/** * @license AngularJS v1.2.15 * (c) 2010-2014 Google, Inc. http://angularjs.org * License: MIT */ (function(window, angular, undefined) {'use strict'; /** * @ngdoc module * @name ngTouch * @description * * # ngTouch * * The `ngTouch` module provides touch events and other helpers for touch-enabled devices. * The implementation is based on jQuery Mobile touch event handling * ([jquerymobile.com](http://jquerymobile.com/)). * * * See {@link ngTouch.$swipe `$swipe`} for usage. * *
* */ // define ngTouch module /* global -ngTouch */ var ngTouch = angular.module('ngTouch', []); /* global ngTouch: false */ /** * @ngdoc service * @name $swipe * * @description * The `$swipe` service is a service that abstracts the messier details of hold-and-drag swipe * behavior, to make implementing swipe-related directives more convenient. * * Requires the {@link ngTouch `ngTouch`} module to be installed. * * `$swipe` is used by the `ngSwipeLeft` and `ngSwipeRight` directives in `ngTouch`, and by * `ngCarousel` in a separate component. * * # Usage * The `$swipe` service is an object with a single method: `bind`. `bind` takes an element * which is to be watched for swipes, and an object with four handler functions. See the * documentation for `bind` below. */ ngTouch.factory('$swipe', [function() { // The total distance in any direction before we make the call on swipe vs. scroll. var MOVE_BUFFER_RADIUS = 10; function getCoordinates(event) { var touches = event.touches && event.touches.length ? event.touches : [event]; var e = (event.changedTouches && event.changedTouches[0]) || (event.originalEvent && event.originalEvent.changedTouches && event.originalEvent.changedTouches[0]) || touches[0].originalEvent || touches[0]; return { x: e.clientX, y: e.clientY }; } return { /** * @ngdoc method * @name $swipe#bind * * @description * The main method of `$swipe`. It takes an element to be watched for swipe motions, and an * object containing event handlers. * * The four events are `start`, `move`, `end`, and `cancel`. `start`, `move`, and `end` * receive as a parameter a coordinates object of the form `{ x: 150, y: 310 }`. * * `start` is called on either `mousedown` or `touchstart`. After this event, `$swipe` is * watching for `touchmove` or `mousemove` events. These events are ignored until the total * distance moved in either dimension exceeds a small threshold. * * Once this threshold is exceeded, either the horizontal or vertical delta is greater. * - If the horizontal distance is greater, this is a swipe and `move` and `end` events follow. * - If the vertical distance is greater, this is a scroll, and we let the browser take over. * A `cancel` event is sent. * * `move` is called on `mousemove` and `touchmove` after the above logic has determined that * a swipe is in progress. * * `end` is called when a swipe is successfully completed with a `touchend` or `mouseup`. * * `cancel` is called either on a `touchcancel` from the browser, or when we begin scrolling * as described above. * */ bind: function(element, eventHandlers) { // Absolute total movement, used to control swipe vs. scroll. var totalX, totalY; // Coordinates of the start position. var startCoords; // Last event's position. var lastPos; // Whether a swipe is active. var active = false; element.on('touchstart mousedown', function(event) { startCoords = getCoordinates(event); active = true; totalX = 0; totalY = 0; lastPos = startCoords; eventHandlers['start'] && eventHandlers['start'](startCoords, event); }); element.on('touchcancel', function(event) { active = false; eventHandlers['cancel'] && eventHandlers['cancel'](event); }); element.on('touchmove mousemove', function(event) { if (!active) return; // Android will send a touchcancel if it thinks we're starting to scroll. // So when the total distance (+ or - or both) exceeds 10px in either direction, // we either: // - On totalX > totalY, we send preventDefault() and treat this as a swipe. // - On totalY > totalX, we let the browser handle it as a scroll. if (!startCoords) return; var coords = getCoordinates(event); totalX += Math.abs(coords.x - lastPos.x); totalY += Math.abs(coords.y - lastPos.y); lastPos = coords; if (totalX < MOVE_BUFFER_RADIUS && totalY < MOVE_BUFFER_RADIUS) { return; } // One of totalX or totalY has exceeded the buffer, so decide on swipe vs. scroll. if (totalY > totalX) { // Allow native scrolling to take over. active = false; eventHandlers['cancel'] && eventHandlers['cancel'](event); return; } else { // Prevent the browser from scrolling. event.preventDefault(); eventHandlers['move'] && eventHandlers['move'](coords, event); } }); element.on('touchend mouseup', function(event) { if (!active) return; active = false; eventHandlers['end'] && eventHandlers['end'](getCoordinates(event), event); }); } }; }]); /* global ngTouch: false */ /** * @ngdoc directive * @name ngClick * * @description * A more powerful replacement for the default ngClick designed to be used on touchscreen * devices. Most mobile browsers wait about 300ms after a tap-and-release before sending * the click event. This version handles them immediately, and then prevents the * following click event from propagating. * * Requires the {@link ngTouch `ngTouch`} module to be installed. * * This directive can fall back to using an ordinary click event, and so works on desktop * browsers as well as mobile. * * This directive also sets the CSS class `ng-click-active` while the element is being held * down (by a mouse click or touch) so you can restyle the depressed element if you wish. * * @element ANY * @param {expression} ngClick {@link guide/expression Expression} to evaluate * upon tap. (Event object is available as `$event`) * * @example count: {{ count }} */ ngTouch.config(['$provide', function($provide) { $provide.decorator('ngClickDirective', ['$delegate', function($delegate) { // drop the default ngClick directive $delegate.shift(); return $delegate; }]); }]); ngTouch.directive('ngClick', ['$parse', '$timeout', '$rootElement', function($parse, $timeout, $rootElement) { var TAP_DURATION = 750; // Shorter than 750ms is a tap, longer is a taphold or drag. var MOVE_TOLERANCE = 12; // 12px seems to work in most mobile browsers. var PREVENT_DURATION = 2500; // 2.5 seconds maximum from preventGhostClick call to click var CLICKBUSTER_THRESHOLD = 25; // 25 pixels in any dimension is the limit for busting clicks. var ACTIVE_CLASS_NAME = 'ng-click-active'; var lastPreventedTime; var touchCoordinates; var lastLabelClickCoordinates; // TAP EVENTS AND GHOST CLICKS // // Why tap events? // Mobile browsers detect a tap, then wait a moment (usually ~300ms) to see if you're // double-tapping, and then fire a click event. // // This delay sucks and makes mobile apps feel unresponsive. // So we detect touchstart, touchmove, touchcancel and touchend ourselves and determine when // the user has tapped on something. // // What happens when the browser then generates a click event? // The browser, of course, also detects the tap and fires a click after a delay. This results in // tapping/clicking twice. So we do "clickbusting" to prevent it. // // How does it work? // We attach global touchstart and click handlers, that run during the capture (early) phase. // So the sequence for a tap is: // - global touchstart: Sets an "allowable region" at the point touched. // - element's touchstart: Starts a touch // (- touchmove or touchcancel ends the touch, no click follows) // - element's touchend: Determines if the tap is valid (didn't move too far away, didn't hold // too long) and fires the user's tap handler. The touchend also calls preventGhostClick(). // - preventGhostClick() removes the allowable region the global touchstart created. // - The browser generates a click event. // - The global click handler catches the click, and checks whether it was in an allowable region. // - If preventGhostClick was called, the region will have been removed, the click is busted. // - If the region is still there, the click proceeds normally. Therefore clicks on links and // other elements without ngTap on them work normally. // // This is an ugly, terrible hack! // Yeah, tell me about it. The alternatives are using the slow click events, or making our users // deal with the ghost clicks, so I consider this the least of evils. Fortunately Angular // encapsulates this ugly logic away from the user. // // Why not just put click handlers on the element? // We do that too, just to be sure. The problem is that the tap event might have caused the DOM // to change, so that the click fires in the same position but something else is there now. So // the handlers are global and care only about coordinates and not elements. // Checks if the coordinates are close enough to be within the region. function hit(x1, y1, x2, y2) { return Math.abs(x1 - x2) < CLICKBUSTER_THRESHOLD && Math.abs(y1 - y2) < CLICKBUSTER_THRESHOLD; } // Checks a list of allowable regions against a click location. // Returns true if the click should be allowed. // Splices out the allowable region from the list after it has been used. function checkAllowableRegions(touchCoordinates, x, y) { for (var i = 0; i < touchCoordinates.length; i += 2) { if (hit(touchCoordinates[i], touchCoordinates[i+1], x, y)) { touchCoordinates.splice(i, i + 2); return true; // allowable region } } return false; // No allowable region; bust it. } // Global click handler that prevents the click if it's in a bustable zone and preventGhostClick // was called recently. function onClick(event) { if (Date.now() - lastPreventedTime > PREVENT_DURATION) { return; // Too old. } var touches = event.touches && event.touches.length ? event.touches : [event]; var x = touches[0].clientX; var y = touches[0].clientY; // Work around desktop Webkit quirk where clicking a label will fire two clicks (on the label // and on the input element). Depending on the exact browser, this second click we don't want // to bust has either (0,0), negative coordinates, or coordinates equal to triggering label // click event if (x < 1 && y < 1) { return; // offscreen } if (lastLabelClickCoordinates && lastLabelClickCoordinates[0] === x && lastLabelClickCoordinates[1] === y) { return; // input click triggered by label click } // reset label click coordinates on first subsequent click if (lastLabelClickCoordinates) { lastLabelClickCoordinates = null; } // remember label click coordinates to prevent click busting of trigger click event on input if (event.target.tagName.toLowerCase() === 'label') { lastLabelClickCoordinates = [x, y]; } // Look for an allowable region containing this click. // If we find one, that means it was created by touchstart and not removed by // preventGhostClick, so we don't bust it. if (checkAllowableRegions(touchCoordinates, x, y)) { return; } // If we didn't find an allowable region, bust the click. event.stopPropagation(); event.preventDefault(); // Blur focused form elements event.target && event.target.blur(); } // Global touchstart handler that creates an allowable region for a click event. // This allowable region can be removed by preventGhostClick if we want to bust it. function onTouchStart(event) { var touches = event.touches && event.touches.length ? event.touches : [event]; var x = touches[0].clientX; var y = touches[0].clientY; touchCoordinates.push(x, y); $timeout(function() { // Remove the allowable region. for (var i = 0; i < touchCoordinates.length; i += 2) { if (touchCoordinates[i] == x && touchCoordinates[i+1] == y) { touchCoordinates.splice(i, i + 2); return; } } }, PREVENT_DURATION, false); } // On the first call, attaches some event handlers. Then whenever it gets called, it creates a // zone around the touchstart where clicks will get busted. function preventGhostClick(x, y) { if (!touchCoordinates) { $rootElement[0].addEventListener('click', onClick, true); $rootElement[0].addEventListener('touchstart', onTouchStart, true); touchCoordinates = []; } lastPreventedTime = Date.now(); checkAllowableRegions(touchCoordinates, x, y); } // Actual linking function. return function(scope, element, attr) { var clickHandler = $parse(attr.ngClick), tapping = false, tapElement, // Used to blur the element after a tap. startTime, // Used to check if the tap was held too long. touchStartX, touchStartY; function resetState() { tapping = false; element.removeClass(ACTIVE_CLASS_NAME); } element.on('touchstart', function(event) { tapping = true; tapElement = event.target ? event.target : event.srcElement; // IE uses srcElement. // Hack for Safari, which can target text nodes instead of containers. if(tapElement.nodeType == 3) { tapElement = tapElement.parentNode; } element.addClass(ACTIVE_CLASS_NAME); startTime = Date.now(); var touches = event.touches && event.touches.length ? event.touches : [event]; var e = touches[0].originalEvent || touches[0]; touchStartX = e.clientX; touchStartY = e.clientY; }); element.on('touchmove', function(event) { resetState(); }); element.on('touchcancel', function(event) { resetState(); }); element.on('touchend', function(event) { var diff = Date.now() - startTime; var touches = (event.changedTouches && event.changedTouches.length) ? event.changedTouches : ((event.touches && event.touches.length) ? event.touches : [event]); var e = touches[0].originalEvent || touches[0]; var x = e.clientX; var y = e.clientY; var dist = Math.sqrt( Math.pow(x - touchStartX, 2) + Math.pow(y - touchStartY, 2) ); if (tapping && diff < TAP_DURATION && dist < MOVE_TOLERANCE) { // Call preventGhostClick so the clickbuster will catch the corresponding click. preventGhostClick(x, y); // Blur the focused element (the button, probably) before firing the callback. // This doesn't work perfectly on Android Chrome, but seems to work elsewhere. // I couldn't get anything to work reliably on Android Chrome. if (tapElement) { tapElement.blur(); } if (!angular.isDefined(attr.disabled) || attr.disabled === false) { element.triggerHandler('click', [event]); } } resetState(); }); // Hack for iOS Safari's benefit. It goes searching for onclick handlers and is liable to click // something else nearby. element.onclick = function(event) { }; // Actual click handler. // There are three different kinds of clicks, only two of which reach this point. // - On desktop browsers without touch events, their clicks will always come here. // - On mobile browsers, the simulated "fast" click will call this. // - But the browser's follow-up slow click will be "busted" before it reaches this handler. // Therefore it's safe to use this directive on both mobile and desktop. element.on('click', function(event, touchend) { scope.$apply(function() { clickHandler(scope, {$event: (touchend || event)}); }); }); element.on('mousedown', function(event) { element.addClass(ACTIVE_CLASS_NAME); }); element.on('mousemove mouseup', function(event) { element.removeClass(ACTIVE_CLASS_NAME); }); }; }]); /* global ngTouch: false */ /** * @ngdoc directive * @name ngSwipeLeft * * @description * Specify custom behavior when an element is swiped to the left on a touchscreen device. * A leftward swipe is a quick, right-to-left slide of the finger. * Though ngSwipeLeft is designed for touch-based devices, it will work with a mouse click and drag * too. * * Requires the {@link ngTouch `ngTouch`} module to be installed. * * @element ANY * @param {expression} ngSwipeLeft {@link guide/expression Expression} to evaluate * upon left swipe. (Event object is available as `$event`) * * @example
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*/ /** * @ngdoc directive * @name ngSwipeRight * * @description * Specify custom behavior when an element is swiped to the right on a touchscreen device. * A rightward swipe is a quick, left-to-right slide of the finger. * Though ngSwipeRight is designed for touch-based devices, it will work with a mouse click and drag * too. * * Requires the {@link ngTouch `ngTouch`} module to be installed. * * @element ANY * @param {expression} ngSwipeRight {@link guide/expression Expression} to evaluate * upon right swipe. (Event object is available as `$event`) * * @example
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*/ function makeSwipeDirective(directiveName, direction, eventName) { ngTouch.directive(directiveName, ['$parse', '$swipe', function($parse, $swipe) { // The maximum vertical delta for a swipe should be less than 75px. var MAX_VERTICAL_DISTANCE = 75; // Vertical distance should not be more than a fraction of the horizontal distance. var MAX_VERTICAL_RATIO = 0.3; // At least a 30px lateral motion is necessary for a swipe. var MIN_HORIZONTAL_DISTANCE = 30; return function(scope, element, attr) { var swipeHandler = $parse(attr[directiveName]); var startCoords, valid; function validSwipe(coords) { // Check that it's within the coordinates. // Absolute vertical distance must be within tolerances. // Horizontal distance, we take the current X - the starting X. // This is negative for leftward swipes and positive for rightward swipes. // After multiplying by the direction (-1 for left, +1 for right), legal swipes // (ie. same direction as the directive wants) will have a positive delta and // illegal ones a negative delta. // Therefore this delta must be positive, and larger than the minimum. if (!startCoords) return false; var deltaY = Math.abs(coords.y - startCoords.y); var deltaX = (coords.x - startCoords.x) * direction; return valid && // Short circuit for already-invalidated swipes. deltaY < MAX_VERTICAL_DISTANCE && deltaX > 0 && deltaX > MIN_HORIZONTAL_DISTANCE && deltaY / deltaX < MAX_VERTICAL_RATIO; } $swipe.bind(element, { 'start': function(coords, event) { startCoords = coords; valid = true; }, 'cancel': function(event) { valid = false; }, 'end': function(coords, event) { if (validSwipe(coords)) { scope.$apply(function() { element.triggerHandler(eventName); swipeHandler(scope, {$event: event}); }); } } }); }; }]); } // Left is negative X-coordinate, right is positive. makeSwipeDirective('ngSwipeLeft', -1, 'swipeleft'); makeSwipeDirective('ngSwipeRight', 1, 'swiperight'); })(window, window.angular);