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1// Copyright (c) 2012 The Chromium Authors. All rights reserved.
2// Use of this source code is governed by a BSD-style license that can be
3// found in the LICENSE file.
4
5/**
6 * @fileoverview Touch Handler. Class that handles all touch events and
7 * uses them to interpret higher level gestures and behaviors. TouchEvent is a
8 * built in mobile safari type:
9 * http://developer.apple.com/safari/library/documentation/UserExperience/Reference/TouchEventClassReference/TouchEvent/TouchEvent.html.
10 * This class is intended to work with all webkit browsers, tested on Chrome and
11 * iOS.
12 *
13 * The following types of gestures are currently supported.  See the definition
14 * of TouchHandler.EventType for details.
15 *
16 * Single Touch:
17 *      This provides simple single-touch events.  Any secondary touch is
18 *      ignored.
19 *
20 * Drag:
21 *      A single touch followed by some movement. This behavior will handle all
22 *      of the required events and report the properties of the drag to you
23 *      while the touch is happening and at the end of the drag sequence. This
24 *      behavior will NOT perform the actual dragging (redrawing the element)
25 *      for you, this responsibility is left to the client code.
26 *
27 * Long press:
28 *     When your element is touched and held without any drag occuring, the
29 *     LONG_PRESS event will fire.
30 */
31
32// Use an anonymous function to enable strict mode just for this file (which
33// will be concatenated with other files when embedded in Chrome)
34cr.define('cr.ui', function() {
35  'use strict';
36
37  /**
38   * A TouchHandler attaches to an Element, listents for low-level touch (or
39   * mouse) events and dispatching higher-level events on the element.
40   * @param {!Element} element The element to listen on and fire events
41   * for.
42   * @constructor
43   */
44  function TouchHandler(element) {
45    /**
46     * @type {!Element}
47     * @private
48     */
49    this.element_ = element;
50
51    /**
52     * The absolute sum of all touch y deltas.
53     * @type {number}
54     * @private
55     */
56    this.totalMoveY_ = 0;
57
58    /**
59     * The absolute sum of all touch x deltas.
60     * @type {number}
61     * @private
62     */
63    this.totalMoveX_ = 0;
64
65    /**
66     * An array of tuples where the first item is the horizontal component of a
67     * recent relevant touch and the second item is the touch's time stamp. Old
68     * touches are removed based on the max tracking time and when direction
69     * changes.
70      * @type {!Array.<number>}
71      * @private
72      */
73    this.recentTouchesX_ = [];
74
75    /**
76     * An array of tuples where the first item is the vertical component of a
77     * recent relevant touch and the second item is the touch's time stamp. Old
78     * touches are removed based on the max tracking time and when direction
79     * changes.
80     * @type {!Array.<number>}
81     * @private
82     */
83    this.recentTouchesY_ = [];
84
85    /**
86     * Used to keep track of all events we subscribe to so we can easily clean
87     * up
88     * @type {EventTracker}
89     * @private
90     */
91    this.events_ = new EventTracker();
92  }
93
94
95  /**
96   * DOM Events that may be fired by the TouchHandler at the element
97   */
98  TouchHandler.EventType = {
99    // Fired whenever the element is touched as the only touch to the device.
100    // enableDrag defaults to false, set to true to permit dragging.
101    TOUCH_START: 'touchHandler:touch_start',
102
103    // Fired when an element is held for a period of time.  Prevents dragging
104    // from occuring (even if enableDrag was set to true).
105    LONG_PRESS: 'touchHandler:long_press',
106
107    // If enableDrag was set to true at TOUCH_START, DRAG_START will fire when
108    // the touch first moves sufficient distance.  enableDrag is set to true but
109    // can be reset to false to cancel the drag.
110    DRAG_START: 'touchHandler:drag_start',
111
112    // If enableDrag was true after DRAG_START, DRAG_MOVE will fire whenever the
113    // touch is moved.
114    DRAG_MOVE: 'touchHandler:drag_move',
115
116    // Fired just before TOUCH_END when a drag is released.  Correlates 1:1 with
117    // a DRAG_START.
118    DRAG_END: 'touchHandler:drag_end',
119
120    // Fired whenever a touch that is being tracked has been released.
121    // Correlates 1:1 with a TOUCH_START.
122    TOUCH_END: 'touchHandler:touch_end',
123
124    // Fired whenever the element is tapped in a short time and no dragging is
125    // detected.
126    TAP: 'touchHandler:tap'
127  };
128
129
130  /**
131   * The type of event sent by TouchHandler
132   * @constructor
133   * @param {string} type The type of event (one of cr.ui.Grabber.EventType).
134   * @param {boolean} bubbles Whether or not the event should bubble.
135   * @param {number} clientX The X location of the touch.
136   * @param {number} clientY The Y location of the touch.
137   * @param {!Element} touchedElement The element at the current location of the
138   *        touch.
139   */
140  TouchHandler.Event = function(type, bubbles, clientX, clientY,
141      touchedElement) {
142    var event = document.createEvent('Event');
143    event.initEvent(type, bubbles, true);
144    event.__proto__ = TouchHandler.Event.prototype;
145
146    /**
147     * The X location of the touch affected
148     * @type {number}
149     */
150    event.clientX = clientX;
151
152    /**
153     * The Y location of the touch affected
154     * @type {number}
155     */
156    event.clientY = clientY;
157
158    /**
159     * The element at the current location of the touch.
160     * @type {!Element}
161     */
162    event.touchedElement = touchedElement;
163
164    return event;
165  };
166
167  TouchHandler.Event.prototype = {
168    __proto__: Event.prototype,
169
170    /**
171     * For TOUCH_START and DRAG START events, set to true to enable dragging or
172     * false to disable dragging.
173     * @type {boolean|undefined}
174     */
175    enableDrag: undefined,
176
177    /**
178     * For DRAG events, provides the horizontal component of the
179     * drag delta. Drag delta is defined as the delta of the start touch
180     * position and the current drag position.
181     * @type {number|undefined}
182     */
183    dragDeltaX: undefined,
184
185    /**
186     * For DRAG events, provides the vertical component of the
187     * drag delta.
188     * @type {number|undefined}
189     */
190    dragDeltaY: undefined
191  };
192
193  /**
194   * Maximum movement of touch required to be considered a tap.
195   * @type {number}
196   * @private
197   */
198  TouchHandler.MAX_TRACKING_FOR_TAP_ = 8;
199
200
201  /**
202   * The maximum number of ms to track a touch event. After an event is older
203   * than this value, it will be ignored in velocity calculations.
204   * @type {number}
205   * @private
206   */
207  TouchHandler.MAX_TRACKING_TIME_ = 250;
208
209
210  /**
211   * The maximum number of touches to track.
212   * @type {number}
213   * @private
214   */
215  TouchHandler.MAX_TRACKING_TOUCHES_ = 5;
216
217
218  /**
219   * The maximum velocity to return, in pixels per millisecond, that is used
220   * to guard against errors in calculating end velocity of a drag. This is a
221   * very fast drag velocity.
222   * @type {number}
223   * @private
224   */
225  TouchHandler.MAXIMUM_VELOCITY_ = 5;
226
227
228  /**
229   * The velocity to return, in pixel per millisecond, when the time stamps on
230   * the events are erroneous. The browser can return bad time stamps if the
231   * thread is blocked for the duration of the drag. This is a low velocity to
232   * prevent the content from moving quickly after a slow drag. It is less
233   * jarring if the content moves slowly after a fast drag.
234   * @type {number}
235   * @private
236   */
237  TouchHandler.VELOCITY_FOR_INCORRECT_EVENTS_ = 1;
238
239  /**
240   * The time, in milliseconds, that a touch must be held to be considered
241   * 'long'.
242   * @type {number}
243   * @private
244   */
245  TouchHandler.TIME_FOR_LONG_PRESS_ = 500;
246
247  TouchHandler.prototype = {
248    /**
249     * If defined, the identifer of the single touch that is active.  Note that
250     * 0 is a valid touch identifier - it should not be treated equivalently to
251     * undefined.
252     * @type {number|undefined}
253     * @private
254     */
255    activeTouch_: undefined,
256
257    /**
258     * @type {boolean|undefined}
259     * @private
260     */
261    tracking_: undefined,
262
263    /**
264     * @type {number|undefined}
265     * @private
266     */
267    startTouchX_: undefined,
268
269    /**
270     * @type {number|undefined}
271     * @private
272     */
273    startTouchY_: undefined,
274
275    /**
276     * @type {number|undefined}
277     * @private
278     */
279    endTouchX_: undefined,
280
281    /**
282     * @type {number|undefined}
283     * @private
284     */
285    endTouchY_: undefined,
286
287    /**
288     * Time of the touchstart event.
289     * @type {number|undefined}
290     * @private
291     */
292    startTime_: undefined,
293
294    /**
295     * The time of the touchend event.
296     * @type {number|undefined}
297     * @private
298     */
299    endTime_: undefined,
300
301    /**
302     * @type {number|undefined}
303     * @private
304     */
305    lastTouchX_: undefined,
306
307    /**
308     * @type {number|undefined}
309     * @private
310     */
311    lastTouchY_: undefined,
312
313    /**
314     * @type {number|undefined}
315     * @private
316     */
317    lastMoveX_: undefined,
318
319    /**
320     * @type {number|undefined}
321     * @private
322     */
323    lastMoveY_: undefined,
324
325    /**
326     * @type {number|undefined}
327     * @private
328     */
329    longPressTimeout_: undefined,
330
331    /**
332     * If defined and true, the next click event should be swallowed
333     * @type {boolean|undefined}
334     * @private
335     */
336    swallowNextClick_: undefined,
337
338    /**
339     * @type {boolean}
340     * @private
341     */
342    draggingEnabled_: false,
343
344    /**
345     * Start listenting for events.
346     * @param {boolean=} opt_capture True if the TouchHandler should listen to
347     *      during the capture phase.
348     * @param {boolean=} opt_mouse True if the TouchHandler should generate
349     *      events for mouse input (in addition to touch input).
350     */
351    enable: function(opt_capture, opt_mouse) {
352      var capture = !!opt_capture;
353
354      // Just listen to start events for now. When a touch is occuring we'll
355      // want to be subscribed to move and end events on the document, but we
356      // don't want to incur the cost of lots of no-op handlers on the document.
357      this.events_.add(this.element_, 'touchstart', this.onStart_.bind(this),
358                       capture);
359      if (opt_mouse) {
360        this.events_.add(this.element_, 'mousedown',
361                         this.mouseToTouchCallback_(this.onStart_.bind(this)),
362                         capture);
363      }
364
365      // If the element is long-pressed, we may need to swallow a click
366      this.events_.add(this.element_, 'click', this.onClick_.bind(this), true);
367    },
368
369    /**
370     * Stop listening to all events.
371     */
372    disable: function() {
373      this.stopTouching_();
374      this.events_.removeAll();
375    },
376
377    /**
378     * Wraps a callback with translations of mouse events to touch events.
379     * NOTE: These types really should be function(Event) but then we couldn't
380     * use this with bind (which operates on any type of function).  Doesn't
381     * JSDoc support some sort of polymorphic types?
382     * @param {Function} callback The event callback.
383     * @return {Function} The wrapping callback.
384     * @private
385     */
386    mouseToTouchCallback_: function(callback) {
387      return function(e) {
388        // Note that there may be synthesizes mouse events caused by touch
389        // events (a mouseDown after a touch-click).  We leave it up to the
390        // client to worry about this if it matters to them (typically a short
391        // mouseDown/mouseUp without a click is no big problem and it's not
392        // obvious how we identify such synthesized events in a general way).
393        var touch = {
394          // any fixed value will do for the identifier - there will only
395          // ever be a single active 'touch' when using the mouse.
396          identifier: 0,
397          clientX: e.clientX,
398          clientY: e.clientY,
399          target: e.target
400        };
401        e.touches = [];
402        e.targetTouches = [];
403        e.changedTouches = [touch];
404        if (e.type != 'mouseup') {
405          e.touches[0] = touch;
406          e.targetTouches[0] = touch;
407        }
408        callback(e);
409      };
410    },
411
412    /**
413     * Begin tracking the touchable element, it is eligible for dragging.
414     * @private
415     */
416    beginTracking_: function() {
417      this.tracking_ = true;
418    },
419
420    /**
421     * Stop tracking the touchable element, it is no longer dragging.
422     * @private
423     */
424    endTracking_: function() {
425      this.tracking_ = false;
426      this.dragging_ = false;
427      this.totalMoveY_ = 0;
428      this.totalMoveX_ = 0;
429    },
430
431    /**
432     * Reset the touchable element as if we never saw the touchStart
433     * Doesn't dispatch any end events - be careful of existing listeners.
434     */
435    cancelTouch: function() {
436      this.stopTouching_();
437      this.endTracking_();
438      // If clients needed to be aware of this, we could fire a cancel event
439      // here.
440    },
441
442    /**
443     * Record that touching has stopped
444     * @private
445     */
446    stopTouching_: function() {
447      // Mark as no longer being touched
448      this.activeTouch_ = undefined;
449
450      // If we're waiting for a long press, stop
451      window.clearTimeout(this.longPressTimeout_);
452
453      // Stop listening for move/end events until there's another touch.
454      // We don't want to leave handlers piled up on the document.
455      // Note that there's no harm in removing handlers that weren't added, so
456      // rather than track whether we're using mouse or touch we do both.
457      this.events_.remove(document, 'touchmove');
458      this.events_.remove(document, 'touchend');
459      this.events_.remove(document, 'touchcancel');
460      this.events_.remove(document, 'mousemove');
461      this.events_.remove(document, 'mouseup');
462    },
463
464    /**
465     * Touch start handler.
466     * @param {!TouchEvent} e The touchstart event.
467     * @private
468     */
469    onStart_: function(e) {
470      // Only process single touches.  If there is already a touch happening, or
471      // two simultaneous touches then just ignore them.
472      if (e.touches.length > 1)
473        // Note that we could cancel an active touch here.  That would make
474        // simultaneous touch behave similar to near-simultaneous. However, if
475        // the user is dragging something, an accidental second touch could be
476        // quite disruptive if it cancelled their drag.  Better to just ignore
477        // it.
478        return;
479
480      // It's still possible there could be an active "touch" if the user is
481      // simultaneously using a mouse and a touch input.
482      if (this.activeTouch_ !== undefined)
483        return;
484
485      var touch = e.targetTouches[0];
486      this.activeTouch_ = touch.identifier;
487
488      // We've just started touching so shouldn't swallow any upcoming click
489      if (this.swallowNextClick_)
490        this.swallowNextClick_ = false;
491
492      this.disableTap_ = false;
493
494      // Sign up for end/cancel notifications for this touch.
495      // Note that we do this on the document so that even if the user drags
496      // their finger off the element, we'll still know what they're doing.
497      if (e.type == 'mousedown') {
498        this.events_.add(document, 'mouseup',
499            this.mouseToTouchCallback_(this.onEnd_.bind(this)), false);
500      } else {
501        this.events_.add(document, 'touchend', this.onEnd_.bind(this), false);
502        this.events_.add(document, 'touchcancel', this.onEnd_.bind(this),
503            false);
504      }
505
506      // This timeout is cleared on touchEnd and onDrag
507      // If we invoke the function then we have a real long press
508      window.clearTimeout(this.longPressTimeout_);
509      this.longPressTimeout_ = window.setTimeout(
510          this.onLongPress_.bind(this),
511          TouchHandler.TIME_FOR_LONG_PRESS_);
512
513      // Dispatch the TOUCH_START event
514      this.draggingEnabled_ =
515          !!this.dispatchEvent_(TouchHandler.EventType.TOUCH_START, touch);
516
517      // We want dragging notifications
518      if (e.type == 'mousedown') {
519        this.events_.add(document, 'mousemove',
520            this.mouseToTouchCallback_(this.onMove_.bind(this)), false);
521      } else {
522        this.events_.add(document, 'touchmove', this.onMove_.bind(this), false);
523      }
524
525      this.startTouchX_ = this.lastTouchX_ = touch.clientX;
526      this.startTouchY_ = this.lastTouchY_ = touch.clientY;
527      this.startTime_ = e.timeStamp;
528
529      this.recentTouchesX_ = [];
530      this.recentTouchesY_ = [];
531      this.recentTouchesX_.push(touch.clientX, e.timeStamp);
532      this.recentTouchesY_.push(touch.clientY, e.timeStamp);
533
534      this.beginTracking_();
535    },
536
537    /**
538     * Given a list of Touches, find the one matching our activeTouch
539     * identifier. Note that Chrome currently always uses 0 as the identifier.
540     * In that case we'll end up always choosing the first element in the list.
541     * @param {TouchList} touches The list of Touch objects to search.
542     * @return {!Touch|undefined} The touch matching our active ID if any.
543     * @private
544     */
545    findActiveTouch_: function(touches) {
546      assert(this.activeTouch_ !== undefined, 'Expecting an active touch');
547      // A TouchList isn't actually an array, so we shouldn't use
548      // Array.prototype.filter/some, etc.
549      for (var i = 0; i < touches.length; i++) {
550        if (touches[i].identifier == this.activeTouch_)
551          return touches[i];
552      }
553      return undefined;
554    },
555
556    /**
557     * Touch move handler.
558     * @param {!TouchEvent} e The touchmove event.
559     * @private
560     */
561    onMove_: function(e) {
562      if (!this.tracking_)
563        return;
564
565      // Our active touch should always be in the list of touches still active
566      assert(this.findActiveTouch_(e.touches), 'Missing touchEnd');
567
568      var that = this;
569      var touch = this.findActiveTouch_(e.changedTouches);
570      if (!touch)
571        return;
572
573      var clientX = touch.clientX;
574      var clientY = touch.clientY;
575
576      var moveX = this.lastTouchX_ - clientX;
577      var moveY = this.lastTouchY_ - clientY;
578      this.totalMoveX_ += Math.abs(moveX);
579      this.totalMoveY_ += Math.abs(moveY);
580      this.lastTouchX_ = clientX;
581      this.lastTouchY_ = clientY;
582
583      var couldBeTap =
584          this.totalMoveY_ <= TouchHandler.MAX_TRACKING_FOR_TAP_ ||
585          this.totalMoveX_ <= TouchHandler.MAX_TRACKING_FOR_TAP_;
586
587      if (!couldBeTap)
588        this.disableTap_ = true;
589
590      if (this.draggingEnabled_ && !this.dragging_ && !couldBeTap) {
591        // If we're waiting for a long press, stop
592        window.clearTimeout(this.longPressTimeout_);
593
594        // Dispatch the DRAG_START event and record whether dragging should be
595        // allowed or not.  Note that this relies on the current value of
596        // startTouchX/Y - handlers may use the initial drag delta to determine
597        // if dragging should be permitted.
598        this.dragging_ = this.dispatchEvent_(
599            TouchHandler.EventType.DRAG_START, touch);
600
601        if (this.dragging_) {
602          // Update the start position here so that drag deltas have better
603          // values but don't touch the recent positions so that velocity
604          // calculations can still use touchstart position in the time and
605          // distance delta.
606          this.startTouchX_ = clientX;
607          this.startTouchY_ = clientY;
608          this.startTime_ = e.timeStamp;
609        } else {
610          this.endTracking_();
611        }
612      }
613
614      if (this.dragging_) {
615        this.dispatchEvent_(TouchHandler.EventType.DRAG_MOVE, touch);
616
617        this.removeTouchesInWrongDirection_(this.recentTouchesX_,
618            this.lastMoveX_, moveX);
619        this.removeTouchesInWrongDirection_(this.recentTouchesY_,
620            this.lastMoveY_, moveY);
621        this.removeOldTouches_(this.recentTouchesX_, e.timeStamp);
622        this.removeOldTouches_(this.recentTouchesY_, e.timeStamp);
623        this.recentTouchesX_.push(clientX, e.timeStamp);
624        this.recentTouchesY_.push(clientY, e.timeStamp);
625      }
626
627      this.lastMoveX_ = moveX;
628      this.lastMoveY_ = moveY;
629    },
630
631    /**
632     * Filters the provided recent touches array to remove all touches except
633     * the last if the move direction has changed.
634     * @param {!Array.<number>} recentTouches An array of tuples where the first
635     *     item is the x or y component of the recent touch and the second item
636     *     is the touch time stamp.
637     * @param {number|undefined} lastMove The x or y component of the previous
638     *     move.
639     * @param {number} recentMove The x or y component of the most recent move.
640     * @private
641     */
642    removeTouchesInWrongDirection_: function(recentTouches, lastMove,
643        recentMove) {
644      if (lastMove && recentMove && recentTouches.length > 2 &&
645          (lastMove > 0 ^ recentMove > 0)) {
646        recentTouches.splice(0, recentTouches.length - 2);
647      }
648    },
649
650    /**
651     * Filters the provided recent touches array to remove all touches older
652     * than the max tracking time or the 5th most recent touch.
653     * @param {!Array.<number>} recentTouches An array of tuples where the first
654     *     item is the x or y component of the recent touch and the second item
655     *     is the touch time stamp.
656     * @param {number} recentTime The time of the most recent event.
657     * @private
658     */
659    removeOldTouches_: function(recentTouches, recentTime) {
660      while (recentTouches.length && recentTime - recentTouches[1] >
661          TouchHandler.MAX_TRACKING_TIME_ ||
662          recentTouches.length >
663              TouchHandler.MAX_TRACKING_TOUCHES_ * 2) {
664        recentTouches.splice(0, 2);
665      }
666    },
667
668    /**
669     * Touch end handler.
670     * @param {!TouchEvent} e The touchend event.
671     * @private
672     */
673    onEnd_: function(e) {
674      var that = this;
675      assert(this.activeTouch_ !== undefined, 'Expect to already be touching');
676
677      // If the touch we're tracking isn't changing here, ignore this touch end.
678      var touch = this.findActiveTouch_(e.changedTouches);
679      if (!touch) {
680        // In most cases, our active touch will be in the 'touches' collection,
681        // but we can't assert that because occasionally two touchend events can
682        // occur at almost the same time with both having empty 'touches' lists.
683        // I.e., 'touches' seems like it can be a bit more up-to-date than the
684        // current event.
685        return;
686      }
687
688      // This is touchEnd for the touch we're monitoring
689      assert(!this.findActiveTouch_(e.touches),
690             'Touch ended also still active');
691
692      // Indicate that touching has finished
693      this.stopTouching_();
694
695      if (this.tracking_) {
696        var clientX = touch.clientX;
697        var clientY = touch.clientY;
698
699        if (this.dragging_) {
700          this.endTime_ = e.timeStamp;
701          this.endTouchX_ = clientX;
702          this.endTouchY_ = clientY;
703
704          this.removeOldTouches_(this.recentTouchesX_, e.timeStamp);
705          this.removeOldTouches_(this.recentTouchesY_, e.timeStamp);
706
707          this.dispatchEvent_(TouchHandler.EventType.DRAG_END, touch);
708
709          // Note that in some situations we can get a click event here as well.
710          // For now this isn't a problem, but we may want to consider having
711          // some logic that hides clicks that appear to be caused by a touchEnd
712          // used for dragging.
713        }
714
715        this.endTracking_();
716      }
717      this.draggingEnabled_ = false;
718
719      // Note that we dispatch the touchEnd event last so that events at
720      // different levels of semantics nest nicely (similar to how DOM
721      // drag-and-drop events are nested inside of the mouse events that trigger
722      // them).
723      this.dispatchEvent_(TouchHandler.EventType.TOUCH_END, touch);
724      if (!this.disableTap_)
725        this.dispatchEvent_(TouchHandler.EventType.TAP, touch);
726    },
727
728    /**
729     * Get end velocity of the drag. This method is specific to drag behavior,
730     * so if touch behavior and drag behavior is split then this should go with
731     * drag behavior. End velocity is defined as deltaXY / deltaTime where
732     * deltaXY is the difference between endPosition and the oldest recent
733     * position, and deltaTime is the difference between endTime and the oldest
734     * recent time stamp.
735     * @return {Object} The x and y velocity.
736     */
737    getEndVelocity: function() {
738      // Note that we could move velocity to just be an end-event parameter.
739      var velocityX = this.recentTouchesX_.length ?
740          (this.endTouchX_ - this.recentTouchesX_[0]) /
741          (this.endTime_ - this.recentTouchesX_[1]) : 0;
742      var velocityY = this.recentTouchesY_.length ?
743          (this.endTouchY_ - this.recentTouchesY_[0]) /
744          (this.endTime_ - this.recentTouchesY_[1]) : 0;
745
746      velocityX = this.correctVelocity_(velocityX);
747      velocityY = this.correctVelocity_(velocityY);
748
749      return {
750        x: velocityX,
751        y: velocityY
752      };
753    },
754
755    /**
756     * Correct erroneous velocities by capping the velocity if we think it's too
757     * high, or setting it to a default velocity if know that the event data is
758     * bad.
759     * @param {number} velocity The x or y velocity component.
760     * @return {number} The corrected velocity.
761     * @private
762     */
763    correctVelocity_: function(velocity) {
764      var absVelocity = Math.abs(velocity);
765
766      // We add to recent touches for each touchstart and touchmove. If we have
767      // fewer than 3 touches (6 entries), we assume that the thread was blocked
768      // for the duration of the drag and we received events in quick succession
769      // with the wrong time stamps.
770      if (absVelocity > TouchHandler.MAXIMUM_VELOCITY_) {
771        absVelocity = this.recentTouchesY_.length < 3 ?
772            TouchHandler.VELOCITY_FOR_INCORRECT_EVENTS_ :
773                TouchHandler.MAXIMUM_VELOCITY_;
774      }
775      return absVelocity * (velocity < 0 ? -1 : 1);
776    },
777
778    /**
779     * Handler when an element has been pressed for a long time
780     * @private
781     */
782    onLongPress_: function() {
783      // Swallow any click that occurs on this element without an intervening
784      // touch start event.  This simple click-busting technique should be
785      // sufficient here since a real click should have a touchstart first.
786      this.swallowNextClick_ = true;
787      this.disableTap_ = true;
788
789      // Dispatch to the LONG_PRESS
790      this.dispatchEventXY_(TouchHandler.EventType.LONG_PRESS, this.element_,
791          this.startTouchX_, this.startTouchY_);
792    },
793
794    /**
795     * Click handler - used to swallow clicks after a long-press
796     * @param {!Event} e The click event.
797     * @private
798     */
799    onClick_: function(e) {
800      if (this.swallowNextClick_) {
801        e.preventDefault();
802        e.stopPropagation();
803        this.swallowNextClick_ = false;
804      }
805    },
806
807    /**
808     * Dispatch a TouchHandler event to the element
809     * @param {string} eventType The event to dispatch.
810     * @param {Touch} touch The touch triggering this event.
811     * @return {boolean|undefined} The value of enableDrag after dispatching
812     *         the event.
813     * @private
814     */
815    dispatchEvent_: function(eventType, touch) {
816
817      // Determine which element was touched.  For mouse events, this is always
818      // the event/touch target.  But for touch events, the target is always the
819      // target of the touchstart (and it's unlikely we can change this
820      // since the common implementation of touch dragging relies on it). Since
821      // touch is our primary scenario (which we want to emulate with mouse),
822      // we'll treat both cases the same and not depend on the target.
823      var touchedElement;
824      if (eventType == TouchHandler.EventType.TOUCH_START) {
825        touchedElement = touch.target;
826      } else {
827        touchedElement = this.element_.ownerDocument.
828            elementFromPoint(touch.clientX, touch.clientY);
829      }
830
831      return this.dispatchEventXY_(eventType, touchedElement, touch.clientX,
832          touch.clientY);
833    },
834
835    /**
836     * Dispatch a TouchHandler event to the element
837     * @param {string} eventType The event to dispatch.
838       @param {number} clientX The X location for the event.
839       @param {number} clientY The Y location for the event.
840     * @return {boolean|undefined} The value of enableDrag after dispatching
841     *         the event.
842     * @private
843     */
844    dispatchEventXY_: function(eventType, touchedElement, clientX, clientY) {
845      var isDrag = (eventType == TouchHandler.EventType.DRAG_START ||
846          eventType == TouchHandler.EventType.DRAG_MOVE ||
847          eventType == TouchHandler.EventType.DRAG_END);
848
849      // Drag events don't bubble - we're really just dragging the element,
850      // not affecting its parent at all.
851      var bubbles = !isDrag;
852
853      var event = new TouchHandler.Event(eventType, bubbles, clientX, clientY,
854          touchedElement);
855
856      // Set enableDrag when it can be overridden
857      if (eventType == TouchHandler.EventType.TOUCH_START)
858        event.enableDrag = false;
859      else if (eventType == TouchHandler.EventType.DRAG_START)
860        event.enableDrag = true;
861
862      if (isDrag) {
863        event.dragDeltaX = clientX - this.startTouchX_;
864        event.dragDeltaY = clientY - this.startTouchY_;
865      }
866
867      this.element_.dispatchEvent(event);
868      return event.enableDrag;
869    }
870  };
871
872  return {
873    TouchHandler: TouchHandler
874  };
875});
876