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TouchEmulator.coffee
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TouchEmulator.coffee
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Utils = require "../Utils"
{BaseClass} = require "../BaseClass"
createTouch = (event, identifier, offset={x: 0, y: 0}) ->
touch =
identifier: identifier
target: event.target
pageX: event.pageX - offset.x
pageY: event.pageY - offset.y
clientX: event.clientX - offset.x
clientY: event.clientY - offset.y
screenX: event.screenX - offset.x
screenY: event.screenY - offset.y
touch.point =
x: touch.pageX
y: touch.pageY
return touch
dispatchTouchEvent = (type, target, event, offset) ->
target ?= event.target
touchEvent = document.createEvent("MouseEvent")
touchEvent.initMouseEvent(type, true, true, window,
event.detail, event.screenX, event.screenY,
event.clientX, event.clientY,
event.ctrlKey, event.shiftKey, event.altKey, event.metaKey,
event.button, event.relatedTarget)
touches = []
touches.push(createTouch(event, 1))
touches.push(createTouch(event, 2, offset)) if offset
touchEvent.touches = touchEvent.changedTouches = touchEvent.targetTouches = touches
target.dispatchEvent(touchEvent)
cancelEvent = (event) ->
event.preventDefault()
event.stopPropagation()
class TouchEmulator extends BaseClass
constructor: ->
@touchPointerImage = "url('framer/images/cursor@2x.png')"
@touchPointerImageActive = "url('framer/images/cursor-active@2x.png')"
@touchPointerImageSize = 64
@touchPointerInitialOffset = {x: 0, y: 0}
@keyPinchCode = 18 # Alt
@keyPanCode = 91 # Command
@context = new Framer.Context(name: "TouchEmulator")
@context._element.style.zIndex = 10000
@wrap = @context.domEventManager.wrap
@wrap(document).addEventListener("mousedown", @mousedown, true)
@wrap(document).addEventListener("mousemove", @mousemove, true)
@wrap(document).addEventListener("mouseup", @mouseup, true)
@wrap(document).addEventListener("keydown", @keydown, true)
@wrap(document).addEventListener("keyup", @keyup, true)
@wrap(document).addEventListener("mouseout", @mouseout, true)
@isMouseDown = false
@isPinchKeyDown = false
@isPanKeyDown = false
touchPointerInitialOffset = @touchPointerInitialOffset
@context.run =>
@touchPointLayer = new Layer
width: @touchPointerImageSize
height: @touchPointerImageSize
backgroundColor: null
opacity: 0
@touchPointLayer.style.backgroundImage = @touchPointerImage
destroy: ->
@context.reset()
@context = null
# Event handlers
keydown: (event) =>
if event.keyCode is @keyPinchCode
@isPinchKeyDown = true
@startPoint = @centerPoint = null
@showTouchCursor()
@touchPointLayer.midX = @point.x
@touchPointLayer.midY = @point.y
if event.keyCode is @keyPanCode
@isPanKeyDown = true
cancelEvent(event)
keyup: (event) =>
if event.keyCode is @keyPinchCode
cancelEvent(event)
@isPinchKeyDown = false
@hideTouchCursor()
if event.keyCode is @keyPanCode
cancelEvent(event)
if @touchPoint and @point
@centerPoint = Utils.pointCenter(@touchPoint, @point)
@isPanKeyDown = false
mousedown: (event) =>
# cancelEvent(event)
@isMouseDown = true
@target = event.target
if @isPinchKeyDown
dispatchTouchEvent("touchstart", @target, event, @touchPointDelta)
else
dispatchTouchEvent("touchstart", @target, event)
@touchPointLayer.style.backgroundImage = @touchPointerImageActive
mousemove: (event) =>
@point =
x: event.pageX
y: event.pageY
# cancelEvent(event)
@startPoint ?= @point
@centerPoint ?= @point
if @isPinchKeyDown and not @isPanKeyDown
if @touchPointerInitialOffset and @centerPoint
@touchPoint = Utils.pointAdd(@touchPointerInitialOffset, @pinchPoint(@point, @centerPoint))
@touchPointDelta = Utils.pointSubtract(@point, @touchPoint)
if @isPinchKeyDown and @isPanKeyDown
if @touchPoint and @touchPointDelta
@touchPoint = @panPoint(@point, @touchPointDelta)
if @isPinchKeyDown or @isPanKeyDown
if @touchPoint
@touchPointLayer.visible = true
@touchPointLayer.midX = @touchPoint.x
@touchPointLayer.midY = @touchPoint.y
if @isMouseDown
if (@isPinchKeyDown or @isPanKeyDown) and @touchPointDelta
dispatchTouchEvent("touchmove", @target, event, @touchPointDelta)
else
dispatchTouchEvent("touchmove", @target, event)
mouseup: (event) =>
# cancelEvent(event)
if @isPinchKeyDown or @isPanKeyDown
dispatchTouchEvent("touchend", @target, event, @touchPointDelta)
else
dispatchTouchEvent("touchend", @target, event)
@endMultiTouch()
mouseout: (event) =>
return if @isMouseDown
fromElement = event.relatedTarget or event.toElement
if not fromElement or fromElement.nodeName is "HTML"
@endMultiTouch()
# Utilities
showTouchCursor: ->
# If the mouse did not move yet, we capture the point here
if not @point
@point =
x: event.pageX
y: event.pageY
@touchPointLayer.animateStop()
@touchPointLayer.midX = @point.x
@touchPointLayer.midY = @point.y
@touchPointLayer.scale = 1.8
@touchPointLayer.animate
opacity: 1
scale: 1
# midX: @point.x + @touchPointerInitialOffset.x
# midY: @point.y + @touchPointerInitialOffset.y
options:
time: 0.1
curve: "ease-out"
hideTouchCursor: ->
return unless @touchPointLayer.opacity > 0
@touchPointLayer.animateStop()
@touchPointLayer.animate
opacity: 0
scale: 1.2
options:
time: 0.08
mousemovePosition: (event) =>
@point =
x: event.pageX
y: event.pageY
endMultiTouch: ->
@isMouseDown = false
@touchPointLayer.style.backgroundImage = @touchPointerImage
@hideTouchCursor()
pinchPoint: (point, centerPoint) ->
return Utils.pointSubtract(centerPoint,
Utils.pointSubtract(point, centerPoint))
panPoint: (point, offsetPoint) ->
return Utils.pointSubtract(point, offsetPoint)
touchEmulator = null
exports.enable = ->
return if Utils.isTouch()
touchEmulator ?= new TouchEmulator()
Events.enableEmulatedTouchEvents(true)
exports.disable = ->
return unless touchEmulator
touchEmulator.destroy()
touchEmulator = null
Events.enableEmulatedTouchEvents(false)
# resets the emulator, useful if the webview can loose/regain focus without being aware
# in such scenarios it can miss mouseup, mouseout events and such
# it can also be fixed by checking event.buttons in mousemove, but that is not available on safari
exports.reset = ->
return unless touchEmulator
touchEmulator.endMultiTouch()