taye/interact.js

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packages/core/interactionFinder.ts

Summary

Maintainability
B
4 hrs
Test Coverage
B
89%
import * as dom from '@interactjs/utils/domUtils'

export interface SearchDetails {
  pointer: Interact.PointerType
  pointerId: number
  pointerType: string
  eventType: string
  eventTarget: Interact.EventTarget
  curEventTarget: Interact.EventTarget
  scope: Interact.Scope
}

const finder = {
  methodOrder: ['simulationResume', 'mouseOrPen', 'hasPointer', 'idle'],

  search (details) {
    for (const method of finder.methodOrder) {
      const interaction = finder[method](details)

      if (interaction) {
        return interaction
      }
    }
  },

  // try to resume simulation with a new pointer
  simulationResume ({ pointerType, eventType, eventTarget, scope }: SearchDetails) {
    if (!/down|start/i.test(eventType)) {
      return null
    }

    for (const interaction of scope.interactions.list) {
      let element = eventTarget

      if (interaction.simulation && interaction.simulation.allowResume &&
          (interaction.pointerType === pointerType)) {
        while (element) {
          // if the element is the interaction element
          if (element === interaction.element) {
            return interaction
          }
          element = dom.parentNode(element)
        }
      }
    }

    return null
  },

  // if it's a mouse or pen interaction
  mouseOrPen ({ pointerId, pointerType, eventType, scope }: SearchDetails) {
    if (pointerType !== 'mouse' && pointerType !== 'pen') {
      return null
    }

    let firstNonActive

    for (const interaction of scope.interactions.list) {
      if (interaction.pointerType === pointerType) {
        // if it's a down event, skip interactions with running simulations
        if (interaction.simulation && !hasPointerId(interaction, pointerId)) { continue }

        // if the interaction is active, return it immediately
        if (interaction.interacting()) {
          return interaction
        }
        // otherwise save it and look for another active interaction
        else if (!firstNonActive) {
          firstNonActive = interaction
        }
      }
    }

    // if no active mouse interaction was found use the first inactive mouse
    // interaction
    if (firstNonActive) {
      return firstNonActive
    }

    // find any mouse or pen interaction.
    // ignore the interaction if the eventType is a *down, and a simulation
    // is active
    for (const interaction of scope.interactions.list) {
      if (interaction.pointerType === pointerType && !(/down/i.test(eventType) && interaction.simulation)) {
        return interaction
      }
    }

    return null
  },

  // get interaction that has this pointer
  hasPointer ({ pointerId, scope }: SearchDetails) {
    for (const interaction of scope.interactions.list) {
      if (hasPointerId(interaction, pointerId)) {
        return interaction
      }
    }

    return null
  },

  // get first idle interaction with a matching pointerType
  idle ({ pointerType, scope }: SearchDetails) {
    for (const interaction of scope.interactions.list) {
      // if there's already a pointer held down
      if (interaction.pointers.length === 1) {
        const target = interaction.interactable
        // don't add this pointer if there is a target interactable and it
        // isn't gesturable
        if (target && !(target.options.gesture && target.options.gesture.enabled)) {
          continue
        }
      }
      // maximum of 2 pointers per interaction
      else if (interaction.pointers.length >= 2) {
        continue
      }

      if (!interaction.interacting() && (pointerType === interaction.pointerType)) {
        return interaction
      }
    }

    return null
  },
}

function hasPointerId (interaction: Interact.Interaction, pointerId: number) {
  return interaction.pointers.some(({ id }) => id === pointerId)
}

export default finder