hammerjs
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A javascript library for multi-touch gestures
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JavaScript
/*! Hammer.JS - v1.1.0 - 2014-04-23
* http://eightmedia.github.io/hammer.js
*
* Copyright (c) 2014 Jorik Tangelder <j.tangelder@gmail.com>;
* Licensed under the MIT license */
(function(window, undefined) {
'use strict';
/**
* @main
* @module hammer
*
* @class Hammer
* @static
*/
/**
* Hammer, use this to create instances
* ````
* var hammertime = new Hammer(myElement);
* ````
*
* @method Hammer
* @param {HTMLElement} element
* @param {Object} [options={}]
* @return {Hammer.Instance}
*/
var Hammer = function Hammer(element, options) {
return new Hammer.Instance(element, options || {});
};
/**
* version, as defined in package.json
* the value will be set at each build
* @property VERSION
* @final
* @type {String}
*/
Hammer.VERSION = '1.1.0';
/**
* default settings.
* more settings are defined per gesture at `/gestures`. Each gesture can be disabled/enabled
* by setting it's name (like `swipe`) to false.
* You can set the defaults for all instances by changing this object before creating an instance.
* @example
* ````
* Hammer.defaults.drag = false;
* Hammer.defaults.behavior.touchAction = 'pan-y';
* delete Hammer.defaults.behavior.userSelect;
* ````
* @property defaults
* @type {Object}
*/
Hammer.defaults = {
/**
* this setting object adds styles and attributes to the element to prevent the browser from doing
* its native behavior. The css properties are auto prefixed for the browsers when needed.
* @property defaults.behavior
* @type {Object}
*/
behavior: {
/**
* Disables text selection to improve the dragging gesture. When the value is `none` it also sets
* `onselectstart=false` for IE on the element. Mainly for desktop browsers.
* @property defaults.behavior.userSelect
* @type {String}
* @default 'none'
*/
userSelect: 'none',
/**
* Specifies whether and how a given region can be manipulated by the user (for instance, by panning or zooming).
* Used by IE10>. By default this makes the element blocking any touch event.
* @property defaults.behavior.touchAction
* @type {String}
* @default: 'none'
*/
touchAction: 'none',
/**
* 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.
* @property defaults.behavior.touchCallout
* @type {String}
* @default 'none'
*/
touchCallout: 'none',
/**
* Specifies whether zooming is enabled. Used by IE10>
* @property defaults.behavior.contentZooming
* @type {String}
* @default 'none'
*/
contentZooming: 'none',
/**
* Specifies that an entire element should be draggable instead of its contents.
* Mainly for desktop browsers.
* @property defaults.behavior.userDrag
* @type {String}
* @default 'none'
*/
userDrag: 'none',
/**
* Overrides the highlight color shown when the user taps a link or a JavaScript
* clickable element in Safari on iPhone. This property obeys the alpha value, if specified.
*
* If you don't specify an alpha value, Safari on iPhone applies a default alpha value
* to the color. To disable tap highlighting, set the alpha value to 0 (invisible).
* If you set the alpha value to 1.0 (opaque), the element is not visible when tapped.
* @property defaults.behavior.tapHighlightColor
* @type {String}
* @default 'rgba(0,0,0,0)'
*/
tapHighlightColor: 'rgba(0,0,0,0)'
}
};
/**
* hammer document where the base events are added at
* @property DOCUMENT
* @type {HTMLElement}
* @default window.document
*/
Hammer.DOCUMENT = window.document;
/**
* detect support for pointer events
* @property HAS_POINTEREVENTS
* @type {Boolean}
*/
Hammer.HAS_POINTEREVENTS = window.navigator.pointerEnabled || window.navigator.msPointerEnabled;
/**
* detect support for touch events
* @property HAS_TOUCHEVENTS
* @type {Boolean}
*/
Hammer.HAS_TOUCHEVENTS = ('ontouchstart' in window);
/**
* interval in which Hammer recalculates current velocity/direction/angle in ms
* @property CALCULATE_INTERVAL
* @type {Number}
* @default 50
*/
Hammer.CALCULATE_INTERVAL = 50;
/**
* eventtypes per touchevent (start, move, end) are filled by `Event.determineEventTypes` on `setup`
* the object contains the DOM event names per type (`EVENT_START`, `EVENT_MOVE`, `EVENT_END`)
* @property EVENT_TYPES
* @private
* @writeOnce
* @type {Object}
*/
var EVENT_TYPES = {};
/**
* direction strings, for safe comparisons
* @property DIRECTION_DOWN|LEFT|UP|RIGHT
* @final
* @type {String}
* @default 'down' 'left' 'up' 'right'
*/
var DIRECTION_DOWN = Hammer.DIRECTION_DOWN = 'down';
var DIRECTION_LEFT = Hammer.DIRECTION_LEFT = 'left';
var DIRECTION_UP = Hammer.DIRECTION_UP = 'up';
var DIRECTION_RIGHT = Hammer.DIRECTION_RIGHT = 'right';
/**
* pointertype strings, for safe comparisons
* @property POINTER_MOUSE|TOUCH|PEN
* @final
* @type {String}
* @default 'mouse' 'touch' 'pen'
*/
var POINTER_MOUSE = Hammer.POINTER_MOUSE = 'mouse';
var POINTER_TOUCH = Hammer.POINTER_TOUCH = 'touch';
var POINTER_PEN = Hammer.POINTER_PEN = 'pen';
/**
* eventtypes
* @property EVENT_START|MOVE|END|RELEASE|TOUCH
* @final
* @type {String}
* @default 'start' 'change' 'move' 'end' 'release' 'touch'
*/
var EVENT_START = Hammer.EVENT_START = 'start';
var EVENT_MOVE = Hammer.EVENT_MOVE = 'move';
var EVENT_END = Hammer.EVENT_END = 'end';
var EVENT_RELEASE = Hammer.EVENT_RELEASE = 'release';
var EVENT_TOUCH = Hammer.EVENT_TOUCH = 'touch';
/**
* if the window events are set...
* @property READY
* @writeOnce
* @type {Boolean}
* @default false
*/
Hammer.READY = false;
/**
* plugins namespace
* @property plugins
* @type {Object}
*/
Hammer.plugins = Hammer.plugins || {};
/**
* gestures namespace
* see `/gestures` for the definitions
* @property gestures
* @type {Object}
*/
Hammer.gestures = Hammer.gestures || {};
/**
* setup events to detect gestures on the document
* this function is called when creating an new instance
* @private
*/
function setup() {
if(Hammer.READY) {
return;
}
// find what eventtypes we add listeners to
Event.determineEventTypes();
// Register all gestures inside Hammer.gestures
Utils.each(Hammer.gestures, function(gesture){
Detection.register(gesture);
});
// Add touch events on the document
Event.onTouch(Hammer.DOCUMENT, EVENT_MOVE, Detection.detect);
Event.onTouch(Hammer.DOCUMENT, EVENT_END, Detection.detect);
// Hammer is ready...!
Hammer.READY = true;
}
/**
* @module hammer
*
* @class Utils
* @static
*/
var Utils = Hammer.utils = {
/**
* extend method, could also be used for cloning when `dest` is an empty object.
* changes the dest object
* @method extend
* @param {Object} dest
* @param {Object} src
* @param {Boolean} [merge=false] do a merge
* @return {Object} dest
*/
extend: function extend(dest, src, merge) {
for(var key in src) {
if(dest[key] !== undefined && merge || key == 'returnValue') {
continue;
}
dest[key] = src[key];
}
return dest;
},
/**
* simple addEventListener wrapper
* @method on
* @param {HTMLElement} element
* @param {String} type
* @param {Function} handler
*/
on: function on(element, type, handler) {
element.addEventListener(type, handler, false);
},
/**
* simple removeEventListener wrapper
* @method off
* @param {HTMLElement} element
* @param {String} type
* @param {Function} handler
*/
off: function off(element, type, handler) {
element.removeEventListener(type, handler, false);
},
/**
* forEach over arrays and objects
* @method each
* @param {Object|Array} obj
* @param {Function} iterator
* @param {any} iterator.item
* @param {Number} iterator.index
* @param {Object|Array} iterator.obj the source object
* @param {Object} context value to use as `this` in the iterator
*/
each: function each(obj, iterator, context) {
var i, len;
// native forEach on arrays
if ('forEach' in obj) {
obj.forEach(iterator, context);
}
// arrays
else if(obj.length !== undefined) {
for(i=0,len=obj.length; i<len; i++) {
if (iterator.call(context, obj[i], i, obj) === false) {
return;
}
}
}
// objects
else {
for(i in obj) {
if(obj.hasOwnProperty(i) &&
iterator.call(context, obj[i], i, obj) === false) {
return;
}
}
}
},
/**
* find if a string contains the string using indexOf
* @method inStr
* @param {String} src
* @param {String} find
* @return {Boolean} found
*/
inStr: function inStr(src, find) {
return src.indexOf(find) > -1;
},
/**
* find if a array contains the object using indexOf or a simple polyfill
* @method inArray
* @param {String} src
* @param {String} find
* @return {Boolean|Number} false when not found, or the index
*/
inArray: function inArray(src, find) {
if(src.indexOf) {
var index = src.indexOf(find);
return (index === -1) ? false : index;
}
else {
for(var i= 0,len=src.length;i<len; i++) {
if(src[i] === find) {
return i;
}
}
return false;
}
},
/**
* convert an array-like object (`arguments`, `touchlist`) to an array
* @method toArray
* @param {Object} obj
* @return {Array}
*/
toArray: function toArray(obj) {
return Array.prototype.slice.call(obj, 0);
},
/**
* find if a node is in the given parent
* @method hasParent
* @param {HTMLElement} node
* @param {HTMLElement} parent
* @return {Boolean} found
*/
hasParent: function hasParent(node, parent) {
while(node) {
if(node == parent) {
return true;
}
node = node.parentNode;
}
return false;
},
/**
* get the center of all the touches
* @method getCenter
* @param {Array} touches
* @return {Object} center contains `pageX`, `pageY`, `clientX` and `clientY` properties
*/
getCenter: function getCenter(touches) {
var pageX = []
, pageY = []
, clientX = []
, clientY = []
, min = Math.min
, max = Math.max;
// no need to loop when only one touch
if(touches.length === 1) {
return {
pageX: touches[0].pageX,
pageY: touches[0].pageY,
clientX: touches[0].clientX,
clientY: touches[0].clientY
};
}
Utils.each(touches, function(touch) {
pageX.push(touch.pageX);
pageY.push(touch.pageY);
clientX.push(touch.clientX);
clientY.push(touch.clientY);
});
return {
pageX: (min.apply(Math, pageX) + max.apply(Math, pageX)) / 2,
pageY: (min.apply(Math, pageY) + max.apply(Math, pageY)) / 2,
clientX: (min.apply(Math, clientX) + max.apply(Math, clientX)) / 2,
clientY: (min.apply(Math, clientY) + max.apply(Math, clientY)) / 2
};
},
/**
* calculate the velocity between two points. unit is in px per ms.
* @method getVelocity
* @param {Number} delta_time
* @param {Number} delta_x
* @param {Number} delta_y
* @return {Object} velocity `x` and `y`
*/
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
* @method getAngle
* @param {Touch} touch1
* @param {Touch} touch2
* @return {Number} angle
*/
getAngle: function getAngle(touch1, touch2) {
var x = touch2.clientX - touch1.clientX
, y = touch2.clientY - touch1.clientY;
return Math.atan2(y, x) * 180 / Math.PI;
},
/**
* do a small comparision to get the direction between two touches.
* @method getDirection
* @param {Touch} touch1
* @param {Touch} touch2
* @return {String} direction matches `DIRECTION_LEFT|RIGHT|UP|DOWN`
*/
getDirection: function getDirection(touch1, touch2) {
var x = Math.abs(touch1.clientX - touch2.clientX)
, y = Math.abs(touch1.clientY - touch2.clientY);
if(x >= y) {
return touch1.clientX - touch2.clientX > 0 ? DIRECTION_LEFT : DIRECTION_RIGHT;
}
return touch1.clientY - touch2.clientY > 0 ? DIRECTION_UP : DIRECTION_DOWN;
},
/**
* calculate the distance between two touches
* @method getDistance
* @param {Touch}touch1
* @param {Touch} touch2
* @return {Number} distance
*/
getDistance: function getDistance(touch1, touch2) {
var x = touch2.clientX - touch1.clientX
, y = touch2.clientY - touch1.clientY;
return Math.sqrt((x * x) + (y * y));
},
/**
* calculate the scale factor between two touchLists
* no scale is 1, and goes down to 0 when pinched together, and bigger when pinched out
* @method getScale
* @param {Array} start array of touches
* @param {Array} end array of touches
* @return {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
* @method getRotation
* @param {Array} start array of touches
* @param {Array} end array of touches
* @return {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;
},
/**
* find out if the direction is vertical *
* @method isVertical
* @param {String} direction matches `DIRECTION_UP|DOWN`
* @return {Boolean} is_vertical
*/
isVertical: function isVertical(direction) {
return direction == DIRECTION_UP || direction == DIRECTION_DOWN;
},
/**
* toggle browser default behavior by setting css properties.
* `userSelect='none'` also sets `element.onselectstart` to false
* `userDrag='none'` also sets `element.ondragstart` to false
*
* @method toggleBehavior
* @param {HtmlElement} element
* @param {Object} props
* @param {Boolean} [toggle=false]
*/
toggleBehavior: function toggleBehavior(element, props, toggle) {
if(!props || !element || !element.style) {
return;
}
// with css properties for modern browsers
Utils.each(['webkit', 'moz', 'Moz', 'ms', 'o', ''], function setStyle(vendor) {
Utils.each(props, function(value, prop) {
// vender prefix at the property
if(vendor) {
prop = vendor + prop.substring(0, 1).toUpperCase() + prop.substring(1);
}
// set the style
if(prop in element.style) {
element.style[prop] = !toggle && value;
}
});
});
var false_fn = function(){ return false; };
// also the disable onselectstart
if(props.userSelect == 'none') {
element.onselectstart = !toggle && false_fn;
}
// and disable ondragstart
if(props.userDrag == 'none') {
element.ondragstart = !toggle && false_fn;
}
}
};
/**
* @module hammer
*/
/**
* @class Event
* @static
*/
var Event = Hammer.event = {
/**
* when touch events have been fired, this is true
* this is used to stop mouse events
* @property prevent_mouseevents
* @private
* @type {Boolean}
*/
prevent_mouseevents: false,
/**
* if EVENT_START has been fired
* @property started
* @private
* @type {Boolean}
*/
started: false,
/**
* when the mouse is hold down, this is true
* @property should_detect
* @private
* @type {Boolean}
*/
should_detect: false,
/**
* simple event binder with a hook and support for multiple types
* @method on
* @param {HTMLElement} element
* @param {String} type
* @param {Function} handler
* @param {Function} [hook]
* @param {Object} hook.type
*/
on: function on(element, type, handler, hook) {
var types = type.split(' ');
Utils.each(types, function(type){
Utils.on(element, type, handler);
hook && hook(type);
});
},
/**
* simple event unbinder with a hook and support for multiple types
* @method off
* @param {HTMLElement} element
* @param {String} type
* @param {Function} handler
* @param {Function} [hook]
* @param {Object} hook.type
*/
off: function off(element, type, handler, hook) {
var types = type.split(' ');
Utils.each(types, function(type){
Utils.off(element, type, handler);
hook && hook(type);
});
},
/**
* the core touch event handler.
* this finds out if we should to detect gestures
* @method onTouch
* @param {HTMLElement} element
* @param {String} eventType matches `EVENT_START|MOVE|END`
* @param {Function} handler
* @return onTouchHandler {Function} the core event handler
*/
onTouch: function onTouch(element, eventType, handler) {
var self = this;
var onTouchHandler = function onTouchHandler(ev) {
var src_type = ev.type.toLowerCase()
, has_pointerevents = Hammer.HAS_POINTEREVENTS
, trigger_type
, is_mouse = Utils.inStr(src_type, 'mouse');
// if we are in a mouseevent, but there has been a touchevent triggered in this session
// we want to do nothing. simply break out of the event.
if(is_mouse && self.prevent_mouseevents) {
return;
}
// mousebutton must be down
else if(is_mouse && eventType == EVENT_START) {
self.prevent_mouseevents = false;
self.should_detect = true;
}
// just a valid start event, but no mouse
else if(eventType == EVENT_START && !is_mouse) {
self.prevent_mouseevents = true;
self.should_detect = true;
}
// update the pointer event before entering the detection
if(has_pointerevents && eventType != EVENT_END) {
PointerEvent.updatePointer(eventType, ev);
}
// we are in a touch/down state, so allowed detection of gestures
if(self.should_detect) {
trigger_type = self.doDetect.call(self, ev, eventType, element, handler);
}
// ...and we are done with the detection
// so reset everything to start each detection totally fresh
if(trigger_type == EVENT_END) {
self.prevent_mouseevents = false;
self.should_detect = false;
PointerEvent.reset();
}
// update the pointerevent object after the detection
else if(has_pointerevents && eventType == EVENT_END) {
PointerEvent.updatePointer(eventType, ev);
}
};
this.on(element, EVENT_TYPES[eventType], onTouchHandler);
return onTouchHandler;
},
/**
* the core detection method
* this finds out what hammer-touch-events to trigger
* @method doDetect
* @param {Object} ev
* @param {String} eventType matches `EVENT_START|MOVE|END`
* @param {HTMLElement} element
* @param {Function} handler
* @return {String} triggerType matches `EVENT_START|MOVE|END`
*/
doDetect: function doDetect(ev, eventType, element, handler) {
var touchList = this.getTouchList(ev, eventType);
var touchList_length = touchList.length;
var trigger_type = eventType;
var trigger_change = touchList.trigger; // used by fakeMultitouch plugin
var change_length = touchList_length;
// at each touchstart-like event we want also want to trigger a TOUCH event...
if(eventType == EVENT_START) {
trigger_change = EVENT_TOUCH;
}
// ...the same for a touchend-like event
else if(eventType == EVENT_END) {
trigger_change = EVENT_RELEASE;
// keep track of how many touches have been removed
change_length = touchList.length - ((ev.changedTouches) ? ev.changedTouches.length : 1);
}
// after there are still touches on the screen,
// we just want to trigger a MOVE event. so change the START or END to a MOVE
// but only after detection has been started, the first time we actualy want a START
if(change_length > 0 && this.started) {
trigger_type = EVENT_MOVE;
}
// detection has been started, we keep track of this, see above
this.started = true;
// generate some event data, some basic information
var ev_data = this.collectEventData(element, trigger_type, touchList, ev);
// trigger the trigger_type event before the change (TOUCH, RELEASE) events
// but the END event should be at last
if(eventType != EVENT_END) {
handler.call(Detection, ev_data);
}
// trigger a change (TOUCH, RELEASE) event, this means the length of the touches changed
if(trigger_change) {
ev_data.changedLength = change_length;
ev_data.eventType = trigger_change;
handler.call(Detection, ev_data);
ev_data.eventType = trigger_type;
delete ev_data.changedLength;
}
// trigger the END event
if(trigger_type == EVENT_END) {
handler.call(Detection, ev_data);
// ...and we are done with the detection
// so reset everything to start each detection totally fresh
this.started = false;
}
return trigger_type;
},
/**
* we have different events for each device/browser
* determine what we need and set them in the EVENT_TYPES constant
* the `onTouch` method is bind to these properties.
* @method determineEventTypes
* @return {Object} events
*/
determineEventTypes: function determineEventTypes() {
var types;
if(Hammer.HAS_POINTEREVENTS) {
// prefixed or full support?
if(window.PointerEvent) {
types = [
'pointerdown',
'pointermove',
'pointerup pointercancel'
];
}
// only IE has prefixed
else {
types = [
'MSPointerDown',
'MSPointerMove',
'MSPointerUp MSPointerCancel'
];
}
}
else {
types = [
'touchstart mousedown',
'touchmove mousemove',
'touchend touchcancel mouseup'];
}
EVENT_TYPES[EVENT_START] = types[0];
EVENT_TYPES[EVENT_MOVE] = types[1];
EVENT_TYPES[EVENT_END] = types[2];
return EVENT_TYPES;
},
/**
* create touchlist depending on the event
* @method getTouchList
* @param {Object} ev
* @param {String} eventType
* @return {Array} touches
*/
getTouchList: function getTouchList(ev, eventType) {
// get the fake pointerEvent touchlist
if(Hammer.HAS_POINTEREVENTS) {
return PointerEvent.getTouchList();
}
// get the touchlist
if(ev.touches) {
if(eventType == EVENT_MOVE) {
return ev.touches;
}
var identifiers = [];
var concat_touches = [].concat(Utils.toArray(ev.touches), Utils.toArray(ev.changedTouches));
var touchlist = [];
Utils.each(concat_touches, function(touch) {
if(Utils.inArray(identifiers, touch.identifier) === false) {
touchlist.push(touch);
}
identifiers.push(touch.identifier);
});
return touchlist;
}
// make fake touchlist from mouse position
ev.identifier = 1;
return [ev];
},
/**
* collect basic event data
* @method collectEventData
* @param {HTMLElement} element
* @param {String} eventType matches `EVENT_START|MOVE|END`
* @param {Array} touches
* @param {Object} ev
* @return {Object} ev
*/
collectEventData: function collectEventData(element, eventType, touches, ev) {
// find out pointerType
var pointerType = POINTER_TOUCH;
if(Utils.inStr(ev.type, 'mouse') || PointerEvent.matchType(POINTER_MOUSE, ev)) {
pointerType = POINTER_MOUSE;
}
return {
center : Utils.getCenter(touches),
timeStamp : Date.now(),
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() {
var srcEvent = this.srcEvent;
srcEvent.preventManipulation && srcEvent.preventManipulation();
srcEvent.preventDefault && 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 Detection.stopDetect();
}
};
}
};
/**
* @module hammer
*
* @class PointerEvent
* @static
*/
var PointerEvent = Hammer.PointerEvent = {
/**
* holds all pointers, by `identifier`
* @property pointers
* @type {Object}
*/
pointers: {},
/**
* get the pointers as an array
* @method getTouchList
* @return {Array} touchlist
*/
getTouchList: function getTouchList() {
var touchlist = [];
// we can use forEach since pointerEvents only is in IE10
Utils.each(this.pointers, function(pointer){
touchlist.push(pointer);
});
return touchlist;
},
/**
* update the position of a pointer
* @method updatePointer
* @param {String} eventType matches `EVENT_START|MOVE|END`
* @param {Object} pointerEvent
*/
updatePointer: function updatePointer(eventType, pointerEvent) {
if(eventType == EVENT_END) {
delete this.pointers[pointerEvent.pointerId];
}
else {
pointerEvent.identifier = pointerEvent.pointerId;
this.pointers[pointerEvent.pointerId] = pointerEvent;
}
},
/**
* check if ev matches pointertype
* @method matchType
* @param {String} pointerType matches `POINTER_MOUSE|TOUCH|PEN`
* @param {PointerEvent} ev
*/
matchType: function matchType(pointerType, ev) {
if(!ev.pointerType) {
return false;
}
var pt = ev.pointerType
, types = {};
types[POINTER_MOUSE] = (pt === (ev.MSPOINTER_TYPE_MOUSE || POINTER_MOUSE));
types[POINTER_TOUCH] = (pt === (ev.MSPOINTER_TYPE_TOUCH || POINTER_TOUCH));
types[POINTER_PEN] = (pt === (ev.MSPOINTER_TYPE_PEN || POINTER_PEN));
return types[pointerType];
},
/**
* reset the stored pointers
* @method reset
*/
reset: function resetList() {
this.pointers = {};
}
};
/**
* @module hammer
*
* @class Detection
* @static
*/
var Detection = Hammer.detection = {
// contains all registred Hammer.gestures in the correct order
gestures: [],
// data of the current Hammer.gesture detection session
current : null,
// the previous Hammer.gesture session data
// is a full clone of the previous gesture.current object
previous: null,
// when this becomes true, no gestures are fired
stopped : false,
/**
* start Hammer.gesture detection
* @method startDetect
* @param {Hammer.Instance} inst
* @param {Object} eventData
*/
startDetect: function startDetect(inst, eventData) {
// already busy with a Hammer.gesture detection on an element
if(this.current) {
return;
}
this.stopped = false;
// holds current session
this.current = {
inst: inst, // reference to HammerInstance we're working for
startEvent: Utils.extend({}, eventData), // start eventData for distances, timing etc
lastEvent: false, // last eventData
lastCalcEvent: false, // last eventData for calculations.
futureCalcEvent: false, // last eventData for calculations.
lastCalcData: {}, // last lastCalcData
name: '' // current gesture we're in/detected, can be 'tap', 'hold' etc
};
this.detect(eventData);
},
/**
* Hammer.gesture detection
* @method detect
* @param {Object} eventData
* @return {any}
*/
detect: function detect(eventData) {
if(!this.current || this.stopped) {
return;
}
// extend event data with calculations about scale, distance etc
eventData = this.extendEventData(eventData);
// hammer instance and instance options
var inst = this.current.inst,
inst_options = inst.options;
// call Hammer.gesture handlers
Utils.each(this.gestures, function triggerGesture(gesture) {
// only when the instance options have enabled this gesture
if(!this.stopped && inst.enabled && inst_options[gesture.name]) {
// if a handler returns false, we stop with the detection
if(gesture.handler.call(gesture, eventData, inst) === false) {
this.stopDetect();
return false;
}
}
}, this);
// store as previous event event
if(this.current) {
this.current.lastEvent = eventData;
}
if(eventData.eventType == EVENT_END) {
this.stopDetect();
}
return eventData;
},
/**
* clear the Hammer.gesture vars
* this is called on endDetect, but can also be used when a final Hammer.gesture has been detected
* to stop other Hammer.gestures from being fired
* @method stopDetect
*/
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 = Utils.extend({}, this.current);
// reset the current
this.current = null;
this.stopped = true;
},
/**
* calculate velocity, angle and direction
* @method getVelocityData
* @param {Object} ev
* @param {Number} delta_time
* @param {Number} delta_x
* @param {Number} delta_y
*/
getCalculatedData: function getCalculatedData(ev, center, delta_time, delta_x, delta_y) {
var cur = this.current
, recalc = false
, calcEv = cur.lastCalcEvent
, calcData = cur.lastCalcData;
if(calcEv && ev.timeStamp - calcEv.timeStamp > Hammer.CALCULATE_INTERVAL) {
center = calcEv.center;
delta_time = ev.timeStamp - calcEv.timeStamp;
delta_x = ev.center.clientX - calcEv.center.clientX;
delta_y = ev.center.clientY - calcEv.center.clientY;
recalc = true;
}
if(ev.eventType == EVENT_TOUCH || ev.eventType == EVENT_RELEASE) {
cur.futureCalcEvent = ev;
}
if(!cur.lastCalcEvent || recalc) {
calcData.velocity = Utils.getVelocity(delta_time, delta_x, delta_y);
calcData.angle = Utils.getAngle(center, ev.center);
calcData.direction = Utils.getDirection(center, ev.center);
cur.lastCalcEvent = cur.futureCalcEvent || ev;
cur.futureCalcEvent = ev;
}
ev.velocityX = calcData.velocity.x;
ev.velocityY = calcData.velocity.y;
ev.interimAngle = calcData.angle;
ev.interimDirection = calcData.direction;
},
/**
* extend eventData for Hammer.gestures
* @method extendEventData
* @param {Object} ev
* @return {Object} ev
*/
extendEventData: function extendEventData(ev) {
var cur = this.current
, startEv = cur.startEvent
, lastEv = cur.lastEvent || startEv;
// update the start touchlist to calculate the scale/rotation
if(ev.eventType == EVENT_TOUCH || ev.eventType == EVENT_RELEASE) {
startEv.touches = [];
Utils.each(ev.touches, function(touch) {
startEv.touches.push(Utils.extend({}, touch));
});
}
var delta_time = ev.timeStamp - startEv.timeStamp
, delta_x = ev.center.clientX - startEv.center.clientX
, delta_y = ev.center.clientY - startEv.center.clientY;
this.getCalculatedData(ev, lastEv.center, delta_time, delta_x, delta_y);
Utils.extend(ev, {
startEvent: startEv,
deltaTime: delta_time,
deltaX: delta_x,
deltaY: delta_y,
distance: Utils.getDistance(startEv.center, ev.center),
angle: Utils.getAngle(startEv.center, ev.center),
direction: Utils.getDirection(startEv.center, ev.center),
scale: Utils.getScale(startEv.touches, ev.touches),
rotation: Utils.getRotation(startEv.touches, ev.touches)
});
return ev;
},
/**
* register new gesture
* @method register
* @param {Object} gesture object, see `gestures/` for documentation
* @return {Array} gestures
*/
register: function register(gesture) {
// add an enable gesture options if there is no given
var options = gesture.defaults || {};
if(options[gesture.name] === undefined) {
options[gesture.name] = true;
}
// extend Hammer default options with the Hammer.gesture options
Utils.extend(Hammer.defaults, options, true);
// set its index
gesture.index = gesture.index || 1000;
// add Hammer.gesture to the list
this.gestures.push(gesture);
// sort the list by index
this.gestures.sort(function(a, b) {
if(a.index < b.index) { return -1; }
if(a.index > b.index) { return 1; }
return 0;
});
return this.gestures;
}
};
/**
* @module hammer
*/
/**
* create new hammer instance
* all methods should return the instance itself, so it is chainable.
*
* @class Instance
* @constructor
* @param {HTMLElement} element
* @param {Object} [options={}] options are merged with `Hammer.defaults`
* @return {Hammer.Instance}
*/
Hammer.Instance = function(element, options) {
var self = this;
// setup HammerJS window events and register all gestures
// this also sets up the default options
setup();
/**
* @property element
* @type {HTMLElement}
*/
this.element = element;
/**
* @property enabled
* @type {Boolean}
* @protected
*/
this.enabled = true;
/**
* options, merged with the defaults
* @property options
* @type {Object}
*/
this.options = Utils.extend(
Utils.extend({}, Hammer.defaults),
options || {});
// add some css to the element to prevent the browser from doing its native behavoir
if(this.options.behavior) {
Utils.toggleBehavior(this.element, this.options.behavior, false);
}
/**
* event start handler on the element to start the detection
* @property eventStartHandler
* @type {Object}
*/
this.eventStartHandler = Event.onTouch(element, EVENT_START, function(ev) {
if(self.enabled && ev.eventType == EVENT_START) {
Detection.startDetect(self, ev);
}
else if(ev.eventType == EVENT_TOUCH) {
Detection.detect(ev);
}
});
/**
* keep a list of user event handlers which needs to be removed when calling 'dispose'
* @property eventHandlers
* @type {Array}
*/
this.eventHandlers = [];
};
Hammer.Instance.prototype = {
/**
* bind events to the instance
* @method on
* @chainable
* @param {String} gestures multiple gestures by splitting with a space
* @param {Function} handler
* @param {Object} handler.ev event object
*/
on: function onEvent(gestures, handler) {
var self = this;
Event.on(self.element, gestures, handler, function(type) {
self.eventHandlers.push({ gesture: type, handler: handler });
});
return self;
},
/**
* unbind events to the instance
* @method off
* @chainable
* @param {String} gestures
* @param {Function} handler
*/
off: function offEvent(gestures, handler) {
var self = this;
Event.off(self.element, gestures, handler, function(type) {
var index = Utils.inArray({ gesture: type, handler: handler });
if(index !== false) {
self.eventHandlers.splice(index, 1);
}
});
return self;
},
/**
* trigger gesture event
* @method trigger
* @chainable
* @param {String} gesture
* @param {Object} [eventData]
*/
trigger: function triggerEvent(gesture, eventData) {
// optional
if(!eventData) {
eventData = {};
}
// create DOM event
var event = Hammer.DOCUMENT.createEvent('Event');
event.initEvent(gesture, true, true);
event.gesture = eventData;
// trigger on the target if it is in the instance element,
// this is for event delegation tricks
var element = this.element;
if(Utils.hasParent(eventData.target, element)) {
element = eventData.target;
}
element.dispatchEvent(event);
return this;
},
/**
* enable of disable hammer.js detection
* @method enable
* @chainable
* @param {Boolean} state
*/
enable: function enable(state) {
this.enabled = state;
return this;
},
/**
* dispose this hammer instance
* @method dispose
* @return {Null}
*/
dispose: function dispose() {
var i, eh;
// undo all changes made by stop_browser_behavior
if(this.options.behavior) {
Utils.toggleBehavior(this.element, this.options.behavior, true);
}
// unbind all custom event handlers
for(i=-1; (eh=this.eventHandlers[++i]);) {
Utils.off(this.element, eh.gesture, eh.handler);
}
this.eventHandlers = [];
// unbind the start event listener
Event.off(this.element, EVENT_TYPES[EVENT_START], this.eventStartHandler);
return null;
}
};
/**
* @module gestures
*/
/**
* Move with x fingers (default 1) around on the page.
* Preventing the default browser behavior is a good way to improve feel and working.
* ````
* hammertime.on("drag", function(ev) {
* console.log(ev);
* ev.gesture.preventDefault();
* });
* ````
*
* @class Drag
* @static
*/
/**
* @event drag
* @param {Object} ev
*/
/**
* @event dragstart
* @param {Object} ev
*/
/**
* @event dragend
* @param {Object} ev
*/
/**
* @event drapleft
* @param {Object} ev
*/
/**
* @event dragright
* @param {Object} ev
*/
/**
* @event dragup
* @param {Object} ev
*/
/**
* @event dragdown
* @param {Object} ev
*/
(function(name) {
var triggered = false;
function dragGesture(ev, inst) {
var cur = Detection.current;
// max touches
if(inst.options.drag_max_touches > 0 &&
ev.touches.length > inst.options.drag_max_touches) {
return;
}
switch(ev.eventType) {
case EVENT_START:
triggered = false;
break;
case EVENT_MOVE:
// when the distance we moved is too small we skip this gesture
// or we can be already in dragging
if(ev.distance < inst.options.drag_min_distance &&
cur.name != name) {
return;
}
var startCenter = cur.startEvent.center;
// we are dragging!
if(cur.name != name) {
cur.name = name;
if(inst.options.correct_for_drag_min_distance && ev.distance > 0) {
// When a drag is triggered, set the event center to drag_min_distance pixels from the original event center.
// Without this correction, the dragged distance would jumpstart at drag_min_distance pixels instead of at 0.
// It might be useful to save the original start point somewhere
var factor = Math.abs(inst.options.drag_min_distance / ev.distance);
startCenter.pageX += ev.deltaX * factor;
startCenter.pageY += ev.deltaY * factor;
startCenter.clientX += ev.deltaX * factor;
startCenter.clientY += ev.deltaY * factor;
// recalculate event data using new start point
ev = Detection.extendEventData(ev);
}
}
// lock drag to axis?
if(cur.lastEvent.drag_locked_to_axis ||
( inst.options.drag_lock_to_axis &&
inst.options.drag_lock_min_distance <= ev.distance
)) {
ev.drag_locked_to_axis = true;
}
var last_direction = cur.lastEvent.direction;
if(ev.drag_locked_to_axis && last_direction !== ev.direction) {
// keep direction on the axis that the drag gesture started on
if(Utils.isVertical(last_direction)) {
ev.direction = (ev.deltaY < 0) ? DIRECTION_UP : DIRECTION_DOWN;
}
else {
ev.direction = (ev.deltaX < 0) ? DIRECTION_LEFT : DIRECTION_RIGHT;
}
}
// first time, trigger dragstart event
if(!triggered) {
inst.trigger(name + 'start', ev);
triggered = true;
}
// trigger events
inst.trigger(name, ev);
inst.trigger(name + ev.direction, ev);
var is_vertical = Utils.isVertical(ev.direction);
// block the browser events
if((inst.options.drag_block_vertical && is_vertical) ||
(inst.options.drag_block_horizontal && !is_vertical)) {
ev.preventDefault();
}
break;
case EVENT_RELEASE:
if(triggered && ev.changedLength <= inst.options.drag_max_touches) {
inst.trigger(name + 'end', ev);
triggered = false;
}
break;
case EVENT_END:
triggered = false;
break;
}
}
Hammer.gestures.Drag = {
name: name,
index: 50,
handler: dragGesture,
defaults: {
/**
* minimal movement that have to be made before the drag event gets triggered
* @property drag_min_distance
* @type {Number}
* @default 10
*/
drag_min_distance: 10,
/**
* Set correct_for_drag_min_distance to true to make the starting point of the drag
* be calculated from where the drag was triggered, not from where the touch started.
* Useful to avoid a jerk-starting drag, which can make fine-adjustments
* through dragging difficult, and be visually unappealing.
* @property correct_for_drag_min_distance
* @type {Boolean}
* @default true
*/
correct_for_drag_min_distance: true,
/**
* set 0 for unlimited, but this can conflict with transform
* @property drag_max_touches
* @type {Number}
* @default 1
*/
drag_max_touches: 1,
/**
* prevent default browser behavior when dragging occurs
* be careful with it, it makes the element a blocking element
* when you are using the drag gesture, it is a good practice to set this true
* @property drag_block_horizontal
* @type {Boolean}
* @default false
*/
drag_block_horizontal: false,
/**
* same as `drag_block_horizontal`, but for vertical movement
* @property drag_block_vertical
* @type {Boolean}
* @default false
*/
drag_block_vertical: false,
/**
* drag_lock_to_axis keeps the drag gesture on the axis that it started on,
* It disallows vertical directions if the initial direction was horizontal, and vice versa.
* @property drag_lock_to_axis
* @type {Boolean}
* @default false
*/
drag_lock_to_axis: false,
/**
* drag lock only kicks in when distance > drag_lock_min_distance
* This way, locking occurs only when the distance has become large enough to reliably determine the direction
* @property drag_lock_min_distance
* @type {Number}
* @default 25
*/
drag_lock_min_distance: 25
}
};
})('drag');
/**
* @module gestures
*/
/**
* trigger a simple gesture event, so you can do anything in your handler.
* only usable if you know what your doing...
*
* @class Gesture
* @static
*/
/**
* @event gesture
* @param {Object} ev
*/
Hammer.gestures.Gesture = {
name : 'gesture',
index : 1337,
handler: function releaseGesture(ev, inst) {
inst.trigger(this.name, ev);
}
};
/**
* @module gestures
*/
/**
* Touch stays at the same place for x time
*
* @class Hold
* @static
*/
/**
* @event hold
* @param {Object} ev
*/
(function(name) {
var timer;
function holdGesture(ev, inst) {
var options = inst.options
, current = Detection.current;
switch(ev.eventType) {
case EVENT_START:
clearTimeout(timer);
// set the gesture so we can check in the timeout if it still is
current.name = name;
// set timer and if after the timeout it still is hold,
// we trigger the hold event
timer = setTimeout(function() {
if(current && current.name == name) {
inst.trigger(name, ev);
}
}, options.hold_timeout);
break;
case EVENT_MOVE:
if(ev.distance > options.hold_threshold) {
clearTimeout(timer);
}
break;
case EVENT_RELEASE:
clearTimeout(timer);
break;
}
}
Hammer.gestures.Hold = {
name: name,
index: 10,
defaults: {
/**
* @property hold_timeout
* @type {Number}
* @default 500
*/
hold_timeout: 500,
/**
* movement allowed while holding
* @property hold_threshold
* @type {Number}
* @default 2
*/
hold_threshold: 2
},
handler: holdGesture
};
})('hold');
/**
* @module gestures
*/
/**
* when a touch is being released from the page
*
* @class Release
* @static
*/
/**
* @event release
* @param {Object} ev
*/
Hammer.gestures.Release = {
name : 'release',
index : Infinity,
handler: function releaseGesture(ev, inst) {
if(ev.eventType == EVENT_RELEASE) {
inst.trigger(this.name, ev);
}
}
};
/**
* @module gestures
*/
/**
* triggers swipe events when the end velocity is above the threshold
* for best usage, set `prevent_default` (on the drag gesture) to `true`
* ````
* hammertime.on("dragleft swipeleft", function(ev) {
* console.log(ev);
* ev.gesture.preventDefault();
* });
* ````
*
* @class Swipe
* @static
*/
/**
* @event swipe
* @param {Object} ev
*/
/**
* @event swipeleft
* @param {Object} ev
*/
/**
* @event swiperight
* @param {Object} ev
*/
/**
* @event swipeup
* @param {Object} ev
*/
/**
* @event swipedown
* @param {Object} ev
*/
Hammer.gestures.Swipe = {
name: 'swipe',
index: 40,
defaults: {
/**
* @property swipe_min_touches
* @type {Number}
* @default 1
*/
swipe_min_touches: 1,
/**
* @property swipe_max_touches
* @type {Number}
* @default 1
*/
swipe_max_touches: 1,
/**
* horizontal swipe velocity
* @property swipe_velocity_x
* @type {Number}
* @default 0.7
*/
swipe_velocity_x: 0.7,
/**
* vertical swipe velocity
* @property swipe_velocity_y
* @type {Number}
* @default 0.6
*/
swipe_velocity_y: 0.6
},
handler: function swipeGesture(ev, inst) {
if(ev.eventType == EVENT_RELEASE) {
var touches = ev.touches.length
, options = inst.options;
// max touches
if(touches < options.swipe_min_touches ||
touches > options.swipe_max_touches) {
return;
}
// when the distance we moved is too small we skip this gesture
// or we can be already in dragging
if(ev.velocityX > options.swipe_velocity_x ||
ev.velocityY > options.swipe_velocity_y) {
// trigger swipe events
inst.trigger(this.name, ev);
inst.trigger(this.name + ev.direction, ev);
}
}
}
};
/**
* @module gestures
*/
/**
* Single tap and a double tap on a place
*
* @class Tap
* @static
*/
/**
* @event tap
* @param {Object} ev
*/
/**
* @event doubletap
* @param {Object} ev
*/
(function(name) {
var has_moved = false;
function tapGesture(ev, inst) {
var options = inst.options
, current = Detection.current
, prev = Detection.previous
, since_prev
, did_doubletap;
switch(ev.eventType) {
case EVENT_START:
has_moved = false;
break;
case EVENT_MOVE:
has_moved = has_moved || (ev.distance > options.tap_max_distance);
break;
case EVENT_END:
if(ev.srcEvent.type != 'touchcancel' && ev.deltaTime < options.tap_max_touchtime && !has_moved) {
// previous gesture, for the double tap since these are two different gesture detections
since_prev = prev && prev.lastEvent && ev.timeStamp - prev.lastEvent.timeStamp;
did_doubletap = false;
// check if double tap
if(prev && prev.name == name &&
(since_prev && since_prev < options.doubletap_interval) &&
ev.distance < options.doubletap_distance) {
inst.trigger('doubletap', ev);
did_doubletap = true;
}
// do a single tap
if(!did_doubletap || options.tap_always) {
current.name = name;
inst.trigger(current.name, ev);
}
}
}
}
Hammer.gestures.Tap = {
name: name,
index: 100,
handler: tapGesture,
defaults: {
/**
* max time of a tap, this is for the slow tappers
* @property tap_max_touchtime
* @type {Number}
* @default 250
*/
tap_max_touchtime: 250,
/**
* max distance of movement of a tap, this is for the slow tappers
* @property tap_max_distance
* @type {Number}
* @default 10
*/
tap_max_distance: 10,
/**
* always trigger the `tap` event, even while double-tapping
* @property tap_always
* @type {Boolean}
* @default true
*/
tap_always: true,
/**
* max distance between two taps
* @property doubletap_distance
* @type {Number}
* @default 20
*/
doubletap_distance: 20,
/**
* max time between two taps
* @property doubletap_interval
* @type {Number}
* @default 300
*/
doubletap_interval: 300
}
};
})('tap');
/**
* @module gestures
*/
/**
* when a touch is being tou