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			568 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			568 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
/*
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 * noVNC: HTML5 VNC client
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 * Copyright (C) 2020 The noVNC Authors
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 * Licensed under MPL 2.0 (see LICENSE.txt)
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 *
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 * See README.md for usage and integration instructions.
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 *
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 */
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const GH_NOGESTURE = 0;
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const GH_ONETAP    = 1;
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const GH_TWOTAP    = 2;
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const GH_THREETAP  = 4;
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const GH_DRAG      = 8;
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const GH_LONGPRESS = 16;
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const GH_TWODRAG   = 32;
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const GH_PINCH     = 64;
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const GH_INITSTATE = 127;
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const GH_MOVE_THRESHOLD = 50;
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const GH_ANGLE_THRESHOLD = 90; // Degrees
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// Timeout when waiting for gestures (ms)
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const GH_MULTITOUCH_TIMEOUT = 250;
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// Maximum time between press and release for a tap (ms)
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const GH_TAP_TIMEOUT = 1000;
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// Timeout when waiting for longpress (ms)
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const GH_LONGPRESS_TIMEOUT = 1000;
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// Timeout when waiting to decide between PINCH and TWODRAG (ms)
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const GH_TWOTOUCH_TIMEOUT = 50;
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export default class GestureHandler {
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    constructor() {
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        this._target = null;
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        this._state = GH_INITSTATE;
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        this._tracked = [];
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        this._ignored = [];
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        this._waitingRelease = false;
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        this._releaseStart = 0.0;
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        this._longpressTimeoutId = null;
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        this._twoTouchTimeoutId = null;
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        this._boundEventHandler = this._eventHandler.bind(this);
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    }
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    attach(target) {
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        this.detach();
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        this._target = target;
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        this._target.addEventListener('touchstart',
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                                      this._boundEventHandler);
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        this._target.addEventListener('touchmove',
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                                      this._boundEventHandler);
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        this._target.addEventListener('touchend',
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                                      this._boundEventHandler);
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        this._target.addEventListener('touchcancel',
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                                      this._boundEventHandler);
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    }
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    detach() {
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        if (!this._target) {
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            return;
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        }
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        this._stopLongpressTimeout();
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        this._stopTwoTouchTimeout();
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        this._target.removeEventListener('touchstart',
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                                         this._boundEventHandler);
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        this._target.removeEventListener('touchmove',
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                                         this._boundEventHandler);
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        this._target.removeEventListener('touchend',
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                                         this._boundEventHandler);
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        this._target.removeEventListener('touchcancel',
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                                         this._boundEventHandler);
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        this._target = null;
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    }
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    _eventHandler(e) {
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        let fn;
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        e.stopPropagation();
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        e.preventDefault();
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        switch (e.type) {
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            case 'touchstart':
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                fn = this._touchStart;
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                break;
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            case 'touchmove':
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                fn = this._touchMove;
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                break;
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            case 'touchend':
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            case 'touchcancel':
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                fn = this._touchEnd;
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                break;
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        }
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        for (let i = 0; i < e.changedTouches.length; i++) {
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            let touch = e.changedTouches[i];
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            fn.call(this, touch.identifier, touch.clientX, touch.clientY);
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        }
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    }
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    _touchStart(id, x, y) {
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        // Ignore any new touches if there is already an active gesture,
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        // or we're in a cleanup state
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        if (this._hasDetectedGesture() || (this._state === GH_NOGESTURE)) {
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            this._ignored.push(id);
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            return;
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        }
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        // Did it take too long between touches that we should no longer
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        // consider this a single gesture?
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        if ((this._tracked.length > 0) &&
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            ((Date.now() - this._tracked[0].started) > GH_MULTITOUCH_TIMEOUT)) {
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            this._state = GH_NOGESTURE;
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            this._ignored.push(id);
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            return;
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        }
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        // If we're waiting for fingers to release then we should no longer
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        // recognize new touches
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        if (this._waitingRelease) {
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            this._state = GH_NOGESTURE;
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            this._ignored.push(id);
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            return;
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        }
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        this._tracked.push({
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            id: id,
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            started: Date.now(),
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            active: true,
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            firstX: x,
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            firstY: y,
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            lastX: x,
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            lastY: y,
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            angle: 0
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        });
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        switch (this._tracked.length) {
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            case 1:
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                this._startLongpressTimeout();
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                break;
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            case 2:
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                this._state &= ~(GH_ONETAP | GH_DRAG | GH_LONGPRESS);
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                this._stopLongpressTimeout();
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                break;
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            case 3:
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                this._state &= ~(GH_TWOTAP | GH_TWODRAG | GH_PINCH);
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                break;
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            default:
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                this._state = GH_NOGESTURE;
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        }
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    }
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    _touchMove(id, x, y) {
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        let touch = this._tracked.find(t => t.id === id);
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        // If this is an update for a touch we're not tracking, ignore it
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        if (touch === undefined) {
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            return;
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        }
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        // Update the touches last position with the event coordinates
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        touch.lastX = x;
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        touch.lastY = y;
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        let deltaX = x - touch.firstX;
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        let deltaY = y - touch.firstY;
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        // Update angle when the touch has moved
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        if ((touch.firstX !== touch.lastX) ||
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            (touch.firstY !== touch.lastY)) {
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            touch.angle = Math.atan2(deltaY, deltaX) * 180 / Math.PI;
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        }
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        if (!this._hasDetectedGesture()) {
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            // Ignore moves smaller than the minimum threshold
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            if (Math.hypot(deltaX, deltaY) < GH_MOVE_THRESHOLD) {
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                return;
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            }
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            // Can't be a tap or long press as we've seen movement
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            this._state &= ~(GH_ONETAP | GH_TWOTAP | GH_THREETAP | GH_LONGPRESS);
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            this._stopLongpressTimeout();
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            if (this._tracked.length !== 1) {
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                this._state &= ~(GH_DRAG);
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            }
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            if (this._tracked.length !== 2) {
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                this._state &= ~(GH_TWODRAG | GH_PINCH);
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            }
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            // We need to figure out which of our different two touch gestures
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            // this might be
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            if (this._tracked.length === 2) {
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                // The other touch is the one where the id doesn't match
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                let prevTouch = this._tracked.find(t => t.id !== id);
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                // How far the previous touch point has moved since start
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                let prevDeltaMove = Math.hypot(prevTouch.firstX - prevTouch.lastX,
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                                               prevTouch.firstY - prevTouch.lastY);
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                // We know that the current touch moved far enough,
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                // but unless both touches moved further than their
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                // threshold we don't want to disqualify any gestures
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                if (prevDeltaMove > GH_MOVE_THRESHOLD) {
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                    // The angle difference between the direction of the touch points
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                    let deltaAngle = Math.abs(touch.angle - prevTouch.angle);
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                    deltaAngle = Math.abs(((deltaAngle + 180) % 360) - 180);
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                    // PINCH or TWODRAG can be eliminated depending on the angle
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                    if (deltaAngle > GH_ANGLE_THRESHOLD) {
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                        this._state &= ~GH_TWODRAG;
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                    } else {
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                        this._state &= ~GH_PINCH;
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                    }
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                    if (this._isTwoTouchTimeoutRunning()) {
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                        this._stopTwoTouchTimeout();
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                    }
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                } else if (!this._isTwoTouchTimeoutRunning()) {
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                    // We can't determine the gesture right now, let's
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                    // wait and see if more events are on their way
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                    this._startTwoTouchTimeout();
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                }
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            }
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            if (!this._hasDetectedGesture()) {
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                return;
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            }
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            this._pushEvent('gesturestart');
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        }
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        this._pushEvent('gesturemove');
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    }
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    _touchEnd(id, x, y) {
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        // Check if this is an ignored touch
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        if (this._ignored.indexOf(id) !== -1) {
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            // Remove this touch from ignored
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            this._ignored.splice(this._ignored.indexOf(id), 1);
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            // And reset the state if there are no more touches
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            if ((this._ignored.length === 0) &&
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                (this._tracked.length === 0)) {
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                this._state = GH_INITSTATE;
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                this._waitingRelease = false;
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            }
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            return;
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        }
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        // We got a touchend before the timer triggered,
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        // this cannot result in a gesture anymore.
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        if (!this._hasDetectedGesture() &&
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            this._isTwoTouchTimeoutRunning()) {
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            this._stopTwoTouchTimeout();
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            this._state = GH_NOGESTURE;
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        }
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        // Some gestures don't trigger until a touch is released
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        if (!this._hasDetectedGesture()) {
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            // Can't be a gesture that relies on movement
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            this._state &= ~(GH_DRAG | GH_TWODRAG | GH_PINCH);
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            // Or something that relies on more time
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            this._state &= ~GH_LONGPRESS;
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            this._stopLongpressTimeout();
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            if (!this._waitingRelease) {
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                this._releaseStart = Date.now();
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                this._waitingRelease = true;
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                // Can't be a tap that requires more touches than we current have
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                switch (this._tracked.length) {
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                    case 1:
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                        this._state &= ~(GH_TWOTAP | GH_THREETAP);
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                        break;
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                    case 2:
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                        this._state &= ~(GH_ONETAP | GH_THREETAP);
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                        break;
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                }
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            }
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        }
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        // Waiting for all touches to release? (i.e. some tap)
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        if (this._waitingRelease) {
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            // Were all touches released at roughly the same time?
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            if ((Date.now() - this._releaseStart) > GH_MULTITOUCH_TIMEOUT) {
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                this._state = GH_NOGESTURE;
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            }
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            // Did too long time pass between press and release?
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            if (this._tracked.some(t => (Date.now() - t.started) > GH_TAP_TIMEOUT)) {
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                this._state = GH_NOGESTURE;
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            }
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            let touch = this._tracked.find(t => t.id === id);
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            touch.active = false;
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            // Are we still waiting for more releases?
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            if (this._hasDetectedGesture()) {
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                this._pushEvent('gesturestart');
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            } else {
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                // Have we reached a dead end?
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                if (this._state !== GH_NOGESTURE) {
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                    return;
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                }
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            }
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        }
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        if (this._hasDetectedGesture()) {
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            this._pushEvent('gestureend');
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        }
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        // Ignore any remaining touches until they are ended
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        for (let i = 0; i < this._tracked.length; i++) {
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            if (this._tracked[i].active) {
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                this._ignored.push(this._tracked[i].id);
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            }
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        }
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        this._tracked = [];
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        this._state = GH_NOGESTURE;
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        // Remove this touch from ignored if it's in there
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        if (this._ignored.indexOf(id) !== -1) {
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            this._ignored.splice(this._ignored.indexOf(id), 1);
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        }
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        // We reset the state if ignored is empty
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        if ((this._ignored.length === 0)) {
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            this._state = GH_INITSTATE;
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            this._waitingRelease = false;
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        }
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    }
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    _hasDetectedGesture() {
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        if (this._state === GH_NOGESTURE) {
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            return false;
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        }
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        // Check to see if the bitmask value is a power of 2
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        // (i.e. only one bit set). If it is, we have a state.
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        if (this._state & (this._state - 1)) {
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            return false;
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        }
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        // For taps we also need to have all touches released
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        // before we've fully detected the gesture
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        if (this._state & (GH_ONETAP | GH_TWOTAP | GH_THREETAP)) {
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            if (this._tracked.some(t => t.active)) {
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                return false;
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            }
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        }
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        return true;
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    }
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    _startLongpressTimeout() {
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        this._stopLongpressTimeout();
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        this._longpressTimeoutId = setTimeout(() => this._longpressTimeout(),
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                                              GH_LONGPRESS_TIMEOUT);
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    }
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    _stopLongpressTimeout() {
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        clearTimeout(this._longpressTimeoutId);
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        this._longpressTimeoutId = null;
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    }
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    _longpressTimeout() {
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        if (this._hasDetectedGesture()) {
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            throw new Error("A longpress gesture failed, conflict with a different gesture");
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        }
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        this._state = GH_LONGPRESS;
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        this._pushEvent('gesturestart');
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    }
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    _startTwoTouchTimeout() {
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        this._stopTwoTouchTimeout();
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        this._twoTouchTimeoutId = setTimeout(() => this._twoTouchTimeout(),
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                                             GH_TWOTOUCH_TIMEOUT);
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    }
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    _stopTwoTouchTimeout() {
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        clearTimeout(this._twoTouchTimeoutId);
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        this._twoTouchTimeoutId = null;
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    }
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    _isTwoTouchTimeoutRunning() {
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        return this._twoTouchTimeoutId !== null;
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    }
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    _twoTouchTimeout() {
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        if (this._tracked.length === 0) {
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            throw new Error("A pinch or two drag gesture failed, no tracked touches");
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        }
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        // How far each touch point has moved since start
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        let avgM = this._getAverageMovement();
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        let avgMoveH = Math.abs(avgM.x);
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        let avgMoveV = Math.abs(avgM.y);
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        // The difference in the distance between where
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        // the touch points started and where they are now
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        let avgD = this._getAverageDistance();
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        let deltaTouchDistance = Math.abs(Math.hypot(avgD.first.x, avgD.first.y) -
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                                          Math.hypot(avgD.last.x, avgD.last.y));
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        if ((avgMoveV < deltaTouchDistance) &&
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            (avgMoveH < deltaTouchDistance)) {
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            this._state = GH_PINCH;
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        } else {
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            this._state = GH_TWODRAG;
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        }
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        this._pushEvent('gesturestart');
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        this._pushEvent('gesturemove');
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    }
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    _pushEvent(type) {
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        let detail = { type: this._stateToGesture(this._state) };
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        // For most gesture events the current (average) position is the
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        // most useful
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        let avg = this._getPosition();
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        let pos = avg.last;
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        // However we have a slight distance to detect gestures, so for the
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        // first gesture event we want to use the first positions we saw
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        if (type === 'gesturestart') {
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            pos = avg.first;
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        }
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        // For these gestures, we always want the event coordinates
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        // to be where the gesture began, not the current touch location.
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        switch (this._state) {
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            case GH_TWODRAG:
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            case GH_PINCH:
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                pos = avg.first;
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                break;
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        }
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        detail['clientX'] = pos.x;
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        detail['clientY'] = pos.y;
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        // FIXME: other coordinates?
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        // Some gestures also have a magnitude
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        if (this._state === GH_PINCH) {
 | 
						|
            let distance = this._getAverageDistance();
 | 
						|
            if (type === 'gesturestart') {
 | 
						|
                detail['magnitudeX'] = distance.first.x;
 | 
						|
                detail['magnitudeY'] = distance.first.y;
 | 
						|
            } else {
 | 
						|
                detail['magnitudeX'] = distance.last.x;
 | 
						|
                detail['magnitudeY'] = distance.last.y;
 | 
						|
            }
 | 
						|
        } else if (this._state === GH_TWODRAG) {
 | 
						|
            if (type === 'gesturestart') {
 | 
						|
                detail['magnitudeX'] = 0.0;
 | 
						|
                detail['magnitudeY'] = 0.0;
 | 
						|
            } else {
 | 
						|
                let movement = this._getAverageMovement();
 | 
						|
                detail['magnitudeX'] = movement.x;
 | 
						|
                detail['magnitudeY'] = movement.y;
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        let gev = new CustomEvent(type, { detail: detail });
 | 
						|
        this._target.dispatchEvent(gev);
 | 
						|
    }
 | 
						|
 | 
						|
    _stateToGesture(state) {
 | 
						|
        switch (state) {
 | 
						|
            case GH_ONETAP:
 | 
						|
                return 'onetap';
 | 
						|
            case GH_TWOTAP:
 | 
						|
                return 'twotap';
 | 
						|
            case GH_THREETAP:
 | 
						|
                return 'threetap';
 | 
						|
            case GH_DRAG:
 | 
						|
                return 'drag';
 | 
						|
            case GH_LONGPRESS:
 | 
						|
                return 'longpress';
 | 
						|
            case GH_TWODRAG:
 | 
						|
                return 'twodrag';
 | 
						|
            case GH_PINCH:
 | 
						|
                return 'pinch';
 | 
						|
        }
 | 
						|
 | 
						|
        throw new Error("Unknown gesture state: " + state);
 | 
						|
    }
 | 
						|
 | 
						|
    _getPosition() {
 | 
						|
        if (this._tracked.length === 0) {
 | 
						|
            throw new Error("Failed to get gesture position, no tracked touches");
 | 
						|
        }
 | 
						|
 | 
						|
        let size = this._tracked.length;
 | 
						|
        let fx = 0, fy = 0, lx = 0, ly = 0;
 | 
						|
 | 
						|
        for (let i = 0; i < this._tracked.length; i++) {
 | 
						|
            fx += this._tracked[i].firstX;
 | 
						|
            fy += this._tracked[i].firstY;
 | 
						|
            lx += this._tracked[i].lastX;
 | 
						|
            ly += this._tracked[i].lastY;
 | 
						|
        }
 | 
						|
 | 
						|
        return { first: { x: fx / size,
 | 
						|
                          y: fy / size },
 | 
						|
                 last: { x: lx / size,
 | 
						|
                         y: ly / size } };
 | 
						|
    }
 | 
						|
 | 
						|
    _getAverageMovement() {
 | 
						|
        if (this._tracked.length === 0) {
 | 
						|
            throw new Error("Failed to get gesture movement, no tracked touches");
 | 
						|
        }
 | 
						|
 | 
						|
        let totalH, totalV;
 | 
						|
        totalH = totalV = 0;
 | 
						|
        let size = this._tracked.length;
 | 
						|
 | 
						|
        for (let i = 0; i < this._tracked.length; i++) {
 | 
						|
            totalH += this._tracked[i].lastX - this._tracked[i].firstX;
 | 
						|
            totalV += this._tracked[i].lastY - this._tracked[i].firstY;
 | 
						|
        }
 | 
						|
 | 
						|
        return { x: totalH / size,
 | 
						|
                 y: totalV / size };
 | 
						|
    }
 | 
						|
 | 
						|
    _getAverageDistance() {
 | 
						|
        if (this._tracked.length === 0) {
 | 
						|
            throw new Error("Failed to get gesture distance, no tracked touches");
 | 
						|
        }
 | 
						|
 | 
						|
        // Distance between the first and last tracked touches
 | 
						|
 | 
						|
        let first = this._tracked[0];
 | 
						|
        let last = this._tracked[this._tracked.length - 1];
 | 
						|
 | 
						|
        let fdx = Math.abs(last.firstX - first.firstX);
 | 
						|
        let fdy = Math.abs(last.firstY - first.firstY);
 | 
						|
 | 
						|
        let ldx = Math.abs(last.lastX - first.lastX);
 | 
						|
        let ldy = Math.abs(last.lastY - first.lastY);
 | 
						|
 | 
						|
        return { first: { x: fdx, y: fdy },
 | 
						|
                 last: { x: ldx, y: ldy } };
 | 
						|
    }
 | 
						|
}
 |