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root_responder.js
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root_responder.js
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// ==========================================================================
// Project: SproutCore - JavaScript Application Framework
// Copyright: ©2006-2011 Strobe Inc. and contributors.
// Portions ©2008-2011 Apple Inc. All rights reserved.
// License: Licensed under MIT license (see license.js)
// ==========================================================================
sc_require('system/ready');
sc_require('system/platform');
/** Set to NO to leave the backspace key under the control of the browser.*/
SC.CAPTURE_BACKSPACE_KEY = NO ;
/** @class
The RootResponder captures events coming from a web browser and routes them
to the correct view in the view hierarchy. Usually you do not work with a
RootResponder directly. Instead you will work with Pane objects, which
register themselves with the RootResponder as needed to receive events.
RootResponder and Platforms
---
RootResponder contains core functionality common among the different web
platforms. You will likely be working with a subclass of RootResponder that
implements functionality unique to that platform.
The correct instance of RootResponder is detected at runtime and loaded
transparently.
Event Types
---
RootResponders can route four types of events:
- Direct events, such as mouse and touch events. These are routed to the
nearest view managing the target DOM elment. RootResponder also handles
multitouch events so that they are delegated to the correct views.
- Keyboard events. These are sent to the keyPane, which will then send the
event to the current firstResponder and up the responder chain.
- Resize events. When the viewport resizes, these events will be sent to all
panes.
- Keyboard shortcuts. Shortcuts are sent to the keyPane first, which
will go down its view hierarchy. Then they go to the mainPane, which will
go down its view hierarchy.
- Actions. Actions are generic messages that your application can send in
response to user action or other events. You can either specify an
explicit target, or allow the action to traverse the hierarchy until a
view is found that handles it.
*/
SC.RootResponder = SC.Object.extend(
/** @scope SC.RootResponder.prototype */{
/**
Contains a list of all panes currently visible on screen. Every time a
pane attaches or detaches, it will update itself in this array.
*/
panes: null,
init: function() {
sc_super();
this.panes = SC.Set.create();
if (SC.platform.supportsCSSTransitions) {
this[SC.platform.cssPrefix+'TransitionEnd'] = this.transitionEnd;
this['transitionend'] = this.transitionEnd;
}
},
// .......................................................
// MAIN PANE
//
/**
The main pane. This pane receives shortcuts and actions if the
focusedPane does not respond to them. There can be only one main pane.
You can swap main panes by calling makeMainPane() here.
Usually you will not need to edit the main pane directly. Instead, you
should use a MainPane subclass, which will automatically make itself main
when you append it to the document.
@type SC.MainPane
*/
mainPane: null,
/**
Swaps the main pane. If the current main pane is also the key pane, then
the new main pane will also be made key view automatically. In addition
to simply updating the mainPane property, this method will also notify the
panes themselves that they will lose/gain their mainView status.
Note that this method does not actually change the Pane's place in the
document body. That will be handled by the Pane itself.
@param {SC.Pane} pane
@returns {SC.RootResponder}
*/
makeMainPane: function(pane) {
var currentMain = this.get('mainPane') ;
if (currentMain === pane) return this ; // nothing to do
this.beginPropertyChanges() ;
// change key focus if needed.
if (this.get('keyPane') === currentMain) this.makeKeyPane(pane) ;
// change setting
this.set('mainPane', pane) ;
// notify panes. This will allow them to remove themselves.
if (currentMain) currentMain.blurMainTo(pane) ;
if (pane) pane.focusMainFrom(currentMain) ;
this.endPropertyChanges() ;
return this ;
},
// ..........................................................
// MENU PANE
//
/**
The current menu pane. This pane receives keyboard events before all other
panes, but tends to be transient, as it is only set when a pane is open.
@type SC.MenuPane
*/
menuPane: null,
/**
Sets a pane as the menu pane. All key events will be directed to this
pane, but the current key pane will not lose focus.
Usually you would not call this method directly, but allow instances of
SC.MenuPane to manage the menu pane for you. If your pane does need to
become menu pane, you should relinquish control by calling this method
with a null parameter. Otherwise, key events will always be delivered to
that pane.
@param {SC.MenuPane} pane
@returns {SC.RootResponder} receiver
*/
makeMenuPane: function(pane) {
// Does the specified pane accept being the menu pane? If not, there's
// nothing to do.
if (pane && !pane.get('acceptsMenuPane')) {
return this;
} else {
var currentMenu = this.get('menuPane');
if (currentMenu === pane) return this; // nothing to do
this.set('menuPane', pane);
}
return this;
},
// .......................................................
// KEY PANE
//
/**
The current key pane. This pane receives keyboard events, shortcuts, and
actions first, unless a menu is open. This pane is usually the highest
ordered pane or the mainPane.
@type SC.Pane
*/
keyPane: null,
/** @property
A stack of the previous key panes.
*IMPORTANT: Property is not observable*
*/
previousKeyPanes: [],
/**
Makes the passed pane the new key pane. If you pass null or if the pane
does not accept key focus, then key focus will transfer to the previous
key pane (if it is still attached), and so on down the stack. This will
notify both the old pane and the new root View that key focus has changed.
@param {SC.Pane} pane
@returns {SC.RootResponder} receiver
*/
makeKeyPane: function(pane) {
// Was a pane specified?
var newKeyPane, previousKeyPane, previousKeyPanes ;
if (pane) {
// Does the specified pane accept being the key pane? If not, there's
// nothing to do.
if (!pane.get('acceptsKeyPane')) {
return this ;
}
else {
// It does accept key pane status? Then push the current keyPane to
// the top of the stack and make the specified pane the new keyPane.
// First, though, do a sanity-check to make sure it's not already the
// key pane, in which case we have nothing to do.
previousKeyPane = this.get('keyPane') ;
if (previousKeyPane === pane) {
return this ;
}
else {
if (previousKeyPane) {
previousKeyPanes = this.get('previousKeyPanes') ;
previousKeyPanes.push(previousKeyPane) ;
}
newKeyPane = pane ;
}
}
}
else {
// No pane was specified? Then pop the previous key pane off the top of
// the stack and make it the new key pane, assuming that it's still
// attached and accepts key pane (its value for acceptsKeyPane might
// have changed in the meantime). Otherwise, we'll keep going up the
// stack.
previousKeyPane = this.get('keyPane') ;
previousKeyPanes = this.get('previousKeyPanes') ;
newKeyPane = null ;
var candidate;
while (previousKeyPanes.length > 0) {
candidate = previousKeyPanes.pop();
if (candidate.get('isPaneAttached') && candidate.get('acceptsKeyPane')) {
newKeyPane = candidate ;
break ;
}
}
}
// If we found an appropriate candidate, make it the new key pane.
// Otherwise, make the main pane the key pane (if it accepts it).
if (!newKeyPane) {
var mainPane = this.get('mainPane') ;
if (mainPane && mainPane.get('acceptsKeyPane')) newKeyPane = mainPane ;
}
// now notify old and new key views of change after edit
if (previousKeyPane) previousKeyPane.willLoseKeyPaneTo(newKeyPane) ;
if (newKeyPane) newKeyPane.willBecomeKeyPaneFrom(previousKeyPane) ;
this.set('keyPane', newKeyPane) ;
if (newKeyPane) newKeyPane.didBecomeKeyPaneFrom(previousKeyPane) ;
if (previousKeyPane) previousKeyPane.didLoseKeyPaneTo(newKeyPane) ;
return this ;
},
// ..........................................................
// VIEWPORT STATE
//
/**
The last known window size.
@type Rect
@isReadOnly
*/
currentWindowSize: null,
/**
Computes the window size from the DOM.
@returns Rect
*/
computeWindowSize: function() {
var size, bod, docElement;
if(!this._bod || !this._docElement){
bod = document.body;
docElement = document.documentElement;
this._bod=bod;
this._docElement=docElement;
}else{
bod = this._bod;
docElement = this._docElement;
}
if (window.innerHeight) {
size = {
width: window.innerWidth,
height: window.innerHeight
} ;
} else if (docElement && docElement.clientHeight) {
size = {
width: docElement.clientWidth,
height: docElement.clientHeight
};
} else if (bod) {
size = {
width: bod.clientWidth,
height: bod.clientHeight
} ;
}
return size;
},
/**
On window resize, notifies panes of the change.
@returns {Boolean}
*/
resize: function() {
this._resize();
//this.invokeLater(this._resize, 10);
return YES; //always allow normal processing to continue.
},
_resize: function() {
// calculate new window size...
var newSize = this.computeWindowSize(), oldSize = this.get('currentWindowSize');
this.set('currentWindowSize', newSize); // update size
if (!SC.rectsEqual(newSize, oldSize)) {
//Notify orientation change. This is faster than waiting for the orientation
//change event.
SC.device.windowSizeDidChange(newSize);
// notify panes
if (this.panes) {
SC.run(function() {
this.panes.invoke('windowSizeDidChange', oldSize, newSize) ;
}, this);
}
}
},
/**
Indicates whether or not the window currently has focus. If you need
to do something based on whether or not the window is in focus, you can
setup a binding or observer to this property. Note that the SproutCore
automatically adds an sc-focus or sc-blur CSS class to the body tag as
appropriate. If you only care about changing the appearance of your
controls, you should use those classes in your CSS rules instead.
*/
hasFocus: NO,
/**
Handle window focus. Change hasFocus and add sc-focus CSS class
(removing sc-blur). Also notify panes.
*/
focus: function(evt) {
if (!this.get('hasFocus')) {
SC.$('body').addClass('sc-focus').removeClass('sc-blur');
// If the app is getting focus again set the first responder to the first
// valid firstResponder view in the view's tree
if(!SC.TABBING_ONLY_INSIDE_DOCUMENT && !SC.browser.isIE8OrLower){
var keyPane = SC.RootResponder.responder.get('keyPane');
if (keyPane) {
var nextValidKeyView = keyPane.get('nextValidKeyView');
if (nextValidKeyView) keyPane.makeFirstResponder(nextValidKeyView);
}
}
SC.run(function() {
this.set('hasFocus', YES);
}, this);
}
return YES ; // allow default
},
/**
Handle window focus event for IE. Listening to the focus event is not
reliable as per every focus event you receive you immediately get a blur
event (Only on IE of course ;)
*/
focusin: function(evt) {
if(this._focusTimeout) clearTimeout(this._focusTimeout);
this.focus(evt);
},
/**
Handle window blur event for IE. Listening to the focus event is not
reliable as per every focus event you receive you immediately get a blur
event (Only on IE of course ;)
*/
focusout: function(evt) {
var that = this;
this._focusTimeout = setTimeout(function(){that.blur(evt);}, 300);
},
/**
Handle window focus. Change hasFocus and add sc-focus CSS class (removing
sc-blur). Also notify panes.
*/
blur: function(evt) {
if (this.get('hasFocus')) {
SC.$('body').addClass('sc-blur').removeClass('sc-focus');
SC.run(function() {
this.set('hasFocus', NO);
}, this);
}
return YES ; // allow default
},
dragDidStart: function(drag) {
this._mouseDownView = drag ;
this._drag = drag ;
},
// .......................................................
// ACTIONS
//
/**
Set this to a delegate object that can respond to actions as they are sent
down the responder chain.
@type SC.Object
*/
defaultResponder: null,
/**
Route an action message to the appropriate responder. This method will
walk the responder chain, attempting to find a responder that implements
the action name you pass to this method. Set 'target' to null to search
the responder chain.
**IMPORTANT**: This method's API and implementation will likely change
significantly after SproutCore 1.0 to match the version found in
SC.ResponderContext.
You generally should not call or override this method in your own
applications.
@param {String} action The action to perform - this is a method name.
@param {SC.Responder} target object to set method to (can be null)
@param {Object} sender The sender of the action
@param {SC.Pane} pane optional pane to start search with
@param {Object} context optional. only passed to ResponderContexts
@returns {Boolean} YES if action was performed, NO otherwise
@test in targetForAction
*/
sendAction: function( action, target, sender, pane, context, firstResponder) {
target = this.targetForAction(action, target, sender, pane, firstResponder) ;
// HACK: If the target is a ResponderContext, forward the action.
if (target && target.isResponderContext) {
return !!target.sendAction(action, sender, context, firstResponder);
} else return target && target.tryToPerform(action, sender);
},
_responderFor: function(target, methodName, firstResponder) {
var defaultResponder = target ? target.get('defaultResponder') : null;
if (target) {
target = firstResponder || target.get('firstResponder') || target;
do {
if (target.respondsTo(methodName)) return target ;
} while ((target = target.get('nextResponder'))) ;
}
// HACK: Eventually we need to normalize the sendAction() method between
// this and the ResponderContext, but for the moment just look for a
// ResponderContext as the defaultResponder and return it if present.
if (typeof defaultResponder === SC.T_STRING) {
defaultResponder = SC.objectForPropertyPath(defaultResponder);
}
if (!defaultResponder) return null;
else if (defaultResponder.isResponderContext) return defaultResponder;
else if (defaultResponder.respondsTo(methodName)) return defaultResponder;
else return null;
},
/**
Attempts to determine the initial target for a given action/target/sender
tuple. This is the method used by sendAction() to try to determine the
correct target starting point for an action before trickling up the
responder chain.
You send actions for user interface events and for menu actions.
This method returns an object if a starting target was found or null if no
object could be found that responds to the target action.
Passing an explicit target or pane constrains the target lookup to just
them; the defaultResponder and other panes are *not* searched.
@param {Object|String} target or null if no target is specified
@param {String} method name for target
@param {Object} sender optional sender
@param {SC.Pane} optional pane
@param {firstResponder} a first responder to use
@returns {Object} target object or null if none found
*/
targetForAction: function(methodName, target, sender, pane, firstResponder) {
// 1. no action, no target...
if (!methodName || (SC.typeOf(methodName) !== SC.T_STRING)) {
return null ;
}
// 2. an explicit target was passed...
if (target) {
if (SC.typeOf(target) === SC.T_STRING) {
target = SC.objectForPropertyPath(target) ||
SC.objectForPropertyPath(target, sender);
}
if (target && !target.isResponderContext) {
if (target.respondsTo && !target.respondsTo(methodName)) {
target = null ;
} else if (SC.typeOf(target[methodName]) !== SC.T_FUNCTION) {
target = null ;
}
}
return target ;
}
// 3. an explicit pane was passed...
if (pane) {
target = this._responderFor(pane, methodName, firstResponder);
if (target) return target;
}
// 4. no target or pane passed... try to find target in the active panes
// and the defaultResponder
var keyPane = this.get('keyPane'), mainPane = this.get('mainPane') ;
// ...check key and main panes first
if (keyPane && (keyPane !== pane)) {
target = this._responderFor(keyPane, methodName) ;
}
if (!target && mainPane && (mainPane !== keyPane)) {
target = this._responderFor(mainPane, methodName) ;
}
// ...still no target? check the defaultResponder...
if (!target && (target = this.get('defaultResponder'))) {
if (SC.typeOf(target) === SC.T_STRING) {
target = SC.objectForPropertyPath(target) ;
if (target) this.set('defaultResponder', target) ; // cache if found
}
if (target && !target.isResponderContext) {
if (target.respondsTo && !target.respondsTo(methodName)) {
target = null ;
} else if (SC.typeOf(target[methodName]) !== SC.T_FUNCTION) {
target = null ;
}
}
}
return target ;
},
/**
Finds the view that appears to be targeted by the passed event. This only
works on events with a valid target property.
@param {SC.Event} evt
@returns {SC.View} view instance or null
*/
targetViewForEvent: function(evt) {
return evt.target ? SC.$(evt.target).view()[0] : null ;
},
/**
Attempts to send an event down the responder chain. This method will
invoke the sendEvent() method on either the keyPane or on the pane owning
the target view you pass in. It will also automatically begin and end
a new run loop.
If you want to trap additional events, you should use this method to
send the event down the responder chain.
@param {String} action
@param {SC.Event} evt
@param {Object} target
@returns {Object} object that handled the event or null if not handled
*/
sendEvent: function(action, evt, target) {
var pane, ret ;
SC.run(function() {
// get the target pane
if (target) pane = target.get('pane') ;
else pane = this.get('menuPane') || this.get('keyPane') || this.get('mainPane') ;
// if we found a valid pane, send the event to it
ret = (pane) ? pane.sendEvent(action, evt, target) : null ;
}, this);
return ret ;
},
// .......................................................
// EVENT LISTENER SETUP
//
/**
Default method to add an event listener for the named event. If you simply
need to add listeners for a type of event, you can use this method as
shorthand. Pass an array of event types to listen for and the element to
listen in. A listener will only be added if a handler is actually installed
on the RootResponder (or receiver) of the same name.
@param {Array} keyNames
@param {Element} target
@param {Object} receiver - optional if you don't want 'this'
@param {Boolean} useCapture
@returns {SC.RootResponder} receiver
*/
listenFor: function(keyNames, target, receiver, useCapture) {
receiver = receiver ? receiver : this;
keyNames.forEach( function(keyName) {
var method = receiver[keyName] ;
if (method) SC.Event.add(target, keyName, receiver, method, null, useCapture) ;
},this) ;
target = null ;
return receiver ;
},
/**
Called when the document is ready to begin handling events. Setup event
listeners in this method that you are interested in observing for your
particular platform. Be sure to call sc_super().
@returns {void}
*/
setup: function() {
// handle touch events
this.listenFor(['touchstart', 'touchmove', 'touchend', 'touchcancel'], document);
// handle basic events
this.listenFor(['keydown', 'keyup', 'beforedeactivate', 'mousedown', 'mouseup', 'click', 'dblclick', 'mousemove', 'selectstart', 'contextmenu'], document)
.listenFor(['resize'], window);
if(SC.browser.isIE8OrLower) this.listenFor(['focusin', 'focusout'], document);
else this.listenFor(['focus', 'blur'], window);
// handle animation events
this.listenFor(['webkitAnimationStart', 'webkitAnimationIteration', 'webkitAnimationEnd'], document);
// CSS Transitions
if (SC.platform.supportsCSSTransitions) {
this.listenFor(['transitionend', SC.platform.cssPrefix+'TransitionEnd'], document);
}
// handle special case for keypress- you can't use normal listener to block
// the backspace key on Mozilla
if (this.keypress) {
if (SC.CAPTURE_BACKSPACE_KEY && SC.browser.isMozilla) {
var responder = this ;
document.onkeypress = function(e) {
e = SC.Event.normalizeEvent(e);
return responder.keypress.call(responder, e);
};
// Otherwise, just add a normal event handler.
} else {
SC.Event.add(document, 'keypress', this, this.keypress);
}
}
// handle these two events specially in IE
['drag', 'selectstart'].forEach(function(keyName) {
var method = this[keyName] ;
if (method) {
if (SC.browser.isIE) {
var responder = this ;
document.body['on' + keyName] = function(e) {
// return method.call(responder, SC.Event.normalizeEvent(e));
return method.call(responder, SC.Event.normalizeEvent(event || window.event)); // this is IE :(
};
// be sure to cleanup memory leaks
SC.Event.add(window, 'unload', this, function() {
document.body['on' + keyName] = null;
});
} else {
SC.Event.add(document, keyName, this, method);
}
}
}, this);
var mousewheel = 'mousewheel';
// Firefox emits different mousewheel events than other browsers
if (SC.browser.isMozilla) {
// For Firefox < 3.5, subscribe to DOMMouseScroll events
if (SC.browser.compare(SC.browser.engineVersion, '1.9.1') < 0) {
mousewheel = 'DOMMouseScroll';
// For Firefox 3.5 and greater, we can listen for MozMousePixelScroll,
// which supports pixel-precision scrolling devices, like MacBook
// trackpads.
} else {
mousewheel = 'MozMousePixelScroll';
}
}
SC.Event.add(document, mousewheel, this, this.mousewheel);
// do some initial set
this.set('currentWindowSize', this.computeWindowSize()) ;
// TODO: Is this workaround still valid?
if (SC.browser.os === SC.OS.ios && SC.browser.name === SC.BROWSER.safari) {
// If the browser is identifying itself as a touch-enabled browser, but
// touch events are not present, assume this is a desktop browser doing
// user agent spoofing and simulate touch events automatically.
if (SC.platform && !SC.platform.touch) {
SC.platform.simulateTouchEvents();
}
// Monkey patch RunLoop if we're in MobileSafari
var f = SC.RunLoop.prototype.endRunLoop, patch;
patch = function() {
// Call original endRunLoop implementation.
if (f) f.apply(this, arguments);
// This is a workaround for a bug in MobileSafari.
// Specifically, if the target of a touchstart event is removed from the DOM,
// you will not receive future touchmove or touchend events. What we do is, at the
// end of every runloop, check to see if the target of any touches has been removed
// from the DOM. If so, we re-append it to the DOM and hide it. We then mark the target
// as having been moved, and it is de-allocated in the corresponding touchend event.
var touches = SC.RootResponder.responder._touches, touch, elem, target, textNode, view, found = NO;
if (touches) {
// Iterate through the touches we're currently tracking
for (touch in touches) {
if (touches[touch]._rescuedElement) continue; // only do once
target = elem = touches[touch].target;
// Travel up the hierarchy looking for the document body
while (elem && (elem = elem.parentNode) && !found) {
found = (elem === document.body);
}
// If we aren't part of the body, move the element back
// but make sure we hide it from display.
if (!found && target) {
// Actually clone this node and replace it in the original
// layer if needed
if (target.parentNode && target.cloneNode) {
var clone = target.cloneNode(true);
target.parentNode.replaceChild(clone, target);
target.swapNode = clone; // save for restore later
}
// Create a holding pen if needed for these views...
var pen = SC.touchHoldingPen;
if (!pen) {
pen = SC.touchHoldingPen = document.createElement('div');
pen.style.display = 'none';
document.body.appendChild(pen);
}
// move element back into document...
pen.appendChild(target);
// ...and save the element to be garbage collected on touchEnd.
touches[touch]._rescuedElement = target;
}
}
}
};
SC.RunLoop.prototype.endRunLoop = patch;
}
},
// ...........................................................................
// TOUCH SUPPORT
//
/*
There are three events: touchStart, touchEnd and touchesDragged.
The touchStart and touchEnd events are called individually for each touch.
The touchesDragged events are sent to whichever view owns the touch event.
*/
/**
@private
A map from views to internal touch entries.
Note: the touch entries themselves also reference the views.
*/
_touchedViews: {},
/**
@private
A map from internal touch ids to the touch entries themselves.
The touch entry ids currently come from the touch event's identifier.
*/
_touches: {},
/**
Returns the touches that are registered to the specified view or responder; undefined if none.
When views receive a touch event, they have the option to subscribe to it.
They are then mapped to touch events and vice-versa. This returns touches mapped to the view.
*/
touchesForView: function(view) {
if (this._touchedViews[SC.guidFor(view)]) {
return this._touchedViews[SC.guidFor(view)].touches;
}
},
/**
Computes a hash with x, y, and d (distance) properties, containing the average position
of all touches, and the average distance of all touches from that average.
This is useful for implementing scaling.
*/
averagedTouchesForView: function(view, added) {
var t = this.touchesForView(view),
// cache per view to avoid gc
averaged = view._scrr_averagedTouches || (view._scrr_averagedTouches = {});
if ((!t || t.length === 0) && !added) {
averaged.x = 0;
averaged.y = 0;
averaged.d = 0;
averaged.touchCount = 0;
} else {
// make array of touches using cached array
var touches = this._averagedTouches_touches || (this._averagedTouches_touches = []);
touches.length = 0;
// copy touches into array
if (t) {
var i, len = t.length;
for(i = 0; i < len; i++) {
touches.push(t[i]);
}
}
// add added if needed
if (added) touches.push(added);
// prepare variables for looping
var idx, touch,
ax = 0, ay = 0, dx, dy, ad = 0;
len = touches.length;
// first, add
for (idx = 0; idx < len; idx++) {
touch = touches[idx];
ax += touch.pageX; ay += touch.pageY;
}
// now, average
ax /= len;
ay /= len;
// distance
for (idx = 0; idx < len; idx++) {
touch = touches[idx];
// get distance from average
dx = Math.abs(touch.pageX - ax);
dy = Math.abs(touch.pageY - ay);
// Pythagoras was clever...
ad += Math.pow(dx * dx + dy * dy, 0.5);
}
// average
ad /= len;
averaged.x = ax;
averaged.y = ay;
averaged.d = ad;
averaged.touchCount = len;
}
return averaged;
},
assignTouch: function(touch, view) {
// sanity-check
if (touch.hasEnded) throw "Attempt to assign a touch that is already finished.";
// unassign from old view if necessary
if (touch.view === view) return;
if (touch.view) {
this.unassignTouch(touch);
}
// create view entry if needed
if (!this._touchedViews[SC.guidFor(view)]) {
this._touchedViews[SC.guidFor(view)] = {
view: view,
touches: SC.CoreSet.create([]),
touchCount: 0
};
view.set("hasTouch", YES);
}
// add touch
touch.view = view;
this._touchedViews[SC.guidFor(view)].touches.add(touch);
this._touchedViews[SC.guidFor(view)].touchCount++;
},
unassignTouch: function(touch) {
// find view entry
var view, viewEntry;
// get view
if (!touch.view) return; // touch.view should===touch.touchResponder eventually :)
view = touch.view;
// get view entry
viewEntry = this._touchedViews[SC.guidFor(view)];
viewEntry.touches.remove(touch);
viewEntry.touchCount--;
// remove view entry if needed
if (viewEntry.touchCount < 1) {
view.set("hasTouch", NO);
viewEntry.view = null;
delete this._touchedViews[SC.guidFor(view)];
}
// clear view
touch.view = undefined;
},
_flushQueuedTouchResponder: function(){
if (this._queuedTouchResponder) {
var queued = this._queuedTouchResponder;
this._queuedTouchResponder = null;
this.makeTouchResponder.apply(this, queued);
}
},
/**
The touch responder for any given touch is the view which will receive touch events
for that touch. Quite simple.
makeTouchResponder takes a potential responder as an argument, and, by calling touchStart on each
nextResponder, finds the actual responder. As a side-effect of how it does this, touchStart is called
on the new responder before touchCancelled is called on the old one (touchStart has to accept the touch
before it can be considered cancelled).
You usually don't have to think about this at all. However, if you don't want your view to,
for instance, prevent scrolling in a ScrollView, you need to make sure to transfer control
back to the previous responder:
if (Math.abs(touch.pageY - touch.startY) > this.MAX_SWIPE)
touch.restoreLastTouchResponder();
You don't call makeTouchResponder on RootResponder directly. Instead, it gets called for you
when you return YES to captureTouch or touchStart.
You do, however, use a form of makeTouchResponder to return to a previous touch responder. Consider
a button view inside a ScrollView: if the touch moves too much, the button should give control back
to the scroll view.
if (Math.abs(touch.pageX - touch.startX) > 4) {
if (touch.nextTouchResponder)
touch.makeTouchResponder(touch.nextTouchResponder);
}
This will give control back to the containing view. Maybe you only want to do it if it is a ScrollView?
if (
Math.abs(touch.pageX - touch.startX) > 4 &&
touch.nextTouchResponder &&
touch.nextTouchResponder.isScrollable
)
touch.makeTouchResponder(touch.nextTouchResponder);
Possible gotcha: while you can do touch.nextTouchResponder, the responders are not chained in a linked list like
normal responders, because each touch has its own responder stack. To navigate through the stack (or, though
it is not recommended, change it), use touch.touchResponders (the raw stack array).
makeTouchResponder is called with an event object. However, it usually triggers custom touchStart/touchCancelled
events on the views. The event object is passed so that functions such as stopPropagation may be called.
*/
makeTouchResponder: function(touch, responder, shouldStack, upViewChain) {
// In certain cases (SC.Gesture being one), we have to call makeTouchResponder
// from inside makeTouchResponder so we queue it up here.
if (this._isMakingTouchResponder) {
this._queuedTouchResponder = [touch, responder, shouldStack, upViewChain];
return;
}
this._isMakingTouchResponder = YES;