Latest updates from IceHrmPro
This commit is contained in:
67
web/node_modules/hammerjs/src/expose.js
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67
web/node_modules/hammerjs/src/expose.js
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@@ -0,0 +1,67 @@
|
||||
assign(Hammer, {
|
||||
INPUT_START: INPUT_START,
|
||||
INPUT_MOVE: INPUT_MOVE,
|
||||
INPUT_END: INPUT_END,
|
||||
INPUT_CANCEL: INPUT_CANCEL,
|
||||
|
||||
STATE_POSSIBLE: STATE_POSSIBLE,
|
||||
STATE_BEGAN: STATE_BEGAN,
|
||||
STATE_CHANGED: STATE_CHANGED,
|
||||
STATE_ENDED: STATE_ENDED,
|
||||
STATE_RECOGNIZED: STATE_RECOGNIZED,
|
||||
STATE_CANCELLED: STATE_CANCELLED,
|
||||
STATE_FAILED: STATE_FAILED,
|
||||
|
||||
DIRECTION_NONE: DIRECTION_NONE,
|
||||
DIRECTION_LEFT: DIRECTION_LEFT,
|
||||
DIRECTION_RIGHT: DIRECTION_RIGHT,
|
||||
DIRECTION_UP: DIRECTION_UP,
|
||||
DIRECTION_DOWN: DIRECTION_DOWN,
|
||||
DIRECTION_HORIZONTAL: DIRECTION_HORIZONTAL,
|
||||
DIRECTION_VERTICAL: DIRECTION_VERTICAL,
|
||||
DIRECTION_ALL: DIRECTION_ALL,
|
||||
|
||||
Manager: Manager,
|
||||
Input: Input,
|
||||
TouchAction: TouchAction,
|
||||
|
||||
TouchInput: TouchInput,
|
||||
MouseInput: MouseInput,
|
||||
PointerEventInput: PointerEventInput,
|
||||
TouchMouseInput: TouchMouseInput,
|
||||
SingleTouchInput: SingleTouchInput,
|
||||
|
||||
Recognizer: Recognizer,
|
||||
AttrRecognizer: AttrRecognizer,
|
||||
Tap: TapRecognizer,
|
||||
Pan: PanRecognizer,
|
||||
Swipe: SwipeRecognizer,
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||||
Pinch: PinchRecognizer,
|
||||
Rotate: RotateRecognizer,
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||||
Press: PressRecognizer,
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||||
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||||
on: addEventListeners,
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||||
off: removeEventListeners,
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||||
each: each,
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||||
merge: merge,
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||||
extend: extend,
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||||
assign: assign,
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||||
inherit: inherit,
|
||||
bindFn: bindFn,
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||||
prefixed: prefixed
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||||
});
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||||
|
||||
// this prevents errors when Hammer is loaded in the presence of an AMD
|
||||
// style loader but by script tag, not by the loader.
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||||
var freeGlobal = (typeof window !== 'undefined' ? window : (typeof self !== 'undefined' ? self : {})); // jshint ignore:line
|
||||
freeGlobal.Hammer = Hammer;
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||||
|
||||
if (typeof define === 'function' && define.amd) {
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||||
define(function() {
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||||
return Hammer;
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||||
});
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||||
} else if (typeof module != 'undefined' && module.exports) {
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||||
module.exports = Hammer;
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||||
} else {
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window[exportName] = Hammer;
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}
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||||
128
web/node_modules/hammerjs/src/hammer.js
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128
web/node_modules/hammerjs/src/hammer.js
generated
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@@ -0,0 +1,128 @@
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||||
/**
|
||||
* Simple way to create a manager with a default set of recognizers.
|
||||
* @param {HTMLElement} element
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||||
* @param {Object} [options]
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||||
* @constructor
|
||||
*/
|
||||
function Hammer(element, options) {
|
||||
options = options || {};
|
||||
options.recognizers = ifUndefined(options.recognizers, Hammer.defaults.preset);
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||||
return new Manager(element, options);
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||||
}
|
||||
|
||||
/**
|
||||
* @const {string}
|
||||
*/
|
||||
Hammer.VERSION = '{{PKG_VERSION}}';
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||||
|
||||
/**
|
||||
* default settings
|
||||
* @namespace
|
||||
*/
|
||||
Hammer.defaults = {
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||||
/**
|
||||
* set if DOM events are being triggered.
|
||||
* But this is slower and unused by simple implementations, so disabled by default.
|
||||
* @type {Boolean}
|
||||
* @default false
|
||||
*/
|
||||
domEvents: false,
|
||||
|
||||
/**
|
||||
* The value for the touchAction property/fallback.
|
||||
* When set to `compute` it will magically set the correct value based on the added recognizers.
|
||||
* @type {String}
|
||||
* @default compute
|
||||
*/
|
||||
touchAction: TOUCH_ACTION_COMPUTE,
|
||||
|
||||
/**
|
||||
* @type {Boolean}
|
||||
* @default true
|
||||
*/
|
||||
enable: true,
|
||||
|
||||
/**
|
||||
* EXPERIMENTAL FEATURE -- can be removed/changed
|
||||
* Change the parent input target element.
|
||||
* If Null, then it is being set the to main element.
|
||||
* @type {Null|EventTarget}
|
||||
* @default null
|
||||
*/
|
||||
inputTarget: null,
|
||||
|
||||
/**
|
||||
* force an input class
|
||||
* @type {Null|Function}
|
||||
* @default null
|
||||
*/
|
||||
inputClass: null,
|
||||
|
||||
/**
|
||||
* Default recognizer setup when calling `Hammer()`
|
||||
* When creating a new Manager these will be skipped.
|
||||
* @type {Array}
|
||||
*/
|
||||
preset: [
|
||||
// RecognizerClass, options, [recognizeWith, ...], [requireFailure, ...]
|
||||
[RotateRecognizer, {enable: false}],
|
||||
[PinchRecognizer, {enable: false}, ['rotate']],
|
||||
[SwipeRecognizer, {direction: DIRECTION_HORIZONTAL}],
|
||||
[PanRecognizer, {direction: DIRECTION_HORIZONTAL}, ['swipe']],
|
||||
[TapRecognizer],
|
||||
[TapRecognizer, {event: 'doubletap', taps: 2}, ['tap']],
|
||||
[PressRecognizer]
|
||||
],
|
||||
|
||||
/**
|
||||
* Some CSS properties can be used to improve the working of Hammer.
|
||||
* Add them to this method and they will be set when creating a new Manager.
|
||||
* @namespace
|
||||
*/
|
||||
cssProps: {
|
||||
/**
|
||||
* Disables text selection to improve the dragging gesture. Mainly for desktop browsers.
|
||||
* @type {String}
|
||||
* @default 'none'
|
||||
*/
|
||||
userSelect: 'none',
|
||||
|
||||
/**
|
||||
* Disable the Windows Phone grippers when pressing an element.
|
||||
* @type {String}
|
||||
* @default 'none'
|
||||
*/
|
||||
touchSelect: 'none',
|
||||
|
||||
/**
|
||||
* Disables the default callout shown when you touch and hold a touch target.
|
||||
* On iOS, when you touch and hold a touch target such as a link, Safari displays
|
||||
* a callout containing information about the link. This property allows you to disable that callout.
|
||||
* @type {String}
|
||||
* @default 'none'
|
||||
*/
|
||||
touchCallout: 'none',
|
||||
|
||||
/**
|
||||
* Specifies whether zooming is enabled. Used by IE10>
|
||||
* @type {String}
|
||||
* @default 'none'
|
||||
*/
|
||||
contentZooming: 'none',
|
||||
|
||||
/**
|
||||
* Specifies that an entire element should be draggable instead of its contents. Mainly for desktop browsers.
|
||||
* @type {String}
|
||||
* @default 'none'
|
||||
*/
|
||||
userDrag: 'none',
|
||||
|
||||
/**
|
||||
* Overrides the highlight color shown when the user taps a link or a JavaScript
|
||||
* clickable element in iOS. This property obeys the alpha value, if specified.
|
||||
* @type {String}
|
||||
* @default 'rgba(0,0,0,0)'
|
||||
*/
|
||||
tapHighlightColor: 'rgba(0,0,0,0)'
|
||||
}
|
||||
};
|
||||
2
web/node_modules/hammerjs/src/hammer.prefix.js
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vendored
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2
web/node_modules/hammerjs/src/hammer.prefix.js
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@@ -0,0 +1,2 @@
|
||||
(function(window, document, exportName, undefined) {
|
||||
'use strict';
|
||||
1
web/node_modules/hammerjs/src/hammer.suffix.js
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1
web/node_modules/hammerjs/src/hammer.suffix.js
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@@ -0,0 +1 @@
|
||||
})(window, document, 'Hammer');
|
||||
394
web/node_modules/hammerjs/src/input.js
generated
vendored
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394
web/node_modules/hammerjs/src/input.js
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@@ -0,0 +1,394 @@
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||||
var MOBILE_REGEX = /mobile|tablet|ip(ad|hone|od)|android/i;
|
||||
|
||||
var SUPPORT_TOUCH = ('ontouchstart' in window);
|
||||
var SUPPORT_POINTER_EVENTS = prefixed(window, 'PointerEvent') !== undefined;
|
||||
var SUPPORT_ONLY_TOUCH = SUPPORT_TOUCH && MOBILE_REGEX.test(navigator.userAgent);
|
||||
|
||||
var INPUT_TYPE_TOUCH = 'touch';
|
||||
var INPUT_TYPE_PEN = 'pen';
|
||||
var INPUT_TYPE_MOUSE = 'mouse';
|
||||
var INPUT_TYPE_KINECT = 'kinect';
|
||||
|
||||
var COMPUTE_INTERVAL = 25;
|
||||
|
||||
var INPUT_START = 1;
|
||||
var INPUT_MOVE = 2;
|
||||
var INPUT_END = 4;
|
||||
var INPUT_CANCEL = 8;
|
||||
|
||||
var DIRECTION_NONE = 1;
|
||||
var DIRECTION_LEFT = 2;
|
||||
var DIRECTION_RIGHT = 4;
|
||||
var DIRECTION_UP = 8;
|
||||
var DIRECTION_DOWN = 16;
|
||||
|
||||
var DIRECTION_HORIZONTAL = DIRECTION_LEFT | DIRECTION_RIGHT;
|
||||
var DIRECTION_VERTICAL = DIRECTION_UP | DIRECTION_DOWN;
|
||||
var DIRECTION_ALL = DIRECTION_HORIZONTAL | DIRECTION_VERTICAL;
|
||||
|
||||
var PROPS_XY = ['x', 'y'];
|
||||
var PROPS_CLIENT_XY = ['clientX', 'clientY'];
|
||||
|
||||
/**
|
||||
* create new input type manager
|
||||
* @param {Manager} manager
|
||||
* @param {Function} callback
|
||||
* @returns {Input}
|
||||
* @constructor
|
||||
*/
|
||||
function Input(manager, callback) {
|
||||
var self = this;
|
||||
this.manager = manager;
|
||||
this.callback = callback;
|
||||
this.element = manager.element;
|
||||
this.target = manager.options.inputTarget;
|
||||
|
||||
// smaller wrapper around the handler, for the scope and the enabled state of the manager,
|
||||
// so when disabled the input events are completely bypassed.
|
||||
this.domHandler = function(ev) {
|
||||
if (boolOrFn(manager.options.enable, [manager])) {
|
||||
self.handler(ev);
|
||||
}
|
||||
};
|
||||
|
||||
this.init();
|
||||
|
||||
}
|
||||
|
||||
Input.prototype = {
|
||||
/**
|
||||
* should handle the inputEvent data and trigger the callback
|
||||
* @virtual
|
||||
*/
|
||||
handler: function() { },
|
||||
|
||||
/**
|
||||
* bind the events
|
||||
*/
|
||||
init: function() {
|
||||
this.evEl && addEventListeners(this.element, this.evEl, this.domHandler);
|
||||
this.evTarget && addEventListeners(this.target, this.evTarget, this.domHandler);
|
||||
this.evWin && addEventListeners(getWindowForElement(this.element), this.evWin, this.domHandler);
|
||||
},
|
||||
|
||||
/**
|
||||
* unbind the events
|
||||
*/
|
||||
destroy: function() {
|
||||
this.evEl && removeEventListeners(this.element, this.evEl, this.domHandler);
|
||||
this.evTarget && removeEventListeners(this.target, this.evTarget, this.domHandler);
|
||||
this.evWin && removeEventListeners(getWindowForElement(this.element), this.evWin, this.domHandler);
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* create new input type manager
|
||||
* called by the Manager constructor
|
||||
* @param {Hammer} manager
|
||||
* @returns {Input}
|
||||
*/
|
||||
function createInputInstance(manager) {
|
||||
var Type;
|
||||
var inputClass = manager.options.inputClass;
|
||||
|
||||
if (inputClass) {
|
||||
Type = inputClass;
|
||||
} else if (SUPPORT_POINTER_EVENTS) {
|
||||
Type = PointerEventInput;
|
||||
} else if (SUPPORT_ONLY_TOUCH) {
|
||||
Type = TouchInput;
|
||||
} else if (!SUPPORT_TOUCH) {
|
||||
Type = MouseInput;
|
||||
} else {
|
||||
Type = TouchMouseInput;
|
||||
}
|
||||
return new (Type)(manager, inputHandler);
|
||||
}
|
||||
|
||||
/**
|
||||
* handle input events
|
||||
* @param {Manager} manager
|
||||
* @param {String} eventType
|
||||
* @param {Object} input
|
||||
*/
|
||||
function inputHandler(manager, eventType, input) {
|
||||
var pointersLen = input.pointers.length;
|
||||
var changedPointersLen = input.changedPointers.length;
|
||||
var isFirst = (eventType & INPUT_START && (pointersLen - changedPointersLen === 0));
|
||||
var isFinal = (eventType & (INPUT_END | INPUT_CANCEL) && (pointersLen - changedPointersLen === 0));
|
||||
|
||||
input.isFirst = !!isFirst;
|
||||
input.isFinal = !!isFinal;
|
||||
|
||||
if (isFirst) {
|
||||
manager.session = {};
|
||||
}
|
||||
|
||||
// source event is the normalized value of the domEvents
|
||||
// like 'touchstart, mouseup, pointerdown'
|
||||
input.eventType = eventType;
|
||||
|
||||
// compute scale, rotation etc
|
||||
computeInputData(manager, input);
|
||||
|
||||
// emit secret event
|
||||
manager.emit('hammer.input', input);
|
||||
|
||||
manager.recognize(input);
|
||||
manager.session.prevInput = input;
|
||||
}
|
||||
|
||||
/**
|
||||
* extend the data with some usable properties like scale, rotate, velocity etc
|
||||
* @param {Object} manager
|
||||
* @param {Object} input
|
||||
*/
|
||||
function computeInputData(manager, input) {
|
||||
var session = manager.session;
|
||||
var pointers = input.pointers;
|
||||
var pointersLength = pointers.length;
|
||||
|
||||
// store the first input to calculate the distance and direction
|
||||
if (!session.firstInput) {
|
||||
session.firstInput = simpleCloneInputData(input);
|
||||
}
|
||||
|
||||
// to compute scale and rotation we need to store the multiple touches
|
||||
if (pointersLength > 1 && !session.firstMultiple) {
|
||||
session.firstMultiple = simpleCloneInputData(input);
|
||||
} else if (pointersLength === 1) {
|
||||
session.firstMultiple = false;
|
||||
}
|
||||
|
||||
var firstInput = session.firstInput;
|
||||
var firstMultiple = session.firstMultiple;
|
||||
var offsetCenter = firstMultiple ? firstMultiple.center : firstInput.center;
|
||||
|
||||
var center = input.center = getCenter(pointers);
|
||||
input.timeStamp = now();
|
||||
input.deltaTime = input.timeStamp - firstInput.timeStamp;
|
||||
|
||||
input.angle = getAngle(offsetCenter, center);
|
||||
input.distance = getDistance(offsetCenter, center);
|
||||
|
||||
computeDeltaXY(session, input);
|
||||
input.offsetDirection = getDirection(input.deltaX, input.deltaY);
|
||||
|
||||
var overallVelocity = getVelocity(input.deltaTime, input.deltaX, input.deltaY);
|
||||
input.overallVelocityX = overallVelocity.x;
|
||||
input.overallVelocityY = overallVelocity.y;
|
||||
input.overallVelocity = (abs(overallVelocity.x) > abs(overallVelocity.y)) ? overallVelocity.x : overallVelocity.y;
|
||||
|
||||
input.scale = firstMultiple ? getScale(firstMultiple.pointers, pointers) : 1;
|
||||
input.rotation = firstMultiple ? getRotation(firstMultiple.pointers, pointers) : 0;
|
||||
|
||||
input.maxPointers = !session.prevInput ? input.pointers.length : ((input.pointers.length >
|
||||
session.prevInput.maxPointers) ? input.pointers.length : session.prevInput.maxPointers);
|
||||
|
||||
computeIntervalInputData(session, input);
|
||||
|
||||
// find the correct target
|
||||
var target = manager.element;
|
||||
if (hasParent(input.srcEvent.target, target)) {
|
||||
target = input.srcEvent.target;
|
||||
}
|
||||
input.target = target;
|
||||
}
|
||||
|
||||
function computeDeltaXY(session, input) {
|
||||
var center = input.center;
|
||||
var offset = session.offsetDelta || {};
|
||||
var prevDelta = session.prevDelta || {};
|
||||
var prevInput = session.prevInput || {};
|
||||
|
||||
if (input.eventType === INPUT_START || prevInput.eventType === INPUT_END) {
|
||||
prevDelta = session.prevDelta = {
|
||||
x: prevInput.deltaX || 0,
|
||||
y: prevInput.deltaY || 0
|
||||
};
|
||||
|
||||
offset = session.offsetDelta = {
|
||||
x: center.x,
|
||||
y: center.y
|
||||
};
|
||||
}
|
||||
|
||||
input.deltaX = prevDelta.x + (center.x - offset.x);
|
||||
input.deltaY = prevDelta.y + (center.y - offset.y);
|
||||
}
|
||||
|
||||
/**
|
||||
* velocity is calculated every x ms
|
||||
* @param {Object} session
|
||||
* @param {Object} input
|
||||
*/
|
||||
function computeIntervalInputData(session, input) {
|
||||
var last = session.lastInterval || input,
|
||||
deltaTime = input.timeStamp - last.timeStamp,
|
||||
velocity, velocityX, velocityY, direction;
|
||||
|
||||
if (input.eventType != INPUT_CANCEL && (deltaTime > COMPUTE_INTERVAL || last.velocity === undefined)) {
|
||||
var deltaX = input.deltaX - last.deltaX;
|
||||
var deltaY = input.deltaY - last.deltaY;
|
||||
|
||||
var v = getVelocity(deltaTime, deltaX, deltaY);
|
||||
velocityX = v.x;
|
||||
velocityY = v.y;
|
||||
velocity = (abs(v.x) > abs(v.y)) ? v.x : v.y;
|
||||
direction = getDirection(deltaX, deltaY);
|
||||
|
||||
session.lastInterval = input;
|
||||
} else {
|
||||
// use latest velocity info if it doesn't overtake a minimum period
|
||||
velocity = last.velocity;
|
||||
velocityX = last.velocityX;
|
||||
velocityY = last.velocityY;
|
||||
direction = last.direction;
|
||||
}
|
||||
|
||||
input.velocity = velocity;
|
||||
input.velocityX = velocityX;
|
||||
input.velocityY = velocityY;
|
||||
input.direction = direction;
|
||||
}
|
||||
|
||||
/**
|
||||
* create a simple clone from the input used for storage of firstInput and firstMultiple
|
||||
* @param {Object} input
|
||||
* @returns {Object} clonedInputData
|
||||
*/
|
||||
function simpleCloneInputData(input) {
|
||||
// make a simple copy of the pointers because we will get a reference if we don't
|
||||
// we only need clientXY for the calculations
|
||||
var pointers = [];
|
||||
var i = 0;
|
||||
while (i < input.pointers.length) {
|
||||
pointers[i] = {
|
||||
clientX: round(input.pointers[i].clientX),
|
||||
clientY: round(input.pointers[i].clientY)
|
||||
};
|
||||
i++;
|
||||
}
|
||||
|
||||
return {
|
||||
timeStamp: now(),
|
||||
pointers: pointers,
|
||||
center: getCenter(pointers),
|
||||
deltaX: input.deltaX,
|
||||
deltaY: input.deltaY
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* get the center of all the pointers
|
||||
* @param {Array} pointers
|
||||
* @return {Object} center contains `x` and `y` properties
|
||||
*/
|
||||
function getCenter(pointers) {
|
||||
var pointersLength = pointers.length;
|
||||
|
||||
// no need to loop when only one touch
|
||||
if (pointersLength === 1) {
|
||||
return {
|
||||
x: round(pointers[0].clientX),
|
||||
y: round(pointers[0].clientY)
|
||||
};
|
||||
}
|
||||
|
||||
var x = 0, y = 0, i = 0;
|
||||
while (i < pointersLength) {
|
||||
x += pointers[i].clientX;
|
||||
y += pointers[i].clientY;
|
||||
i++;
|
||||
}
|
||||
|
||||
return {
|
||||
x: round(x / pointersLength),
|
||||
y: round(y / pointersLength)
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* calculate the velocity between two points. unit is in px per ms.
|
||||
* @param {Number} deltaTime
|
||||
* @param {Number} x
|
||||
* @param {Number} y
|
||||
* @return {Object} velocity `x` and `y`
|
||||
*/
|
||||
function getVelocity(deltaTime, x, y) {
|
||||
return {
|
||||
x: x / deltaTime || 0,
|
||||
y: y / deltaTime || 0
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* get the direction between two points
|
||||
* @param {Number} x
|
||||
* @param {Number} y
|
||||
* @return {Number} direction
|
||||
*/
|
||||
function getDirection(x, y) {
|
||||
if (x === y) {
|
||||
return DIRECTION_NONE;
|
||||
}
|
||||
|
||||
if (abs(x) >= abs(y)) {
|
||||
return x < 0 ? DIRECTION_LEFT : DIRECTION_RIGHT;
|
||||
}
|
||||
return y < 0 ? DIRECTION_UP : DIRECTION_DOWN;
|
||||
}
|
||||
|
||||
/**
|
||||
* calculate the absolute distance between two points
|
||||
* @param {Object} p1 {x, y}
|
||||
* @param {Object} p2 {x, y}
|
||||
* @param {Array} [props] containing x and y keys
|
||||
* @return {Number} distance
|
||||
*/
|
||||
function getDistance(p1, p2, props) {
|
||||
if (!props) {
|
||||
props = PROPS_XY;
|
||||
}
|
||||
var x = p2[props[0]] - p1[props[0]],
|
||||
y = p2[props[1]] - p1[props[1]];
|
||||
|
||||
return Math.sqrt((x * x) + (y * y));
|
||||
}
|
||||
|
||||
/**
|
||||
* calculate the angle between two coordinates
|
||||
* @param {Object} p1
|
||||
* @param {Object} p2
|
||||
* @param {Array} [props] containing x and y keys
|
||||
* @return {Number} angle
|
||||
*/
|
||||
function getAngle(p1, p2, props) {
|
||||
if (!props) {
|
||||
props = PROPS_XY;
|
||||
}
|
||||
var x = p2[props[0]] - p1[props[0]],
|
||||
y = p2[props[1]] - p1[props[1]];
|
||||
return Math.atan2(y, x) * 180 / Math.PI;
|
||||
}
|
||||
|
||||
/**
|
||||
* calculate the rotation degrees between two pointersets
|
||||
* @param {Array} start array of pointers
|
||||
* @param {Array} end array of pointers
|
||||
* @return {Number} rotation
|
||||
*/
|
||||
function getRotation(start, end) {
|
||||
return getAngle(end[1], end[0], PROPS_CLIENT_XY) + getAngle(start[1], start[0], PROPS_CLIENT_XY);
|
||||
}
|
||||
|
||||
/**
|
||||
* calculate the scale factor between two pointersets
|
||||
* no scale is 1, and goes down to 0 when pinched together, and bigger when pinched out
|
||||
* @param {Array} start array of pointers
|
||||
* @param {Array} end array of pointers
|
||||
* @return {Number} scale
|
||||
*/
|
||||
function getScale(start, end) {
|
||||
return getDistance(end[0], end[1], PROPS_CLIENT_XY) / getDistance(start[0], start[1], PROPS_CLIENT_XY);
|
||||
}
|
||||
57
web/node_modules/hammerjs/src/input/mouse.js
generated
vendored
Normal file
57
web/node_modules/hammerjs/src/input/mouse.js
generated
vendored
Normal file
@@ -0,0 +1,57 @@
|
||||
var MOUSE_INPUT_MAP = {
|
||||
mousedown: INPUT_START,
|
||||
mousemove: INPUT_MOVE,
|
||||
mouseup: INPUT_END
|
||||
};
|
||||
|
||||
var MOUSE_ELEMENT_EVENTS = 'mousedown';
|
||||
var MOUSE_WINDOW_EVENTS = 'mousemove mouseup';
|
||||
|
||||
/**
|
||||
* Mouse events input
|
||||
* @constructor
|
||||
* @extends Input
|
||||
*/
|
||||
function MouseInput() {
|
||||
this.evEl = MOUSE_ELEMENT_EVENTS;
|
||||
this.evWin = MOUSE_WINDOW_EVENTS;
|
||||
|
||||
this.pressed = false; // mousedown state
|
||||
|
||||
Input.apply(this, arguments);
|
||||
}
|
||||
|
||||
inherit(MouseInput, Input, {
|
||||
/**
|
||||
* handle mouse events
|
||||
* @param {Object} ev
|
||||
*/
|
||||
handler: function MEhandler(ev) {
|
||||
var eventType = MOUSE_INPUT_MAP[ev.type];
|
||||
|
||||
// on start we want to have the left mouse button down
|
||||
if (eventType & INPUT_START && ev.button === 0) {
|
||||
this.pressed = true;
|
||||
}
|
||||
|
||||
if (eventType & INPUT_MOVE && ev.which !== 1) {
|
||||
eventType = INPUT_END;
|
||||
}
|
||||
|
||||
// mouse must be down
|
||||
if (!this.pressed) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (eventType & INPUT_END) {
|
||||
this.pressed = false;
|
||||
}
|
||||
|
||||
this.callback(this.manager, eventType, {
|
||||
pointers: [ev],
|
||||
changedPointers: [ev],
|
||||
pointerType: INPUT_TYPE_MOUSE,
|
||||
srcEvent: ev
|
||||
});
|
||||
}
|
||||
});
|
||||
88
web/node_modules/hammerjs/src/input/pointerevent.js
generated
vendored
Normal file
88
web/node_modules/hammerjs/src/input/pointerevent.js
generated
vendored
Normal file
@@ -0,0 +1,88 @@
|
||||
var POINTER_INPUT_MAP = {
|
||||
pointerdown: INPUT_START,
|
||||
pointermove: INPUT_MOVE,
|
||||
pointerup: INPUT_END,
|
||||
pointercancel: INPUT_CANCEL,
|
||||
pointerout: INPUT_CANCEL
|
||||
};
|
||||
|
||||
// in IE10 the pointer types is defined as an enum
|
||||
var IE10_POINTER_TYPE_ENUM = {
|
||||
2: INPUT_TYPE_TOUCH,
|
||||
3: INPUT_TYPE_PEN,
|
||||
4: INPUT_TYPE_MOUSE,
|
||||
5: INPUT_TYPE_KINECT // see https://twitter.com/jacobrossi/status/480596438489890816
|
||||
};
|
||||
|
||||
var POINTER_ELEMENT_EVENTS = 'pointerdown';
|
||||
var POINTER_WINDOW_EVENTS = 'pointermove pointerup pointercancel';
|
||||
|
||||
// IE10 has prefixed support, and case-sensitive
|
||||
if (window.MSPointerEvent && !window.PointerEvent) {
|
||||
POINTER_ELEMENT_EVENTS = 'MSPointerDown';
|
||||
POINTER_WINDOW_EVENTS = 'MSPointerMove MSPointerUp MSPointerCancel';
|
||||
}
|
||||
|
||||
/**
|
||||
* Pointer events input
|
||||
* @constructor
|
||||
* @extends Input
|
||||
*/
|
||||
function PointerEventInput() {
|
||||
this.evEl = POINTER_ELEMENT_EVENTS;
|
||||
this.evWin = POINTER_WINDOW_EVENTS;
|
||||
|
||||
Input.apply(this, arguments);
|
||||
|
||||
this.store = (this.manager.session.pointerEvents = []);
|
||||
}
|
||||
|
||||
inherit(PointerEventInput, Input, {
|
||||
/**
|
||||
* handle mouse events
|
||||
* @param {Object} ev
|
||||
*/
|
||||
handler: function PEhandler(ev) {
|
||||
var store = this.store;
|
||||
var removePointer = false;
|
||||
|
||||
var eventTypeNormalized = ev.type.toLowerCase().replace('ms', '');
|
||||
var eventType = POINTER_INPUT_MAP[eventTypeNormalized];
|
||||
var pointerType = IE10_POINTER_TYPE_ENUM[ev.pointerType] || ev.pointerType;
|
||||
|
||||
var isTouch = (pointerType == INPUT_TYPE_TOUCH);
|
||||
|
||||
// get index of the event in the store
|
||||
var storeIndex = inArray(store, ev.pointerId, 'pointerId');
|
||||
|
||||
// start and mouse must be down
|
||||
if (eventType & INPUT_START && (ev.button === 0 || isTouch)) {
|
||||
if (storeIndex < 0) {
|
||||
store.push(ev);
|
||||
storeIndex = store.length - 1;
|
||||
}
|
||||
} else if (eventType & (INPUT_END | INPUT_CANCEL)) {
|
||||
removePointer = true;
|
||||
}
|
||||
|
||||
// it not found, so the pointer hasn't been down (so it's probably a hover)
|
||||
if (storeIndex < 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
// update the event in the store
|
||||
store[storeIndex] = ev;
|
||||
|
||||
this.callback(this.manager, eventType, {
|
||||
pointers: store,
|
||||
changedPointers: [ev],
|
||||
pointerType: pointerType,
|
||||
srcEvent: ev
|
||||
});
|
||||
|
||||
if (removePointer) {
|
||||
// remove from the store
|
||||
store.splice(storeIndex, 1);
|
||||
}
|
||||
}
|
||||
});
|
||||
68
web/node_modules/hammerjs/src/input/singletouch.js
generated
vendored
Normal file
68
web/node_modules/hammerjs/src/input/singletouch.js
generated
vendored
Normal file
@@ -0,0 +1,68 @@
|
||||
var SINGLE_TOUCH_INPUT_MAP = {
|
||||
touchstart: INPUT_START,
|
||||
touchmove: INPUT_MOVE,
|
||||
touchend: INPUT_END,
|
||||
touchcancel: INPUT_CANCEL
|
||||
};
|
||||
|
||||
var SINGLE_TOUCH_TARGET_EVENTS = 'touchstart';
|
||||
var SINGLE_TOUCH_WINDOW_EVENTS = 'touchstart touchmove touchend touchcancel';
|
||||
|
||||
/**
|
||||
* Touch events input
|
||||
* @constructor
|
||||
* @extends Input
|
||||
*/
|
||||
function SingleTouchInput() {
|
||||
this.evTarget = SINGLE_TOUCH_TARGET_EVENTS;
|
||||
this.evWin = SINGLE_TOUCH_WINDOW_EVENTS;
|
||||
this.started = false;
|
||||
|
||||
Input.apply(this, arguments);
|
||||
}
|
||||
|
||||
inherit(SingleTouchInput, Input, {
|
||||
handler: function TEhandler(ev) {
|
||||
var type = SINGLE_TOUCH_INPUT_MAP[ev.type];
|
||||
|
||||
// should we handle the touch events?
|
||||
if (type === INPUT_START) {
|
||||
this.started = true;
|
||||
}
|
||||
|
||||
if (!this.started) {
|
||||
return;
|
||||
}
|
||||
|
||||
var touches = normalizeSingleTouches.call(this, ev, type);
|
||||
|
||||
// when done, reset the started state
|
||||
if (type & (INPUT_END | INPUT_CANCEL) && touches[0].length - touches[1].length === 0) {
|
||||
this.started = false;
|
||||
}
|
||||
|
||||
this.callback(this.manager, type, {
|
||||
pointers: touches[0],
|
||||
changedPointers: touches[1],
|
||||
pointerType: INPUT_TYPE_TOUCH,
|
||||
srcEvent: ev
|
||||
});
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
* @this {TouchInput}
|
||||
* @param {Object} ev
|
||||
* @param {Number} type flag
|
||||
* @returns {undefined|Array} [all, changed]
|
||||
*/
|
||||
function normalizeSingleTouches(ev, type) {
|
||||
var all = toArray(ev.touches);
|
||||
var changed = toArray(ev.changedTouches);
|
||||
|
||||
if (type & (INPUT_END | INPUT_CANCEL)) {
|
||||
all = uniqueArray(all.concat(changed), 'identifier', true);
|
||||
}
|
||||
|
||||
return [all, changed];
|
||||
}
|
||||
98
web/node_modules/hammerjs/src/input/touch.js
generated
vendored
Normal file
98
web/node_modules/hammerjs/src/input/touch.js
generated
vendored
Normal file
@@ -0,0 +1,98 @@
|
||||
var TOUCH_INPUT_MAP = {
|
||||
touchstart: INPUT_START,
|
||||
touchmove: INPUT_MOVE,
|
||||
touchend: INPUT_END,
|
||||
touchcancel: INPUT_CANCEL
|
||||
};
|
||||
|
||||
var TOUCH_TARGET_EVENTS = 'touchstart touchmove touchend touchcancel';
|
||||
|
||||
/**
|
||||
* Multi-user touch events input
|
||||
* @constructor
|
||||
* @extends Input
|
||||
*/
|
||||
function TouchInput() {
|
||||
this.evTarget = TOUCH_TARGET_EVENTS;
|
||||
this.targetIds = {};
|
||||
|
||||
Input.apply(this, arguments);
|
||||
}
|
||||
|
||||
inherit(TouchInput, Input, {
|
||||
handler: function MTEhandler(ev) {
|
||||
var type = TOUCH_INPUT_MAP[ev.type];
|
||||
var touches = getTouches.call(this, ev, type);
|
||||
if (!touches) {
|
||||
return;
|
||||
}
|
||||
|
||||
this.callback(this.manager, type, {
|
||||
pointers: touches[0],
|
||||
changedPointers: touches[1],
|
||||
pointerType: INPUT_TYPE_TOUCH,
|
||||
srcEvent: ev
|
||||
});
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
* @this {TouchInput}
|
||||
* @param {Object} ev
|
||||
* @param {Number} type flag
|
||||
* @returns {undefined|Array} [all, changed]
|
||||
*/
|
||||
function getTouches(ev, type) {
|
||||
var allTouches = toArray(ev.touches);
|
||||
var targetIds = this.targetIds;
|
||||
|
||||
// when there is only one touch, the process can be simplified
|
||||
if (type & (INPUT_START | INPUT_MOVE) && allTouches.length === 1) {
|
||||
targetIds[allTouches[0].identifier] = true;
|
||||
return [allTouches, allTouches];
|
||||
}
|
||||
|
||||
var i,
|
||||
targetTouches,
|
||||
changedTouches = toArray(ev.changedTouches),
|
||||
changedTargetTouches = [],
|
||||
target = this.target;
|
||||
|
||||
// get target touches from touches
|
||||
targetTouches = allTouches.filter(function(touch) {
|
||||
return hasParent(touch.target, target);
|
||||
});
|
||||
|
||||
// collect touches
|
||||
if (type === INPUT_START) {
|
||||
i = 0;
|
||||
while (i < targetTouches.length) {
|
||||
targetIds[targetTouches[i].identifier] = true;
|
||||
i++;
|
||||
}
|
||||
}
|
||||
|
||||
// filter changed touches to only contain touches that exist in the collected target ids
|
||||
i = 0;
|
||||
while (i < changedTouches.length) {
|
||||
if (targetIds[changedTouches[i].identifier]) {
|
||||
changedTargetTouches.push(changedTouches[i]);
|
||||
}
|
||||
|
||||
// cleanup removed touches
|
||||
if (type & (INPUT_END | INPUT_CANCEL)) {
|
||||
delete targetIds[changedTouches[i].identifier];
|
||||
}
|
||||
i++;
|
||||
}
|
||||
|
||||
if (!changedTargetTouches.length) {
|
||||
return;
|
||||
}
|
||||
|
||||
return [
|
||||
// merge targetTouches with changedTargetTouches so it contains ALL touches, including 'end' and 'cancel'
|
||||
uniqueArray(targetTouches.concat(changedTargetTouches), 'identifier', true),
|
||||
changedTargetTouches
|
||||
];
|
||||
}
|
||||
95
web/node_modules/hammerjs/src/input/touchmouse.js
generated
vendored
Normal file
95
web/node_modules/hammerjs/src/input/touchmouse.js
generated
vendored
Normal file
@@ -0,0 +1,95 @@
|
||||
/**
|
||||
* Combined touch and mouse input
|
||||
*
|
||||
* Touch has a higher priority then mouse, and while touching no mouse events are allowed.
|
||||
* This because touch devices also emit mouse events while doing a touch.
|
||||
*
|
||||
* @constructor
|
||||
* @extends Input
|
||||
*/
|
||||
|
||||
var DEDUP_TIMEOUT = 2500;
|
||||
var DEDUP_DISTANCE = 25;
|
||||
|
||||
function TouchMouseInput() {
|
||||
Input.apply(this, arguments);
|
||||
|
||||
var handler = bindFn(this.handler, this);
|
||||
this.touch = new TouchInput(this.manager, handler);
|
||||
this.mouse = new MouseInput(this.manager, handler);
|
||||
|
||||
this.primaryTouch = null;
|
||||
this.lastTouches = [];
|
||||
}
|
||||
|
||||
inherit(TouchMouseInput, Input, {
|
||||
/**
|
||||
* handle mouse and touch events
|
||||
* @param {Hammer} manager
|
||||
* @param {String} inputEvent
|
||||
* @param {Object} inputData
|
||||
*/
|
||||
handler: function TMEhandler(manager, inputEvent, inputData) {
|
||||
var isTouch = (inputData.pointerType == INPUT_TYPE_TOUCH),
|
||||
isMouse = (inputData.pointerType == INPUT_TYPE_MOUSE);
|
||||
|
||||
if (isMouse && inputData.sourceCapabilities && inputData.sourceCapabilities.firesTouchEvents) {
|
||||
return;
|
||||
}
|
||||
|
||||
// when we're in a touch event, record touches to de-dupe synthetic mouse event
|
||||
if (isTouch) {
|
||||
recordTouches.call(this, inputEvent, inputData);
|
||||
} else if (isMouse && isSyntheticEvent.call(this, inputData)) {
|
||||
return;
|
||||
}
|
||||
|
||||
this.callback(manager, inputEvent, inputData);
|
||||
},
|
||||
|
||||
/**
|
||||
* remove the event listeners
|
||||
*/
|
||||
destroy: function destroy() {
|
||||
this.touch.destroy();
|
||||
this.mouse.destroy();
|
||||
}
|
||||
});
|
||||
|
||||
function recordTouches(eventType, eventData) {
|
||||
if (eventType & INPUT_START) {
|
||||
this.primaryTouch = eventData.changedPointers[0].identifier;
|
||||
setLastTouch.call(this, eventData);
|
||||
} else if (eventType & (INPUT_END | INPUT_CANCEL)) {
|
||||
setLastTouch.call(this, eventData);
|
||||
}
|
||||
}
|
||||
|
||||
function setLastTouch(eventData) {
|
||||
var touch = eventData.changedPointers[0];
|
||||
|
||||
if (touch.identifier === this.primaryTouch) {
|
||||
var lastTouch = {x: touch.clientX, y: touch.clientY};
|
||||
this.lastTouches.push(lastTouch);
|
||||
var lts = this.lastTouches;
|
||||
var removeLastTouch = function() {
|
||||
var i = lts.indexOf(lastTouch);
|
||||
if (i > -1) {
|
||||
lts.splice(i, 1);
|
||||
}
|
||||
};
|
||||
setTimeout(removeLastTouch, DEDUP_TIMEOUT);
|
||||
}
|
||||
}
|
||||
|
||||
function isSyntheticEvent(eventData) {
|
||||
var x = eventData.srcEvent.clientX, y = eventData.srcEvent.clientY;
|
||||
for (var i = 0; i < this.lastTouches.length; i++) {
|
||||
var t = this.lastTouches[i];
|
||||
var dx = Math.abs(x - t.x), dy = Math.abs(y - t.y);
|
||||
if (dx <= DEDUP_DISTANCE && dy <= DEDUP_DISTANCE) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
312
web/node_modules/hammerjs/src/manager.js
generated
vendored
Normal file
312
web/node_modules/hammerjs/src/manager.js
generated
vendored
Normal file
@@ -0,0 +1,312 @@
|
||||
var STOP = 1;
|
||||
var FORCED_STOP = 2;
|
||||
|
||||
/**
|
||||
* Manager
|
||||
* @param {HTMLElement} element
|
||||
* @param {Object} [options]
|
||||
* @constructor
|
||||
*/
|
||||
function Manager(element, options) {
|
||||
this.options = assign({}, Hammer.defaults, options || {});
|
||||
|
||||
this.options.inputTarget = this.options.inputTarget || element;
|
||||
|
||||
this.handlers = {};
|
||||
this.session = {};
|
||||
this.recognizers = [];
|
||||
this.oldCssProps = {};
|
||||
|
||||
this.element = element;
|
||||
this.input = createInputInstance(this);
|
||||
this.touchAction = new TouchAction(this, this.options.touchAction);
|
||||
|
||||
toggleCssProps(this, true);
|
||||
|
||||
each(this.options.recognizers, function(item) {
|
||||
var recognizer = this.add(new (item[0])(item[1]));
|
||||
item[2] && recognizer.recognizeWith(item[2]);
|
||||
item[3] && recognizer.requireFailure(item[3]);
|
||||
}, this);
|
||||
}
|
||||
|
||||
Manager.prototype = {
|
||||
/**
|
||||
* set options
|
||||
* @param {Object} options
|
||||
* @returns {Manager}
|
||||
*/
|
||||
set: function(options) {
|
||||
assign(this.options, options);
|
||||
|
||||
// Options that need a little more setup
|
||||
if (options.touchAction) {
|
||||
this.touchAction.update();
|
||||
}
|
||||
if (options.inputTarget) {
|
||||
// Clean up existing event listeners and reinitialize
|
||||
this.input.destroy();
|
||||
this.input.target = options.inputTarget;
|
||||
this.input.init();
|
||||
}
|
||||
return this;
|
||||
},
|
||||
|
||||
/**
|
||||
* stop recognizing for this session.
|
||||
* This session will be discarded, when a new [input]start event is fired.
|
||||
* When forced, the recognizer cycle is stopped immediately.
|
||||
* @param {Boolean} [force]
|
||||
*/
|
||||
stop: function(force) {
|
||||
this.session.stopped = force ? FORCED_STOP : STOP;
|
||||
},
|
||||
|
||||
/**
|
||||
* run the recognizers!
|
||||
* called by the inputHandler function on every movement of the pointers (touches)
|
||||
* it walks through all the recognizers and tries to detect the gesture that is being made
|
||||
* @param {Object} inputData
|
||||
*/
|
||||
recognize: function(inputData) {
|
||||
var session = this.session;
|
||||
if (session.stopped) {
|
||||
return;
|
||||
}
|
||||
|
||||
// run the touch-action polyfill
|
||||
this.touchAction.preventDefaults(inputData);
|
||||
|
||||
var recognizer;
|
||||
var recognizers = this.recognizers;
|
||||
|
||||
// this holds the recognizer that is being recognized.
|
||||
// so the recognizer's state needs to be BEGAN, CHANGED, ENDED or RECOGNIZED
|
||||
// if no recognizer is detecting a thing, it is set to `null`
|
||||
var curRecognizer = session.curRecognizer;
|
||||
|
||||
// reset when the last recognizer is recognized
|
||||
// or when we're in a new session
|
||||
if (!curRecognizer || (curRecognizer && curRecognizer.state & STATE_RECOGNIZED)) {
|
||||
curRecognizer = session.curRecognizer = null;
|
||||
}
|
||||
|
||||
var i = 0;
|
||||
while (i < recognizers.length) {
|
||||
recognizer = recognizers[i];
|
||||
|
||||
// find out if we are allowed try to recognize the input for this one.
|
||||
// 1. allow if the session is NOT forced stopped (see the .stop() method)
|
||||
// 2. allow if we still haven't recognized a gesture in this session, or the this recognizer is the one
|
||||
// that is being recognized.
|
||||
// 3. allow if the recognizer is allowed to run simultaneous with the current recognized recognizer.
|
||||
// this can be setup with the `recognizeWith()` method on the recognizer.
|
||||
if (session.stopped !== FORCED_STOP && ( // 1
|
||||
!curRecognizer || recognizer == curRecognizer || // 2
|
||||
recognizer.canRecognizeWith(curRecognizer))) { // 3
|
||||
recognizer.recognize(inputData);
|
||||
} else {
|
||||
recognizer.reset();
|
||||
}
|
||||
|
||||
// if the recognizer has been recognizing the input as a valid gesture, we want to store this one as the
|
||||
// current active recognizer. but only if we don't already have an active recognizer
|
||||
if (!curRecognizer && recognizer.state & (STATE_BEGAN | STATE_CHANGED | STATE_ENDED)) {
|
||||
curRecognizer = session.curRecognizer = recognizer;
|
||||
}
|
||||
i++;
|
||||
}
|
||||
},
|
||||
|
||||
/**
|
||||
* get a recognizer by its event name.
|
||||
* @param {Recognizer|String} recognizer
|
||||
* @returns {Recognizer|Null}
|
||||
*/
|
||||
get: function(recognizer) {
|
||||
if (recognizer instanceof Recognizer) {
|
||||
return recognizer;
|
||||
}
|
||||
|
||||
var recognizers = this.recognizers;
|
||||
for (var i = 0; i < recognizers.length; i++) {
|
||||
if (recognizers[i].options.event == recognizer) {
|
||||
return recognizers[i];
|
||||
}
|
||||
}
|
||||
return null;
|
||||
},
|
||||
|
||||
/**
|
||||
* add a recognizer to the manager
|
||||
* existing recognizers with the same event name will be removed
|
||||
* @param {Recognizer} recognizer
|
||||
* @returns {Recognizer|Manager}
|
||||
*/
|
||||
add: function(recognizer) {
|
||||
if (invokeArrayArg(recognizer, 'add', this)) {
|
||||
return this;
|
||||
}
|
||||
|
||||
// remove existing
|
||||
var existing = this.get(recognizer.options.event);
|
||||
if (existing) {
|
||||
this.remove(existing);
|
||||
}
|
||||
|
||||
this.recognizers.push(recognizer);
|
||||
recognizer.manager = this;
|
||||
|
||||
this.touchAction.update();
|
||||
return recognizer;
|
||||
},
|
||||
|
||||
/**
|
||||
* remove a recognizer by name or instance
|
||||
* @param {Recognizer|String} recognizer
|
||||
* @returns {Manager}
|
||||
*/
|
||||
remove: function(recognizer) {
|
||||
if (invokeArrayArg(recognizer, 'remove', this)) {
|
||||
return this;
|
||||
}
|
||||
|
||||
recognizer = this.get(recognizer);
|
||||
|
||||
// let's make sure this recognizer exists
|
||||
if (recognizer) {
|
||||
var recognizers = this.recognizers;
|
||||
var index = inArray(recognizers, recognizer);
|
||||
|
||||
if (index !== -1) {
|
||||
recognizers.splice(index, 1);
|
||||
this.touchAction.update();
|
||||
}
|
||||
}
|
||||
|
||||
return this;
|
||||
},
|
||||
|
||||
/**
|
||||
* bind event
|
||||
* @param {String} events
|
||||
* @param {Function} handler
|
||||
* @returns {EventEmitter} this
|
||||
*/
|
||||
on: function(events, handler) {
|
||||
if (events === undefined) {
|
||||
return;
|
||||
}
|
||||
if (handler === undefined) {
|
||||
return;
|
||||
}
|
||||
|
||||
var handlers = this.handlers;
|
||||
each(splitStr(events), function(event) {
|
||||
handlers[event] = handlers[event] || [];
|
||||
handlers[event].push(handler);
|
||||
});
|
||||
return this;
|
||||
},
|
||||
|
||||
/**
|
||||
* unbind event, leave emit blank to remove all handlers
|
||||
* @param {String} events
|
||||
* @param {Function} [handler]
|
||||
* @returns {EventEmitter} this
|
||||
*/
|
||||
off: function(events, handler) {
|
||||
if (events === undefined) {
|
||||
return;
|
||||
}
|
||||
|
||||
var handlers = this.handlers;
|
||||
each(splitStr(events), function(event) {
|
||||
if (!handler) {
|
||||
delete handlers[event];
|
||||
} else {
|
||||
handlers[event] && handlers[event].splice(inArray(handlers[event], handler), 1);
|
||||
}
|
||||
});
|
||||
return this;
|
||||
},
|
||||
|
||||
/**
|
||||
* emit event to the listeners
|
||||
* @param {String} event
|
||||
* @param {Object} data
|
||||
*/
|
||||
emit: function(event, data) {
|
||||
// we also want to trigger dom events
|
||||
if (this.options.domEvents) {
|
||||
triggerDomEvent(event, data);
|
||||
}
|
||||
|
||||
// no handlers, so skip it all
|
||||
var handlers = this.handlers[event] && this.handlers[event].slice();
|
||||
if (!handlers || !handlers.length) {
|
||||
return;
|
||||
}
|
||||
|
||||
data.type = event;
|
||||
data.preventDefault = function() {
|
||||
data.srcEvent.preventDefault();
|
||||
};
|
||||
|
||||
var i = 0;
|
||||
while (i < handlers.length) {
|
||||
handlers[i](data);
|
||||
i++;
|
||||
}
|
||||
},
|
||||
|
||||
/**
|
||||
* destroy the manager and unbinds all events
|
||||
* it doesn't unbind dom events, that is the user own responsibility
|
||||
*/
|
||||
destroy: function() {
|
||||
this.element && toggleCssProps(this, false);
|
||||
|
||||
this.handlers = {};
|
||||
this.session = {};
|
||||
this.input.destroy();
|
||||
this.element = null;
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* add/remove the css properties as defined in manager.options.cssProps
|
||||
* @param {Manager} manager
|
||||
* @param {Boolean} add
|
||||
*/
|
||||
function toggleCssProps(manager, add) {
|
||||
var element = manager.element;
|
||||
if (!element.style) {
|
||||
return;
|
||||
}
|
||||
var prop;
|
||||
each(manager.options.cssProps, function(value, name) {
|
||||
prop = prefixed(element.style, name);
|
||||
if (add) {
|
||||
manager.oldCssProps[prop] = element.style[prop];
|
||||
element.style[prop] = value;
|
||||
} else {
|
||||
element.style[prop] = manager.oldCssProps[prop] || '';
|
||||
}
|
||||
});
|
||||
if (!add) {
|
||||
manager.oldCssProps = {};
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* trigger dom event
|
||||
* @param {String} event
|
||||
* @param {Object} data
|
||||
*/
|
||||
function triggerDomEvent(event, data) {
|
||||
var gestureEvent = document.createEvent('Event');
|
||||
gestureEvent.initEvent(event, true, true);
|
||||
gestureEvent.gesture = data;
|
||||
data.target.dispatchEvent(gestureEvent);
|
||||
}
|
||||
327
web/node_modules/hammerjs/src/recognizer.js
generated
vendored
Normal file
327
web/node_modules/hammerjs/src/recognizer.js
generated
vendored
Normal file
@@ -0,0 +1,327 @@
|
||||
/**
|
||||
* Recognizer flow explained; *
|
||||
* All recognizers have the initial state of POSSIBLE when a input session starts.
|
||||
* The definition of a input session is from the first input until the last input, with all it's movement in it. *
|
||||
* Example session for mouse-input: mousedown -> mousemove -> mouseup
|
||||
*
|
||||
* On each recognizing cycle (see Manager.recognize) the .recognize() method is executed
|
||||
* which determines with state it should be.
|
||||
*
|
||||
* If the recognizer has the state FAILED, CANCELLED or RECOGNIZED (equals ENDED), it is reset to
|
||||
* POSSIBLE to give it another change on the next cycle.
|
||||
*
|
||||
* Possible
|
||||
* |
|
||||
* +-----+---------------+
|
||||
* | |
|
||||
* +-----+-----+ |
|
||||
* | | |
|
||||
* Failed Cancelled |
|
||||
* +-------+------+
|
||||
* | |
|
||||
* Recognized Began
|
||||
* |
|
||||
* Changed
|
||||
* |
|
||||
* Ended/Recognized
|
||||
*/
|
||||
var STATE_POSSIBLE = 1;
|
||||
var STATE_BEGAN = 2;
|
||||
var STATE_CHANGED = 4;
|
||||
var STATE_ENDED = 8;
|
||||
var STATE_RECOGNIZED = STATE_ENDED;
|
||||
var STATE_CANCELLED = 16;
|
||||
var STATE_FAILED = 32;
|
||||
|
||||
/**
|
||||
* Recognizer
|
||||
* Every recognizer needs to extend from this class.
|
||||
* @constructor
|
||||
* @param {Object} options
|
||||
*/
|
||||
function Recognizer(options) {
|
||||
this.options = assign({}, this.defaults, options || {});
|
||||
|
||||
this.id = uniqueId();
|
||||
|
||||
this.manager = null;
|
||||
|
||||
// default is enable true
|
||||
this.options.enable = ifUndefined(this.options.enable, true);
|
||||
|
||||
this.state = STATE_POSSIBLE;
|
||||
|
||||
this.simultaneous = {};
|
||||
this.requireFail = [];
|
||||
}
|
||||
|
||||
Recognizer.prototype = {
|
||||
/**
|
||||
* @virtual
|
||||
* @type {Object}
|
||||
*/
|
||||
defaults: {},
|
||||
|
||||
/**
|
||||
* set options
|
||||
* @param {Object} options
|
||||
* @return {Recognizer}
|
||||
*/
|
||||
set: function(options) {
|
||||
assign(this.options, options);
|
||||
|
||||
// also update the touchAction, in case something changed about the directions/enabled state
|
||||
this.manager && this.manager.touchAction.update();
|
||||
return this;
|
||||
},
|
||||
|
||||
/**
|
||||
* recognize simultaneous with an other recognizer.
|
||||
* @param {Recognizer} otherRecognizer
|
||||
* @returns {Recognizer} this
|
||||
*/
|
||||
recognizeWith: function(otherRecognizer) {
|
||||
if (invokeArrayArg(otherRecognizer, 'recognizeWith', this)) {
|
||||
return this;
|
||||
}
|
||||
|
||||
var simultaneous = this.simultaneous;
|
||||
otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);
|
||||
if (!simultaneous[otherRecognizer.id]) {
|
||||
simultaneous[otherRecognizer.id] = otherRecognizer;
|
||||
otherRecognizer.recognizeWith(this);
|
||||
}
|
||||
return this;
|
||||
},
|
||||
|
||||
/**
|
||||
* drop the simultaneous link. it doesnt remove the link on the other recognizer.
|
||||
* @param {Recognizer} otherRecognizer
|
||||
* @returns {Recognizer} this
|
||||
*/
|
||||
dropRecognizeWith: function(otherRecognizer) {
|
||||
if (invokeArrayArg(otherRecognizer, 'dropRecognizeWith', this)) {
|
||||
return this;
|
||||
}
|
||||
|
||||
otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);
|
||||
delete this.simultaneous[otherRecognizer.id];
|
||||
return this;
|
||||
},
|
||||
|
||||
/**
|
||||
* recognizer can only run when an other is failing
|
||||
* @param {Recognizer} otherRecognizer
|
||||
* @returns {Recognizer} this
|
||||
*/
|
||||
requireFailure: function(otherRecognizer) {
|
||||
if (invokeArrayArg(otherRecognizer, 'requireFailure', this)) {
|
||||
return this;
|
||||
}
|
||||
|
||||
var requireFail = this.requireFail;
|
||||
otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);
|
||||
if (inArray(requireFail, otherRecognizer) === -1) {
|
||||
requireFail.push(otherRecognizer);
|
||||
otherRecognizer.requireFailure(this);
|
||||
}
|
||||
return this;
|
||||
},
|
||||
|
||||
/**
|
||||
* drop the requireFailure link. it does not remove the link on the other recognizer.
|
||||
* @param {Recognizer} otherRecognizer
|
||||
* @returns {Recognizer} this
|
||||
*/
|
||||
dropRequireFailure: function(otherRecognizer) {
|
||||
if (invokeArrayArg(otherRecognizer, 'dropRequireFailure', this)) {
|
||||
return this;
|
||||
}
|
||||
|
||||
otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);
|
||||
var index = inArray(this.requireFail, otherRecognizer);
|
||||
if (index > -1) {
|
||||
this.requireFail.splice(index, 1);
|
||||
}
|
||||
return this;
|
||||
},
|
||||
|
||||
/**
|
||||
* has require failures boolean
|
||||
* @returns {boolean}
|
||||
*/
|
||||
hasRequireFailures: function() {
|
||||
return this.requireFail.length > 0;
|
||||
},
|
||||
|
||||
/**
|
||||
* if the recognizer can recognize simultaneous with an other recognizer
|
||||
* @param {Recognizer} otherRecognizer
|
||||
* @returns {Boolean}
|
||||
*/
|
||||
canRecognizeWith: function(otherRecognizer) {
|
||||
return !!this.simultaneous[otherRecognizer.id];
|
||||
},
|
||||
|
||||
/**
|
||||
* You should use `tryEmit` instead of `emit` directly to check
|
||||
* that all the needed recognizers has failed before emitting.
|
||||
* @param {Object} input
|
||||
*/
|
||||
emit: function(input) {
|
||||
var self = this;
|
||||
var state = this.state;
|
||||
|
||||
function emit(event) {
|
||||
self.manager.emit(event, input);
|
||||
}
|
||||
|
||||
// 'panstart' and 'panmove'
|
||||
if (state < STATE_ENDED) {
|
||||
emit(self.options.event + stateStr(state));
|
||||
}
|
||||
|
||||
emit(self.options.event); // simple 'eventName' events
|
||||
|
||||
if (input.additionalEvent) { // additional event(panleft, panright, pinchin, pinchout...)
|
||||
emit(input.additionalEvent);
|
||||
}
|
||||
|
||||
// panend and pancancel
|
||||
if (state >= STATE_ENDED) {
|
||||
emit(self.options.event + stateStr(state));
|
||||
}
|
||||
},
|
||||
|
||||
/**
|
||||
* Check that all the require failure recognizers has failed,
|
||||
* if true, it emits a gesture event,
|
||||
* otherwise, setup the state to FAILED.
|
||||
* @param {Object} input
|
||||
*/
|
||||
tryEmit: function(input) {
|
||||
if (this.canEmit()) {
|
||||
return this.emit(input);
|
||||
}
|
||||
// it's failing anyway
|
||||
this.state = STATE_FAILED;
|
||||
},
|
||||
|
||||
/**
|
||||
* can we emit?
|
||||
* @returns {boolean}
|
||||
*/
|
||||
canEmit: function() {
|
||||
var i = 0;
|
||||
while (i < this.requireFail.length) {
|
||||
if (!(this.requireFail[i].state & (STATE_FAILED | STATE_POSSIBLE))) {
|
||||
return false;
|
||||
}
|
||||
i++;
|
||||
}
|
||||
return true;
|
||||
},
|
||||
|
||||
/**
|
||||
* update the recognizer
|
||||
* @param {Object} inputData
|
||||
*/
|
||||
recognize: function(inputData) {
|
||||
// make a new copy of the inputData
|
||||
// so we can change the inputData without messing up the other recognizers
|
||||
var inputDataClone = assign({}, inputData);
|
||||
|
||||
// is is enabled and allow recognizing?
|
||||
if (!boolOrFn(this.options.enable, [this, inputDataClone])) {
|
||||
this.reset();
|
||||
this.state = STATE_FAILED;
|
||||
return;
|
||||
}
|
||||
|
||||
// reset when we've reached the end
|
||||
if (this.state & (STATE_RECOGNIZED | STATE_CANCELLED | STATE_FAILED)) {
|
||||
this.state = STATE_POSSIBLE;
|
||||
}
|
||||
|
||||
this.state = this.process(inputDataClone);
|
||||
|
||||
// the recognizer has recognized a gesture
|
||||
// so trigger an event
|
||||
if (this.state & (STATE_BEGAN | STATE_CHANGED | STATE_ENDED | STATE_CANCELLED)) {
|
||||
this.tryEmit(inputDataClone);
|
||||
}
|
||||
},
|
||||
|
||||
/**
|
||||
* return the state of the recognizer
|
||||
* the actual recognizing happens in this method
|
||||
* @virtual
|
||||
* @param {Object} inputData
|
||||
* @returns {Const} STATE
|
||||
*/
|
||||
process: function(inputData) { }, // jshint ignore:line
|
||||
|
||||
/**
|
||||
* return the preferred touch-action
|
||||
* @virtual
|
||||
* @returns {Array}
|
||||
*/
|
||||
getTouchAction: function() { },
|
||||
|
||||
/**
|
||||
* called when the gesture isn't allowed to recognize
|
||||
* like when another is being recognized or it is disabled
|
||||
* @virtual
|
||||
*/
|
||||
reset: function() { }
|
||||
};
|
||||
|
||||
/**
|
||||
* get a usable string, used as event postfix
|
||||
* @param {Const} state
|
||||
* @returns {String} state
|
||||
*/
|
||||
function stateStr(state) {
|
||||
if (state & STATE_CANCELLED) {
|
||||
return 'cancel';
|
||||
} else if (state & STATE_ENDED) {
|
||||
return 'end';
|
||||
} else if (state & STATE_CHANGED) {
|
||||
return 'move';
|
||||
} else if (state & STATE_BEGAN) {
|
||||
return 'start';
|
||||
}
|
||||
return '';
|
||||
}
|
||||
|
||||
/**
|
||||
* direction cons to string
|
||||
* @param {Const} direction
|
||||
* @returns {String}
|
||||
*/
|
||||
function directionStr(direction) {
|
||||
if (direction == DIRECTION_DOWN) {
|
||||
return 'down';
|
||||
} else if (direction == DIRECTION_UP) {
|
||||
return 'up';
|
||||
} else if (direction == DIRECTION_LEFT) {
|
||||
return 'left';
|
||||
} else if (direction == DIRECTION_RIGHT) {
|
||||
return 'right';
|
||||
}
|
||||
return '';
|
||||
}
|
||||
|
||||
/**
|
||||
* get a recognizer by name if it is bound to a manager
|
||||
* @param {Recognizer|String} otherRecognizer
|
||||
* @param {Recognizer} recognizer
|
||||
* @returns {Recognizer}
|
||||
*/
|
||||
function getRecognizerByNameIfManager(otherRecognizer, recognizer) {
|
||||
var manager = recognizer.manager;
|
||||
if (manager) {
|
||||
return manager.get(otherRecognizer);
|
||||
}
|
||||
return otherRecognizer;
|
||||
}
|
||||
60
web/node_modules/hammerjs/src/recognizers/attribute.js
generated
vendored
Normal file
60
web/node_modules/hammerjs/src/recognizers/attribute.js
generated
vendored
Normal file
@@ -0,0 +1,60 @@
|
||||
/**
|
||||
* This recognizer is just used as a base for the simple attribute recognizers.
|
||||
* @constructor
|
||||
* @extends Recognizer
|
||||
*/
|
||||
function AttrRecognizer() {
|
||||
Recognizer.apply(this, arguments);
|
||||
}
|
||||
|
||||
inherit(AttrRecognizer, Recognizer, {
|
||||
/**
|
||||
* @namespace
|
||||
* @memberof AttrRecognizer
|
||||
*/
|
||||
defaults: {
|
||||
/**
|
||||
* @type {Number}
|
||||
* @default 1
|
||||
*/
|
||||
pointers: 1
|
||||
},
|
||||
|
||||
/**
|
||||
* Used to check if it the recognizer receives valid input, like input.distance > 10.
|
||||
* @memberof AttrRecognizer
|
||||
* @param {Object} input
|
||||
* @returns {Boolean} recognized
|
||||
*/
|
||||
attrTest: function(input) {
|
||||
var optionPointers = this.options.pointers;
|
||||
return optionPointers === 0 || input.pointers.length === optionPointers;
|
||||
},
|
||||
|
||||
/**
|
||||
* Process the input and return the state for the recognizer
|
||||
* @memberof AttrRecognizer
|
||||
* @param {Object} input
|
||||
* @returns {*} State
|
||||
*/
|
||||
process: function(input) {
|
||||
var state = this.state;
|
||||
var eventType = input.eventType;
|
||||
|
||||
var isRecognized = state & (STATE_BEGAN | STATE_CHANGED);
|
||||
var isValid = this.attrTest(input);
|
||||
|
||||
// on cancel input and we've recognized before, return STATE_CANCELLED
|
||||
if (isRecognized && (eventType & INPUT_CANCEL || !isValid)) {
|
||||
return state | STATE_CANCELLED;
|
||||
} else if (isRecognized || isValid) {
|
||||
if (eventType & INPUT_END) {
|
||||
return state | STATE_ENDED;
|
||||
} else if (!(state & STATE_BEGAN)) {
|
||||
return STATE_BEGAN;
|
||||
}
|
||||
return state | STATE_CHANGED;
|
||||
}
|
||||
return STATE_FAILED;
|
||||
}
|
||||
});
|
||||
79
web/node_modules/hammerjs/src/recognizers/pan.js
generated
vendored
Normal file
79
web/node_modules/hammerjs/src/recognizers/pan.js
generated
vendored
Normal file
@@ -0,0 +1,79 @@
|
||||
/**
|
||||
* Pan
|
||||
* Recognized when the pointer is down and moved in the allowed direction.
|
||||
* @constructor
|
||||
* @extends AttrRecognizer
|
||||
*/
|
||||
function PanRecognizer() {
|
||||
AttrRecognizer.apply(this, arguments);
|
||||
|
||||
this.pX = null;
|
||||
this.pY = null;
|
||||
}
|
||||
|
||||
inherit(PanRecognizer, AttrRecognizer, {
|
||||
/**
|
||||
* @namespace
|
||||
* @memberof PanRecognizer
|
||||
*/
|
||||
defaults: {
|
||||
event: 'pan',
|
||||
threshold: 10,
|
||||
pointers: 1,
|
||||
direction: DIRECTION_ALL
|
||||
},
|
||||
|
||||
getTouchAction: function() {
|
||||
var direction = this.options.direction;
|
||||
var actions = [];
|
||||
if (direction & DIRECTION_HORIZONTAL) {
|
||||
actions.push(TOUCH_ACTION_PAN_Y);
|
||||
}
|
||||
if (direction & DIRECTION_VERTICAL) {
|
||||
actions.push(TOUCH_ACTION_PAN_X);
|
||||
}
|
||||
return actions;
|
||||
},
|
||||
|
||||
directionTest: function(input) {
|
||||
var options = this.options;
|
||||
var hasMoved = true;
|
||||
var distance = input.distance;
|
||||
var direction = input.direction;
|
||||
var x = input.deltaX;
|
||||
var y = input.deltaY;
|
||||
|
||||
// lock to axis?
|
||||
if (!(direction & options.direction)) {
|
||||
if (options.direction & DIRECTION_HORIZONTAL) {
|
||||
direction = (x === 0) ? DIRECTION_NONE : (x < 0) ? DIRECTION_LEFT : DIRECTION_RIGHT;
|
||||
hasMoved = x != this.pX;
|
||||
distance = Math.abs(input.deltaX);
|
||||
} else {
|
||||
direction = (y === 0) ? DIRECTION_NONE : (y < 0) ? DIRECTION_UP : DIRECTION_DOWN;
|
||||
hasMoved = y != this.pY;
|
||||
distance = Math.abs(input.deltaY);
|
||||
}
|
||||
}
|
||||
input.direction = direction;
|
||||
return hasMoved && distance > options.threshold && direction & options.direction;
|
||||
},
|
||||
|
||||
attrTest: function(input) {
|
||||
return AttrRecognizer.prototype.attrTest.call(this, input) &&
|
||||
(this.state & STATE_BEGAN || (!(this.state & STATE_BEGAN) && this.directionTest(input)));
|
||||
},
|
||||
|
||||
emit: function(input) {
|
||||
|
||||
this.pX = input.deltaX;
|
||||
this.pY = input.deltaY;
|
||||
|
||||
var direction = directionStr(input.direction);
|
||||
|
||||
if (direction) {
|
||||
input.additionalEvent = this.options.event + direction;
|
||||
}
|
||||
this._super.emit.call(this, input);
|
||||
}
|
||||
});
|
||||
38
web/node_modules/hammerjs/src/recognizers/pinch.js
generated
vendored
Normal file
38
web/node_modules/hammerjs/src/recognizers/pinch.js
generated
vendored
Normal file
@@ -0,0 +1,38 @@
|
||||
/**
|
||||
* Pinch
|
||||
* Recognized when two or more pointers are moving toward (zoom-in) or away from each other (zoom-out).
|
||||
* @constructor
|
||||
* @extends AttrRecognizer
|
||||
*/
|
||||
function PinchRecognizer() {
|
||||
AttrRecognizer.apply(this, arguments);
|
||||
}
|
||||
|
||||
inherit(PinchRecognizer, AttrRecognizer, {
|
||||
/**
|
||||
* @namespace
|
||||
* @memberof PinchRecognizer
|
||||
*/
|
||||
defaults: {
|
||||
event: 'pinch',
|
||||
threshold: 0,
|
||||
pointers: 2
|
||||
},
|
||||
|
||||
getTouchAction: function() {
|
||||
return [TOUCH_ACTION_NONE];
|
||||
},
|
||||
|
||||
attrTest: function(input) {
|
||||
return this._super.attrTest.call(this, input) &&
|
||||
(Math.abs(input.scale - 1) > this.options.threshold || this.state & STATE_BEGAN);
|
||||
},
|
||||
|
||||
emit: function(input) {
|
||||
if (input.scale !== 1) {
|
||||
var inOut = input.scale < 1 ? 'in' : 'out';
|
||||
input.additionalEvent = this.options.event + inOut;
|
||||
}
|
||||
this._super.emit.call(this, input);
|
||||
}
|
||||
});
|
||||
70
web/node_modules/hammerjs/src/recognizers/press.js
generated
vendored
Normal file
70
web/node_modules/hammerjs/src/recognizers/press.js
generated
vendored
Normal file
@@ -0,0 +1,70 @@
|
||||
/**
|
||||
* Press
|
||||
* Recognized when the pointer is down for x ms without any movement.
|
||||
* @constructor
|
||||
* @extends Recognizer
|
||||
*/
|
||||
function PressRecognizer() {
|
||||
Recognizer.apply(this, arguments);
|
||||
|
||||
this._timer = null;
|
||||
this._input = null;
|
||||
}
|
||||
|
||||
inherit(PressRecognizer, Recognizer, {
|
||||
/**
|
||||
* @namespace
|
||||
* @memberof PressRecognizer
|
||||
*/
|
||||
defaults: {
|
||||
event: 'press',
|
||||
pointers: 1,
|
||||
time: 251, // minimal time of the pointer to be pressed
|
||||
threshold: 9 // a minimal movement is ok, but keep it low
|
||||
},
|
||||
|
||||
getTouchAction: function() {
|
||||
return [TOUCH_ACTION_AUTO];
|
||||
},
|
||||
|
||||
process: function(input) {
|
||||
var options = this.options;
|
||||
var validPointers = input.pointers.length === options.pointers;
|
||||
var validMovement = input.distance < options.threshold;
|
||||
var validTime = input.deltaTime > options.time;
|
||||
|
||||
this._input = input;
|
||||
|
||||
// we only allow little movement
|
||||
// and we've reached an end event, so a tap is possible
|
||||
if (!validMovement || !validPointers || (input.eventType & (INPUT_END | INPUT_CANCEL) && !validTime)) {
|
||||
this.reset();
|
||||
} else if (input.eventType & INPUT_START) {
|
||||
this.reset();
|
||||
this._timer = setTimeoutContext(function() {
|
||||
this.state = STATE_RECOGNIZED;
|
||||
this.tryEmit();
|
||||
}, options.time, this);
|
||||
} else if (input.eventType & INPUT_END) {
|
||||
return STATE_RECOGNIZED;
|
||||
}
|
||||
return STATE_FAILED;
|
||||
},
|
||||
|
||||
reset: function() {
|
||||
clearTimeout(this._timer);
|
||||
},
|
||||
|
||||
emit: function(input) {
|
||||
if (this.state !== STATE_RECOGNIZED) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (input && (input.eventType & INPUT_END)) {
|
||||
this.manager.emit(this.options.event + 'up', input);
|
||||
} else {
|
||||
this._input.timeStamp = now();
|
||||
this.manager.emit(this.options.event, this._input);
|
||||
}
|
||||
}
|
||||
});
|
||||
30
web/node_modules/hammerjs/src/recognizers/rotate.js
generated
vendored
Normal file
30
web/node_modules/hammerjs/src/recognizers/rotate.js
generated
vendored
Normal file
@@ -0,0 +1,30 @@
|
||||
/**
|
||||
* Rotate
|
||||
* Recognized when two or more pointer are moving in a circular motion.
|
||||
* @constructor
|
||||
* @extends AttrRecognizer
|
||||
*/
|
||||
function RotateRecognizer() {
|
||||
AttrRecognizer.apply(this, arguments);
|
||||
}
|
||||
|
||||
inherit(RotateRecognizer, AttrRecognizer, {
|
||||
/**
|
||||
* @namespace
|
||||
* @memberof RotateRecognizer
|
||||
*/
|
||||
defaults: {
|
||||
event: 'rotate',
|
||||
threshold: 0,
|
||||
pointers: 2
|
||||
},
|
||||
|
||||
getTouchAction: function() {
|
||||
return [TOUCH_ACTION_NONE];
|
||||
},
|
||||
|
||||
attrTest: function(input) {
|
||||
return this._super.attrTest.call(this, input) &&
|
||||
(Math.abs(input.rotation) > this.options.threshold || this.state & STATE_BEGAN);
|
||||
}
|
||||
});
|
||||
55
web/node_modules/hammerjs/src/recognizers/swipe.js
generated
vendored
Normal file
55
web/node_modules/hammerjs/src/recognizers/swipe.js
generated
vendored
Normal file
@@ -0,0 +1,55 @@
|
||||
/**
|
||||
* Swipe
|
||||
* Recognized when the pointer is moving fast (velocity), with enough distance in the allowed direction.
|
||||
* @constructor
|
||||
* @extends AttrRecognizer
|
||||
*/
|
||||
function SwipeRecognizer() {
|
||||
AttrRecognizer.apply(this, arguments);
|
||||
}
|
||||
|
||||
inherit(SwipeRecognizer, AttrRecognizer, {
|
||||
/**
|
||||
* @namespace
|
||||
* @memberof SwipeRecognizer
|
||||
*/
|
||||
defaults: {
|
||||
event: 'swipe',
|
||||
threshold: 10,
|
||||
velocity: 0.3,
|
||||
direction: DIRECTION_HORIZONTAL | DIRECTION_VERTICAL,
|
||||
pointers: 1
|
||||
},
|
||||
|
||||
getTouchAction: function() {
|
||||
return PanRecognizer.prototype.getTouchAction.call(this);
|
||||
},
|
||||
|
||||
attrTest: function(input) {
|
||||
var direction = this.options.direction;
|
||||
var velocity;
|
||||
|
||||
if (direction & (DIRECTION_HORIZONTAL | DIRECTION_VERTICAL)) {
|
||||
velocity = input.overallVelocity;
|
||||
} else if (direction & DIRECTION_HORIZONTAL) {
|
||||
velocity = input.overallVelocityX;
|
||||
} else if (direction & DIRECTION_VERTICAL) {
|
||||
velocity = input.overallVelocityY;
|
||||
}
|
||||
|
||||
return this._super.attrTest.call(this, input) &&
|
||||
direction & input.offsetDirection &&
|
||||
input.distance > this.options.threshold &&
|
||||
input.maxPointers == this.options.pointers &&
|
||||
abs(velocity) > this.options.velocity && input.eventType & INPUT_END;
|
||||
},
|
||||
|
||||
emit: function(input) {
|
||||
var direction = directionStr(input.offsetDirection);
|
||||
if (direction) {
|
||||
this.manager.emit(this.options.event + direction, input);
|
||||
}
|
||||
|
||||
this.manager.emit(this.options.event, input);
|
||||
}
|
||||
});
|
||||
114
web/node_modules/hammerjs/src/recognizers/tap.js
generated
vendored
Normal file
114
web/node_modules/hammerjs/src/recognizers/tap.js
generated
vendored
Normal file
@@ -0,0 +1,114 @@
|
||||
/**
|
||||
* A tap is ecognized when the pointer is doing a small tap/click. Multiple taps are recognized if they occur
|
||||
* between the given interval and position. The delay option can be used to recognize multi-taps without firing
|
||||
* a single tap.
|
||||
*
|
||||
* The eventData from the emitted event contains the property `tapCount`, which contains the amount of
|
||||
* multi-taps being recognized.
|
||||
* @constructor
|
||||
* @extends Recognizer
|
||||
*/
|
||||
function TapRecognizer() {
|
||||
Recognizer.apply(this, arguments);
|
||||
|
||||
// previous time and center,
|
||||
// used for tap counting
|
||||
this.pTime = false;
|
||||
this.pCenter = false;
|
||||
|
||||
this._timer = null;
|
||||
this._input = null;
|
||||
this.count = 0;
|
||||
}
|
||||
|
||||
inherit(TapRecognizer, Recognizer, {
|
||||
/**
|
||||
* @namespace
|
||||
* @memberof PinchRecognizer
|
||||
*/
|
||||
defaults: {
|
||||
event: 'tap',
|
||||
pointers: 1,
|
||||
taps: 1,
|
||||
interval: 300, // max time between the multi-tap taps
|
||||
time: 250, // max time of the pointer to be down (like finger on the screen)
|
||||
threshold: 9, // a minimal movement is ok, but keep it low
|
||||
posThreshold: 10 // a multi-tap can be a bit off the initial position
|
||||
},
|
||||
|
||||
getTouchAction: function() {
|
||||
return [TOUCH_ACTION_MANIPULATION];
|
||||
},
|
||||
|
||||
process: function(input) {
|
||||
var options = this.options;
|
||||
|
||||
var validPointers = input.pointers.length === options.pointers;
|
||||
var validMovement = input.distance < options.threshold;
|
||||
var validTouchTime = input.deltaTime < options.time;
|
||||
|
||||
this.reset();
|
||||
|
||||
if ((input.eventType & INPUT_START) && (this.count === 0)) {
|
||||
return this.failTimeout();
|
||||
}
|
||||
|
||||
// we only allow little movement
|
||||
// and we've reached an end event, so a tap is possible
|
||||
if (validMovement && validTouchTime && validPointers) {
|
||||
if (input.eventType != INPUT_END) {
|
||||
return this.failTimeout();
|
||||
}
|
||||
|
||||
var validInterval = this.pTime ? (input.timeStamp - this.pTime < options.interval) : true;
|
||||
var validMultiTap = !this.pCenter || getDistance(this.pCenter, input.center) < options.posThreshold;
|
||||
|
||||
this.pTime = input.timeStamp;
|
||||
this.pCenter = input.center;
|
||||
|
||||
if (!validMultiTap || !validInterval) {
|
||||
this.count = 1;
|
||||
} else {
|
||||
this.count += 1;
|
||||
}
|
||||
|
||||
this._input = input;
|
||||
|
||||
// if tap count matches we have recognized it,
|
||||
// else it has began recognizing...
|
||||
var tapCount = this.count % options.taps;
|
||||
if (tapCount === 0) {
|
||||
// no failing requirements, immediately trigger the tap event
|
||||
// or wait as long as the multitap interval to trigger
|
||||
if (!this.hasRequireFailures()) {
|
||||
return STATE_RECOGNIZED;
|
||||
} else {
|
||||
this._timer = setTimeoutContext(function() {
|
||||
this.state = STATE_RECOGNIZED;
|
||||
this.tryEmit();
|
||||
}, options.interval, this);
|
||||
return STATE_BEGAN;
|
||||
}
|
||||
}
|
||||
}
|
||||
return STATE_FAILED;
|
||||
},
|
||||
|
||||
failTimeout: function() {
|
||||
this._timer = setTimeoutContext(function() {
|
||||
this.state = STATE_FAILED;
|
||||
}, this.options.interval, this);
|
||||
return STATE_FAILED;
|
||||
},
|
||||
|
||||
reset: function() {
|
||||
clearTimeout(this._timer);
|
||||
},
|
||||
|
||||
emit: function() {
|
||||
if (this.state == STATE_RECOGNIZED) {
|
||||
this._input.tapCount = this.count;
|
||||
this.manager.emit(this.options.event, this._input);
|
||||
}
|
||||
}
|
||||
});
|
||||
164
web/node_modules/hammerjs/src/touchaction.js
generated
vendored
Normal file
164
web/node_modules/hammerjs/src/touchaction.js
generated
vendored
Normal file
@@ -0,0 +1,164 @@
|
||||
var PREFIXED_TOUCH_ACTION = prefixed(TEST_ELEMENT.style, 'touchAction');
|
||||
var NATIVE_TOUCH_ACTION = PREFIXED_TOUCH_ACTION !== undefined;
|
||||
|
||||
// magical touchAction value
|
||||
var TOUCH_ACTION_COMPUTE = 'compute';
|
||||
var TOUCH_ACTION_AUTO = 'auto';
|
||||
var TOUCH_ACTION_MANIPULATION = 'manipulation'; // not implemented
|
||||
var TOUCH_ACTION_NONE = 'none';
|
||||
var TOUCH_ACTION_PAN_X = 'pan-x';
|
||||
var TOUCH_ACTION_PAN_Y = 'pan-y';
|
||||
var TOUCH_ACTION_MAP = getTouchActionProps();
|
||||
|
||||
/**
|
||||
* Touch Action
|
||||
* sets the touchAction property or uses the js alternative
|
||||
* @param {Manager} manager
|
||||
* @param {String} value
|
||||
* @constructor
|
||||
*/
|
||||
function TouchAction(manager, value) {
|
||||
this.manager = manager;
|
||||
this.set(value);
|
||||
}
|
||||
|
||||
TouchAction.prototype = {
|
||||
/**
|
||||
* set the touchAction value on the element or enable the polyfill
|
||||
* @param {String} value
|
||||
*/
|
||||
set: function(value) {
|
||||
// find out the touch-action by the event handlers
|
||||
if (value == TOUCH_ACTION_COMPUTE) {
|
||||
value = this.compute();
|
||||
}
|
||||
|
||||
if (NATIVE_TOUCH_ACTION && this.manager.element.style && TOUCH_ACTION_MAP[value]) {
|
||||
this.manager.element.style[PREFIXED_TOUCH_ACTION] = value;
|
||||
}
|
||||
this.actions = value.toLowerCase().trim();
|
||||
},
|
||||
|
||||
/**
|
||||
* just re-set the touchAction value
|
||||
*/
|
||||
update: function() {
|
||||
this.set(this.manager.options.touchAction);
|
||||
},
|
||||
|
||||
/**
|
||||
* compute the value for the touchAction property based on the recognizer's settings
|
||||
* @returns {String} value
|
||||
*/
|
||||
compute: function() {
|
||||
var actions = [];
|
||||
each(this.manager.recognizers, function(recognizer) {
|
||||
if (boolOrFn(recognizer.options.enable, [recognizer])) {
|
||||
actions = actions.concat(recognizer.getTouchAction());
|
||||
}
|
||||
});
|
||||
return cleanTouchActions(actions.join(' '));
|
||||
},
|
||||
|
||||
/**
|
||||
* this method is called on each input cycle and provides the preventing of the browser behavior
|
||||
* @param {Object} input
|
||||
*/
|
||||
preventDefaults: function(input) {
|
||||
var srcEvent = input.srcEvent;
|
||||
var direction = input.offsetDirection;
|
||||
|
||||
// if the touch action did prevented once this session
|
||||
if (this.manager.session.prevented) {
|
||||
srcEvent.preventDefault();
|
||||
return;
|
||||
}
|
||||
|
||||
var actions = this.actions;
|
||||
var hasNone = inStr(actions, TOUCH_ACTION_NONE) && !TOUCH_ACTION_MAP[TOUCH_ACTION_NONE];
|
||||
var hasPanY = inStr(actions, TOUCH_ACTION_PAN_Y) && !TOUCH_ACTION_MAP[TOUCH_ACTION_PAN_Y];
|
||||
var hasPanX = inStr(actions, TOUCH_ACTION_PAN_X) && !TOUCH_ACTION_MAP[TOUCH_ACTION_PAN_X];
|
||||
|
||||
if (hasNone) {
|
||||
//do not prevent defaults if this is a tap gesture
|
||||
|
||||
var isTapPointer = input.pointers.length === 1;
|
||||
var isTapMovement = input.distance < 2;
|
||||
var isTapTouchTime = input.deltaTime < 250;
|
||||
|
||||
if (isTapPointer && isTapMovement && isTapTouchTime) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (hasPanX && hasPanY) {
|
||||
// `pan-x pan-y` means browser handles all scrolling/panning, do not prevent
|
||||
return;
|
||||
}
|
||||
|
||||
if (hasNone ||
|
||||
(hasPanY && direction & DIRECTION_HORIZONTAL) ||
|
||||
(hasPanX && direction & DIRECTION_VERTICAL)) {
|
||||
return this.preventSrc(srcEvent);
|
||||
}
|
||||
},
|
||||
|
||||
/**
|
||||
* call preventDefault to prevent the browser's default behavior (scrolling in most cases)
|
||||
* @param {Object} srcEvent
|
||||
*/
|
||||
preventSrc: function(srcEvent) {
|
||||
this.manager.session.prevented = true;
|
||||
srcEvent.preventDefault();
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* when the touchActions are collected they are not a valid value, so we need to clean things up. *
|
||||
* @param {String} actions
|
||||
* @returns {*}
|
||||
*/
|
||||
function cleanTouchActions(actions) {
|
||||
// none
|
||||
if (inStr(actions, TOUCH_ACTION_NONE)) {
|
||||
return TOUCH_ACTION_NONE;
|
||||
}
|
||||
|
||||
var hasPanX = inStr(actions, TOUCH_ACTION_PAN_X);
|
||||
var hasPanY = inStr(actions, TOUCH_ACTION_PAN_Y);
|
||||
|
||||
// if both pan-x and pan-y are set (different recognizers
|
||||
// for different directions, e.g. horizontal pan but vertical swipe?)
|
||||
// we need none (as otherwise with pan-x pan-y combined none of these
|
||||
// recognizers will work, since the browser would handle all panning
|
||||
if (hasPanX && hasPanY) {
|
||||
return TOUCH_ACTION_NONE;
|
||||
}
|
||||
|
||||
// pan-x OR pan-y
|
||||
if (hasPanX || hasPanY) {
|
||||
return hasPanX ? TOUCH_ACTION_PAN_X : TOUCH_ACTION_PAN_Y;
|
||||
}
|
||||
|
||||
// manipulation
|
||||
if (inStr(actions, TOUCH_ACTION_MANIPULATION)) {
|
||||
return TOUCH_ACTION_MANIPULATION;
|
||||
}
|
||||
|
||||
return TOUCH_ACTION_AUTO;
|
||||
}
|
||||
|
||||
function getTouchActionProps() {
|
||||
if (!NATIVE_TOUCH_ACTION) {
|
||||
return false;
|
||||
}
|
||||
var touchMap = {};
|
||||
var cssSupports = window.CSS && window.CSS.supports;
|
||||
['auto', 'manipulation', 'pan-y', 'pan-x', 'pan-x pan-y', 'none'].forEach(function(val) {
|
||||
|
||||
// If css.supports is not supported but there is native touch-action assume it supports
|
||||
// all values. This is the case for IE 10 and 11.
|
||||
touchMap[val] = cssSupports ? window.CSS.supports('touch-action', val) : true;
|
||||
});
|
||||
return touchMap;
|
||||
}
|
||||
371
web/node_modules/hammerjs/src/utils.js
generated
vendored
Normal file
371
web/node_modules/hammerjs/src/utils.js
generated
vendored
Normal file
@@ -0,0 +1,371 @@
|
||||
var VENDOR_PREFIXES = ['', 'webkit', 'Moz', 'MS', 'ms', 'o'];
|
||||
var TEST_ELEMENT = document.createElement('div');
|
||||
|
||||
var TYPE_FUNCTION = 'function';
|
||||
|
||||
var round = Math.round;
|
||||
var abs = Math.abs;
|
||||
var now = Date.now;
|
||||
|
||||
/**
|
||||
* set a timeout with a given scope
|
||||
* @param {Function} fn
|
||||
* @param {Number} timeout
|
||||
* @param {Object} context
|
||||
* @returns {number}
|
||||
*/
|
||||
function setTimeoutContext(fn, timeout, context) {
|
||||
return setTimeout(bindFn(fn, context), timeout);
|
||||
}
|
||||
|
||||
/**
|
||||
* if the argument is an array, we want to execute the fn on each entry
|
||||
* if it aint an array we don't want to do a thing.
|
||||
* this is used by all the methods that accept a single and array argument.
|
||||
* @param {*|Array} arg
|
||||
* @param {String} fn
|
||||
* @param {Object} [context]
|
||||
* @returns {Boolean}
|
||||
*/
|
||||
function invokeArrayArg(arg, fn, context) {
|
||||
if (Array.isArray(arg)) {
|
||||
each(arg, context[fn], context);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* walk objects and arrays
|
||||
* @param {Object} obj
|
||||
* @param {Function} iterator
|
||||
* @param {Object} context
|
||||
*/
|
||||
function each(obj, iterator, context) {
|
||||
var i;
|
||||
|
||||
if (!obj) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (obj.forEach) {
|
||||
obj.forEach(iterator, context);
|
||||
} else if (obj.length !== undefined) {
|
||||
i = 0;
|
||||
while (i < obj.length) {
|
||||
iterator.call(context, obj[i], i, obj);
|
||||
i++;
|
||||
}
|
||||
} else {
|
||||
for (i in obj) {
|
||||
obj.hasOwnProperty(i) && iterator.call(context, obj[i], i, obj);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* wrap a method with a deprecation warning and stack trace
|
||||
* @param {Function} method
|
||||
* @param {String} name
|
||||
* @param {String} message
|
||||
* @returns {Function} A new function wrapping the supplied method.
|
||||
*/
|
||||
function deprecate(method, name, message) {
|
||||
var deprecationMessage = 'DEPRECATED METHOD: ' + name + '\n' + message + ' AT \n';
|
||||
return function() {
|
||||
var e = new Error('get-stack-trace');
|
||||
var stack = e && e.stack ? e.stack.replace(/^[^\(]+?[\n$]/gm, '')
|
||||
.replace(/^\s+at\s+/gm, '')
|
||||
.replace(/^Object.<anonymous>\s*\(/gm, '{anonymous}()@') : 'Unknown Stack Trace';
|
||||
|
||||
var log = window.console && (window.console.warn || window.console.log);
|
||||
if (log) {
|
||||
log.call(window.console, deprecationMessage, stack);
|
||||
}
|
||||
return method.apply(this, arguments);
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* extend object.
|
||||
* means that properties in dest will be overwritten by the ones in src.
|
||||
* @param {Object} target
|
||||
* @param {...Object} objects_to_assign
|
||||
* @returns {Object} target
|
||||
*/
|
||||
var assign;
|
||||
if (typeof Object.assign !== 'function') {
|
||||
assign = function assign(target) {
|
||||
if (target === undefined || target === null) {
|
||||
throw new TypeError('Cannot convert undefined or null to object');
|
||||
}
|
||||
|
||||
var output = Object(target);
|
||||
for (var index = 1; index < arguments.length; index++) {
|
||||
var source = arguments[index];
|
||||
if (source !== undefined && source !== null) {
|
||||
for (var nextKey in source) {
|
||||
if (source.hasOwnProperty(nextKey)) {
|
||||
output[nextKey] = source[nextKey];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return output;
|
||||
};
|
||||
} else {
|
||||
assign = Object.assign;
|
||||
}
|
||||
|
||||
/**
|
||||
* extend object.
|
||||
* means that properties in dest will be overwritten by the ones in src.
|
||||
* @param {Object} dest
|
||||
* @param {Object} src
|
||||
* @param {Boolean} [merge=false]
|
||||
* @returns {Object} dest
|
||||
*/
|
||||
var extend = deprecate(function extend(dest, src, merge) {
|
||||
var keys = Object.keys(src);
|
||||
var i = 0;
|
||||
while (i < keys.length) {
|
||||
if (!merge || (merge && dest[keys[i]] === undefined)) {
|
||||
dest[keys[i]] = src[keys[i]];
|
||||
}
|
||||
i++;
|
||||
}
|
||||
return dest;
|
||||
}, 'extend', 'Use `assign`.');
|
||||
|
||||
/**
|
||||
* merge the values from src in the dest.
|
||||
* means that properties that exist in dest will not be overwritten by src
|
||||
* @param {Object} dest
|
||||
* @param {Object} src
|
||||
* @returns {Object} dest
|
||||
*/
|
||||
var merge = deprecate(function merge(dest, src) {
|
||||
return extend(dest, src, true);
|
||||
}, 'merge', 'Use `assign`.');
|
||||
|
||||
/**
|
||||
* simple class inheritance
|
||||
* @param {Function} child
|
||||
* @param {Function} base
|
||||
* @param {Object} [properties]
|
||||
*/
|
||||
function inherit(child, base, properties) {
|
||||
var baseP = base.prototype,
|
||||
childP;
|
||||
|
||||
childP = child.prototype = Object.create(baseP);
|
||||
childP.constructor = child;
|
||||
childP._super = baseP;
|
||||
|
||||
if (properties) {
|
||||
assign(childP, properties);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* simple function bind
|
||||
* @param {Function} fn
|
||||
* @param {Object} context
|
||||
* @returns {Function}
|
||||
*/
|
||||
function bindFn(fn, context) {
|
||||
return function boundFn() {
|
||||
return fn.apply(context, arguments);
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* let a boolean value also be a function that must return a boolean
|
||||
* this first item in args will be used as the context
|
||||
* @param {Boolean|Function} val
|
||||
* @param {Array} [args]
|
||||
* @returns {Boolean}
|
||||
*/
|
||||
function boolOrFn(val, args) {
|
||||
if (typeof val == TYPE_FUNCTION) {
|
||||
return val.apply(args ? args[0] || undefined : undefined, args);
|
||||
}
|
||||
return val;
|
||||
}
|
||||
|
||||
/**
|
||||
* use the val2 when val1 is undefined
|
||||
* @param {*} val1
|
||||
* @param {*} val2
|
||||
* @returns {*}
|
||||
*/
|
||||
function ifUndefined(val1, val2) {
|
||||
return (val1 === undefined) ? val2 : val1;
|
||||
}
|
||||
|
||||
/**
|
||||
* addEventListener with multiple events at once
|
||||
* @param {EventTarget} target
|
||||
* @param {String} types
|
||||
* @param {Function} handler
|
||||
*/
|
||||
function addEventListeners(target, types, handler) {
|
||||
each(splitStr(types), function(type) {
|
||||
target.addEventListener(type, handler, false);
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* removeEventListener with multiple events at once
|
||||
* @param {EventTarget} target
|
||||
* @param {String} types
|
||||
* @param {Function} handler
|
||||
*/
|
||||
function removeEventListeners(target, types, handler) {
|
||||
each(splitStr(types), function(type) {
|
||||
target.removeEventListener(type, handler, false);
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* find if a node is in the given parent
|
||||
* @method hasParent
|
||||
* @param {HTMLElement} node
|
||||
* @param {HTMLElement} parent
|
||||
* @return {Boolean} found
|
||||
*/
|
||||
function hasParent(node, parent) {
|
||||
while (node) {
|
||||
if (node == parent) {
|
||||
return true;
|
||||
}
|
||||
node = node.parentNode;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* small indexOf wrapper
|
||||
* @param {String} str
|
||||
* @param {String} find
|
||||
* @returns {Boolean} found
|
||||
*/
|
||||
function inStr(str, find) {
|
||||
return str.indexOf(find) > -1;
|
||||
}
|
||||
|
||||
/**
|
||||
* split string on whitespace
|
||||
* @param {String} str
|
||||
* @returns {Array} words
|
||||
*/
|
||||
function splitStr(str) {
|
||||
return str.trim().split(/\s+/g);
|
||||
}
|
||||
|
||||
/**
|
||||
* find if a array contains the object using indexOf or a simple polyFill
|
||||
* @param {Array} src
|
||||
* @param {String} find
|
||||
* @param {String} [findByKey]
|
||||
* @return {Boolean|Number} false when not found, or the index
|
||||
*/
|
||||
function inArray(src, find, findByKey) {
|
||||
if (src.indexOf && !findByKey) {
|
||||
return src.indexOf(find);
|
||||
} else {
|
||||
var i = 0;
|
||||
while (i < src.length) {
|
||||
if ((findByKey && src[i][findByKey] == find) || (!findByKey && src[i] === find)) {
|
||||
return i;
|
||||
}
|
||||
i++;
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* convert array-like objects to real arrays
|
||||
* @param {Object} obj
|
||||
* @returns {Array}
|
||||
*/
|
||||
function toArray(obj) {
|
||||
return Array.prototype.slice.call(obj, 0);
|
||||
}
|
||||
|
||||
/**
|
||||
* unique array with objects based on a key (like 'id') or just by the array's value
|
||||
* @param {Array} src [{id:1},{id:2},{id:1}]
|
||||
* @param {String} [key]
|
||||
* @param {Boolean} [sort=False]
|
||||
* @returns {Array} [{id:1},{id:2}]
|
||||
*/
|
||||
function uniqueArray(src, key, sort) {
|
||||
var results = [];
|
||||
var values = [];
|
||||
var i = 0;
|
||||
|
||||
while (i < src.length) {
|
||||
var val = key ? src[i][key] : src[i];
|
||||
if (inArray(values, val) < 0) {
|
||||
results.push(src[i]);
|
||||
}
|
||||
values[i] = val;
|
||||
i++;
|
||||
}
|
||||
|
||||
if (sort) {
|
||||
if (!key) {
|
||||
results = results.sort();
|
||||
} else {
|
||||
results = results.sort(function sortUniqueArray(a, b) {
|
||||
return a[key] > b[key];
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
return results;
|
||||
}
|
||||
|
||||
/**
|
||||
* get the prefixed property
|
||||
* @param {Object} obj
|
||||
* @param {String} property
|
||||
* @returns {String|Undefined} prefixed
|
||||
*/
|
||||
function prefixed(obj, property) {
|
||||
var prefix, prop;
|
||||
var camelProp = property[0].toUpperCase() + property.slice(1);
|
||||
|
||||
var i = 0;
|
||||
while (i < VENDOR_PREFIXES.length) {
|
||||
prefix = VENDOR_PREFIXES[i];
|
||||
prop = (prefix) ? prefix + camelProp : property;
|
||||
|
||||
if (prop in obj) {
|
||||
return prop;
|
||||
}
|
||||
i++;
|
||||
}
|
||||
return undefined;
|
||||
}
|
||||
|
||||
/**
|
||||
* get a unique id
|
||||
* @returns {number} uniqueId
|
||||
*/
|
||||
var _uniqueId = 1;
|
||||
function uniqueId() {
|
||||
return _uniqueId++;
|
||||
}
|
||||
|
||||
/**
|
||||
* get the window object of an element
|
||||
* @param {HTMLElement} element
|
||||
* @returns {DocumentView|Window}
|
||||
*/
|
||||
function getWindowForElement(element) {
|
||||
var doc = element.ownerDocument || element;
|
||||
return (doc.defaultView || doc.parentWindow || window);
|
||||
}
|
||||
Reference in New Issue
Block a user