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gesture.js
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define([
"./_base/kernel",
"./_base/array",
"./_base/lang",
"./on",
"./touch",
"./has"
], function(dojo, array, lang, on, touch, has){
// module:
// dojo/gesture
//
// summary:
// This module provides an internal central management for all gestures, including
// 1. Registering/un-registering singleton gesture instances
// 2. Binding listen handlers for gesture events
// 3. Normalizing, dispatching and bubbling gesture events etc.
//
// register(gesture):
// Register a new gesture(e.g dojo.gesture.tap) with
// its event list(e.g. 'tap', 'tap.hold' and 'tap.dobletap')
//
// unRegister(gesture):
// Un-register a gesture and remove all corresponding event handlers
//
// handle(eventType):
// Bind a static listen handler for the given gesture event,
// the handle will be internally used by on(), e.g.
// | var dojo.gesture.tap = handle('tap');
// | //so that we can use it with on
// | on(node, dojo.gesture.tap, func(e){});
// | //or used directly as
// | dojo.gesture.tap(node, func(e){});
//
// isGestureEvent(event):
// Whether the given event is a supported gesture event
//
// fire(node, target, eventType, event):
// Used by gesture implementations to fire a recognized gesture event, fire() invokes appropriate callbacks
// with a wrapped gesture event with detail gesture information.
//
// example:
// 1. A gesture can be used in the following ways:
// A. Used with dojo.connect()
// | dojo.connect(node, dojo.gesture.tap, function(e){});
// | dojo.connect(node, dojo.gesture.tap.hold, function(e){});
// | dojo.connect(node, dojo.gesture.tap.doubletap, function(e){});
//
// B. Used with dojo.on
// | define(["dojo/on", "dojo/gesture/tap"], function(on, tap){
// | on(node, tap, function(e){});
// | on(node, tap.hold, function(e){});
// | on(node, tap.doubletap, function(e){});
//
// C. Used with dojo.gesture.tap.* directly
// | dojo.gesture.tap(node, function(e){});
// | dojo.gesture.tap.hold(node, function(e){});
// | dojo.gesture.tap.doubletap(node, function(e){});
//
// Though there is always a default singleton gesture instance after being required, e.g
// | require(["dojo/gesture/tap"], function(){...});
// It's possible to unRegister it and create a new one with different parameter setting:
// | dojo.gesture.unRegister(dojo.gesture.tap);
// | var myTap = new dojo.gesture.tap.Tap({holdThreshold: 300});
// | dojo.gesture.register(myTap);
// | dojo.connect(node, myTap, function(e){});
// | dojo.connect(node, myTap.hold, function(e){});
// | dojo.connect(node, myTap.doubletap, function(e){});
//
// Please refer to dojo/gesture/* for more gesture usages
function isEmpty(o){
for(var x in o){
return false;
}
return true;
}
//singleton gesture manager
dojo.gesture = {
events: {},//<event, gesture> map, e.g {'taphold': xxx, 'rotate': xxx}
gestures: [],
_gestureElements: [],
register: function(/*Object*/gesture){
// summary:
// Register a new singleton gesture instance
// description:
// The gesture event list will be added for listening.
if(!gesture){ return; }
if(!has("touch") && gesture.touchOnly){
console.warn("Gestures:[", gesture.defaultEvent, "] is only supported on touch devices!");
return;
}
if(array.indexOf(this.gestures, gesture) < 0){
this.gestures.push(gesture);
}
var evt = gesture.defaultEvent;
this.events[evt] = gesture;
gesture.call = this.handle(evt);
array.forEach(gesture.subEvents, function(type){
gesture[type] = this.handle(evt + '.' + type);
this.events[evt + '.' + type] = gesture;
}, this);
},
unRegister: function(/*Object*/gesture){
// summary:
// Un-register the given singleton gesture instance
// description:
// The gesture event list will also be removed
if(!gesture){ return; }
var self = this;
function _remove(node, evt){
if(self.events[evt]){
delete self.events[evt];
}
self._remove(node, evt, null, true);
}
array.forEach(this._gestureElements, function(element){
_remove(element.target, gesture.defaultEvent);
array.forEach(gesture.subEvents, function(type){
_remove(element.target, gesture.defaultEvent + '.' + type);
}, this);
}, this);
this._gestureElements = array.filter(this._gestureElements, function(element){
return !isEmpty(element.gestures);//remove empty ones
});
var i = array.indexOf(this.gestures, gesture);
if(i >= 0){
this.gestures.splice(i, 1);
}
if(gesture.destroy){
gesture.destroy();
}
},
handle: function(/*String*/eventType){
// summary:
// Bind a static listen handler for the given gesture event,
// the handle will be used internally by on()
var self = this;
return function(node, listener){//called by on(), see dojo.on
//normalize, arguments might be (null, node, listener)
var a = arguments;
if(a.length > 2){
node = a[1];
listener = a[2];
}
var isNode = node && (node.nodeType || node.attachEvent || node.addEventListener);
if(!isNode || !self.isGestureEvent(eventType)){
return on(node, eventType, listener);
}else{
var signal = {
remove: function(){
self._remove(node, eventType, listener);
}
};
self._add(node, eventType, listener);
return signal;
}
};
},
isGestureEvent: function(/*String*/e){
return !!this.events[e];
},
isMouseEvent: function(/*String*/type){
return (/^mousedown$|^mousemove$|^mouseup$|^click$|^contextmenu$/).test(type);
},
_add: function(node, type, listener){
var element = this.getGestureElement(node);
if(element === null){
element = {
target: node,
gestures: {},
data: {},
listening: false
};
this._gestureElements.push(element);
}
var gesture = this.events[type];
if(gesture && !element.data[gesture.defaultEvent]){
element.data[gesture.defaultEvent] = {};
}
if(!element.gestures[type]){
element.gestures[type] = {
callbacks: [listener],
stopped: false //to cancel event bubbling
};
}else{
element.gestures[type].callbacks.push(listener);
}
if(!element.listening){
var _press = lang.hitch(this, "_press", element);
var _move = lang.hitch(this, "_move", element);
var _release = lang.hitch(this, "_release", element);
var touchOnly = this.events[type].touchOnly;
if(touchOnly){
element.press = on(node, 'touchstart', _press);
element.move = on(node, 'touchmove', _move);
element.release = on(node, 'touchend', _release);
}else{
element.press = touch.press(node, _press);
element.move = touch.move(node, _move);
element.release = touch.release(node, _release);
}
if(has("touch")){
var _cancel = lang.hitch(this, "_cancel", element);
element.cancel = on(node, 'touchcancel', _cancel);
}
element.listening = true;
}
},
_remove: function(node, type, listener, keepElement){
var element = this.getGestureElement(node);
if(!element){ return; }
var callbacks = (element.gestures[type] || {}).callbacks;
if(!callbacks){ return; }
var i;
if(listener){
i = array.indexOf(callbacks, listener);
if(i >= 0){
callbacks.splice(i, 1);
}
}
if(callbacks.length === 0 || !listener){
//clear if not listened anymore
delete element.gestures[type];
}
if(isEmpty(element.gestures)){
// no more gestures are being listened for the element
// so disconnect native listeners
array.forEach(['press', 'move', 'release', 'cancel'], function(type){
if(element[type] && element[type].remove){
element[type].remove();
}
});
if(keepElement){
return;
}
//also release the element if needed
i = array.indexOf(this._gestureElements, element);
if(i >= 0){
this._gestureElements.splice(i, 1);
}
}
},
getGestureElement: function(node){
var i;
for(i = 0; i < this._gestureElements.length; i++){
var element = this._gestureElements[i];
if(element.target === node){
return element;
}
}
return null;
},
_press: function(element, e){
this._forEach(element, 'press', e);
},
_move: function(element, e){
this._forEach(element, 'move', e);
},
_release: function(element, e){
this._forEach(element, 'release', e);
},
_cancel: function(element, e){
this._forEach(element, 'cancel', e);
},
_forEach: function(element, type, e){
e.preventDefault();
if(e.locking){
return;
}
var visited = [], x;
for(x in element.gestures){
var gesture = this.events[x];
if(gesture[type] && array.indexOf(visited, gesture) < 0){
//add a lock attr indicating the event is being processed by the most inner node,
//so that we can do gesture bubbling manually
e.locking = true;
gesture[type](element.data[gesture.defaultEvent], e);
visited.push(gesture);
}
}
},
fire: function(node, target, eventType, event){
// summary:
// Used by gesture implementations to fire a recognized gesture event, invoking appropriate callbacks
// with a wrapped gesture event
// [TODO] - use on.emit() to fire gesture events
// node: DomNode
// Target node to fire the gesture
// target: DomNode
// Node that the event originated from
// event: Object
// Simulated event containing gesture info e.g {type: 'tap.hold'|'swipe.left'), ...}
//gesture looks like {callbacks:[...], stopped:true|false}
var gesture =((this.getGestureElement(node) || {}).gestures || {})[eventType];
if(!gesture){ return; }
if(!event){
event = {};
}
event.type = eventType;
event.target = target;
event.currentTarget = node;
event.preventDefault = function(){};
event.stopPropagation = function(){
gesture.stopped = true;
};
this._fire(node, eventType, event);
},
_fire: function(node, eventType, e){
var gesture =((this.getGestureElement(node) || {}).gestures || {})[eventType];
if(!gesture){ return;}
array.forEach(gesture.callbacks, function(func){
func.call(node, e);
});
//gesture bubbling - also fire for parents unless stopped explicitly
if(!gesture.stopped){
var parentNode = node.parentNode;
if(parentNode){
e.currentTarget = parentNode;
this._fire(parentNode, eventType, e);
}
}
},
reset: function(){
var g;
while(g = this.gestures.pop()){
this.unRegister(g);
}
},
destroy: function(){
this.reset();
}
};
return dojo.gesture;
});