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} /* harmony default export */ __webpack_exports__["default"] = (Toasted); /***/ }), /* 7 */ /***/ (function(module, __webpack_exports__, __webpack_require__) { "use strict"; /* unused harmony export goAway */ /* unused harmony export changeText */ /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "a", function() { return toastObject; }); /* harmony import */ var __WEBPACK_IMPORTED_MODULE_0__animations_js__ = __webpack_require__(1); var _this = this; var _typeof = typeof Symbol === "function" && typeof Symbol.iterator === "symbol" ? function (obj) { return typeof obj; } : function (obj) { return obj && typeof Symbol === "function" && obj.constructor === Symbol && obj !== Symbol.prototype ? "symbol" : typeof obj; }; // fade the toast away var _goAway = function _goAway(el, delay, instance) { // Animate toast out setTimeout(function () { // if the toast is on bottom set it as bottom animation if (instance.cached_options.position && instance.cached_options.position.includes('bottom')) { __WEBPACK_IMPORTED_MODULE_0__animations_js__["a" /* default */].animateOutBottom(el, function () { instance.remove(el); }); return; } __WEBPACK_IMPORTED_MODULE_0__animations_js__["a" /* default */].animateOut(el, function () { instance.remove(el); }); }, delay); return true; }; // change the text of toast var changeText = function changeText(el, text) { if ((typeof HTMLElement === 'undefined' ? 'undefined' : _typeof(HTMLElement)) === "object" ? text instanceof HTMLElement : text && (typeof text === 'undefined' ? 'undefined' : _typeof(text)) === "object" && text !== null && text.nodeType === 1 && typeof text.nodeName === "string") { el.appendChild(text); } else { el.innerHTML = text; } return _this; }; var toastObject = function toastObject(el, instance) { var _disposed = false; return { el: el, text: function text(_text) { changeText(el, _text); return this; }, goAway: function goAway() { var delay = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 800; _disposed = true; return _goAway(el, delay, instance); }, remove: function remove() { instance.remove(el); }, disposed: function disposed() { return _disposed; } }; }; /***/ }), /* 8 */ /***/ (function(module, __webpack_exports__, __webpack_require__) { "use strict"; /* harmony import */ var __WEBPACK_IMPORTED_MODULE_0_hammerjs__ = __webpack_require__(12); /* harmony import */ var __WEBPACK_IMPORTED_MODULE_0_hammerjs___default = __webpack_require__.n(__WEBPACK_IMPORTED_MODULE_0_hammerjs__); /* harmony import */ var __WEBPACK_IMPORTED_MODULE_1__animations__ = __webpack_require__(1); /* harmony import */ var __WEBPACK_IMPORTED_MODULE_2__object__ = __webpack_require__(7); var _typeof = typeof Symbol === "function" && typeof Symbol.iterator === "symbol" ? function (obj) { return typeof obj; } : function (obj) { return obj && typeof Symbol === "function" && obj.constructor === Symbol && obj !== Symbol.prototype ? 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'undefined' : _typeof(html)) === "object" && html !== null && html.nodeType === 1 && typeof html.nodeName === "string") { toast.appendChild(html); } else { // Insert as text; toast.innerHTML = html; } // add material icon if available createIcon(options, toast); if (options.closeOnSwipe) { // Bind hammer var hammerHandler = new __WEBPACK_IMPORTED_MODULE_0_hammerjs___default.a(toast, { prevent_default: false }); hammerHandler.on('pan', function (e) { var deltaX = e.deltaX; var activationDistance = 80; // Change toast state if (!toast.classList.contains('panning')) { toast.classList.add('panning'); } var opacityPercent = 1 - Math.abs(deltaX / activationDistance); if (opacityPercent < 0) opacityPercent = 0; __WEBPACK_IMPORTED_MODULE_1__animations__["a" /* default */].animatePanning(toast, deltaX, opacityPercent); }); hammerHandler.on('panend', function (e) { var deltaX = e.deltaX; var activationDistance = 80; // If toast dragged past activation point if (Math.abs(deltaX) > activationDistance) { __WEBPACK_IMPORTED_MODULE_1__animations__["a" /* default */].animatePanEnd(toast, function () { if (typeof options.onComplete === "function") { options.onComplete(); } if (toast.parentNode) { _instance.remove(toast); } }); } else { toast.classList.remove('panning'); // Put toast back into original position __WEBPACK_IMPORTED_MODULE_1__animations__["a" /* default */].animateReset(toast); } }); } // create and append actions if (Array.isArray(options.action)) { options.action.forEach(function (action) { var el = createAction(action, __webpack_require__.i(__WEBPACK_IMPORTED_MODULE_2__object__["a" /* toastObject */])(toast, _instance)); if (el) toast.appendChild(el); }); } else if (_typeof(options.action) === 'object') { var action = createAction(options.action, __webpack_require__.i(__WEBPACK_IMPORTED_MODULE_2__object__["a" /* toastObject */])(toast, _instance)); if (action) toast.appendChild(action); } return toast; }; var createIcon = function createIcon(options, toast) { // add material icon if available if (options.icon) { var iel = document.createElement('i'); iel.setAttribute('aria-hidden', 'true'); switch (options.iconPack) { case 'fontawesome': iel.classList.add('fa'); var faName = options.icon.name ? options.icon.name : options.icon; if (faName.includes('fa-')) { iel.classList.add(faName.trim()); } else { iel.classList.add('fa-' + faName.trim()); } break; case 'mdi': iel.classList.add('mdi'); var mdiName = options.icon.name ? options.icon.name : options.icon; if (mdiName.includes('mdi-')) { iel.classList.add(mdiName.trim()); } else { iel.classList.add('mdi-' + mdiName.trim()); } break; case 'custom-class': var classes = options.icon.name ? options.icon.name : options.icon; if (typeof classes === 'string') { classes.split(' ').forEach(function (className) { iel.classList.add(className); }); } else if (Array.isArray(classes)) { classes.forEach(function (className) { iel.classList.add(className.trim()); }); } break; case 'callback': var callback = options.icon && options.icon instanceof Function ? options.icon : null; if (callback) { iel = callback(iel); } break; default: iel.classList.add('material-icons'); iel.textContent = options.icon.name ? options.icon.name : options.icon; } if (options.icon.after) { iel.classList.add('after'); } appendIcon(options, iel, toast); } }; var appendIcon = function appendIcon(options, el, toast) { if (options.icon) { if (options.icon.after && options.icon.name) { toast.appendChild(el); } else if (options.icon.name) { toast.insertBefore(el, toast.firstChild); } else { toast.insertBefore(el, toast.firstChild); } } }; /** * Create Action for the toast * * @param action * @param toastObject * @returns {Element} */ var createAction = function createAction(action, toastObject) { if (!action) { return null; } var el = document.createElement('a'); el.classList.add('action'); el.classList.add('ripple'); if (action.text) { el.text = action.text; } if (action.href) { el.href = action.href; } if (action.target) { el.target = action.target; } if (action.icon) { // add icon class to style it el.classList.add('icon'); // create icon element var iel = document.createElement('i'); switch (_options.iconPack) { case 'fontawesome': iel.classList.add('fa'); if (action.icon.includes('fa-')) { iel.classList.add(action.icon.trim()); } else { iel.classList.add('fa-' + action.icon.trim()); } break; case 'mdi': iel.classList.add('mdi'); if (action.icon.includes('mdi-')) { iel.classList.add(action.icon.trim()); } else { iel.classList.add('mdi-' + action.icon.trim()); } break; case 'custom-class': if (typeof action.icon === 'string') { action.icon.split(' ').forEach(function (className) { el.classList.add(className); }); } else if (Array.isArray(action.icon)) { action.icon.forEach(function (className) { el.classList.add(className.trim()); }); } break; default: iel.classList.add('material-icons'); iel.textContent = action.icon; } // append it to the button el.appendChild(iel); } if (action.class) { if (typeof action.class === 'string') { action.class.split(' ').forEach(function (className) { el.classList.add(className); }); } else if (Array.isArray(action.class)) { action.class.forEach(function (className) { el.classList.add(className.trim()); }); } } // initiate push with ready if (action.push) { el.addEventListener('click', function (e) { e.preventDefault(); // check if vue router passed through global options if (!_options.router) { console.warn('[vue-toasted] : Vue Router instance is not attached. please check the docs'); return; } _options.router.push(action.push); // fade away toast after action. if (!action.push.dontClose) { toastObject.goAway(0); } }); } if (action.onClick && typeof action.onClick === 'function') { el.addEventListener('click', function (e) { if (action.onClick) { e.preventDefault(); action.onClick(e, toastObject); } }); } return el; }; /** * this method will create the toast * * @param instance * @param message * @param options * @returns {{el: *, text: text, goAway: goAway}} */ /* harmony default export */ __webpack_exports__["a"] = (function (instance, message, options) { // share the instance across _instance = instance; options = parseOptions(options); var container = _instance.container; options.containerClass.unshift('toasted-container'); // check if the container classes has changed if so update it if (container.className !== options.containerClass.join(' ')) { container.className = ""; options.containerClass.forEach(function (className) { container.classList.add(className); }); } // Select and append toast var newToast = createToast(message, options); // only append toast if message is not undefined if (message) { container.appendChild(newToast); } newToast.style.opacity = 0; // Animate toast in __WEBPACK_IMPORTED_MODULE_1__animations__["a" /* default */].animateIn(newToast); // Allows timer to be pause while being panned var timeLeft = options.duration; var counterInterval = void 0; if (timeLeft !== null) { var createInterval = function createInterval() { return setInterval(function () { if (newToast.parentNode === null) window.clearInterval(counterInterval); // If toast is not being dragged, decrease its time remaining if (!newToast.classList.contains('panning')) { timeLeft -= 20; } if (timeLeft <= 0) { // Animate toast out __WEBPACK_IMPORTED_MODULE_1__animations__["a" /* default */].animateOut(newToast, function () { // Call the optional callback if (typeof options.onComplete === "function") options.onComplete(); // Remove toast after it times out if (newToast.parentNode) { _instance.remove(newToast); } }); window.clearInterval(counterInterval); } }, 20); }; counterInterval = createInterval(); // Toggle interval on hover if (options.keepOnHover) { newToast.addEventListener('mouseover', function () { window.clearInterval(counterInterval); }); newToast.addEventListener('mouseout', function () { counterInterval = createInterval(); }); } } return __webpack_require__.i(__WEBPACK_IMPORTED_MODULE_2__object__["a" /* toastObject */])(newToast, _instance); });; /***/ }), /* 9 */ /***/ (function(module, exports, __webpack_require__) { exports = module.exports = __webpack_require__(10)(); // imports // module exports.push([module.i, ".toasted{padding:0 20px}.toasted.rounded{border-radius:24px}.toasted .primary,.toasted.toasted-primary{border-radius:2px;min-height:38px;line-height:1.1em;background-color:#353535;padding:6px 20px;font-size:15px;font-weight:300;color:#fff;box-shadow:0 1px 3px rgba(0,0,0,.12),0 1px 2px rgba(0,0,0,.24)}.toasted .primary.success,.toasted.toasted-primary.success{background:#4caf50}.toasted .primary.error,.toasted.toasted-primary.error{background:#f44336}.toasted .primary.info,.toasted.toasted-primary.info{background:#3f51b5}.toasted .primary .action,.toasted.toasted-primary .action{color:#a1c2fa}.toasted.bubble{border-radius:30px;min-height:38px;line-height:1.1em;background-color:#ff7043;padding:0 20px;font-size:15px;font-weight:300;color:#fff;box-shadow:0 1px 3px rgba(0,0,0,.12),0 1px 2px rgba(0,0,0,.24)}.toasted.bubble.success{background:#4caf50}.toasted.bubble.error{background:#f44336}.toasted.bubble.info{background:#3f51b5}.toasted.bubble .action{color:#8e2b0c}.toasted.outline{border-radius:30px;min-height:38px;line-height:1.1em;background-color:#fff;border:1px solid #676767;padding:0 20px;font-size:15px;color:#676767;box-shadow:0 1px 3px rgba(0,0,0,.12),0 1px 2px rgba(0,0,0,.24);font-weight:700}.toasted.outline.success{color:#4caf50;border-color:#4caf50}.toasted.outline.error{color:#f44336;border-color:#f44336}.toasted.outline.info{color:#3f51b5;border-color:#3f51b5}.toasted.outline .action{color:#607d8b}.toasted-container{position:fixed;z-index:10000}.toasted-container,.toasted-container.full-width{display:-ms-flexbox;display:flex;-ms-flex-direction:column;flex-direction:column}.toasted-container.full-width{max-width:86%;width:100%}.toasted-container.full-width.fit-to-screen{min-width:100%}.toasted-container.full-width.fit-to-screen .toasted:first-child{margin-top:0}.toasted-container.full-width.fit-to-screen.top-right{top:0;right:0}.toasted-container.full-width.fit-to-screen.top-left{top:0;left:0}.toasted-container.full-width.fit-to-screen.top-center{top:0;left:0;-webkit-transform:translateX(0);transform:translateX(0)}.toasted-container.full-width.fit-to-screen.bottom-right{right:0;bottom:0}.toasted-container.full-width.fit-to-screen.bottom-left{left:0;bottom:0}.toasted-container.full-width.fit-to-screen.bottom-center{left:0;bottom:0;-webkit-transform:translateX(0);transform:translateX(0)}.toasted-container.top-right{top:10%;right:7%}.toasted-container.top-left{top:10%;left:7%}.toasted-container.top-center{top:10%;left:50%;-webkit-transform:translateX(-50%);transform:translateX(-50%)}.toasted-container.bottom-right{right:5%;bottom:7%}.toasted-container.bottom-left{left:5%;bottom:7%}.toasted-container.bottom-center{left:50%;-webkit-transform:translateX(-50%);transform:translateX(-50%);bottom:7%}.toasted-container.bottom-left .toasted,.toasted-container.top-left .toasted{float:left}.toasted-container.bottom-right .toasted,.toasted-container.top-right .toasted{float:right}.toasted-container .toasted{top:35px;width:auto;clear:both;margin-top:10px;position:relative;max-width:100%;height:auto;word-break:normal;display:-ms-flexbox;display:flex;-ms-flex-align:center;align-items:center;-ms-flex-pack:justify;justify-content:space-between;box-sizing:inherit}.toasted-container .toasted .fa,.toasted-container .toasted .fab,.toasted-container .toasted .far,.toasted-container .toasted .fas,.toasted-container .toasted .material-icons,.toasted-container .toasted .mdi{margin-right:.5rem;margin-left:-.4rem}.toasted-container .toasted .fa.after,.toasted-container .toasted .fab.after,.toasted-container .toasted .far.after,.toasted-container .toasted .fas.after,.toasted-container .toasted .material-icons.after,.toasted-container .toasted .mdi.after{margin-left:.5rem;margin-right:-.4rem}.toasted-container .toasted .action{text-decoration:none;font-size:.8rem;padding:8px;margin:5px -7px 5px 7px;border-radius:3px;text-transform:uppercase;letter-spacing:.03em;font-weight:600;cursor:pointer}.toasted-container .toasted .action.icon{padding:4px;display:-ms-flexbox;display:flex;-ms-flex-align:center;align-items:center;-ms-flex-pack:center;justify-content:center}.toasted-container .toasted .action.icon .fa,.toasted-container .toasted .action.icon .material-icons,.toasted-container .toasted .action.icon .mdi{margin-right:0;margin-left:4px}.toasted-container .toasted .action.icon:hover{text-decoration:none}.toasted-container .toasted .action:hover{text-decoration:underline}@media only screen and (max-width:600px){.toasted-container{min-width:100%}.toasted-container .toasted:first-child{margin-top:0}.toasted-container.top-right{top:0;right:0}.toasted-container.top-left{top:0;left:0}.toasted-container.top-center{top:0;left:0;-webkit-transform:translateX(0);transform:translateX(0)}.toasted-container.bottom-right{right:0;bottom:0}.toasted-container.bottom-left{left:0;bottom:0}.toasted-container.bottom-center{left:0;bottom:0;-webkit-transform:translateX(0);transform:translateX(0)}.toasted-container.bottom-center,.toasted-container.top-center{-ms-flex-align:stretch!important;align-items:stretch!important}.toasted-container.bottom-left .toasted,.toasted-container.bottom-right .toasted,.toasted-container.top-left .toasted,.toasted-container.top-right .toasted{float:none}.toasted-container .toasted{border-radius:0}}", ""]); // exports /***/ }), /* 10 */ /***/ (function(module, exports) { /* MIT License http://www.opensource.org/licenses/mit-license.php Author Tobias Koppers @sokra */ // css base code, injected by the css-loader module.exports = function() { var list = []; // return the list of modules as css string list.toString = function toString() { var result = []; for(var i = 0; i < this.length; i++) { var item = this[i]; if(item[2]) { result.push("@media " + item[2] + "{" + item[1] + "}"); } else { result.push(item[1]); } } return result.join(""); }; // import a list of modules into the list list.i = function(modules, mediaQuery) { if(typeof modules === "string") modules = [[null, modules, ""]]; var alreadyImportedModules = {}; for(var i = 0; i < this.length; i++) { var id = this[i][0]; if(typeof id === "number") alreadyImportedModules[id] = true; } for(i = 0; i < modules.length; i++) { var item = modules[i]; // skip already imported module // this implementation is not 100% perfect for weird media query combinations // when a module is imported multiple times with different media queries. // I hope this will never occur (Hey this way we have smaller bundles) if(typeof item[0] !== "number" || !alreadyImportedModules[item[0]]) { if(mediaQuery && !item[2]) { item[2] = mediaQuery; } else if(mediaQuery) { item[2] = "(" + item[2] + ") and (" + mediaQuery + ")"; } list.push(item); } } }; return list; }; /***/ }), /* 11 */ /***/ (function(module, exports, __webpack_require__) { "use strict"; /** * Code refactored from Mozilla Developer Network: * https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign */ function assign(target, firstSource) { if (target === undefined || target === null) { throw new TypeError('Cannot convert first argument to object'); } var to = Object(target); for (var i = 1; i < arguments.length; i++) { var nextSource = arguments[i]; if (nextSource === undefined || nextSource === null) { continue; } var keysArray = Object.keys(Object(nextSource)); for (var nextIndex = 0, len = keysArray.length; nextIndex < len; nextIndex++) { var nextKey = keysArray[nextIndex]; var desc = Object.getOwnPropertyDescriptor(nextSource, nextKey); if (desc !== undefined && desc.enumerable) { to[nextKey] = nextSource[nextKey]; } } } return to; } function polyfill() { if (!Object.assign) { Object.defineProperty(Object, 'assign', { enumerable: false, configurable: true, writable: true, value: assign }); } } module.exports = { assign: assign, polyfill: polyfill }; /***/ }), /* 12 */ /***/ (function(module, exports, __webpack_require__) { var __WEBPACK_AMD_DEFINE_RESULT__;/*! Hammer.JS - v2.0.7 - 2016-04-22 * http://hammerjs.github.io/ * * Copyright (c) 2016 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); } } } /** * 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); } 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); } 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 }); } }); 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); } } }); 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]; } 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 ]; } /** * 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; } 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; } /** * 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; } /** * 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; } }); /** * 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); } }); /** * 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); } }); /** * 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); } } }); /** * 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: 0.3, 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); } }); /** * 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); } } }); /** * Simple way to create a 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 = '2.0.7'; /** * 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) { 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); } 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, Pinch: PinchRecognizer, Rotate: RotateRecognizer, Press: PressRecognizer, on: addEventListeners, off: removeEventListeners, each: each, merge: merge, extend: extend, assign: assign, inherit: inherit, bindFn: bindFn, prefixed: prefixed }); // this prevents errors when Hammer is loaded in the presence of an AMD // style loader but by script tag, not by the loader. var freeGlobal = (typeof window !== 'undefined' ? window : (typeof self !== 'undefined' ? self : {})); // jshint ignore:line freeGlobal.Hammer = Hammer; if (true) { !(__WEBPACK_AMD_DEFINE_RESULT__ = function() { return Hammer; }.call(exports, __webpack_require__, exports, module), __WEBPACK_AMD_DEFINE_RESULT__ !== undefined && (module.exports = __WEBPACK_AMD_DEFINE_RESULT__)); } else if (typeof module != 'undefined' && module.exports) { module.exports = Hammer; } else { window[exportName] = Hammer; } })(window, document, 'Hammer'); /***/ }), /* 13 */ /***/ (function(module, exports) { // This file replaces `format.js` in bundlers like webpack or Rollup, // according to `browser` config in `package.json`. module.exports = function (random, alphabet, size) { // We can’t use bytes bigger than the alphabet. To make bytes values closer // to the alphabet, we apply bitmask on them. We look for the closest // `2 ** x - 1` number, which will be bigger than alphabet size. If we have // 30 symbols in the alphabet, we will take 31 (00011111). // We do not use faster Math.clz32, because it is not available in browsers. var mask = (2 << Math.log(alphabet.length - 1) / Math.LN2) - 1 // Bitmask is not a perfect solution (in our example it will pass 31 bytes, // which is bigger than the alphabet). As a result, we will need more bytes, // than ID size, because we will refuse bytes bigger than the alphabet. // Every hardware random generator call is costly, // because we need to wait for entropy collection. This is why often it will // be faster to ask for few extra bytes in advance, to avoid additional calls. // Here we calculate how many random bytes should we call in advance. // It depends on ID length, mask / alphabet size and magic number 1.6 // (which was selected according benchmarks). // -~f => Math.ceil(f) if n is float number // -~i => i + 1 if n is integer number var step = -~(1.6 * mask * size / alphabet.length) var id = '' while (true) { var bytes = random(step) // Compact alternative for `for (var i = 0; i < step; i++)` var i = step while (i--) { // If random byte is bigger than alphabet even after bitmask, // we refuse it by `|| ''`. id += alphabet[bytes[i] & mask] || '' // More compact than `id.length + 1 === size` if (id.length === +size) return id } } } /***/ }), /* 14 */ /***/ (function(module, exports, __webpack_require__) { "use strict"; var generate = __webpack_require__(15); var alphabet = __webpack_require__(0); // Ignore all milliseconds before a certain time to reduce the size of the date entropy without sacrificing uniqueness. // This number should be updated every year or so to keep the generated id short. // To regenerate `new Date() - 0` and bump the version. Always bump the version! var REDUCE_TIME = 1567752802062; // don't change unless we change the algos or REDUCE_TIME // must be an integer and less than 16 var version = 7; // Counter is used when shortid is called multiple times in one second. var counter; // Remember the last time shortid was called in case counter is needed. var previousSeconds; /** * Generate unique id * Returns string id */ function build(clusterWorkerId) { var str = ''; var seconds = Math.floor((Date.now() - REDUCE_TIME) * 0.001); if (seconds === previousSeconds) { counter++; } else { counter = 0; previousSeconds = seconds; } str = str + generate(version); str = str + generate(clusterWorkerId); if (counter > 0) { str = str + generate(counter); } str = str + generate(seconds); return str; } module.exports = build; /***/ }), /* 15 */ /***/ (function(module, exports, __webpack_require__) { "use strict"; var alphabet = __webpack_require__(0); var random = __webpack_require__(18); var format = __webpack_require__(13); function generate(number) { var loopCounter = 0; var done; var str = ''; while (!done) { str = str + format(random, alphabet.get(), 1); done = number < (Math.pow(16, loopCounter + 1 ) ); loopCounter++; } return str; } module.exports = generate; /***/ }), /* 16 */ /***/ (function(module, exports, __webpack_require__) { "use strict"; var alphabet = __webpack_require__(0); var build = __webpack_require__(14); var isValid = __webpack_require__(17); // if you are using cluster or multiple servers use this to make each instance // has a unique value for worker // Note: I don't know if this is automatically set when using third // party cluster solutions such as pm2. var clusterWorkerId = __webpack_require__(20) || 0; /** * Set the seed. * Highly recommended if you don't want people to try to figure out your id schema. * exposed as shortid.seed(int) * @param seed Integer value to seed the random alphabet. ALWAYS USE THE SAME SEED or you might get overlaps. */ function seed(seedValue) { alphabet.seed(seedValue); return module.exports; } /** * Set the cluster worker or machine id * exposed as shortid.worker(int) * @param workerId worker must be positive integer. Number less than 16 is recommended. * returns shortid module so it can be chained. */ function worker(workerId) { clusterWorkerId = workerId; return module.exports; } /** * * sets new characters to use in the alphabet * returns the shuffled alphabet */ function characters(newCharacters) { if (newCharacters !== undefined) { alphabet.characters(newCharacters); } return alphabet.shuffled(); } /** * Generate unique id * Returns string id */ function generate() { return build(clusterWorkerId); } // Export all other functions as properties of the generate function module.exports = generate; module.exports.generate = generate; module.exports.seed = seed; module.exports.worker = worker; module.exports.characters = characters; module.exports.isValid = isValid; /***/ }), /* 17 */ /***/ (function(module, exports, __webpack_require__) { "use strict"; var alphabet = __webpack_require__(0); function isShortId(id) { if (!id || typeof id !== 'string' || id.length < 6 ) { return false; } var nonAlphabetic = new RegExp('[^' + alphabet.get().replace(/[|\\{}()[\]^$+*?.-]/g, '\\$&') + ']'); return !nonAlphabetic.test(id); } module.exports = isShortId; /***/ }), /* 18 */ /***/ (function(module, exports, __webpack_require__) { "use strict"; var crypto = typeof window === 'object' && (window.crypto || window.msCrypto); // IE 11 uses window.msCrypto var randomByte; if (!crypto || !crypto.getRandomValues) { randomByte = function(size) { var bytes = []; for (var i = 0; i < size; i++) { bytes.push(Math.floor(Math.random() * 256)); } return bytes; }; } else { randomByte = function(size) { return crypto.getRandomValues(new Uint8Array(size)); }; } module.exports = randomByte; /***/ }), /* 19 */ /***/ (function(module, exports, __webpack_require__) { "use strict"; // Found this seed-based random generator somewhere // Based on The Central Randomizer 1.3 (C) 1997 by Paul Houle ([email protected]) var seed = 1; /** * return a random number based on a seed * @param seed * @returns {number} */ function getNextValue() { seed = (seed * 9301 + 49297) % 233280; return seed/(233280.0); } function setSeed(_seed_) { seed = _seed_; } module.exports = { nextValue: getNextValue, seed: setSeed }; /***/ }), /* 20 */ /***/ (function(module, exports, __webpack_require__) { "use strict"; module.exports = 0; /***/ }), /* 21 */ /***/ (function(module, exports) { // this module is a runtime utility for cleaner component module output and will // be included in the final webpack user bundle module.exports = function normalizeComponent ( rawScriptExports, compiledTemplate, scopeId, cssModules ) { var esModule var scriptExports = rawScriptExports = rawScriptExports || {} // ES6 modules interop var type = typeof rawScriptExports.default if (type === 'object' || type === 'function') { esModule = rawScriptExports scriptExports = rawScriptExports.default } // Vue.extend constructor export interop var options = typeof scriptExports === 'function' ? scriptExports.options : scriptExports // render functions if (compiledTemplate) { options.render = compiledTemplate.render options.staticRenderFns = compiledTemplate.staticRenderFns } // scopedId if (scopeId) { options._scopeId = scopeId } // inject cssModules if (cssModules) { var computed = Object.create(options.computed || null) Object.keys(cssModules).forEach(function (key) { var module = cssModules[key] computed[key] = function () { return module } }) options.computed = computed } return { esModule: esModule, exports: scriptExports, options: options } } /***/ }), /* 22 */ /***/ (function(module, exports, __webpack_require__) { // style-loader: Adds some css to the DOM by adding a <style> tag // load the styles var content = __webpack_require__(9); if(typeof content === 'string') content = [[module.i, content, '']]; if(content.locals) module.exports = content.locals; // add the styles to the DOM var update = __webpack_require__(23)("df0682cc", content, true, {}); /***/ }), /* 23 */ /***/ (function(module, exports, __webpack_require__) { /* MIT License http://www.opensource.org/licenses/mit-license.php Author Tobias Koppers @sokra Modified by Evan You @yyx990803 */ var hasDocument = typeof document !== 'undefined' if (typeof DEBUG !== 'undefined' && DEBUG) { if (!hasDocument) { throw new Error( 'vue-style-loader cannot be used in a non-browser environment. ' + "Use { target: 'node' } in your Webpack config to indicate a server-rendering environment." ) } } var listToStyles = __webpack_require__(24) /* type StyleObject = { id: number; parts: Array<StyleObjectPart> } type StyleObjectPart = { css: string; media: string; sourceMap: ?string } */ var stylesInDom = {/* [id: number]: { id: number, refs: number, parts: Array<(obj?: StyleObjectPart) => void> } */} var head = hasDocument && (document.head || document.getElementsByTagName('head')[0]) var singletonElement = null var singletonCounter = 0 var isProduction = false var noop = function () {} var options = null var ssrIdKey = 'data-vue-ssr-id' // Force single-tag solution on IE6-9, which has a hard limit on the # of <style> // tags it will allow on a page var isOldIE = typeof navigator !== 'undefined' && /msie [6-9]\b/.test(navigator.userAgent.toLowerCase()) module.exports = function (parentId, list, _isProduction, _options) { isProduction = _isProduction options = _options || {} var styles = listToStyles(parentId, list) addStylesToDom(styles) return function update (newList) { var mayRemove = [] for (var i = 0; i < styles.length; i++) { var item = styles[i] var domStyle = stylesInDom[item.id] domStyle.refs-- mayRemove.push(domStyle) } if (newList) { styles = listToStyles(parentId, newList) addStylesToDom(styles) } else { styles = [] } for (var i = 0; i < mayRemove.length; i++) { var domStyle = mayRemove[i] if (domStyle.refs === 0) { for (var j = 0; j < domStyle.parts.length; j++) { domStyle.parts[j]() } delete stylesInDom[domStyle.id] } } } } function addStylesToDom (styles /* Array<StyleObject> */) { for (var i = 0; i < styles.length; i++) { var item = styles[i] var domStyle = stylesInDom[item.id] if (domStyle) { domStyle.refs++ for (var j = 0; j < domStyle.parts.length; j++) { domStyle.parts[j](item.parts[j]) } for (; j < item.parts.length; j++) { domStyle.parts.push(addStyle(item.parts[j])) } if (domStyle.parts.length > item.parts.length) { domStyle.parts.length = item.parts.length } } else { var parts = [] for (var j = 0; j < item.parts.length; j++) { parts.push(addStyle(item.parts[j])) } stylesInDom[item.id] = { id: item.id, refs: 1, parts: parts } } } } function createStyleElement () { var styleElement = document.createElement('style') styleElement.type = 'text/css' head.appendChild(styleElement) return styleElement } function addStyle (obj /* StyleObjectPart */) { var update, remove var styleElement = document.querySelector('style[' + ssrIdKey + '~="' + obj.id + '"]') if (styleElement) { if (isProduction) { // has SSR styles and in production mode. // simply do nothing. return noop } else { // has SSR styles but in dev mode. // for some reason Chrome can't handle source map in server-rendered // style tags - source maps in <style> only works if the style tag is // created and inserted dynamically. So we remove the server rendered // styles and inject new ones. styleElement.parentNode.removeChild(styleElement) } } if (isOldIE) { // use singleton mode for IE9. var styleIndex = singletonCounter++ styleElement = singletonElement || (singletonElement = createStyleElement()) update = applyToSingletonTag.bind(null, styleElement, styleIndex, false) remove = applyToSingletonTag.bind(null, styleElement, styleIndex, true) } else { // use multi-style-tag mode in all other cases styleElement = createStyleElement() update = applyToTag.bind(null, styleElement) remove = function () { styleElement.parentNode.removeChild(styleElement) } } update(obj) return function updateStyle (newObj /* StyleObjectPart */) { if (newObj) { if (newObj.css === obj.css && newObj.media === obj.media && newObj.sourceMap === obj.sourceMap) { return } update(obj = newObj) } else { remove() } } } var replaceText = (function () { var textStore = [] return function (index, replacement) { textStore[index] = replacement return textStore.filter(Boolean).join('\n') } })() function applyToSingletonTag (styleElement, index, remove, obj) { var css = remove ? '' : obj.css if (styleElement.styleSheet) { styleElement.styleSheet.cssText = replaceText(index, css) } else { var cssNode = document.createTextNode(css) var childNodes = styleElement.childNodes if (childNodes[index]) styleElement.removeChild(childNodes[index]) if (childNodes.length) { styleElement.insertBefore(cssNode, childNodes[index]) } else { styleElement.appendChild(cssNode) } } } function applyToTag (styleElement, obj) { var css = obj.css var media = obj.media var sourceMap = obj.sourceMap if (media) { styleElement.setAttribute('media', media) } if (options.ssrId) { styleElement.setAttribute(ssrIdKey, obj.id) } if (sourceMap) { // https://developer.chrome.com/devtools/docs/javascript-debugging // this makes source maps inside style tags work properly in Chrome css += '\n/*# sourceURL=' + sourceMap.sources[0] + ' */' // http://stackoverflow.com/a/26603875 css += '\n/*# sourceMappingURL=data:application/json;base64,' + btoa(unescape(encodeURIComponent(JSON.stringify(sourceMap)))) + ' */' } if (styleElement.styleSheet) { styleElement.styleSheet.cssText = css } else { while (styleElement.firstChild) { styleElement.removeChild(styleElement.firstChild) } styleElement.appendChild(document.createTextNode(css)) } } /***/ }), /* 24 */ /***/ (function(module, exports) { /** * Translates the list format produced by css-loader into something * easier to manipulate. */ module.exports = function listToStyles (parentId, list) { var styles = [] var newStyles = {} for (var i = 0; i < list.length; i++) { var item = list[i] var id = item[0] var css = item[1] var media = item[2] var sourceMap = item[3] var part = { id: parentId + ':' + i, css: css, media: media, sourceMap: sourceMap } if (!newStyles[id]) { styles.push(newStyles[id] = { id: id, parts: [part] }) } else { newStyles[id].parts.push(part) } } return styles } /***/ }), /* 25 */ /***/ (function(module, exports) { var g; // This works in non-strict mode g = (function() { return this; })(); try { // This works if eval is allowed (see CSP) g = g || Function("return this")() || (1,eval)("this"); } catch(e) { // This works if the window reference is available if(typeof window === "object") g = window; } // g can still be undefined, but nothing to do about it... // We return undefined, instead of nothing here, so it's // easier to handle this case. if(!global) { ...} module.exports = g; /***/ }) /******/ ]); }); //# sourceMappingURL=vue-toasted.js.map