/*
* 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;
}());