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lisn.js

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Simply handle user gestures and actions. Includes widgets.

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"use strict"; Object.defineProperty(exports, "__esModule", { value: true }); exports.PressTrigger = exports.HoverTrigger = exports.ClickTrigger = void 0; var MC = _interopRequireWildcard(require("../globals/minification-constants.cjs")); var MH = _interopRequireWildcard(require("../globals/minification-helpers.cjs")); var _domSearch = require("../utils/dom-search.cjs"); var _misc = require("../utils/misc.cjs"); var _validation = require("../utils/validation.cjs"); var _pointerWatcher = require("../watchers/pointer-watcher.cjs"); var _trigger = require("./trigger.cjs"); function _interopRequireWildcard(e, t) { if ("function" == typeof WeakMap) var r = new WeakMap(), n = new WeakMap(); return (_interopRequireWildcard = function (e, t) { if (!t && e && e.__esModule) return e; var o, i, f = { __proto__: null, default: e }; if (null === e || "object" != typeof e && "function" != typeof e) return f; if (o = t ? n : r) { if (o.has(e)) return o.get(e); o.set(e, f); } for (const t in e) "default" !== t && {}.hasOwnProperty.call(e, t) && ((i = (o = Object.defineProperty) && Object.getOwnPropertyDescriptor(e, t)) && (i.get || i.set) ? o(f, t, i) : f[t] = e[t]); return f; })(e, t); } function _defineProperty(e, r, t) { return (r = _toPropertyKey(r)) in e ? Object.defineProperty(e, r, { value: t, enumerable: !0, configurable: !0, writable: !0 }) : e[r] = t, e; } function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == typeof i ? i : 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); } /** * @module Triggers * * @categoryDescription Pointer * {@link ClickTrigger} allows you to run actions when a user clicks a target * element (first time and every other time, i.e. odd number of click), and undo * those actions when a user clicks the target element again (or every even * number of clicks). It always acts as a toggle. * * {@link PressTrigger} allows you to run actions when the user presses and * holds a pointing device (or their finger) on a target element, and undo those * actions when they release their pointing device or lift their finger off. * * {@link HoverTrigger} allows you to run actions when the user hovers overs a * target element, and undo those actions when their pointing device moves off * the target. On touch devices it acts just like {@link PressTrigger}. */ /** * {@link ClickTrigger} allows you to run actions when a user clicks a target * element (first time and every other time, i.e. odd number of click), and * undo them when a user clicks the target element again (or every even number * of clicks). It always acts as a toggle. * * ------- * * To use with auto-widgets (HTML API), see {@link registerTrigger} for the * specification. * * - Arguments: none * - Additional trigger options: none * - `target`: A string element specification. * See {@link Utils.getReferenceElement | getReferenceElement}. * - `prevent-default`: A boolean. * - `prevent-select`: A boolean. * * @example * Add classes `active` and `toggled-on` when the user clicks the element * (first time and every other time, i.e. odd number of click), remove them * when clicked again (or even number of click); * * ```html * <div data-lisn-on-click="@add-class=active,toggled-on"></div> * ``` * * @example * As above, but using a CSS class instead of data attribute: * * ```html * <div class="lisn-on-click--@add-class=active,toggled-on"></div> * ``` * * @example * Play the animations on the element 1000ms after the first time the user * clicks it. * * ```html * <div data-lisn-on-click="@animate +once +delay=1000"></div> * ``` * * @example * Add class `visited` the first time the user clicks the element, and play or * reverse the animations on the element 1000ms after each time the user clicks * it. * * ```html * <div data-lisn-on-click="@add-class=visited +once ; * @animate +delay=1000" * ></div> * ``` * * @example * When the user clicks the next element with class `box` then add classes `c1` * and `c2` to the element (that the trigger is defined on) and enable trigger * `my-trigger` defined on this same element; undo all of that on even number * of clicks on the reference box element. * * ```html * <div data-lisn-on-click="@add-class=c1,c2 @enable=my-trigger +target=next.box" * data-lisn-on-run="@show +id=my-trigger" * ></div> * <div class="box"></div> * ``` * * @example * As above, but using `data-lisn-ref` attribute instead of class selector. * * ```html * <div data-lisn-on-click="@add-class=c1,c2 @enable=my-trigger +target=next-box" * data-lisn-on-run="@show +id=my-trigger" * ></div> * <div data-lisn-ref="box"></div> * ``` * * @category Pointer */ class ClickTrigger extends _trigger.Trigger { static register() { (0, _trigger.registerTrigger)(MC.S_CLICK, (element, args, actions, config) => new ClickTrigger(element, actions, config), newConfigValidator); } /** * If no actions are supplied, nothing is done. * * @throws {@link Errors.LisnUsageError | LisnUsageError} * If the config is invalid. */ constructor(element, actions, config) { super(element, actions, config); _defineProperty(this, "getConfig", void 0); this.getConfig = () => MH.copyObject(config); setupWatcher(this, element, actions, config, MC.S_CLICK); } } /** * {@link PressTrigger} allows you to run actions when the user presses and * holds a pointing device (or their finger) on a target element, and undo * those actions when they release their pointing device or lift their finger * off. * * ------- * * To use with auto-widgets (HTML API), see {@link registerTrigger} for the * specification. * * - Arguments: none * - Additional trigger options: none * - `target`: A string element specification. * See {@link Utils.getReferenceElement | getReferenceElement}. * - `prevent-default`: boolean * - `prevent-select`: boolean * * @example * Add classes `active` and `pressed` when the user presses and holds (with * mouse, finger or any pointer) the element, remove them when they release * the mouse. * * ```html * <div data-lisn-on-press="@add-class=active,pressed"></div> * ``` * * @example * As above, but using a CSS class instead of data attribute: * * ```html * <div class="lisn-on-press--@add-class=active,pressed"></div> * ``` * * @example * Play the animations on the element 1000ms after the first time the user * presses on the element it. * * ```html * <div data-lisn-on-press="@animate +once +delay=1000"></div> * ``` * * @example * Add class `pressed` the first time the user presses on the element, and * play the animations on the element while the user is pressing on the element * with a delay of 100ms, reverse the animations as soon as the user releases * the mouse. * * ```html * <div data-lisn-on-click="@add-class=pressed +once ; * @animate +do-delay=100" * ></div> * ``` * * @example * When the user presses and holds the next element with class `box` then add * classes `c1` and `c2` to the element (that the trigger is defined on) and * enable trigger `my-trigger` defined on this same element; undo all of that * when they release the mouse (or lift their finger/pointer device) from the * reference box element. * * ```html * <div data-lisn-on-press="@add-class=c1,c2 @enable=my-trigger +target=next.box" * data-lisn-on-run="@show +id=my-trigger" * ></div> * <div class="box"></div> * ``` * * @example * As above, but using `data-lisn-ref` attribute instead of class selector. * * ```html * <div data-lisn-on-press="@add-class=c1,c2 @enable=my-trigger +target=next-box" * data-lisn-on-run="@show +id=my-trigger" * ></div> * <div data-lisn-ref="box"></div> * ``` * * @category Pointer */ exports.ClickTrigger = ClickTrigger; class PressTrigger extends _trigger.Trigger { static register() { (0, _trigger.registerTrigger)(MC.S_PRESS, (element, args, actions, config) => new PressTrigger(element, actions, config), newConfigValidator); } /** * If no actions are supplied, nothing is done. * * @throws {@link Errors.LisnUsageError | LisnUsageError} * If the config is invalid. */ constructor(element, actions, config) { super(element, actions, config); _defineProperty(this, "getConfig", void 0); this.getConfig = () => MH.copyObject(config); setupWatcher(this, element, actions, config, MC.S_PRESS); } } /** * {@link HoverTrigger} allows you to run actions when the user hovers overs * a target element, and undo those actions when their pointing device moves * off the target. On touch devices it acts just like {@link PressTrigger}. * * ------- * * To use with auto-widgets (HTML API), see {@link registerTrigger} for the * specification. * * - Arguments: none * - Additional trigger options: none * - `target`: A string element specification. * See {@link Utils.getReferenceElement | getReferenceElement}. * - `prevent-default`: boolean * - `prevent-select`: boolean * * @example * Add classes `active` and `hovered` when the user hovers over the element, * remove them otherwise. * * ```html * <div data-lisn-on-hover="@add-class=active,hovered"></div> * ``` * * @example * As above, but using a CSS class instead of data attribute: * * ```html * <div class="lisn-on-press--@add-class=active,hovered"></div> * ``` * * @example * Play the animations on the element 1000ms after the first time the user * hovers over the element it. * * ```html * <div data-lisn-on-hover="@animate +once +delay=1000"></div> * ``` * * @example * Add class `hovered` the first time the user hovers over the element, and * play the animations on the element while the user is hovering over the * element with a delay of 100ms, reverse the animations as soon as the user * mouse leaves the element. * * ```html * <div data-lisn-on-click="@add-class=hovered +once ; * @animate +do-delay=100" * ></div> * ``` * * @example * When the user hovers over the next element with class `box` then add classes * `c1` and `c2` to the element (that the trigger is defined on) and enable * trigger `my-trigger` defined on this same element; undo all of that when * their pointing device (or finger) moves off the reference element. * * ```html * <div data-lisn-on-hover="@add-class=c1,c2 @enable=my-trigger +target=next.box" * data-lisn-on-run="@show +id=my-trigger" * ></div> * <div class="box"></div> * ``` * * @example * As above, but using `data-lisn-ref` attribute instead of class selector. * * ```html * <div data-lisn-on-hover="@add-class=c1,c2 @enable=my-trigger +target=next-box" * data-lisn-on-run="@show +id=my-trigger" * ></div> * <div data-lisn-ref="box"></div> * ``` * * @category Pointer */ exports.PressTrigger = PressTrigger; class HoverTrigger extends _trigger.Trigger { static register() { (0, _trigger.registerTrigger)(MC.S_HOVER, (element, args, actions, config) => new HoverTrigger(element, actions, config), newConfigValidator); } /** * If no actions are supplied, nothing is done. * * @throws {@link Errors.LisnUsageError | LisnUsageError} * If the config is invalid. */ constructor(element, actions, config) { super(element, actions, config); _defineProperty(this, "getConfig", void 0); this.getConfig = () => MH.copyObject(config); setupWatcher(this, element, actions, config, MC.S_HOVER); } } /** * @category Pointer * @interface */ exports.HoverTrigger = HoverTrigger; // -------------------- const newConfigValidator = element => { return { target: (key, value) => { var _ref; return (_ref = MH.isLiteralString(value) ? (0, _domSearch.waitForReferenceElement)(value, element) : null) !== null && _ref !== void 0 ? _ref : undefined; }, preventDefault: _validation.validateBoolean, preventSelect: _validation.validateBoolean }; }; const setupWatcher = (widget, element, actions, config, action) => { var _MH$targetOf; if (!MH.lengthOf(actions)) { return; } config !== null && config !== void 0 ? config : config = {}; const target = (_MH$targetOf = MH.targetOf(config)) !== null && _MH$targetOf !== void 0 ? _MH$targetOf : element; // For clicks use the trigger's own toggle function so that it remembers ITS // state rather than the odd/even clicks. Otherwise if the trigger is // disabled, then clicking will "swap" the state. let startHandler; let endHandler; if (action === MC.S_CLICK) { startHandler = endHandler = widget[MC.S_TOGGLE]; } else { startHandler = widget.run; endHandler = widget.reverse; } _pointerWatcher.PointerWatcher.reuse().onPointer(target, startHandler, endHandler, MH.merge({ actions: action }, (0, _misc.omitKeys)(config, { target: null }))); }; //# sourceMappingURL=pointer-trigger.cjs.map