App-EventStreamr
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*
* Once this threshold is exceeded, either the horizontal or vertical delta is greater.
* - If the horizontal distance is greater, this is a swipe and `move` and `end` events follow.
* - If the vertical distance is greater, this is a scroll, and we let the browser take over.
* A `cancel` event is sent.
*
* `move` is called on `mousemove` and `touchmove` after the above logic has determined that
* a swipe is in progress.
*
* `end` is called when a swipe is successfully completed with a `touchend` or `mouseup`.
*
* `cancel` is called either on a `touchcancel` from the browser, or when we begin scrolling
* as described above.
*
*/
bind: function(element, eventHandlers) {
// Absolute total movement, used to control swipe vs. scroll.
var totalX, totalY;
// Coordinates of the start position.
var startCoords;
// Last event's position.
var lastPos;
// Whether a swipe is active.
var active = false;
element.on('touchstart mousedown', function(event) {
startCoords = getCoordinates(event);
active = true;
totalX = 0;
totalY = 0;
lastPos = startCoords;
eventHandlers['start'] && eventHandlers['start'](startCoords, event);
});
element.on('touchcancel', function(event) {
active = false;
eventHandlers['cancel'] && eventHandlers['cancel'](event);
});
element.on('touchmove mousemove', function(event) {
if (!active) return;
// Android will send a touchcancel if it thinks we're starting to scroll.
// So when the total distance (+ or - or both) exceeds 10px in either direction,
// we either:
// - On totalX > totalY, we send preventDefault() and treat this as a swipe.
// - On totalY > totalX, we let the browser handle it as a scroll.
if (!startCoords) return;
var coords = getCoordinates(event);
totalX += Math.abs(coords.x - lastPos.x);
totalY += Math.abs(coords.y - lastPos.y);
lastPos = coords;
if (totalX < MOVE_BUFFER_RADIUS && totalY < MOVE_BUFFER_RADIUS) {
return;
}
// One of totalX or totalY has exceeded the buffer, so decide on swipe vs. scroll.
if (totalY > totalX) {
// Allow native scrolling to take over.
active = false;
eventHandlers['cancel'] && eventHandlers['cancel'](event);
return;
} else {
// Prevent the browser from scrolling.
event.preventDefault();
eventHandlers['move'] && eventHandlers['move'](coords, event);
}
});
element.on('touchend mouseup', function(event) {
if (!active) return;
active = false;
eventHandlers['end'] && eventHandlers['end'](getCoordinates(event), event);
});
}
};
}]);
/* global ngTouch: false */
/**
* @ngdoc directive
* @name ngTouch.directive:ngClick
*
* @description
* A more powerful replacement for the default ngClick designed to be used on touchscreen
* devices. Most mobile browsers wait about 300ms after a tap-and-release before sending
* the click event. This version handles them immediately, and then prevents the
* following click event from propagating.
*
* Requires the {@link ngTouch `ngTouch`} module to be installed.
*
* This directive can fall back to using an ordinary click event, and so works on desktop
* browsers as well as mobile.
*
* This directive also sets the CSS class `ng-click-active` while the element is being held
* down (by a mouse click or touch) so you can restyle the depressed element if you wish.
*
* @element ANY
* @param {expression} ngClick {@link guide/expression Expression} to evaluate
* upon tap. (Event object is available as `$event`)
*
* @example
<doc:example>
<doc:source>
<button ng-click="count = count + 1" ng-init="count=0">
Increment
</button>
count: {{ count }}
</doc:source>
</doc:example>
*/
ngTouch.config(['$provide', function($provide) {
$provide.decorator('ngClickDirective', ['$delegate', function($delegate) {
// drop the default ngClick directive
$delegate.shift();
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