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* Change how blockly handles cursors. The old way was quite slow because it changed the stylesheet directly. See issue #981 for more details on implementation and tradeoffs. This changes makes the following high level changes: deprecate Blockly.Css.setCursor, use built in open and closed hand cursor instead of custom .cur files, add css to draggable objects to set the open and closed hand cursors.
290 lines
9.2 KiB
JavaScript
290 lines
9.2 KiB
JavaScript
/**
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* @license
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* Visual Blocks Editor
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*
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* Copyright 2016 Google Inc.
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* https://developers.google.com/blockly/
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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/**
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* @fileoverview Touch handling for Blockly.
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* @author fenichel@google.com (Rachel Fenichel)
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*/
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'use strict';
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/**
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* @name Blockly.Touch
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* @namespace
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**/
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goog.provide('Blockly.Touch');
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goog.require('goog.events');
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goog.require('goog.events.BrowserFeature');
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goog.require('goog.string');
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/**
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* Which touch events are we currently paying attention to?
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* @type {DOMString}
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* @private
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*/
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Blockly.Touch.touchIdentifier_ = null;
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/**
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* Wrapper function called when a touch mouseUp occurs during a drag operation.
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* @type {Array.<!Array>}
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* @private
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*/
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Blockly.Touch.onTouchUpWrapper_ = null;
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/**
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* The TOUCH_MAP lookup dictionary specifies additional touch events to fire,
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* in conjunction with mouse events.
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* @type {Object}
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*/
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Blockly.Touch.TOUCH_MAP = {};
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if (goog.events.BrowserFeature.TOUCH_ENABLED) {
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Blockly.Touch.TOUCH_MAP = {
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'mousedown': ['touchstart'],
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'mousemove': ['touchmove'],
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'mouseup': ['touchend', 'touchcancel']
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};
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}
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/**
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* PID of queued long-press task.
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* @private
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*/
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Blockly.longPid_ = 0;
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/**
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* Context menus on touch devices are activated using a long-press.
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* Unfortunately the contextmenu touch event is currently (2015) only suported
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* by Chrome. This function is fired on any touchstart event, queues a task,
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* which after about a second opens the context menu. The tasks is killed
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* if the touch event terminates early.
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* @param {!Event} e Touch start event.
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* @param {!Blockly.Block|!Blockly.WorkspaceSvg} uiObject The block or workspace
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* under the touchstart event.
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* @private
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*/
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Blockly.longStart_ = function(e, uiObject) {
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Blockly.longStop_();
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// Punt on multitouch events.
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if (e.changedTouches.length != 1) {
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return;
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}
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Blockly.longPid_ = setTimeout(function() {
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e.button = 2; // Simulate a right button click.
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// e was a touch event. It needs to pretend to be a mouse event.
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e.clientX = e.changedTouches[0].clientX;
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e.clientY = e.changedTouches[0].clientY;
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uiObject.onMouseDown_(e);
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}, Blockly.LONGPRESS);
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};
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/**
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* Nope, that's not a long-press. Either touchend or touchcancel was fired,
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* or a drag hath begun. Kill the queued long-press task.
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* @private
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*/
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Blockly.longStop_ = function() {
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if (Blockly.longPid_) {
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clearTimeout(Blockly.longPid_);
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Blockly.longPid_ = 0;
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}
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};
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/**
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* Handle a mouse-up anywhere on the page.
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* @param {!Event} e Mouse up event.
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* @private
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*/
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Blockly.onMouseUp_ = function(e) {
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var workspace = Blockly.getMainWorkspace();
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if (workspace.dragMode_ == Blockly.DRAG_NONE) {
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return;
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}
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Blockly.Touch.clearTouchIdentifier();
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// TODO(#781): Check whether this needs to be called for all drag modes.
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workspace.resetDragSurface();
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workspace.dragMode_ = Blockly.DRAG_NONE;
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// Unbind the touch event if it exists.
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if (Blockly.Touch.onTouchUpWrapper_) {
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Blockly.unbindEvent_(Blockly.Touch.onTouchUpWrapper_);
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Blockly.Touch.onTouchUpWrapper_ = null;
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}
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if (Blockly.onMouseMoveWrapper_) {
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Blockly.unbindEvent_(Blockly.onMouseMoveWrapper_);
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Blockly.onMouseMoveWrapper_ = null;
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}
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};
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/**
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* Handle a mouse-move on SVG drawing surface.
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* @param {!Event} e Mouse move event.
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* @private
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*/
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Blockly.onMouseMove_ = function(e) {
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var workspace = Blockly.getMainWorkspace();
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if (workspace.dragMode_ != Blockly.DRAG_NONE) {
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var dx = e.clientX - workspace.startDragMouseX;
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var dy = e.clientY - workspace.startDragMouseY;
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var metrics = workspace.startDragMetrics;
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var x = workspace.startScrollX + dx;
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var y = workspace.startScrollY + dy;
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x = Math.min(x, -metrics.contentLeft);
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y = Math.min(y, -metrics.contentTop);
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x = Math.max(x, metrics.viewWidth - metrics.contentLeft -
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metrics.contentWidth);
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y = Math.max(y, metrics.viewHeight - metrics.contentTop -
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metrics.contentHeight);
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// Move the scrollbars and the page will scroll automatically.
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workspace.scrollbar.set(-x - metrics.contentLeft,
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-y - metrics.contentTop);
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// Cancel the long-press if the drag has moved too far.
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if (Math.sqrt(dx * dx + dy * dy) > Blockly.DRAG_RADIUS) {
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Blockly.longStop_();
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workspace.dragMode_ = Blockly.DRAG_FREE;
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}
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e.stopPropagation();
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e.preventDefault();
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}
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};
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/**
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* Clear the touch identifier that tracks which touch stream to pay attention
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* to. This ends the current drag/gesture and allows other pointers to be
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* captured.
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*/
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Blockly.Touch.clearTouchIdentifier = function() {
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Blockly.Touch.touchIdentifier_ = null;
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};
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/**
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* Decide whether Blockly should handle or ignore this event.
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* Mouse and touch events require special checks because we only want to deal
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* with one touch stream at a time. All other events should always be handled.
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* @param {!Event} e The event to check.
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* @return {boolean} True if this event should be passed through to the
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* registered handler; false if it should be blocked.
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*/
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Blockly.Touch.shouldHandleEvent = function(e) {
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return !Blockly.Touch.isMouseOrTouchEvent(e) ||
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Blockly.Touch.checkTouchIdentifier(e);
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};
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/**
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* Get the touch identifier from the given event. If it was a mouse event, the
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* identifier is the string 'mouse'.
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* @param {!Event} e Mouse event or touch event.
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* @return {string} The touch identifier from the first changed touch, if
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* defined. Otherwise 'mouse'.
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*/
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Blockly.Touch.getTouchIdentifierFromEvent = function(e) {
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return (e.changedTouches && e.changedTouches[0] &&
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e.changedTouches[0].identifier != undefined &&
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e.changedTouches[0].identifier != null) ?
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e.changedTouches[0].identifier : 'mouse';
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};
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/**
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* Check whether the touch identifier on the event matches the current saved
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* identifier. If there is no identifier, that means it's a mouse event and
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* we'll use the identifier "mouse". This means we won't deal well with
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* multiple mice being used at the same time. That seems okay.
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* If the current identifier was unset, save the identifier from the
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* event. This starts a drag/gesture, during which touch events with other
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* identifiers will be silently ignored.
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* @param {!Event} e Mouse event or touch event.
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* @return {boolean} Whether the identifier on the event matches the current
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* saved identifier.
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*/
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Blockly.Touch.checkTouchIdentifier = function(e) {
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var identifier = Blockly.Touch.getTouchIdentifierFromEvent(e);
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// if (Blockly.touchIdentifier_ )is insufficient because android touch
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// identifiers may be zero.
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if (Blockly.Touch.touchIdentifier_ != undefined &&
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Blockly.Touch.touchIdentifier_ != null) {
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// We're already tracking some touch/mouse event. Is this from the same
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// source?
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return Blockly.Touch.touchIdentifier_ == identifier;
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}
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if (e.type == 'mousedown' || e.type == 'touchstart') {
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// No identifier set yet, and this is the start of a drag. Set it and
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// return.
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Blockly.Touch.touchIdentifier_ = identifier;
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return true;
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}
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// There was no identifier yet, but this wasn't a start event so we're going
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// to ignore it. This probably means that another drag finished while this
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// pointer was down.
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return false;
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};
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/**
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* Set an event's clientX and clientY from its first changed touch. Use this to
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* make a touch event work in a mouse event handler.
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* @param {!Event} e A touch event.
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*/
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Blockly.Touch.setClientFromTouch = function(e) {
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if (goog.string.startsWith(e.type, 'touch')) {
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// Map the touch event's properties to the event.
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var touchPoint = e.changedTouches[0];
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e.clientX = touchPoint.clientX;
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e.clientY = touchPoint.clientY;
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}
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};
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/**
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* Check whether a given event is a mouse or touch event.
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* @param {!Event} e An event.
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* @return {boolean} true if it is a mouse or touch event; false otherwise.
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*/
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Blockly.Touch.isMouseOrTouchEvent = function(e) {
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return goog.string.startsWith(e.type, 'touch') ||
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goog.string.startsWith(e.type, 'mouse');
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};
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/**
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* Split an event into an array of events, one per changed touch or mouse
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* point.
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* @param {!Event} e A mouse event or a touch event with one or more changed
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* touches.
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* @return {!Array.<!Event>} An array of mouse or touch events. Each touch
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* event will have exactly one changed touch.
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*/
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Blockly.Touch.splitEventByTouches = function(e) {
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var events = [];
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if (e.changedTouches) {
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for (var i = 0; i < e.changedTouches.length; i++) {
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var newEvent = {
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type: e.type,
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changedTouches: [e.changedTouches[i]],
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target: e.target,
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stopPropagation: function(){ e.stopPropagation(); },
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preventDefault: function(){ e.preventDefault(); }
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};
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events[i] = newEvent;
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}
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} else {
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events.push(e);
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}
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return events;
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};
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