(function (global, factory) { typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory() : typeof define === 'function' && define.amd ? define(factory) : (global = typeof globalThis !== 'undefined' ? globalThis : global || self, global.DiagramJSMinimap = factory()); })(this, (function () { 'use strict'; function _mergeNamespaces$1(n, m) { m.forEach(function (e) { e && typeof e !== 'string' && !Array.isArray(e) && Object.keys(e).forEach(function (k) { if (k !== 'default' && !(k in n)) { var d = Object.getOwnPropertyDescriptor(e, k); Object.defineProperty(n, k, d.get ? d : { enumerable: true, get: function () { return e[k]; } }); } }); }); return Object.freeze(n); } /** * Set attribute `name` to `val`, or get attr `name`. * * @param {Element} el * @param {String} name * @param {String} [val] * @api public */ function attr$1(el, name, val) { // get if (arguments.length == 2) { return el.getAttribute(name); } // remove if (val === null) { return el.removeAttribute(name); } // set el.setAttribute(name, val); return el; } /** * Taken from https://github.com/component/classes * * Without the component bits. */ /** * toString reference. */ const toString$1 = Object.prototype.toString; /** * Wrap `el` in a `ClassList`. * * @param {Element} el * @return {ClassList} * @api public */ function classes$1(el) { return new ClassList$1(el); } /** * Initialize a new ClassList for `el`. * * @param {Element} el * @api private */ function ClassList$1(el) { if (!el || !el.nodeType) { throw new Error('A DOM element reference is required'); } this.el = el; this.list = el.classList; } /** * Add class `name` if not already present. * * @param {String} name * @return {ClassList} * @api public */ ClassList$1.prototype.add = function(name) { this.list.add(name); return this; }; /** * Remove class `name` when present, or * pass a regular expression to remove * any which match. * * @param {String|RegExp} name * @return {ClassList} * @api public */ ClassList$1.prototype.remove = function(name) { if ('[object RegExp]' == toString$1.call(name)) { return this.removeMatching(name); } this.list.remove(name); return this; }; /** * Remove all classes matching `re`. * * @param {RegExp} re * @return {ClassList} * @api private */ ClassList$1.prototype.removeMatching = function(re) { const arr = this.array(); for (let i = 0; i < arr.length; i++) { if (re.test(arr[i])) { this.remove(arr[i]); } } return this; }; /** * Toggle class `name`, can force state via `force`. * * For browsers that support classList, but do not support `force` yet, * the mistake will be detected and corrected. * * @param {String} name * @param {Boolean} force * @return {ClassList} * @api public */ ClassList$1.prototype.toggle = function(name, force) { if ('undefined' !== typeof force) { if (force !== this.list.toggle(name, force)) { this.list.toggle(name); // toggle again to correct } } else { this.list.toggle(name); } return this; }; /** * Return an array of classes. * * @return {Array} * @api public */ ClassList$1.prototype.array = function() { return Array.from(this.list); }; /** * Check if class `name` is present. * * @param {String} name * @return {ClassList} * @api public */ ClassList$1.prototype.has = ClassList$1.prototype.contains = function(name) { return this.list.contains(name); }; var componentEvent = {}; var bind$1, unbind$1, prefix; function detect () { bind$1 = window.addEventListener ? 'addEventListener' : 'attachEvent'; unbind$1 = window.removeEventListener ? 'removeEventListener' : 'detachEvent'; prefix = bind$1 !== 'addEventListener' ? 'on' : ''; } /** * Bind `el` event `type` to `fn`. * * @param {Element} el * @param {String} type * @param {Function} fn * @param {Boolean} capture * @return {Function} * @api public */ var bind_1 = componentEvent.bind = function(el, type, fn, capture){ if (!bind$1) detect(); el[bind$1](prefix + type, fn, capture || false); return fn; }; /** * Unbind `el` event `type`'s callback `fn`. * * @param {Element} el * @param {String} type * @param {Function} fn * @param {Boolean} capture * @return {Function} * @api public */ var unbind_1 = componentEvent.unbind = function(el, type, fn, capture){ if (!unbind$1) detect(); el[unbind$1](prefix + type, fn, capture || false); return fn; }; var event = /*#__PURE__*/_mergeNamespaces$1({ __proto__: null, bind: bind_1, unbind: unbind_1, 'default': componentEvent }, [componentEvent]); var bugTestDiv; if (typeof document !== 'undefined') { bugTestDiv = document.createElement('div'); // Setup bugTestDiv.innerHTML = '
a'; // Make sure that link elements get serialized correctly by innerHTML // This requires a wrapper element in IE !bugTestDiv.getElementsByTagName('link').length; bugTestDiv = undefined; } function query(selector, el) { el = el || document; return el.querySelector(selector); } function ensureImported(element, target) { if (element.ownerDocument !== target.ownerDocument) { try { // may fail on webkit return target.ownerDocument.importNode(element, true); } catch (e) { // ignore } } return element; } /** * appendTo utility */ /** * Append a node to a target element and return the appended node. * * @param {SVGElement} element * @param {SVGElement} target * * @return {SVGElement} the appended node */ function appendTo(element, target) { return target.appendChild(ensureImported(element, target)); } /** * append utility */ /** * Append a node to an element * * @param {SVGElement} element * @param {SVGElement} node * * @return {SVGElement} the element */ function append(target, node) { appendTo(node, target); return target; } /** * attribute accessor utility */ var LENGTH_ATTR = 2; var CSS_PROPERTIES = { 'alignment-baseline': 1, 'baseline-shift': 1, 'clip': 1, 'clip-path': 1, 'clip-rule': 1, 'color': 1, 'color-interpolation': 1, 'color-interpolation-filters': 1, 'color-profile': 1, 'color-rendering': 1, 'cursor': 1, 'direction': 1, 'display': 1, 'dominant-baseline': 1, 'enable-background': 1, 'fill': 1, 'fill-opacity': 1, 'fill-rule': 1, 'filter': 1, 'flood-color': 1, 'flood-opacity': 1, 'font': 1, 'font-family': 1, 'font-size': LENGTH_ATTR, 'font-size-adjust': 1, 'font-stretch': 1, 'font-style': 1, 'font-variant': 1, 'font-weight': 1, 'glyph-orientation-horizontal': 1, 'glyph-orientation-vertical': 1, 'image-rendering': 1, 'kerning': 1, 'letter-spacing': 1, 'lighting-color': 1, 'marker': 1, 'marker-end': 1, 'marker-mid': 1, 'marker-start': 1, 'mask': 1, 'opacity': 1, 'overflow': 1, 'pointer-events': 1, 'shape-rendering': 1, 'stop-color': 1, 'stop-opacity': 1, 'stroke': 1, 'stroke-dasharray': 1, 'stroke-dashoffset': 1, 'stroke-linecap': 1, 'stroke-linejoin': 1, 'stroke-miterlimit': 1, 'stroke-opacity': 1, 'stroke-width': LENGTH_ATTR, 'text-anchor': 1, 'text-decoration': 1, 'text-rendering': 1, 'unicode-bidi': 1, 'visibility': 1, 'word-spacing': 1, 'writing-mode': 1 }; function getAttribute(node, name) { if (CSS_PROPERTIES[name]) { return node.style[name]; } else { return node.getAttributeNS(null, name); } } function setAttribute(node, name, value) { var hyphenated = name.replace(/([a-z])([A-Z])/g, '$1-$2').toLowerCase(); var type = CSS_PROPERTIES[hyphenated]; if (type) { // append pixel unit, unless present if (type === LENGTH_ATTR && typeof value === 'number') { value = String(value) + 'px'; } node.style[hyphenated] = value; } else { node.setAttributeNS(null, name, value); } } function setAttributes(node, attrs) { var names = Object.keys(attrs), i, name; for (i = 0, name; (name = names[i]); i++) { setAttribute(node, name, attrs[name]); } } /** * Gets or sets raw attributes on a node. * * @param {SVGElement} node * @param {Object} [attrs] * @param {String} [name] * @param {String} [value] * * @return {String} */ function attr(node, name, value) { if (typeof name === 'string') { if (value !== undefined) { setAttribute(node, name, value); } else { return getAttribute(node, name); } } else { setAttributes(node, name); } return node; } /** * Taken from https://github.com/component/classes * * Without the component bits. */ /** * toString reference. */ const toString = Object.prototype.toString; /** * Wrap `el` in a `ClassList`. * * @param {Element} el * @return {ClassList} * @api public */ function classes(el) { return new ClassList(el); } function ClassList(el) { if (!el || !el.nodeType) { throw new Error('A DOM element reference is required'); } this.el = el; this.list = el.classList; } /** * Add class `name` if not already present. * * @param {String} name * @return {ClassList} * @api public */ ClassList.prototype.add = function(name) { this.list.add(name); return this; }; /** * Remove class `name` when present, or * pass a regular expression to remove * any which match. * * @param {String|RegExp} name * @return {ClassList} * @api public */ ClassList.prototype.remove = function(name) { if ('[object RegExp]' == toString.call(name)) { return this.removeMatching(name); } this.list.remove(name); return this; }; /** * Remove all classes matching `re`. * * @param {RegExp} re * @return {ClassList} * @api private */ ClassList.prototype.removeMatching = function(re) { const arr = this.array(); for (let i = 0; i < arr.length; i++) { if (re.test(arr[i])) { this.remove(arr[i]); } } return this; }; /** * Toggle class `name`, can force state via `force`. * * For browsers that support classList, but do not support `force` yet, * the mistake will be detected and corrected. * * @param {String} name * @param {Boolean} force * @return {ClassList} * @api public */ ClassList.prototype.toggle = function(name, force) { if ('undefined' !== typeof force) { if (force !== this.list.toggle(name, force)) { this.list.toggle(name); // toggle again to correct } } else { this.list.toggle(name); } return this; }; /** * Return an array of classes. * * @return {Array} * @api public */ ClassList.prototype.array = function() { return Array.from(this.list); }; /** * Check if class `name` is present. * * @param {String} name * @return {ClassList} * @api public */ ClassList.prototype.has = ClassList.prototype.contains = function(name) { return this.list.contains(name); }; function remove(element) { var parent = element.parentNode; if (parent) { parent.removeChild(element); } return element; } /** * Clear utility */ /** * Removes all children from the given element * * @param {DOMElement} element * @return {DOMElement} the element (for chaining) */ function clear(element) { var child; while ((child = element.firstChild)) { remove(child); } return element; } function clone(element) { return element.cloneNode(true); } var ns = { svg: 'http://www.w3.org/2000/svg' }; /** * DOM parsing utility */ var SVG_START = '' + svg + ''; unwrap = true; } var parsed = parseDocument(svg); if (!unwrap) { return parsed; } var fragment = document.createDocumentFragment(); var parent = parsed.firstChild; while (parent.firstChild) { fragment.appendChild(parent.firstChild); } return fragment; } function parseDocument(svg) { var parser; // parse parser = new DOMParser(); parser.async = false; return parser.parseFromString(svg, 'text/xml'); } /** * Create utility for SVG elements */ /** * Create a specific type from name or SVG markup. * * @param {String} name the name or markup of the element * @param {Object} [attrs] attributes to set on the element * * @returns {SVGElement} */ function create(name, attrs) { var element; if (name.charAt(0) === '<') { element = parse(name).firstChild; element = document.importNode(element, true); } else { element = document.createElementNS(ns.svg, name); } if (attrs) { attr(element, attrs); } return element; } /** * Flatten array, one level deep. * * @param {Array} arr * * @return {Array} */ const nativeToString = Object.prototype.toString; const nativeHasOwnProperty = Object.prototype.hasOwnProperty; function isUndefined(obj) { return obj === undefined; } function isArray(obj) { return nativeToString.call(obj) === '[object Array]'; } function isObject(obj) { return nativeToString.call(obj) === '[object Object]'; } function isNumber(obj) { return nativeToString.call(obj) === '[object Number]'; } /** * Return true, if target owns a property with the given key. * * @param {Object} target * @param {String} key * * @return {Boolean} */ function has(target, key) { return nativeHasOwnProperty.call(target, key); } /** * Iterate over collection; returning something * (non-undefined) will stop iteration. * * @param {Array|Object} collection * @param {Function} iterator * * @return {Object} return result that stopped the iteration */ function forEach(collection, iterator) { let val, result; if (isUndefined(collection)) { return; } const convertKey = isArray(collection) ? toNum : identity; for (let key in collection) { if (has(collection, key)) { val = collection[key]; result = iterator(val, convertKey(key)); if (result === false) { return val; } } } } /** * Reduce collection, returning a single result. * * @param {Object|Array} collection * @param {Function} iterator * @param {Any} result * * @return {Any} result returned from last iterator */ function reduce(collection, iterator, result) { forEach(collection, function(value, idx) { result = iterator(result, value, idx); }); return result; } /** * Return true if every element in the collection * matches the criteria. * * @param {Object|Array} collection * @param {Function} matcher * * @return {Boolean} */ function every(collection, matcher) { return !!reduce(collection, function(matches, val, key) { return matches && matcher(val, key); }, true); } function identity(arg) { return arg; } function toNum(arg) { return Number(arg); } /** * Convenience wrapper for `Object.assign`. * * @param {Object} target * @param {...Object} others * * @return {Object} the target */ function assign(target, ...others) { return Object.assign(target, ...others); } var hammerExports = {}; var hammer = { get exports(){ return hammerExports; }, set exports(v){ hammerExports = v; }, }; /*! Hammer.JS - v2.0.7 - 2016-04-22 * http://hammerjs.github.io/ * * Copyright (c) 2016 Jorik Tangelder; * Licensed under the MIT license */ (function (module) { (function(window, document, exportName, undefined$1) { 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$1) { 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.\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$1 || 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$1 && 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$1)) { 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$1 : undefined$1, args); } return val; } /** * use the val2 when val1 is undefined * @param {*} val1 * @param {*} val2 * @returns {*} */ function ifUndefined(val1, val2) { return (val1 === undefined$1) ? 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$1; } /** * 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$1; 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$1)) { 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$1; // 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$1) { return; } if (handler === undefined$1) { 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$1) { 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 (typeof undefined$1 === 'function' && undefined$1.amd) { undefined$1(function() { return Hammer; }); } else if (module.exports) { module.exports = Hammer; } else { window[exportName] = Hammer; } })(window, document, 'Hammer'); } (hammer)); var Hammer = hammerExports; /** * @param {string} str * @returns {string} */ function escapeCSS(str) { return CSS.escape(str); } /** * SVGs for elements are generated by the {@link GraphicsFactory}. * * This utility gives quick access to the important semantic * parts of an element. */ /** * Returns the visual part of a diagram element. * * @param {SVGElement} gfx * * @return {SVGElement} */ function getVisual(gfx) { return gfx.childNodes[0]; } var MINIMAP_VIEWBOX_PADDING = 50; var RANGE = { min: 0.2, max: 4 }, NUM_STEPS = 10; var DELTA_THRESHOLD = 0.1; var LOW_PRIORITY = 250; /** * A minimap that reflects and lets you navigate the diagram. */ function Minimap( config, injector, eventBus, canvas, elementRegistry) { var self = this; this._canvas = canvas; this._elementRegistry = elementRegistry; this._eventBus = eventBus; this._injector = injector; this._state = { isOpen: undefined, isDragging: false, initialDragPosition: null, offsetViewport: null, cachedViewbox: null, dragger: null, svgClientRect: null, parentClientRect: null, zoomDelta: 0 }; this._init(); var documentManager = new Hammer.Manager(document); documentManager.add(new Hammer.Pan()); documentManager.on('panmove', onMousemove); documentManager.on('panend', onMouseup); var svgManager = new Hammer.Manager(this._svg); svgManager.add(new Hammer.Pan()); svgManager.on('panstart', mousedown(true)); svgManager.add(new Hammer.Tap()); svgManager.on('tap', function(event) { centerViewbox(getPoint(event)); }); var viewportDomManager = new Hammer.Manager(this._viewportDom); viewportDomManager.add(new Hammer.Pan()); viewportDomManager.on('panstart', mousedown(false)); this.toggle((config && config.open) || false); function centerViewbox(point) { // getBoundingClientRect might return zero-dimensional when called for the first time if (!self._state._svgClientRect || isZeroDimensional(self._state._svgClientRect)) { self._state._svgClientRect = self._svg.getBoundingClientRect(); } var diagramPoint = mapMousePositionToDiagramPoint({ x: point.x - self._state._svgClientRect.left, y: point.y - self._state._svgClientRect.top }, self._svg, self._lastViewbox); setViewboxCenteredAroundPoint(diagramPoint, self._canvas); self._update(); } function mousedown(center) { return function onMousedown(event$1) { var point = getPoint(event$1); // getBoundingClientRect might return zero-dimensional when called for the first time if (!self._state._svgClientRect || isZeroDimensional(self._state._svgClientRect)) { self._state._svgClientRect = self._svg.getBoundingClientRect(); } if (center) { centerViewbox(point); } var diagramPoint = mapMousePositionToDiagramPoint({ x: point.x - self._state._svgClientRect.left, y: point.y - self._state._svgClientRect.top }, self._svg, self._lastViewbox); var viewbox = canvas.viewbox(); var offsetViewport = getOffsetViewport(diagramPoint, viewbox); var initialViewportDomRect = self._viewportDom.getBoundingClientRect(); // take border into account (regardless of width) var offsetViewportDom = { x: point.x - initialViewportDomRect.left + 1, y: point.y - initialViewportDomRect.top + 1 }; // init dragging assign(self._state, { cachedViewbox: viewbox, initialDragPosition: { x: point.x, y: point.y }, isDragging: true, offsetViewport: offsetViewport, offsetViewportDom: offsetViewportDom, viewportClientRect: self._viewport.getBoundingClientRect(), parentClientRect: self._parent.getBoundingClientRect() }); event.bind(document, 'mousemove', onMousemove); event.bind(document, 'mouseup', onMouseup); }; } function onMousemove(event) { var point = getPoint(event); // set viewbox if dragging active if (self._state.isDragging) { // getBoundingClientRect might return zero-dimensional when called for the first time if (!self._state._svgClientRect || isZeroDimensional(self._state._svgClientRect)) { self._state._svgClientRect = self._svg.getBoundingClientRect(); } // update viewport DOM var offsetViewportDom = self._state.offsetViewportDom, viewportClientRect = self._state.viewportClientRect, parentClientRect = self._state.parentClientRect; assign(self._viewportDom.style, { top: (point.y - offsetViewportDom.y - parentClientRect.top) + 'px', left: (point.x - offsetViewportDom.x - parentClientRect.left) + 'px' }); // update overlay var clipPath = getOverlayClipPath(parentClientRect, { top: point.y - offsetViewportDom.y - parentClientRect.top, left: point.x - offsetViewportDom.x - parentClientRect.left, width: viewportClientRect.width, height: viewportClientRect.height }); assign(self._overlay.style, { clipPath: clipPath }); var diagramPoint = mapMousePositionToDiagramPoint({ x: point.x - self._state._svgClientRect.left, y: point.y - self._state._svgClientRect.top }, self._svg, self._lastViewbox); setViewboxCenteredAroundPoint({ x: diagramPoint.x - self._state.offsetViewport.x, y: diagramPoint.y - self._state.offsetViewport.y }, self._canvas); } } function onMouseup(event$1) { var point = getPoint(event$1); if (self._state.isDragging) { // treat event as click if (self._state.initialDragPosition.x === point.x && self._state.initialDragPosition.y === point.y) { centerViewbox(event$1); } self._update(); // end dragging assign(self._state, { cachedViewbox: null, initialDragPosition: null, isDragging: false, offsetViewport: null, offsetViewportDom: null }); event.unbind(document, 'mousemove', onMousemove); event.unbind(document, 'mouseup', onMouseup); } } // dragging viewport scrolls canvas event.bind(this._viewportDom, 'mousedown', mousedown(false)); event.bind(this._svg, 'mousedown', mousedown(true)); event.bind(this._parent, 'wheel', function(event) { // stop propagation and handle scroll differently event.preventDefault(); event.stopPropagation(); // only zoom in on ctrl; this aligns with diagram-js navigation behavior if (!event.ctrlKey) { return; } // getBoundingClientRect might return zero-dimensional when called for the first time if (!self._state._svgClientRect || isZeroDimensional(self._state._svgClientRect)) { self._state._svgClientRect = self._svg.getBoundingClientRect(); } // disallow zooming through viewport outside of minimap as it is very confusing if (!isPointInside(event, self._state._svgClientRect)) { return; } var factor = event.deltaMode === 0 ? 0.020 : 0.32; var delta = ( Math.sqrt( Math.pow(event.deltaY, 2) + Math.pow(event.deltaX, 2) ) * sign(event.deltaY) * -factor ); // add until threshold reached self._state.zoomDelta += delta; if (Math.abs(self._state.zoomDelta) > DELTA_THRESHOLD) { var direction = delta > 0 ? 1 : -1; var currentLinearZoomLevel = Math.log(canvas.zoom()) / Math.log(10); // zoom with half the step size of stepZoom var stepSize = getStepSize(RANGE, NUM_STEPS * 2); // snap to a proximate zoom step var newLinearZoomLevel = Math.round(currentLinearZoomLevel / stepSize) * stepSize; // increase or decrease one zoom step in the given direction newLinearZoomLevel += stepSize * direction; // calculate the absolute logarithmic zoom level based on the linear zoom level // (e.g. 2 for an absolute x2 zoom) var newLogZoomLevel = Math.pow(10, newLinearZoomLevel); canvas.zoom(cap(RANGE, newLogZoomLevel), diagramPoint); // reset self._state.zoomDelta = 0; var diagramPoint = mapMousePositionToDiagramPoint({ x: event.clientX - self._state._svgClientRect.left, y: event.clientY - self._state._svgClientRect.top }, self._svg, self._lastViewbox); setViewboxCenteredAroundPoint(diagramPoint, self._canvas); self._update(); } }); event.bind(this._toggle, 'click', function(event) { event.preventDefault(); event.stopPropagation(); self.toggle(); }); // add shape on shape/connection added eventBus.on([ 'shape.added', 'connection.added' ], function(context) { var element = context.element; self._addElement(element); self._update(); }); // remove shape on shape/connection removed eventBus.on([ 'shape.removed', 'connection.removed' ], function(context) { var element = context.element; self._removeElement(element); self._update(); }); // update on elements changed eventBus.on('elements.changed', LOW_PRIORITY, function(context) { var elements = context.elements; elements.forEach(function(element) { self._updateElement(element); }); self._update(); }); // update on element ID update eventBus.on('element.updateId', function(context) { var element = context.element, newId = context.newId; self._updateElementId(element, newId); }); // update on viewbox changed eventBus.on('canvas.viewbox.changed', function() { if (!self._state.isDragging) { self._update(); } }); eventBus.on('canvas.resized', function() { // only update if present in DOM if (document.body.contains(self._parent)) { if (!self._state.isDragging) { self._update(); } self._state._svgClientRect = self._svg.getBoundingClientRect(); } }); eventBus.on([ 'root.set', 'plane.set' ], function(event) { self._clear(); var element = event.element || event.plane.rootElement; element.children.forEach(function(el) { self._addElement(el); }); self._update(); }); } Minimap.$inject = [ 'config.minimap', 'injector', 'eventBus', 'canvas', 'elementRegistry' ]; Minimap.prototype._init = function() { var canvas = this._canvas, container = canvas.getContainer(); // create parent div var parent = this._parent = document.createElement('div'); classes$1(parent).add('djs-minimap'); container.appendChild(parent); // create toggle var toggle = this._toggle = document.createElement('div'); classes$1(toggle).add('toggle'); parent.appendChild(toggle); // create map var map = this._map = document.createElement('div'); classes$1(map).add('map'); parent.appendChild(map); // create svg var svg = this._svg = create('svg'); attr(svg, { width: '100%', height: '100%' }); append(map, svg); // add groups var elementsGroup = this._elementsGroup = create('g'); append(svg, elementsGroup); var viewportGroup = this._viewportGroup = create('g'); append(svg, viewportGroup); // add viewport SVG var viewport = this._viewport = create('rect'); classes(viewport).add('viewport'); append(viewportGroup, viewport); // prevent drag propagation event.bind(parent, 'mousedown', function(event) { event.stopPropagation(); }); // add viewport DOM var viewportDom = this._viewportDom = document.createElement('div'); classes$1(viewportDom).add('viewport-dom'); this._parent.appendChild(viewportDom); // add overlay var overlay = this._overlay = document.createElement('div'); classes$1(overlay).add('overlay'); this._parent.appendChild(overlay); }; Minimap.prototype._update = function() { var viewbox = this._canvas.viewbox(), innerViewbox = viewbox.inner, outerViewbox = viewbox.outer; if (!validViewbox(viewbox)) { return; } var x, y, width, height; var widthDifference = outerViewbox.width - innerViewbox.width, heightDifference = outerViewbox.height - innerViewbox.height; // update viewbox // x if (innerViewbox.width < outerViewbox.width) { x = innerViewbox.x - widthDifference / 2; width = outerViewbox.width; if (innerViewbox.x + innerViewbox.width < outerViewbox.width) { x = Math.min(0, innerViewbox.x); } } else { x = innerViewbox.x; width = innerViewbox.width; } // y if (innerViewbox.height < outerViewbox.height) { y = innerViewbox.y - heightDifference / 2; height = outerViewbox.height; if (innerViewbox.y + innerViewbox.height < outerViewbox.height) { y = Math.min(0, innerViewbox.y); } } else { y = innerViewbox.y; height = innerViewbox.height; } // apply some padding x = x - MINIMAP_VIEWBOX_PADDING; y = y - MINIMAP_VIEWBOX_PADDING; width = width + MINIMAP_VIEWBOX_PADDING * 2; height = height + MINIMAP_VIEWBOX_PADDING * 2; this._lastViewbox = { x: x, y: y, width: width, height: height }; attr(this._svg, { viewBox: x + ', ' + y + ', ' + width + ', ' + height }); // update viewport SVG attr(this._viewport, { x: viewbox.x, y: viewbox.y, width: viewbox.width, height: viewbox.height }); // update viewport DOM var parentClientRect = this._state._parentClientRect = this._parent.getBoundingClientRect(); var viewportClientRect = this._viewport.getBoundingClientRect(); var withoutParentOffset = { top: viewportClientRect.top - parentClientRect.top, left: viewportClientRect.left - parentClientRect.left, width: viewportClientRect.width, height: viewportClientRect.height }; assign(this._viewportDom.style, { top: withoutParentOffset.top + 'px', left: withoutParentOffset.left + 'px', width: withoutParentOffset.width + 'px', height: withoutParentOffset.height + 'px' }); // update overlay var clipPath = getOverlayClipPath(parentClientRect, withoutParentOffset); assign(this._overlay.style, { clipPath: clipPath }); }; Minimap.prototype.open = function() { assign(this._state, { isOpen: true }); classes$1(this._parent).add('open'); var translate = this._injector.get('translate', false) || function(s) { return s; }; attr$1(this._toggle, 'title', translate('Close minimap')); this._update(); this._eventBus.fire('minimap.toggle', { open: true }); }; Minimap.prototype.close = function() { assign(this._state, { isOpen: false }); classes$1(this._parent).remove('open'); var translate = this._injector.get('translate', false) || function(s) { return s; }; attr$1(this._toggle, 'title', translate('Open minimap')); this._eventBus.fire('minimap.toggle', { open: false }); }; Minimap.prototype.toggle = function(open) { var currentOpen = this.isOpen(); if (typeof open === 'undefined') { open = !currentOpen; } if (open == currentOpen) { return; } if (open) { this.open(); } else { this.close(); } }; Minimap.prototype.isOpen = function() { return this._state.isOpen; }; Minimap.prototype._updateElement = function(element) { try { // if parent is null element has been removed, if parent is undefined parent is root if (element.parent !== undefined && element.parent !== null) { this._removeElement(element); this._addElement(element); } } catch (error) { console.warn('Minimap#_updateElement errored', error); } }; Minimap.prototype._updateElementId = function(element, newId) { try { var elementGfx = query('#' + escapeCSS(element.id), this._elementsGroup); if (elementGfx) { elementGfx.id = newId; } } catch (error) { console.warn('Minimap#_updateElementId errored', error); } }; /** * Checks if an element is on the currently active plane. */ Minimap.prototype.isOnActivePlane = function(element) { var canvas = this._canvas; // diagram-js@8 if (canvas.findRoot) { return canvas.findRoot(element) === canvas.getRootElement(); } // diagram-js>=7.4.0 if (canvas.findPlane) { return canvas.findPlane(element) === canvas.getActivePlane(); } // diagram-js<7.4.0 return true; }; /** * Adds an element to the minimap. */ Minimap.prototype._addElement = function(element) { var self = this; this._removeElement(element); if (!this.isOnActivePlane(element)) { return; } var parent, x, y; var newElementGfx = this._createElement(element); var newElementParentGfx = query('#' + escapeCSS(element.parent.id), this._elementsGroup); if (newElementGfx) { var elementGfx = this._elementRegistry.getGraphics(element); var parentGfx = this._elementRegistry.getGraphics(element.parent); var index = getIndexOfChildInParentChildren(elementGfx, parentGfx); // index can be 0 if (index !== 'undefined') { if (newElementParentGfx) { // in cases of doubt add as last child if (newElementParentGfx.childNodes.length > index) { insertChildAtIndex(newElementGfx, newElementParentGfx, index); } else { insertChildAtIndex(newElementGfx, newElementParentGfx, newElementParentGfx.childNodes.length - 1); } } else { this._elementsGroup.appendChild(newElementGfx); } } else { // index undefined this._elementsGroup.appendChild(newElementGfx); } if (isConnection(element)) { parent = element.parent; x = 0; y = 0; if (typeof parent.x !== 'undefined' && typeof parent.y !== 'undefined') { x = -parent.x; y = -parent.y; } attr(newElementGfx, { transform: 'translate(' + x + ' ' + y + ')' }); } else { x = element.x; y = element.y; if (newElementParentGfx) { parent = element.parent; x -= parent.x; y -= parent.y; } attr(newElementGfx, { transform: 'translate(' + x + ' ' + y + ')' }); } if (element.children && element.children.length) { element.children.forEach(function(child) { self._addElement(child); }); } return newElementGfx; } }; Minimap.prototype._removeElement = function(element) { var elementGfx = this._svg.getElementById(element.id); if (elementGfx) { remove(elementGfx); } }; Minimap.prototype._createElement = function(element) { var gfx = this._elementRegistry.getGraphics(element), visual; if (gfx) { visual = getVisual(gfx); if (visual) { var elementGfx = clone(visual); attr(elementGfx, { id: element.id }); return elementGfx; } } }; Minimap.prototype._clear = function() { clear(this._elementsGroup); }; function isConnection(element) { return element.waypoints; } function getOffsetViewport(diagramPoint, viewbox) { var viewboxCenter = { x: viewbox.x + (viewbox.width / 2), y: viewbox.y + (viewbox.height / 2) }; return { x: diagramPoint.x - viewboxCenter.x, y: diagramPoint.y - viewboxCenter.y }; } function mapMousePositionToDiagramPoint(position, svg, lastViewbox) { // firefox returns 0 for clientWidth and clientHeight var boundingClientRect = svg.getBoundingClientRect(); // take different aspect ratios of default layers bounding box and minimap into account var bBox = fitAspectRatio(lastViewbox, boundingClientRect.width / boundingClientRect.height); // map click position to diagram position var diagramX = map(position.x, 0, boundingClientRect.width, bBox.x, bBox.x + bBox.width), diagramY = map(position.y, 0, boundingClientRect.height, bBox.y, bBox.y + bBox.height); return { x: diagramX, y: diagramY }; } function setViewboxCenteredAroundPoint(point, canvas) { // get cached viewbox to preserve zoom var cachedViewbox = canvas.viewbox(), cachedViewboxWidth = cachedViewbox.width, cachedViewboxHeight = cachedViewbox.height; canvas.viewbox({ x: point.x - cachedViewboxWidth / 2, y: point.y - cachedViewboxHeight / 2, width: cachedViewboxWidth, height: cachedViewboxHeight }); } function fitAspectRatio(bounds, targetAspectRatio) { var aspectRatio = bounds.width / bounds.height; // assigning to bounds throws exception in IE11 var newBounds = assign({}, { x: bounds.x, y: bounds.y, width: bounds.width, height: bounds.height }); if (aspectRatio > targetAspectRatio) { // height needs to be fitted var height = newBounds.width * (1 / targetAspectRatio), y = newBounds.y - ((height - newBounds.height) / 2); assign(newBounds, { y: y, height: height }); } else if (aspectRatio < targetAspectRatio) { // width needs to be fitted var width = newBounds.height * targetAspectRatio, x = newBounds.x - ((width - newBounds.width) / 2); assign(newBounds, { x: x, width: width }); } return newBounds; } function map(x, inMin, inMax, outMin, outMax) { var inRange = inMax - inMin, outRange = outMax - outMin; return (x - inMin) * outRange / inRange + outMin; } /** * Returns index of child in children of parent. * * g * '- g.djs-element // parentGfx * '- g.djs-children * '- g * '-g.djs-element // childGfx */ function getIndexOfChildInParentChildren(childGfx, parentGfx) { var childrenGroup = query('.djs-children', parentGfx.parentNode); if (!childrenGroup) { return; } var childrenArray = [].slice.call(childrenGroup.childNodes); var indexOfChild = -1; childrenArray.forEach(function(childGroup, index) { if (query('.djs-element', childGroup) === childGfx) { indexOfChild = index; } }); return indexOfChild; } function insertChildAtIndex(childGfx, parentGfx, index) { var childContainer = getChildContainer(parentGfx); var childrenArray = [].slice.call(childContainer.childNodes); var childAtIndex = childrenArray[index]; if (childAtIndex) { parentGfx.insertBefore(childGfx, childAtIndex.nextSibling); } else { parentGfx.appendChild(childGfx); } } function getChildContainer(parentGfx) { var container = query('.children', parentGfx); if (!container) { container = create('g', { class: 'children' }); append(parentGfx, container); } return container; } function isZeroDimensional(clientRect) { return clientRect.width === 0 && clientRect.height === 0; } function isPointInside(point, rect) { return point.x > rect.left && point.x < rect.left + rect.width && point.y > rect.top && point.y < rect.top + rect.height; } var sign = Math.sign || function(n) { return n >= 0 ? 1 : -1; }; /** * Get step size for given range and number of steps. * * @param {Object} range - Range. * @param {number} range.min - Range minimum. * @param {number} range.max - Range maximum. */ function getStepSize(range, steps) { var minLinearRange = Math.log(range.min) / Math.log(10), maxLinearRange = Math.log(range.max) / Math.log(10); var absoluteLinearRange = Math.abs(minLinearRange) + Math.abs(maxLinearRange); return absoluteLinearRange / steps; } function cap(range, scale) { return Math.max(range.min, Math.min(range.max, scale)); } function getOverlayClipPath(outer, inner) { var coordinates = [ toCoordinatesString(inner.left, inner.top), toCoordinatesString(inner.left + inner.width, inner.top), toCoordinatesString(inner.left + inner.width, inner.top + inner.height), toCoordinatesString(inner.left, inner.top + inner.height), toCoordinatesString(inner.left, outer.height), toCoordinatesString(outer.width, outer.height), toCoordinatesString(outer.width, 0), toCoordinatesString(0, 0), toCoordinatesString(0, outer.height), toCoordinatesString(inner.left, outer.height) ].join(', '); return 'polygon(' + coordinates + ')'; } function toCoordinatesString(x, y) { return x + 'px ' + y + 'px'; } function validViewbox(viewBox) { return every(viewBox, function(value) { // check deeper structures like inner or outer viewbox if (isObject(value)) { return validViewbox(value); } return isNumber(value) && isFinite(value); }); } function getPoint(event) { if (event.center) { return event.center; } return { x: event.clientX, y: event.clientY }; } var index = { __init__: [ 'minimap' ], minimap: [ 'type', Minimap ] }; return index; }));