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refactor(refresher): allow refresher content customization
Breaking Change: ## Refresher: - `<ion-refresher>` now takes a child `<ion-refresher-content>` component. - Custom refresh content components can now be replaced for Ionic's default refresher content. - Properties `pullingIcon`, `pullingText` and `refreshingText` have been moved to the `<ion-refresher-content>` component. - `spinner` property has been renamed to `refreshingSpinner` and now goes on the `<ion-refresher-content>` component. - `refreshingIcon` property is no longer an input, but instead `refreshingSpinner` should be used. Was: ``` <ion-refresher (refresh)="doRefresh($event)" pullingIcon="arrow-dropdown"> </ion-refresher> ``` Now: ``` <ion-refresher (refresh)="doRefresh($event)"> <ion-refresher-content pullingIcon="arrow-dropdown"></ion-refresher-content> </ion-refresher> ```
This commit is contained in:
549
ionic/components/refresher/refresher.ts
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549
ionic/components/refresher/refresher.ts
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@ -0,0 +1,549 @@
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import {Directive, ElementRef, EventEmitter, Host, Input, Output, NgZone} from 'angular2/core'
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import {NgIf, NgClass} from 'angular2/common';
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import {Content} from '../content/content';
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import {Icon} from '../icon/icon';
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import {isTrueProperty} from '../../util/util';
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import {CSS, pointerCoord, transitionEnd} from '../../util/dom';
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/**
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* @name Refresher
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* @description
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* Allows you to add Pull-To-Refresh to an Content component.
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* Place `ion-refresher` as the first child of your `ion-content` element.
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*
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* Pages can then can listen to the refreshers various output events. The
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* `refresh` output event is the one that's fired when the user has pulled
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* down far enough to kick off the refreshing process. Once the async operation
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* has completed and the refreshing should end, call `endRefreshing()`.
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*
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* @usage
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* ```html
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* <ion-content>
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*
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* <ion-refresher (refresh)="doRefresh($event)">
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* <ion-refresher-content></ion-refresher-content>
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* </ion-refresher>
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*
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* </ion-content>
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* ```
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*
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* ```ts
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* @Page({...})
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* export class NewsFeedPage {
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*
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* doRefresh(refresher) {
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* console.log('Begin async operation', refresher);
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*
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* setTimeout(() => {
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* console.log('Async operation has ended');
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* refresher.endRefreshing();
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* }, 2000);
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* }
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*
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* }
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* ```
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*
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*
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* ## Refresher Content
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*
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* By default, Ionic provides the pulling icon and refreshing spinner that
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* looks best for the platform the user is on. However, you can change the
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* default icon and spinner, along with adding text for each state by
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* adding properties to the child `ion-refresher-content` component.
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*
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* ```html
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* <ion-content>
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*
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* <ion-refresher (refresh)="doRefresh($event)">
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* <ion-refresher-content
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* pullingIcon="arrow-dropdown"
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* pullingText="Pull to refresh"
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* refreshingSpinner="circles"
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* refreshingText="Refreshing...">
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* </ion-refresher-content>
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* </ion-refresher>
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*
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* </ion-content>
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* ```
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*
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*
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* ## Further Customizing Refresher Content
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*
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* The `ion-refresh` component holds the refresh logic, and it requires a
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* child refresher content component for its display. The `ion-refresher-content`
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* component is Ionic's default that shows the actual display of the refresher
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* and changes its look depending on the refresher's state. With this separation,
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* it also allows developers to create their own refresher content components.
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* Ideas include having some cool SVG or CSS animations that are customized to
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* your app and animates the various refresher states to your liking.
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*
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* @demo /docs/v2/demos/refresher/
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*
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*/
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@Directive({
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selector: 'ion-refresher',
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host: {
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'[class.refresher-active]': 'state !== "inactive"'
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}
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})
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export class Refresher {
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private _appliedStyles: boolean = false;
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private _didStart: boolean;
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private _lastStart: number = 0;
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private _lastCheck: number = 0;
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private _isEnabled: boolean = true;
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private _mDown: Function;
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private _mMove: Function;
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private _mUp: Function;
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private _tStart: Function;
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private _tMove: Function;
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private _tEnd: Function;
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/**
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* The current state which the refresher is in. The refresher's states include:
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*
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* - `inactive` - The refresher is not being pulled down or refreshing and is currently hidden.
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* - `pulling` - The user is actively pulling down the refresher, but has not reached the point yet that if the user lets go, it'll refresh.
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* - `cancelling` - The user pulled down the refresher and let go, but did not pull down far enough to kick off the `refreshing` state. After letting go, the refresher is in the `cancelling` state while it is closing, and will go back to the `inactive` state once closed.
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* - `ready` - The user has pulled down the refresher far enough that if they let go, it'll begin the `refreshing` state.
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* - `refreshing` - The refresher is actively waiting on the async operation to end. Once the refresh handler calls `endRefreshing()` it will begin the `ending` state.
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* - `ending` - The `refreshing` state has finished and the refresher is in the process of closing itself. Once closed, the refresher will go back to the `inactive` state.
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*/
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state: string = STATE_INACTIVE;
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/**
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* The Y coordinate of where the user started to the pull down the content.
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*/
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startY: number = null;
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/**
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* The current touch or mouse event's Y coordinate.
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*/
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currentY: number = null;
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/**
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* The distance between the start of the pull and the current touch or
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* mouse event's Y coordinate.
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*/
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deltaY: number = null;
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/**
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* A number representing how far down the user has pulled.
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* The number `0` represents the user hasn't pulled down at all. The
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* number `1`, and anything greater than `1`, represents that the user
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* has pulled far enough down that when they let go then the refresh will
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* happen. If they let go and the number is less than `1`, then the
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* refresh will not happen, and the content will return to it's original
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* position.
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*/
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progress: number = 0;
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/**
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* @input {number} The min distance the user must pull down until the
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* refresher can go into the `refreshing` state. Default is `60`.
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*/
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@Input() pullMin: number = 60;
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/**
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* @input {number} The maximum distance of the pull until the refresher
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* will automatically go into the `refreshing` state. By default, the pull
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* maximum will be the result of `pullMin + 60`.
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*/
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@Input() pullMax: number = null;
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/**
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* @input {number} How many milliseconds it takes to close the refresher. Default is `280`.
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*/
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@Input() closeDuration: number = 280;
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/**
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* @input {number} How many milliseconds it takes the refresher to to snap back to the `refreshing` state. Default is `280`.
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*/
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@Input() snapbackDuration: number = 280;
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/**
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* @input {boolean} If the refresher is enabled or not. Default is `true`.
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*/
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@Input()
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get enabled(): boolean {
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return this._isEnabled;
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}
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set enabled(val: boolean) {
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this._isEnabled = isTrueProperty(val);
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this._setListeners(this._isEnabled);
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}
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/**
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* @output {event} When the user lets go and has pulled down far enough, which would be
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* farther than the `pullMin`, then your refresh hander if fired and the state is
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* updated to `refreshing`. From within your refresh handler, you must call the
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* `endRefreshing()` method when your async operation has completed.
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*/
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@Output() refresh: EventEmitter<Refresher> = new EventEmitter();
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/**
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* @output {event} While the user is pulling down the content and exposing the refresher.
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*/
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@Output() pulling: EventEmitter<Refresher> = new EventEmitter();
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/**
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* @output {event} When the user begins to start pulling down.
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*/
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@Output() start: EventEmitter<Refresher> = new EventEmitter();
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constructor(
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@Host() private _content: Content,
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private _zone: NgZone,
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elementRef: ElementRef
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) {
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_content.addCssClass('has-refresher');
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// deprecated warning
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let ele = elementRef.nativeElement;
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let deprecatedAttrs = ['pullingIcon', 'pullingText', 'refreshingIcon', 'refreshingText', 'spinner'];
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deprecatedAttrs.forEach(attrName => {
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if (ele.hasAttribute(attrName)) {
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console.warn('<ion-refresher> property "' + attrName + '" should now be placed on the inner <ion-refresher-content> component instead of <ion-refresher>. Please review the Refresher docs for API updates.');
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}
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});
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}
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private _onStart(ev: TouchEvent): any {
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// if multitouch then get out immediately
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if (ev.touches && ev.touches.length > 1) {
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return 1;
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}
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let coord = pointerCoord(ev);
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console.debug('Pull-to-refresh, onStart', ev.type, 'y:', coord.y);
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let now = Date.now();
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if (this._lastStart + 100 > now) {
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return 2;
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}
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this._lastStart = now;
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if ( ev.type === 'mousedown' && !this._mMove) {
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this._mMove = this._content.addMouseMoveListener( this._onMove.bind(this) );
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}
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this.startY = this.currentY = coord.y;
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this.progress = 0;
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if (!this.pullMax) {
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this.pullMax = (this.pullMin + 60);
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}
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}
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private _onMove(ev: TouchEvent): any {
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// this method can get called like a bazillion times per second,
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// so it's built to be as efficient as possible, and does its
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// best to do any DOM read/writes only when absolutely necessary
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console.debug('Pull-to-refresh, onMove', ev.type);
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// if multitouch then get out immediately
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if (ev.touches && ev.touches.length > 1) {
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return 1;
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}
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// do nothing if it's actively refreshing
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// or it's in the process of closing
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// or this was never a startY
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if (this.startY === null || this.state === STATE_REFRESHING || this.state === STATE_CANCELLING || this.state === STATE_ENDING) {
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return 2;
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}
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// if we just updated stuff less than 16ms ago
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// then don't check again, just chillout plz
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let now = Date.now();
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if (this._lastCheck + 16 > now) {
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return 3;
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}
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// remember the last time we checked all this
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this._lastCheck = now;
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// get the current pointer coordinates
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let coord = pointerCoord(ev);
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this.currentY = coord.y;
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// it's now possible they could be pulling down the content
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// how far have they pulled so far?
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this.deltaY = (coord.y - this.startY);
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// don't bother if they're scrolling up
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// and have not already started dragging
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if (this.deltaY <= 0) {
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// the current Y is higher than the starting Y
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// so they scrolled up enough to be ignored
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this.progress = 0;
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if (this.state !== STATE_INACTIVE) {
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this._zone.run(() => {
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this.state = STATE_INACTIVE;
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});
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}
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if (this._appliedStyles) {
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// reset the styles only if they were applied
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this._setCss(0, '', false, '');
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return 5;
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}
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return 6;
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}
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if (this.state === STATE_INACTIVE) {
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// this refresh is not alreadying actively pulling down
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// get the content's scrollTop
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let scrollHostScrollTop = this._content.getScrollTop();
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// if the scrollTop is greater than zero then it's
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// not possible to pull the content down yet
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if (scrollHostScrollTop > 0) {
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this.progress = 0;
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return 7;
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}
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// content scrolled all the way to the top, and dragging down
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this.state = STATE_PULLING;
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}
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// prevent native scroll events
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ev.preventDefault();
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// the refresher is actively pulling at this point
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// move the scroll element within the content element
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this._setCss(this.deltaY, '0ms', true, '');
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if (!this.deltaY) {
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// don't continue if there's no delta yet
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this.progress = 0;
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return 8;
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}
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// so far so good, let's run this all back within zone now
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this._zone.run(() => {
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this._onMoveInZone();
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});
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}
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private _onMoveInZone() {
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// set pull progress
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this.progress = (this.deltaY / this.pullMin);
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// emit "start" if it hasn't started yet
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if (!this._didStart) {
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this._didStart = true;
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this.start.emit(this);
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}
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// emit "pulling" on every move
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this.pulling.emit(this);
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// do nothing if the delta is less than the pull threshold
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if (this.deltaY < this.pullMin) {
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// ensure it stays in the pulling state, cuz its not ready yet
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this.state = STATE_PULLING;
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return 2;
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}
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if (this.deltaY > this.pullMax) {
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// they pulled farther than the max, so kick off the refresh
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this._beginRefresh();
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return 3;
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}
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// pulled farther than the pull min!!
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// it is now in the `ready` state!!
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// if they let go then it'll refresh, kerpow!!
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this.state = STATE_READY;
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return 4;
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}
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private _onEnd(ev) {
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// only run in a zone when absolutely necessary
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if (this.state === STATE_READY) {
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this._zone.run(() => {
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// they pulled down far enough, so it's ready to refresh
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this._beginRefresh();
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});
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} else if (this.state === STATE_PULLING) {
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this._zone.run(() => {
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// they were pulling down, but didn't pull down far enough
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// set the content back to it's original location
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// and close the refresher
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// set that the refresh is actively cancelling
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this.cancelRefreshing();
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});
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}
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// reset on any touchend/mouseup
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this.startY = null;
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if (this._mMove) {
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// we don't want to always listen to mousemoves
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// remove it if we're still listening
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this._mMove();
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this._mMove = null;
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}
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}
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private _beginRefresh() {
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// assumes we're already back in a zone
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// they pulled down far enough, so it's ready to refresh
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this.state = STATE_REFRESHING;
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// place the content in a hangout position while it thinks
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this._setCss(this.pullMin,( this.snapbackDuration + 'ms'), true, '');
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// emit "refresh" because it was pulled down far enough
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// and they let go to begin refreshing
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this.refresh.emit(this);
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}
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/**
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* Call `endRefreshing()` when your async operation has completed.
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* For example, the `refreshing` state is while the app is performing
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* an asynchronous operation, such as receiving more data from an
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* AJAX request. Once the data has been received, you then call this
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* method to signify that the refreshing has completed and to close
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* the refresher. This method also changes the refresher's state from
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* `refreshing` to `ending`.
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*/
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endRefreshing() {
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this._close(STATE_ENDING, '120ms');
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}
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/**
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* Changes the refresher's state from `refreshing` to `cancelling`.
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*/
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cancelRefreshing() {
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this._close(STATE_CANCELLING, '');
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}
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/**
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* @private
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*/
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private complete() {
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// deprecated warning
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console.warn('refresher completed() deprecated, please update to endRefreshing()');
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this.endRefreshing();
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}
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private _close(state: string, delay: string) {
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var timer;
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function close(ev) {
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// closing is done, return to inactive state
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if (ev) {
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clearTimeout(timer);
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}
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this.state = STATE_INACTIVE;
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this.progress = 0;
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this._didStart = this.startY = this.currentY = this.deltaY = null;
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this._setCss(0, '0ms', false, '');
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}
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// create fallback timer incase something goes wrong with transitionEnd event
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timer = setTimeout(close.bind(this), 600);
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// create transition end event on the content's scroll element
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this._content.onScrollElementTransitionEnd(close.bind(this));
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// reset set the styles on the scroll element
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// set that the refresh is actively cancelling/completing
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this.state = state;
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this._setCss(0, '', true, delay);
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if (this._mMove) {
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// always remove the mousemove event
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this._mMove();
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this._mMove = null;
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}
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}
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private _setCss(y: number, duration: string, overflowVisible: boolean, delay: string) {
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this._appliedStyles = (y > 0);
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var content = this._content;
|
||||
content.setScrollElementStyle(CSS.transform, ((y > 0) ? 'translateY(' + y + 'px) translateZ(0px)' : 'translateZ(0px)'));
|
||||
content.setScrollElementStyle(CSS.transitionDuration, duration);
|
||||
content.setScrollElementStyle(CSS.transitionDelay, delay);
|
||||
content.setScrollElementStyle('overflow', (overflowVisible ? 'hidden' : ''));
|
||||
}
|
||||
|
||||
private _setListeners(shouldListen: boolean) {
|
||||
const self = this;
|
||||
const content = self._content;
|
||||
|
||||
if (shouldListen) {
|
||||
// add listener outside of zone
|
||||
// touch handlers
|
||||
self._zone.runOutsideAngular(function() {
|
||||
if (!self._tStart) {
|
||||
self._tStart = content.addTouchStartListener( self._onStart.bind(self) );
|
||||
}
|
||||
if (!self._tMove) {
|
||||
self._tMove = content.addTouchMoveListener( self._onMove.bind(self) );
|
||||
}
|
||||
if (!self._tEnd) {
|
||||
self._tEnd = content.addTouchEndListener( self._onEnd.bind(self) );
|
||||
}
|
||||
|
||||
// mouse handlers
|
||||
// mousemove does not get added until mousedown fires
|
||||
if (!self._mDown) {
|
||||
self._mDown = content.addMouseDownListener( self._onStart.bind(self) );
|
||||
}
|
||||
if (!self._mUp) {
|
||||
self._mUp = content.addMouseUpListener( self._onEnd.bind(self) );
|
||||
}
|
||||
});
|
||||
|
||||
} else {
|
||||
// unregister event listeners from content element
|
||||
self._mDown && self._mDown();
|
||||
self._mMove && self._mMove();
|
||||
self._mUp && self._mUp();
|
||||
self._tStart && self._tStart();
|
||||
self._tMove && self._tMove();
|
||||
self._tEnd && self._tEnd();
|
||||
|
||||
self._mDown = self._mMove = self._mUp = self._tStart = self._tMove = self._tEnd = null;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @private
|
||||
*/
|
||||
ngOnInit() {
|
||||
// bind event listeners
|
||||
// save the unregister listener functions to use onDestroy
|
||||
this._setListeners(this._isEnabled);
|
||||
}
|
||||
|
||||
/**
|
||||
* @private
|
||||
*/
|
||||
ngOnDestroy() {
|
||||
this._setListeners(false);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
const STATE_INACTIVE = 'inactive';
|
||||
const STATE_PULLING = 'pulling';
|
||||
const STATE_READY = 'ready';
|
||||
const STATE_REFRESHING = 'refreshing';
|
||||
const STATE_CANCELLING = 'cancelling';
|
||||
const STATE_ENDING = 'ending';
|
Reference in New Issue
Block a user