var guac_mouse = this;
/**
+ * The number of pixels a touch must move for it to be considered a scroll
+ * wheel event.
+ */
+ this.scrollThreshold = 20;
+
+ /**
+ * The maximum number of milliseconds to wait for a touch to end for the
+ * gesture to be considered a click.
+ */
+ this.clickTimingThreshold = 250;
+
+ /**
+ * The maximum number of pixels to allow a touch to move for the gesture to
+ * be considered a click.
+ */
+ this.clickMoveThreshold = 10;
+
+ /**
* The current mouse state. The properties of this state are updated when
* mouse events fire. This state object is also passed in as a parameter to
* the handler of any mouse events.
}
// If single tap detected (based on time and distance)
- if (time - last_touch_time <= 250 && pixels_moved < 10) {
+ if (time - last_touch_time <= guac_mouse.clickTimingThreshold
+ && pixels_moved < guac_mouse.clickMoveThreshold) {
// Fire button down event
guac_mouse.currentState[button] = true;
// Allow mouse events now that touching is over
gesture_in_progress = false;
- }, 250);
+ }, guac_mouse.clickTimingThreshold);
}
// Track pixels moved
pixels_moved += Math.abs(delta_x) + Math.abs(delta_y);
- // Update mouse location
- guac_mouse.currentState.x += delta_x;
- guac_mouse.currentState.y += delta_y;
+ // If only one touch involved, this is mouse move
+ if (touch_count == 1) {
- // Prevent mouse from leaving screen
+ // Update mouse location
+ guac_mouse.currentState.x += delta_x;
+ guac_mouse.currentState.y += delta_y;
- if (guac_mouse.currentState.x < 0)
- guac_mouse.currentState.x = 0;
- else if (guac_mouse.currentState.x >= element.offsetWidth)
- guac_mouse.currentState.x = element.offsetWidth - 1;
+ // Prevent mouse from leaving screen
- if (guac_mouse.currentState.y < 0)
- guac_mouse.currentState.y = 0;
- else if (guac_mouse.currentState.y >= element.offsetHeight)
- guac_mouse.currentState.y = element.offsetHeight - 1;
+ if (guac_mouse.currentState.x < 0)
+ guac_mouse.currentState.x = 0;
+ else if (guac_mouse.currentState.x >= element.offsetWidth)
+ guac_mouse.currentState.x = element.offsetWidth - 1;
- // Fire movement event, if defined
- if (guac_mouse.onmousemove)
- guac_mouse.onmousemove(guac_mouse.currentState);
+ if (guac_mouse.currentState.y < 0)
+ guac_mouse.currentState.y = 0;
+ else if (guac_mouse.currentState.y >= element.offsetHeight)
+ guac_mouse.currentState.y = element.offsetHeight - 1;
+
+ // Fire movement event, if defined
+ if (guac_mouse.onmousemove)
+ guac_mouse.onmousemove(guac_mouse.currentState);
+
+ // Update touch location
+ last_touch_x = touch.screenX;
+ last_touch_y = touch.screenY;
+
+ }
+
+ // Otherwise, interpret as scrollwheel
+ else {
- // Update touch location
- last_touch_x = touch.screenX;
- last_touch_y = touch.screenY;
+ // If change in location passes threshold for scroll
+ if (Math.abs(delta_y) >= guac_mouse.scrollThreshold) {
+
+ // Decide button based on Y movement direction
+ var button;
+ if (delta_y > 0) button = "down";
+ else button = "up";
+
+ // Fire button down event
+ guac_mouse.currentState[button] = true;
+ if (guac_mouse.onmousedown)
+ guac_mouse.onmousedown(guac_mouse.currentState);
+
+ // Fire button up event
+ guac_mouse.currentState[button] = false;
+ if (guac_mouse.onmouseup)
+ guac_mouse.onmouseup(guac_mouse.currentState);
+
+ // Only update touch location after a scroll has been
+ // detected
+ last_touch_x = touch.screenX;
+ last_touch_y = touch.screenY;
+
+ }
+
+ }
}, false);