mirror of
https://github.com/ionic-team/ionic-framework.git
synced 2025-11-06 14:19:17 +08:00
1437 lines
46 KiB
JavaScript
1437 lines
46 KiB
JavaScript
/**
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* Simple gesture controllers with some common gestures that emit
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* gesture events.
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*
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* Ported from github.com/EightMedia/hammer.js - thanks!
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*/
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(function(ionic) {
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/**
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* ionic.Gestures
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* use this to create instances
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* @param {HTMLElement} element
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* @param {Object} options
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* @returns {ionic.Gestures.Instance}
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* @constructor
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*/
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ionic.Gesture = function(element, options) {
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return new ionic.Gestures.Instance(element, options || {});
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};
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ionic.Gestures = {};
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// default settings
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ionic.Gestures.defaults = {
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// add styles and attributes to the element to prevent the browser from doing
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// its native behavior. this doesnt prevent the scrolling, but cancels
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// the contextmenu, tap highlighting etc
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// set to false to disable this
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stop_browser_behavior: {
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// this also triggers onselectstart=false for IE
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userSelect: 'none',
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// this makes the element blocking in IE10 >, you could experiment with the value
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// see for more options this issue; https://github.com/EightMedia/hammer.js/issues/241
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touchAction: 'none',
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touchCallout: 'none',
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contentZooming: 'none',
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userDrag: 'none',
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tapHighlightColor: 'rgba(0,0,0,0)'
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}
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// more settings are defined per gesture at gestures.js
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};
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// detect touchevents
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ionic.Gestures.HAS_POINTEREVENTS = window.navigator.pointerEnabled || window.navigator.msPointerEnabled;
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ionic.Gestures.HAS_TOUCHEVENTS = ('ontouchstart' in window);
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// dont use mouseevents on mobile devices
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ionic.Gestures.MOBILE_REGEX = /mobile|tablet|ip(ad|hone|od)|android|silk/i;
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ionic.Gestures.NO_MOUSEEVENTS = ionic.Gestures.HAS_TOUCHEVENTS && window.navigator.userAgent.match(ionic.Gestures.MOBILE_REGEX);
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// eventtypes per touchevent (start, move, end)
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// are filled by ionic.Gestures.event.determineEventTypes on setup
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ionic.Gestures.EVENT_TYPES = {};
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// direction defines
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ionic.Gestures.DIRECTION_DOWN = 'down';
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ionic.Gestures.DIRECTION_LEFT = 'left';
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ionic.Gestures.DIRECTION_UP = 'up';
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ionic.Gestures.DIRECTION_RIGHT = 'right';
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// pointer type
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ionic.Gestures.POINTER_MOUSE = 'mouse';
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ionic.Gestures.POINTER_TOUCH = 'touch';
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ionic.Gestures.POINTER_PEN = 'pen';
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// touch event defines
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ionic.Gestures.EVENT_START = 'start';
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ionic.Gestures.EVENT_MOVE = 'move';
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ionic.Gestures.EVENT_END = 'end';
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// hammer document where the base events are added at
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ionic.Gestures.DOCUMENT = window.document;
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// plugins namespace
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ionic.Gestures.plugins = {};
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// if the window events are set...
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ionic.Gestures.READY = false;
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/**
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* setup events to detect gestures on the document
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*/
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function setup() {
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if(ionic.Gestures.READY) {
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return;
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}
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// find what eventtypes we add listeners to
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ionic.Gestures.event.determineEventTypes();
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// Register all gestures inside ionic.Gestures.gestures
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if(this === this.window) {
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// this is a window, then only allow the Tap gesture to be added
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ionic.Gestures.detection.register(ionic.Gestures.gestures.Tap);
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ionic.Gestures.detection.register(ionic.Gestures.gestures.Drag);
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ionic.Gestures.detection.register(ionic.Gestures.gestures.Release);
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} else {
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// everything else but the window
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for(var name in ionic.Gestures.gestures) {
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if(ionic.Gestures.gestures.hasOwnProperty(name)) {
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ionic.Gestures.detection.register(ionic.Gestures.gestures[name]);
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}
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}
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}
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// Add touch events on the document
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ionic.Gestures.event.onTouch(ionic.Gestures.DOCUMENT, ionic.Gestures.EVENT_MOVE, ionic.Gestures.detection.detect);
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ionic.Gestures.event.onTouch(ionic.Gestures.DOCUMENT, ionic.Gestures.EVENT_END, ionic.Gestures.detection.detect);
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// ionic.Gestures is ready...!
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ionic.Gestures.READY = true;
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}
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/**
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* create new hammer instance
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* all methods should return the instance itself, so it is chainable.
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* @param {HTMLElement} element
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* @param {Object} [options={}]
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* @returns {ionic.Gestures.Instance}
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* @constructor
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*/
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ionic.Gestures.Instance = function(element, options) {
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var self = this;
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// A null element was passed into the instance, which means
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// whatever lookup was done to find this element failed to find it
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// so we can't listen for events on it.
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if(element === null) {
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console.error('Null element passed to gesture (element does not exist). Not listening for gesture');
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return;
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}
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// setup ionic.GesturesJS window events and register all gestures
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// this also sets up the default options
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setup();
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this.element = element;
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// start/stop detection option
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this.enabled = true;
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// merge options
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this.options = ionic.Gestures.utils.extend(
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ionic.Gestures.utils.extend({}, ionic.Gestures.defaults),
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options || {});
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// add some css to the element to prevent the browser from doing its native behavoir
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if(this.options.stop_browser_behavior) {
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ionic.Gestures.utils.stopDefaultBrowserBehavior(this.element, this.options.stop_browser_behavior);
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}
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// start detection on touchstart
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ionic.Gestures.event.onTouch(element, ionic.Gestures.EVENT_START, function(ev) {
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if(self.enabled) {
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ionic.Gestures.detection.startDetect(self, ev);
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}
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});
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// return instance
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return this;
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};
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ionic.Gestures.Instance.prototype = {
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/**
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* bind events to the instance
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* @param {String} gesture
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* @param {Function} handler
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* @returns {ionic.Gestures.Instance}
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*/
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on: function onEvent(gesture, handler){
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var gestures = gesture.split(' ');
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for(var t=0; t<gestures.length; t++) {
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this.element.addEventListener(gestures[t], handler, false);
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}
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return this;
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},
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/**
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* unbind events to the instance
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* @param {String} gesture
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* @param {Function} handler
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* @returns {ionic.Gestures.Instance}
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*/
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off: function offEvent(gesture, handler){
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var gestures = gesture.split(' ');
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for(var t=0; t<gestures.length; t++) {
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this.element.removeEventListener(gestures[t], handler, false);
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}
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return this;
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},
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/**
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* trigger gesture event
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* @param {String} gesture
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* @param {Object} eventData
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* @returns {ionic.Gestures.Instance}
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*/
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trigger: function triggerEvent(gesture, eventData){
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// create DOM event
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var event = ionic.Gestures.DOCUMENT.createEvent('Event');
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event.initEvent(gesture, true, true);
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event.gesture = eventData;
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// trigger on the target if it is in the instance element,
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// this is for event delegation tricks
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var element = this.element;
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if(ionic.Gestures.utils.hasParent(eventData.target, element)) {
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element = eventData.target;
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}
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element.dispatchEvent(event);
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return this;
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},
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/**
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* enable of disable hammer.js detection
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* @param {Boolean} state
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* @returns {ionic.Gestures.Instance}
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*/
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enable: function enable(state) {
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this.enabled = state;
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return this;
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}
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};
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/**
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* this holds the last move event,
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* used to fix empty touchend issue
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* see the onTouch event for an explanation
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* @type {Object}
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*/
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var last_move_event = null;
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/**
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* when the mouse is hold down, this is true
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* @type {Boolean}
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*/
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var enable_detect = false;
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/**
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* when touch events have been fired, this is true
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* @type {Boolean}
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*/
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var touch_triggered = false;
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ionic.Gestures.event = {
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/**
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* simple addEventListener
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* @param {HTMLElement} element
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* @param {String} type
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* @param {Function} handler
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*/
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bindDom: function(element, type, handler) {
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var types = type.split(' ');
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for(var t=0; t<types.length; t++) {
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element.addEventListener(types[t], handler, false);
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}
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},
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/**
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* touch events with mouse fallback
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* @param {HTMLElement} element
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* @param {String} eventType like ionic.Gestures.EVENT_MOVE
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* @param {Function} handler
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*/
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onTouch: function onTouch(element, eventType, handler) {
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var self = this;
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this.bindDom(element, ionic.Gestures.EVENT_TYPES[eventType], function bindDomOnTouch(ev) {
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var sourceEventType = ev.type.toLowerCase();
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// onmouseup, but when touchend has been fired we do nothing.
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// this is for touchdevices which also fire a mouseup on touchend
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if(sourceEventType.match(/mouse/) && touch_triggered) {
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return;
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}
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// mousebutton must be down or a touch event
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else if( sourceEventType.match(/touch/) || // touch events are always on screen
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sourceEventType.match(/pointerdown/) || // pointerevents touch
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(sourceEventType.match(/mouse/) && ev.which === 1) // mouse is pressed
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){
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enable_detect = true;
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}
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// mouse isn't pressed
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else if(sourceEventType.match(/mouse/) && ev.which !== 1) {
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enable_detect = false;
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}
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// we are in a touch event, set the touch triggered bool to true,
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// this for the conflicts that may occur on ios and android
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if(sourceEventType.match(/touch|pointer/)) {
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touch_triggered = true;
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}
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// count the total touches on the screen
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var count_touches = 0;
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// when touch has been triggered in this detection session
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// and we are now handling a mouse event, we stop that to prevent conflicts
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if(enable_detect) {
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// update pointerevent
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if(ionic.Gestures.HAS_POINTEREVENTS && eventType != ionic.Gestures.EVENT_END) {
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count_touches = ionic.Gestures.PointerEvent.updatePointer(eventType, ev);
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}
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// touch
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else if(sourceEventType.match(/touch/)) {
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count_touches = ev.touches.length;
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}
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// mouse
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else if(!touch_triggered) {
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count_touches = sourceEventType.match(/up/) ? 0 : 1;
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}
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// if we are in a end event, but when we remove one touch and
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// we still have enough, set eventType to move
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if(count_touches > 0 && eventType == ionic.Gestures.EVENT_END) {
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eventType = ionic.Gestures.EVENT_MOVE;
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}
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// no touches, force the end event
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else if(!count_touches) {
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eventType = ionic.Gestures.EVENT_END;
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}
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// store the last move event
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if(count_touches || last_move_event === null) {
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last_move_event = ev;
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}
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// trigger the handler
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handler.call(ionic.Gestures.detection, self.collectEventData(element, eventType, self.getTouchList(last_move_event, eventType), ev));
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// remove pointerevent from list
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if(ionic.Gestures.HAS_POINTEREVENTS && eventType == ionic.Gestures.EVENT_END) {
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count_touches = ionic.Gestures.PointerEvent.updatePointer(eventType, ev);
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}
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}
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//debug(sourceEventType +" "+ eventType);
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// on the end we reset everything
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if(!count_touches) {
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last_move_event = null;
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enable_detect = false;
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touch_triggered = false;
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ionic.Gestures.PointerEvent.reset();
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}
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});
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},
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/**
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* we have different events for each device/browser
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* determine what we need and set them in the ionic.Gestures.EVENT_TYPES constant
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*/
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determineEventTypes: function determineEventTypes() {
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// determine the eventtype we want to set
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var types;
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// pointerEvents magic
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if(ionic.Gestures.HAS_POINTEREVENTS) {
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types = ionic.Gestures.PointerEvent.getEvents();
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}
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// on Android, iOS, blackberry, windows mobile we dont want any mouseevents
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else if(ionic.Gestures.NO_MOUSEEVENTS) {
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types = [
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'touchstart',
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'touchmove',
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'touchend touchcancel'];
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}
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// for non pointer events browsers and mixed browsers,
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// like chrome on windows8 touch laptop
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else {
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types = [
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'touchstart mousedown',
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'touchmove mousemove',
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'touchend touchcancel mouseup'];
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}
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ionic.Gestures.EVENT_TYPES[ionic.Gestures.EVENT_START] = types[0];
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ionic.Gestures.EVENT_TYPES[ionic.Gestures.EVENT_MOVE] = types[1];
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ionic.Gestures.EVENT_TYPES[ionic.Gestures.EVENT_END] = types[2];
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},
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/**
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* create touchlist depending on the event
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* @param {Object} ev
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* @param {String} eventType used by the fakemultitouch plugin
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*/
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getTouchList: function getTouchList(ev/*, eventType*/) {
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// get the fake pointerEvent touchlist
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if(ionic.Gestures.HAS_POINTEREVENTS) {
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return ionic.Gestures.PointerEvent.getTouchList();
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}
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// get the touchlist
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else if(ev.touches) {
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return ev.touches;
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}
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// make fake touchlist from mouse position
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else {
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ev.indentifier = 1;
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return [ev];
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}
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},
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/**
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* collect event data for ionic.Gestures js
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* @param {HTMLElement} element
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* @param {String} eventType like ionic.Gestures.EVENT_MOVE
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* @param {Object} eventData
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*/
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collectEventData: function collectEventData(element, eventType, touches, ev) {
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// find out pointerType
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var pointerType = ionic.Gestures.POINTER_TOUCH;
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if(ev.type.match(/mouse/) || ionic.Gestures.PointerEvent.matchType(ionic.Gestures.POINTER_MOUSE, ev)) {
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pointerType = ionic.Gestures.POINTER_MOUSE;
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}
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return {
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center : ionic.Gestures.utils.getCenter(touches),
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timeStamp : new Date().getTime(),
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target : ev.target,
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touches : touches,
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eventType : eventType,
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pointerType : pointerType,
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srcEvent : ev,
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/**
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* prevent the browser default actions
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* mostly used to disable scrolling of the browser
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*/
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preventDefault: function() {
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if(this.srcEvent.preventManipulation) {
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this.srcEvent.preventManipulation();
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}
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if(this.srcEvent.preventDefault) {
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this.srcEvent.preventDefault();
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}
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},
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/**
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* stop bubbling the event up to its parents
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*/
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stopPropagation: function() {
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this.srcEvent.stopPropagation();
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},
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/**
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* immediately stop gesture detection
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* might be useful after a swipe was detected
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* @return {*}
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*/
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stopDetect: function() {
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return ionic.Gestures.detection.stopDetect();
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}
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};
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}
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};
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ionic.Gestures.PointerEvent = {
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/**
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* holds all pointers
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* @type {Object}
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*/
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pointers: {},
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/**
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* get a list of pointers
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* @returns {Array} touchlist
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*/
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getTouchList: function() {
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var self = this;
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var touchlist = [];
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// we can use forEach since pointerEvents only is in IE10
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Object.keys(self.pointers).sort().forEach(function(id) {
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touchlist.push(self.pointers[id]);
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});
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return touchlist;
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},
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/**
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* update the position of a pointer
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* @param {String} type ionic.Gestures.EVENT_END
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* @param {Object} pointerEvent
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*/
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updatePointer: function(type, pointerEvent) {
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if(type == ionic.Gestures.EVENT_END) {
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this.pointers = {};
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}
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else {
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pointerEvent.identifier = pointerEvent.pointerId;
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this.pointers[pointerEvent.pointerId] = pointerEvent;
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}
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return Object.keys(this.pointers).length;
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},
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/**
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* check if ev matches pointertype
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* @param {String} pointerType ionic.Gestures.POINTER_MOUSE
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* @param {PointerEvent} ev
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*/
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matchType: function(pointerType, ev) {
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if(!ev.pointerType) {
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return false;
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}
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var types = {};
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types[ionic.Gestures.POINTER_MOUSE] = (ev.pointerType == ev.MSPOINTER_TYPE_MOUSE || ev.pointerType == ionic.Gestures.POINTER_MOUSE);
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types[ionic.Gestures.POINTER_TOUCH] = (ev.pointerType == ev.MSPOINTER_TYPE_TOUCH || ev.pointerType == ionic.Gestures.POINTER_TOUCH);
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types[ionic.Gestures.POINTER_PEN] = (ev.pointerType == ev.MSPOINTER_TYPE_PEN || ev.pointerType == ionic.Gestures.POINTER_PEN);
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return types[pointerType];
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},
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/**
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* get events
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*/
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getEvents: function() {
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return [
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'pointerdown MSPointerDown',
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'pointermove MSPointerMove',
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'pointerup pointercancel MSPointerUp MSPointerCancel'
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];
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},
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/**
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* reset the list
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*/
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reset: function() {
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this.pointers = {};
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}
|
|
};
|
|
|
|
|
|
ionic.Gestures.utils = {
|
|
/**
|
|
* extend method,
|
|
* also used for cloning when dest is an empty object
|
|
* @param {Object} dest
|
|
* @param {Object} src
|
|
* @parm {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 props
|
|
* @param {HtmlElement} element
|
|
* @param {Object} css_props
|
|
*/
|
|
stopDefaultBrowserBehavior: function stopDefaultBrowserBehavior(element, css_props) {
|
|
var prop,
|
|
vendors = ['webkit','khtml','moz','Moz','ms','o',''];
|
|
|
|
if(!css_props || !element.style) {
|
|
return;
|
|
}
|
|
|
|
// with css properties for modern browsers
|
|
for(var i = 0; i < vendors.length; i++) {
|
|
for(var p in css_props) {
|
|
if(css_props.hasOwnProperty(p)) {
|
|
prop = p;
|
|
|
|
// vender prefix at the property
|
|
if(vendors[i]) {
|
|
prop = vendors[i] + prop.substring(0, 1).toUpperCase() + prop.substring(1);
|
|
}
|
|
|
|
// set the style
|
|
element.style[prop] = css_props[p];
|
|
}
|
|
}
|
|
}
|
|
|
|
// also the disable onselectstart
|
|
if(css_props.userSelect == 'none') {
|
|
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;
|
|
}
|
|
|
|
// 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 source event, like TouchStart or MouseDown *
|
|
* startEvent {Object} contains the same properties as above,
|
|
* but from the first touch. this is used to calculate
|
|
* distances, deltaTime, scaling etc
|
|
*
|
|
* @param {ionic.Gestures.Instance} inst
|
|
* the instance we are doing the detection for. you can get the options from
|
|
* the inst.options object and trigger the gesture event by calling inst.trigger
|
|
*
|
|
*
|
|
* Handle gestures
|
|
* --------------------
|
|
* inside the handler you can get/set ionic.Gestures.detectionic.current. This is the current
|
|
* detection sessionic. It has the following properties
|
|
* @param {String} name
|
|
* contains the name of the gesture we have detected. it has not a real function,
|
|
* only to check in other gestures if something is detected.
|
|
* like in the drag gesture we set it to 'drag' and in the swipe gesture we can
|
|
* check if the current gesture is 'drag' by accessing ionic.Gestures.detectionic.current.name
|
|
*
|
|
* @readonly
|
|
* @param {ionic.Gestures.Instance} inst
|
|
* the instance we do the detection for
|
|
*
|
|
* @readonly
|
|
* @param {Object} startEvent
|
|
* contains the properties of the first gesture detection in this sessionic.
|
|
* Used for calculations about timing, distance, etc.
|
|
*
|
|
* @readonly
|
|
* @param {Object} lastEvent
|
|
* contains all the properties of the last gesture detect in this sessionic.
|
|
*
|
|
* after the gesture detection session has been completed (user has released the screen)
|
|
* the ionic.Gestures.detectionic.current object is copied into ionic.Gestures.detectionic.previous,
|
|
* this is usefull for gestures like doubletap, where you need to know if the
|
|
* previous gesture was a tap
|
|
*
|
|
* options that have been set by the instance can be received by calling inst.options
|
|
*
|
|
* You can trigger a gesture event by calling inst.trigger("mygesture", event).
|
|
* The first param is the name of your gesture, the second the event argument
|
|
*
|
|
*
|
|
* Register gestures
|
|
* --------------------
|
|
* When an gesture is added to the ionic.Gestures.gestures object, it is auto registered
|
|
* at the setup of the first ionic.Gestures instance. You can also call ionic.Gestures.detectionic.register
|
|
* manually and pass your gesture object as a param
|
|
*
|
|
*/
|
|
|
|
/**
|
|
* Hold
|
|
* Touch stays at the same place for x time
|
|
* @events hold
|
|
*/
|
|
ionic.Gestures.gestures.Hold = {
|
|
name: 'hold',
|
|
index: 10,
|
|
defaults: {
|
|
hold_timeout : 500,
|
|
hold_threshold : 1
|
|
},
|
|
timer: null,
|
|
handler: function holdGesture(ev, inst) {
|
|
switch(ev.eventType) {
|
|
case ionic.Gestures.EVENT_START:
|
|
// clear any running timers
|
|
clearTimeout(this.timer);
|
|
|
|
// set the gesture so we can check in the timeout if it still is
|
|
ionic.Gestures.detection.current.name = this.name;
|
|
|
|
// set timer and if after the timeout it still is hold,
|
|
// we trigger the hold event
|
|
this.timer = setTimeout(function() {
|
|
if(ionic.Gestures.detection.current.name == 'hold') {
|
|
inst.trigger('hold', ev);
|
|
}
|
|
}, inst.options.hold_timeout);
|
|
break;
|
|
|
|
// when you move or end we clear the timer
|
|
case ionic.Gestures.EVENT_MOVE:
|
|
if(ev.distance > inst.options.hold_threshold) {
|
|
clearTimeout(this.timer);
|
|
}
|
|
break;
|
|
|
|
case ionic.Gestures.EVENT_END:
|
|
clearTimeout(this.timer);
|
|
break;
|
|
}
|
|
}
|
|
};
|
|
|
|
|
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/**
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* Tap/DoubleTap
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* Quick touch at a place or double at the same place
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* @events tap, doubletap
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*/
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ionic.Gestures.gestures.Tap = {
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name: 'tap',
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index: 100,
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defaults: {
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tap_max_touchtime : 250,
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tap_max_distance : 10,
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tap_always : true,
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doubletap_distance : 20,
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doubletap_interval : 300
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},
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handler: function tapGesture(ev, inst) {
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if(ev.eventType == ionic.Gestures.EVENT_END) {
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// previous gesture, for the double tap since these are two different gesture detections
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var prev = ionic.Gestures.detection.previous,
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did_doubletap = false;
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// when the touchtime is higher then the max touch time
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// or when the moving distance is too much
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if(ev.deltaTime > inst.options.tap_max_touchtime ||
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ev.distance > inst.options.tap_max_distance) {
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return;
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}
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// check if double tap
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if(prev && prev.name == 'tap' &&
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(ev.timeStamp - prev.lastEvent.timeStamp) < inst.options.doubletap_interval &&
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ev.distance < inst.options.doubletap_distance) {
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inst.trigger('doubletap', ev);
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did_doubletap = true;
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}
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// do a single tap
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if(!did_doubletap || inst.options.tap_always) {
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ionic.Gestures.detection.current.name = 'tap';
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inst.trigger(ionic.Gestures.detection.current.name, ev);
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}
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}
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}
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};
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/**
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* Swipe
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* triggers swipe events when the end velocity is above the threshold
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* @events swipe, swipeleft, swiperight, swipeup, swipedown
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*/
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ionic.Gestures.gestures.Swipe = {
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name: 'swipe',
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index: 40,
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defaults: {
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// set 0 for unlimited, but this can conflict with transform
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swipe_max_touches : 1,
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swipe_velocity : 0.7
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},
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handler: function swipeGesture(ev, inst) {
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if(ev.eventType == ionic.Gestures.EVENT_END) {
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// max touches
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if(inst.options.swipe_max_touches > 0 &&
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ev.touches.length > inst.options.swipe_max_touches) {
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return;
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}
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// when the distance we moved is too small we skip this gesture
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// or we can be already in dragging
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if(ev.velocityX > inst.options.swipe_velocity ||
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ev.velocityY > inst.options.swipe_velocity) {
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// trigger swipe events
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inst.trigger(this.name, ev);
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inst.trigger(this.name + ev.direction, ev);
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}
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}
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}
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};
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/**
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* Drag
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* Move with x fingers (default 1) around on the page. Blocking the scrolling when
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* moving left and right is a good practice. When all the drag events are blocking
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* you disable scrolling on that area.
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* @events drag, drapleft, dragright, dragup, dragdown
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*/
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ionic.Gestures.gestures.Drag = {
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name: 'drag',
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index: 50,
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defaults: {
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drag_min_distance : 10,
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// Set correct_for_drag_min_distance to true to make the starting point of the drag
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// be calculated from where the drag was triggered, not from where the touch started.
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// Useful to avoid a jerk-starting drag, which can make fine-adjustments
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// through dragging difficult, and be visually unappealing.
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correct_for_drag_min_distance : true,
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// set 0 for unlimited, but this can conflict with transform
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drag_max_touches : 1,
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// prevent default browser behavior when dragging occurs
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// be careful with it, it makes the element a blocking element
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// when you are using the drag gesture, it is a good practice to set this true
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drag_block_horizontal : true,
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drag_block_vertical : true,
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// drag_lock_to_axis keeps the drag gesture on the axis that it started on,
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// It disallows vertical directions if the initial direction was horizontal, and vice versa.
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drag_lock_to_axis : false,
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// drag lock only kicks in when distance > drag_lock_min_distance
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// This way, locking occurs only when the distance has become large enough to reliably determine the direction
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drag_lock_min_distance : 25
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},
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triggered: false,
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handler: function dragGesture(ev, inst) {
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// current gesture isnt drag, but dragged is true
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// this means an other gesture is busy. now call dragend
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if(ionic.Gestures.detection.current.name != this.name && this.triggered) {
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inst.trigger(this.name +'end', ev);
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this.triggered = false;
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return;
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}
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// max touches
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if(inst.options.drag_max_touches > 0 &&
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ev.touches.length > inst.options.drag_max_touches) {
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return;
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}
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switch(ev.eventType) {
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case ionic.Gestures.EVENT_START:
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this.triggered = false;
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break;
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case ionic.Gestures.EVENT_MOVE:
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// when the distance we moved is too small we skip this gesture
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// or we can be already in dragging
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if(ev.distance < inst.options.drag_min_distance &&
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ionic.Gestures.detection.current.name != this.name) {
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return;
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}
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// we are dragging!
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if(ionic.Gestures.detection.current.name != this.name) {
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ionic.Gestures.detection.current.name = this.name;
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if (inst.options.correct_for_drag_min_distance) {
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// When a drag is triggered, set the event center to drag_min_distance pixels from the original event center.
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// Without this correction, the dragged distance would jumpstart at drag_min_distance pixels instead of at 0.
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// It might be useful to save the original start point somewhere
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var factor = Math.abs(inst.options.drag_min_distance/ev.distance);
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ionic.Gestures.detection.current.startEvent.center.pageX += ev.deltaX * factor;
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ionic.Gestures.detection.current.startEvent.center.pageY += ev.deltaY * factor;
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// recalculate event data using new start point
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ev = ionic.Gestures.detection.extendEventData(ev);
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}
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}
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// lock drag to axis?
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if(ionic.Gestures.detection.current.lastEvent.drag_locked_to_axis || (inst.options.drag_lock_to_axis && inst.options.drag_lock_min_distance<=ev.distance)) {
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ev.drag_locked_to_axis = true;
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}
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var last_direction = ionic.Gestures.detection.current.lastEvent.direction;
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if(ev.drag_locked_to_axis && last_direction !== ev.direction) {
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// keep direction on the axis that the drag gesture started on
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if(ionic.Gestures.utils.isVertical(last_direction)) {
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ev.direction = (ev.deltaY < 0) ? ionic.Gestures.DIRECTION_UP : ionic.Gestures.DIRECTION_DOWN;
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}
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else {
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ev.direction = (ev.deltaX < 0) ? ionic.Gestures.DIRECTION_LEFT : ionic.Gestures.DIRECTION_RIGHT;
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}
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}
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// first time, trigger dragstart event
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if(!this.triggered) {
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inst.trigger(this.name +'start', ev);
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this.triggered = true;
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}
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// trigger normal event
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inst.trigger(this.name, ev);
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// direction event, like dragdown
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inst.trigger(this.name + ev.direction, ev);
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// block the browser events
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if( (inst.options.drag_block_vertical && ionic.Gestures.utils.isVertical(ev.direction)) ||
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(inst.options.drag_block_horizontal && !ionic.Gestures.utils.isVertical(ev.direction))) {
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ev.preventDefault();
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}
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break;
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case ionic.Gestures.EVENT_END:
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// trigger dragend
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if(this.triggered) {
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inst.trigger(this.name +'end', ev);
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}
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this.triggered = false;
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break;
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}
|
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}
|
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};
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/**
|
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* Transform
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* User want to scale or rotate with 2 fingers
|
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* @events transform, pinch, pinchin, pinchout, rotate
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*/
|
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ionic.Gestures.gestures.Transform = {
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name: 'transform',
|
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index: 45,
|
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defaults: {
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// factor, no scale is 1, zoomin is to 0 and zoomout until higher then 1
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transform_min_scale : 0.01,
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// rotation in degrees
|
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transform_min_rotation : 1,
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// prevent default browser behavior when two touches are on the screen
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// but it makes the element a blocking element
|
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// when you are using the transform gesture, it is a good practice to set this true
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transform_always_block : false
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},
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triggered: false,
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handler: function transformGesture(ev, inst) {
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// current gesture isnt drag, but dragged is true
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// this means an other gesture is busy. now call dragend
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if(ionic.Gestures.detection.current.name != this.name && this.triggered) {
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inst.trigger(this.name +'end', ev);
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this.triggered = false;
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return;
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}
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// atleast multitouch
|
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if(ev.touches.length < 2) {
|
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return;
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}
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// prevent default when two fingers are on the screen
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if(inst.options.transform_always_block) {
|
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ev.preventDefault();
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}
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switch(ev.eventType) {
|
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case ionic.Gestures.EVENT_START:
|
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this.triggered = false;
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break;
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case ionic.Gestures.EVENT_MOVE:
|
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var scale_threshold = Math.abs(1-ev.scale);
|
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var rotation_threshold = Math.abs(ev.rotation);
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|
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// when the distance we moved is too small we skip this gesture
|
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// or we can be already in dragging
|
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if(scale_threshold < inst.options.transform_min_scale &&
|
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rotation_threshold < inst.options.transform_min_rotation) {
|
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return;
|
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}
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|
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// we are transforming!
|
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ionic.Gestures.detection.current.name = this.name;
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// first time, trigger dragstart event
|
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if(!this.triggered) {
|
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inst.trigger(this.name +'start', ev);
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this.triggered = true;
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}
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inst.trigger(this.name, ev); // basic transform event
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// trigger rotate event
|
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if(rotation_threshold > inst.options.transform_min_rotation) {
|
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inst.trigger('rotate', ev);
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}
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// trigger pinch event
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if(scale_threshold > inst.options.transform_min_scale) {
|
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inst.trigger('pinch', ev);
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inst.trigger('pinch'+ ((ev.scale < 1) ? 'in' : 'out'), ev);
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}
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break;
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case ionic.Gestures.EVENT_END:
|
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// trigger dragend
|
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if(this.triggered) {
|
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inst.trigger(this.name +'end', ev);
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}
|
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|
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this.triggered = false;
|
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break;
|
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}
|
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}
|
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};
|
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|
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|
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/**
|
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* Touch
|
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* Called as first, tells the user has touched the screen
|
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* @events touch
|
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*/
|
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ionic.Gestures.gestures.Touch = {
|
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name: 'touch',
|
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index: -Infinity,
|
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defaults: {
|
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// call preventDefault at touchstart, and makes the element blocking by
|
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// disabling the scrolling of the page, but it improves gestures like
|
|
// transforming and dragging.
|
|
// be careful with using this, it can be very annoying for users to be stuck
|
|
// on the page
|
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prevent_default: false,
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|
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// disable mouse events, so only touch (or pen!) input triggers events
|
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prevent_mouseevents: false
|
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},
|
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handler: function touchGesture(ev, inst) {
|
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if(inst.options.prevent_mouseevents && ev.pointerType == ionic.Gestures.POINTER_MOUSE) {
|
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ev.stopDetect();
|
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return;
|
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}
|
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|
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if(inst.options.prevent_default) {
|
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ev.preventDefault();
|
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}
|
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|
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if(ev.eventType == ionic.Gestures.EVENT_START) {
|
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inst.trigger(this.name, ev);
|
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}
|
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}
|
|
};
|
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|
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|
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/**
|
|
* Release
|
|
* Called as last, tells the user has released the screen
|
|
* @events release
|
|
*/
|
|
ionic.Gestures.gestures.Release = {
|
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name: 'release',
|
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index: Infinity,
|
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handler: function releaseGesture(ev, inst) {
|
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if(ev.eventType == ionic.Gestures.EVENT_END) {
|
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inst.trigger(this.name, ev);
|
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}
|
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}
|
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};
|
|
})(window.ionic);
|