mirror of
https://github.com/retspen/webvirtcloud
synced 2024-11-01 20:14:15 +00:00
568 lines
18 KiB
JavaScript
568 lines
18 KiB
JavaScript
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/*
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* noVNC: HTML5 VNC client
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* Copyright (C) 2020 The noVNC Authors
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* Licensed under MPL 2.0 (see LICENSE.txt)
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*
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* See README.md for usage and integration instructions.
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*
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*/
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const GH_NOGESTURE = 0;
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const GH_ONETAP = 1;
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const GH_TWOTAP = 2;
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const GH_THREETAP = 4;
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const GH_DRAG = 8;
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const GH_LONGPRESS = 16;
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const GH_TWODRAG = 32;
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const GH_PINCH = 64;
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const GH_INITSTATE = 127;
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const GH_MOVE_THRESHOLD = 50;
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const GH_ANGLE_THRESHOLD = 90; // Degrees
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// Timeout when waiting for gestures (ms)
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const GH_MULTITOUCH_TIMEOUT = 250;
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// Maximum time between press and release for a tap (ms)
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const GH_TAP_TIMEOUT = 1000;
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// Timeout when waiting for longpress (ms)
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const GH_LONGPRESS_TIMEOUT = 1000;
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// Timeout when waiting to decide between PINCH and TWODRAG (ms)
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const GH_TWOTOUCH_TIMEOUT = 50;
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export default class GestureHandler {
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constructor() {
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this._target = null;
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this._state = GH_INITSTATE;
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this._tracked = [];
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this._ignored = [];
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this._waitingRelease = false;
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this._releaseStart = 0.0;
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this._longpressTimeoutId = null;
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this._twoTouchTimeoutId = null;
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this._boundEventHandler = this._eventHandler.bind(this);
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}
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attach(target) {
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this.detach();
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this._target = target;
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this._target.addEventListener('touchstart',
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this._boundEventHandler);
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this._target.addEventListener('touchmove',
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this._boundEventHandler);
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this._target.addEventListener('touchend',
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this._boundEventHandler);
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this._target.addEventListener('touchcancel',
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this._boundEventHandler);
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}
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detach() {
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if (!this._target) {
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return;
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}
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this._stopLongpressTimeout();
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this._stopTwoTouchTimeout();
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this._target.removeEventListener('touchstart',
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this._boundEventHandler);
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this._target.removeEventListener('touchmove',
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this._boundEventHandler);
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this._target.removeEventListener('touchend',
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this._boundEventHandler);
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this._target.removeEventListener('touchcancel',
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this._boundEventHandler);
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this._target = null;
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}
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_eventHandler(e) {
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let fn;
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e.stopPropagation();
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e.preventDefault();
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switch (e.type) {
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case 'touchstart':
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fn = this._touchStart;
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break;
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case 'touchmove':
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fn = this._touchMove;
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break;
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case 'touchend':
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case 'touchcancel':
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fn = this._touchEnd;
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break;
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}
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for (let i = 0; i < e.changedTouches.length; i++) {
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let touch = e.changedTouches[i];
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fn.call(this, touch.identifier, touch.clientX, touch.clientY);
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}
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}
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_touchStart(id, x, y) {
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// Ignore any new touches if there is already an active gesture,
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// or we're in a cleanup state
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if (this._hasDetectedGesture() || (this._state === GH_NOGESTURE)) {
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this._ignored.push(id);
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return;
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}
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// Did it take too long between touches that we should no longer
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// consider this a single gesture?
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if ((this._tracked.length > 0) &&
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((Date.now() - this._tracked[0].started) > GH_MULTITOUCH_TIMEOUT)) {
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this._state = GH_NOGESTURE;
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this._ignored.push(id);
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return;
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}
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// If we're waiting for fingers to release then we should no longer
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// recognize new touches
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if (this._waitingRelease) {
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this._state = GH_NOGESTURE;
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this._ignored.push(id);
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return;
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}
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this._tracked.push({
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id: id,
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started: Date.now(),
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active: true,
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firstX: x,
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firstY: y,
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lastX: x,
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lastY: y,
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angle: 0
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});
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switch (this._tracked.length) {
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case 1:
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this._startLongpressTimeout();
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break;
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case 2:
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this._state &= ~(GH_ONETAP | GH_DRAG | GH_LONGPRESS);
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this._stopLongpressTimeout();
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break;
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case 3:
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this._state &= ~(GH_TWOTAP | GH_TWODRAG | GH_PINCH);
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break;
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default:
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this._state = GH_NOGESTURE;
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}
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}
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_touchMove(id, x, y) {
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let touch = this._tracked.find(t => t.id === id);
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// If this is an update for a touch we're not tracking, ignore it
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if (touch === undefined) {
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return;
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}
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// Update the touches last position with the event coordinates
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touch.lastX = x;
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touch.lastY = y;
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let deltaX = x - touch.firstX;
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let deltaY = y - touch.firstY;
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// Update angle when the touch has moved
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if ((touch.firstX !== touch.lastX) ||
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(touch.firstY !== touch.lastY)) {
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touch.angle = Math.atan2(deltaY, deltaX) * 180 / Math.PI;
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}
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if (!this._hasDetectedGesture()) {
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// Ignore moves smaller than the minimum threshold
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if (Math.hypot(deltaX, deltaY) < GH_MOVE_THRESHOLD) {
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return;
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}
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// Can't be a tap or long press as we've seen movement
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this._state &= ~(GH_ONETAP | GH_TWOTAP | GH_THREETAP | GH_LONGPRESS);
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this._stopLongpressTimeout();
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if (this._tracked.length !== 1) {
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this._state &= ~(GH_DRAG);
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}
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if (this._tracked.length !== 2) {
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this._state &= ~(GH_TWODRAG | GH_PINCH);
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}
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// We need to figure out which of our different two touch gestures
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// this might be
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if (this._tracked.length === 2) {
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// The other touch is the one where the id doesn't match
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let prevTouch = this._tracked.find(t => t.id !== id);
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// How far the previous touch point has moved since start
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let prevDeltaMove = Math.hypot(prevTouch.firstX - prevTouch.lastX,
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prevTouch.firstY - prevTouch.lastY);
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// We know that the current touch moved far enough,
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// but unless both touches moved further than their
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// threshold we don't want to disqualify any gestures
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if (prevDeltaMove > GH_MOVE_THRESHOLD) {
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// The angle difference between the direction of the touch points
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let deltaAngle = Math.abs(touch.angle - prevTouch.angle);
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deltaAngle = Math.abs(((deltaAngle + 180) % 360) - 180);
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// PINCH or TWODRAG can be eliminated depending on the angle
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if (deltaAngle > GH_ANGLE_THRESHOLD) {
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this._state &= ~GH_TWODRAG;
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} else {
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this._state &= ~GH_PINCH;
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}
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if (this._isTwoTouchTimeoutRunning()) {
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this._stopTwoTouchTimeout();
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}
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} else if (!this._isTwoTouchTimeoutRunning()) {
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// We can't determine the gesture right now, let's
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// wait and see if more events are on their way
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this._startTwoTouchTimeout();
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}
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}
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if (!this._hasDetectedGesture()) {
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return;
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}
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this._pushEvent('gesturestart');
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}
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this._pushEvent('gesturemove');
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}
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_touchEnd(id, x, y) {
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// Check if this is an ignored touch
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if (this._ignored.indexOf(id) !== -1) {
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// Remove this touch from ignored
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this._ignored.splice(this._ignored.indexOf(id), 1);
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// And reset the state if there are no more touches
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if ((this._ignored.length === 0) &&
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(this._tracked.length === 0)) {
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this._state = GH_INITSTATE;
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this._waitingRelease = false;
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}
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return;
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}
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// We got a touchend before the timer triggered,
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// this cannot result in a gesture anymore.
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if (!this._hasDetectedGesture() &&
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this._isTwoTouchTimeoutRunning()) {
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this._stopTwoTouchTimeout();
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this._state = GH_NOGESTURE;
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}
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// Some gestures don't trigger until a touch is released
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if (!this._hasDetectedGesture()) {
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// Can't be a gesture that relies on movement
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this._state &= ~(GH_DRAG | GH_TWODRAG | GH_PINCH);
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// Or something that relies on more time
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this._state &= ~GH_LONGPRESS;
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this._stopLongpressTimeout();
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if (!this._waitingRelease) {
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this._releaseStart = Date.now();
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this._waitingRelease = true;
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// Can't be a tap that requires more touches than we current have
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switch (this._tracked.length) {
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case 1:
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this._state &= ~(GH_TWOTAP | GH_THREETAP);
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break;
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case 2:
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this._state &= ~(GH_ONETAP | GH_THREETAP);
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break;
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}
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}
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}
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// Waiting for all touches to release? (i.e. some tap)
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if (this._waitingRelease) {
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// Were all touches released at roughly the same time?
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if ((Date.now() - this._releaseStart) > GH_MULTITOUCH_TIMEOUT) {
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this._state = GH_NOGESTURE;
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}
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// Did too long time pass between press and release?
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if (this._tracked.some(t => (Date.now() - t.started) > GH_TAP_TIMEOUT)) {
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this._state = GH_NOGESTURE;
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}
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let touch = this._tracked.find(t => t.id === id);
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touch.active = false;
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// Are we still waiting for more releases?
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if (this._hasDetectedGesture()) {
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this._pushEvent('gesturestart');
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} else {
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// Have we reached a dead end?
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if (this._state !== GH_NOGESTURE) {
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return;
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}
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}
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}
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if (this._hasDetectedGesture()) {
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this._pushEvent('gestureend');
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}
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// Ignore any remaining touches until they are ended
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for (let i = 0; i < this._tracked.length; i++) {
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if (this._tracked[i].active) {
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this._ignored.push(this._tracked[i].id);
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}
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}
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this._tracked = [];
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this._state = GH_NOGESTURE;
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// Remove this touch from ignored if it's in there
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if (this._ignored.indexOf(id) !== -1) {
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this._ignored.splice(this._ignored.indexOf(id), 1);
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}
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// We reset the state if ignored is empty
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if ((this._ignored.length === 0)) {
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this._state = GH_INITSTATE;
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this._waitingRelease = false;
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}
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}
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_hasDetectedGesture() {
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if (this._state === GH_NOGESTURE) {
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return false;
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}
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// Check to see if the bitmask value is a power of 2
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// (i.e. only one bit set). If it is, we have a state.
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if (this._state & (this._state - 1)) {
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return false;
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}
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// For taps we also need to have all touches released
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// before we've fully detected the gesture
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if (this._state & (GH_ONETAP | GH_TWOTAP | GH_THREETAP)) {
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if (this._tracked.some(t => t.active)) {
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return false;
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}
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}
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return true;
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}
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_startLongpressTimeout() {
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this._stopLongpressTimeout();
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this._longpressTimeoutId = setTimeout(() => this._longpressTimeout(),
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GH_LONGPRESS_TIMEOUT);
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}
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_stopLongpressTimeout() {
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clearTimeout(this._longpressTimeoutId);
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this._longpressTimeoutId = null;
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}
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_longpressTimeout() {
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if (this._hasDetectedGesture()) {
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throw new Error("A longpress gesture failed, conflict with a different gesture");
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}
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this._state = GH_LONGPRESS;
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this._pushEvent('gesturestart');
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}
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_startTwoTouchTimeout() {
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this._stopTwoTouchTimeout();
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this._twoTouchTimeoutId = setTimeout(() => this._twoTouchTimeout(),
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GH_TWOTOUCH_TIMEOUT);
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}
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_stopTwoTouchTimeout() {
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clearTimeout(this._twoTouchTimeoutId);
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this._twoTouchTimeoutId = null;
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}
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_isTwoTouchTimeoutRunning() {
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return this._twoTouchTimeoutId !== null;
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}
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_twoTouchTimeout() {
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if (this._tracked.length === 0) {
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throw new Error("A pinch or two drag gesture failed, no tracked touches");
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}
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// How far each touch point has moved since start
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let avgM = this._getAverageMovement();
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let avgMoveH = Math.abs(avgM.x);
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let avgMoveV = Math.abs(avgM.y);
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// The difference in the distance between where
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// the touch points started and where they are now
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let avgD = this._getAverageDistance();
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let deltaTouchDistance = Math.abs(Math.hypot(avgD.first.x, avgD.first.y) -
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Math.hypot(avgD.last.x, avgD.last.y));
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if ((avgMoveV < deltaTouchDistance) &&
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(avgMoveH < deltaTouchDistance)) {
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this._state = GH_PINCH;
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} else {
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this._state = GH_TWODRAG;
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}
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this._pushEvent('gesturestart');
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this._pushEvent('gesturemove');
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}
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_pushEvent(type) {
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let detail = { type: this._stateToGesture(this._state) };
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// For most gesture events the current (average) position is the
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// most useful
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let avg = this._getPosition();
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let pos = avg.last;
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// However we have a slight distance to detect gestures, so for the
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// first gesture event we want to use the first positions we saw
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if (type === 'gesturestart') {
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pos = avg.first;
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}
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// For these gestures, we always want the event coordinates
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// to be where the gesture began, not the current touch location.
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switch (this._state) {
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case GH_TWODRAG:
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case GH_PINCH:
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pos = avg.first;
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break;
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}
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detail['clientX'] = pos.x;
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detail['clientY'] = pos.y;
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// FIXME: other coordinates?
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// Some gestures also have a magnitude
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||
|
if (this._state === GH_PINCH) {
|
||
|
let distance = this._getAverageDistance();
|
||
|
if (type === 'gesturestart') {
|
||
|
detail['magnitudeX'] = distance.first.x;
|
||
|
detail['magnitudeY'] = distance.first.y;
|
||
|
} else {
|
||
|
detail['magnitudeX'] = distance.last.x;
|
||
|
detail['magnitudeY'] = distance.last.y;
|
||
|
}
|
||
|
} else if (this._state === GH_TWODRAG) {
|
||
|
if (type === 'gesturestart') {
|
||
|
detail['magnitudeX'] = 0.0;
|
||
|
detail['magnitudeY'] = 0.0;
|
||
|
} else {
|
||
|
let movement = this._getAverageMovement();
|
||
|
detail['magnitudeX'] = movement.x;
|
||
|
detail['magnitudeY'] = movement.y;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
let gev = new CustomEvent(type, { detail: detail });
|
||
|
this._target.dispatchEvent(gev);
|
||
|
}
|
||
|
|
||
|
_stateToGesture(state) {
|
||
|
switch (state) {
|
||
|
case GH_ONETAP:
|
||
|
return 'onetap';
|
||
|
case GH_TWOTAP:
|
||
|
return 'twotap';
|
||
|
case GH_THREETAP:
|
||
|
return 'threetap';
|
||
|
case GH_DRAG:
|
||
|
return 'drag';
|
||
|
case GH_LONGPRESS:
|
||
|
return 'longpress';
|
||
|
case GH_TWODRAG:
|
||
|
return 'twodrag';
|
||
|
case GH_PINCH:
|
||
|
return 'pinch';
|
||
|
}
|
||
|
|
||
|
throw new Error("Unknown gesture state: " + state);
|
||
|
}
|
||
|
|
||
|
_getPosition() {
|
||
|
if (this._tracked.length === 0) {
|
||
|
throw new Error("Failed to get gesture position, no tracked touches");
|
||
|
}
|
||
|
|
||
|
let size = this._tracked.length;
|
||
|
let fx = 0, fy = 0, lx = 0, ly = 0;
|
||
|
|
||
|
for (let i = 0; i < this._tracked.length; i++) {
|
||
|
fx += this._tracked[i].firstX;
|
||
|
fy += this._tracked[i].firstY;
|
||
|
lx += this._tracked[i].lastX;
|
||
|
ly += this._tracked[i].lastY;
|
||
|
}
|
||
|
|
||
|
return { first: { x: fx / size,
|
||
|
y: fy / size },
|
||
|
last: { x: lx / size,
|
||
|
y: ly / size } };
|
||
|
}
|
||
|
|
||
|
_getAverageMovement() {
|
||
|
if (this._tracked.length === 0) {
|
||
|
throw new Error("Failed to get gesture movement, no tracked touches");
|
||
|
}
|
||
|
|
||
|
let totalH, totalV;
|
||
|
totalH = totalV = 0;
|
||
|
let size = this._tracked.length;
|
||
|
|
||
|
for (let i = 0; i < this._tracked.length; i++) {
|
||
|
totalH += this._tracked[i].lastX - this._tracked[i].firstX;
|
||
|
totalV += this._tracked[i].lastY - this._tracked[i].firstY;
|
||
|
}
|
||
|
|
||
|
return { x: totalH / size,
|
||
|
y: totalV / size };
|
||
|
}
|
||
|
|
||
|
_getAverageDistance() {
|
||
|
if (this._tracked.length === 0) {
|
||
|
throw new Error("Failed to get gesture distance, no tracked touches");
|
||
|
}
|
||
|
|
||
|
// Distance between the first and last tracked touches
|
||
|
|
||
|
let first = this._tracked[0];
|
||
|
let last = this._tracked[this._tracked.length - 1];
|
||
|
|
||
|
let fdx = Math.abs(last.firstX - first.firstX);
|
||
|
let fdy = Math.abs(last.firstY - first.firstY);
|
||
|
|
||
|
let ldx = Math.abs(last.lastX - first.lastX);
|
||
|
let ldy = Math.abs(last.lastY - first.lastY);
|
||
|
|
||
|
return { first: { x: fdx, y: fdy },
|
||
|
last: { x: ldx, y: ldy } };
|
||
|
}
|
||
|
}
|