/**
* @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
Some list content, like an email in the inbox
*/
/**
* @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 `$event`)
*
* @example
Some list content, like an email in the inbox
*/
function makeSwipeDirective(directiveName, direction, eventName) {
ngTouch.directive(directiveName, ['$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);