Use blocked scoped variables
In addition to using const and let, this also upgrades our linter config and removes lint (mostly whitespace).
This commit is contained in:
@@ -42,8 +42,8 @@ import _ol_pointer_MouseSource_ from '../pointer/MouseSource.js';
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* @param {ol.pointer.MouseSource} mouseSource Mouse source.
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* @extends {ol.pointer.EventSource}
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*/
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var _ol_pointer_TouchSource_ = function(dispatcher, mouseSource) {
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var mapping = {
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const _ol_pointer_TouchSource_ = function(dispatcher, mouseSource) {
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const mapping = {
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'touchstart': this.touchstart,
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'touchmove': this.touchmove,
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'touchend': this.touchend,
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@@ -124,7 +124,7 @@ _ol_pointer_TouchSource_.prototype.isPrimaryTouch_ = function(inTouch) {
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* @private
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*/
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_ol_pointer_TouchSource_.prototype.setPrimaryTouch_ = function(inTouch) {
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var count = Object.keys(this.pointerMap).length;
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const count = Object.keys(this.pointerMap).length;
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if (count === 0 || (count === 1 &&
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_ol_pointer_MouseSource_.POINTER_ID.toString() in this.pointerMap)) {
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this.firstTouchId_ = inTouch.identifier;
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@@ -150,8 +150,8 @@ _ol_pointer_TouchSource_.prototype.removePrimaryPointer_ = function(inPointer) {
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*/
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_ol_pointer_TouchSource_.prototype.resetClickCount_ = function() {
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this.resetId_ = setTimeout(
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this.resetClickCountHandler_.bind(this),
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_ol_pointer_TouchSource_.CLICK_COUNT_TIMEOUT);
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this.resetClickCountHandler_.bind(this),
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_ol_pointer_TouchSource_.CLICK_COUNT_TIMEOUT);
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};
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@@ -181,7 +181,7 @@ _ol_pointer_TouchSource_.prototype.cancelResetClickCount_ = function() {
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* @return {Object} A pointer object.
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*/
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_ol_pointer_TouchSource_.prototype.touchToPointer_ = function(browserEvent, inTouch) {
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var e = this.dispatcher.cloneEvent(browserEvent, inTouch);
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const e = this.dispatcher.cloneEvent(browserEvent, inTouch);
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// Spec specifies that pointerId 1 is reserved for Mouse.
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// Touch identifiers can start at 0.
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// Add 2 to the touch identifier for compatibility.
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@@ -216,13 +216,13 @@ _ol_pointer_TouchSource_.prototype.touchToPointer_ = function(browserEvent, inTo
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* @param {function(Event, Object)} inFunction In function.
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*/
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_ol_pointer_TouchSource_.prototype.processTouches_ = function(inEvent, inFunction) {
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var touches = Array.prototype.slice.call(
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inEvent.changedTouches);
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var count = touches.length;
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const touches = Array.prototype.slice.call(
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inEvent.changedTouches);
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const count = touches.length;
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function preventDefault() {
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inEvent.preventDefault();
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}
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var i, pointer;
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let i, pointer;
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for (i = 0; i < count; ++i) {
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pointer = this.touchToPointer_(inEvent, touches[i]);
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// forward touch preventDefaults
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@@ -239,9 +239,9 @@ _ol_pointer_TouchSource_.prototype.processTouches_ = function(inEvent, inFunctio
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* @return {boolean} True, if the `Touch` with the given id is in the list.
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*/
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_ol_pointer_TouchSource_.prototype.findTouch_ = function(touchList, searchId) {
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var l = touchList.length;
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var touch;
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for (var i = 0; i < l; i++) {
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const l = touchList.length;
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let touch;
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for (let i = 0; i < l; i++) {
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touch = touchList[i];
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if (touch.identifier === searchId) {
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return true;
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@@ -263,14 +263,14 @@ _ol_pointer_TouchSource_.prototype.findTouch_ = function(touchList, searchId) {
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* @param {Event} inEvent The in event.
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*/
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_ol_pointer_TouchSource_.prototype.vacuumTouches_ = function(inEvent) {
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var touchList = inEvent.touches;
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const touchList = inEvent.touches;
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// pointerMap.getCount() should be < touchList.length here,
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// as the touchstart has not been processed yet.
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var keys = Object.keys(this.pointerMap);
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var count = keys.length;
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const keys = Object.keys(this.pointerMap);
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const count = keys.length;
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if (count >= touchList.length) {
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var d = [];
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var i, key, value;
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const d = [];
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let i, key, value;
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for (i = 0; i < count; ++i) {
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key = keys[i];
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value = this.pointerMap[key];
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@@ -338,14 +338,14 @@ _ol_pointer_TouchSource_.prototype.touchmove = function(inEvent) {
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* @param {Object} inPointer The in pointer.
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*/
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_ol_pointer_TouchSource_.prototype.moveOverOut_ = function(browserEvent, inPointer) {
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var event = inPointer;
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var pointer = this.pointerMap[event.pointerId];
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const event = inPointer;
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const pointer = this.pointerMap[event.pointerId];
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// a finger drifted off the screen, ignore it
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if (!pointer) {
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return;
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}
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var outEvent = pointer.out;
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var outTarget = pointer.outTarget;
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const outEvent = pointer.out;
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const outTarget = pointer.outTarget;
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this.dispatcher.move(event, browserEvent);
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if (outEvent && outTarget !== event.target) {
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outEvent.relatedTarget = event.target;
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@@ -433,12 +433,12 @@ _ol_pointer_TouchSource_.prototype.cleanUpPointer_ = function(inPointer) {
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* @param {Event} inEvent The in event.
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*/
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_ol_pointer_TouchSource_.prototype.dedupSynthMouse_ = function(inEvent) {
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var lts = this.mouseSource.lastTouches;
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var t = inEvent.changedTouches[0];
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const lts = this.mouseSource.lastTouches;
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const t = inEvent.changedTouches[0];
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// only the primary finger will synth mouse events
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if (this.isPrimaryTouch_(t)) {
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// remember x/y of last touch
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var lt = [t.clientX, t.clientY];
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const lt = [t.clientX, t.clientY];
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lts.push(lt);
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setTimeout(function() {
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