isMouse = e.pointerType === 'mouse',\r
touches = [], \r
numTouches = 0,// count the total touches on the screen\r
- i, p, l, j, captured, ret, activated, gesture, startEv,\r
+ i, p, l, j, captured, hammerEvent, ret, activated, gesture, startEv,\r
deltaTime, deltaX, deltaY, velocity, center, startCenter;\r
\r
if( !isStart && !hammer.gestureStartEvent ) return;\r
hammerEvent.touches = touches;\r
\r
if( isStart && !hammer.gestureStartEvent ){\r
- console.log( '=- add -=' );\r
+ //console.log( '=- add -=' );\r
// already busy with a Hammer.gesture detection on an element\r
hammer.gestureStartEvent = hammerEvent;\r
XUI_rootData[ 'listen' ]( [ XUI_Event._POINTER_MOVE, XUI_Event._POINTER_UP, XUI_Event._POINTER_CANCEL, XUI_Event.POINTER_OUT ], hammer, XUI_Gesture_handleEvent ); \r
// store as previous event event\r
hammer.gestureLastEvent = hammerEvent;\r
activated = hammer.gestureActivated;\r
- console.log( '... ' );\r
+ //console.log( '... ' );\r
// call Hammer.gesture handlers\r
for( i = 0, l = gestures.length; i < l; ++i ){\r
gesture = gestures[ i ];\r
\r
if( activated[ gesture.name ] && !hammer.gestureCanceled[ gesture.name ] ){\r
- ( console.log( '... ' + i + ' ' + gesture.name ) );\r
+ //( console.log( '... ' + i + ' ' + gesture.name ) );\r
// if a handler returns false, we stop with the detection\r
( ret |= ( gesture.handler( hammerEvent, hammer ) || X_CALLBACK_NONE ) );\r
};\r
for( i = touches.length; i; ){\r
uid = touches[ --i ][ 'pointerId' ];\r
if( XUI_Gesture_CAPTURED[ uid ] === hammer ){\r
- console.log( 'released. ' + uid );\r
+ //console.log( 'released. ' + uid );\r
delete XUI_Gesture_CAPTURED[ uid ];\r
};\r
};\r
};\r
\r
if( isEnd ){\r
- console.log( '=- clear -=' );\r
+ //console.log( '=- clear -=' );\r
XUI_rootData[ 'unlisten' ]( [ XUI_Event._POINTER_MOVE, XUI_Event._POINTER_UP, XUI_Event._POINTER_CANCEL, XUI_Event.POINTER_OUT ], hammer, XUI_Gesture_handleEvent );\r
\r
hammer.previous = {\r
\r
\r
var XUI_Gesture_LIST = [\r
- /**\r
+ /*\r
* Touch\r
* Called as first, tells the user has touched the screen\r
* @events touch\r
}\r
},\r
\r
- /**\r
+ /*\r
* Transform\r
* User want to scale or rotate with 2 fingers\r
* @events transform, transformstart, transformend, pinch, pinchin, pinchout, rotate\r
}\r
},\r
\r
- /**\r
+ /*\r
* Drag\r
* Move with x fingers (default 1) around on the page. Blocking the scrolling when\r
* moving left and right is a good practice. When all the drag events are blocking\r
// break;\r
//};\r
ret |= X_CALLBACK_CAPTURE_POINTER;\r
- console.log( '----- drag start ....' + e.type );\r
+ //console.log( '----- drag start ....' + e.type );\r
hammer.gestureTriggered[ drag.name ] = true;\r
break;\r
};\r
break;\r
\r
case XUI_Event.POINTER_OUT :\r
- console.log( 'cancel!!' );\r
+ //console.log( 'cancel!!' );\r
case XUI_Event._POINTER_CANCEL :\r
case XUI_Event._POINTER_UP:\r
// trigger dragend\r
if( hammer.gestureTriggered[ drag.name ] ){\r
ret = XUI_Gesture_trigger( hammer, XUI_Event.DRAG_END, e ) | X_CALLBACK_CAPTURE_POINTER;\r
- console.log( '----- drag end ....' + e.type );\r
+ //console.log( '----- drag end ....' + e.type );\r
hammer.gestureTriggered[ drag.name ] = false;\r
};\r
break;\r
}\r
},\r
\r
- /**\r
+ /*\r
* Tap/DoubleTap\r
* Quick touch at a place or double at the same place\r
* @events tap, doubletap\r
// do a single tap\r
if( hammer.gestureOptions.tap_always ){\r
hammer.gestureCurrentName = 'tap';\r
- console.log( 'tap! ' + e.deltaTime + 'ms ' + e.type );\r
+ //console.log( 'tap! ' + e.deltaTime + 'ms ' + e.type );\r
return XUI_Gesture_trigger( hammer, XUI_Event.TAP, e );\r
};\r
};\r