openlayers
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Build tools and sources for developing OpenLayers based mapping applications
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JavaScript
// Based on https://github.com/Polymer/PointerEvents
// Copyright (c) 2013 The Polymer Authors. All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are
// met:
//
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above
// copyright notice, this list of conditions and the following disclaimer
// in the documentation and/or other materials provided with the
// distribution.
// * Neither the name of Google Inc. nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
goog.provide('ol.pointer.TouchSource');
goog.require('ol');
goog.require('ol.array');
goog.require('ol.pointer.EventSource');
goog.require('ol.pointer.MouseSource');
/**
* @constructor
* @param {ol.pointer.PointerEventHandler} dispatcher The event handler.
* @param {ol.pointer.MouseSource} mouseSource Mouse source.
* @extends {ol.pointer.EventSource}
*/
ol.pointer.TouchSource = function(dispatcher, mouseSource) {
var mapping = {
'touchstart': this.touchstart,
'touchmove': this.touchmove,
'touchend': this.touchend,
'touchcancel': this.touchcancel
};
ol.pointer.EventSource.call(this, dispatcher, mapping);
/**
* @const
* @type {!Object.<string, Event|Object>}
*/
this.pointerMap = dispatcher.pointerMap;
/**
* @const
* @type {ol.pointer.MouseSource}
*/
this.mouseSource = mouseSource;
/**
* @private
* @type {number|undefined}
*/
this.firstTouchId_ = undefined;
/**
* @private
* @type {number}
*/
this.clickCount_ = 0;
/**
* @private
* @type {number|undefined}
*/
this.resetId_ = undefined;
};
ol.inherits(ol.pointer.TouchSource, ol.pointer.EventSource);
/**
* Mouse event timeout: This should be long enough to
* ignore compat mouse events made by touch.
* @const
* @type {number}
*/
ol.pointer.TouchSource.DEDUP_TIMEOUT = 2500;
/**
* @const
* @type {number}
*/
ol.pointer.TouchSource.CLICK_COUNT_TIMEOUT = 200;
/**
* @const
* @type {string}
*/
ol.pointer.TouchSource.POINTER_TYPE = 'touch';
/**
* @private
* @param {Touch} inTouch The in touch.
* @return {boolean} True, if this is the primary touch.
*/
ol.pointer.TouchSource.prototype.isPrimaryTouch_ = function(inTouch) {
return this.firstTouchId_ === inTouch.identifier;
};
/**
* Set primary touch if there are no pointers, or the only pointer is the mouse.
* @param {Touch} inTouch The in touch.
* @private
*/
ol.pointer.TouchSource.prototype.setPrimaryTouch_ = function(inTouch) {
var count = Object.keys(this.pointerMap).length;
if (count === 0 || (count === 1 &&
ol.pointer.MouseSource.POINTER_ID.toString() in this.pointerMap)) {
this.firstTouchId_ = inTouch.identifier;
this.cancelResetClickCount_();
}
};
/**
* @private
* @param {Object} inPointer The in pointer object.
*/
ol.pointer.TouchSource.prototype.removePrimaryPointer_ = function(inPointer) {
if (inPointer.isPrimary) {
this.firstTouchId_ = undefined;
this.resetClickCount_();
}
};
/**
* @private
*/
ol.pointer.TouchSource.prototype.resetClickCount_ = function() {
this.resetId_ = setTimeout(
this.resetClickCountHandler_.bind(this),
ol.pointer.TouchSource.CLICK_COUNT_TIMEOUT);
};
/**
* @private
*/
ol.pointer.TouchSource.prototype.resetClickCountHandler_ = function() {
this.clickCount_ = 0;
this.resetId_ = undefined;
};
/**
* @private
*/
ol.pointer.TouchSource.prototype.cancelResetClickCount_ = function() {
if (this.resetId_ !== undefined) {
clearTimeout(this.resetId_);
}
};
/**
* @private
* @param {Event} browserEvent Browser event
* @param {Touch} inTouch Touch event
* @return {Object} A pointer object.
*/
ol.pointer.TouchSource.prototype.touchToPointer_ = function(browserEvent, inTouch) {
var e = this.dispatcher.cloneEvent(browserEvent, inTouch);
// Spec specifies that pointerId 1 is reserved for Mouse.
// Touch identifiers can start at 0.
// Add 2 to the touch identifier for compatibility.
e.pointerId = inTouch.identifier + 2;
// TODO: check if this is necessary?
//e.target = findTarget(e);
e.bubbles = true;
e.cancelable = true;
e.detail = this.clickCount_;
e.button = 0;
e.buttons = 1;
e.width = inTouch.webkitRadiusX || inTouch.radiusX || 0;
e.height = inTouch.webkitRadiusY || inTouch.radiusY || 0;
e.pressure = inTouch.webkitForce || inTouch.force || 0.5;
e.isPrimary = this.isPrimaryTouch_(inTouch);
e.pointerType = ol.pointer.TouchSource.POINTER_TYPE;
// make sure that the properties that are different for
// each `Touch` object are not copied from the BrowserEvent object
e.clientX = inTouch.clientX;
e.clientY = inTouch.clientY;
e.screenX = inTouch.screenX;
e.screenY = inTouch.screenY;
return e;
};
/**
* @private
* @param {Event} inEvent Touch event
* @param {function(Event, Object)} inFunction In function.
*/
ol.pointer.TouchSource.prototype.processTouches_ = function(inEvent, inFunction) {
var touches = Array.prototype.slice.call(
inEvent.changedTouches);
var count = touches.length;
function preventDefault() {
inEvent.preventDefault();
}
var i, pointer;
for (i = 0; i < count; ++i) {
pointer = this.touchToPointer_(inEvent, touches[i]);
// forward touch preventDefaults
pointer.preventDefault = preventDefault;
inFunction.call(this, inEvent, pointer);
}
};
/**
* @private
* @param {TouchList} touchList The touch list.
* @param {number} searchId Search identifier.
* @return {boolean} True, if the `Touch` with the given id is in the list.
*/
ol.pointer.TouchSource.prototype.findTouch_ = function(touchList, searchId) {
var l = touchList.length;
var touch;
for (var i = 0; i < l; i++) {
touch = touchList[i];
if (touch.identifier === searchId) {
return true;
}
}
return false;
};
/**
* In some instances, a touchstart can happen without a touchend. This
* leaves the pointermap in a broken state.
* Therefore, on every touchstart, we remove the touches that did not fire a
* touchend event.
* To keep state globally consistent, we fire a pointercancel for
* this "abandoned" touch
*
* @private
* @param {Event} inEvent The in event.
*/
ol.pointer.TouchSource.prototype.vacuumTouches_ = function(inEvent) {
var touchList = inEvent.touches;
// pointerMap.getCount() should be < touchList.length here,
// as the touchstart has not been processed yet.
var keys = Object.keys(this.pointerMap);
var count = keys.length;
if (count >= touchList.length) {
var d = [];
var i, key, value;
for (i = 0; i < count; ++i) {
key = keys[i];
value = this.pointerMap[key];
// Never remove pointerId == 1, which is mouse.
// Touch identifiers are 2 smaller than their pointerId, which is the
// index in pointermap.
if (key != ol.pointer.MouseSource.POINTER_ID &&
!this.findTouch_(touchList, key - 2)) {
d.push(value.out);
}
}
for (i = 0; i < d.length; ++i) {
this.cancelOut_(inEvent, d[i]);
}
}
};
/**
* Handler for `touchstart`, triggers `pointerover`,
* `pointerenter` and `pointerdown` events.
*
* @param {Event} inEvent The in event.
*/
ol.pointer.TouchSource.prototype.touchstart = function(inEvent) {
this.vacuumTouches_(inEvent);
this.setPrimaryTouch_(inEvent.changedTouches[0]);
this.dedupSynthMouse_(inEvent);
this.clickCount_++;
this.processTouches_(inEvent, this.overDown_);
};
/**
* @private
* @param {Event} browserEvent The event.
* @param {Object} inPointer The in pointer object.
*/
ol.pointer.TouchSource.prototype.overDown_ = function(browserEvent, inPointer) {
this.pointerMap[inPointer.pointerId] = {
target: inPointer.target,
out: inPointer,
outTarget: inPointer.target
};
this.dispatcher.over(inPointer, browserEvent);
this.dispatcher.enter(inPointer, browserEvent);
this.dispatcher.down(inPointer, browserEvent);
};
/**
* Handler for `touchmove`.
*
* @param {Event} inEvent The in event.
*/
ol.pointer.TouchSource.prototype.touchmove = function(inEvent) {
inEvent.preventDefault();
this.processTouches_(inEvent, this.moveOverOut_);
};
/**
* @private
* @param {Event} browserEvent The event.
* @param {Object} inPointer The in pointer.
*/
ol.pointer.TouchSource.prototype.moveOverOut_ = function(browserEvent, inPointer) {
var event = inPointer;
var pointer = this.pointerMap[event.pointerId];
// a finger drifted off the screen, ignore it
if (!pointer) {
return;
}
var outEvent = pointer.out;
var outTarget = pointer.outTarget;
this.dispatcher.move(event, browserEvent);
if (outEvent && outTarget !== event.target) {
outEvent.relatedTarget = event.target;
event.relatedTarget = outTarget;
// recover from retargeting by shadow
outEvent.target = outTarget;
if (event.target) {
this.dispatcher.leaveOut(outEvent, browserEvent);
this.dispatcher.enterOver(event, browserEvent);
} else {
// clean up case when finger leaves the screen
event.target = outTarget;
event.relatedTarget = null;
this.cancelOut_(browserEvent, event);
}
}
pointer.out = event;
pointer.outTarget = event.target;
};
/**
* Handler for `touchend`, triggers `pointerup`,
* `pointerout` and `pointerleave` events.
*
* @param {Event} inEvent The event.
*/
ol.pointer.TouchSource.prototype.touchend = function(inEvent) {
this.dedupSynthMouse_(inEvent);
this.processTouches_(inEvent, this.upOut_);
};
/**
* @private
* @param {Event} browserEvent An event.
* @param {Object} inPointer The inPointer object.
*/
ol.pointer.TouchSource.prototype.upOut_ = function(browserEvent, inPointer) {
this.dispatcher.up(inPointer, browserEvent);
this.dispatcher.out(inPointer, browserEvent);
this.dispatcher.leave(inPointer, browserEvent);
this.cleanUpPointer_(inPointer);
};
/**
* Handler for `touchcancel`, triggers `pointercancel`,
* `pointerout` and `pointerleave` events.
*
* @param {Event} inEvent The in event.
*/
ol.pointer.TouchSource.prototype.touchcancel = function(inEvent) {
this.processTouches_(inEvent, this.cancelOut_);
};
/**
* @private
* @param {Event} browserEvent The event.
* @param {Object} inPointer The in pointer.
*/
ol.pointer.TouchSource.prototype.cancelOut_ = function(browserEvent, inPointer) {
this.dispatcher.cancel(inPointer, browserEvent);
this.dispatcher.out(inPointer, browserEvent);
this.dispatcher.leave(inPointer, browserEvent);
this.cleanUpPointer_(inPointer);
};
/**
* @private
* @param {Object} inPointer The inPointer object.
*/
ol.pointer.TouchSource.prototype.cleanUpPointer_ = function(inPointer) {
delete this.pointerMap[inPointer.pointerId];
this.removePrimaryPointer_(inPointer);
};
/**
* Prevent synth mouse events from creating pointer events.
*
* @private
* @param {Event} inEvent The in event.
*/
ol.pointer.TouchSource.prototype.dedupSynthMouse_ = function(inEvent) {
var lts = this.mouseSource.lastTouches;
var t = inEvent.changedTouches[0];
// only the primary finger will synth mouse events
if (this.isPrimaryTouch_(t)) {
// remember x/y of last touch
var lt = [t.clientX, t.clientY];
lts.push(lt);
setTimeout(function() {
// remove touch after timeout
ol.array.remove(lts, lt);
}, ol.pointer.TouchSource.DEDUP_TIMEOUT);
}
};