151 lines
3.8 KiB
JavaScript
151 lines
3.8 KiB
JavaScript
import Hammer from '@egjs/hammerjs';
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import State from '../State';
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import {
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CONTENT_TOUCHES_DELAY,
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CONTENT_TOUCHES_QUICK_TAP_END_DELAY,
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} from './constants';
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import DiscreteGestureHandler from './DiscreteGestureHandler';
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import { fireAfterInterval, isValidNumber, isnan } from './utils';
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class PressGestureHandler extends DiscreteGestureHandler {
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get name() {
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return 'press';
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}
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get minDurationMs() {
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return isnan(this.config.minDurationMs) ? 5 : this.config.minDurationMs;
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}
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get maxDist() {
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return isnan(this.config.maxDist) ? 9 : this.config.maxDist;
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}
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get NativeGestureClass() {
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return Hammer.Press;
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}
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shouldDelayTouches = true;
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simulateCancelEvent(inputData) {
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// Long press never starts so we can't rely on the running event boolean.
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this.hasGestureFailed = true;
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this.cancelEvent(inputData);
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}
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updateHasCustomActivationCriteria({ shouldCancelWhenOutside, maxDistSq }) {
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return shouldCancelWhenOutside || !isValidNumber(maxDistSq);
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}
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getState(type) {
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return {
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[Hammer.INPUT_START]: State.BEGAN,
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[Hammer.INPUT_MOVE]: State.ACTIVE,
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[Hammer.INPUT_END]: State.END,
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[Hammer.INPUT_CANCEL]: State.CANCELLED,
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}[type];
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}
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getConfig() {
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if (!this._hasCustomActivationCriteria) {
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// Default config
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// If no params have been defined then this config should emulate the native gesture as closely as possible.
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return {
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shouldCancelWhenOutside: true,
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maxDistSq: 10,
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};
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}
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return this.config;
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}
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getHammerConfig() {
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return {
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...super.getHammerConfig(),
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// threshold: this.maxDist,
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time: this.minDurationMs,
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};
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}
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onGestureActivated(ev) {
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this.onGestureStart(ev);
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}
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shouldDelayTouchForEvent({ pointerType }) {
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// Don't disable event for mouse input
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return this.shouldDelayTouches && pointerType === 'touch';
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}
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onGestureStart(ev) {
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this.isGestureRunning = true;
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clearTimeout(this.visualFeedbackTimer);
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this.initialEvent = ev;
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this.visualFeedbackTimer = fireAfterInterval(() => {
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this.sendGestureStartedEvent(this.initialEvent);
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this.initialEvent = null;
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}, this.shouldDelayTouchForEvent(ev) && CONTENT_TOUCHES_DELAY);
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}
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sendGestureStartedEvent(ev) {
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clearTimeout(this.visualFeedbackTimer);
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this.visualFeedbackTimer = null;
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this.sendEvent({
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...ev,
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eventType: Hammer.INPUT_MOVE,
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isFirst: true,
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});
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}
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forceInvalidate(event) {
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super.forceInvalidate(event);
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clearTimeout(this.visualFeedbackTimer);
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this.visualFeedbackTimer = null;
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this.initialEvent = null;
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}
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onRawEvent(ev) {
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super.onRawEvent(ev);
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if (ev.isFinal && this.isGestureRunning) {
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let timeout;
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if (this.visualFeedbackTimer) {
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// Aesthetic timing for a quick tap.
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// We haven't activated the tap right away to emulate iOS `delaysContentTouches`
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// Now we must send the initial activation event and wait a set amount of time before firing the end event.
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timeout = CONTENT_TOUCHES_QUICK_TAP_END_DELAY;
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this.sendGestureStartedEvent(this.initialEvent);
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this.initialEvent = null;
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}
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fireAfterInterval(() => {
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this.sendEvent({
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...ev,
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eventType: Hammer.INPUT_END,
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isFinal: true,
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});
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this.onGestureEnded();
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}, timeout);
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}
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}
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updateGestureConfig({
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shouldActivateOnStart = false,
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disallowInterruption = false,
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shouldCancelWhenOutside = true,
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minDurationMs = Number.NaN,
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maxDist = Number.NaN,
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minPointers = 1,
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maxPointers = 1,
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...props
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}) {
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return super.updateGestureConfig({
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shouldActivateOnStart,
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disallowInterruption,
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shouldCancelWhenOutside,
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minDurationMs,
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maxDist,
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minPointers,
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maxPointers,
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...props,
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});
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}
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}
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export default PressGestureHandler;
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