(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 = '';
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;
}));