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node-easel

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node wrapper for EaselJS, utilizing node-canvas.

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/* * Touch * Visit http://createjs.com/ for documentation, updates and examples. * * Copyright (c) 2010 gskinner.com, inc. * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software without * restriction, including without limitation the rights to use, * copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following * conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES * OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR * OTHER DEALINGS IN THE SOFTWARE. */ // namespace: this.createjs = this.createjs||{}; (function() { // TODO: support for double tap. /** * Global utility for working with multi-touch enabled devices in EaselJS. Currently supports W3C Touch API (iOS and * modern Android browser) and IE10. * * Ensure that you {{#crossLink "Touch/disable"}}{{/crossLink}} touch when cleaning up your application. * Note that you do not have to check if touch is supported to enable it, as it will fail gracefully if it is not * supported. * * <h4>Example</h4> * var stage = new createjs.Stage("canvas"); * createjs.Touch.enable(stage); * * @class Touch * @static **/ var Touch = function() { throw "Touch cannot be instantiated"; }; // Public static methods: /** * Returns true if touch is supported in the current browser. * @method isSupported * @return {Boolean} Indicates whether touch is supported in the current browser. * @static **/ Touch.isSupported = function() { return ('ontouchstart' in window) || // iOS (window.navigator['msPointerEnabled']); // IE10 }; /** * Enables touch interaction for the specified EaselJS stage. Currently supports iOS (and compatible browsers, such * as modern Android browsers), and IE10. * Supports both single touch and multi-touch modes. Extends the EaselJS MouseEvent model, but without support for * double click or over/out events. See MouseEvent.pointerID for more information. * @method enable * @param {Stage} stage The stage to enable touch on. * @param {Boolean} [singleTouch=false] If true, only a single touch will be active at a time. * @param {Boolean} [allowDefault=false] If true, then default gesture actions (ex. scrolling, zooming) will be * allowed when the user is interacting with the target canvas. * @return {Boolean} Returns true if touch was successfully enabled on the target stage. * @static **/ Touch.enable = function(stage, singleTouch, allowDefault) { if (!stage || !stage.canvas || !Touch.isSupported()) { return false; } // inject required properties on stage: stage.__touch = {pointers:{}, multitouch:!singleTouch, preventDefault:!allowDefault, count:0}; // note that in the future we may need to disable the standard mouse event model before adding // these to prevent duplicate calls. It doesn't seem to be an issue with iOS devices though. if ('ontouchstart' in window) { Touch._IOS_enable(stage); } else if (window.navigator['msPointerEnabled']) { Touch._IE_enable(stage); } return true; }; /** * Removes all listeners that were set up when calling Touch.enable on a stage. * @method disable * @param {Stage} stage The stage to disable touch on. * @static **/ Touch.disable = function(stage) { if (!stage) { return; } if ('ontouchstart' in window) { Touch._IOS_disable(stage); } else if (window.navigator['msPointerEnabled']) { Touch._IE_disable(stage); } }; // Private static methods: /** * @method _IOS_enable * @protected * @param {Stage} stage * @static **/ Touch._IOS_enable = function(stage) { var canvas = stage.canvas; var f = stage.__touch.f = function(e) { Touch._IOS_handleEvent(stage,e); }; canvas.addEventListener("touchstart", f, false); canvas.addEventListener("touchmove", f, false); canvas.addEventListener("touchend", f, false); canvas.addEventListener("touchcancel", f, false); }; /** * @method _IOS_disable * @protected * @param {Stage} stage * @static **/ Touch._IOS_disable = function(stage) { var canvas = stage.canvas; if (!canvas) { return; } var f = stage.__touch.f; canvas.removeEventListener("touchstart", f, false); canvas.removeEventListener("touchmove", f, false); canvas.removeEventListener("touchend", f, false); canvas.removeEventListener("touchcancel", f, false); }; /** * @method _IOS_handleEvent * @protected * @static **/ Touch._IOS_handleEvent = function(stage, e) { if (!stage) { return; } if (stage.__touch.preventDefault) { e.preventDefault&&e.preventDefault(); } var touches = e.changedTouches; var type = e.type; for (var i= 0,l=touches.length; i<l; i++) { var touch = touches[i]; var id = touch.identifier; if (touch.target != stage.canvas) { continue; } if (type == "touchstart") { this._handleStart(stage, id, e, touch.pageX, touch.pageY); } else if (type == "touchmove") { this._handleMove(stage, id, e, touch.pageX, touch.pageY); } else if (type == "touchend" || type == "touchcancel") { this._handleEnd(stage, id, e); } } }; /** * @method _IE_enable * @protected * @param {Stage} stage * @static **/ Touch._IE_enable = function(stage) { var canvas = stage.canvas; var f = stage.__touch.f = function(e) { Touch._IE_handleEvent(stage,e); }; canvas.addEventListener("MSPointerDown", f, false); window.addEventListener("MSPointerMove", f, false); window.addEventListener("MSPointerUp", f, false); window.addEventListener("MSPointerCancel", f, false); if (stage.__touch.preventDefault) { canvas.style.msTouchAction = "none"; } stage.__touch.activeIDs = {}; }; /** * @method _IE_enable * @protected * @param {Stage} stage * @static **/ Touch._IE_disable = function(stage) { var f = stage.__touch.f; window.removeEventListener("MSPointerMove", f, false); window.removeEventListener("MSPointerUp", f, false); window.removeEventListener("MSPointerCancel", f, false); if (stage.canvas) { stage.canvas.removeEventListener("MSPointerDown", f, false); } }; /** * @method _IE_handleEvent * @protected * @static **/ Touch._IE_handleEvent = function(stage, e) { if (!stage) { return; } if (stage.__touch.preventDefault) { e.preventDefault&&e.preventDefault(); } var type = e.type; var id = e.pointerId; var ids = stage.__touch.activeIDs; if (type == "MSPointerDown") { if (e.srcElement != stage.canvas) { return; } ids[id] = true; this._handleStart(stage, id, e, e.pageX, e.pageY); } else if (ids[id]) { // it's an id we're watching if (type == "MSPointerMove") { this._handleMove(stage, id, e, e.pageX, e.pageY); } else if (type == "MSPointerUp" || type == "MSPointerCancel") { delete(ids[id]); this._handleEnd(stage, id, e); } } }; /** * @method _handleStart * @protected **/ Touch._handleStart = function(stage, id, e, x, y) { var props = stage.__touch; if (!props.multitouch && props.count) { return; } var ids = props.pointers; if (ids[id]) { return; } ids[id] = true; props.count++; stage._handlePointerDown(id, e, x, y); }; /** * @method _handleMove * @protected **/ Touch._handleMove = function(stage, id, e, x, y) { if (!stage.__touch.pointers[id]) { return; } stage._handlePointerMove(id, e, x, y); }; /** * @method _handleEnd * @protected **/ Touch._handleEnd = function(stage, id, e) { // TODO: cancel should be handled differently for proper UI (ex. an up would trigger a click, a cancel would more closely resemble an out). var props = stage.__touch; var ids = props.pointers; if (!ids[id]) { return; } props.count--; stage._handlePointerUp(id, e, true); delete(ids[id]); }; createjs.Touch = Touch; }());