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File: gesture-simulate/js/gesture-simulate.js

 /**
 * Simulate high-level user gestures by generating a set of native DOM events.
 *
 * @module gesture-simulate
 * @requires event-simulate, async-queue, node-screen
 */
 
 var NAME = "gesture-simulate",
 
 // phantomjs check may be temporary, until we determine if it really support touch all the way through, like it claims to (http://code.google.com/p/phantomjs/issues/detail?id=375)
 SUPPORTS_TOUCH = ((Y.config.win && ("ontouchstart" in Y.config.win)) && !(Y.UA.phantomjs) && !(Y.UA.chrome && Y.UA.chrome < 6)),
 
 gestureNames = {
 tap: 1,
 doubletap: 1,
 press: 1,
 move: 1,
 flick: 1,
 pinch: 1,
 rotate: 1
 },
 
 touchEvents = {
 touchstart: 1,
 touchmove: 1,
 touchend: 1,
 touchcancel: 1
 },
 
 document = Y.config.doc,
 emptyTouchList,
 
 EVENT_INTERVAL = 20, // 20ms
 START_PAGEX, // will be adjusted to the node element center
 START_PAGEY, // will be adjusted to the node element center
 
 // defaults that user can override.
 DEFAULTS = {
 // tap gestures
 HOLD_TAP: 10, // 10ms
 DELAY_TAP: 10, // 10ms
 
 // press gesture
 HOLD_PRESS: 3000, // 3sec
 MIN_HOLD_PRESS: 1000, // 1sec
 MAX_HOLD_PRESS: 60000, // 1min
 
 // move gesture
 DISTANCE_MOVE: 200, // 200 pixels
 DURATION_MOVE: 1000, // 1sec
 MAX_DURATION_MOVE: 5000,// 5sec
 
 // flick gesture
 MIN_VELOCITY_FLICK: 1.3,
 DISTANCE_FLICK: 200, // 200 pixels
 DURATION_FLICK: 1000, // 1sec
 MAX_DURATION_FLICK: 5000,// 5sec
 
 // pinch/rotation
 DURATION_PINCH: 1000 // 1sec
 },
 
 TOUCH_START = 'touchstart',
 TOUCH_MOVE = 'touchmove',
 TOUCH_END = 'touchend',
 
 GESTURE_START = 'gesturestart',
 GESTURE_CHANGE = 'gesturechange',
 GESTURE_END = 'gestureend',
 
 MOUSE_UP = 'mouseup',
 MOUSE_MOVE = 'mousemove',
 MOUSE_DOWN = 'mousedown',
 MOUSE_CLICK = 'click',
 MOUSE_DBLCLICK = 'dblclick',
 
 X_AXIS = 'x',
 Y_AXIS = 'y';
 
 
 function Simulations(node) {
 if(!node) {
 Y.error(NAME+': invalid target node');
 }
 this.node = node;
 this.target = Y.Node.getDOMNode(node);
 
 var startXY = this.node.getXY(),
 dims = this._getDims();
 
 START_PAGEX = startXY[0] + (dims[0])/2;
 START_PAGEY = startXY[1] + (dims[1])/2;
 }
 
 Simulations.prototype = {
 
 /**
 * Helper method to convert a degree to a radian.
 *
 * @method _toRadian
 * @private
 * @param {Number} deg A degree to be converted to a radian.
 * @return {Number} The degree in radian.
 */
 _toRadian: function(deg) {
 return deg * (Math.PI/180);
 },
 
 /**
 * Helper method to get height/width while accounting for
 * rotation/scale transforms where possible by using the
 * bounding client rectangle height/width instead of the
 * offsetWidth/Height which region uses.
 * @method _getDims
 * @private
 * @return {Array} Array with [height, width]
 */
 _getDims : function() {
 var region,
 width,
 height;
 
 // Ideally, this should be in DOM somewhere.
 if (this.target.getBoundingClientRect) {
 region = this.target.getBoundingClientRect();
 
 if ("height" in region) {
 height = region.height;
 } else {
 // IE7,8 has getBCR, but no height.
 height = Math.abs(region.bottom - region.top);
 }
 
 if ("width" in region) {
 width = region.width;
 } else {
 // IE7,8 has getBCR, but no width.
 width = Math.abs(region.right - region.left);
 }
 } else {
 region = this.node.get("region");
 width = region.width;
 height = region.height;
 }
 
 return [width, height];
 },
 
 /**
 * Helper method to convert a point relative to the node element into
 * the point in the page coordination.
 *
 * @method _calculateDefaultPoint
 * @private
 * @param {Array} point A point relative to the node element.
 * @return {Array} The same point in the page coordination.
 */
 _calculateDefaultPoint: function(point) {
 
 var height;
 
 if(!Y.Lang.isArray(point) || point.length === 0) {
 point = [START_PAGEX, START_PAGEY];
 } else {
 if(point.length == 1) {
 height = this._getDims[1];
 point[1] = height/2;
 }
 // convert to page(viewport) coordination
 point[0] = this.node.getX() + point[0];
 point[1] = this.node.getY() + point[1];
 }
 
 return point;
 },
 
 /**
 * The "rotate" and "pinch" methods are essencially same with the exact same
 * arguments. Only difference is the required parameters. The rotate method
 * requires "rotation" parameter while the pinch method requires "startRadius"
 * and "endRadius" parameters.
 *
 * @method rotate
 * @param {Function} cb The callback to execute when the gesture simulation
 * is completed.
 * @param {Array} center A center point where the pinch gesture of two fingers
 * should happen. It is relative to the top left corner of the target
 * node element.
 * @param {Number} startRadius A radius of start circle where 2 fingers are
 * on when the gesture starts. This is optional. The default is a fourth of
 * either target node width or height whichever is smaller.
 * @param {Number} endRadius A radius of end circle where 2 fingers will be on when
 * the pinch or spread gestures are completed. This is optional.
 * The default is a fourth of either target node width or height whichever is less.
 * @param {Number} duration A duration of the gesture in millisecond.
 * @param {Number} start A start angle(0 degree at 12 o'clock) where the
 * gesture should start. Default is 0.
 * @param {Number} rotation A rotation in degree. It is required.
 */
 rotate: function(cb, center, startRadius, endRadius, duration, start, rotation) {
 var radius,
 r1 = startRadius, // optional
 r2 = endRadius; // optional
 
 if(!Y.Lang.isNumber(r1) || !Y.Lang.isNumber(r2) || r1<0 || r2<0) {
 radius = (this.target.offsetWidth < this.target.offsetHeight)?
 this.target.offsetWidth/4 : this.target.offsetHeight/4;
 r1 = radius;
 r2 = radius;
 }
 
 // required
 if(!Y.Lang.isNumber(rotation)) {
 Y.error(NAME+'Invalid rotation detected.');
 }
 
 this.pinch(cb, center, r1, r2, duration, start, rotation);
 },
 
 /**
 * The "rotate" and "pinch" methods are essencially same with the exact same
 * arguments. Only difference is the required parameters. The rotate method
 * requires "rotation" parameter while the pinch method requires "startRadius"
 * and "endRadius" parameters.
 *
 * The "pinch" gesture can simulate various 2 finger gestures such as pinch,
 * spread and/or rotation. The "startRadius" and "endRadius" are required.
 * If endRadius is larger than startRadius, it becomes a spread gesture
 * otherwise a pinch gesture.
 *
 * @method pinch
 * @param {Function} cb The callback to execute when the gesture simulation
 * is completed.
 * @param {Array} center A center point where the pinch gesture of two fingers
 * should happen. It is relative to the top left corner of the target
 * node element.
 * @param {Number} startRadius A radius of start circle where 2 fingers are
 * on when the gesture starts. This paramenter is required.
 * @param {Number} endRadius A radius of end circle where 2 fingers will be on when
 * the pinch or spread gestures are completed. This parameter is required.
 * @param {Number} duration A duration of the gesture in millisecond.
 * @param {Number} start A start angle(0 degree at 12 o'clock) where the
 * gesture should start. Default is 0.
 * @param {Number} rotation If rotation is desired during the pinch or
 * spread gestures, this parameter can be used. Default is 0 degree.
 */
 pinch: function(cb, center, startRadius, endRadius, duration, start, rotation) {
 var eventQueue,
 i,
 interval = EVENT_INTERVAL,
 touches,
 id = 0,
 r1 = startRadius, // required
 r2 = endRadius, // required
 radiusPerStep,
 centerX, centerY,
 startScale, endScale, scalePerStep,
 startRot, endRot, rotPerStep,
 path1 = {start: [], end: []}, // paths for 1st and 2nd fingers.
 path2 = {start: [], end: []},
 steps,
 touchMove;
 
 center = this._calculateDefaultPoint(center);
 
 if(!Y.Lang.isNumber(r1) || !Y.Lang.isNumber(r2) || r1<0 || r2<0) {
 Y.error(NAME+'Invalid startRadius and endRadius detected.');
 }
 
 if(!Y.Lang.isNumber(duration) || duration <= 0) {
 duration = DEFAULTS.DURATION_PINCH;
 }
 
 if(!Y.Lang.isNumber(start)) {
 start = 0.0;
 } else {
 start = start%360;
 while(start < 0) {
 start += 360;
 }
 }
 
 if(!Y.Lang.isNumber(rotation)) {
 rotation = 0.0;
 }
 
 Y.AsyncQueue.defaults.timeout = interval;
 eventQueue = new Y.AsyncQueue();
 
 // range determination
 centerX = center[0];
 centerY = center[1];
 
 startRot = start;
 endRot = start + rotation;
 
 // 1st finger path
 path1.start = [
 centerX + r1*Math.sin(this._toRadian(startRot)),
 centerY - r1*Math.cos(this._toRadian(startRot))
 ];
 path1.end = [
 centerX + r2*Math.sin(this._toRadian(endRot)),
 centerY - r2*Math.cos(this._toRadian(endRot))
 ];
 
 // 2nd finger path
 path2.start = [
 centerX - r1*Math.sin(this._toRadian(startRot)),
 centerY + r1*Math.cos(this._toRadian(startRot))
 ];
 path2.end = [
 centerX - r2*Math.sin(this._toRadian(endRot)),
 centerY + r2*Math.cos(this._toRadian(endRot))
 ];
 
 startScale = 1.0;
 endScale = endRadius/startRadius;
 
 // touch/gesture start
 eventQueue.add({
 fn: function() {
 var coord1, coord2, coord, touches;
 
 // coordinate for each touch object.
 coord1 = {
 pageX: path1.start[0],
 pageY: path1.start[1],
 clientX: path1.start[0],
 clientY: path1.start[1]
 };
 coord2 = {
 pageX: path2.start[0],
 pageY: path2.start[1],
 clientX: path2.start[0],
 clientY: path2.start[1]
 };
 touches = this._createTouchList([Y.merge({
 identifier: (id++)
 }, coord1), Y.merge({
 identifier: (id++)
 }, coord2)]);
 
 // coordinate for top level event
 coord = {
 pageX: (path1.start[0] + path2.start[0])/2,
 pageY: (path1.start[0] + path2.start[1])/2,
 clientX: (path1.start[0] + path2.start[0])/2,
 clientY: (path1.start[0] + path2.start[1])/2
 };
 
 this._simulateEvent(this.target, TOUCH_START, Y.merge({
 touches: touches,
 targetTouches: touches,
 changedTouches: touches,
 scale: startScale,
 rotation: startRot
 }, coord));
 
 if(Y.UA.ios >= 2.0) {
 /* gesture starts when the 2nd finger touch starts.
 * The implementation will fire 1 touch start event for both fingers,
 * simulating 2 fingers touched on the screen at the same time.
 */
 this._simulateEvent(this.target, GESTURE_START, Y.merge({
 scale: startScale,
 rotation: startRot
 }, coord));
 }
 },
 timeout: 0,
 context: this
 });
 
 // gesture change
 steps = Math.floor(duration/interval);
 radiusPerStep = (r2 - r1)/steps;
 scalePerStep = (endScale - startScale)/steps;
 rotPerStep = (endRot - startRot)/steps;
 
 touchMove = function(step) {
 var radius = r1 + (radiusPerStep)*step,
 px1 = centerX + radius*Math.sin(this._toRadian(startRot + rotPerStep*step)),
 py1 = centerY - radius*Math.cos(this._toRadian(startRot + rotPerStep*step)),
 px2 = centerX - radius*Math.sin(this._toRadian(startRot + rotPerStep*step)),
 py2 = centerY + radius*Math.cos(this._toRadian(startRot + rotPerStep*step)),
 px = (px1+px2)/2,
 py = (py1+py2)/2,
 coord1, coord2, coord, touches;
 
 // coordinate for each touch object.
 coord1 = {
 pageX: px1,
 pageY: py1,
 clientX: px1,
 clientY: py1
 };
 coord2 = {
 pageX: px2,
 pageY: py2,
 clientX: px2,
 clientY: py2
 };
 touches = this._createTouchList([Y.merge({
 identifier: (id++)
 }, coord1), Y.merge({
 identifier: (id++)
 }, coord2)]);
 
 // coordinate for top level event
 coord = {
 pageX: px,
 pageY: py,
 clientX: px,
 clientY: py
 };
 
 this._simulateEvent(this.target, TOUCH_MOVE, Y.merge({
 touches: touches,
 targetTouches: touches,
 changedTouches: touches,
 scale: startScale + scalePerStep*step,
 rotation: startRot + rotPerStep*step
 }, coord));
 
 if(Y.UA.ios >= 2.0) {
 this._simulateEvent(this.target, GESTURE_CHANGE, Y.merge({
 scale: startScale + scalePerStep*step,
 rotation: startRot + rotPerStep*step
 }, coord));
 }
 };
 
 for (i=0; i < steps; i++) {
 eventQueue.add({
 fn: touchMove,
 args: [i],
 context: this
 });
 }
 
 // gesture end
 eventQueue.add({
 fn: function() {
 var emptyTouchList = this._getEmptyTouchList(),
 coord1, coord2, coord, touches;
 
 // coordinate for each touch object.
 coord1 = {
 pageX: path1.end[0],
 pageY: path1.end[1],
 clientX: path1.end[0],
 clientY: path1.end[1]
 };
 coord2 = {
 pageX: path2.end[0],
 pageY: path2.end[1],
 clientX: path2.end[0],
 clientY: path2.end[1]
 };
 touches = this._createTouchList([Y.merge({
 identifier: (id++)
 }, coord1), Y.merge({
 identifier: (id++)
 }, coord2)]);
 
 // coordinate for top level event
 coord = {
 pageX: (path1.end[0] + path2.end[0])/2,
 pageY: (path1.end[0] + path2.end[1])/2,
 clientX: (path1.end[0] + path2.end[0])/2,
 clientY: (path1.end[0] + path2.end[1])/2
 };
 
 if(Y.UA.ios >= 2.0) {
 this._simulateEvent(this.target, GESTURE_END, Y.merge({
 scale: endScale,
 rotation: endRot
 }, coord));
 }
 
 this._simulateEvent(this.target, TOUCH_END, Y.merge({
 touches: emptyTouchList,
 targetTouches: emptyTouchList,
 changedTouches: touches,
 scale: endScale,
 rotation: endRot
 }, coord));
 },
 context: this
 });
 
 if(cb && Y.Lang.isFunction(cb)) {
 eventQueue.add({
 fn: cb,
 
 // by default, the callback runs the node context where
 // simulateGesture method is called.
 context: this.node
 
 //TODO: Use args to pass error object as 1st param if there is an error.
 //args:
 });
 }
 
 eventQueue.run();
 },
 
 /**
 * The "tap" gesture can be used for various single touch point gestures
 * such as single tap, N number of taps, long press. The default is a single
 * tap.
 *
 * @method tap
 * @param {Function} cb The callback to execute when the gesture simulation
 * is completed.
 * @param {Array} point A point(relative to the top left corner of the
 * target node element) where the tap gesture should start. The default
 * is the center of the taget node.
 * @param {Number} times The number of taps. Default is 1.
 * @param {Number} hold The hold time in milliseconds between "touchstart" and
 * "touchend" event generation. Default is 10ms.
 * @param {Number} delay The time gap in millisecond between taps if this
 * gesture has more than 1 tap. Default is 10ms.
 */
 tap: function(cb, point, times, hold, delay) {
 var eventQueue = new Y.AsyncQueue(),
 emptyTouchList = this._getEmptyTouchList(),
 touches,
 coord,
 i,
 touchStart,
 touchEnd;
 
 point = this._calculateDefaultPoint(point);
 
 if(!Y.Lang.isNumber(times) || times < 1) {
 times = 1;
 }
 
 if(!Y.Lang.isNumber(hold)) {
 hold = DEFAULTS.HOLD_TAP;
 }
 
 if(!Y.Lang.isNumber(delay)) {
 delay = DEFAULTS.DELAY_TAP;
 }
 
 coord = {
 pageX: point[0],
 pageY: point[1],
 clientX: point[0],
 clientY: point[1]
 };
 
 touches = this._createTouchList([Y.merge({identifier: 0}, coord)]);
 
 touchStart = function() {
 this._simulateEvent(this.target, TOUCH_START, Y.merge({
 touches: touches,
 targetTouches: touches,
 changedTouches: touches
 }, coord));
 };
 
 touchEnd = function() {
 this._simulateEvent(this.target, TOUCH_END, Y.merge({
 touches: emptyTouchList,
 targetTouches: emptyTouchList,
 changedTouches: touches
 }, coord));
 };
 
 for (i=0; i < times; i++) {
 eventQueue.add({
 fn: touchStart,
 context: this,
 timeout: (i === 0)? 0 : delay
 });
 
 eventQueue.add({
 fn: touchEnd,
 context: this,
 timeout: hold
 });
 }
 
 if(times > 1 && !SUPPORTS_TOUCH) {
 eventQueue.add({
 fn: function() {
 this._simulateEvent(this.target, MOUSE_DBLCLICK, coord);
 },
 context: this
 });
 }
 
 if(cb && Y.Lang.isFunction(cb)) {
 eventQueue.add({
 fn: cb,
 
 // by default, the callback runs the node context where
 // simulateGesture method is called.
 context: this.node
 
 //TODO: Use args to pass error object as 1st param if there is an error.
 //args:
 });
 }
 
 eventQueue.run();
 },
 
 /**
 * The "flick" gesture is a specialized "move" that has some velocity
 * and the movement always runs either x or y axis. The velocity is calculated
 * with "distance" and "duration" arguments. If the calculated velocity is
 * below than the minimum velocity, the given duration will be ignored and
 * new duration will be created to make a valid flick gesture.
 *
 * @method flick
 * @param {Function} cb The callback to execute when the gesture simulation
 * is completed.
 * @param {Array} point A point(relative to the top left corner of the
 * target node element) where the flick gesture should start. The default
 * is the center of the taget node.
 * @param {String} axis Either "x" or "y".
 * @param {Number} distance A distance in pixels to flick.
 * @param {Number} duration A duration of the gesture in millisecond.
 *
 */
 flick: function(cb, point, axis, distance, duration) {
 var path;
 
 point = this._calculateDefaultPoint(point);
 
 if(!Y.Lang.isString(axis)) {
 axis = X_AXIS;
 } else {
 axis = axis.toLowerCase();
 if(axis !== X_AXIS && axis !== Y_AXIS) {
 Y.error(NAME+'(flick): Only x or y axis allowed');
 }
 }
 
 if(!Y.Lang.isNumber(distance)) {
 distance = DEFAULTS.DISTANCE_FLICK;
 }
 
 if(!Y.Lang.isNumber(duration)){
 duration = DEFAULTS.DURATION_FLICK; // ms
 } else {
 if(duration > DEFAULTS.MAX_DURATION_FLICK) {
 duration = DEFAULTS.MAX_DURATION_FLICK;
 }
 }
 
 /*
 * Check if too slow for a flick.
 * Adjust duration if the calculated velocity is less than
 * the minimum velcocity to be claimed as a flick.
 */
 if(Math.abs(distance)/duration < DEFAULTS.MIN_VELOCITY_FLICK) {
 duration = Math.abs(distance)/DEFAULTS.MIN_VELOCITY_FLICK;
 }
 
 path = {
 start: Y.clone(point),
 end: [
 (axis === X_AXIS) ? point[0]+distance : point[0],
 (axis === Y_AXIS) ? point[1]+distance : point[1]
 ]
 };
 
 this._move(cb, path, duration);
 },
 
 /**
 * The "move" gesture simulate the movement of any direction between
 * the straight line of start and end point for the given duration.
 * The path argument is an object with "point", "xdist" and "ydist" properties.
 * The "point" property is an array with x and y coordinations(relative to the
 * top left corner of the target node element) while "xdist" and "ydist"
 * properties are used for the distance along the x and y axis. A negative
 * distance number can be used to drag either left or up direction.
 *
 * If no arguments are given, it will simulate the default move, which
 * is moving 200 pixels from the center of the element to the positive X-axis
 * direction for 1 sec.
 *
 * @method move
 * @param {Function} cb The callback to execute when the gesture simulation
 * is completed.
 * @param {Object} path An object with "point", "xdist" and "ydist".
 * @param {Number} duration A duration of the gesture in millisecond.
 */
 move: function(cb, path, duration) {
 var convertedPath;
 
 if(!Y.Lang.isObject(path)) {
 path = {
 point: this._calculateDefaultPoint([]),
 xdist: DEFAULTS.DISTANCE_MOVE,
 ydist: 0
 };
 } else {
 // convert to the page coordination
 if(!Y.Lang.isArray(path.point)) {
 path.point = this._calculateDefaultPoint([]);
 } else {
 path.point = this._calculateDefaultPoint(path.point);
 }
 
 if(!Y.Lang.isNumber(path.xdist)) {
 path.xdist = DEFAULTS.DISTANCE_MOVE;
 }
 
 if(!Y.Lang.isNumber(path.ydist)) {
 path.ydist = 0;
 }
 }
 
 if(!Y.Lang.isNumber(duration)){
 duration = DEFAULTS.DURATION_MOVE; // ms
 } else {
 if(duration > DEFAULTS.MAX_DURATION_MOVE) {
 duration = DEFAULTS.MAX_DURATION_MOVE;
 }
 }
 
 convertedPath = {
 start: Y.clone(path.point),
 end: [path.point[0]+path.xdist, path.point[1]+path.ydist]
 };
 
 this._move(cb, convertedPath, duration);
 },
 
 /**
 * A base method on top of "move" and "flick" methods. The method takes
 * the path with start/end properties and duration to generate a set of
 * touch events for the movement gesture.
 *
 * @method _move
 * @private
 * @param {Function} cb The callback to execute when the gesture simulation
 * is completed.
 * @param {Object} path An object with "start" and "end" properties. Each
 * property should be an array with x and y coordination (e.g. start: [100, 50])
 * @param {Number} duration A duration of the gesture in millisecond.
 */
 _move: function(cb, path, duration) {
 var eventQueue,
 i,
 interval = EVENT_INTERVAL,
 steps, stepX, stepY,
 id = 0,
 touchMove;
 
 if(!Y.Lang.isNumber(duration)){
 duration = DEFAULTS.DURATION_MOVE; // ms
 } else {
 if(duration > DEFAULTS.MAX_DURATION_MOVE) {
 duration = DEFAULTS.MAX_DURATION_MOVE;
 }
 }
 
 if(!Y.Lang.isObject(path)) {
 path = {
 start: [
 START_PAGEX,
 START_PAGEY
 ],
 end: [
 START_PAGEX + DEFAULTS.DISTANCE_MOVE,
 START_PAGEY
 ]
 };
 } else {
 if(!Y.Lang.isArray(path.start)) {
 path.start = [
 START_PAGEX,
 START_PAGEY
 ];
 }
 if(!Y.Lang.isArray(path.end)) {
 path.end = [
 START_PAGEX + DEFAULTS.DISTANCE_MOVE,
 START_PAGEY
 ];
 }
 }
 
 Y.AsyncQueue.defaults.timeout = interval;
 eventQueue = new Y.AsyncQueue();
 
 // start
 eventQueue.add({
 fn: function() {
 var coord = {
 pageX: path.start[0],
 pageY: path.start[1],
 clientX: path.start[0],
 clientY: path.start[1]
 },
 touches = this._createTouchList([
 Y.merge({identifier: (id++)}, coord)
 ]);
 
 this._simulateEvent(this.target, TOUCH_START, Y.merge({
 touches: touches,
 targetTouches: touches,
 changedTouches: touches
 }, coord));
 },
 timeout: 0,
 context: this
 });
 
 // move
 steps = Math.floor(duration/interval);
 stepX = (path.end[0] - path.start[0])/steps;
 stepY = (path.end[1] - path.start[1])/steps;
 
 touchMove = function(step) {
 var px = path.start[0]+(stepX * step),
 py = path.start[1]+(stepY * step),
 coord = {
 pageX: px,
 pageY: py,
 clientX: px,
 clientY: py
 },
 touches = this._createTouchList([
 Y.merge({identifier: (id++)}, coord)
 ]);
 
 this._simulateEvent(this.target, TOUCH_MOVE, Y.merge({
 touches: touches,
 targetTouches: touches,
 changedTouches: touches
 }, coord));
 };
 
 for (i=0; i < steps; i++) {
 eventQueue.add({
 fn: touchMove,
 args: [i],
 context: this
 });
 }
 
 // last move
 eventQueue.add({
 fn: function() {
 var coord = {
 pageX: path.end[0],
 pageY: path.end[1],
 clientX: path.end[0],
 clientY: path.end[1]
 },
 touches = this._createTouchList([
 Y.merge({identifier: id}, coord)
 ]);
 
 this._simulateEvent(this.target, TOUCH_MOVE, Y.merge({
 touches: touches,
 targetTouches: touches,
 changedTouches: touches
 }, coord));
 },
 timeout: 0,
 context: this
 });
 
 // end
 eventQueue.add({
 fn: function() {
 var coord = {
 pageX: path.end[0],
 pageY: path.end[1],
 clientX: path.end[0],
 clientY: path.end[1]
 },
 emptyTouchList = this._getEmptyTouchList(),
 touches = this._createTouchList([
 Y.merge({identifier: id}, coord)
 ]);
 
 this._simulateEvent(this.target, TOUCH_END, Y.merge({
 touches: emptyTouchList,
 targetTouches: emptyTouchList,
 changedTouches: touches
 }, coord));
 },
 context: this
 });
 
 if(cb && Y.Lang.isFunction(cb)) {
 eventQueue.add({
 fn: cb,
 
 // by default, the callback runs the node context where
 // simulateGesture method is called.
 context: this.node
 
 //TODO: Use args to pass error object as 1st param if there is an error.
 //args:
 });
 }
 
 eventQueue.run();
 },
 
 /**
 * Helper method to return a singleton instance of empty touch list.
 *
 * @method _getEmptyTouchList
 * @private
 * @return {TouchList | Array} An empty touch list object.
 */
 _getEmptyTouchList: function() {
 if(!emptyTouchList) {
 emptyTouchList = this._createTouchList([]);
 }
 
 return emptyTouchList;
 },
 
 /**
 * Helper method to convert an array with touch points to TouchList object as
 * defined in http://www.w3.org/TR/touch-events/
 *
 * @method _createTouchList
 * @private
 * @param {Array} touchPoints
 * @return {TouchList | Array} If underlaying platform support creating touch list
 * a TouchList object will be returned otherwise a fake Array object
 * will be returned.
 */
 _createTouchList: function(touchPoints) {
 /*
 * Android 4.0.3 emulator:
 * Native touch api supported starting in version 4.0 (Ice Cream Sandwich).
 * However the support seems limited. In Android 4.0.3 emulator, I got
 * "TouchList is not defined".
 */
 var touches = [],
 touchList,
 self = this;
 
 if(!!touchPoints && Y.Lang.isArray(touchPoints)) {
 if(Y.UA.android && Y.UA.android >= 4.0 || Y.UA.ios && Y.UA.ios >= 2.0) {
 Y.each(touchPoints, function(point) {
 if(!point.identifier) {point.identifier = 0;}
 if(!point.pageX) {point.pageX = 0;}
 if(!point.pageY) {point.pageY = 0;}
 if(!point.screenX) {point.screenX = 0;}
 if(!point.screenY) {point.screenY = 0;}
 
 touches.push(document.createTouch(Y.config.win,
 self.target,
 point.identifier,
 point.pageX, point.pageY,
 point.screenX, point.screenY));
 });
 
 touchList = document.createTouchList.apply(document, touches);
 } else if(Y.UA.ios && Y.UA.ios < 2.0) {
 Y.error(NAME+': No touch event simulation framework present.');
 } else {
 // this will inclide android(Y.UA.android && Y.UA.android < 4.0)
 // and desktops among all others.
 
 /*
 * Touch APIs are broken in androids older than 4.0. We will use
 * simulated touch apis for these versions.
 */
 touchList = [];
 Y.each(touchPoints, function(point) {
 if(!point.identifier) {point.identifier = 0;}
 if(!point.clientX) {point.clientX = 0;}
 if(!point.clientY) {point.clientY = 0;}
 if(!point.pageX) {point.pageX = 0;}
 if(!point.pageY) {point.pageY = 0;}
 if(!point.screenX) {point.screenX = 0;}
 if(!point.screenY) {point.screenY = 0;}
 
 touchList.push({
 target: self.target,
 identifier: point.identifier,
 clientX: point.clientX,
 clientY: point.clientY,
 pageX: point.pageX,
 pageY: point.pageY,
 screenX: point.screenX,
 screenY: point.screenY
 });
 });
 
 touchList.item = function(i) {
 return touchList[i];
 };
 }
 } else {
 Y.error(NAME+': Invalid touchPoints passed');
 }
 
 return touchList;
 },
 
 /**
 * @method _simulateEvent
 * @private
 * @param {HTMLElement} target The DOM element that's the target of the event.
 * @param {String} type The type of event or name of the supported gesture to simulate
 * (i.e., "click", "doubletap", "flick").
 * @param {Object} options (Optional) Extra options to copy onto the event object.
 * For gestures, options are used to refine the gesture behavior.
 */
 _simulateEvent: function(target, type, options) {
 var touches;
 
 if (touchEvents[type]) {
 if(SUPPORTS_TOUCH) {
 Y.Event.simulate(target, type, options);
 } else {
 // simulate using mouse events if touch is not applicable on this platform.
 // but only single touch event can be simulated.
 if(this._isSingleTouch(options.touches, options.targetTouches, options.changedTouches)) {
 type = {
 touchstart: MOUSE_DOWN,
 touchmove: MOUSE_MOVE,
 touchend: MOUSE_UP
 }[type];
 
 options.button = 0;
 options.relatedTarget = null; // since we are not using mouseover event.
 
 // touchend has none in options.touches.
 touches = (type === MOUSE_UP)? options.changedTouches : options.touches;
 
 options = Y.mix(options, {
 screenX: touches.item(0).screenX,
 screenY: touches.item(0).screenY,
 clientX: touches.item(0).clientX,
 clientY: touches.item(0).clientY
 }, true);
 
 Y.Event.simulate(target, type, options);
 
 if(type == MOUSE_UP) {
 Y.Event.simulate(target, MOUSE_CLICK, options);
 }
 } else {
 Y.error("_simulateEvent(): Event '" + type + "' has multi touch objects that can't be simulated in your platform.");
 }
 }
 } else {
 // pass thru for all non touch events
 Y.Event.simulate(target, type, options);
 }
 },
 
 /**
 * Helper method to check the single touch.
 * @method _isSingleTouch
 * @private
 * @param {TouchList} touches
 * @param {TouchList} targetTouches
 * @param {TouchList} changedTouches
 */
 _isSingleTouch: function(touches, targetTouches, changedTouches) {
 return (touches && (touches.length <= 1)) &&
 (targetTouches && (targetTouches.length <= 1)) &&
 (changedTouches && (changedTouches.length <= 1));
 }
 };
 
 /*
 * A gesture simulation class.
 */
 Y.GestureSimulation = Simulations;
 
 /*
 * Various simulation default behavior properties. If user override
 * Y.GestureSimulation.defaults, overriden values will be used and this
 * should be done before the gesture simulation.
 */
 Y.GestureSimulation.defaults = DEFAULTS;
 
 /*
 * The high level gesture names that YUI knows how to simulate.
 */
 Y.GestureSimulation.GESTURES = gestureNames;
 
 /**
 * Simulates the higher user level gesture of the given name on a target.
 * This method generates a set of low level touch events(Apple specific gesture
 * events as well for the iOS platforms) asynchronously. Note that gesture
 * simulation is relying on `Y.Event.simulate()` method to generate
 * the touch events under the hood. The `Y.Event.simulate()` method
 * itself is a synchronous method.
 *
 * Users are suggested to use `Node.simulateGesture()` method which
 * basically calls this method internally. Supported gestures are `tap`,
 * `doubletap`, `press`, `move`, `flick`, `pinch` and `rotate`.
 *
 * The `pinch` gesture is used to simulate the pinching and spreading of two
 * fingers. During a pinch simulation, rotation is also possible. Essentially
 * `pinch` and `rotate` simulations share the same base implementation to allow
 * both pinching and rotation at the same time. The only difference is `pinch`
 * requires `start` and `end` option properties while `rotate` requires `rotation`
 * option property.
 *
 * The `pinch` and `rotate` gestures can be described as placing 2 fingers along a
 * circle. Pinching and spreading can be described by start and end circles while
 * rotation occurs on a single circle. If the radius of the start circle is greater
 * than the end circle, the gesture becomes a pinch, otherwise it is a spread spread.
 *
 * @example
 *
 * var node = Y.one("#target");
 *
 * // double tap example
 * node.simulateGesture("doubletap", function() {
 * // my callback function
 * });
 *
 * // flick example from the center of the node, move 50 pixels down for 50ms)
 * node.simulateGesture("flick", {
 * axis: y,
 * distance: -100
 * duration: 50
 * }, function() {
 * // my callback function
 * });
 *
 * // simulate rotating a node 75 degrees counter-clockwise
 * node.simulateGesture("rotate", {
 * rotation: -75
 * });
 *
 * // simulate a pinch and a rotation at the same time.
 * // fingers start on a circle of radius 100 px, placed at top/bottom
 * // fingers end on a circle of radius 50px, placed at right/left
 * node.simulateGesture("pinch", {
 * r1: 100,
 * r2: 50,
 * start: 0
 * rotation: 90
 * });
 *
 * @method simulateGesture
 * @param {HTMLElement|Node} node The YUI node or HTML element that's the target
 * of the event.
 * @param {String} name The name of the supported gesture to simulate. The
 * supported gesture name is one of "tap", "doubletap", "press", "move",
 * "flick", "pinch" and "rotate".
 * @param {Object} [options] Extra options used to define the gesture behavior:
 *
 * Valid options properties for the `tap` gesture:
 *
 * @param {Array} [options.point] (Optional) Indicates the [x,y] coordinates
 * where the tap should be simulated. Default is the center of the node
 * element.
 * @param {Number} [options.hold=10] (Optional) The hold time in milliseconds.
 * This is the time between `touchstart` and `touchend` event generation.
 * @param {Number} [options.times=1] (Optional) Indicates the number of taps.
 * @param {Number} [options.delay=10] (Optional) The number of milliseconds
 * before the next tap simulation happens. This is valid only when `times`
 * is more than 1.
 *
 * Valid options properties for the `doubletap` gesture:
 *
 * @param {Array} [options.point] (Optional) Indicates the [x,y] coordinates
 * where the doubletap should be simulated. Default is the center of the
 * node element.
 *
 * Valid options properties for the `press` gesture:
 *
 * @param {Array} [options.point] (Optional) Indicates the [x,y] coordinates
 * where the press should be simulated. Default is the center of the node
 * element.
 * @param {Number} [options.hold=3000] (Optional) The hold time in milliseconds.
 * This is the time between `touchstart` and `touchend` event generation.
 * Default is 3000ms (3 seconds).
 *
 * Valid options properties for the `move` gesture:
 *
 * @param {Object} [options.path] (Optional) Indicates the path of the finger
 * movement. It's an object with three optional properties: `point`,
 * `xdist` and `ydist`.
 * @param {Array} [options.path.point] A starting point of the gesture.
 * Default is the center of the node element.
 * @param {Number} [options.path.xdist=200] A distance to move in pixels
 * along the X axis. A negative distance value indicates moving left.
 * @param {Number} [options.path.ydist=0] A distance to move in pixels
 * along the Y axis. A negative distance value indicates moving up.
 * @param {Number} [options.duration=1000] (Optional) The duration of the
 * gesture in milliseconds.
 *
 * Valid options properties for the `flick` gesture:
 *
 * @param {Array} [options.point] (Optional) Indicates the [x, y] coordinates
 * where the flick should be simulated. Default is the center of the
 * node element.
 * @param {String} [options.axis='x'] (Optional) Valid values are either
 * "x" or "y". Indicates axis to move along. The flick can move to one of
 * 4 directions(left, right, up and down).
 * @param {Number} [options.distance=200] (Optional) Distance to move in pixels
 * @param {Number} [options.duration=1000] (Optional) The duration of the
 * gesture in milliseconds. User given value could be automatically
 * adjusted by the framework if it is below the minimum velocity to be
 * a flick gesture.
 *
 * Valid options properties for the `pinch` gesture:
 *
 * @param {Array} [options.center] (Optional) The center of the circle where
 * two fingers are placed. Default is the center of the node element.
 * @param {Number} [options.r1] (Required) Pixel radius of the start circle
 * where 2 fingers will be on when the gesture starts. The circles are
 * centered at the center of the element.
 * @param {Number} [options.r2] (Required) Pixel radius of the end circle
 * when this gesture ends.
 * @param {Number} [options.duration=1000] (Optional) The duration of the
 * gesture in milliseconds.
 * @param {Number} [options.start=0] (Optional) Starting degree of the first
 * finger. The value is relative to the path of the north. Default is 0
 * (i.e., 12:00 on a clock).
 * @param {Number} [options.rotation=0] (Optional) Degrees to rotate from
 * the starting degree. A negative value means rotation to the
 * counter-clockwise direction.
 *
 * Valid options properties for the `rotate` gesture:
 *
 * @param {Array} [options.center] (Optional) The center of the circle where
 * two fingers are placed. Default is the center of the node element.
 * @param {Number} [options.r1] (Optional) Pixel radius of the start circle
 * where 2 fingers will be on when the gesture starts. The circles are
 * centered at the center of the element. Default is a fourth of the node
 * element width or height, whichever is smaller.
 * @param {Number} [options.r2] (Optional) Pixel radius of the end circle
 * when this gesture ends. Default is a fourth of the node element width or
 * height, whichever is smaller.
 * @param {Number} [options.duration=1000] (Optional) The duration of the
 * gesture in milliseconds.
 * @param {Number} [options.start=0] (Optional) Starting degree of the first
 * finger. The value is relative to the path of the north. Default is 0
 * (i.e., 12:00 on a clock).
 * @param {Number} [options.rotation] (Required) Degrees to rotate from
 * the starting degree. A negative value means rotation to the
 * counter-clockwise direction.
 *
 * @param {Function} [cb] The callback to execute when the asynchronouse gesture
 * simulation is completed.
 * @param {Error} cb.err An error object if the simulation is failed.
 * @for Event
 * @static
 */
 Y.Event.simulateGesture = function(node, name, options, cb) {
 
 node = Y.one(node);
 
 var sim = new Y.GestureSimulation(node);
 name = name.toLowerCase();
 
 if(!cb && Y.Lang.isFunction(options)) {
 cb = options;
 options = {};
 }
 
 options = options || {};
 
 if (gestureNames[name]) {
 switch(name) {
 // single-touch: point gestures
 case 'tap':
 sim.tap(cb, options.point, options.times, options.hold, options.delay);
 break;
 case 'doubletap':
 sim.tap(cb, options.point, 2);
 break;
 case 'press':
 if(!Y.Lang.isNumber(options.hold)) {
 options.hold = DEFAULTS.HOLD_PRESS;
 } else if(options.hold < DEFAULTS.MIN_HOLD_PRESS) {
 options.hold = DEFAULTS.MIN_HOLD_PRESS;
 } else if(options.hold > DEFAULTS.MAX_HOLD_PRESS) {
 options.hold = DEFAULTS.MAX_HOLD_PRESS;
 }
 sim.tap(cb, options.point, 1, options.hold);
 break;
 
 // single-touch: move gestures
 case 'move':
 sim.move(cb, options.path, options.duration);
 break;
 case 'flick':
 sim.flick(cb, options.point, options.axis, options.distance,
 options.duration);
 break;
 
 // multi-touch: pinch/rotation gestures
 case 'pinch':
 sim.pinch(cb, options.center, options.r1, options.r2,
 options.duration, options.start, options.rotation);
 break;
 case 'rotate':
 sim.rotate(cb, options.center, options.r1, options.r2,
 options.duration, options.start, options.rotation);
 break;
 }
 } else {
 Y.error(NAME+': Not a supported gesture simulation: '+name);
 }
 };
 
 

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