原文:

https://cdn.rawgit.com/hammerjs/hammer.js/master/tests/manual/visual.html

/*! Hammer.JS - v2.0.4 - 2014-09-28* http://hammerjs.github.io/** Copyright (c) 2014 Jorik Tangelder;* Licensed under the MIT license */
(function(window, document, exportName, undefined) {'use strict';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);}}
}/*** extend object.* means that properties in dest will be overwritten by the ones in src.* @param {Object} dest* @param {Object} src* @param {Boolean} [merge]* @returns {Object} dest*/
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;
}/*** 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*/
function merge(dest, src) {return extend(dest, src, true);
}/*** 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) {extend(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;return (doc.defaultView || doc.parentWindow);
}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 etccomputeInputData(manager, input);// emit secret eventmanager.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 directionif (!session.firstInput) {session.firstInput = simpleCloneInputData(input);}// to compute scale and rotation we need to store the multiple touchesif (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);input.scale = firstMultiple ? getScale(firstMultiple.pointers, pointers) : 1;input.rotation = firstMultiple ? getRotation(firstMultiple.pointers, pointers) : 0;computeIntervalInputData(session, input);// find the correct targetvar 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 = last.deltaX - input.deltaX;var deltaY = last.deltaY - input.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 periodvelocity = 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 calculationsvar 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 touchif (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);
}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.allow = true; // used by Input.TouchMouse to disable mouse eventsthis.pressed = false; // mousedown stateInput.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 downif (eventType & INPUT_START && ev.button === 0) {this.pressed = true;}if (eventType & INPUT_MOVE && ev.which !== 1) {eventType = INPUT_END;}// mouse must be down, and mouse events are allowed (see the TouchMouse input)if (!this.pressed || !this.allow) {return;}if (eventType & INPUT_END) {this.pressed = false;}this.callback(this.manager, eventType, {pointers: [ev],changedPointers: [ev],pointerType: INPUT_TYPE_MOUSE,srcEvent: ev});}
});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) {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 storevar storeIndex = inArray(store, ev.pointerId, 'pointerId');// start and mouse must be downif (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 storestore[storeIndex] = ev;this.callback(this.manager, eventType, {pointers: store,changedPointers: [ev],pointerType: pointerType,srcEvent: ev});if (removePointer) {// remove from the storestore.splice(storeIndex, 1);}}
});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 stateif (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];
}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 simplifiedif (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 touchestargetTouches = allTouches.filter(function(touch) {return hasParent(touch.target, target);});// collect touchesif (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 idsi = 0;while (i < changedTouches.length) {if (targetIds[changedTouches[i].identifier]) {changedTargetTouches.push(changedTouches[i]);}// cleanup removed touchesif (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];
}/*** 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*/
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);
}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);// when we're in a touch event, so  block all upcoming mouse events// most mobile browser also emit mouseevents, right after touchstartif (isTouch) {this.mouse.allow = false;} else if (isMouse && !this.mouse.allow) {return;}// reset the allowMouse when we're doneif (inputEvent & (INPUT_END | INPUT_CANCEL)) {this.mouse.allow = true;}this.callback(manager, inputEvent, inputData);},/*** remove the event listeners*/destroy: function destroy() {this.touch.destroy();this.mouse.destroy();}
});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';/*** 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 handlersif (value == TOUCH_ACTION_COMPUTE) {value = this.compute();}if (NATIVE_TOUCH_ACTION) {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) {// not needed with native support for the touchAction propertyif (NATIVE_TOUCH_ACTION) {return;}var srcEvent = input.srcEvent;var direction = input.offsetDirection;// if the touch action did prevented once this sessionif (this.manager.session.prevented) {srcEvent.preventDefault();return;}var actions = this.actions;var hasNone = inStr(actions, TOUCH_ACTION_NONE);var hasPanY = inStr(actions, TOUCH_ACTION_PAN_Y);var hasPanX = inStr(actions, TOUCH_ACTION_PAN_X);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) {// noneif (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);// pan-x and pan-y can be combinedif (hasPanX && hasPanY) {return TOUCH_ACTION_PAN_X + ' ' + TOUCH_ACTION_PAN_Y;}// pan-x OR pan-yif (hasPanX || hasPanY) {return hasPanX ? TOUCH_ACTION_PAN_X : TOUCH_ACTION_PAN_Y;}// manipulationif (inStr(actions, TOUCH_ACTION_MANIPULATION)) {return TOUCH_ACTION_MANIPULATION;}return TOUCH_ACTION_AUTO;
}/*** 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.id = uniqueId();this.manager = null;this.options = merge(options || {}, this.defaults);// default is enable truethis.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) {extend(this.options, options);// also update the touchAction, in case something changed about the directions/enabled statethis.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(withState) {self.manager.emit(self.options.event + (withState ? stateStr(state) : ''), input);}// 'panstart' and 'panmove'if (state < STATE_ENDED) {emit(true);}emit(); // simple 'eventName' events// panend and pancancelif (state >= STATE_ENDED) {emit(true);}},/*** 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 anywaythis.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 recognizersvar inputDataClone = extend({}, 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 endif (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 eventif (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;
}/*** 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_CANCELLEDif (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;}
});/*** 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) {this.manager.emit(this.options.event + direction, input);}this._super.emit.call(this, input);}
});/*** 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) {this._super.emit.call(this, input);if (input.scale !== 1) {var inOut = input.scale < 1 ? 'in' : 'out';this.manager.emit(this.options.event + inOut, input);}}
});/*** 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: 500, // minimal time of the pointer to be pressedthreshold: 5 // 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 possibleif (!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);}}
});/*** 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);}
});/*** 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: 0.65,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.velocity;} else if (direction & DIRECTION_HORIZONTAL) {velocity = input.velocityX;} else if (direction & DIRECTION_VERTICAL) {velocity = input.velocityY;}return this._super.attrTest.call(this, input) &&direction & input.direction &&input.distance > this.options.threshold &&abs(velocity) > this.options.velocity && input.eventType & INPUT_END;},emit: function(input) {var direction = directionStr(input.direction);if (direction) {this.manager.emit(this.options.event + direction, input);}this.manager.emit(this.options.event, input);}
});/*** 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 countingthis.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 tapstime: 250, // max time of the pointer to be down (like finger on the screen)threshold: 2, // a minimal movement is ok, but keep it lowposThreshold: 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 possibleif (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 triggerif (!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);}}
});/*** Simple way to create an manager with a default set of recognizers.* @param {HTMLElement} element* @param {Object} [options]* @constructor*/
function Hammer(element, options) {options = options || {};options.recognizers = ifUndefined(options.recognizers, Hammer.defaults.preset);return new Manager(element, options);
}/*** @const {string}*/
Hammer.VERSION = '2.0.4';/*** default settings* @namespace*/
Hammer.defaults = {/*** 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)'}
};var STOP = 1;
var FORCED_STOP = 2;/*** Manager* @param {HTMLElement} element* @param {Object} [options]* @constructor*/
function Manager(element, options) {options = options || {};this.options = merge(options, Hammer.defaults);this.options.inputTarget = this.options.inputTarget || element;this.handlers = {};this.session = {};this.recognizers = [];this.element = element;this.input = createInputInstance(this);this.touchAction = new TouchAction(this, this.options.touchAction);toggleCssProps(this, true);each(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) {extend(this.options, options);// Options that need a little more setupif (options.touchAction) {this.touchAction.update();}if (options.inputTarget) {// Clean up existing event listeners and reinitializethis.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 polyfillthis.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 sessionif (!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 || // 2recognizer.canRecognizeWith(curRecognizer))) { // 3recognizer.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 recognizerif (!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 existingvar 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;}var recognizers = this.recognizers;recognizer = this.get(recognizer);recognizers.splice(inArray(recognizers, recognizer), 1);this.touchAction.update();return this;},/*** bind event* @param {String} events* @param {Function} handler* @returns {EventEmitter} this*/on: function(events, handler) {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) {var handlers = this.handlers;each(splitStr(events), function(event) {if (!handler) {delete handlers[event];} else {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 eventsif (this.options.domEvents) {triggerDomEvent(event, data);}// no handlers, so skip it allvar 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;each(manager.options.cssProps, function(value, name) {element.style[prefixed(element.style, name)] = add ? value : '';});
}/*** 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);
}extend(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,Pinch: PinchRecognizer,Rotate: RotateRecognizer,Press: PressRecognizer,on: addEventListeners,off: removeEventListeners,each: each,merge: merge,extend: extend,inherit: inherit,bindFn: bindFn,prefixed: prefixed
});if (typeof define == TYPE_FUNCTION && define.amd) {define(function() {return Hammer;});
} else if (typeof module != 'undefined' && module.exports) {module.exports = Hammer;
} else {window[exportName] = Hammer;
}})(window, document, 'Hammer');
<!DOCTYPE html>
<html>
<head><meta name="viewport" content="width=device-width, user-scalable=no, initial-scale=1, maximum-scale=1"><link rel="stylesheet" href="assets/style.css"><title>Hammer.js</title><style>@font-face {font-family: 'Open Sans';font-style: normal;font-weight: 400;src: local('Open Sans'), local('OpenSans'), url(http://fonts.gstatic.com/s/opensans/v13/cJZKeOuBrn4kERxqtaUH3T8E0i7KZn-EPnyo3HZu7kw.woff) format('woff');}*, *:after, *:before {box-sizing: border-box;-moz-box-sizing: border-box;}html, body {margin: 0;padding: 0;height: 100%;min-height: 100%;background: #eee;font: 13px/1.5em 'Open Sans', Helvetica, Arial, sans-serif;}a {color: #4986e7;}.bg1, .green { background: #42d692; }.bg2, .blue { background: #4986e7; }.bg3, .red { background: #d06b64; }.bg4, .purple { background: #cd74e6; }.bg5, .azure { background: #9fe1e7; }body {margin: 20px;}pre {background: #fff;padding: 20px;margin-bottom: 20px;}.container {max-width: 900px;margin: 0 auto;}.clear { clear: both; }html, body {overflow: hidden;margin: 0;}body {-webkit-perspective: 500;-moz-perspective: 500;perspective: 500;}.animate {-webkit-transition: all .3s;-moz-transition: all .3s;transition: all .3s;}#hit {padding: 10px;}#log {position: absolute;padding: 10px;}</style>
</head>
<body><div id="log"></div>
<div id="hit" style="background: #42d692; width: 150px; height: 150px;"></div><script src="hammer.js"></script>
<script>var reqAnimationFrame = (function () {return window[Hammer.prefixed(window, 'requestAnimationFrame')] || function (callback) {window.setTimeout(callback, 1000 / 60);};})();var log = document.querySelector("#log");var el = document.querySelector("#hit");var START_X = Math.round((window.innerWidth - el.offsetWidth) / 2);var START_Y = Math.round((window.innerHeight - el.offsetHeight) / 2);var ticking = false;var transform;var timer;var mc = new Hammer.Manager(el);mc.add(new Hammer.Pan({ threshold: 0, pointers: 0 }));mc.add(new Hammer.Swipe()).recognizeWith(mc.get('pan'));mc.add(new Hammer.Rotate({ threshold: 0 })).recognizeWith(mc.get('pan'));mc.add(new Hammer.Pinch({ threshold: 0 })).recognizeWith([mc.get('pan'), mc.get('rotate')]);mc.add(new Hammer.Tap({ event: 'doubletap', taps: 2 }));mc.add(new Hammer.Tap());mc.on("panstart panmove", onPan);mc.on("rotatestart rotatemove", onRotate);mc.on("pinchstart pinchmove", onPinch);mc.on("swipe", onSwipe);mc.on("tap", onTap);mc.on("doubletap", onDoubleTap);mc.on("hammer.input", function(ev) {if(ev.isFinal) {resetElement();}});function resetElement() {el.className = 'animate';transform = {translate: { x: START_X, y: START_Y },scale: 1,angle: 0,rx: 0,ry: 0,rz: 0};requestElementUpdate();if (log.textContent.length > 2000) {log.textContent = log.textContent.substring(0, 2000) + "...";}}function updateElementTransform() {var value = ['translate3d(' + transform.translate.x + 'px, ' + transform.translate.y + 'px, 0)','scale(' + transform.scale + ', ' + transform.scale + ')','rotate3d('+ transform.rx +','+ transform.ry +','+ transform.rz +','+  transform.angle + 'deg)'];value = value.join(" ");el.textContent = value;el.style.webkitTransform = value;el.style.mozTransform = value;el.style.transform = value;ticking = false;}function requestElementUpdate() {if(!ticking) {reqAnimationFrame(updateElementTransform);ticking = true;}}function logEvent(str) {log.insertBefore(document.createTextNode(str +"\n"), log.firstChild);}function onPan(ev) {el.className = '';transform.translate = {x: START_X + ev.deltaX,y: START_Y + ev.deltaY};requestElementUpdate();logEvent(ev.type);}var initScale = 1;function onPinch(ev) {if(ev.type == 'pinchstart') {initScale = transform.scale || 1;}el.className = '';transform.scale = initScale * ev.scale;requestElementUpdate();logEvent(ev.type);}var initAngle = 0;function onRotate(ev) {if(ev.type == 'rotatestart') {initAngle = transform.angle || 0;}el.className = '';transform.rz = 1;transform.angle = initAngle + ev.rotation;requestElementUpdate();logEvent(ev.type);}function onSwipe(ev) {var angle = 50;transform.ry = (ev.direction & Hammer.DIRECTION_HORIZONTAL) ? 1 : 0;transform.rx = (ev.direction & Hammer.DIRECTION_VERTICAL) ? 1 : 0;transform.angle = (ev.direction & (Hammer.DIRECTION_RIGHT | Hammer.DIRECTION_UP)) ? angle : -angle;clearTimeout(timer);timer = setTimeout(function () {resetElement();}, 300);requestElementUpdate();logEvent(ev.type);}function onTap(ev) {transform.rx = 1;transform.angle = 25;clearTimeout(timer);timer = setTimeout(function () {resetElement();}, 200);requestElementUpdate();logEvent(ev.type);}function onDoubleTap(ev) {transform.rx = 1;transform.angle = 80;clearTimeout(timer);timer = setTimeout(function () {resetElement();}, 500);requestElementUpdate();logEvent(ev.type);}resetElement();</script>
</body>
</html>

转载于:https://www.cnblogs.com/lein317/p/5067519.html

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