Make it more obvious that the touch handling is its own section.

This commit is contained in:
Simo Kinnunen
2014-12-10 14:47:11 +09:00
parent e4114d87af
commit 0014096a2f

View File

@@ -385,421 +385,431 @@ module.exports = function DeviceScreenDirective($document, ScalingService,
scope.$on('$destroy', off)
// @todo Move everything below this line elsewhere.
var slots = []
, slotted = Object.create(null)
, fingers = []
, seq = -1
, cycle = 100
, fakePinch = false
, lastPossiblyBuggyMouseUpEvent = 0
function nextSeq() {
return ++seq >= cycle ? (seq = 0) : seq
}
function createSlots() {
// The reverse order is important because slots and fingers are in
// opposite sort order. Anyway don't change anything here unless
// you understand what it does and why.
for (var i = 9; i >= 0; --i) {
var finger = createFinger(i)
element.append(finger)
slots.push(i)
fingers.unshift(finger)
}
}
function activateFinger(index, x, y, pressure) {
var scale = 0.5 + pressure
fingers[index].classList.add('active')
fingers[index].style[cssTransform] =
'translate3d(' + x + 'px,' + y + 'px,0) ' +
'scale(' + scale + ',' + scale + ')'
}
function deactivateFinger(index) {
fingers[index].classList.remove('active')
}
function deactivateFingers() {
for (var i = 0, l = fingers.length; i < l; ++i) {
fingers[i].classList.remove('active')
}
}
function createFinger(index) {
var el = document.createElement('span')
el.className = 'finger finger-' + index
return el
}
function calculateBounds() {
var el = element[0]
screen.bounds.w = el.offsetWidth
screen.bounds.h = el.offsetHeight
screen.bounds.x = 0
screen.bounds.y = 0
while (el.offsetParent) {
screen.bounds.x += el.offsetLeft
screen.bounds.y += el.offsetTop
el = el.offsetParent
}
}
function mouseDownListener(e) {
if (e.originalEvent) {
e = e.originalEvent
}
// Skip secondary click
if (e.which === 3) {
return
}
e.preventDefault()
fakePinch = e.altKey
calculateBounds()
startMousing()
var x = e.pageX - screen.bounds.x
, y = e.pageY - screen.bounds.y
, pressure = 0.5
, scaled = screen.scaler.coords(
screen.bounds.w
, screen.bounds.h
, x
, y
, screen.rotation
)
control.touchDown(nextSeq(), 0, scaled.xP, scaled.yP, pressure)
if (fakePinch) {
control.touchDown(nextSeq(), 1, 1 - scaled.xP, 1 - scaled.yP,
pressure)
}
control.touchCommit(nextSeq())
activateFinger(0, x, y, pressure)
if (fakePinch) {
activateFinger(1, -e.pageX + screen.bounds.x + screen.bounds.w,
-e.pageY + screen.bounds.y + screen.bounds.h, pressure)
}
element.bind('mousemove', mouseMoveListener)
$document.bind('mouseup', mouseUpListener)
$document.bind('mouseleave', mouseUpListener)
if (lastPossiblyBuggyMouseUpEvent &&
lastPossiblyBuggyMouseUpEvent.timeStamp > e.timeStamp) {
// We got mouseup before mousedown. See mouseUpBugWorkaroundListener
// for details.
mouseUpListener(lastPossiblyBuggyMouseUpEvent)
}
else {
lastPossiblyBuggyMouseUpEvent = null
}
}
function mouseMoveListener(e) {
if (e.originalEvent) {
e = e.originalEvent
}
// Skip secondary click
if (e.which === 3) {
return
}
e.preventDefault()
var addGhostFinger = !fakePinch && e.altKey
var deleteGhostFinger = fakePinch && !e.altKey
fakePinch = e.altKey
var x = e.pageX - screen.bounds.x
, y = e.pageY - screen.bounds.y
, pressure = 0.5
, scaled = screen.scaler.coords(
screen.bounds.w
, screen.bounds.h
, x
, y
, screen.rotation
)
control.touchMove(nextSeq(), 0, scaled.xP, scaled.yP, pressure)
if (addGhostFinger) {
control.touchDown(nextSeq(), 1, 1 - scaled.xP, 1 - scaled.yP, pressure)
}
else if (deleteGhostFinger) {
control.touchUp(nextSeq(), 1)
}
else if (fakePinch) {
control.touchMove(nextSeq(), 1, 1 - scaled.xP, 1 - scaled.yP, pressure)
}
control.touchCommit(nextSeq())
activateFinger(0, x, y, pressure)
if (deleteGhostFinger) {
deactivateFinger(1)
}
else if (fakePinch) {
activateFinger(1, -e.pageX + screen.bounds.x + screen.bounds.w,
-e.pageY + screen.bounds.y + screen.bounds.h, pressure)
}
}
function mouseUpListener(e) {
if (e.originalEvent) {
e = e.originalEvent
}
// Skip secondary click
if (e.which === 3) {
return
}
e.preventDefault()
control.touchUp(nextSeq(), 0)
if (fakePinch) {
control.touchUp(nextSeq(), 1)
}
control.touchCommit(nextSeq())
deactivateFinger(0)
if (fakePinch) {
deactivateFinger(1)
}
stopMousing()
}
/**
* Do NOT remove under any circumstances. Currently, in the latest
* Safari (Version 8.0 (10600.1.25)), if an input field is focused
* while we do a tap click on an MBP trackpad ("Tap to click" in
* Settings), it sometimes causes the mouseup event to trigger before
* the mousedown event (but event.timeStamp will be correct). It
* doesn't happen in any other browser. The following minimal test
* case triggers the same behavior (although less frequently). Keep
* tapping and you'll eventually see see two mouseups in a row with
* the same counter value followed by a mousedown with a new counter
* value. Also, when the bug happens, the cursor in the input field
* stops blinking. It may take up to 300 attempts to spot the bug on
* a MacBook Pro (Retina, 15-inch, Mid 2014).
* TOUCH HANDLING
*
* <!doctype html>
* This should be moved elsewhere, but due to shared dependencies and
* elements it's currently here. So basically due to laziness.
*
* <div id="touchable"
* style="width: 100px; height: 100px; background: green"></div>
* <input id="focusable" type="text" />
*
* <script>
* var touchable = document.getElementById('touchable')
* , focusable = document.getElementById('focusable')
* , counter = 0
*
* function mousedownListener(e) {
* counter += 1
* console.log('mousedown', counter, e, e.timeStamp)
* e.preventDefault()
* }
*
* function mouseupListener(e) {
* e.preventDefault()
* console.log('mouseup', counter, e, e.timeStamp)
* focusable.focus()
* }
*
* touchable.addEventListener('mousedown', mousedownListener, false)
* touchable.addEventListener('mouseup', mouseupListener, false)
* </script>
*
* I believe that the bug is caused by some kind of a race condition
* in Safari. Using a textarea or a focused contenteditable does not
* get rid of the bug. The bug also happens if the text field is
* focused manually by the user (not with .focus()).
*
* It also doesn't help if you .blur() before .focus().
*
* So basically we'll just have to store the event on mouseup and check
* if we should do the browser's job in the mousedown handler.
* For now, try to keep the whole section as a separate unit as much
* as possible.
*/
function mouseUpBugWorkaroundListener(e) {
lastPossiblyBuggyMouseUpEvent = e
}
;(function() {
var slots = []
, slotted = Object.create(null)
, fingers = []
, seq = -1
, cycle = 100
, fakePinch = false
, lastPossiblyBuggyMouseUpEvent = 0
function startMousing() {
control.gestureStart(nextSeq())
input[0].focus()
}
function stopMousing() {
element.unbind('mousemove', mouseMoveListener)
$document.unbind('mouseup', mouseUpListener)
$document.unbind('mouseleave', mouseUpListener)
deactivateFingers()
control.gestureStop(nextSeq())
}
function touchStartListener(e) {
e.preventDefault()
//Make it jQuery compatible also
if (e.originalEvent) {
e = e.originalEvent
function nextSeq() {
return ++seq >= cycle ? (seq = 0) : seq
}
calculateBounds()
if (e.touches.length === e.changedTouches.length) {
startTouching()
}
var currentTouches = Object.create(null)
var i, l
for (i = 0, l = e.touches.length; i < l; ++i) {
currentTouches[e.touches[i].identifier] = 1;
}
function maybeLostTouchEnd(id) {
return !(id in currentTouches)
}
// We might have lost a touchend event due to various edge cases
// (literally) such as dragging from the bottom of the screen so that
// the control center appears. If so, let's ask for a reset.
if (Object.keys(slotted).some(maybeLostTouchEnd)) {
Object.keys(slotted).forEach(function(id) {
slots.push(slotted[id])
delete slotted[id]
})
slots.sort().reverse()
control.touchReset(nextSeq())
deactivateFingers()
}
if (!slots.length) {
// This should never happen but who knows...
throw new Error('Ran out of multitouch slots')
}
for (i = 0, l = e.changedTouches.length; i < l; ++i) {
var touch = e.changedTouches[i]
, slot = slots.pop()
, x = touch.pageX - screen.bounds.x
, y = touch.pageY - screen.bounds.y
, pressure = touch.force || 0.5
, scaled = screen.scaler.coords(
screen.bounds.w
, screen.bounds.h
, x
, y
, screen.rotation
)
slotted[touch.identifier] = slot
control.touchDown(nextSeq(), slot, scaled.xP, scaled.yP, pressure)
activateFinger(slot, x, y, pressure)
}
element.bind('touchmove', touchMoveListener)
$document.bind('touchend', touchEndListener)
$document.bind('touchleave', touchEndListener)
control.touchCommit(nextSeq())
}
function touchMoveListener(e) {
e.preventDefault()
if (e.originalEvent) {
e = e.originalEvent
}
for (var i = 0, l = e.changedTouches.length; i < l; ++i) {
var touch = e.changedTouches[i]
, slot = slotted[touch.identifier]
, x = touch.pageX - screen.bounds.x
, y = touch.pageY - screen.bounds.y
, pressure = touch.force || 0.5
, scaled = screen.scaler.coords(
screen.bounds.w
, screen.bounds.h
, x
, y
, screen.rotation
)
control.touchMove(nextSeq(), slot, scaled.xP, scaled.yP, pressure)
activateFinger(slot, x, y, pressure)
}
control.touchCommit(nextSeq())
}
function touchEndListener(e) {
if (e.originalEvent) {
e = e.originalEvent
}
var foundAny = false
for (var i = 0, l = e.changedTouches.length; i < l; ++i) {
var touch = e.changedTouches[i]
, slot = slotted[touch.identifier]
if (slot === void 0) {
// We've already disposed of the contact. We may have gotten a
// touchend event for the same contact twice.
continue
function createSlots() {
// The reverse order is important because slots and fingers are in
// opposite sort order. Anyway don't change anything here unless
// you understand what it does and why.
for (var i = 9; i >= 0; --i) {
var finger = createFinger(i)
element.append(finger)
slots.push(i)
fingers.unshift(finger)
}
delete slotted[touch.identifier]
slots.push(slot)
control.touchUp(nextSeq(), slot)
deactivateFinger(slot)
foundAny = true
}
if (foundAny) {
function activateFinger(index, x, y, pressure) {
var scale = 0.5 + pressure
fingers[index].classList.add('active')
fingers[index].style[cssTransform] =
'translate3d(' + x + 'px,' + y + 'px,0) ' +
'scale(' + scale + ',' + scale + ')'
}
function deactivateFinger(index) {
fingers[index].classList.remove('active')
}
function deactivateFingers() {
for (var i = 0, l = fingers.length; i < l; ++i) {
fingers[i].classList.remove('active')
}
}
function createFinger(index) {
var el = document.createElement('span')
el.className = 'finger finger-' + index
return el
}
function calculateBounds() {
var el = element[0]
screen.bounds.w = el.offsetWidth
screen.bounds.h = el.offsetHeight
screen.bounds.x = 0
screen.bounds.y = 0
while (el.offsetParent) {
screen.bounds.x += el.offsetLeft
screen.bounds.y += el.offsetTop
el = el.offsetParent
}
}
function mouseDownListener(e) {
if (e.originalEvent) {
e = e.originalEvent
}
// Skip secondary click
if (e.which === 3) {
return
}
e.preventDefault()
fakePinch = e.altKey
calculateBounds()
startMousing()
var x = e.pageX - screen.bounds.x
, y = e.pageY - screen.bounds.y
, pressure = 0.5
, scaled = screen.scaler.coords(
screen.bounds.w
, screen.bounds.h
, x
, y
, screen.rotation
)
control.touchDown(nextSeq(), 0, scaled.xP, scaled.yP, pressure)
if (fakePinch) {
control.touchDown(nextSeq(), 1, 1 - scaled.xP, 1 - scaled.yP,
pressure)
}
control.touchCommit(nextSeq())
if (!e.touches.length) {
stopTouching()
activateFinger(0, x, y, pressure)
if (fakePinch) {
activateFinger(1, -e.pageX + screen.bounds.x + screen.bounds.w,
-e.pageY + screen.bounds.y + screen.bounds.h, pressure)
}
element.bind('mousemove', mouseMoveListener)
$document.bind('mouseup', mouseUpListener)
$document.bind('mouseleave', mouseUpListener)
if (lastPossiblyBuggyMouseUpEvent &&
lastPossiblyBuggyMouseUpEvent.timeStamp > e.timeStamp) {
// We got mouseup before mousedown. See mouseUpBugWorkaroundListener
// for details.
mouseUpListener(lastPossiblyBuggyMouseUpEvent)
}
else {
lastPossiblyBuggyMouseUpEvent = null
}
}
}
function startTouching() {
control.gestureStart(nextSeq())
}
function mouseMoveListener(e) {
if (e.originalEvent) {
e = e.originalEvent
}
function stopTouching() {
element.unbind('touchmove', touchMoveListener)
$document.unbind('touchend', touchEndListener)
$document.unbind('touchleave', touchEndListener)
deactivateFingers()
control.gestureStop(nextSeq())
}
// Skip secondary click
if (e.which === 3) {
return
}
e.preventDefault()
element.on('touchstart', touchStartListener)
element.on('mousedown', mouseDownListener)
element.on('mouseup', mouseUpBugWorkaroundListener)
var addGhostFinger = !fakePinch && e.altKey
var deleteGhostFinger = fakePinch && !e.altKey
createSlots()
fakePinch = e.altKey
var x = e.pageX - screen.bounds.x
, y = e.pageY - screen.bounds.y
, pressure = 0.5
, scaled = screen.scaler.coords(
screen.bounds.w
, screen.bounds.h
, x
, y
, screen.rotation
)
control.touchMove(nextSeq(), 0, scaled.xP, scaled.yP, pressure)
if (addGhostFinger) {
control.touchDown(nextSeq(), 1, 1 - scaled.xP, 1 - scaled.yP, pressure)
}
else if (deleteGhostFinger) {
control.touchUp(nextSeq(), 1)
}
else if (fakePinch) {
control.touchMove(nextSeq(), 1, 1 - scaled.xP, 1 - scaled.yP, pressure)
}
control.touchCommit(nextSeq())
activateFinger(0, x, y, pressure)
if (deleteGhostFinger) {
deactivateFinger(1)
}
else if (fakePinch) {
activateFinger(1, -e.pageX + screen.bounds.x + screen.bounds.w,
-e.pageY + screen.bounds.y + screen.bounds.h, pressure)
}
}
function mouseUpListener(e) {
if (e.originalEvent) {
e = e.originalEvent
}
// Skip secondary click
if (e.which === 3) {
return
}
e.preventDefault()
control.touchUp(nextSeq(), 0)
if (fakePinch) {
control.touchUp(nextSeq(), 1)
}
control.touchCommit(nextSeq())
deactivateFinger(0)
if (fakePinch) {
deactivateFinger(1)
}
stopMousing()
}
/**
* Do NOT remove under any circumstances. Currently, in the latest
* Safari (Version 8.0 (10600.1.25)), if an input field is focused
* while we do a tap click on an MBP trackpad ("Tap to click" in
* Settings), it sometimes causes the mouseup event to trigger before
* the mousedown event (but event.timeStamp will be correct). It
* doesn't happen in any other browser. The following minimal test
* case triggers the same behavior (although less frequently). Keep
* tapping and you'll eventually see see two mouseups in a row with
* the same counter value followed by a mousedown with a new counter
* value. Also, when the bug happens, the cursor in the input field
* stops blinking. It may take up to 300 attempts to spot the bug on
* a MacBook Pro (Retina, 15-inch, Mid 2014).
*
* <!doctype html>
*
* <div id="touchable"
* style="width: 100px; height: 100px; background: green"></div>
* <input id="focusable" type="text" />
*
* <script>
* var touchable = document.getElementById('touchable')
* , focusable = document.getElementById('focusable')
* , counter = 0
*
* function mousedownListener(e) {
* counter += 1
* console.log('mousedown', counter, e, e.timeStamp)
* e.preventDefault()
* }
*
* function mouseupListener(e) {
* e.preventDefault()
* console.log('mouseup', counter, e, e.timeStamp)
* focusable.focus()
* }
*
* touchable.addEventListener('mousedown', mousedownListener, false)
* touchable.addEventListener('mouseup', mouseupListener, false)
* </script>
*
* I believe that the bug is caused by some kind of a race condition
* in Safari. Using a textarea or a focused contenteditable does not
* get rid of the bug. The bug also happens if the text field is
* focused manually by the user (not with .focus()).
*
* It also doesn't help if you .blur() before .focus().
*
* So basically we'll just have to store the event on mouseup and check
* if we should do the browser's job in the mousedown handler.
*/
function mouseUpBugWorkaroundListener(e) {
lastPossiblyBuggyMouseUpEvent = e
}
function startMousing() {
control.gestureStart(nextSeq())
input[0].focus()
}
function stopMousing() {
element.unbind('mousemove', mouseMoveListener)
$document.unbind('mouseup', mouseUpListener)
$document.unbind('mouseleave', mouseUpListener)
deactivateFingers()
control.gestureStop(nextSeq())
}
function touchStartListener(e) {
e.preventDefault()
//Make it jQuery compatible also
if (e.originalEvent) {
e = e.originalEvent
}
calculateBounds()
if (e.touches.length === e.changedTouches.length) {
startTouching()
}
var currentTouches = Object.create(null)
var i, l
for (i = 0, l = e.touches.length; i < l; ++i) {
currentTouches[e.touches[i].identifier] = 1;
}
function maybeLostTouchEnd(id) {
return !(id in currentTouches)
}
// We might have lost a touchend event due to various edge cases
// (literally) such as dragging from the bottom of the screen so that
// the control center appears. If so, let's ask for a reset.
if (Object.keys(slotted).some(maybeLostTouchEnd)) {
Object.keys(slotted).forEach(function(id) {
slots.push(slotted[id])
delete slotted[id]
})
slots.sort().reverse()
control.touchReset(nextSeq())
deactivateFingers()
}
if (!slots.length) {
// This should never happen but who knows...
throw new Error('Ran out of multitouch slots')
}
for (i = 0, l = e.changedTouches.length; i < l; ++i) {
var touch = e.changedTouches[i]
, slot = slots.pop()
, x = touch.pageX - screen.bounds.x
, y = touch.pageY - screen.bounds.y
, pressure = touch.force || 0.5
, scaled = screen.scaler.coords(
screen.bounds.w
, screen.bounds.h
, x
, y
, screen.rotation
)
slotted[touch.identifier] = slot
control.touchDown(nextSeq(), slot, scaled.xP, scaled.yP, pressure)
activateFinger(slot, x, y, pressure)
}
element.bind('touchmove', touchMoveListener)
$document.bind('touchend', touchEndListener)
$document.bind('touchleave', touchEndListener)
control.touchCommit(nextSeq())
}
function touchMoveListener(e) {
e.preventDefault()
if (e.originalEvent) {
e = e.originalEvent
}
for (var i = 0, l = e.changedTouches.length; i < l; ++i) {
var touch = e.changedTouches[i]
, slot = slotted[touch.identifier]
, x = touch.pageX - screen.bounds.x
, y = touch.pageY - screen.bounds.y
, pressure = touch.force || 0.5
, scaled = screen.scaler.coords(
screen.bounds.w
, screen.bounds.h
, x
, y
, screen.rotation
)
control.touchMove(nextSeq(), slot, scaled.xP, scaled.yP, pressure)
activateFinger(slot, x, y, pressure)
}
control.touchCommit(nextSeq())
}
function touchEndListener(e) {
if (e.originalEvent) {
e = e.originalEvent
}
var foundAny = false
for (var i = 0, l = e.changedTouches.length; i < l; ++i) {
var touch = e.changedTouches[i]
, slot = slotted[touch.identifier]
if (slot === void 0) {
// We've already disposed of the contact. We may have gotten a
// touchend event for the same contact twice.
continue
}
delete slotted[touch.identifier]
slots.push(slot)
control.touchUp(nextSeq(), slot)
deactivateFinger(slot)
foundAny = true
}
if (foundAny) {
control.touchCommit(nextSeq())
if (!e.touches.length) {
stopTouching()
}
}
}
function startTouching() {
control.gestureStart(nextSeq())
}
function stopTouching() {
element.unbind('touchmove', touchMoveListener)
$document.unbind('touchend', touchEndListener)
$document.unbind('touchleave', touchEndListener)
deactivateFingers()
control.gestureStop(nextSeq())
}
element.on('touchstart', touchStartListener)
element.on('mousedown', mouseDownListener)
element.on('mouseup', mouseUpBugWorkaroundListener)
createSlots()
})()
}
}
}