domHandler = function (ev) {
if (boolOrFn(manager.options.enable, [manager])) {
self.handler(ev);
}
};
this.init();
}
/**
* @private
* should handle the inputEvent data and trigger the callback
* @virtual
*/
var _proto = Input.prototype;
_proto.handler = function handler() {};
/**
* @private
* bind the events
*/
_proto.init = function init() {
this.evEl && addEventListeners(this.element, this.evEl, this.domHandler);
this.evTarget && addEventListeners(this.target, this.evTarget, this.domHandler);
this.evWin && addEventListeners(getWindowForElement(this.element), this.evWin, this.domHandler);
};
/**
* @private
* unbind the events
*/
_proto.destroy = function destroy() {
this.evEl && removeEventListeners(this.element, this.evEl, this.domHandler);
this.evTarget && removeEventListeners(this.target, this.evTarget, this.domHandler);
this.evWin && removeEventListeners(getWindowForElement(this.element), this.evWin, this.domHandler);
};
return Input;
}();
/**
* @private
* find if a array contains the object using indexOf or a simple polyFill
* @param {Array} src
* @param {String} find
* @param {String} [findByKey]
* @return {Boolean|Number} false when not found, or the index
*/
function inArray(src, find, findByKey) {
if (src.indexOf && !findByKey) {
return src.indexOf(find);
} else {
var i = 0;
while (i < src.length) {
if (findByKey && src[i][findByKey] == find || !findByKey && src[i] === find) {
// do not use === here, test fails
return i;
}
i++;
}
return -1;
}
}
var POINTER_INPUT_MAP = {
pointerdown: INPUT_START,
pointermove: INPUT_MOVE,
pointerup: INPUT_END,
pointercancel: INPUT_CANCEL,
pointerout: INPUT_CANCEL
}; // in IE10 the pointer types is defined as an enum
var IE10_POINTER_TYPE_ENUM = {
2: INPUT_TYPE_TOUCH,
3: INPUT_TYPE_PEN,
4: INPUT_TYPE_MOUSE,
5: INPUT_TYPE_KINECT // see https://twitter.com/jacobrossi/status/480596438489890816
};
var POINTER_ELEMENT_EVENTS = 'pointerdown';
var POINTER_WINDOW_EVENTS = 'pointermove pointerup pointercancel'; // IE10 has prefixed support, and case-sensitive
if (win.MSPointerEvent && !win.PointerEvent) {
POINTER_ELEMENT_EVENTS = 'MSPointerDown';
POINTER_WINDOW_EVENTS = 'MSPointerMove MSPointerUp MSPointerCancel';
}
/**
* @private
* Pointer events input
* @constructor
* @extends Input
*/
var PointerEventInput =
/*#__PURE__*/
function (_Input) {
_inheritsLoose(PointerEventInput, _Input);
function PointerEventInput() {
var _this;
var proto = PointerEventInput.prototype;
proto.evEl = POINTER_ELEMENT_EVENTS;
proto.evWin = POINTER_WINDOW_EVENTS;
_this = _Input.apply(this, arguments) || this;
_this.store = _this.manager.session.pointerEvents = [];
return _this;
}
/**
* @private
* handle mouse events
* @param {Object} ev
*/
var _proto = PointerEventInput.prototype;
_proto.handler = function handler(ev) {
var store = this.store;
var removePointer = false;
var eventTypeNormalized = ev.type.toLowerCase().replace('ms', '');
var eventType = POINTER_INPUT_MAP[eventTypeNormalized];
var pointerType = IE10_POINTER_TYPE_ENUM[ev.pointerType] || ev.pointerType;
var isTouch = pointerType === INPUT_TYPE_TOUCH; // get index of the event in the store
var storeIndex = inArray(store, ev.pointerId, 'pointerId'); // start and mouse must be down
if (eventType & INPUT_START && (ev.button === 0 || isTouch)) {
if (storeIndex < 0) {
store.push(ev);
storeIndex = store.length - 1;
}
} else if (eventType & (INPUT_END | INPUT_CANCEL)) {
removePointer = true;
} // it not found, so the pointer hasn't been down (so it's probably a hover)
if (storeIndex < 0) {
return;
} // update the event in the store
store[storeIndex] = ev;
this.callback(this.manager, eventType, {
pointers: store,
changedPointers: [ev],
pointerType: pointerType,
srcEvent: ev
});
if (removePointer) {
// remove from the store
store.splice(storeIndex, 1);
}
};
return PointerEventInput;
}(Input);
/**
* @private
* convert array-like objects to real arrays
* @param {Object} obj
* @returns {Array}
*/
function toArray(obj) {
return Array.prototype.slice.call(obj, 0);
}
/**
* @private
* unique array with objects based on a key (like 'id') or just by the array's value
* @param {Array} src [{id:1},{id:2},{id:1}]
* @param {String} [key]
* @param {Boolean} [sort=False]
* @returns {Array} [{id:1},{id:2}]
*/
function uniqueArray(src, key, sort) {
var results = [];
var values = [];
var i = 0;
while (i < src.length) {
var val = key ? src[i][key] : src[i];
if (inArray(values, val) < 0) {
results.push(src[i]);
}
values[i] = val;
i++;
}
if (sort) {
if (!key) {
results = results.sort();
} else {
results = results.sort(function (a, b) {
return a[key] > b[key];
});
}
}
return results;
}
var TOUCH_INPUT_MAP = {
touchstart: INPUT_START,
touchmove: INPUT_MOVE,
touchend: INPUT_END,
touchcancel: INPUT_CANCEL
};
var TOUCH_TARGET_EVENTS = 'touchstart touchmove touchend touchcancel';
/**
* @private
* Multi-user touch events input
* @constructor
* @extends Input
*/
var TouchInput =
/*#__PURE__*/
function (_Input) {
_inheritsLoose(TouchInput, _Input);
function TouchInput() {
var _this;
TouchInput.prototype.evTarget = TOUCH_TARGET_EVENTS;
_this = _Input.apply(this, arguments) || this;
_this.targetIds = {}; // this.evTarget = TOUCH_TARGET_EVENTS;
return _this;
}
var _proto = TouchInput.prototype;
_proto.handler = function handler(ev) {
var type = TOUCH_INPUT_MAP[ev.type];
var touches = getTouches.call(this, ev, type);
if (!touches) {
return;
}
this.callback(this.manager, type, {
pointers: touches[0],
changedPointers: touches[1],
pointerType: INPUT_TYPE_TOUCH,
srcEvent: ev
});
};
return TouchInput;
}(Input);
function getTouches(ev, type) {
var allTouches = toArray(ev.touches);
var targetIds = this.targetIds; // when there is only one touch, the process can be simplified
if (type & (INPUT_START | INPUT_MOVE) && allTouches.length === 1) {
targetIds[allTouches[0].identifier] = true;
return [allTouches, allTouches];
}
var i;
var targetTouches;
var changedTouches = toArray(ev.changedTouches);
var changedTargetTouches = [];
var target = this.target; // get target touches from touches
targetTouches = allTouches.filter(function (touch) {
return hasParent(touch.target, target);
}); // collect touches
if (type === INPUT_START) {
i = 0;
while (i < targetTouches.length) {
targetIds[targetTouches[i].identifier] = true;
i++;
}
} // filter changed touches to only contain touches that exist in the collected target ids
i = 0;
while (i < changedTouches.length) {
if (targetIds[changedTouches[i].identifier]) {
changedTargetTouches.push(changedTouches[i]);
} // cleanup removed touches
if (type & (INPUT_END | INPUT_CANCEL)) {
delete targetIds[changedTouches[i].identifier];
}
i++;
}
if (!changedTargetTouches.length) {
return;
}
return [// merge targetTouches with changedTargetTouches so it contains ALL touches, including 'end' and 'cancel'
uniqueArray(targetTouches.concat(changedTargetTouches), 'identifier', true), changedTargetTouches];
}
var MOUSE_INPUT_MAP = {
mousedown: INPUT_START,
mousemove: INPUT_MOVE,
mouseup: INPUT_END
};
var MOUSE_ELEMENT_EVENTS = 'mousedown';
var MOUSE_WINDOW_EVENTS = 'mousemove mouseup';
/**
* @private
* Mouse events input
* @constructor
* @extends Input
*/
var MouseInput =
/*#__PURE__*/
function (_Input) {
_inheritsLoose(MouseInput, _Input);
function MouseInput() {
var _this;
var proto = MouseInput.prototype;
proto.evEl = MOUSE_ELEMENT_EVENTS;
proto.evWin = MOUSE_WINDOW_EVENTS;
_this = _Input.apply(this, arguments) || this;
_this.pressed = false; // mousedown state
return _this;
}
/**
* @private
* handle mouse events
* @param {Object} ev
*/
var _proto = MouseInput.prototype;
_proto.handler = function handler(ev) {
var eventType = MOUSE_INPUT_MAP[ev.type]; // on start we want to have the left mouse button down
if (eventType & INPUT_START && ev.button === 0) {
this.pressed = true;
}
if (eventType & INPUT_MOVE && ev.which !== 1) {
eventType = INPUT_END;
} // mouse must be down
if (!this.pressed) {
return;
}
if (eventType & INPUT_END) {
this.pressed = false;
}
this.callback(this.manager, eventType, {
pointers: [ev],
changedPointers: [ev],
pointerType: INPUT_TYPE_MOUSE,
srcEvent: ev
});
};
return MouseInput;
}(Input);
/**
* @private
* Combined touch and mouse input
*
* Touch has a higher priority then mouse, and while touching no mouse events are allowed.
* This because touch devices also emit mouse events while doing a touch.
*
* @constructor
* @extends Input
*/
var DEDUP_TIMEOUT = 2500;
var DEDUP_DISTANCE = 25;
function setLastTouch(eventData) {
var _eventData$changedPoi = eventData.changedPointers,
touch = _eventData$changedPoi[0];
if (touch.identifier === this.primaryTouch) {
var lastTouch = {
x: touch.clientX,
y: touch.clientY
};
var lts = this.lastTouches;
this.lastTouches.push(lastTouch);
var removeLastTouch = function removeLastTouch() {
var i = lts.indexOf(lastTouch);
if (i > -1) {
lts.splice(i, 1);
}
};
setTimeout(removeLastTouch, DEDUP_TIMEOUT);
}
}
function recordTouches(eventType, eventData) {
if (eventType & INPUT_START) {
this.primaryTouch = eventData.changedPointers[0].identifier;
setLastTouch.call(this, eventData);
} else if (eventType & (INPUT_END | INPUT_CANCEL)) {
setLastTouch.call(this, eventData);
}
}
function isSyntheticEvent(eventData) {
var x = eventData.srcEvent.clientX;
var y = eventData.srcEvent.clientY;
for (var i = 0; i < this.lastTouches.length; i++) {
var t = this.lastTouches[i];
var dx = Math.abs(x - t.x);
var dy = Math.abs(y - t.y);
if (dx <= DEDUP_DISTANCE && dy <= DEDUP_DISTANCE) {
return true;
}
}
return false;
}
var TouchMouseInput =
/*#__PURE__*/
function () {
var TouchMouseInput =
/*#__PURE__*/
function (_Input) {
_inheritsLoose(TouchMouseInput, _Input);
function TouchMouseInput(_manager, callback) {
var _this;
_this = _Input.call(this, _manager, callback) || this;
_this.handler = function (manager, inputEvent, inputData) {
var isTouch = inputData.pointerType === INPUT_TYPE_TOUCH;
var isMouse = inputData.pointerType === INPUT_TYPE_MOUSE;
if (isMouse && inputData.sourceCapabilities && inputData.sourceCapabilities.firesTouchEvents) {
return;
} // when we're in a touch event, record touches to de-dupe synthetic mouse event
if (isTouch) {
recordTouches.call(_assertThisInitialized(_assertThisInitialized(_this)), inputEvent, inputData);
} else if (isMouse && isSyntheticEvent.call(_assertThisInitialized(_assertThisInitialized(_this)), inputData)) {
return;
}
_this.callback(manager, inputEvent, inputData);
};
_this.touch = new TouchInput(_this.manager, _this.handler);
_this.mouse = new MouseInput(_this.manager, _this.handler);
_this.primaryTouch = null;
_this.lastTouches = [];
return _this;
}
/**
* @private
* handle mouse and touch events
* @param {Hammer} manager
* @param {String} inputEvent
* @param {Object} inputData
*/
var _proto = TouchMouseInput.prototype;
/**
* @private
* remove the event listeners
*/
_proto.destroy = function destroy() {
this.touch.destroy();
this.mouse.destroy();
};
return TouchMouseInput;
}(Input);
return TouchMouseInput;
}();
/**
* @private
* create new input type manager
* called by the Manager constructor
* @param {Hammer} manager
* @returns {Input}
*/
function createInputInstance(manager) {
var Type; // let inputClass = manager.options.inputClass;
var inputClass = manager.options.inputClass;
if (inputClass) {
Type = inputClass;
} else if (SUPPORT_POINTER_EVENTS) {
Type = PointerEventInput;
} else if (SUPPORT_ONLY_TOUCH) {
Type = TouchInput;
} else if (!SUPPORT_TOUCH) {
Type = MouseInput;
} else {
Type = TouchMouseInput;
}
return new Type(manager, inputHandler);
}
/**
* @private
* if the argument is an array, we want to execute the fn on each entry
* if it aint an array we don't want to do a thing.
* this is used by all the methods that accept a single and array argument.
* @param {*|Array} arg
* @param {String} fn
* @param {Object} [context]
* @returns {Boolean}
*/
function invokeArrayArg(arg, fn, context) {
if (Array.isArray(arg)) {
each(arg, context[fn], context);
return true;
}
return false;
}
var STATE_POSSIBLE = 1;
var STATE_BEGAN = 2;
var STATE_CHANGED = 4;
var STATE_ENDED = 8;
var STATE_RECOGNIZED = STATE_ENDED;
var STATE_CANCELLED = 16;
var STATE_FAILED = 32;
/**
* @private
* get a unique id
* @returns {number} uniqueId
*/
var _uniqueId = 1;
function uniqueId() {
return _uniqueId++;
}
/**
* @private
* get a recognizer by name if it is bound to a manager
* @param {Recognizer|String} otherRecognizer
* @param {Recognizer} recognizer
* @returns {Recognizer}
*/
function getRecognizerByNameIfManager(otherRecognizer, recognizer) {
var manager = recognizer.manager;
if (manager) {
return manager.get(otherRecognizer);
}
return otherRecognizer;
}
/**
* @private
* get a usable string, used as event postfix
* @param {constant} state
* @returns {String} state
*/
function stateStr(state) {
if (state & STATE_CANCELLED) {
return 'cancel';
} else if (state & STATE_ENDED) {
return 'end';
} else if (state & STATE_CHANGED) {
return 'move';
} else if (state & STATE_BEGAN) {
return 'start';
}
return '';
}
/**
* @private
* Recognizer flow explained; *
* All recognizers have the initial state of POSSIBLE when a input session starts.
* The definition of a input session is from the first input until the last input, with all it's movement in it. *
* Example session for mouse-input: mousedown -> mousemove -> mouseup
*
* On each recognizing cycle (see Manager.recognize) the .recognize() method is executed
* which determines with state it should be.
*
* If the recognizer has the state FAILED, CANCELLED or RECOGNIZED (equals ENDED), it is reset to
* POSSIBLE to give it another change on the next cycle.
*
* Possible
* |
* +-----+---------------+
* | |
* +-----+-----+ |
* | | |
* Failed Cancelled |
* +-------+------+
* | |
* Recognized Began
* |
* Changed
* |
* Ended/Recognized
*/
/**
* @private
* Recognizer
* Every recognizer needs to extend from this class.
* @constructor
* @param {Object} options
*/
var Recognizer =
/*#__PURE__*/
function () {
function Recognizer(options) {
if (options === void 0) {
options = {};
}
this.options = _extends({
enable: true
}, options);
this.id = uniqueId();
this.manager = null; // default is enable true
this.state = STATE_POSSIBLE;
this.simultaneous = {};
this.requireFail = [];
}
/**
* @private
* set options
* @param {Object} options
* @return {Recognizer}
*/
var _proto = Recognizer.prototype;
_proto.set = function set(options) {
assign$1(this.options, options); // also update the touchAction, in case something changed about the directions/enabled state
this.manager && this.manager.touchAction.update();
return this;
};
/**
* @private
* recognize simultaneous with an other recognizer.
* @param {Recognizer} otherRecognizer
* @returns {Recognizer} this
*/
_proto.recognizeWith = function recognizeWith(otherRecognizer) {
if (invokeArrayArg(otherRecognizer, 'recognizeWith', this)) {
return this;
}
var simultaneous = this.simultaneous;
otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);
if (!simultaneous[otherRecognizer.id]) {
simultaneous[otherRecognizer.id] = otherRecognizer;
otherRecognizer.recognizeWith(this);
}
return this;
};
/**
* @private
* drop the simultaneous link. it doesnt remove the link on the other recognizer.
* @param {Recognizer} otherRecognizer
* @returns {Recognizer} this
*/
_proto.dropRecognizeWith = function dropRecognizeWith(otherRecognizer) {
if (invokeArrayArg(otherRecognizer, 'dropRecognizeWith', this)) {
return this;
}
otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);
delete this.simultaneous[otherRecognizer.id];
return this;
};
/**
* @private
* recognizer can only run when an other is failing
* @param {Recognizer} otherRecognizer
* @returns {Recognizer} this
*/
_proto.requireFailure = function requireFailure(otherRecognizer) {
if (invokeArrayArg(otherRecognizer, 'requireFailure', this)) {
return this;
}
var requireFail = this.requireFail;
otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);
if (inArray(requireFail, otherRecognizer) === -1) {
requireFail.push(otherRecognizer);
otherRecognizer.requireFailure(this);
}
return this;
};
/**
* @private
* drop the requireFailure link. it does not remove the link on the other recognizer.
* @param {Recognizer} otherRecognizer
* @returns {Recognizer} this
*/
_proto.dropRequireFailure = function dropRequireFailure(otherRecognizer) {
if (invokeArrayArg(otherRecognizer, 'dropRequireFailure', this)) {
return this;
}
otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);
var index = inArray(this.requireFail, otherRecognizer);
if (index > -1) {
this.requireFail.splice(index, 1);
}
return this;
};
/**
* @private
* has require failures boolean
* @returns {boolean}
*/
_proto.hasRequireFailures = function hasRequireFailures() {
return this.requireFail.length > 0;
};
/**
* @private
* if the recognizer can recognize simultaneous with an other recognizer
* @param {Recognizer} otherRecognizer
* @returns {Boolean}
*/
_proto.canRecognizeWith = function canRecognizeWith(otherRecognizer) {
return !!this.simultaneous[otherRecognizer.id];
};
/**
* @private
* You should use `tryEmit` instead of `emit` directly to check
* that all the needed recognizers has failed before emitting.
* @param {Object} input
*/
_proto.emit = function emit(input) {
var self = this;
var state = this.state;
function emit(event) {
self.manager.emit(event, input);
} // 'panstart' and 'panmove'
if (state < STATE_ENDED) {
emit(self.options.event + stateStr(state));
}
emit(self.options.event); // simple 'eventName' events
if (input.additionalEvent) {
// additional event(panleft, panright, pinchin, pinchout...)
emit(input.additionalEvent);
} // panend and pancancel
if (state >= STATE_ENDED) {
emit(self.options.event + stateStr(state));
}
};
/**
* @private
* Check that all the require failure recognizers has failed,
* if true, it emits a gesture event,
* otherwise, setup the state to FAILED.
* @param {Object} input
*/
_proto.tryEmit = function tryEmit(input) {
if (this.canEmit()) {
return this.emit(input);
} // it's failing anyway
this.state = STATE_FAILED;
};
/**
* @private
* can we emit?
* @returns {boolean}
*/
_proto.canEmit = function canEmit() {
var i = 0;
while (i < this.requireFail.length) {
if (!(this.requireFail[i].state & (STATE_FAILED | STATE_POSSIBLE))) {
return false;
}
i++;
}
return true;
};
/**
* @private
* update the recognizer
* @param {Object} inputData
*/
_proto.recognize = function recognize(inputData) {
// make a new copy of the inputData
// so we can change the inputData without messing up the other recognizers
var inputDataClone = assign$1({}, inputData); // is is enabled and allow recognizing?
if (!boolOrFn(this.options.enable, [this, inputDataClone])) {
this.reset();
this.state = STATE_FAILED;
return;
} // reset when we've reached the end
if (this.state & (STATE_RECOGNIZED | STATE_CANCELLED | STATE_FAILED)) {
this.state = STATE_POSSIBLE;
}
this.state = this.process(inputDataClone); // the recognizer has recognized a gesture
// so trigger an event
if (this.state & (STATE_BEGAN | STATE_CHANGED | STATE_ENDED | STATE_CANCELLED)) {
this.tryEmit(inputDataClone);
}
};
/**
* @private
* return the state of the recognizer
* the actual recognizing happens in this method
* @virtual
* @param {Object} inputData
* @returns {constant} STATE
*/
/* jshint ignore:start */
_proto.process = function process(inputData) {};
/* jshint ignore:end */
/**
* @private
* return the preferred touch-action
* @virtual
* @returns {Array}
*/
_proto.getTouchAction = function getTouchAction() {};
/**
* @private
* called when the gesture isn't allowed to recognize
* like when another is being recognized or it is disabled
* @virtual
*/
_proto.reset = function reset() {};
return Recognizer;
}();
/**
* @private
* A tap is recognized when the pointer is doing a small tap/click. Multiple taps are recognized if they occur
* between the given interval and position. The delay option can be used to recognize multi-taps without firing
* a single tap.
*
* The eventData from the emitted event contains the property `tapCount`, which contains the amount of
* multi-taps being recognized.
* @constructor
* @extends Recognizer
*/
var TapRecognizer =
/*#__PURE__*/
function (_Recognizer) {
_inheritsLoose(TapRecognizer, _Recognizer);
function TapRecognizer(options) {
var _this;
if (options === void 0) {
options = {};
}
_this = _Recognizer.call(this, _extends({
event: 'tap',
pointers: 1,
taps: 1,
interval: 300,
// max time between the multi-tap taps
time: 250,
// max time of the pointer to be down (like finger on the screen)
threshold: 9,
// a minimal movement is ok, but keep it low
posThreshold: 10
}, options)) || this; // previous time and center,
// used for tap counting
_this.pTime = false;
_this.pCenter = false;
_this._timer = null;
_this._input = null;
_this.count = 0;
return _this;
}
var _proto = TapRecognizer.prototype;
_proto.getTouchAction = function getTouchAction() {
return [TOUCH_ACTION_MANIPULATION];
};
_proto.process = function process(input) {
var _this2 = this;
var options = this.options;
var validPointers = input.pointers.length === options.pointers;
var validMovement = input.distance < options.threshold;
var validTouchTime = input.deltaTime < options.time;
this.reset();
if (input.eventType & INPUT_START && this.count === 0) {
return this.failTimeout();
} // we only allow little movement
// and we've reached an end event, so a tap is possible
if (validMovement && validTouchTime && validPointers) {
if (input.eventType !== INPUT_END) {
return this.failTimeout();
}
var validInterval = this.pTime ? input.timeStamp - this.pTime < options.interval : true;
var validMultiTap = !this.pCenter || getDistance(this.pCenter, input.center) < options.posThreshold;
this.pTime = input.timeStamp;
this.pCenter = input.center;
if (!validMultiTap || !validInterval) {
this.count = 1;
} else {
this.count += 1;
}
this._input = input; // if tap count matches we have recognized it,
// else it has began recognizing...
var tapCount = this.count % options.taps;
if (tapCount === 0) {
// no failing requirements, immediately trigger the tap event
// or wait as long as the multitap interval to trigger
if (!this.hasRequireFailures()) {
return STATE_RECOGNIZED;
} else {
this._timer = setTimeout(function () {
_this2.state = STATE_RECOGNIZED;
_this2.tryEmit();
}, options.interval);
return STATE_BEGAN;
}
}
}
return STATE_FAILED;
};
_proto.failTimeout = function failTimeout() {
var _this3 = this;
this._timer = setTimeout(function () {
_this3.state = STATE_FAILED;
}, this.options.interval);
return STATE_FAILED;
};
_proto.reset = function reset() {
clearTimeout(this._timer);
};
_proto.emit = function emit() {
if (this.state === STATE_RECOGNIZED) {
this._input.tapCount = this.count;
this.manager.emit(this.options.event, this._input);
}
};
return TapRecognizer;
}(Recognizer);
/**
* @private
* This recognizer is just used as a base for the simple attribute recognizers.
* @constructor
* @extends Recognizer
*/
var AttrRecognizer =
/*#__PURE__*/
function (_Recognizer) {
_inheritsLoose(AttrRecognizer, _Recognizer);
function AttrRecognizer(options) {
if (options === void 0) {
options = {};
}
return _Recognizer.call(this, _extends({
pointers: 1
}, options)) || this;
}
/**
* @private
* Used to check if it the recognizer receives valid input, like input.distance > 10.
* @memberof AttrRecognizer
* @param {Object} input
* @returns {Boolean} recognized
*/
var _proto = AttrRecognizer.prototype;
_proto.attrTest = function attrTest(input) {
var optionPointers = this.options.pointers;
return optionPointers === 0 || input.pointers.length === optionPointers;
};
/**
* @private
* Process the input and return the state for the recognizer
* @memberof AttrRecognizer
* @param {Object} input
* @returns {*} State
*/
_proto.process = function process(input) {
var state = this.state;
var eventType = input.eventType;
var isRecognized = state & (STATE_BEGAN | STATE_CHANGED);
var isValid = this.attrTest(input); // on cancel input and we've recognized before, return STATE_CANCELLED
if (isRecognized && (eventType & INPUT_CANCEL || !isValid)) {
return state | STATE_CANCELLED;
} else if (isRecognized || isValid) {
if (eventType & INPUT_END) {
return state | STATE_ENDED;
} else if (!(state & STATE_BEGAN)) {
return STATE_BEGAN;
}
return state | STATE_CHANGED;
}
return STATE_FAILED;
};
return AttrRecognizer;
}(Recognizer);
/**
* @private
* direction cons to string
* @param {constant} direction
* @returns {String}
*/
function directionStr(direction) {
if (direction === DIRECTION_DOWN) {
return 'down';
} else if (direction === DIRECTION_UP) {
return 'up';
} else if (direction === DIRECTION_LEFT) {
return 'left';
} else if (direction === DIRECTION_RIGHT) {
return 'right';
}
return '';
}
/**
* @private
* Pan
* Recognized when the pointer is down and moved in the allowed direction.
* @constructor
* @extends AttrRecognizer
*/
var PanRecognizer =
/*#__PURE__*/
function (_AttrRecognizer) {
_inheritsLoose(PanRecognizer, _AttrRecognizer);
function PanRecognizer(options) {
var _this;
if (options === void 0) {
options = {};
}
_this = _AttrRecognizer.call(this, _extends({
event: 'pan',
threshold: 10,
pointers: 1,
direction: DIRECTION_ALL
}, options)) || this;
_this.pX = null;
_this.pY = null;
return _this;
}
var _proto = PanRecognizer.prototype;
_proto.getTouchAction = function getTouchAction() {
var direction = this.options.direction;
var actions = [];
if (direction & DIRECTION_HORIZONTAL) {
actions.push(TOUCH_ACTION_PAN_Y);
}
if (direction & DIRECTION_VERTICAL) {
actions.push(TOUCH_ACTION_PAN_X);
}
return actions;
};
_proto.directionTest = function directionTest(input) {
var options = this.options;
var hasMoved = true;
var distance = input.distance;
var direction = input.direction;
var x = input.deltaX;
var y = input.deltaY; // lock to axis?
if (!(direction & options.direction)) {
if (options.direction & DIRECTION_HORIZONTAL) {
direction = x === 0 ? DIRECTION_NONE : x < 0 ? DIRECTION_LEFT : DIRECTION_RIGHT;
hasMoved = x !== this.pX;
distance = Math.abs(input.deltaX);
} else {
direction = y === 0 ? DIRECTION_NONE : y < 0 ? DIRECTION_UP : DIRECTION_DOWN;
hasMoved = y !== this.pY;
distance = Math.abs(input.deltaY);
}
}
input.direction = direction;
return hasMoved && distance > options.threshold && direction & options.direction;
};
_proto.attrTest = function attrTest(input) {
return AttrRecognizer.prototype.attrTest.call(this, input) && ( // replace with a super call
this.state & STATE_BEGAN || !(this.state & STATE_BEGAN) && this.directionTest(input));
};
_proto.emit = function emit(input) {
this.pX = input.deltaX;
this.pY = input.deltaY;
var direction = directionStr(input.direction);
if (direction) {
input.additionalEvent = this.options.event + direction;
}
_AttrRecognizer.prototype.emit.call(this, input);
};
return PanRecognizer;
}(AttrRecognizer);
/**
* @private
* Swipe
* Recognized when the pointer is moving fast (velocity), with enough distance in the allowed direction.
* @constructor
* @extends AttrRecognizer
*/
var SwipeRecognizer =
/*#__PURE__*/
function (_AttrRecognizer) {
_inheritsLoose(SwipeRecognizer, _AttrRecognizer);
function SwipeRecognizer(options) {
if (options === void 0) {
options = {};
}
return _AttrRecognizer.call(this, _extends({
event: 'swipe',
threshold: 10,
velocity: 0.3,
direction: DIRECTION_HORIZONTAL | DIRECTION_VERTICAL,
pointers: 1
}, options)) || this;
}
var _proto = SwipeRecognizer.prototype;
_proto.getTouchAction = function getTouchAction() {
return PanRecognizer.prototype.getTouchAction.call(this);
};
_proto.attrTest = function attrTest(input) {
var direction = this.options.direction;
var velocity;
if (direction & (DIRECTION_HORIZONTAL | DIRECTION_VERTICAL)) {
velocity = input.overallVelocity;
} else if (direction & DIRECTION_HORIZONTAL) {
velocity = input.overallVelocityX;
} else if (direction & DIRECTION_VERTICAL) {
velocity = input.overallVelocityY;
}
return _AttrRecognizer.prototype.attrTest.call(this, input) && direction & input.offsetDirection && input.distance > this.options.threshold && input.maxPointers === this.options.pointers && abs(velocity) > this.options.velocity && input.eventType & INPUT_END;
};
_proto.emit = function emit(input) {
var direction = directionStr(input.offsetDirection);
if (direction) {
this.manager.emit(this.options.event + direction, input);
}
this.manager.emit(this.options.event, input);
};
return SwipeRecognizer;
}(AttrRecognizer);
/**
* @private
* Pinch
* Recognized when two or more pointers are moving toward (zoom-in) or away from each other (zoom-out).
* @constructor
* @extends AttrRecognizer
*/
var PinchRecognizer =
/*#__PURE__*/
function (_AttrRecognizer) {
_inheritsLoose(PinchRecognizer, _AttrRecognizer);
function PinchRecognizer(options) {
if (options === void 0) {
options = {};
}
return _AttrRecognizer.call(this, _extends({
event: 'pinch',
threshold: 0,
pointers: 2
}, options)) || this;
}
var _proto = PinchRecognizer.prototype;
_proto.getTouchAction = function getTouchAction() {
return [TOUCH_ACTION_NONE];
};
_proto.attrTest = function attrTest(input) {
return _AttrRecognizer.prototype.attrTest.call(this, input) && (Math.abs(input.scale - 1) > this.options.threshold || this.state & STATE_BEGAN);
};
_proto.emit = function emit(input) {
if (input.scale !== 1) {
var inOut = input.scale < 1 ? 'in' : 'out';
input.additionalEvent = this.options.event + inOut;
}
_AttrRecognizer.prototype.emit.call(this, input);
};
return PinchRecognizer;
}(AttrRecognizer);
/**
* @private
* Rotate
* Recognized when two or more pointer are moving in a circular motion.
* @constructor
* @extends AttrRecognizer
*/
var RotateRecognizer =
/*#__PURE__*/
function (_AttrRecognizer) {
_inheritsLoose(RotateRecognizer, _AttrRecognizer);
function RotateRecognizer(options) {
if (options === void 0) {
options = {};
}
return _AttrRecognizer.call(this, _extends({
event: 'rotate',
threshold: 0,
pointers: 2
}, options)) || this;
}
var _proto = RotateRecognizer.prototype;
_proto.getTouchAction = function getTouchAction() {
return [TOUCH_ACTION_NONE];
};
_proto.attrTest = function attrTest(input) {
return _AttrRecognizer.prototype.attrTest.call(this, input) && (Math.abs(input.rotation) > this.options.threshold || this.state & STATE_BEGAN);
};
return RotateRecognizer;
}(AttrRecognizer);
/**
* @private
* Press
* Recognized when the pointer is down for x ms without any movement.
* @constructor
* @extends Recognizer
*/
var PressRecognizer =
/*#__PURE__*/
function (_Recognizer) {
_inheritsLoose(PressRecognizer, _Recognizer);
function PressRecognizer(options) {
var _this;
if (options === void 0) {
options = {};
}
_this = _Recognizer.call(this, _extends({
event: 'press',
pointers: 1,
time: 251,
// minimal time of the pointer to be pressed
threshold: 9
}, options)) || this;
_this._timer = null;
_this._input = null;
return _this;
}
var _proto = PressRecognizer.prototype;
_proto.getTouchAction = function getTouchAction() {
return [TOUCH_ACTION_AUTO];
};
_proto.process = function process(input) {
var _this2 = this;
var options = this.options;
var validPointers = input.pointers.length === options.pointers;
var validMovement = input.distance < options.threshold;
var validTime = input.deltaTime > options.time;
this._input = input; // we only allow little movement
// and we've reached an end event, so a tap is possible
if (!validMovement || !validPointers || input.eventType & (INPUT_END | INPUT_CANCEL) && !validTime) {
this.reset();
} else if (input.eventType & INPUT_START) {
this.reset();
this._timer = setTimeout(function () {
_this2.state = STATE_RECOGNIZED;
_this2.tryEmit();
}, options.time);
} else if (input.eventType & INPUT_END) {
return STATE_RECOGNIZED;
}
return STATE_FAILED;
};
_proto.reset = function reset() {
clearTimeout(this._timer);
};
_proto.emit = function emit(input) {
if (this.state !== STATE_RECOGNIZED) {
return;
}
if (input && input.eventType & INPUT_END) {
this.manager.emit(this.options.event + "up", input);
} else {
this._input.timeStamp = now();
this.manager.emit(this.options.event, this._input);
}
};
return PressRecognizer;
}(Recognizer);
var defaults = {
/**
* @private
* set if DOM events are being triggered.
* But this is slower and unused by simple implementations, so disabled by default.
* @type {Boolean}
* @default false
*/
domEvents: false,
/**
* @private
* The value for the touchAction property/fallback.
* When set to `compute` it will magically set the correct value based on the added recognizers.
* @type {String}
* @default compute
*/
touchAction: TOUCH_ACTION_COMPUTE,
/**
* @private
* @type {Boolean}
* @default true
*/
enable: true,
/**
* @private
* EXPERIMENTAL FEATURE -- can be removed/changed
* Change the parent input target element.
* If Null, then it is being set the to main element.
* @type {Null|EventTarget}
* @default null
*/
inputTarget: null,
/**
* @private
* force an input class
* @type {Null|Function}
* @default null
*/
inputClass: null,
/**
* @private
* Some CSS properties can be used to improve the working of Hammer.
* Add them to this method and they will be set when creating a new Manager.
* @namespace
*/
cssProps: {
/**
* @private
* Disables text selection to improve the dragging gesture. Mainly for desktop browsers.
* @type {String}
* @default 'none'
*/
userSelect: "none",
/**
* @private
* Disable the Windows Phone grippers when pressing an element.
* @type {String}
* @default 'none'
*/
touchSelect: "none",
/**
* @private
* Disables the default callout shown when you touch and hold a touch target.
* On iOS, when you touch and hold a touch target such as a link, Safari displays
* a callout containing information about the link. This property allows you to disable that callout.
* @type {String}
* @default 'none'
*/
touchCallout: "none",
/**
* @private
* Specifies whether zooming is enabled. Used by IE10>
* @type {String}
* @default 'none'
*/
contentZooming: "none",
/**
* @private
* Specifies that an entire element should be draggable instead of its contents. Mainly for desktop browsers.
* @type {String}
* @default 'none'
*/
userDrag: "none",
/**
* @private
* Overrides the highlight color shown when the user taps a link or a JavaScript
* clickable element in iOS. This property obeys the alpha value, if specified.
* @type {String}
* @default 'rgba(0,0,0,0)'
*/
tapHighlightColor: "rgba(0,0,0,0)"
}
};
/**
* @private
* Default recognizer setup when calling `Hammer()`
* When creating a new Manager these will be skipped.
* This is separated with other defaults because of tree-shaking.
* @type {Array}
*/
var preset = [[RotateRecognizer, {
enable: false
}], [PinchRecognizer, {
enable: false
}, ['rotate']], [SwipeRecognizer, {
direction: DIRECTION_HORIZONTAL
}], [PanRecognizer, {
direction: DIRECTION_HORIZONTAL
}, ['swipe']], [TapRecognizer], [TapRecognizer, {
event: 'doubletap',
taps: 2
}, ['tap']], [PressRecognizer]];
var STOP = 1;
var FORCED_STOP = 2;
/**
* @private
* add/remove the css properties as defined in manager.options.cssProps
* @param {Manager} manager
* @param {Boolean} add
*/
function toggleCssProps(manager, add) {
var element = manager.element;
if (!element.style) {
return;
}
var prop;
each(manager.options.cssProps, function (value, name) {
prop = prefixed(element.style, name);
if (add) {
manager.oldCssProps[prop] = element.style[prop];
element.style[prop] = value;
} else {
element.style[prop] = manager.oldCssProps[prop] || "";
}
});
if (!add) {
manager.oldCssProps = {};
}
}
/**
* @private
* trigger dom event
* @param {String} event
* @param {Object} data
*/
function triggerDomEvent(event, data) {
var gestureEvent = document.createEvent("Event");
gestureEvent.initEvent(event, true, true);
gestureEvent.gesture = data;
data.target.dispatchEvent(gestureEvent);
}
/**
* @private
* Manager
* @param {HTMLElement} element
* @param {Object} [options]
* @constructor
*/
var Manager =
/*#__PURE__*/
function () {
function Manager(element, options) {
var _this = this;
this.options = assign$1({}, defaults, options || {});
this.options.inputTarget = this.options.inputTarget || element;
this.handlers = {};
this.session = {};
this.recognizers = [];
this.oldCssProps = {};
this.element = element;
this.input = createInputInstance(this);
this.touchAction = new TouchAction(this, this.options.touchAction);
toggleCssProps(this, true);
each(this.options.recognizers, function (item) {
var recognizer = _this.add(new item[0](item[1]));
item[2] && recognizer.recognizeWith(item[2]);
item[3] && recognizer.requireFailure(item[3]);
}, this);
}
/**
* @private
* set options
* @param {Object} options
* @returns {Manager}
*/
var _proto = Manager.prototype;
_proto.set = function set(options) {
assign$1(this.options, options); // Options that need a little more setup
if (options.touchAction) {
this.touchAction.update();
}
if (options.inputTarget) {
// Clean up existing event listeners and reinitialize
this.input.destroy();
this.input.target = options.inputTarget;
this.input.init();
}
return this;
};
/**
* @private
* stop recognizing for this session.
* This session will be discarded, when a new [input]start event is fired.
* When forced, the recognizer cycle is stopped immediately.
* @param {Boolean} [force]
*/
_proto.stop = function stop(force) {
this.session.stopped = force ? FORCED_STOP : STOP;
};
/**
* @private
* run the recognizers!
* called by the inputHandler function on every movement of the pointers (touches)
* it walks through all the recognizers and tries to detect the gesture that is being made
* @param {Object} inputData
*/
_proto.recognize = function recognize(inputData) {
var session = this.session;
if (session.stopped) {
return;
} // run the touch-action polyfill
this.touchAction.preventDefaults(inputData);
var recognizer;
var recognizers = this.recognizers; // this holds the recognizer that is being recognized.
// so the recognizer's state needs to be BEGAN, CHANGED, ENDED or RECOGNIZED
// if no recognizer is detecting a thing, it is set to `null`
var curRecognizer = session.curRecognizer; // reset when the last recognizer is recognized
// or when we're in a new session
if (!curRecognizer || curRecognizer && curRecognizer.state & STATE_RECOGNIZED) {
session.curRecognizer = null;
curRecognizer = null;
}
var i = 0;
while (i < recognizers.length) {
recognizer = recognizers[i]; // find out if we are allowed try to recognize the input for this one.
// 1. allow if the session is NOT forced stopped (see the .stop() method)
// 2. allow if we still haven't recognized a gesture in this session, or the this recognizer is the one
// that is being recognized.
// 3. allow if the recognizer is allowed to run simultaneous with the current recognized recognizer.
// this can be setup with the `recognizeWith()` method on the recognizer.
if (session.stopped !== FORCED_STOP && ( // 1
!curRecognizer || recognizer === curRecognizer || // 2
recognizer.canRecognizeWith(curRecognizer))) {
// 3
recognizer.recognize(inputData);
} else {
recognizer.reset();
} // if the recognizer has been recognizing the input as a valid gesture, we want to store this one as the
// current active recognizer. but only if we don't already have an active recognizer
if (!curRecognizer && recognizer.state & (STATE_BEGAN | STATE_CHANGED | STATE_ENDED)) {
session.curRecognizer = recognizer;
curRecognizer = recognizer;
}
i++;
}
};
/**
* @private
* get a recognizer by its event name.
* @param {Recognizer|String} recognizer
* @returns {Recognizer|Null}
*/
_proto.get = function get(recognizer) {
if (recognizer instanceof Recognizer) {
return recognizer;
}
var recognizers = this.recognizers;
for (var i = 0; i < recognizers.length; i++) {
if (recognizers[i].options.event === recognizer) {
return recognizers[i];
}
}
return null;
};
/**
* @private add a recognizer to the manager
* existing recognizers with the same event name will be removed
* @param {Recognizer} recognizer
* @returns {Recognizer|Manager}
*/
_proto.add = function add(recognizer) {
if (invokeArrayArg(recognizer, "add", this)) {
return this;
} // remove existing
var existing = this.get(recognizer.options.event);
if (existing) {
this.remove(existing);
}
this.recognizers.push(recognizer);
recognizer.manager = this;
this.touchAction.update();
return recognizer;
};
/**
* @private
* remove a recognizer by name or instance
* @param {Recognizer|String} recognizer
* @returns {Manager}
*/
_proto.remove = function remove(recognizer) {
if (invokeArrayArg(recognizer, "remove", this)) {
return this;
}
var targetRecognizer = this.get(recognizer); // let's make sure this recognizer exists
if (recognizer) {
var recognizers = this.recognizers;
var index = inArray(recognizers, targetRecognizer);
if (index !== -1) {
recognizers.splice(index, 1);
this.touchAction.update();
}
}
return this;
};
/**
* @private
* bind event
* @param {String} events
* @param {Function} handler
* @returns {EventEmitter} this
*/
_proto.on = function on(events, handler) {
if (events === undefined || handler === undefined) {
return this;
}
var handlers = this.handlers;
each(splitStr(events), function (event) {
handlers[event] = handlers[event] || [];
handlers[event].push(handler);
});
return this;
};
/**
* @private unbind event, leave emit blank to remove all handlers
* @param {String} events
* @param {Function} [handler]
* @returns {EventEmitter} this
*/
_proto.off = function off(events, handler) {
if (events === undefined) {
return this;
}
var handlers = this.handlers;
each(splitStr(events), function (event) {
if (!handler) {
delete handlers[event];
} else {
handlers[event] && handlers[event].splice(inArray(handlers[event], handler), 1);
}
});
return this;
};
/**
* @private emit event to the listeners
* @param {String} event
* @param {Object} data
*/
_proto.emit = function emit(event, data) {
// we also want to trigger dom events
if (this.options.domEvents) {
triggerDomEvent(event, data);
} // no handlers, so skip it all
var handlers = this.handlers[event] && this.handlers[event].slice();
if (!handlers || !handlers.length) {
return;
}
data.type = event;
data.preventDefault = function () {
data.srcEvent.preventDefault();
};
var i = 0;
while (i < handlers.length) {
handlers[i](data);
i++;
}
};
/**
* @private
* destroy the manager and unbinds all events
* it doesn't unbind dom events, that is the user own responsibility
*/
_proto.destroy = function destroy() {
this.element && toggleCssProps(this, false);
this.handlers = {};
this.session = {};
this.input.destroy();
this.element = null;
};
return Manager;
}();
var SINGLE_TOUCH_INPUT_MAP = {
touchstart: INPUT_START,
touchmove: INPUT_MOVE,
touchend: INPUT_END,
touchcancel: INPUT_CANCEL
};
var SINGLE_TOUCH_TARGET_EVENTS = 'touchstart';
var SINGLE_TOUCH_WINDOW_EVENTS = 'touchstart touchmove touchend touchcancel';
/**
* @private
* Touch events input
* @constructor
* @extends Input
*/
var SingleTouchInput =
/*#__PURE__*/
function (_Input) {
_inheritsLoose(SingleTouchInput, _Input);
function SingleTouchInput() {
var _this;
var proto = SingleTouchInput.prototype;
proto.evTarget = SINGLE_TOUCH_TARGET_EVENTS;
proto.evWin = SINGLE_TOUCH_WINDOW_EVENTS;
_this = _Input.apply(this, arguments) || this;
_this.started = false;
return _this;
}
var _proto = SingleTouchInput.prototype;
_proto.handler = function handler(ev) {
var type = SINGLE_TOUCH_INPUT_MAP[ev.type]; // should we handle the touch events?
if (type === INPUT_START) {
this.started = true;
}
if (!this.started) {
return;
}
var touches = normalizeSingleTouches.call(this, ev, type); // when done, reset the started state
if (type & (INPUT_END | INPUT_CANCEL) && touches[0].length - touches[1].length === 0) {
this.started = false;
}
this.callback(this.manager, type, {
pointers: touches[0],
changedPointers: touches[1],
pointerType: INPUT_TYPE_TOUCH,
srcEvent: ev
});
};
return SingleTouchInput;
}(Input);
function normalizeSingleTouches(ev, type) {
var all = toArray(ev.touches);
var changed = toArray(ev.changedTouches);
if (type & (INPUT_END | INPUT_CANCEL)) {
all = uniqueArray(all.concat(changed), 'identifier', true);
}
return [all, changed];
}
/**
* @private
* wrap a method with a deprecation warning and stack trace
* @param {Function} method
* @param {String} name
* @param {String} message
* @returns {Function} A new function wrapping the supplied method.
*/
function deprecate(method, name, message) {
var deprecationMessage = "DEPRECATED METHOD: " + name + "\n" + message + " AT \n";
return function () {
var e = new Error('get-stack-trace');
var stack = e && e.stack ? e.stack.replace(/^[^\(]+?[\n$]/gm, '').replace(/^\s+at\s+/gm, '').replace(/^Object.<anonymous>\s*\(/gm, '{anonymous}()@') : 'Unknown Stack Trace';
var log = window.console && (window.console.warn || window.console.log);
if (log) {
log.call(window.console, deprecationMessage, stack);
}
return method.apply(this, arguments);
};
}
/**
* @private
* extend object.
* means that properties in dest will be overwritten by the ones in src.
* @param {Object} dest
* @param {Object} src
* @param {Boolean} [merge=false]
* @returns {Object} dest
*/
var extend = deprecate(function (dest, src, merge) {
var keys = Object.keys(src);
var i = 0;
while (i < keys.length) {
if (!merge || merge && dest[keys[i]] === undefined) {
dest[keys[i]] = src[keys[i]];
}
i++;
}
return dest;
}, 'extend', 'Use `assign`.');
/**
* @private
* merge the values from src in the dest.
* means that properties that exist in dest will not be overwritten by src
* @param {Object} dest
* @param {Object} src
* @returns {Object} dest
*/
var merge = deprecate(function (dest, src) {
return extend(dest, src, true);
}, 'merge', 'Use `assign`.');
/**
* @private
* simple class inheritance
* @param {Function} child
* @param {Function} base
* @param {Object} [properties]
*/
function inherit(child, base, properties) {
var baseP = base.prototype;
var childP;
childP = child.prototype = Object.create(baseP);
childP.constructor = child;
childP._super = baseP;
if (properties) {
assign$1(childP, properties);
}
}
/**
* @private
* simple function bind
* @param {Function} fn
* @param {Object} context
* @returns {Function}
*/
function bindFn(fn, context) {
return function boundFn() {
return fn.apply(context, arguments);
};
}
/**
* @private
* Simple way to create a manager with a default set of recognizers.
* @param {HTMLElement} element
* @param {Object} [options]
* @constructor
*/
var Hammer =
/*#__PURE__*/
function () {
var Hammer =
/**
* @private
* @const {string}
*/
function Hammer(element, options) {
if (options === void 0) {
options = {};
}
return new Manager(element, _extends({
recognizers: preset.concat()
}, options));
};
Hammer.VERSION = "2.0.17-rc";
Hammer.DIRECTION_ALL = DIRECTION_ALL;
Hammer.DIRECTION_DOWN = DIRECTION_DOWN;
Hammer.DIRECTION_LEFT = DIRECTION_LEFT;
Hammer.DIRECTION_RIGHT = DIRECTION_RIGHT;
Hammer.DIRECTION_UP = DIRECTION_UP;
Hammer.DIRECTION_HORIZONTAL = DIRECTION_HORIZONTAL;
Hammer.DIRECTION_VERTICAL = DIRECTION_VERTICAL;
Hammer.DIRECTION_NONE = DIRECTION_NONE;
Hammer.DIRECTION_DOWN = DIRECTION_DOWN;
Hammer.INPUT_START = INPUT_START;
Hammer.INPUT_MOVE = INPUT_MOVE;
Hammer.INPUT_END = INPUT_END;
Hammer.INPUT_CANCEL = INPUT_CANCEL;
Hammer.STATE_POSSIBLE = STATE_POSSIBLE;
Hammer.STATE_BEGAN = STATE_BEGAN;
Hammer.STATE_CHANGED = STATE_CHANGED;
Hammer.STATE_ENDED = STATE_ENDED;
Hammer.STATE_RECOGNIZED = STATE_RECOGNIZED;
Hammer.STATE_CANCELLED = STATE_CANCELLED;
Hammer.STATE_FAILED = STATE_FAILED;
Hammer.Manager = Manager;
Hammer.Input = Input;
Hammer.TouchAction = TouchAction;
Hammer.TouchInput = TouchInput;
Hammer.MouseInput = MouseInput;
Hammer.PointerEventInput = PointerEventInput;
Hammer.TouchMouseInput = TouchMouseInput;
Hammer.SingleTouchInput = SingleTouchInput;
Hammer.Recognizer = Recognizer;
Hammer.AttrRecognizer = AttrRecognizer;
Hammer.Tap = TapRecognizer;
Hammer.Pan = PanRecognizer;
Hammer.Swipe = SwipeRecognizer;
Hammer.Pinch = PinchRecognizer;
Hammer.Rotate = RotateRecognizer;
Hammer.Press = PressRecognizer;
Hammer.on = addEventListeners;
Hammer.off = removeEventListeners;
Hammer.each = each;
Hammer.merge = merge;
Hammer.extend = extend;
Hammer.bindFn = bindFn;
Hammer.assign = assign$1;
Hammer.inherit = inherit;
Hammer.bindFn = bindFn;
Hammer.prefixed = prefixed;
Hammer.toArray = toArray;
Hammer.inArray = inArray;
Hammer.uniqueArray = uniqueArray;
Hammer.splitStr = splitStr;
Hammer.boolOrFn = boolOrFn;
Hammer.hasParent = hasParent;
Hammer.addEventListeners = addEventListeners;
Hammer.removeEventListeners = removeEventListeners;
Hammer.defaults = assign$1({}, defaults, {
preset: preset
});
return Hammer;
}();
// style loader but by script tag, not by the loader.
var defaults$1 = Hammer.defaults;
export default Hammer;
export { INPUT_START, INPUT_MOVE, INPUT_END, INPUT_CANCEL, STATE_POSSIBLE, STATE_BEGAN, STATE_CHANGED, STATE_ENDED, STATE_RECOGNIZED, STATE_CANCELLED, STATE_FAILED, DIRECTION_NONE, DIRECTION_LEFT, DIRECTION_RIGHT, DIRECTION_UP, DIRECTION_DOWN, DIRECTION_HORIZONTAL, DIRECTION_VERTICAL, DIRECTION_ALL, Manager, Input, TouchAction, TouchInput, MouseInput, PointerEventInput, TouchMouseInput, SingleTouchInput, Recognizer, AttrRecognizer, TapRecognizer as Tap, PanRecognizer as Pan, SwipeRecognizer as Swipe, PinchRecognizer as Pinch, RotateRecognizer as Rotate, PressRecognizer as Press, addEventListeners as on, removeEventListeners as off, each, merge, extend, assign$1 as assign, inherit, bindFn, prefixed, toArray, inArray, uniqueArray, splitStr, boolOrFn, hasParent, addEventListeners, removeEventListeners, defaults$1 as defaults };
//# sourceMappingURL=hammer.esm.js.map