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- /**
- * 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;
- }
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