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/*! * Copyright 2015 Drifty Co. * http://drifty.com/ * * Ionic, v1.2.4 * A powerful HTML5 mobile app framework. * http://ionicframework.com/ * * By @maxlynch, @benjsperry, @adamdbradley <3 * * Licensed under the MIT license. Please see LICENSE for more information. * */ (function() { // Create global ionic obj and its namespaces // build processes may have already created an ionic obj window.ionic = window.ionic || {}; window.ionic.views = {}; window.ionic.version = '1.2.4'; (function (ionic) { ionic.DelegateService = function(methodNames) { if (methodNames.indexOf('$getByHandle') > -1) { throw new Error("Method '$getByHandle' is implicitly added to each delegate service. Do not list it as a method."); } function trueFn() { return true; } return ['$log', function($log) { /* * Creates a new object that will have all the methodNames given, * and call them on the given the controller instance matching given * handle. * The reason we don't just let $getByHandle return the controller instance * itself is that the controller instance might not exist yet. * * We want people to be able to do * `var instance = $ionicScrollDelegate.$getByHandle('foo')` on controller * instantiation, but on controller instantiation a child directive * may not have been compiled yet! * * So this is our way of solving this problem: we create an object * that will only try to fetch the controller with given handle * once the methods are actually called. */ function DelegateInstance(instances, handle) { this._instances = instances; this.handle = handle; } methodNames.forEach(function(methodName) { DelegateInstance.prototype[methodName] = instanceMethodCaller(methodName); }); /** * The delegate service (eg $ionicNavBarDelegate) is just an instance * with a non-defined handle, a couple extra methods for registering * and narrowing down to a specific handle. */ function DelegateService() { this._instances = []; } DelegateService.prototype = DelegateInstance.prototype; DelegateService.prototype._registerInstance = function(instance, handle, filterFn) { var instances = this._instances; instance.$$delegateHandle = handle; instance.$$filterFn = filterFn || trueFn; instances.push(instance); return function deregister() { var index = instances.indexOf(instance); if (index !== -1) { instances.splice(index, 1); } }; }; DelegateService.prototype.$getByHandle = function(handle) { return new DelegateInstance(this._instances, handle); }; return new DelegateService(); function instanceMethodCaller(methodName) { return function caller() { var handle = this.handle; var args = arguments; var foundInstancesCount = 0; var returnValue; this._instances.forEach(function(instance) { if ((!handle || handle == instance.$$delegateHandle) && instance.$$filterFn(instance)) { foundInstancesCount++; var ret = instance[methodName].apply(instance, args); //Only return the value from the first call if (foundInstancesCount === 1) { returnValue = ret; } } }); if (!foundInstancesCount && handle) { return $log.warn( 'Delegate for handle "' + handle + '" could not find a ' + 'corresponding element with delegate-handle="' + handle + '"! ' + methodName + '() was not called!\n' + 'Possible cause: If you are calling ' + methodName + '() immediately, and ' + 'your element with delegate-handle="' + handle + '" is a child of your ' + 'controller, then your element may not be compiled yet. Put a $timeout ' + 'around your call to ' + methodName + '() and try again.' ); } return returnValue; }; } }]; }; })(window.ionic); (function(window, document, ionic) { var readyCallbacks = []; var isDomReady = document.readyState === 'complete' || document.readyState === 'interactive'; function domReady() { isDomReady = true; for (var x = 0; x < readyCallbacks.length; x++) { ionic.requestAnimationFrame(readyCallbacks[x]); } readyCallbacks = []; document.removeEventListener('DOMContentLoaded', domReady); } if (!isDomReady) { document.addEventListener('DOMContentLoaded', domReady); } // From the man himself, Mr. Paul Irish. // The requestAnimationFrame polyfill // Put it on window just to preserve its context // without having to use .call window._rAF = (function() { return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || function(callback) { window.setTimeout(callback, 16); }; })(); var cancelAnimationFrame = window.cancelAnimationFrame || window.webkitCancelAnimationFrame || window.mozCancelAnimationFrame || window.webkitCancelRequestAnimationFrame; /** * @ngdoc utility * @name ionic.DomUtil * @module ionic */ ionic.DomUtil = { //Call with proper context /** * @ngdoc method * @name ionic.DomUtil#requestAnimationFrame * @alias ionic.requestAnimationFrame * @description Calls [requestAnimationFrame](https://developer.mozilla.org/en-US/docs/Web/API/window.requestAnimationFrame), or a polyfill if not available. * @param {function} callback The function to call when the next frame * happens. */ requestAnimationFrame: function(cb) { return window._rAF(cb); }, cancelAnimationFrame: function(requestId) { cancelAnimationFrame(requestId); }, /** * @ngdoc method * @name ionic.DomUtil#animationFrameThrottle * @alias ionic.animationFrameThrottle * @description * When given a callback, if that callback is called 100 times between * animation frames, adding Throttle will make it only run the last of * the 100 calls. * * @param {function} callback a function which will be throttled to * requestAnimationFrame * @returns {function} A function which will then call the passed in callback. * The passed in callback will receive the context the returned function is * called with. */ animationFrameThrottle: function(cb) { var args, isQueued, context; return function() { args = arguments; context = this; if (!isQueued) { isQueued = true; ionic.requestAnimationFrame(function() { cb.apply(context, args); isQueued = false; }); } }; }, contains: function(parentNode, otherNode) { var current = otherNode; while (current) { if (current === parentNode) return true; current = current.parentNode; } }, /** * @ngdoc method * @name ionic.DomUtil#getPositionInParent * @description * Find an element's scroll offset within its container. * @param {DOMElement} element The element to find the offset of. * @returns {object} A position object with the following properties: * - `{number}` `left` The left offset of the element. * - `{number}` `top` The top offset of the element. */ getPositionInParent: function(el) { return { left: el.offsetLeft, top: el.offsetTop }; }, getOffsetTop: function(el) { var curtop = 0; if (el.offsetParent) { do { curtop += el.offsetTop; el = el.offsetParent; } while (el) return curtop; } }, /** * @ngdoc method * @name ionic.DomUtil#ready * @description * Call a function when the DOM is ready, or if it is already ready * call the function immediately. * @param {function} callback The function to be called. */ ready: function(cb) { if (isDomReady) { ionic.requestAnimationFrame(cb); } else { readyCallbacks.push(cb); } }, /** * @ngdoc method * @name ionic.DomUtil#getTextBounds * @description * Get a rect representing the bounds of the given textNode. * @param {DOMElement} textNode The textNode to find the bounds of. * @returns {object} An object representing the bounds of the node. Properties: * - `{number}` `left` The left position of the textNode. * - `{number}` `right` The right position of the textNode. * - `{number}` `top` The top position of the textNode. * - `{number}` `bottom` The bottom position of the textNode. * - `{number}` `width` The width of the textNode. * - `{number}` `height` The height of the textNode. */ getTextBounds: function(textNode) { if (document.createRange) { var range = document.createRange(); range.selectNodeContents(textNode); if (range.getBoundingClientRect) { var rect = range.getBoundingClientRect(); if (rect) { var sx = window.scrollX; var sy = window.scrollY; return { top: rect.top + sy, left: rect.left + sx, right: rect.left + sx + rect.width, bottom: rect.top + sy + rect.height, width: rect.width, height: rect.height }; } } } return null; }, /** * @ngdoc method * @name ionic.DomUtil#getChildIndex * @description * Get the first index of a child node within the given element of the * specified type. * @param {DOMElement} element The element to find the index of. * @param {string} type The nodeName to match children of element against. * @returns {number} The index, or -1, of a child with nodeName matching type. */ getChildIndex: function(element, type) { if (type) { var ch = element.parentNode.children; var c; for (var i = 0, k = 0, j = ch.length; i < j; i++) { c = ch[i]; if (c.nodeName && c.nodeName.toLowerCase() == type) { if (c == element) { return k; } k++; } } } return Array.prototype.slice.call(element.parentNode.children).indexOf(element); }, /** * @private */ swapNodes: function(src, dest) { dest.parentNode.insertBefore(src, dest); }, elementIsDescendant: function(el, parent, stopAt) { var current = el; do { if (current === parent) return true; current = current.parentNode; } while (current && current !== stopAt); return false; }, /** * @ngdoc method * @name ionic.DomUtil#getParentWithClass * @param {DOMElement} element * @param {string} className * @returns {DOMElement} The closest parent of element matching the * className, or null. */ getParentWithClass: function(e, className, depth) { depth = depth || 10; while (e.parentNode && depth--) { if (e.parentNode.classList && e.parentNode.classList.contains(className)) { return e.parentNode; } e = e.parentNode; } return null; }, /** * @ngdoc method * @name ionic.DomUtil#getParentOrSelfWithClass * @param {DOMElement} element * @param {string} className * @returns {DOMElement} The closest parent or self matching the * className, or null. */ getParentOrSelfWithClass: function(e, className, depth) { depth = depth || 10; while (e && depth--) { if (e.classList && e.classList.contains(className)) { return e; } e = e.parentNode; } return null; }, /** * @ngdoc method * @name ionic.DomUtil#rectContains * @param {number} x * @param {number} y * @param {number} x1 * @param {number} y1 * @param {number} x2 * @param {number} y2 * @returns {boolean} Whether {x,y} fits within the rectangle defined by * {x1,y1,x2,y2}. */ rectContains: function(x, y, x1, y1, x2, y2) { if (x < x1 || x > x2) return false; if (y < y1 || y > y2) return false; return true; }, /** * @ngdoc method * @name ionic.DomUtil#blurAll * @description * Blurs any currently focused input element * @returns {DOMElement} The element blurred or null */ blurAll: function() { if (document.activeElement && document.activeElement != document.body) { document.activeElement.blur(); return document.activeElement; } return null; }, cachedAttr: function(ele, key, value) { ele = ele && ele.length && ele[0] || ele; if (ele && ele.setAttribute) { var dataKey = '$attr-' + key; if (arguments.length > 2) { if (ele[dataKey] !== value) { ele.setAttribute(key, value); ele[dataKey] = value; } } else if (typeof ele[dataKey] == 'undefined') { ele[dataKey] = ele.getAttribute(key); } return ele[dataKey]; } }, cachedStyles: function(ele, styles) { ele = ele && ele.length && ele[0] || ele; if (ele && ele.style) { for (var prop in styles) { if (ele['$style-' + prop] !== styles[prop]) { ele.style[prop] = ele['$style-' + prop] = styles[prop]; } } } } }; //Shortcuts ionic.requestAnimationFrame = ionic.DomUtil.requestAnimationFrame; ionic.cancelAnimationFrame = ionic.DomUtil.cancelAnimationFrame; ionic.animationFrameThrottle = ionic.DomUtil.animationFrameThrottle; })(window, document, ionic); /** * ion-events.js * * Author: Max Lynch <max@drifty.com> * * Framework events handles various mobile browser events, and * detects special events like tap/swipe/etc. and emits them * as custom events that can be used in an app. * * Portions lovingly adapted from github.com/maker/ratchet and github.com/alexgibson/tap.js - thanks guys! */ (function(ionic) { // Custom event polyfill ionic.CustomEvent = (function() { if( typeof window.CustomEvent === 'function' ) return CustomEvent; var customEvent = function(event, params) { var evt; params = params || { bubbles: false, cancelable: false, detail: undefined }; try { evt = document.createEvent("CustomEvent"); evt.initCustomEvent(event, params.bubbles, params.cancelable, params.detail); } catch (error) { // fallback for browsers that don't support createEvent('CustomEvent') evt = document.createEvent("Event"); for (var param in params) { evt[param] = params[param]; } evt.initEvent(event, params.bubbles, params.cancelable); } return evt; }; customEvent.prototype = window.Event.prototype; return customEvent; })(); /** * @ngdoc utility * @name ionic.EventController * @module ionic */ ionic.EventController = { VIRTUALIZED_EVENTS: ['tap', 'swipe', 'swiperight', 'swipeleft', 'drag', 'hold', 'release'], /** * @ngdoc method * @name ionic.EventController#trigger * @alias ionic.trigger * @param {string} eventType The event to trigger. * @param {object} data The data for the event. Hint: pass in * `{target: targetElement}` * @param {boolean=} bubbles Whether the event should bubble up the DOM. * @param {boolean=} cancelable Whether the event should be cancelable. */ // Trigger a new event trigger: function(eventType, data, bubbles, cancelable) { var event = new ionic.CustomEvent(eventType, { detail: data, bubbles: !!bubbles, cancelable: !!cancelable }); // Make sure to trigger the event on the given target, or dispatch it from // the window if we don't have an event target data && data.target && data.target.dispatchEvent && data.target.dispatchEvent(event) || window.dispatchEvent(event); }, /** * @ngdoc method * @name ionic.EventController#on * @alias ionic.on * @description Listen to an event on an element. * @param {string} type The event to listen for. * @param {function} callback The listener to be called. * @param {DOMElement} element The element to listen for the event on. */ on: function(type, callback, element) { var e = element || window; // Bind a gesture if it's a virtual event for(var i = 0, j = this.VIRTUALIZED_EVENTS.length; i < j; i++) { if(type == this.VIRTUALIZED_EVENTS[i]) { var gesture = new ionic.Gesture(element); gesture.on(type, callback); return gesture; } } // Otherwise bind a normal event e.addEventListener(type, callback); }, /** * @ngdoc method * @name ionic.EventController#off * @alias ionic.off * @description Remove an event listener. * @param {string} type * @param {function} callback * @param {DOMElement} element */ off: function(type, callback, element) { element.removeEventListener(type, callback); }, /** * @ngdoc method * @name ionic.EventController#onGesture * @alias ionic.onGesture * @description Add an event listener for a gesture on an element. * * Available eventTypes (from [hammer.js](http://eightmedia.github.io/hammer.js/)): * * `hold`, `tap`, `doubletap`, `drag`, `dragstart`, `dragend`, `dragup`, `dragdown`, <br/> * `dragleft`, `dragright`, `swipe`, `swipeup`, `swipedown`, `swipeleft`, `swiperight`, <br/> * `transform`, `transformstart`, `transformend`, `rotate`, `pinch`, `pinchin`, `pinchout`, </br> * `touch`, `release` * * @param {string} eventType The gesture event to listen for. * @param {function(e)} callback The function to call when the gesture * happens. * @param {DOMElement} element The angular element to listen for the event on. * @param {object} options object. * @returns {ionic.Gesture} The gesture object (use this to remove the gesture later on). */ onGesture: function(type, callback, element, options) { var gesture = new ionic.Gesture(element, options); gesture.on(type, callback); return gesture; }, /** * @ngdoc method * @name ionic.EventController#offGesture * @alias ionic.offGesture * @description Remove an event listener for a gesture created on an element. * @param {ionic.Gesture} gesture The gesture that should be removed. * @param {string} eventType The gesture event to remove the listener for. * @param {function(e)} callback The listener to remove. */ offGesture: function(gesture, type, callback) { gesture && gesture.off(type, callback); }, handlePopState: function() {} }; // Map some convenient top-level functions for event handling ionic.on = function() { ionic.EventController.on.apply(ionic.EventController, arguments); }; ionic.off = function() { ionic.EventController.off.apply(ionic.EventController, arguments); }; ionic.trigger = ionic.EventController.trigger;//function() { ionic.EventController.trigger.apply(ionic.EventController.trigger, arguments); }; ionic.onGesture = function() { return ionic.EventController.onGesture.apply(ionic.EventController.onGesture, arguments); }; ionic.offGesture = function() { return ionic.EventController.offGesture.apply(ionic.EventController.offGesture, arguments); }; })(window.ionic); /* eslint camelcase:0 */ /** * Simple gesture controllers with some common gestures that emit * gesture events. * * Ported from github.com/EightMedia/hammer.js Gestures - thanks! */ (function(ionic) { /** * ionic.Gestures * use this to create instances * @param {HTMLElement} element * @param {Object} options * @returns {ionic.Gestures.Instance} * @constructor */ ionic.Gesture = function(element, options) { return new ionic.Gestures.Instance(element, options || {}); }; ionic.Gestures = {}; // default settings ionic.Gestures.defaults = { // add css 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: 'disable-user-behavior' }; // detect touchevents ionic.Gestures.HAS_POINTEREVENTS = window.navigator.pointerEnabled || window.navigator.msPointerEnabled; ionic.Gestures.HAS_TOUCHEVENTS = ('ontouchstart' in window); // dont use mouseevents on mobile devices ionic.Gestures.MOBILE_REGEX = /mobile|tablet|ip(ad|hone|od)|android|silk/i; ionic.Gestures.NO_MOUSEEVENTS = ionic.Gestures.HAS_TOUCHEVENTS && window.navigator.userAgent.match(ionic.Gestures.MOBILE_REGEX); // eventtypes per touchevent (start, move, end) // are filled by ionic.Gestures.event.determineEventTypes on setup ionic.Gestures.EVENT_TYPES = {}; // direction defines ionic.Gestures.DIRECTION_DOWN = 'down'; ionic.Gestures.DIRECTION_LEFT = 'left'; ionic.Gestures.DIRECTION_UP = 'up'; ionic.Gestures.DIRECTION_RIGHT = 'right'; // pointer type ionic.Gestures.POINTER_MOUSE = 'mouse'; ionic.Gestures.POINTER_TOUCH = 'touch'; ionic.Gestures.POINTER_PEN = 'pen'; // touch event defines ionic.Gestures.EVENT_START = 'start'; ionic.Gestures.EVENT_MOVE = 'move'; ionic.Gestures.EVENT_END = 'end'; // hammer document where the base events are added at ionic.Gestures.DOCUMENT = window.document; // plugins namespace ionic.Gestures.plugins = {}; // if the window events are set... ionic.Gestures.READY = false; /** * setup events to detect gestures on the document */ function setup() { if(ionic.Gestures.READY) { return; } // find what eventtypes we add listeners to ionic.Gestures.event.determineEventTypes(); // Register all gestures inside ionic.Gestures.gestures for(var name in ionic.Gestures.gestures) { if(ionic.Gestures.gestures.hasOwnProperty(name)) { ionic.Gestures.detection.register(ionic.Gestures.gestures[name]); } } // Add touch events on the document ionic.Gestures.event.onTouch(ionic.Gestures.DOCUMENT, ionic.Gestures.EVENT_MOVE, ionic.Gestures.detection.detect); ionic.Gestures.event.onTouch(ionic.Gestures.DOCUMENT, ionic.Gestures.EVENT_END, ionic.Gestures.detection.detect); // ionic.Gestures is ready...! ionic.Gestures.READY = true; } /** * create new hammer instance * all methods should return the instance itself, so it is chainable. * @param {HTMLElement} element * @param {Object} [options={}] * @returns {ionic.Gestures.Instance} * @name Gesture.Instance * @constructor */ ionic.Gestures.Instance = function(element, options) { var self = this; // A null element was passed into the instance, which means // whatever lookup was done to find this element failed to find it // so we can't listen for events on it. if(element === null) { void 0; return this; } // setup ionic.GesturesJS 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 = ionic.Gestures.utils.extend( ionic.Gestures.utils.extend({}, ionic.Gestures.defaults), options || {}); // add some css to the element to prevent the browser from doing its native behavoir if(this.options.stop_browser_behavior) { ionic.Gestures.utils.stopDefaultBrowserBehavior(this.element, this.options.stop_browser_behavior); } // start detection on touchstart ionic.Gestures.event.onTouch(element, ionic.Gestures.EVENT_START, function(ev) { if(self.enabled) { ionic.Gestures.detection.startDetect(self, ev); } }); // return instance return this; }; ionic.Gestures.Instance.prototype = { /** * bind events to the instance * @param {String} gesture * @param {Function} handler * @returns {ionic.Gestures.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 {ionic.Gestures.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 {ionic.Gestures.Instance} */ trigger: function triggerEvent(gesture, eventData){ // create DOM event var event = ionic.Gestures.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(ionic.Gestures.utils.hasParent(eventData.target, element)) { element = eventData.target; } element.dispatchEvent(event); return this; }, /** * enable of disable hammer.js detection * @param {Boolean} state * @returns {ionic.Gestures.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; ionic.Gestures.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 ionic.Gestures.EVENT_MOVE * @param {Function} handler */ onTouch: function onTouch(element, eventType, handler) { var self = this; this.bindDom(element, ionic.Gestures.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; } // mouse isn't pressed else if(sourceEventType.match(/mouse/) && ev.which !== 1) { enable_detect = false; } // 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(ionic.Gestures.HAS_POINTEREVENTS && eventType != ionic.Gestures.EVENT_END) { count_touches = ionic.Gestures.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 == ionic.Gestures.EVENT_END) { eventType = ionic.Gestures.EVENT_MOVE; } // no touches, force the end event else if(!count_touches) { eventType = ionic.Gestures.EVENT_END; } // store the last move event if(count_touches || last_move_event === null) { last_move_event = ev; } // trigger the handler handler.call(ionic.Gestures.detection, self.collectEventData(element, eventType, self.getTouchList(last_move_event, eventType), ev)); // remove pointerevent from list if(ionic.Gestures.HAS_POINTEREVENTS && eventType == ionic.Gestures.EVENT_END) { count_touches = ionic.Gestures.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; ionic.Gestures.PointerEvent.reset(); } }); }, /** * we have different events for each device/browser * determine what we need and set them in the ionic.Gestures.EVENT_TYPES constant */ determineEventTypes: function determineEventTypes() { // determine the eventtype we want to set var types; // pointerEvents magic if(ionic.Gestures.HAS_POINTEREVENTS) { types = ionic.Gestures.PointerEvent.getEvents(); } // on Android, iOS, blackberry, windows mobile we dont want any mouseevents else if(ionic.Gestures.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']; } ionic.Gestures.EVENT_TYPES[ionic.Gestures.EVENT_START] = types[0]; ionic.Gestures.EVENT_TYPES[ionic.Gestures.EVENT_MOVE] = types[1]; ionic.Gestures.EVENT_TYPES[ionic.Gestures.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(ionic.Gestures.HAS_POINTEREVENTS) { return ionic.Gestures.PointerEvent.getTouchList(); } // get the touchlist else if(ev.touches) { return ev.touches; } // make fake touchlist from mouse position else { ev.identifier = 1; return [ev]; } }, /** * collect event data for ionic.Gestures js * @param {HTMLElement} element * @param {String} eventType like ionic.Gestures.EVENT_MOVE * @param {Object} eventData */ collectEventData: function collectEventData(element, eventType, touches, ev) { // find out pointerType var pointerType = ionic.Gestures.POINTER_TOUCH; if(ev.type.match(/mouse/) || ionic.Gestures.PointerEvent.matchType(ionic.Gestures.POINTER_MOUSE, ev)) { pointerType = ionic.Gestures.POINTER_MOUSE; } return { center: ionic.Gestures.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 ionic.Gestures.detection.stopDetect(); } }; } }; ionic.Gestures.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 ionic.Gestures.EVENT_END * @param {Object} pointerEvent */ updatePointer: function(type, pointerEvent) { if(type == ionic.Gestures.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 ionic.Gestures.POINTER_MOUSE * @param {PointerEvent} ev */ matchType: function(pointerType, ev) { if(!ev.pointerType) { return false; } var types = {}; types[ionic.Gestures.POINTER_MOUSE] = (ev.pointerType == ev.MSPOINTER_TYPE_MOUSE || ev.pointerType == ionic.Gestures.POINTER_MOUSE); types[ionic.Gestures.POINTER_TOUCH] = (ev.pointerType == ev.MSPOINTER_TYPE_TOUCH || ev.pointerType == ionic.Gestures.POINTER_TOUCH); types[ionic.Gestures.POINTER_PEN] = (ev.pointerType == ev.MSPOINTER_TYPE_PEN || ev.pointerType == ionic.Gestures.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 = {}; } }; ionic.Gestures.utils = { /** * extend method, * also used for cloning when dest is an empty object * @param {Object} dest * @param {Object} src * @param {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 ionic.Gestures.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 ? ionic.Gestures.DIRECTION_LEFT : ionic.Gestures.DIRECTION_RIGHT; } else { return touch1.pageY - touch2.pageY > 0 ? ionic.Gestures.DIRECTION_UP : ionic.Gestures.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 == ionic.Gestures.DIRECTION_UP || direction == ionic.Gestures.DIRECTION_DOWN); }, /** * stop browser default behavior with css class * @param {HtmlElement} element * @param {Object} css_class */ stopDefaultBrowserBehavior: function stopDefaultBrowserBehavior(element, css_class) { // changed from making many style changes to just adding a preset classname // less DOM manipulations, less code, and easier to control in the CSS side of things // hammer.js doesn't come with CSS, but ionic does, which is why we prefer this method if(element && element.classList) { element.classList.add(css_class); element.onselectstart = function() { return false; }; } } }; ionic.Gestures.detection = { // contains all registred ionic.Gestures.gestures in the correct order gestures: [], // data of the current ionic.Gestures.gesture detection session current: null, // the previous ionic.Gestures.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 ionic.Gestures.gesture detection * @param {ionic.Gestures.Instance} inst * @param {Object} eventData */ startDetect: function startDetect(inst, eventData) { // already busy with a ionic.Gestures.gesture detection on an element if(this.current) { return; } this.stopped = false; this.current = { inst: inst, // reference to ionic.GesturesInstance we're working for startEvent: ionic.Gestures.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); }, /** * ionic.Gestures.gesture detection * @param {Object} eventData */ detect: function detect(eventData) { if(!this.current || this.stopped) { return null; } // extend event data with calculations about scale, distance etc eventData = this.extendEventData(eventData); // instance options var inst_options = this.current.inst.options; // call ionic.Gestures.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 == ionic.Gestures.EVENT_END && !eventData.touches.length - 1) { this.stopDetect(); } return eventData; }, /** * clear the ionic.Gestures.gesture vars * this is called on endDetect, but can also be used when a final ionic.Gestures.gesture has been detected * to stop other ionic.Gestures.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 = ionic.Gestures.utils.extend({}, this.current); // reset the current this.current = null; // stopped! this.stopped = true; }, /** * extend eventData for ionic.Gestures.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(ionic.Gestures.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 = ionic.Gestures.utils.getVelocity(delta_time, delta_x, delta_y); ionic.Gestures.utils.extend(ev, { deltaTime: delta_time, deltaX: delta_x, deltaY: delta_y, velocityX: velocity.x, velocityY: velocity.y, distance: ionic.Gestures.utils.getDistance(startEv.center, ev.center), angle: ionic.Gestures.utils.getAngle(startEv.center, ev.center), direction: ionic.Gestures.utils.getDirection(startEv.center, ev.center), scale: ionic.Gestures.utils.getScale(startEv.touches, ev.touches), rotation: ionic.Gestures.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 ionic.Gestures default options with the ionic.Gestures.gesture options ionic.Gestures.utils.extend(ionic.Gestures.defaults, options, true); // set its index gesture.index = gesture.index || 1000; // add ionic.Gestures.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; } }; ionic.Gestures.gestures = ionic.Gestures.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 ionic.Gestures.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 ionic.Gestures.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 ionic.Gestures.EVENT_START|MOVE|END * srcEvent {Object} the