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@enact/ui

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A collection of simplified unstyled cross-platform UI components for Enact

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"use strict"; Object.defineProperty(exports, "__esModule", { value: true }); exports["default"] = exports.ClickAllow = void 0; var _platform = require("@enact/core/platform"); function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } function _defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, _toPropertyKey(descriptor.key), descriptor); } } function _createClass(Constructor, protoProps, staticProps) { if (protoProps) _defineProperties(Constructor.prototype, protoProps); if (staticProps) _defineProperties(Constructor, staticProps); Object.defineProperty(Constructor, "prototype", { writable: false }); return Constructor; } function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == typeof i ? i : String(i); } function _toPrimitive(t, r) { if ("object" != typeof t || !t) return t; var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != typeof i) return i; throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); } // It's possible that emitting `onTap` will cause a DOM change before the mousedown fires resulting // in multiple tap/click events for the same user action. To avoid this, we store the last touchend // target and timestamp to compare against the next mouse down. If the timestamp is different (e.g // we're on a hybrid device that emitted a touch event but the next was a mouse event) or the target // is the same (or no previous target was set if no touch events have been emitted), we allow the // mousedown *across Touchable instances*. var _lastTouchEnd = { target: null, timeStamp: 0 }; var shouldAllowMouseDown = function shouldAllowMouseDown(ev) { return ev.timeStamp !== _lastTouchEnd.timeStamp || ev.target === _lastTouchEnd.target || _lastTouchEnd.target === null; }; var ClickAllow = exports.ClickAllow = /*#__PURE__*/function () { function ClickAllow() { _classCallCheck(this, ClickAllow); this.lastTouchEndTime = 0; this.lastMouseUpTime = 0; } _createClass(ClickAllow, [{ key: "setLastTouchEnd", value: function setLastTouchEnd(ev) { if (ev && ev.type === 'touchend') { this.lastTouchEndTime = ev.timeStamp; _lastTouchEnd.timeStamp = ev.timeStamp; _lastTouchEnd.target = ev.target; } } }, { key: "setLastMouseUp", value: function setLastMouseUp(ev) { if (ev && ev.type === 'mouseup') { this.lastMouseUpTime = ev.timeStamp; } } }, { key: "shouldAllowMouseEvent", value: function shouldAllowMouseEvent(ev) { var timeStamp = ev.timeStamp; // iOS Safari sends both touch and mouse events (with differing timestamps) return !(_platform.platform.browserName === 'safari' && _platform.platform.type === 'mobile') && this.lastTouchEndTime !== timeStamp && shouldAllowMouseDown(ev); } }, { key: "shouldAllowTap", value: function shouldAllowTap(ev) { var type = ev.type, timeStamp = ev.timeStamp; // Allow the custom tap event for a “click” when it’s actually a click and it’s not from the // last mouseup event which would have fired the click for us return type === 'click' && this.lastMouseUpTime !== timeStamp; } }]); return ClickAllow; }(); var _default = exports["default"] = ClickAllow;