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Version 0.6.56, working X.UI.Event.Tap.
[pettanr/clientJs.git] / 0.6.x / js / ui / 05_XUI_Gesture.js
1 /* original:\r
2  *  Hammer.JS - v1.0.5 - 2013-04-07\r
3  *  http://eightmedia.github.com/hammer.js\r
4  *  Jorik Tangelder <j.tangelder@gmail.com>, MIT license\r
5  **/\r
6 \r
7 ( function( Math, window, document, undefined ){\r
8         \r
9         var ELEENT_LIST = [],\r
10                 HAMMER_LIST = [],\r
11                 POINTERS    = [],\r
12                 ABS = new Function( 'v', 'return v<0?-v:v' );\r
13         \r
14         X.UI.Gesture = Hammer;\r
15         \r
16         function Hammer( uinodeRoot, uinode, type ){\r
17                 this.uinode  = uinode;\r
18                 this.enabled = true;\r
19                 \r
20                 Hammer.startup && Hammer.startup( uinodeRoot );\r
21 \r
22                 this.options = Hammer.defaults;\r
23 \r
24                 // start detection on touchstart\r
25                 Utils.addEvents( uinode, Hammer.EVENT_TYPES_START, this );\r
26                 \r
27                 this.listen( type );\r
28         };\r
29         \r
30         Hammer.defaults = {};\r
31         \r
32         Hammer.prototype.handleEvent = function( e ){\r
33                 //var sourceEventType = e.type.toLowerCase();\r
34 \r
35                 var type       = IdToGestureID[ e.type ],\r
36                         gestures   = Detection.gestures,\r
37                         numTouches = 0,// count the total touches on the screen\r
38                         pointerType, i, l, touches, ret, active, gesture, startEv,\r
39                         hammer, deltaTime, deltaX, deltaY, velocity;\r
40 \r
41                 if( !type ) return;\r
42                 \r
43                 if( e.pointerType ){\r
44                         type |= POINTER;\r
45                         switch( e.pointerType ){\r
46                                 case 'touch' :\r
47                                 case 2       : //e.MSPOINTER_TYPE_TOUCH :\r
48                                         type |= TOUCH; break;\r
49                                 case 'pen' :\r
50                                 case 3     : //e.MSPOINTER_TYPE_PEN :\r
51                                         type |= PEN; break;\r
52                                 case 'mouse' :\r
53                                 case 4       : //e.MSPOINTER_TYPE_MOUSE :\r
54                                         type |= MOUSE; break;\r
55                                 default :\r
56                                         return;\r
57                         };\r
58                 } else\r
59                 if( e.touches ){\r
60                         type |= TOUCH;\r
61                 } else {\r
62                         type |= MOUSE;\r
63                 };\r
64                 \r
65                 // onmouseup, but when touchend has been fired we do nothing.\r
66                 // this is for touchdevices which also fire a mouseup on touchend\r
67                 if( type & MOUSE && touch_triggered ){\r
68                         return X.Callback.STOP_NOW | X.Callback.STOP_PROPAGATION | X.Callback.PREVENT_DEFAULT;\r
69                 }\r
70                 // mousebutton must be down or a touch event\r
71                 else if (\r
72                         type & TOUCH || //sourceEventType.match(/touch/) || // touch events are always on screen\r
73                         ( type & POINTER && type & START ) || //sourceEventType.match(/pointerdown/) || // pointerevents touch\r
74                         ( type & MOUSE   && e.which === 1 ) //(sourceEventType.match(/mouse/) && e.which === 1) // mouse is pressed\r
75                 ){\r
76                         enable_detect = true;\r
77                 };\r
78 \r
79                 // we are in a touch event, set the touch triggered bool to true,\r
80                 // this for the conflicts that may occur on ios and android\r
81                 type & ( TOUCH | POINTER ) && ( touch_triggered = true );\r
82                 //if (sourceEventType.match(/touch|pointer/)) { touch_triggered = true;}\r
83 \r
84                 // when touch has been triggered in this detection session\r
85                 // and we are now handling a mouse event, we stop that to prevent conflicts\r
86                 if( enable_detect ){\r
87                         // update pointerevent\r
88                         if( Hammer.HAS_POINTEREVENTS ){ //eventType !== Hammer.EVENT_END ){\r
89                                 POINTERS[ e.identifier = e.pointerId ] = type & END ? null : e;\r
90                                 touches = [];\r
91                                 // we can use forEach since pointerEvents only is in IE10\r
92                                 for( i = 0, l = POINTERS.length; i < l; ++i ){\r
93                                         POINTERS[ i ] && ( touches[ touches.length ] = POINTERS[ i ] );\r
94                                 };\r
95                                 numTouches = touches.length;\r
96                         } else\r
97                         // touch\r
98                         if ( type & TOUCH ){ //sourceEventType.match(/touch/)) {\r
99                                 touches    = Hammer.DO_TOUCHES_FIX && type & END ? [] : e.touches;\r
100                                 numTouches = touches.length;\r
101                         } else\r
102                         // mouse\r
103                         if( !touch_triggered ){\r
104                                 numTouches = ( type & END ) ? 0 : 1;\r
105                                 touches    = numTouches === 0 ? [] : [{\r
106                                         identifier : 1,\r
107                                         pageX      : e.pageX,\r
108                                         pageY      : e.pageY,\r
109                                         target     : e.target\r
110                                 }];\r
111                         };\r
112                         // if we are in a end event, but when we remove one touch and\r
113                         // we still have enough, set eventType to move\r
114                         if( 0 < numTouches && type & END ){ // eventType === Hammer.EVENT_END ){\r
115                                 type = type & POINTER_TYPE_MASK | MOVE;\r
116                                 //eventType = Hammer.EVENT_MOVE;\r
117                         } else if( !numTouches ){\r
118                         // no touches, force the end event\r
119                                 type = type & POINTER_TYPE_MASK | END;\r
120                                 //eventType = Hammer.EVENT_END;\r
121                         };\r
122 \r
123                         // because touchend has no touches, and we often want to use these in our gestures,\r
124                         // we send the last move event as our eventData in touchend\r
125                         ( !numTouches && last_move_event !== null ) ?\r
126                                 ( e = last_move_event ):\r
127                                 ( last_move_event = e ); // store the last move event\r
128 \r
129                         e = {\r
130                                 center      : Utils.getCenter( touches ),\r
131                                 timeStamp   : Date.now ? Date.now() : +new Date,\r
132                                 target      : e.target,\r
133                                 touches     : touches,\r
134                                 eventType   : type & EVENT_TYPE_MASK,\r
135                                 pointerType : type & POINTER_TYPE_MASK\r
136                         };\r
137 \r
138                         if( type & START ){\r
139                                 if( !this.enabled ) return;\r
140                                 // already busy with a Hammer.gesture detection on an element\r
141                                 if( Detection.current ) return;\r
142                                 Detection.current = {\r
143                                         hammer     : this, // reference to HammerInstance we're working for\r
144                                         startEvent : Utils.extend( {}, e ), // start eventData for distances, timing etc\r
145                                         lastEvent  : false, // last eventData\r
146                                         name       : '' // current gesture we're in/detected, can be 'tap', 'hold' etc\r
147                                 };\r
148                                 Detection.stopped = false;\r
149                                 hammer = this;\r
150                                 active = hammer.activeGesture;\r
151                         } else\r
152                         if( !Detection.current || Detection.stopped ){\r
153                                 return;\r
154                         } else {\r
155                                 hammer = Detection.current.hammer;\r
156                                 active = hammer.activeGesture;\r
157                         };\r
158                         \r
159                         // ----------------------------------------------------------------------------------------------------------------\r
160                         // ret = Detection.detect( e );\r
161 \r
162                         // ----------------------------------------------------------------------------------------------------------------\r
163                         // extend event data with calculations about scale, distance etc\r
164                         // e = Detection.extendEventData( e );\r
165                         startEv = Detection.current.startEvent;\r
166                         center  = e.center;\r
167 \r
168                         // if the touches change, set the new touches over the startEvent touches\r
169                         // this because touchevents don't have all the touches on touchstart, or the\r
170                         // user must place his fingers at the EXACT same time on the screen, which is not realistic\r
171                         // but, sometimes it happens that both fingers are touching at the EXACT same time\r
172                         if( startEv && ( numTouches !== startEv.touches.length || touches === startEv.touches ) ){\r
173                                 // extend 1 level deep to get the touchlist with the touch objects\r
174                                 startEv.touches.length = i = 0;\r
175                                 for( ; i < numTouches; ++i ){\r
176                                         startEv.touches[ startEv.touches.length ] = Utils.extend( {}, touches[ i ] );\r
177                                 };\r
178                         };\r
179 \r
180                         deltaTime = e.timeStamp  - startEv.timeStamp;\r
181                         deltaX    = center.pageX - startEv.center.pageX;\r
182                         deltaY    = center.pageY - startEv.center.pageY;\r
183                         velocity  = Utils.getVelocity( deltaTime, deltaX, deltaY );\r
184 \r
185                         Utils.extend( e, {\r
186                                 deltaTime  : deltaTime,\r
187 \r
188                                 deltaX     : deltaX,\r
189                                 deltaY     : deltaY,\r
190 \r
191                                 velocityX  : velocity.x,\r
192                                 velocityY  : velocity.y,\r
193 \r
194                                 distance   : Utils.getDistance( startEv.center, center ),\r
195                                 angle      : Utils.getAngle( startEv.center, center ),\r
196                                 direction  : Utils.getDirection( startEv.center, center ),\r
197 \r
198                                 scale      : Utils.getScale( startEv.touches, touches ),\r
199                                 rotation   : Utils.getRotation( startEv.touches, touches ),\r
200 \r
201                                 startEvent : startEv\r
202                         });\r
203 \r
204                         // store as previous event event\r
205                         Detection.current.lastEvent = e;\r
206                         \r
207                         // call Hammer.gesture handlers\r
208                         for( i = 0, l = gestures.length; i < l; ++i ){\r
209                                 gesture = gestures[ i ];\r
210                                 if( Detection.stopped ) break;\r
211                                 //if( active[ gesture.name ] ) console.log( gesture.name );\r
212                                 // only when the instance options have enabled this gesture\r
213                                 active[ gesture.name ] &&\r
214                                         // if a handler returns false, we stop with the detection\r
215                                         ( ret |= ( gesture.handler.call( gesture, e, hammer ) || X.Callback.NONE ) );\r
216                         };\r
217 \r
218                         // endevent, but not the last touch, so dont stop\r
219                         type & END && numTouches === 0 && Detection.stopDetect();\r
220                         \r
221                         // ----------------------------------------------------------------------------------------------------------------\r
222                         // trigger the handler\r
223                         //handler.call( context, HamEvent.collectEventData( element, eventType, e ) );\r
224 \r
225                         // remove pointerevent from list\r
226                         if( Hammer.HAS_POINTEREVENTS && type & END ){ // eventType === Hammer.EVENT_END ){\r
227                                 numTouches = 0;\r
228                         };\r
229                 };\r
230 \r
231                 //debug(sourceEventType +" "+ eventType);\r
232 \r
233                 // on the end we reset everything\r
234                 if( numTouches === 0 ){\r
235                         last_move_event = null;\r
236                         enable_detect   = false;\r
237                         touch_triggered = false;\r
238                         POINTERS.length = 0;\r
239                 };\r
240                 \r
241                 return ret;\r
242         };\r
243         \r
244         Hammer.startup = function( uinodeRoot ){\r
245                 // find what eventtypes we add listeners to\r
246                 /**\r
247                  * we have different events for each device/browser\r
248                  * determine what we need and set them in the Hammer.EVENT_TYPES constant\r
249                  */\r
250                 // determine the eventtype we want to set\r
251                 // for non pointer events browsers and mixed browsers,\r
252                 // like chrome on windows8 touch laptop         \r
253                 var types, name;\r
254 \r
255                 // Register all gestures inside Gestures\r
256                 for( name in Gestures ){\r
257                         //Gestures.hasOwnProperty( name ) && \r
258                         Detection.register( Gestures[ name ] );\r
259                 };\r
260 \r
261                 if( navigator.pointerEnabled || navigator.msPointerEnabled ){\r
262                         Hammer.EVENT_TYPES_START = [ X.UI.Event._POINTER_DOWN ];\r
263                         types = [ X.UI.Event._POINTER_MOVE, X.UI.Event._POINTER_UP, X.UI.Event._POINTER_CANCEL ];\r
264                 } else\r
265                 if( window.ontouchstart !== void 0 ){\r
266                         Hammer.EVENT_TYPES_START = [ X.UI.Event._TOUCH_START ];\r
267                         types = [ X.UI.Event._TOUCH_MOVE, X.UI.Event._MOUSE_MOVE, X.UI.Event._TOUCH_END, X.UI.Event._TOUCH_CANCEL ];\r
268                 } else {\r
269                         Hammer.EVENT_TYPES_START = [ X.UI.Event._MOUSE_DOWN ];\r
270                         types = [ X.UI.Event._MOUSE_MOVE, X.UI.Event._MOUSE_UP, X.UI.Event._MOUSE_CANCEL ];\r
271                 };\r
272 \r
273                 // Add touch events on the document\r
274                 Utils.addEvents( uinodeRoot, types, Hammer.prototype.handleEvent );\r
275 \r
276                 // Hammer is ready...!\r
277                 delete Hammer.startup;\r
278         };\r
279         \r
280         Hammer.prototype.trigger = function( type, gesture ){\r
281                 if( !this.types[ type ] ) return;\r
282                 var e = Utils.extend( {}, gesture );\r
283                 e.type = type;\r
284                 return this.uinode.dispatch( e );\r
285         };\r
286         \r
287         Hammer.prototype.listen = function( type ){\r
288                 var gestures = Detection.gestures,\r
289                         i = gestures.length, g;\r
290                 for( ; i; ){\r
291                         g = gestures[ --i ];\r
292                         if( g.startID <= type && type <= g.endID ){\r
293                                 if( !this.activeGesture ) this.activeGesture = {};\r
294                                 if( !this.types ) this.types = {};\r
295                                 this.activeGesture[ g.name ] = this.types[ type ] = 1;\r
296                                 return;\r
297                         };\r
298                 };\r
299         };\r
300         \r
301         Hammer.prototype.unlisten = function( type ){\r
302                 var gestures = Detection.gestures,\r
303                         i = gestures.length, g;\r
304                 if( !this.activeGesture ) return;\r
305                 for( ; i; ){\r
306                         g = gestures[ --i ];\r
307                         if( g.startID <= type && type <= g.endID ){\r
308                                 if( this.activeGesture[ g.name ] ){\r
309                                         if( this.types[ type ] ) delete this.types[ type ];\r
310                                         for( i = g.startID; i <= g.endID; ++i ){\r
311                                                 if( this.types[ i ] ) return;\r
312                                         };\r
313                                         delete this.activeGesture[ g.name ];\r
314                                 };\r
315                                 return;\r
316                         };\r
317                 };\r
318         };\r
319         \r
320         /*\r
321          *  "Android version < 2.2" return ev.touches.length === 1 when touchend, others return ev.touches.length === 0\r
322          */\r
323         Hammer.DO_TOUCHES_FIX = Hammer.HAS_TOUCHEVENTS && X.UA.Android < 2.2;\r
324         \r
325         // detect touchevents\r
326         Hammer.HAS_POINTEREVENTS = navigator.pointerEnabled || navigator.msPointerEnabled;\r
327 \r
328         // eventtypes per touchevent (start, move, end)\r
329         // are filled by HamEvent.determineEventTypes on setup\r
330         Hammer.EVENT_TYPES_START = null;\r
331 \r
332         // direction defines\r
333         Hammer.DIRECTION_DOWN  = 'down';\r
334         Hammer.DIRECTION_LEFT  = 'left';\r
335         Hammer.DIRECTION_UP    = 'up';\r
336         Hammer.DIRECTION_RIGHT = 'right';\r
337 \r
338         // plugins namespace\r
339         Hammer.plugins = {};\r
340 \r
341         var POINTER     = 1,\r
342                 TOUCH       = 2,\r
343                 PEN         = 8, //4,\r
344                 MOUSE       = 8,\r
345                 START       = 16,\r
346                 MOVE        = 32,\r
347                 END         = 64,\r
348                 CANCEL      = 128,\r
349                 EVENT_TYPE_MASK   = START | MOVE | END,\r
350                 POINTER_TYPE_MASK = POINTER | TOUCH | MOUSE | PEN,\r
351                 IdToGestureID = {};\r
352         IdToGestureID[ X.UI.Event._POINTER_DOWN   ] = START;\r
353         IdToGestureID[ X.UI.Event._POINTER_MOVE   ] = MOVE;\r
354         IdToGestureID[ X.UI.Event._POINTER_UP     ] = END;\r
355         IdToGestureID[ X.UI.Event._POINTER_CANCEL ] = END;\r
356         \r
357         IdToGestureID[ X.UI.Event._TOUCH_START  ] = START;\r
358         IdToGestureID[ X.UI.Event._TOUCH_MOVE   ] = MOVE;\r
359         IdToGestureID[ X.UI.Event._TOUCH_END    ] = END;\r
360         IdToGestureID[ X.UI.Event._TOUCH_CANCEL ] = END;\r
361         \r
362         IdToGestureID[ X.UI.Event._MOUSE_DOWN   ] = START;\r
363         IdToGestureID[ X.UI.Event._MOUSE_MOVE   ] = MOVE;\r
364         IdToGestureID[ X.UI.Event._MOUSE_UP     ] = END;\r
365         IdToGestureID[ X.UI.Event._MOUSE_CANCEL ] = END;\r
366         \r
367         Utils = {\r
368                 \r
369                 /**\r
370                  * touch events with mouse fallback\r
371                  * @param   {HTMLElement}   element\r
372                  * @param   {String}        eventType        like Hammer.EVENT_MOVE\r
373                  * @param   {Function}      handler\r
374                  */\r
375                 addEvents : function( uinode, types, context ){\r
376                         for( var i = 0; i < types.length; ++i ){\r
377                                 uinode.listen( types[ i ], context );\r
378                         };\r
379                 },\r
380                 \r
381                 /**\r
382                  * extend method,\r
383                  * also used for cloning when dest is an empty object\r
384                  * @param   {Object}    dest\r
385                  * @param   {Object}    src\r
386                  * @parm        {Boolean}       merge           do a merge\r
387                  * @returns {Object}    dest\r
388                  */\r
389                 extend : function extend( dest, src, merge ){\r
390                         for( var key in src ){\r
391                                 if( dest[ key ] !== undefined && merge ) continue;\r
392                                 dest[ key ] = src[ key ];\r
393                         };\r
394                         return dest;\r
395                 },\r
396 \r
397                 /**\r
398                  * find if a node is in the given parent\r
399                  * used for event delegation tricks\r
400                  * @param   {HTMLElement}   node\r
401                  * @param   {HTMLElement}   parent\r
402                  * @returns {boolean}       has_parent\r
403                  */\r
404                 hasParent : function( node, parent ){\r
405                         while( node && node.tagName ){ /* tagName for ie */\r
406                                 if( node === parent ) return true;\r
407                                 node = node.parentNode;\r
408                         };\r
409                         return false;\r
410                 },\r
411 \r
412                 /**\r
413                  * get the center of all the touches\r
414                  * @param   {Array}     touches\r
415                  * @returns {Object}    center\r
416                  */\r
417                 getCenter : function getCenter(touches) {\r
418                         var i = 0,\r
419                                 l = touches.length,\r
420                                 valuesX, valuesY;\r
421                         switch( l ){\r
422                                 case 0 :\r
423                                         return {};\r
424                                 case 1 :\r
425                                         return {\r
426                                                 pageX : touches[ 0 ].pageX,\r
427                                                 pageY : touches[ 0 ].pageY\r
428                                         };\r
429                                 case 2 :\r
430                                         return {\r
431                                                 pageX : ( touches[ 0 ].pageX + touches[ 1 ].pageX ) / 2,\r
432                                                 pageY : ( touches[ 0 ].pageY + touches[ 1 ].pageY ) / 2\r
433                                         };\r
434                         };\r
435                         valuesX = [];\r
436                         valuesY = [];\r
437                         for( ; i < l; ++i ){\r
438                                 valuesX[ valuesX.length ] = touches[ i ].pageX;\r
439                                 valuesY[ valuesY.length ] = touches[ i ].pageY;\r
440                         };\r
441                         return {\r
442                                 pageX : ( ( Math.min.apply( null, valuesX ) + Math.max.apply( null, valuesX ) ) / 2 ),\r
443                                 pageY : ( ( Math.min.apply( null, valuesY ) + Math.max.apply( null, valuesY ) ) / 2 )\r
444                         };\r
445                 },\r
446 \r
447                 /**\r
448                  * calculate the velocity between two points\r
449                  * @param   {Number}    deltaTime\r
450                  * @param   {Number}    deltaX\r
451                  * @param   {Number}    deltaY\r
452                  * @returns {Object}    velocity\r
453                  */\r
454                 getVelocity : function getVelocity( deltaTime, deltaX, deltaY ) {\r
455                         return {\r
456                                 x : ABS( deltaX / deltaTime ) || 0,\r
457                                 y : ABS( deltaY / deltaTime ) || 0\r
458                         };\r
459                 },\r
460 \r
461                 /**\r
462                  * calculate the angle between two coordinates\r
463                  * @param   {Touch}     touch1\r
464                  * @param   {Touch}     touch2\r
465                  * @returns {Number}    angle\r
466                  */\r
467                 getAngle : function getAngle(touch1, touch2) {\r
468                         var y = touch2.pageY - touch1.pageY,\r
469                                 x = touch2.pageX - touch1.pageX;\r
470                         return Math.atan2( y, x ) * 180 / Math.PI;\r
471                 },\r
472 \r
473                 /**\r
474                  * angle to direction define\r
475                  * @param   {Touch}     touch1\r
476                  * @param   {Touch}     touch2\r
477                  * @returns {String}    direction constant, like Hammer.DIRECTION_LEFT\r
478                  */\r
479                 getDirection : function getDirection( touch1, touch2 ){\r
480                         var x = touch1.pageX - touch2.pageX,\r
481                                 y = touch1.pageY - touch2.pageY;\r
482                         return ABS( y ) <= ABS( x ) ?\r
483                                 ( x > 0 ? Hammer.DIRECTION_LEFT : Hammer.DIRECTION_RIGHT ) :\r
484                                 ( y > 0 ? Hammer.DIRECTION_UP   : Hammer.DIRECTION_DOWN );\r
485                 },\r
486 \r
487                 /**\r
488                  * calculate the distance between two touches\r
489                  * @param   {Touch}     touch1\r
490                  * @param   {Touch}     touch2\r
491                  * @returns {Number}    distance\r
492                  */\r
493                 getDistance : function getDistance( touch1, touch2 ){\r
494                         var x = touch2.pageX - touch1.pageX,\r
495                                 y = touch2.pageY - touch1.pageY;\r
496                         return Math.sqrt( ( x * x ) + ( y * y ) );\r
497                 },\r
498 \r
499                 /**\r
500                  * calculate the scale factor between two touchLists (fingers)\r
501                  * no scale is 1, and goes down to 0 when pinched together, and bigger when pinched out\r
502                  * @param   {Array}     start\r
503                  * @param   {Array}     end\r
504                  * @returns {Number}    scale\r
505                  */\r
506                 getScale : function getScale( start, end ){\r
507                         // need two fingers...\r
508                         return ( 2 <= start.length && 2 <= end.length ) ?\r
509                                 Utils.getDistance( end[ 0 ], end[ 1 ] ) / Utils.getDistance( start[ 0 ], start[ 1 ] ) :\r
510                                 1;\r
511                 },\r
512 \r
513                 /**\r
514                  * calculate the rotation degrees between two touchLists (fingers)\r
515                  * @param   {Array}     start\r
516                  * @param   {Array}     end\r
517                  * @returns {Number}    rotation\r
518                  */\r
519                 getRotation : function getRotation( start, end ){\r
520                         // need two fingers\r
521                         return ( 2 <= start.length && 2 <= end.length ) ?\r
522                                 Utils.getAngle( end[ 1 ], end[ 0 ] ) - Utils.getAngle( start[ 1 ], start[ 0 ] ) :\r
523                                 0;\r
524                 },\r
525 \r
526                 /**\r
527                  * boolean if the direction is vertical\r
528                  * @param    {String}    direction\r
529                  * @returns  {Boolean}   is_vertical\r
530                  */\r
531                 isVertical : function isVertical( direction ){\r
532                         return direction === Hammer.DIRECTION_UP || direction === Hammer.DIRECTION_DOWN;\r
533                 }\r
534         };\r
535         \r
536         /**\r
537          * this holds the last move event,\r
538          * used to fix empty touchend issue\r
539          * see the onTouch event for an explanation\r
540          * @type {Object}\r
541          */\r
542         var last_move_event = null;\r
543 \r
544         /**\r
545          * when the mouse is hold down, this is true\r
546          * @type {Boolean}\r
547          */\r
548         var enable_detect = false;\r
549 \r
550         /**\r
551          * when touch events have been fired, this is true\r
552          * @type {Boolean}\r
553          */\r
554         var touch_triggered = false;\r
555         \r
556         Detection = {\r
557                 // contains all registred Gestures in the correct order\r
558                 gestures : [],\r
559 \r
560                 // data of the current Hammer.gesture detection session\r
561                 current : null,\r
562 \r
563                 // the previous Hammer.gesture session data\r
564                 // is a full clone of the previous gesture.current object\r
565                 previous : null,\r
566 \r
567                 // when this becomes true, no gestures are fired\r
568                 stopped : false,\r
569 \r
570                 /**\r
571                  * clear the Hammer.gesture vars\r
572                  * this is called on endDetect, but can also be used when a final Hammer.gesture has been detected\r
573                  * to stop other Gestures from being fired\r
574                  */\r
575                 stopDetect : function stopDetect() {\r
576                         // clone current data to the store as the previous gesture\r
577                         // used for the double tap gesture, since this is an other gesture detect session\r
578                         Detection.previous = Utils.extend( {}, Detection.current );\r
579 \r
580                         // reset the current\r
581                         Detection.current = null;\r
582 \r
583                         // stopped!\r
584                         Detection.stopped = true;\r
585                 },\r
586 \r
587                 /**\r
588                  * register new gesture\r
589                  * @param   {Object}    gesture object, see gestures.js for documentation\r
590                  * @returns {Array}     gestures\r
591                  */\r
592                 register : function( gesture ){\r
593                         // add an enable gesture options if there is no given\r
594                         var options = gesture.defaults || {},\r
595                                 list    = Detection.gestures,\r
596                                 _index, i = 0, l = list.length, index;\r
597                         if( options[ gesture.name ] === undefined ) options[ gesture.name ] = true;\r
598 \r
599                         // extend Hammer default options with the Hammer.gesture options\r
600                         Utils.extend( Hammer.defaults, options, true );\r
601 \r
602                         // set its index\r
603                         gesture.index = gesture.index || 1000;\r
604 \r
605                         // add Hammer.gesture to the list\r
606                         //Detection.gestures.push( gesture );\r
607 \r
608                         // sort the list by index\r
609                         //Detection.gestures.sort( function( a, b ){\r
610                         //      return\r
611                         //              a.index < b.index ? -1 :\r
612                         //              a.index > b.index ? 1 : 0;\r
613                         //});\r
614                         if( l === 0 ){\r
615                                 list[ 0 ] = gesture;\r
616                                 return;\r
617                         };\r
618                         _index = gesture.index;\r
619                         for( i = 0; i < l; ++i ){\r
620                                 index = list[ i ].index;\r
621                                 if( i === 0 && _index < index ){\r
622                                         list.unshift( gesture );\r
623                                         return;\r
624                                 } else\r
625                                 if( i === l - 1 ){\r
626                                         list[ l ] = gesture;\r
627                                         return;\r
628                                 } else\r
629                                 if( index <= _index && _index < list[ i + 1 ].index ){\r
630                                         list.splice( i, 0, gesture );\r
631                                         return;\r
632                                 };\r
633                         };\r
634                 }\r
635         };\r
636 \r
637         var Gestures = Gestures || {};\r
638 \r
639         /**\r
640          * Custom gestures\r
641          * ==============================\r
642          *\r
643          * Gesture object\r
644          * --------------------\r
645          * The object structure of a gesture:\r
646          *\r
647          * { name: 'mygesture',\r
648          *   index: 1337,\r
649          *   defaults: {\r
650          *     mygesture_option: true\r
651          *   }\r
652          *   handler: function(type, e, inst) {\r
653          *     // trigger gesture event\r
654          *     inst.trigger(this.name, e );\r
655          *   }\r
656          * }\r
657 \r
658          * @param   {String}    name\r
659          * this should be the name of the gesture, lowercase\r
660          * it is also being used to disable/enable the gesture per instance config.\r
661          *\r
662          * @param   {Number}    [index=1000]\r
663          * the index of the gesture, where it is going to be in the stack of gestures detection\r
664          * like when you build an gesture that depends on the drag gesture, it is a good\r
665          * idea to place it after the index of the drag gesture.\r
666          *\r
667          * @param   {Object}    [defaults={}]\r
668          * the default settings of the gesture. these are added to the instance settings,\r
669          * and can be overruled per instance. you can also add the name of the gesture,\r
670          * but this is also added by default (and set to true).\r
671          *\r
672          * @param   {Function}  handler\r
673          * this handles the gesture detection of your custom gesture and receives the\r
674          * following arguments:\r
675          *\r
676          *      @param  {Object}    eventData\r
677          *      event data containing the following properties:\r
678          *          timeStamp   {Number}        time the event occurred\r
679          *          target      {HTMLElement}   target element\r
680          *          touches     {Array}         touches (fingers, pointers, mouse) on the screen\r
681          *          pointerType {String}        kind of pointer that was used. matches Hammer.POINTER_MOUSE|TOUCH\r
682          *          center      {Object}        center position of the touches. contains pageX and pageY\r
683          *          deltaTime   {Number}        the total time of the touches in the screen\r
684          *          deltaX      {Number}        the delta on x axis we haved moved\r
685          *          deltaY      {Number}        the delta on y axis we haved moved\r
686          *          velocityX   {Number}        the velocity on the x\r
687          *          velocityY   {Number}        the velocity on y\r
688          *          angle       {Number}        the angle we are moving\r
689          *          direction   {String}        the direction we are moving. matches Hammer.DIRECTION_UP|DOWN|LEFT|RIGHT\r
690          *          distance    {Number}        the distance we haved moved\r
691          *          scale       {Number}        scaling of the touches, needs 2 touches\r
692          *          rotation    {Number}        rotation of the touches, needs 2 touches *\r
693          *          eventType   {String}        matches Hammer.EVENT_START|MOVE|END\r
694          *          srcEvent    {Object}        the source event, like TouchStart or MouseDown *\r
695          *          startEvent  {Object}        contains the same properties as above,\r
696          *                                      but from the first touch. this is used to calculate\r
697          *                                      distances, deltaTime, scaling etc\r
698          *\r
699          *      @param  {Hammer.Instance}    inst\r
700          *      the instance we are doing the detection for. you can get the options from\r
701          *      the inst.options object and trigger the gesture event by calling inst.trigger\r
702          *\r
703          *\r
704          * Handle gestures\r
705          * --------------------\r
706          * inside the handler you can get/set Detection.current. This is the current\r
707          * detection session. It has the following properties\r
708          *      @param  {String}    name\r
709          *      contains the name of the gesture we have detected. it has not a real function,\r
710          *      only to check in other gestures if something is detected.\r
711          *      like in the drag gesture we set it to 'drag' and in the swipe gesture we can\r
712          *      check if the current gesture is 'drag' by accessing Detection.current.name\r
713          *\r
714          *      @readonly\r
715          *      @param  {Hammer.Instance}    inst\r
716          *      the instance we do the detection for\r
717          *\r
718          *      @readonly\r
719          *      @param  {Object}    startEvent\r
720          *      contains the properties of the first gesture detection in this session.\r
721          *      Used for calculations about timing, distance, etc.\r
722          *\r
723          *      @readonly\r
724          *      @param  {Object}    lastEvent\r
725          *      contains all the properties of the last gesture detect in this session.\r
726          *\r
727          * after the gesture detection session has been completed (user has released the screen)\r
728          * the Detection.current object is copied into Detection.previous,\r
729          * this is usefull for gestures like doubletap, where you need to know if the\r
730          * previous gesture was a tap\r
731          *\r
732          * options that have been set by the instance can be received by calling inst.options\r
733          *\r
734          * You can trigger a gesture event by calling inst.trigger("mygesture", event).\r
735          * The first param is the name of your gesture, the second the event argument\r
736          *\r
737          *\r
738          * Register gestures\r
739          * --------------------\r
740          * When an gesture is added to the Gestures object, it is auto registered\r
741          * at the setup of the first Hammer instance. You can also call Detection.register\r
742          * manually and pass your gesture object as a param\r
743          *\r
744          */\r
745 \r
746         /**\r
747          * Hold\r
748          * Touch stays at the same place for x time\r
749          * @events  hold holdend\r
750          */\r
751         Gestures.Hold = {\r
752                 name    : 'hold',\r
753                 index   : 10,\r
754                 startID : X.UI.Event.HOLD,\r
755                 endID   : X.UI.Event.HOLD_END,\r
756                 defaults : {\r
757                         hold_timeout   : 500,\r
758                         hold_threshold : 1\r
759                 },\r
760                 timerID : null,\r
761                 holding : false,\r
762                 handler : function holdGesture( e, hammer ){\r
763                         switch( e.eventType ){\r
764                                 case START :\r
765                                         // clear any running timers\r
766                                         this.timerID && X.Timer.remove( this.timerID );\r
767 \r
768                                         // set the gesture so we can check in the timeout if it still is\r
769                                         Detection.current.name = this.name;\r
770                                         Gestures.Hold.holding = false;\r
771                                         \r
772                                         // set timer and if after the timeout it still is hold,\r
773                                         // we trigger the hold event\r
774                                         this.timerID = X.Timer.add( hammer.options.hold_timeout, 1, Gestures.Hold._onTimer, [ e, hammer ] );\r
775                                         return;\r
776 \r
777                                 // when you move or end we clear the timer\r
778                                 case MOVE :\r
779                                         if( e.distance <= hammer.options.hold_threshold ) return;\r
780                                 case END :\r
781                                         this.timerID && X.Timer.remove( this.timerID );\r
782                                         if( Gestures.Hold.holding === true ){\r
783                                                 Gestures.Hold.holding = false;\r
784                                                 return hammer.trigger( X.UI.Event.HOLD_END, e );\r
785                                         };\r
786                                         break;\r
787                         };\r
788                 },\r
789                 _onTimer : function( e, hammer ){\r
790                         if( Detection.current.name === 'hold' ){\r
791                                 hammer.trigger( X.UI.Event.HOLD, e );\r
792                                 Gestures.Hold.holding = true;\r
793                         };\r
794                 }\r
795         };\r
796 \r
797         /**\r
798          * Tap/DoubleTap\r
799          * Quick touch at a place or double at the same place\r
800          * @events  tap, doubletap\r
801          */\r
802         Gestures.Tap = {\r
803                 name     : 'tap',\r
804                 index    : 100,\r
805                 startID  : X.UI.Event.TAP,\r
806                 endID    : X.UI.Event.DOUBLE_TAP,\r
807                 defaults : {\r
808                         tap_max_touchtime  : 250,\r
809                         tap_max_distance   : 10,\r
810                         tap_always         : true,\r
811                         doubletap_distance : 20,\r
812                         doubletap_interval : 300\r
813                 },\r
814                 handler : function tapGesture( e, hammer ){\r
815                         // previous gesture, for the double tap since these are two different gesture detections\r
816                         var prev = Detection.previous;\r
817                         if( e.eventType === END ){\r
818                                 // when the touchtime is higher then the max touch time\r
819                                 // or when the moving distance is too much\r
820                                 if( hammer.options.tap_max_touchtime < e.deltaTime || hammer.options.tap_max_distance < e.distance ) return;\r
821 \r
822                                 // check if double tap\r
823                                 if( prev && prev.name === 'tap' && ( e.timeStamp - prev.lastEvent.timeStamp ) < hammer.options.doubletap_interval && e.distance < hammer.options.doubletap_distance ){\r
824                                         return hammer.trigger( X.UI.Event.DOUBLE_TAP, e );\r
825                                 } else\r
826                                 // do a single tap\r
827                                 if( hammer.options.tap_always && Detection.current.name !== 'tap' ){ // EventFire中にalert すると mouseleave で再び呼ばれるのを防ぐ\r
828                                         Detection.current.name = 'tap';\r
829                                         return hammer.trigger( X.UI.Event.TAP, e );\r
830                                 };\r
831                         };\r
832                 }\r
833         };\r
834 \r
835         /**\r
836          * Swipe\r
837          * triggers swipe events when the end velocity is above the threshold\r
838          * @events  swipe, swipeleft, swiperight, swipeup, swipedown\r
839          */\r
840         Gestures.Swipe = {\r
841                 name     : 'swipe',\r
842                 index    : 40,\r
843                 startID  : X.UI.Event.SWIP,\r
844                 endID    : X.UI.Event.SWIP_DOWN,\r
845                 defaults : {\r
846                         // set 0 for unlimited, but this can conflict with transform\r
847                         swipe_max_touches : 1,\r
848                         swipe_velocity    : 0.7\r
849                 },\r
850                 handler : function swipeGesture(e, hammer) {\r
851                         if( e.eventType === END ){\r
852                                 // max touches\r
853                                 if( 0 < hammer.options.swipe_max_touches && hammer.options.swipe_max_touches < e.touches.length ) return;\r
854 \r
855                                 // when the distance we moved is too small we skip this gesture\r
856                                 // or we can be already in dragging\r
857                                 if( hammer.options.swipe_velocity < e.velocityX || hammer.options.swipe_velocity < e.velocityY ){\r
858                                         // trigger swipe events\r
859                                         hammer.trigger( X.UI.Event.SWIP, e );\r
860                                         hammer.trigger(\r
861                                                 e.direction === Hammer.DIRECTION_UP ?\r
862                                                         X.UI.Event.SWIP_UP :\r
863                                                 e.direction === Hammer.DIRECTION_DOWN ?\r
864                                                         X.UI.Event.SWIP_DOWN :\r
865                                                 e.direction === Hammer.DIRECTION_LEFT ?\r
866                                                         X.UI.Event.SWIP_LEFT :\r
867                                                         X.UI.Event.SWIP_RIGHT,\r
868                                                 e\r
869                                         );\r
870                                 };\r
871                         };\r
872                 }\r
873         };\r
874 \r
875         /**\r
876          * Drag\r
877          * Move with x fingers (default 1) around on the page. Blocking the scrolling when\r
878          * moving left and right is a good practice. When all the drag events are blocking\r
879          * you disable scrolling on that area.\r
880          * @events  drag, dragstart, dragend, drapleft, dragright, dragup, dragdown\r
881          */\r
882         Gestures.Drag = {\r
883                 name     : 'drag',\r
884                 index    : 50,\r
885                 startID  : X.UI.Event.DRAG,\r
886                 endID    : X.UI.Event.DRAG_DOWN,\r
887                 defaults : {\r
888                         drag_min_distance : 10,\r
889                         // set 0 for unlimited, but this can conflict with transform\r
890                         drag_max_touches : 1,\r
891                         // prevent default browser behavior when dragging occurs\r
892                         // be careful with it, it makes the element a blocking element\r
893                         // when you are using the drag gesture, it is a good practice to set this true\r
894                         drag_block_horizontal : false,\r
895                         drag_block_vertical : false,\r
896                         // drag_lock_to_axis keeps the drag gesture on the axis that it started on,\r
897                         // It disallows vertical directions if the initial direction was horizontal, and vice versa.\r
898                         drag_lock_to_axis : false,\r
899                         // drag lock only kicks in when distance > drag_lock_min_distance\r
900                         // This way, locking occurs only when the distance has become large enough to reliably determine the direction\r
901                         drag_lock_min_distance : 25\r
902                 },\r
903                 triggered : false,\r
904                 handler : function dragGesture( e, hammer ){\r
905                         var last_direction;\r
906                         // current gesture isnt drag, but dragged is true\r
907                         // this means an other gesture is busy. now call dragend\r
908                         if( Detection.current.name !== this.name && this.triggered ){\r
909                                 hammer.trigger( X.UI.Event.DRAG_END, e );\r
910                                 this.triggered = false;\r
911                                 return;\r
912                         };\r
913 \r
914                         // max touches\r
915                         if( 0 < hammer.options.drag_max_touches && hammer.options.drag_max_touches < e.touches.length ) return;\r
916 \r
917                         switch( e.eventType ){\r
918                                 case START:\r
919                                         this.triggered = false;\r
920                                         break;\r
921 \r
922                                 case MOVE :\r
923                                         // when the distance we moved is too small we skip this gesture\r
924                                         // or we can be already in dragging\r
925                                         if( e.distance < hammer.options.drag_min_distance && Detection.current.name !== this.name ) return;\r
926 \r
927                                         // we are dragging!\r
928                                         Detection.current.name = this.name;\r
929 \r
930                                         // lock drag to axis?\r
931                                         if( Detection.current.lastEvent.drag_locked_to_axis || ( hammer.options.drag_lock_to_axis && hammer.options.drag_lock_min_distance <= e.distance ) ){\r
932                                                 e.drag_locked_to_axis = true;\r
933                                         };\r
934                                         last_direction = Detection.current.lastEvent.direction;\r
935                                         if( e.drag_locked_to_axis && last_direction !== e.direction ){\r
936                                                 // keep direction on the axis that the drag gesture started on\r
937                                                 e.direction = Utils.isVertical( last_direction ) ?\r
938                                                         ( e.deltaY < 0 ? Hammer.DIRECTION_UP   : Hammer.DIRECTION_DOWN ) :\r
939                                                         ( e.deltaX < 0 ? Hammer.DIRECTION_LEFT : Hammer.DIRECTION_RIGHT );\r
940                                         };\r
941 \r
942                                         // first time, trigger dragstart event\r
943                                         if( !this.triggered ){\r
944                                                 hammer.trigger( X.UI.Event.DRAG_START, e );\r
945                                                 this.triggered = true;\r
946                                         };\r
947 \r
948                                         // trigger normal event\r
949                                         hammer.trigger( X.UI.Event.DRAG, e );\r
950 \r
951                                         // direction event, like dragdown\r
952                                         hammer.trigger(\r
953                                                 e.direction === Hammer.DIRECTION_UP ?\r
954                                                         X.UI.Event.DRAG_UP :\r
955                                                 e.direction === Hammer.DIRECTION_DOWN ?\r
956                                                         X.UI.Event.DRAG_DOWN :\r
957                                                 e.direction === Hammer.DIRECTION_LEFT ?\r
958                                                         X.UI.Event.DRAG_LEFT :\r
959                                                         X.UI.Event.DRAG_RIGHT,\r
960                                                 e\r
961                                         );\r
962 \r
963                                         // block the browser events\r
964                                         (\r
965                                                 ( hammer.options.drag_block_vertical   &&  Utils.isVertical( e.direction ) ) ||\r
966                                                 ( hammer.options.drag_block_horizontal && !Utils.isVertical( e.direction ) )\r
967                                         ) && e.preventDefault();\r
968                                         break;\r
969 \r
970                                 case END:\r
971                                         // trigger dragend\r
972                                         this.triggered && hammer.trigger( X.UI.Event.DRAG_END, e );\r
973                                         this.triggered = false;\r
974                                         break;\r
975                         }\r
976                 }\r
977         };\r
978 \r
979         /**\r
980          * Transform\r
981          * User want to scale or rotate with 2 fingers\r
982          * @events  transform, transformstart, transformend, pinch, pinchin, pinchout, rotate\r
983          */\r
984         Gestures.Transform = {\r
985                 name     : 'transform',\r
986                 index    : 45,\r
987                 startID  : X.UI.Event.TRANSFORM,\r
988                 endID    : X.UI.Event.ROTATE,\r
989                 defaults : {\r
990                         // factor, no scale is 1, zoomin is to 0 and zoomout until higher then 1\r
991                         transform_min_scale : 0.01,\r
992                         // rotation in degrees\r
993                         transform_min_rotation : 1,\r
994                         // prevent default browser behavior when two touches are on the screen\r
995                         // but it makes the element a blocking element\r
996                         // when you are using the transform gesture, it is a good practice to set this true\r
997                         transform_always_block : false\r
998                 },\r
999                 triggered : false,\r
1000                 handler : function transformGesture( e, hammer ){\r
1001                         // current gesture isnt drag, but dragged is true\r
1002                         // this means an other gesture is busy. now call dragend\r
1003                         if( Detection.current.name !== this.name && this.triggered ){\r
1004                                 hammer.trigger( X.UI.Event.TRANSFORM_END, e );\r
1005                                 this.triggered = false;\r
1006                                 return;\r
1007                         };\r
1008 \r
1009                         // atleast multitouch\r
1010                         if( e.touches.length < 2 ) return;\r
1011 \r
1012                         // prevent default when two fingers are on the screen\r
1013                         hammer.options.transform_always_block && e.preventDefault();\r
1014 \r
1015                         switch(e.eventType) {\r
1016                                 case START:\r
1017                                         this.triggered = false;\r
1018                                         break;\r
1019 \r
1020                                 case MOVE:\r
1021                                         var scale_threshold    = ABS( 1 - e.scale ),\r
1022                                                 rotation_threshold = ABS( e.rotation );\r
1023 \r
1024                                         // when the distance we moved is too small we skip this gesture\r
1025                                         // or we can be already in dragging\r
1026                                         if( scale_threshold < hammer.options.transform_min_scale && rotation_threshold < hammer.options.transform_min_rotation ) return;\r
1027 \r
1028                                         // we are transforming!\r
1029                                         Detection.current.name = this.name;\r
1030 \r
1031                                         // first time, trigger dragstart event\r
1032                                         if( !this.triggered ){\r
1033                                                 hammer.trigger( X.UI.Event.TRANSFORM_START, e );\r
1034                                                 this.triggered = true;\r
1035                                         };\r
1036 \r
1037                                         hammer.trigger( X.UI.Event.TRANSFORM, e );\r
1038                                         // basic transform event\r
1039 \r
1040                                         // trigger rotate event\r
1041                                         hammer.options.transform_min_rotation < rotation_threshold && hammer.trigger( X.UI.Event.ROTATE, e );\r
1042 \r
1043                                         // trigger pinch event\r
1044                                         if( scale_threshold > hammer.options.transform_min_scale ){\r
1045                                                 hammer.trigger( X.UI.Event.PINCH, e );\r
1046                                                 hammer.trigger( e.scale < 1 ? X.UI.Event.PINCH_IN : X.UI.Event.PINCH_OUT, e );\r
1047                                         };\r
1048                                         break;\r
1049 \r
1050                                 case END:\r
1051                                         // trigger dragend\r
1052                                         this.triggered && hammer.trigger( X.UI.Event.TRANSFORM_END, e );\r
1053                                         this.triggered = false;\r
1054                                         break;\r
1055                         };\r
1056                 }\r
1057         };\r
1058 \r
1059         /**\r
1060          * Touch\r
1061          * Called as first, tells the user has touched the screen\r
1062          * @events  touch\r
1063          */\r
1064         Gestures.Touch = {\r
1065                 name     : 'touch',\r
1066                 index    : -Infinity,\r
1067                 defaults : {\r
1068                         // call preventDefault at touchstart, and makes the element blocking by\r
1069                         // disabling the scrolling of the page, but it improves gestures like\r
1070                         // transforming and dragging.\r
1071                         // be careful with using this, it can be very annoying for users to be stuck\r
1072                         // on the page\r
1073                         prevent_default : false,\r
1074 \r
1075                         // disable mouse events, so only touch (or pen!) input triggers events\r
1076                         prevent_mouseevents : false\r
1077                 },\r
1078                 handler : function touchGesture( e, hammer ){\r
1079                         if( hammer.options.prevent_mouseevents && e.pointerType === MOUSE ){\r
1080                                 Detection.stopDetect();\r
1081                                 return;\r
1082                         };\r
1083 \r
1084                         hammer.options.prevent_default && e.preventDefault();\r
1085 \r
1086                         e.eventType === START && hammer.trigger( this.name, e );\r
1087                 }\r
1088         };\r
1089 \r
1090         /**\r
1091          * Release\r
1092          * Called as last, tells the user has released the screen\r
1093          * @events  release\r
1094          */\r
1095         Gestures.Release = {\r
1096                 name    : 'release',\r
1097                 index   : Infinity,\r
1098                 handler : function releaseGesture( e, hammer ){\r
1099                         e.eventType === END && hammer.trigger( this.name, e );\r
1100                 }\r
1101         };\r
1102         \r
1103 })( Math, window, document );