Javascript  |  851行  |  27.84 KB

// Copyright (c) 2011 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.

/**
 * @fileoverview Touch Handler. Class that handles all touch events and
 * uses them to interpret higher level gestures and behaviors. TouchEvent is a
 * built in mobile safari type:
 * http://developer.apple.com/safari/library/documentation/UserExperience/Reference/TouchEventClassReference/TouchEvent/TouchEvent.html.
 * This class is intended to work with all webkit browsers, tested on Chrome and
 * iOS.
 *
 * The following types of gestures are currently supported.  See the definition
 * of TouchHandler.EventType for details.
 *
 * Single Touch:
 *      This provides simple single-touch events.  Any secondary touch is
 *      ignored.
 *
 * Drag:
 *      A single touch followed by some movement. This behavior will handle all
 *      of the required events and report the properties of the drag to you
 *      while the touch is happening and at the end of the drag sequence. This
 *      behavior will NOT perform the actual dragging (redrawing the element)
 *      for you, this responsibility is left to the client code.
 *
 * Long press:
 *     When your element is touched and held without any drag occuring, the
 *     LONG_PRESS event will fire.
 */

// Use an anonymous function to enable strict mode just for this file (which
// will be concatenated with other files when embedded in Chrome)
var TouchHandler = (function() {
  'use strict';

  /**
   * A TouchHandler attaches to an Element, listents for low-level touch (or
   * mouse) events and dispatching higher-level events on the element.
   * @param {!Element} element The element to listen on and fire events
   * for.
   * @constructor
   */
  function TouchHandler(element) {
    /**
     * @type {!Element}
     * @private
     */
    this.element_ = element;

    /**
     * The absolute sum of all touch y deltas.
     * @type {number}
     * @private
     */
    this.totalMoveY_ = 0;

    /**
     * The absolute sum of all touch x deltas.
     * @type {number}
     * @private
     */
    this.totalMoveX_ = 0;

    /**
     * An array of tuples where the first item is the horizontal component of a
     * recent relevant touch and the second item is the touch's time stamp. Old
     * touches are removed based on the max tracking time and when direction
     * changes.
      * @type {!Array.<number>}
      * @private
      */
    this.recentTouchesX_ = [];

    /**
     * An array of tuples where the first item is the vertical component of a
     * recent relevant touch and the second item is the touch's time stamp. Old
     * touches are removed based on the max tracking time and when direction
     * changes.
     * @type {!Array.<number>}
     * @private
     */
    this.recentTouchesY_ = [];

    /**
     * Used to keep track of all events we subscribe to so we can easily clean
     * up
     * @type {EventTracker}
     * @private
     */
    this.events_ = new EventTracker();
  }


  /**
   * DOM Events that may be fired by the TouchHandler at the element
   */
  TouchHandler.EventType = {
    // Fired whenever the element is touched as the only touch to the device.
    // enableDrag defaults to false, set to true to permit dragging.
    TOUCH_START: 'touchhandler:touch_start',

    // Fired when an element is held for a period of time.  Prevents dragging
    // from occuring (even if enableDrag was set to true).
    LONG_PRESS: 'touchhandler:long_press',

    // If enableDrag was set to true at TOUCH_START, DRAG_START will fire when
    // the touch first moves sufficient distance.  enableDrag is set to true but
    // can be reset to false to cancel the drag.
    DRAG_START: 'touchhandler:drag_start',

    // If enableDrag was true after DRAG_START, DRAG_MOVE will fire whenever the
    // touch is moved.
    DRAG_MOVE: 'touchhandler:drag_move',

    // Fired just before TOUCH_END when a drag is released.  Correlates 1:1 with
    // a DRAG_START.
    DRAG_END: 'touchhandler:drag_end',

    // Fired whenever a touch that is being tracked has been released.
    // Correlates 1:1 with a TOUCH_START.
    TOUCH_END: 'touchhandler:touch_end'
  };


  /**
   * The type of event sent by TouchHandler
   * @constructor
   * @param {string} type The type of event (one of Grabber.EventType).
   * @param {boolean} bubbles Whether or not the event should bubble.
   * @param {number} clientX The X location of the touch.
   * @param {number} clientY The Y location of the touch.
   * @param {!Element} touchedElement The element at the current location of the
   *        touch.
   */
  TouchHandler.Event = function(type, bubbles, clientX, clientY,
      touchedElement) {
    var event = document.createEvent('Event');
    event.initEvent(type, bubbles, true);
    event.__proto__ = TouchHandler.Event.prototype;

    /**
     * The X location of the touch affected
     * @type {number}
     */
    event.clientX = clientX;

    /**
     * The Y location of the touch affected
     * @type {number}
     */
    event.clientY = clientY;

    /**
     * The element at the current location of the touch.
     * @type {!Element}
     */
    event.touchedElement = touchedElement;

    return event;
  };

  TouchHandler.Event.prototype = {
    __proto__: Event.prototype,

    /**
     * For TOUCH_START and DRAG START events, set to true to enable dragging or
     * false to disable dragging.
     * @type {boolean|undefined}
     */
    enableDrag: undefined,

    /**
     * For DRAG events, provides the horizontal component of the
     * drag delta. Drag delta is defined as the delta of the start touch
     * position and the current drag position.
     * @type {number|undefined}
     */
    dragDeltaX: undefined,

    /**
     * For DRAG events, provides the vertical component of the
     * drag delta.
     * @type {number|undefined}
     */
    dragDeltaY: undefined
  };

  /**
   * Minimum movement of touch required to be considered a drag.
   * @type {number}
   * @private
   */
  TouchHandler.MIN_TRACKING_FOR_DRAG_ = 8;


  /**
   * The maximum number of ms to track a touch event. After an event is older
   * than this value, it will be ignored in velocity calculations.
   * @type {number}
   * @private
   */
  TouchHandler.MAX_TRACKING_TIME_ = 250;


  /**
   * The maximum number of touches to track.
   * @type {number}
   * @private
   */
  TouchHandler.MAX_TRACKING_TOUCHES_ = 5;


  /**
   * The maximum velocity to return, in pixels per millisecond, that is used
   * to guard against errors in calculating end velocity of a drag. This is a
   * very fast drag velocity.
   * @type {number}
   * @private
   */
  TouchHandler.MAXIMUM_VELOCITY_ = 5;


  /**
   * The velocity to return, in pixel per millisecond, when the time stamps on
   * the events are erroneous. The browser can return bad time stamps if the
   * thread is blocked for the duration of the drag. This is a low velocity to
   * prevent the content from moving quickly after a slow drag. It is less
   * jarring if the content moves slowly after a fast drag.
   * @type {number}
   * @private
   */
  TouchHandler.VELOCITY_FOR_INCORRECT_EVENTS_ = 1;

  /**
   * The time, in milliseconds, that a touch must be held to be considered
   * 'long'.
   * @type {number}
   * @private
   */
  TouchHandler.TIME_FOR_LONG_PRESS_ = 500;

  TouchHandler.prototype = {
    /**
     * If defined, the identifer of the single touch that is active.  Note that
     * 0 is a valid touch identifier - it should not be treated equivalently to
     * undefined.
     * @type {number|undefined}
     * @private
     */
    activeTouch_: undefined,

    /**
     * @type {boolean|undefined}
     * @private
     */
    tracking_: undefined,

    /**
     * @type {number|undefined}
     * @private
     */
    startTouchX_: undefined,

    /**
     * @type {number|undefined}
     * @private
     */
    startTouchY_: undefined,

    /**
     * @type {number|undefined}
     * @private
     */
    endTouchX_: undefined,

    /**
     * @type {number|undefined}
     * @private
     */
    endTouchY_: undefined,

    /**
     * Time of the touchstart event.
     * @type {number|undefined}
     * @private
     */
    startTime_: undefined,

    /**
     * The time of the touchend event.
     * @type {number|undefined}
     * @private
     */
    endTime_: undefined,

    /**
     * @type {number|undefined}
     * @private
     */
    lastTouchX_: undefined,

    /**
     * @type {number|undefined}
     * @private
     */
    lastTouchY_: undefined,

    /**
     * @type {number|undefined}
     * @private
     */
    lastMoveX_: undefined,

    /**
     * @type {number|undefined}
     * @private
     */
    lastMoveY_: undefined,

    /**
     * @type {number|undefined}
     * @private
     */
    longPressTimeout_: undefined,

    /**
     * If defined and true, the next click event should be swallowed
     * @type {boolean|undefined}
     * @private
     */
    swallowNextClick_: undefined,

    /**
     * Start listenting for events.
     * @param {boolean=} opt_capture True if the TouchHandler should listen to
     *      during the capture phase.
     */
    enable: function(opt_capture) {
      var capture = !!opt_capture;

      // Just listen to start events for now. When a touch is occuring we'll
      // want to be subscribed to move and end events on the document, but we
      // don't want to incur the cost of lots of no-op handlers on the document.
      this.events_.add(this.element_, 'touchstart', this.onStart_.bind(this),
                       capture);
      this.events_.add(this.element_, 'mousedown',
                       this.mouseToTouchCallback_(this.onStart_.bind(this)),
                       capture);

      // If the element is long-pressed, we may need to swallow a click
      this.events_.add(this.element_, 'click', this.onClick_.bind(this), true);
    },

    /**
     * Stop listening to all events.
     */
    disable: function() {
      this.stopTouching_();
      this.events_.removeAll();
    },

    /**
     * Wraps a callback with translations of mouse events to touch events.
     * NOTE: These types really should be function(Event) but then we couldn't
     * use this with bind (which operates on any type of function).  Doesn't
     * JSDoc support some sort of polymorphic types?
     * @param {Function} callback The event callback.
     * @return {Function} The wrapping callback.
     * @private
     */
    mouseToTouchCallback_: function(callback) {
      return function(e) {
        // Note that there may be synthesizes mouse events caused by touch
        // events (a mouseDown after a touch-click).  We leave it up to the
        // client to worry about this if it matters to them (typically a short
        // mouseDown/mouseUp without a click is no big problem and it's not
        // obvious how we identify such synthesized events in a general way).
        var touch = {
          // any fixed value will do for the identifier - there will only
          // ever be a single active 'touch' when using the mouse.
          identifier: 0,
          clientX: e.clientX,
          clientY: e.clientY,
          target: e.target
        };
        e.touches = [];
        e.targetTouches = [];
        e.changedTouches = [touch];
        if (e.type != 'mouseup') {
          e.touches[0] = touch;
          e.targetTouches[0] = touch;
        }
        callback(e);
      };
    },

    /**
     * Begin tracking the touchable element, it is eligible for dragging.
     * @private
     */
    beginTracking_: function() {
      this.tracking_ = true;
    },

    /**
     * Stop tracking the touchable element, it is no longer dragging.
     * @private
     */
    endTracking_: function() {
      this.tracking_ = false;
      this.dragging_ = false;
      this.totalMoveY_ = 0;
      this.totalMoveX_ = 0;
    },

    /**
     * Reset the touchable element as if we never saw the touchStart
     * Doesn't dispatch any end events - be careful of existing listeners.
     */
    cancelTouch: function() {
      this.stopTouching_();
      this.endTracking_();
      // If clients needed to be aware of this, we could fire a cancel event
      // here.
    },

    /**
     * Record that touching has stopped
     * @private
     */
    stopTouching_: function() {
      // Mark as no longer being touched
      this.activeTouch_ = undefined;

      // If we're waiting for a long press, stop
      window.clearTimeout(this.longPressTimeout_);

      // Stop listening for move/end events until there's another touch.
      // We don't want to leave handlers piled up on the document.
      // Note that there's no harm in removing handlers that weren't added, so
      // rather than track whether we're using mouse or touch we do both.
      this.events_.remove(document, 'touchmove');
      this.events_.remove(document, 'touchend');
      this.events_.remove(document, 'touchcancel');
      this.events_.remove(document, 'mousemove');
      this.events_.remove(document, 'mouseup');
    },

    /**
     * Touch start handler.
     * @param {!TouchEvent} e The touchstart event.
     * @private
     */
    onStart_: function(e) {
      // Only process single touches.  If there is already a touch happening, or
      // two simultaneous touches then just ignore them.
      if (e.touches.length > 1)
        // Note that we could cancel an active touch here.  That would make
        // simultaneous touch behave similar to near-simultaneous. However, if
        // the user is dragging something, an accidental second touch could be
        // quite disruptive if it cancelled their drag.  Better to just ignore
        // it.
        return;

      // It's still possible there could be an active "touch" if the user is
      // simultaneously using a mouse and a touch input.
      if (this.activeTouch_ !== undefined)
        return;

      var touch = e.targetTouches[0];
      this.activeTouch_ = touch.identifier;

      // We've just started touching so shouldn't swallow any upcoming click
      if (this.swallowNextClick_)
        this.swallowNextClick_ = false;

      // Sign up for end/cancel notifications for this touch.
      // Note that we do this on the document so that even if the user drags
      // their finger off the element, we'll still know what they're doing.
      if (e.type == 'mousedown') {
        this.events_.add(document, 'mouseup',
            this.mouseToTouchCallback_(this.onEnd_.bind(this)), false);
      } else {
        this.events_.add(document, 'touchend', this.onEnd_.bind(this), false);
        this.events_.add(document, 'touchcancel', this.onEnd_.bind(this),
            false);
      }

      // This timeout is cleared on touchEnd and onDrag
      // If we invoke the function then we have a real long press
      window.clearTimeout(this.longPressTimeout_);
      this.longPressTimeout_ = window.setTimeout(
          this.onLongPress_.bind(this),
          TouchHandler.TIME_FOR_LONG_PRESS_);

      // Dispatch the TOUCH_START event
      if (!this.dispatchEvent_(TouchHandler.EventType.TOUCH_START, touch))
        // Dragging was not enabled, nothing more to do
        return;

      // We want dragging notifications
      if (e.type == 'mousedown') {
        this.events_.add(document, 'mousemove',
            this.mouseToTouchCallback_(this.onMove_.bind(this)), false);
      } else {
        this.events_.add(document, 'touchmove', this.onMove_.bind(this), false);
      }

      this.startTouchX_ = this.lastTouchX_ = touch.clientX;
      this.startTouchY_ = this.lastTouchY_ = touch.clientY;
      this.startTime_ = e.timeStamp;

      this.recentTouchesX_ = [];
      this.recentTouchesY_ = [];
      this.recentTouchesX_.push(touch.clientX, e.timeStamp);
      this.recentTouchesY_.push(touch.clientY, e.timeStamp);

      this.beginTracking_();
    },

    /**
     * Given a list of Touches, find the one matching our activeTouch
     * identifier. Note that Chrome currently always uses 0 as the identifier.
     * In that case we'll end up always choosing the first element in the list.
     * @param {TouchList} touches The list of Touch objects to search.
     * @return {!Touch|undefined} The touch matching our active ID if any.
     * @private
     */
    findActiveTouch_: function(touches) {
      assert(this.activeTouch_ !== undefined, 'Expecting an active touch');
      // A TouchList isn't actually an array, so we shouldn't use
      // Array.prototype.filter/some, etc.
      for (var i = 0; i < touches.length; i++) {
        if (touches[i].identifier == this.activeTouch_)
          return touches[i];
      }
      return undefined;
    },

    /**
     * Touch move handler.
     * @param {!TouchEvent} e The touchmove event.
     * @private
     */
    onMove_: function(e) {
      if (!this.tracking_)
        return;

      // Our active touch should always be in the list of touches still active
      assert(this.findActiveTouch_(e.touches), 'Missing touchEnd');

      var that = this;
      var touch = this.findActiveTouch_(e.changedTouches);
      if (!touch)
        return;

      var clientX = touch.clientX;
      var clientY = touch.clientY;

      var moveX = this.lastTouchX_ - clientX;
      var moveY = this.lastTouchY_ - clientY;
      this.totalMoveX_ += Math.abs(moveX);
      this.totalMoveY_ += Math.abs(moveY);
      this.lastTouchX_ = clientX;
      this.lastTouchY_ = clientY;

      if (!this.dragging_ && (this.totalMoveY_ >
          TouchHandler.MIN_TRACKING_FOR_DRAG_ ||
          this.totalMoveX_ >
          TouchHandler.MIN_TRACKING_FOR_DRAG_)) {
        // If we're waiting for a long press, stop
        window.clearTimeout(this.longPressTimeout_);

        // Dispatch the DRAG_START event and record whether dragging should be
        // allowed or not.  Note that this relies on the current value of
        // startTouchX/Y - handlers may use the initial drag delta to determine
        // if dragging should be permitted.
        this.dragging_ = this.dispatchEvent_(
            TouchHandler.EventType.DRAG_START, touch);

        if (this.dragging_) {
          // Update the start position here so that drag deltas have better
          // values but don't touch the recent positions so that velocity
          // calculations can still use touchstart position in the time and
          // distance delta.
          this.startTouchX_ = clientX;
          this.startTouchY_ = clientY;
          this.startTime_ = e.timeStamp;
        } else {
          this.endTracking_();
        }
      }

      if (this.dragging_) {
        this.dispatchEvent_(TouchHandler.EventType.DRAG_MOVE, touch);

        this.removeTouchesInWrongDirection_(this.recentTouchesX_,
            this.lastMoveX_, moveX);
        this.removeTouchesInWrongDirection_(this.recentTouchesY_,
            this.lastMoveY_, moveY);
        this.removeOldTouches_(this.recentTouchesX_, e.timeStamp);
        this.removeOldTouches_(this.recentTouchesY_, e.timeStamp);
        this.recentTouchesX_.push(clientX, e.timeStamp);
        this.recentTouchesY_.push(clientY, e.timeStamp);
      }

      this.lastMoveX_ = moveX;
      this.lastMoveY_ = moveY;
    },

    /**
     * Filters the provided recent touches array to remove all touches except
     * the last if the move direction has changed.
     * @param {!Array.<number>} recentTouches An array of tuples where the first
     *     item is the x or y component of the recent touch and the second item
     *     is the touch time stamp.
     * @param {number|undefined} lastMove The x or y component of the previous
     *     move.
     * @param {number} recentMove The x or y component of the most recent move.
     * @private
     */
    removeTouchesInWrongDirection_: function(recentTouches, lastMove,
        recentMove) {
      if (lastMove && recentMove && recentTouches.length > 2 &&
          (lastMove > 0 ^ recentMove > 0)) {
        recentTouches.splice(0, recentTouches.length - 2);
      }
    },

    /**
     * Filters the provided recent touches array to remove all touches older
     * than the max tracking time or the 5th most recent touch.
     * @param {!Array.<number>} recentTouches An array of tuples where the first
     *     item is the x or y component of the recent touch and the second item
     *     is the touch time stamp.
     * @param {number} recentTime The time of the most recent event.
     * @private
     */
    removeOldTouches_: function(recentTouches, recentTime) {
      while (recentTouches.length && recentTime - recentTouches[1] >
          TouchHandler.MAX_TRACKING_TIME_ ||
          recentTouches.length >
              TouchHandler.MAX_TRACKING_TOUCHES_ * 2) {
        recentTouches.splice(0, 2);
      }
    },

    /**
     * Touch end handler.
     * @param {!TouchEvent} e The touchend event.
     * @private
     */
    onEnd_: function(e) {
      var that = this;
      assert(this.activeTouch_ !== undefined, 'Expect to already be touching');

      // If the touch we're tracking isn't changing here, ignore this touch end.
      var touch = this.findActiveTouch_(e.changedTouches);
      if (!touch) {
        // In most cases, our active touch will be in the 'touches' collection,
        // but we can't assert that because occasionally two touchend events can
        // occur at almost the same time with both having empty 'touches' lists.
        // I.e., 'touches' seems like it can be a bit more up-to-date than the
        // current event.
        return;
      }

      // This is touchEnd for the touch we're monitoring
      assert(!this.findActiveTouch_(e.touches),
             'Touch ended also still active');

      // Indicate that touching has finished
      this.stopTouching_();

      if (this.tracking_) {
        var clientX = touch.clientX;
        var clientY = touch.clientY;

        if (this.dragging_) {
          this.endTime_ = e.timeStamp;
          this.endTouchX_ = clientX;
          this.endTouchY_ = clientY;

          this.removeOldTouches_(this.recentTouchesX_, e.timeStamp);
          this.removeOldTouches_(this.recentTouchesY_, e.timeStamp);

          this.dispatchEvent_(TouchHandler.EventType.DRAG_END, touch);

          // Note that in some situations we can get a click event here as well.
          // For now this isn't a problem, but we may want to consider having
          // some logic that hides clicks that appear to be caused by a touchEnd
          // used for dragging.
        }

        this.endTracking_();
      }

      // Note that we dispatch the touchEnd event last so that events at
      // different levels of semantics nest nicely (similar to how DOM
      // drag-and-drop events are nested inside of the mouse events that trigger
      // them).
      this.dispatchEvent_(TouchHandler.EventType.TOUCH_END, touch);
    },

    /**
     * Get end velocity of the drag. This method is specific to drag behavior,
     * so if touch behavior and drag behavior is split then this should go with
     * drag behavior. End velocity is defined as deltaXY / deltaTime where
     * deltaXY is the difference between endPosition and the oldest recent
     * position, and deltaTime is the difference between endTime and the oldest
     * recent time stamp.
     * @return {Object} The x and y velocity.
     */
    getEndVelocity: function() {
      // Note that we could move velocity to just be an end-event parameter.
      var velocityX = this.recentTouchesX_.length ?
          (this.endTouchX_ - this.recentTouchesX_[0]) /
          (this.endTime_ - this.recentTouchesX_[1]) : 0;
      var velocityY = this.recentTouchesY_.length ?
          (this.endTouchY_ - this.recentTouchesY_[0]) /
          (this.endTime_ - this.recentTouchesY_[1]) : 0;

      velocityX = this.correctVelocity_(velocityX);
      velocityY = this.correctVelocity_(velocityY);

      return {
        x: velocityX,
        y: velocityY
      };
    },

    /**
     * Correct erroneous velocities by capping the velocity if we think it's too
     * high, or setting it to a default velocity if know that the event data is
     * bad.
     * @param {number} velocity The x or y velocity component.
     * @return {number} The corrected velocity.
     * @private
     */
    correctVelocity_: function(velocity) {
      var absVelocity = Math.abs(velocity);

      // We add to recent touches for each touchstart and touchmove. If we have
      // fewer than 3 touches (6 entries), we assume that the thread was blocked
      // for the duration of the drag and we received events in quick succession
      // with the wrong time stamps.
      if (absVelocity > TouchHandler.MAXIMUM_VELOCITY_) {
        absVelocity = this.recentTouchesY_.length < 3 ?
            TouchHandler.VELOCITY_FOR_INCORRECT_EVENTS_ :
                TouchHandler.MAXIMUM_VELOCITY_;
      }
      return absVelocity * (velocity < 0 ? -1 : 1);
    },

    /**
     * Handler when an element has been pressed for a long time
     * @private
     */
    onLongPress_: function() {
      // Swallow any click that occurs on this element without an intervening
      // touch start event.  This simple click-busting technique should be
      // sufficient here since a real click should have a touchstart first.
      this.swallowNextClick_ = true;

      // Dispatch to the LONG_PRESS
      this.dispatchEventXY_(TouchHandler.EventType.LONG_PRESS, this.element_,
          this.startTouchX_, this.startTouchY_);
    },

    /**
     * Click handler - used to swallow clicks after a long-press
     * @param {!Event} e The click event.
     * @private
     */
    onClick_: function(e) {
      if (this.swallowNextClick_) {
        e.preventDefault();
        e.stopPropagation();
        this.swallowNextClick_ = false;
      }
    },

    /**
     * Dispatch a TouchHandler event to the element
     * @param {string} eventType The event to dispatch.
     * @param {Touch} touch The touch triggering this event.
     * @return {boolean|undefined} The value of enableDrag after dispatching
     *         the event.
     * @private
     */
    dispatchEvent_: function(eventType, touch) {

      // Determine which element was touched.  For mouse events, this is always
      // the event/touch target.  But for touch events, the target is always the
      // target of the touchstart (and it's unlikely we can change this
      // since the common implementation of touch dragging relies on it). Since
      // touch is our primary scenario (which we want to emulate with mouse),
      // we'll treat both cases the same and not depend on the target.
      var touchedElement;
      if (eventType == TouchHandler.EventType.TOUCH_START) {
        touchedElement = touch.target;
      } else {
        touchedElement = this.element_.ownerDocument.
            elementFromPoint(touch.clientX, touch.clientY);
      }

      return this.dispatchEventXY_(eventType, touchedElement, touch.clientX,
          touch.clientY);
    },

    /**
     * Dispatch a TouchHandler event to the element
     * @param {string} eventType The event to dispatch.
       @param {number} clientX The X location for the event.
       @param {number} clientY The Y location for the event.
     * @return {boolean|undefined} The value of enableDrag after dispatching
     *         the event.
     * @private
     */
    dispatchEventXY_: function(eventType, touchedElement, clientX, clientY) {
      var isDrag = (eventType == TouchHandler.EventType.DRAG_START ||
          eventType == TouchHandler.EventType.DRAG_MOVE ||
          eventType == TouchHandler.EventType.DRAG_END);

      // Drag events don't bubble - we're really just dragging the element,
      // not affecting its parent at all.
      var bubbles = !isDrag;

      var event = new TouchHandler.Event(eventType, bubbles, clientX, clientY,
          touchedElement);

      // Set enableDrag when it can be overridden
      if (eventType == TouchHandler.EventType.TOUCH_START)
        event.enableDrag = false;
      else if (eventType == TouchHandler.EventType.DRAG_START)
        event.enableDrag = true;

      if (isDrag) {
        event.dragDeltaX = clientX - this.startTouchX_;
        event.dragDeltaY = clientY - this.startTouchY_;
      }

      this.element_.dispatchEvent(event);
      return event.enableDrag;
    }
  };

  return TouchHandler;
})();