Version 3.18.1
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File: gesture-simulate/js/gesture-simulate.js

            /**
             * Simulate high-level user gestures by generating a set of native DOM events.
             *
             * @module gesture-simulate
             * @requires event-simulate, async-queue, node-screen
             */
            
            var NAME = "gesture-simulate",
            
                // phantomjs check may be temporary, until we determine if it really support touch all the way through, like it claims to (http://code.google.com/p/phantomjs/issues/detail?id=375)
                SUPPORTS_TOUCH = ((Y.config.win && ("ontouchstart" in Y.config.win)) && !(Y.UA.phantomjs) && !(Y.UA.chrome && Y.UA.chrome < 6)),
            
                gestureNames = {
                    tap: 1,
                    doubletap: 1,
                    press: 1,
                    move: 1,
                    flick: 1,
                    pinch: 1,
                    rotate: 1
                },
            
                touchEvents = {
                    touchstart: 1,
                    touchmove: 1,
                    touchend: 1,
                    touchcancel: 1
                },
            
                document = Y.config.doc,
                emptyTouchList,
            
                EVENT_INTERVAL = 20,        // 20ms
                START_PAGEX,                // will be adjusted to the node element center
                START_PAGEY,                // will be adjusted to the node element center
            
                // defaults that user can override.
                DEFAULTS = {
                    // tap gestures
                    HOLD_TAP: 10,           // 10ms
                    DELAY_TAP: 10,          // 10ms
            
                    // press gesture
                    HOLD_PRESS: 3000,       // 3sec
                    MIN_HOLD_PRESS: 1000,   // 1sec
                    MAX_HOLD_PRESS: 60000,  // 1min
            
                    // move gesture
                    DISTANCE_MOVE: 200,     // 200 pixels
                    DURATION_MOVE: 1000,    // 1sec
                    MAX_DURATION_MOVE: 5000,// 5sec
            
                    // flick gesture
                    MIN_VELOCITY_FLICK: 1.3,
                    DISTANCE_FLICK: 200,     // 200 pixels
                    DURATION_FLICK: 1000,    // 1sec
                    MAX_DURATION_FLICK: 5000,// 5sec
            
                    // pinch/rotation
                    DURATION_PINCH: 1000     // 1sec
                },
            
                TOUCH_START = 'touchstart',
                TOUCH_MOVE = 'touchmove',
                TOUCH_END = 'touchend',
            
                GESTURE_START = 'gesturestart',
                GESTURE_CHANGE = 'gesturechange',
                GESTURE_END = 'gestureend',
            
                MOUSE_UP    = 'mouseup',
                MOUSE_MOVE  = 'mousemove',
                MOUSE_DOWN  = 'mousedown',
                MOUSE_CLICK = 'click',
                MOUSE_DBLCLICK = 'dblclick',
            
                X_AXIS = 'x',
                Y_AXIS = 'y';
            
            
            function Simulations(node) {
                if(!node) {
                    Y.error(NAME+': invalid target node');
                }
                this.node = node;
                this.target = Y.Node.getDOMNode(node);
            
                var startXY = this.node.getXY(),
                    dims = this._getDims();
            
                START_PAGEX = startXY[0] + (dims[0])/2;
                START_PAGEY = startXY[1] + (dims[1])/2;
            }
            
            Simulations.prototype = {
            
                /**
                 * Helper method to convert a degree to a radian.
                 *
                 * @method _toRadian
                 * @private
                 * @param {Number} deg A degree to be converted to a radian.
                 * @return {Number} The degree in radian.
                 */
                _toRadian: function(deg) {
                    return deg * (Math.PI/180);
                },
            
                /**
                 * Helper method to get height/width while accounting for
                 * rotation/scale transforms where possible by using the
                 * bounding client rectangle height/width instead of the
                 * offsetWidth/Height which region uses.
                 * @method _getDims
                 * @private
                 * @return {Array} Array with [height, width]
                 */
                _getDims : function() {
                    var region,
                        width,
                        height;
            
                    // Ideally, this should be in DOM somewhere.
                    if (this.target.getBoundingClientRect) {
                        region = this.target.getBoundingClientRect();
            
                        if ("height" in region) {
                            height = region.height;
                        } else {
                            // IE7,8 has getBCR, but no height.
                            height = Math.abs(region.bottom - region.top);
                        }
            
                        if ("width" in region) {
                            width = region.width;
                        } else {
                            // IE7,8 has getBCR, but no width.
                            width = Math.abs(region.right - region.left);
                        }
                    } else {
                        region = this.node.get("region");
                        width = region.width;
                        height = region.height;
                    }
            
                    return [width, height];
                },
            
                /**
                 * Helper method to convert a point relative to the node element into
                 * the point in the page coordination.
                 *
                 * @method _calculateDefaultPoint
                 * @private
                 * @param {Array} point A point relative to the node element.
                 * @return {Array} The same point in the page coordination.
                 */
                _calculateDefaultPoint: function(point) {
            
                    var height;
            
                    if(!Y.Lang.isArray(point) || point.length === 0) {
                        point = [START_PAGEX, START_PAGEY];
                    } else {
                        if(point.length == 1) {
                            height = this._getDims[1];
                            point[1] = height/2;
                        }
                        // convert to page(viewport) coordination
                        point[0] = this.node.getX() + point[0];
                        point[1] = this.node.getY() + point[1];
                    }
            
                    return point;
                },
            
                /**
                 * The "rotate" and "pinch" methods are essencially same with the exact same
                 * arguments. Only difference is the required parameters. The rotate method
                 * requires "rotation" parameter while the pinch method requires "startRadius"
                 * and "endRadius" parameters.
                 *
                 * @method rotate
                 * @param {Function} cb The callback to execute when the gesture simulation
                 *      is completed.
                 * @param {Array} center A center point where the pinch gesture of two fingers
                 *      should happen. It is relative to the top left corner of the target
                 *      node element.
                 * @param {Number} startRadius A radius of start circle where 2 fingers are
                 *      on when the gesture starts. This is optional. The default is a fourth of
                 *      either target node width or height whichever is smaller.
                 * @param {Number} endRadius A radius of end circle where 2 fingers will be on when
                 *      the pinch or spread gestures are completed. This is optional.
                 *      The default is a fourth of either target node width or height whichever is less.
                 * @param {Number} duration A duration of the gesture in millisecond.
                 * @param {Number} start A start angle(0 degree at 12 o'clock) where the
                 *      gesture should start. Default is 0.
                 * @param {Number} rotation A rotation in degree. It is required.
                 */
                rotate: function(cb, center, startRadius, endRadius, duration, start, rotation) {
                    var radius,
                        r1 = startRadius,   // optional
                        r2 = endRadius;     // optional
            
                    if(!Y.Lang.isNumber(r1) || !Y.Lang.isNumber(r2) || r1<0 || r2<0) {
                        radius = (this.target.offsetWidth < this.target.offsetHeight)?
                            this.target.offsetWidth/4 : this.target.offsetHeight/4;
                        r1 = radius;
                        r2 = radius;
                    }
            
                    // required
                    if(!Y.Lang.isNumber(rotation)) {
                        Y.error(NAME+'Invalid rotation detected.');
                    }
            
                    this.pinch(cb, center, r1, r2, duration, start, rotation);
                },
            
                /**
                 * The "rotate" and "pinch" methods are essencially same with the exact same
                 * arguments. Only difference is the required parameters. The rotate method
                 * requires "rotation" parameter while the pinch method requires "startRadius"
                 * and "endRadius" parameters.
                 *
                 * The "pinch" gesture can simulate various 2 finger gestures such as pinch,
                 * spread and/or rotation. The "startRadius" and "endRadius" are required.
                 * If endRadius is larger than startRadius, it becomes a spread gesture
                 * otherwise a pinch gesture.
                 *
                 * @method pinch
                 * @param {Function} cb The callback to execute when the gesture simulation
                 *      is completed.
                 * @param {Array} center A center point where the pinch gesture of two fingers
                 *      should happen. It is relative to the top left corner of the target
                 *      node element.
                 * @param {Number} startRadius A radius of start circle where 2 fingers are
                 *      on when the gesture starts. This paramenter is required.
                 * @param {Number} endRadius A radius of end circle where 2 fingers will be on when
                 *      the pinch or spread gestures are completed. This parameter is required.
                 * @param {Number} duration A duration of the gesture in millisecond.
                 * @param {Number} start A start angle(0 degree at 12 o'clock) where the
                 *      gesture should start. Default is 0.
                 * @param {Number} rotation If rotation is desired during the pinch or
                 *      spread gestures, this parameter can be used. Default is 0 degree.
                 */
                pinch: function(cb, center, startRadius, endRadius, duration, start, rotation) {
                    var eventQueue,
                        i,
                        interval = EVENT_INTERVAL,
                        touches,
                        id = 0,
                        r1 = startRadius,   // required
                        r2 = endRadius,     // required
                        radiusPerStep,
                        centerX, centerY,
                        startScale, endScale, scalePerStep,
                        startRot, endRot, rotPerStep,
                        path1 = {start: [], end: []}, // paths for 1st and 2nd fingers.
                        path2 = {start: [], end: []},
                        steps,
                        touchMove;
            
                    center = this._calculateDefaultPoint(center);
            
                    if(!Y.Lang.isNumber(r1) || !Y.Lang.isNumber(r2) || r1<0 || r2<0) {
                        Y.error(NAME+'Invalid startRadius and endRadius detected.');
                    }
            
                    if(!Y.Lang.isNumber(duration) || duration <= 0) {
                        duration = DEFAULTS.DURATION_PINCH;
                    }
            
                    if(!Y.Lang.isNumber(start)) {
                        start = 0.0;
                    } else {
                        start = start%360;
                        while(start < 0) {
                            start += 360;
                        }
                    }
            
                    if(!Y.Lang.isNumber(rotation)) {
                        rotation = 0.0;
                    }
            
                    Y.AsyncQueue.defaults.timeout = interval;
                    eventQueue = new Y.AsyncQueue();
            
                    // range determination
                    centerX = center[0];
                    centerY = center[1];
            
                    startRot = start;
                    endRot = start + rotation;
            
                    // 1st finger path
                    path1.start = [
                        centerX + r1*Math.sin(this._toRadian(startRot)),
                        centerY - r1*Math.cos(this._toRadian(startRot))
                    ];
                    path1.end   = [
                        centerX + r2*Math.sin(this._toRadian(endRot)),
                        centerY - r2*Math.cos(this._toRadian(endRot))
                    ];
            
                    // 2nd finger path
                    path2.start = [
                        centerX - r1*Math.sin(this._toRadian(startRot)),
                        centerY + r1*Math.cos(this._toRadian(startRot))
                    ];
                    path2.end   = [
                        centerX - r2*Math.sin(this._toRadian(endRot)),
                        centerY + r2*Math.cos(this._toRadian(endRot))
                    ];
            
                    startScale = 1.0;
                    endScale = endRadius/startRadius;
            
                    // touch/gesture start
                    eventQueue.add({
                        fn: function() {
                            var coord1, coord2, coord, touches;
            
                            // coordinate for each touch object.
                            coord1 = {
                                pageX: path1.start[0],
                                pageY: path1.start[1],
                                clientX: path1.start[0],
                                clientY: path1.start[1]
                            };
                            coord2 = {
                                pageX: path2.start[0],
                                pageY: path2.start[1],
                                clientX: path2.start[0],
                                clientY: path2.start[1]
                            };
                            touches = this._createTouchList([Y.merge({
                                identifier: (id++)
                            }, coord1), Y.merge({
                                identifier: (id++)
                            }, coord2)]);
            
                            // coordinate for top level event
                            coord = {
                                pageX: (path1.start[0] + path2.start[0])/2,
                                pageY: (path1.start[0] + path2.start[1])/2,
                                clientX: (path1.start[0] + path2.start[0])/2,
                                clientY: (path1.start[0] + path2.start[1])/2
                            };
            
                            this._simulateEvent(this.target, TOUCH_START, Y.merge({
                                touches: touches,
                                targetTouches: touches,
                                changedTouches: touches,
                                scale: startScale,
                                rotation: startRot
                            }, coord));
            
                            if(Y.UA.ios >= 2.0) {
                                /* gesture starts when the 2nd finger touch starts.
                                * The implementation will fire 1 touch start event for both fingers,
                                * simulating 2 fingers touched on the screen at the same time.
                                */
                                this._simulateEvent(this.target, GESTURE_START, Y.merge({
                                    scale: startScale,
                                    rotation: startRot
                                }, coord));
                            }
                        },
                        timeout: 0,
                        context: this
                    });
            
                    // gesture change
                    steps = Math.floor(duration/interval);
                    radiusPerStep = (r2 - r1)/steps;
                    scalePerStep = (endScale - startScale)/steps;
                    rotPerStep = (endRot - startRot)/steps;
            
                    touchMove = function(step) {
                        var radius = r1 + (radiusPerStep)*step,
                            px1 = centerX + radius*Math.sin(this._toRadian(startRot + rotPerStep*step)),
                            py1 = centerY - radius*Math.cos(this._toRadian(startRot + rotPerStep*step)),
                            px2 = centerX - radius*Math.sin(this._toRadian(startRot + rotPerStep*step)),
                            py2 = centerY + radius*Math.cos(this._toRadian(startRot + rotPerStep*step)),
                            px = (px1+px2)/2,
                            py = (py1+py2)/2,
                            coord1, coord2, coord, touches;
            
                        // coordinate for each touch object.
                        coord1 = {
                            pageX: px1,
                            pageY: py1,
                            clientX: px1,
                            clientY: py1
                        };
                        coord2 = {
                            pageX: px2,
                            pageY: py2,
                            clientX: px2,
                            clientY: py2
                        };
                        touches = this._createTouchList([Y.merge({
                            identifier: (id++)
                        }, coord1), Y.merge({
                            identifier: (id++)
                        }, coord2)]);
            
                        // coordinate for top level event
                        coord = {
                            pageX: px,
                            pageY: py,
                            clientX: px,
                            clientY: py
                        };
            
                        this._simulateEvent(this.target, TOUCH_MOVE, Y.merge({
                            touches: touches,
                            targetTouches: touches,
                            changedTouches: touches,
                            scale: startScale + scalePerStep*step,
                            rotation: startRot + rotPerStep*step
                        }, coord));
            
                        if(Y.UA.ios >= 2.0) {
                            this._simulateEvent(this.target, GESTURE_CHANGE, Y.merge({
                                scale: startScale + scalePerStep*step,
                                rotation: startRot + rotPerStep*step
                            }, coord));
                        }
                    };
            
                    for (i=0; i < steps; i++) {
                        eventQueue.add({
                            fn: touchMove,
                            args: [i],
                            context: this
                        });
                    }
            
                    // gesture end
                    eventQueue.add({
                        fn: function() {
                            var emptyTouchList = this._getEmptyTouchList(),
                                coord1, coord2, coord, touches;
            
                            // coordinate for each touch object.
                            coord1 = {
                                pageX: path1.end[0],
                                pageY: path1.end[1],
                                clientX: path1.end[0],
                                clientY: path1.end[1]
                            };
                            coord2 = {
                                pageX: path2.end[0],
                                pageY: path2.end[1],
                                clientX: path2.end[0],
                                clientY: path2.end[1]
                            };
                            touches = this._createTouchList([Y.merge({
                                identifier: (id++)
                            }, coord1), Y.merge({
                                identifier: (id++)
                            }, coord2)]);
            
                            // coordinate for top level event
                            coord = {
                                pageX: (path1.end[0] + path2.end[0])/2,
                                pageY: (path1.end[0] + path2.end[1])/2,
                                clientX: (path1.end[0] + path2.end[0])/2,
                                clientY: (path1.end[0] + path2.end[1])/2
                            };
            
                            if(Y.UA.ios >= 2.0) {
                                this._simulateEvent(this.target, GESTURE_END, Y.merge({
                                    scale: endScale,
                                    rotation: endRot
                                }, coord));
                            }
            
                            this._simulateEvent(this.target, TOUCH_END, Y.merge({
                                touches: emptyTouchList,
                                targetTouches: emptyTouchList,
                                changedTouches: touches,
                                scale: endScale,
                                rotation: endRot
                            }, coord));
                        },
                        context: this
                    });
            
                    if(cb && Y.Lang.isFunction(cb)) {
                        eventQueue.add({
                            fn: cb,
            
                            // by default, the callback runs the node context where
                            // simulateGesture method is called.
                            context: this.node
            
                            //TODO: Use args to pass error object as 1st param if there is an error.
                            //args:
                        });
                    }
            
                    eventQueue.run();
                },
            
                /**
                 * The "tap" gesture can be used for various single touch point gestures
                 * such as single tap, N number of taps, long press. The default is a single
                 * tap.
                 *
                 * @method tap
                 * @param {Function} cb The callback to execute when the gesture simulation
                 *      is completed.
                 * @param {Array} point A point(relative to the top left corner of the
                 *      target node element) where the tap gesture should start. The default
                 *      is the center of the taget node.
                 * @param {Number} times The number of taps. Default is 1.
                 * @param {Number} hold The hold time in milliseconds between "touchstart" and
                 *      "touchend" event generation. Default is 10ms.
                 * @param {Number} delay The time gap in millisecond between taps if this
                 *      gesture has more than 1 tap. Default is 10ms.
                 */
                tap: function(cb, point, times, hold, delay) {
                    var eventQueue = new Y.AsyncQueue(),
                        emptyTouchList = this._getEmptyTouchList(),
                        touches,
                        coord,
                        i,
                        touchStart,
                        touchEnd;
            
                    point = this._calculateDefaultPoint(point);
            
                    if(!Y.Lang.isNumber(times) || times < 1) {
                        times = 1;
                    }
            
                    if(!Y.Lang.isNumber(hold)) {
                        hold = DEFAULTS.HOLD_TAP;
                    }
            
                    if(!Y.Lang.isNumber(delay)) {
                        delay = DEFAULTS.DELAY_TAP;
                    }
            
                    coord = {
                        pageX: point[0],
                        pageY: point[1],
                        clientX: point[0],
                        clientY: point[1]
                    };
            
                    touches = this._createTouchList([Y.merge({identifier: 0}, coord)]);
            
                    touchStart = function() {
                        this._simulateEvent(this.target, TOUCH_START, Y.merge({
                            touches: touches,
                            targetTouches: touches,
                            changedTouches: touches
                        }, coord));
                    };
            
                    touchEnd = function() {
                        this._simulateEvent(this.target, TOUCH_END, Y.merge({
                            touches: emptyTouchList,
                            targetTouches: emptyTouchList,
                            changedTouches: touches
                        }, coord));
                    };
            
                    for (i=0; i < times; i++) {
                        eventQueue.add({
                            fn: touchStart,
                            context: this,
                            timeout: (i === 0)? 0 : delay
                        });
            
                        eventQueue.add({
                            fn: touchEnd,
                            context: this,
                            timeout: hold
                        });
                    }
            
                    if(times > 1 && !SUPPORTS_TOUCH) {
                        eventQueue.add({
                            fn: function() {
                                this._simulateEvent(this.target, MOUSE_DBLCLICK, coord);
                            },
                            context: this
                        });
                    }
            
                    if(cb && Y.Lang.isFunction(cb)) {
                        eventQueue.add({
                            fn: cb,
            
                            // by default, the callback runs the node context where
                            // simulateGesture method is called.
                            context: this.node
            
                            //TODO: Use args to pass error object as 1st param if there is an error.
                            //args:
                        });
                    }
            
                    eventQueue.run();
                },
            
                /**
                 * The "flick" gesture is a specialized "move" that has some velocity
                 * and the movement always runs either x or y axis. The velocity is calculated
                 * with "distance" and "duration" arguments. If the calculated velocity is
                 * below than the minimum velocity, the given duration will be ignored and
                 * new duration will be created to make a valid flick gesture.
                 *
                 * @method flick
                 * @param {Function} cb The callback to execute when the gesture simulation
                 *      is completed.
                 * @param {Array} point A point(relative to the top left corner of the
                 *      target node element) where the flick gesture should start. The default
                 *      is the center of the taget node.
                 * @param {String} axis Either "x" or "y".
                 * @param {Number} distance A distance in pixels to flick.
                 * @param {Number} duration A duration of the gesture in millisecond.
                 *
                 */
                flick: function(cb, point, axis, distance, duration) {
                    var path;
            
                    point = this._calculateDefaultPoint(point);
            
                    if(!Y.Lang.isString(axis)) {
                        axis = X_AXIS;
                    } else {
                        axis = axis.toLowerCase();
                        if(axis !== X_AXIS && axis !== Y_AXIS) {
                            Y.error(NAME+'(flick): Only x or y axis allowed');
                        }
                    }
            
                    if(!Y.Lang.isNumber(distance)) {
                        distance = DEFAULTS.DISTANCE_FLICK;
                    }
            
                    if(!Y.Lang.isNumber(duration)){
                        duration = DEFAULTS.DURATION_FLICK; // ms
                    } else {
                        if(duration > DEFAULTS.MAX_DURATION_FLICK) {
                            duration = DEFAULTS.MAX_DURATION_FLICK;
                        }
                    }
            
                    /*
                     * Check if too slow for a flick.
                     * Adjust duration if the calculated velocity is less than
                     * the minimum velcocity to be claimed as a flick.
                     */
                    if(Math.abs(distance)/duration < DEFAULTS.MIN_VELOCITY_FLICK) {
                        duration = Math.abs(distance)/DEFAULTS.MIN_VELOCITY_FLICK;
                    }
            
                    path = {
                        start: Y.clone(point),
                        end: [
                            (axis === X_AXIS) ? point[0]+distance : point[0],
                            (axis === Y_AXIS) ? point[1]+distance : point[1]
                        ]
                    };
            
                    this._move(cb, path, duration);
                },
            
                /**
                 * The "move" gesture simulate the movement of any direction between
                 * the straight line of start and end point for the given duration.
                 * The path argument is an object with "point", "xdist" and "ydist" properties.
                 * The "point" property is an array with x and y coordinations(relative to the
                 * top left corner of the target node element) while "xdist" and "ydist"
                 * properties are used for the distance along the x and y axis. A negative
                 * distance number can be used to drag either left or up direction.
                 *
                 * If no arguments are given, it will simulate the default move, which
                 * is moving 200 pixels from the center of the element to the positive X-axis
                 * direction for 1 sec.
                 *
                 * @method move
                 * @param {Function} cb The callback to execute when the gesture simulation
                 *      is completed.
                 * @param {Object} path An object with "point", "xdist" and "ydist".
                 * @param {Number} duration A duration of the gesture in millisecond.
                 */
                move: function(cb, path, duration) {
                    var convertedPath;
            
                    if(!Y.Lang.isObject(path)) {
                        path = {
                            point: this._calculateDefaultPoint([]),
                            xdist: DEFAULTS.DISTANCE_MOVE,
                            ydist: 0
                        };
                    } else {
                        // convert to the page coordination
                        if(!Y.Lang.isArray(path.point)) {
                            path.point = this._calculateDefaultPoint([]);
                        } else {
                            path.point = this._calculateDefaultPoint(path.point);
                        }
            
                        if(!Y.Lang.isNumber(path.xdist)) {
                            path.xdist = DEFAULTS.DISTANCE_MOVE;
                        }
            
                        if(!Y.Lang.isNumber(path.ydist)) {
                            path.ydist = 0;
                        }
                    }
            
                    if(!Y.Lang.isNumber(duration)){
                        duration = DEFAULTS.DURATION_MOVE; // ms
                    } else {
                        if(duration > DEFAULTS.MAX_DURATION_MOVE) {
                            duration = DEFAULTS.MAX_DURATION_MOVE;
                        }
                    }
            
                    convertedPath = {
                        start: Y.clone(path.point),
                        end: [path.point[0]+path.xdist, path.point[1]+path.ydist]
                    };
            
                    this._move(cb, convertedPath, duration);
                },
            
                /**
                 * A base method on top of "move" and "flick" methods. The method takes
                 * the path with start/end properties and duration to generate a set of
                 * touch events for the movement gesture.
                 *
                 * @method _move
                 * @private
                 * @param {Function} cb The callback to execute when the gesture simulation
                 *      is completed.
                 * @param {Object} path An object with "start" and "end" properties. Each
                 *      property should be an array with x and y coordination (e.g. start: [100, 50])
                 * @param {Number} duration A duration of the gesture in millisecond.
                 */
                _move: function(cb, path, duration) {
                    var eventQueue,
                        i,
                        interval = EVENT_INTERVAL,
                        steps, stepX, stepY,
                        id = 0,
                        touchMove;
            
                    if(!Y.Lang.isNumber(duration)){
                        duration = DEFAULTS.DURATION_MOVE; // ms
                    } else {
                        if(duration > DEFAULTS.MAX_DURATION_MOVE) {
                            duration = DEFAULTS.MAX_DURATION_MOVE;
                        }
                    }
            
                    if(!Y.Lang.isObject(path)) {
                        path = {
                            start: [
                                START_PAGEX,
                                START_PAGEY
                            ],
                            end: [
                                START_PAGEX + DEFAULTS.DISTANCE_MOVE,
                                START_PAGEY
                            ]
                        };
                    } else {
                        if(!Y.Lang.isArray(path.start)) {
                            path.start = [
                                START_PAGEX,
                                START_PAGEY
                            ];
                        }
                        if(!Y.Lang.isArray(path.end)) {
                            path.end = [
                                START_PAGEX + DEFAULTS.DISTANCE_MOVE,
                                START_PAGEY
                            ];
                        }
                    }
            
                    Y.AsyncQueue.defaults.timeout = interval;
                    eventQueue = new Y.AsyncQueue();
            
                    // start
                    eventQueue.add({
                        fn: function() {
                            var coord = {
                                    pageX: path.start[0],
                                    pageY: path.start[1],
                                    clientX: path.start[0],
                                    clientY: path.start[1]
                                },
                                touches = this._createTouchList([
                                    Y.merge({identifier: (id++)}, coord)
                                ]);
            
                            this._simulateEvent(this.target, TOUCH_START, Y.merge({
                                touches: touches,
                                targetTouches: touches,
                                changedTouches: touches
                            }, coord));
                        },
                        timeout: 0,
                        context: this
                    });
            
                    // move
                    steps = Math.floor(duration/interval);
                    stepX = (path.end[0] - path.start[0])/steps;
                    stepY = (path.end[1] - path.start[1])/steps;
            
                    touchMove = function(step) {
                        var px = path.start[0]+(stepX * step),
                            py = path.start[1]+(stepY * step),
                            coord = {
                                pageX: px,
                                pageY: py,
                                clientX: px,
                                clientY: py
                            },
                            touches = this._createTouchList([
                                Y.merge({identifier: (id++)}, coord)
                            ]);
            
                        this._simulateEvent(this.target, TOUCH_MOVE, Y.merge({
                            touches: touches,
                            targetTouches: touches,
                            changedTouches: touches
                        }, coord));
                    };
            
                    for (i=0; i < steps; i++) {
                        eventQueue.add({
                            fn: touchMove,
                            args: [i],
                            context: this
                        });
                    }
            
                    // last move
                    eventQueue.add({
                        fn: function() {
                            var coord = {
                                    pageX: path.end[0],
                                    pageY: path.end[1],
                                    clientX: path.end[0],
                                    clientY: path.end[1]
                                },
                                touches = this._createTouchList([
                                    Y.merge({identifier: id}, coord)
                                ]);
            
                            this._simulateEvent(this.target, TOUCH_MOVE, Y.merge({
                                touches: touches,
                                targetTouches: touches,
                                changedTouches: touches
                            }, coord));
                        },
                        timeout: 0,
                        context: this
                    });
            
                    // end
                    eventQueue.add({
                        fn: function() {
                            var coord = {
                                pageX: path.end[0],
                                pageY: path.end[1],
                                clientX: path.end[0],
                                clientY: path.end[1]
                            },
                            emptyTouchList = this._getEmptyTouchList(),
                            touches = this._createTouchList([
                                Y.merge({identifier: id}, coord)
                            ]);
            
                            this._simulateEvent(this.target, TOUCH_END, Y.merge({
                                touches: emptyTouchList,
                                targetTouches: emptyTouchList,
                                changedTouches: touches
                            }, coord));
                        },
                        context: this
                    });
            
                    if(cb && Y.Lang.isFunction(cb)) {
                        eventQueue.add({
                            fn: cb,
            
                            // by default, the callback runs the node context where
                            // simulateGesture method is called.
                            context: this.node
            
                            //TODO: Use args to pass error object as 1st param if there is an error.
                            //args:
                        });
                    }
            
                    eventQueue.run();
                },
            
                /**
                 * Helper method to return a singleton instance of empty touch list.
                 *
                 * @method _getEmptyTouchList
                 * @private
                 * @return {TouchList | Array} An empty touch list object.
                 */
                _getEmptyTouchList: function() {
                    if(!emptyTouchList) {
                        emptyTouchList = this._createTouchList([]);
                    }
            
                    return emptyTouchList;
                },
            
                /**
                 * Helper method to convert an array with touch points to TouchList object as
                 * defined in http://www.w3.org/TR/touch-events/
                 *
                 * @method _createTouchList
                 * @private
                 * @param {Array} touchPoints
                 * @return {TouchList | Array} If underlaying platform support creating touch list
                 *      a TouchList object will be returned otherwise a fake Array object
                 *      will be returned.
                 */
                _createTouchList: function(touchPoints) {
                    /*
                    * Android 4.0.3 emulator:
                    * Native touch api supported starting in version 4.0 (Ice Cream Sandwich).
                    * However the support seems limited. In Android 4.0.3 emulator, I got
                    * "TouchList is not defined".
                    */
                    var touches = [],
                        touchList,
                        self = this;
            
                    if(!!touchPoints && Y.Lang.isArray(touchPoints)) {
                        if(Y.UA.android && Y.UA.android >= 4.0 || Y.UA.ios && Y.UA.ios >= 2.0) {
                            Y.each(touchPoints, function(point) {
                                if(!point.identifier) {point.identifier = 0;}
                                if(!point.pageX) {point.pageX = 0;}
                                if(!point.pageY) {point.pageY = 0;}
                                if(!point.screenX) {point.screenX = 0;}
                                if(!point.screenY) {point.screenY = 0;}
            
                                touches.push(document.createTouch(Y.config.win,
                                    self.target,
                                    point.identifier,
                                    point.pageX, point.pageY,
                                    point.screenX, point.screenY));
                            });
            
                            touchList = document.createTouchList.apply(document, touches);
                        } else if(Y.UA.ios && Y.UA.ios < 2.0) {
                            Y.error(NAME+': No touch event simulation framework present.');
                        } else {
                            // this will inclide android(Y.UA.android && Y.UA.android < 4.0)
                            // and desktops among all others.
            
                            /*
                             * Touch APIs are broken in androids older than 4.0. We will use
                             * simulated touch apis for these versions.
                             */
                            touchList = [];
                            Y.each(touchPoints, function(point) {
                                if(!point.identifier) {point.identifier = 0;}
                                if(!point.clientX)  {point.clientX = 0;}
                                if(!point.clientY)  {point.clientY = 0;}
                                if(!point.pageX)    {point.pageX = 0;}
                                if(!point.pageY)    {point.pageY = 0;}
                                if(!point.screenX)  {point.screenX = 0;}
                                if(!point.screenY)  {point.screenY = 0;}
            
                                touchList.push({
                                    target: self.target,
                                    identifier: point.identifier,
                                    clientX: point.clientX,
                                    clientY: point.clientY,
                                    pageX: point.pageX,
                                    pageY: point.pageY,
                                    screenX: point.screenX,
                                    screenY: point.screenY
                                });
                            });
            
                            touchList.item = function(i) {
                                return touchList[i];
                            };
                        }
                    } else {
                        Y.error(NAME+': Invalid touchPoints passed');
                    }
            
                    return touchList;
                },
            
                /**
                 * @method _simulateEvent
                 * @private
                 * @param {HTMLElement} target The DOM element that's the target of the event.
                 * @param {String} type The type of event or name of the supported gesture to simulate
                 *      (i.e., "click", "doubletap", "flick").
                 * @param {Object} options (Optional) Extra options to copy onto the event object.
                 *      For gestures, options are used to refine the gesture behavior.
                 */
                _simulateEvent: function(target, type, options) {
                    var touches;
            
                    if (touchEvents[type]) {
                        if(SUPPORTS_TOUCH) {
                            Y.Event.simulate(target, type, options);
                        } else {
                            // simulate using mouse events if touch is not applicable on this platform.
                            // but only single touch event can be simulated.
                            if(this._isSingleTouch(options.touches, options.targetTouches, options.changedTouches)) {
                                type = {
                                    touchstart: MOUSE_DOWN,
                                    touchmove: MOUSE_MOVE,
                                    touchend: MOUSE_UP
                                }[type];
            
                                options.button = 0;
                                options.relatedTarget = null; // since we are not using mouseover event.
            
                                // touchend has none in options.touches.
                                touches = (type === MOUSE_UP)? options.changedTouches : options.touches;
            
                                options = Y.mix(options, {
                                    screenX: touches.item(0).screenX,
                                    screenY: touches.item(0).screenY,
                                    clientX: touches.item(0).clientX,
                                    clientY: touches.item(0).clientY
                                }, true);
            
                                Y.Event.simulate(target, type, options);
            
                                if(type == MOUSE_UP) {
                                    Y.Event.simulate(target, MOUSE_CLICK, options);
                                }
                            } else {
                                Y.error("_simulateEvent(): Event '" + type + "' has multi touch objects that can't be simulated in your platform.");
                            }
                        }
                    } else {
                        // pass thru for all non touch events
                        Y.Event.simulate(target, type, options);
                    }
                },
            
                /**
                 * Helper method to check the single touch.
                 * @method _isSingleTouch
                 * @private
                 * @param {TouchList} touches
                 * @param {TouchList} targetTouches
                 * @param {TouchList} changedTouches
                 */
                _isSingleTouch: function(touches, targetTouches, changedTouches) {
                    return (touches && (touches.length <= 1)) &&
                        (targetTouches && (targetTouches.length <= 1)) &&
                        (changedTouches && (changedTouches.length <= 1));
                }
            };
            
            /*
             * A gesture simulation class.
             */
            Y.GestureSimulation = Simulations;
            
            /*
             * Various simulation default behavior properties. If user override
             * Y.GestureSimulation.defaults, overriden values will be used and this
             * should be done before the gesture simulation.
             */
            Y.GestureSimulation.defaults = DEFAULTS;
            
            /*
             * The high level gesture names that YUI knows how to simulate.
             */
            Y.GestureSimulation.GESTURES = gestureNames;
            
            /**
             * Simulates the higher user level gesture of the given name on a target.
             * This method generates a set of low level touch events(Apple specific gesture
             * events as well for the iOS platforms) asynchronously. Note that gesture
             * simulation is relying on `Y.Event.simulate()` method to generate
             * the touch events under the hood. The `Y.Event.simulate()` method
             * itself is a synchronous method.
             *
             * Users are suggested to use `Node.simulateGesture()` method which
             * basically calls this method internally. Supported gestures are `tap`,
             * `doubletap`, `press`, `move`, `flick`, `pinch` and `rotate`.
             *
             * The `pinch` gesture is used to simulate the pinching and spreading of two
             * fingers. During a pinch simulation, rotation is also possible. Essentially
             * `pinch` and `rotate` simulations share the same base implementation to allow
             * both pinching and rotation at the same time. The only difference is `pinch`
             * requires `start` and `end` option properties while `rotate` requires `rotation`
             * option property.
             *
             * The `pinch` and `rotate` gestures can be described as placing 2 fingers along a
             * circle. Pinching and spreading can be described by start and end circles while
             * rotation occurs on a single circle. If the radius of the start circle is greater
             * than the end circle, the gesture becomes a pinch, otherwise it is a spread spread.
             *
             * @example
             *
             *     var node = Y.one("#target");
             *
             *     // double tap example
             *     node.simulateGesture("doubletap", function() {
             *         // my callback function
             *     });
             *
             *     // flick example from the center of the node, move 50 pixels down for 50ms)
             *     node.simulateGesture("flick", {
             *         axis: y,
             *         distance: -100
             *         duration: 50
             *     }, function() {
             *         // my callback function
             *     });
             *
             *     // simulate rotating a node 75 degrees counter-clockwise
             *     node.simulateGesture("rotate", {
             *         rotation: -75
             *     });
             *
             *     // simulate a pinch and a rotation at the same time.
             *     // fingers start on a circle of radius 100 px, placed at top/bottom
             *     // fingers end on a circle of radius 50px, placed at right/left
             *     node.simulateGesture("pinch", {
             *         r1: 100,
             *         r2: 50,
             *         start: 0
             *         rotation: 90
             *     });
             *
             * @method simulateGesture
             * @param {HTMLElement|Node} node The YUI node or HTML element that's the target
             *      of the event.
             * @param {String} name The name of the supported gesture to simulate. The
             *      supported gesture name is one of "tap", "doubletap", "press", "move",
             *      "flick", "pinch" and "rotate".
             * @param {Object} [options] Extra options used to define the gesture behavior:
             *
             *      Valid options properties for the `tap` gesture:
             *
             *      @param {Array} [options.point] (Optional) Indicates the [x,y] coordinates
             *        where the tap should be simulated. Default is the center of the node
             *        element.
             *      @param {Number} [options.hold=10] (Optional) The hold time in milliseconds.
             *        This is the time between `touchstart` and `touchend` event generation.
             *      @param {Number} [options.times=1] (Optional) Indicates the number of taps.
             *      @param {Number} [options.delay=10] (Optional) The number of milliseconds
             *        before the next tap simulation happens. This is valid only when `times`
             *        is more than 1.
             *
             *      Valid options properties for the `doubletap` gesture:
             *
             *      @param {Array} [options.point] (Optional) Indicates the [x,y] coordinates
             *        where the doubletap should be simulated. Default is the center of the
             *        node element.
             *
             *      Valid options properties for the `press` gesture:
             *
             *      @param {Array} [options.point] (Optional) Indicates the [x,y] coordinates
             *        where the press should be simulated. Default is the center of the node
             *        element.
             *      @param {Number} [options.hold=3000] (Optional) The hold time in milliseconds.
             *        This is the time between `touchstart` and `touchend` event generation.
             *        Default is 3000ms (3 seconds).
             *
             *      Valid options properties for the `move` gesture:
             *
             *      @param {Object} [options.path] (Optional) Indicates the path of the finger
             *        movement. It's an object with three optional properties: `point`,
             *        `xdist` and  `ydist`.
             *        @param {Array} [options.path.point] A starting point of the gesture.
             *          Default is the center of the node element.
             *        @param {Number} [options.path.xdist=200] A distance to move in pixels
             *          along the X axis. A negative distance value indicates moving left.
             *        @param {Number} [options.path.ydist=0] A distance to move in pixels
             *          along the Y axis. A negative distance value indicates moving up.
             *      @param {Number} [options.duration=1000] (Optional) The duration of the
             *        gesture in milliseconds.
             *
             *      Valid options properties for the `flick` gesture:
             *
             *      @param {Array} [options.point] (Optional) Indicates the [x, y] coordinates
             *        where the flick should be simulated. Default is the center of the
             *        node element.
             *      @param {String} [options.axis='x'] (Optional) Valid values are either
             *        "x" or "y". Indicates axis to move along. The flick can move to one of
             *        4 directions(left, right, up and down).
             *      @param {Number} [options.distance=200] (Optional) Distance to move in pixels
             *      @param {Number} [options.duration=1000] (Optional) The duration of the
             *        gesture in milliseconds. User given value could be automatically
             *        adjusted by the framework if it is below the minimum velocity to be
             *        a flick gesture.
             *
             *      Valid options properties for the `pinch` gesture:
             *
             *      @param {Array} [options.center] (Optional) The center of the circle where
             *        two fingers are placed. Default is the center of the node element.
             *      @param {Number} [options.r1] (Required) Pixel radius of the start circle
             *        where 2 fingers will be on when the gesture starts. The circles are
             *        centered at the center of the element.
             *      @param {Number} [options.r2] (Required) Pixel radius of the end circle
             *        when this gesture ends.
             *      @param {Number} [options.duration=1000] (Optional) The duration of the
             *        gesture in milliseconds.
             *      @param {Number} [options.start=0] (Optional) Starting degree of the first
             *        finger. The value is relative to the path of the north. Default is 0
             *        (i.e., 12:00 on a clock).
             *      @param {Number} [options.rotation=0] (Optional) Degrees to rotate from
             *        the starting degree. A negative value means rotation to the
             *        counter-clockwise direction.
             *
             *      Valid options properties for the `rotate` gesture:
             *
             *      @param {Array} [options.center] (Optional) The center of the circle where
             *        two fingers are placed. Default is the center of the node element.
             *      @param {Number} [options.r1] (Optional) Pixel radius of the start circle
             *        where 2 fingers will be on when the gesture starts. The circles are
             *        centered at the center of the element. Default is a fourth of the node
             *        element width or height, whichever is smaller.
             *      @param {Number} [options.r2] (Optional) Pixel radius of the end circle
             *        when this gesture ends. Default is a fourth of the node element width or
             *        height, whichever is smaller.
             *      @param {Number} [options.duration=1000] (Optional) The duration of the
             *        gesture in milliseconds.
             *      @param {Number} [options.start=0] (Optional) Starting degree of the first
             *        finger. The value is relative to the path of the north. Default is 0
             *        (i.e., 12:00 on a clock).
             *      @param {Number} [options.rotation] (Required) Degrees to rotate from
             *        the starting degree. A negative value means rotation to the
             *        counter-clockwise direction.
             *
             * @param {Function} [cb] The callback to execute when the asynchronouse gesture
             *      simulation is completed.
             *      @param {Error} cb.err An error object if the simulation is failed.
             * @for Event
             * @static
             */
            Y.Event.simulateGesture = function(node, name, options, cb) {
            
                node = Y.one(node);
            
                var sim = new Y.GestureSimulation(node);
                name = name.toLowerCase();
            
                if(!cb && Y.Lang.isFunction(options)) {
                    cb = options;
                    options = {};
                }
            
                options = options || {};
            
                if (gestureNames[name]) {
                    switch(name) {
                        // single-touch: point gestures
                        case 'tap':
                            sim.tap(cb, options.point, options.times, options.hold, options.delay);
                            break;
                        case 'doubletap':
                            sim.tap(cb, options.point, 2);
                            break;
                        case 'press':
                            if(!Y.Lang.isNumber(options.hold)) {
                                options.hold = DEFAULTS.HOLD_PRESS;
                            } else if(options.hold < DEFAULTS.MIN_HOLD_PRESS) {
                                options.hold = DEFAULTS.MIN_HOLD_PRESS;
                            } else if(options.hold > DEFAULTS.MAX_HOLD_PRESS) {
                                options.hold = DEFAULTS.MAX_HOLD_PRESS;
                            }
                            sim.tap(cb, options.point, 1, options.hold);
                            break;
            
                        // single-touch: move gestures
                        case 'move':
                            sim.move(cb, options.path, options.duration);
                            break;
                        case 'flick':
                            sim.flick(cb, options.point, options.axis, options.distance,
                                options.duration);
                            break;
            
                        // multi-touch: pinch/rotation gestures
                        case 'pinch':
                            sim.pinch(cb, options.center, options.r1, options.r2,
                                options.duration, options.start, options.rotation);
                            break;
                        case 'rotate':
                            sim.rotate(cb, options.center, options.r1, options.r2,
                                options.duration, options.start, options.rotation);
                            break;
                    }
                } else {
                    Y.error(NAME+': Not a supported gesture simulation: '+name);
                }
            };