API Documentation for: 0.8.1
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File:Touch.js

/*
* Touch
* Visit http://createjs.com/ for documentation, updates and examples.
*
* Copyright (c) 2010 gskinner.com, inc.
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use,
* copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following
* conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
* OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
*/

/**
 * @module EaselJS
 */

// namespace:
//this.createjs = this.createjs||{};

(function() {
	"use strict";


// constructor:
	/**
 * Global utility for working with multi-touch enabled devices in EaselJS. Currently supports W3C Touch API (iOS and
 * modern Android browser) and the Pointer API (IE), including ms-prefixed events in IE10, and unprefixed in IE11.
 *
 * Ensure that you {{#crossLink "Touch/disable"}}{{/crossLink}} touch when cleaning up your application. You do not have
 * to check if touch is supported to enable it, as it will fail gracefully if it is not supported.
 *
 * <h4>Example</h4>
 *
 *      var stage = new createjs.Stage("canvasId");
 *      createjs.Touch.enable(stage);
 *
 * <strong>Note:</strong> It is important to disable Touch on a stage that you are no longer using:
 *
 *      createjs.Touch.disable(stage);
 *
 * @class Touch
 * @static
 **/
	function Touch() {
		throw "Touch cannot be instantiated";
	}


// public static methods:
	/**
	 * Returns `true` if touch is supported in the current browser.
	 * @method isSupported
	 * @return {Boolean} Indicates whether touch is supported in the current browser.
	 * @static
	 **/
	Touch.isSupported = function() {
		return	!!('ontouchstart' in window); // iOS & Android; // IE11+
	};


	Touch.isMove=false;

    Touch.currentX=0;
    Touch.currentY=0;

	/**
	 * Enables touch interaction for the specified EaselJS {{#crossLink "Stage"}}{{/crossLink}}. Currently supports iOS
	 * (and compatible browsers, such as modern Android browsers), and IE10/11. Supports both single touch and
	 * multi-touch modes. Extends the EaselJS {{#crossLink "MouseEvent"}}{{/crossLink}} model, but without support for
	 * double click or over/out events. See the MouseEvent {{#crossLink "MouseEvent/pointerId:property"}}{{/crossLink}}
	 * for more information.
	 * @method enable
	 * @param {Stage} stage The {{#crossLink "Stage"}}{{/crossLink}} to enable touch on.
	 * @param {Boolean} [singleTouch=false] If `true`, only a single touch will be active at a time.
	 * @param {Boolean} [allowDefault=false] If `true`, then default gesture actions (ex. scrolling, zooming) will be
	 * allowed when the user is interacting with the target canvas.
	 * @return {Boolean} Returns `true` if touch was successfully enabled on the target stage.
	 * @static
	 **/
	Touch.enable = function(stage, singleTouch, allowDefault) {
		if (!stage || !stage.canvas || !Touch.isSupported()) { return false; }
		if (stage.__touch) { return true; }

		// inject required properties on stage:
		stage.__touch = {pointers:{}, multitouch:!singleTouch, preventDefault:!allowDefault, count:0};

		// note that in the future we may need to disable the standard mouse event model before adding
		// these to prevent duplicate calls. It doesn't seem to be an issue with iOS devices though.
		if ('ontouchstart' in window) { Touch._IOS_enable(stage); }
		return true;
	};

	/**
	 * Removes all listeners that were set up when calling `Touch.enable()` on a stage.
	 * @method disable
	 * @param {Stage} stage The {{#crossLink "Stage"}}{{/crossLink}} to disable touch on.
	 * @static
	 **/
	Touch.disable = function(stage) {
		if (!stage) { return; }
		if ('ontouchstart' in window) { Touch._IOS_disable(stage); }
	
		delete stage.__touch;
	};


// Private static methods:
	/**
	 * @method _IOS_enable
	 * @protected
	 * @param {Stage} stage
	 * @static
	 **/
	Touch._IOS_enable = function(stage) {
		var canvas = stage.canvas;
		var f = stage.__touch.f = function(e) { Touch._IOS_handleEvent(stage,e); };
		canvas.addEventListener("touchstart", f, false);
		canvas.addEventListener("touchmove", f, false);
		canvas.addEventListener("touchend", f, false);
		canvas.addEventListener("touchcancel", f, false);
	};

	/**
	 * @method _IOS_disable
	 * @protected
	 * @param {Stage} stage
	 * @static
	 **/
	Touch._IOS_disable = function(stage) {
		var canvas = stage.canvas;
		if (!canvas) { return; }
		var f = stage.__touch.f;
		canvas.removeEventListener("touchstart", f, false);
		canvas.removeEventListener("touchmove", f, false);
		canvas.removeEventListener("touchend", f, false);
		canvas.removeEventListener("touchcancel", f, false);
	};

	/**
	 * @method _IOS_handleEvent
	 * @param {Stage} stage
	 * @param {Object} e The event to handle
	 * @protected
	 * @static
	 **/
	Touch._IOS_handleEvent = function(stage, e) {
		if (!stage) { return; }
		//if (stage.__touch.preventDefault) { e.preventDefault&&e.preventDefault(); }
		var touches = e.changedTouches;
		var type = e.type;

		for (var i= 0,l=touches.length; i<l; i++) {
			var touch = touches[i];
			var id = touch.identifier;
			if (touch.target != stage.canvas) { continue; }
			if (type == "touchstart") {
				this._handleStart(stage, id, e, touch.pageX, touch.pageY);
			} else if (type == "touchmove") {
				this._handleMove(stage, id, e, touch.pageX, touch.pageY);
			} else if (type == "touchend" || type == "touchcancel") {
				this._handleEnd(stage, id, e, touch.pageX, touch.pageY);
			}
		}
	};



	/**
	 * @method _handleStart
	 * @param {Stage} stage
	 * @param {String|Number} id
	 * @param {Object} e
	 * @param {Number} x
	 * @param {Number} y
	 * @protected
	 **/
	Touch._handleStart = function(stage, id, e, x, y) {
        Touch.currentX=x;
        Touch.currentY=y;
		this.isMove=false;
	};

	/**
	 * @method _handleMove
	 * @param {Stage} stage
	 * @param {String|Number} id
	 * @param {Object} e
	 * @param {Number} x
	 * @param {Number} y
	 * @protected
	 **/
	Touch._handleMove = function(stage, id, e, x, y) {
		this.isMove=true;
	};

	/**
	 * @method _handleEnd
	 * @param {Stage} stage
	 * @param {String|Number} id
	 * @param {Object} e
	 * @protected
	 **/
	Touch._handleEnd = function(stage, id, e,x,y) {
		if( Touch.currentX-5<x && x<Touch.currentX+5  &&  Touch.currentY-5<y && y<Touch.currentY+5){
			var _this=stage;
			if (_this._primaryPointerID == null || id === -1) { _this._primaryPointerID = id; } // mouse always takes over.
			if (y != null) { _this._updatePointerPosition(id, e, Touch.currentX, Touch.currentY); }
			var target = null, o = _this._getPointerData(id);
			target = o.target = _this._getObjectsUnderPoint(o.x, o.y, null, true); 
			if (target) { _this._dispatchMouseEvent(target, "click", true, id, o, e); }
			_this=null;
			target=null;
			o=null;
		}
	};


	createjs.Touch = Touch;
}());