src/cm/media/js/lib/yui/yui_3.10.3/build/gesture-simulate/gesture-simulate.js
changeset 525 89ef5ed3c48b
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/src/cm/media/js/lib/yui/yui_3.10.3/build/gesture-simulate/gesture-simulate.js	Tue Jul 16 14:29:46 2013 +0200
@@ -0,0 +1,1330 @@
+/*
+YUI 3.10.3 (build 2fb5187)
+Copyright 2013 Yahoo! Inc. All rights reserved.
+Licensed under the BSD License.
+http://yuilibrary.com/license/
+*/
+
+YUI.add('gesture-simulate', function (Y, NAME) {
+
+/**
+ * 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.
+     * @return {void}
+     */
+    _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.  
+ * @return {void}
+ * @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);
+    }
+};
+
+
+}, '3.10.3', {"requires": ["async-queue", "event-simulate", "node-screen"]});