/** * ionic.views.Scroll. Portions adapted from the great iScroll 5, which is * also MIT licensed. * iScroll v5.0.5 ~ (c) 2008-2013 Matteo Spinelli ~ http://cubiq.org/license * * Think of ionic.views.Scroll like a Javascript version of UIScrollView or any * scroll container in any UI library. You could just use -webkit-overflow-scrolling: touch, * but you lose control over scroll behavior that native developers have with things * like UIScrollView, and you don't get events after the finger stops touching the * device (after a flick, for example) */ (function(ionic) { 'use strict'; var EASING_FUNCTIONS = { quadratic: 'cubic-bezier(0.25, 0.46, 0.45, 0.94)', circular: 'cubic-bezier(0.1, 0.57, 0.1, 1)', circular2: 'cubic-bezier(0.075, 0.82, 0.165, 1)', bounce: 'cubic-bezier(.02,.69,.67,1)', // It closes like a high-end toilet seat. Fast, then nice and slow. // Thanks to our @xtheglobe for that. toiletSeat: 'cubic-bezier(0.05, 0.60, 0.05, 0.60)' }; ionic.views.ScrollView = function(opts) { var _this = this; // Extend the options with our defaults opts = ionic.Utils.extend({ decelerationRate: ionic.views.ScrollView.prototype.DECEL_RATE_NORMAL, dragThreshold: 10, resistance: 2, scrollEventName: 'momentumScrolled', scrollEndEventName: 'momentumScrollEnd', intertialEventInterval: 50, mouseWheelSpeed: 20, invertWheel: false, isVerticalEnabled: true, isHorizontalEnabled: false, bounceEasing: EASING_FUNCTIONS.bounce, bounceTime: 600 //how long to take when bouncing back in a rubber band }, opts); ionic.Utils.extend(this, opts); this.el = opts.el; this.y = 0; this.x = 0; // Listen for drag and release events ionic.onGesture('drag', function(e) { _this._handleDrag(e); }, this.el); ionic.onGesture('release', function(e) { _this._handleEndDrag(e); }, this.el); ionic.on('mousewheel', function(e) { _this._wheel(e); }, this.el); ionic.on('DOMMouseScroll', function(e) { _this._wheel(e); }, this.el); ionic.on(this.scrollEndEventName, function(e) { _this._onScrollEnd(e); }, this.el); ionic.on('webkitTransitionEnd', function(e) { _this._onTransitionEnd(e); }); }; ionic.views.ScrollView.prototype = { DECEL_RATE_NORMAL: 0.998, DECEL_RATE_FAST: 0.99, DECEL_RATE_SLOW: 0.996, /** * Scroll to the given X and Y point, taking * the given amount of time, with the given * easing function defined as a CSS3 timing function. * * @param {float} the x position to scroll to (CURRENTLY NOT SUPPORTED!) * @param {float} the y position to scroll to * @param {float} the time to take scrolling to the new position * @param {easing} the animation function to use for easing */ scrollTo: function(x, y, time, easing) { var _this = this; easing = easing || 'cubic-bezier(0.1, 0.57, 0.1, 1)'; var ox = x, oy = y; var el = this.el; if(x !== null) { this.x = x; } else { x = this.x; } if(y !== null) { this.y = y; } else { y = this.y; } el.offsetHeight; el.style.webkitTransitionTimingFunction = easing; el.style.webkitTransitionDuration = time; el.style.webkitTransform = 'translate3d(' + x + 'px,' + y + 'px, 0)'; // Start triggering events as the element scrolls from inertia. // This is important because we need to receive scroll events // even after a "flick" and adjust, etc. this._momentumStepTimeout = setTimeout(function eventNotify() { var scrollTop = parseFloat(_this.el.style.webkitTransform.replace('translate3d(', '').split(',')[1]) || 0; ionic.trigger(_this.scrollEventName, { target: _this.el, scrollTop: -scrollTop }); if(_this._isDragging) { _this._momentumStepTimeout = setTimeout(eventNotify, _this.inertialEventInterval); } }, this.inertialEventInterval) console.log('TRANSITION ADDED!'); }, /** * If the scroll position is outside the current bounds, * animate it back. */ wrapScrollPosition: function(transitionTime) { var _this = this; var totalWidth = _this.el.scrollWidth; var totalHeight = _this.el.scrollHeight; var parentWidth = _this.el.parentNode.offsetWidth; var parentHeight = _this.el.parentNode.offsetHeight; var maxX = Math.min(0, (-totalWidth + parentWidth)); var maxY = Math.min(0, (-totalHeight + parentHeight)); //this._execEvent('scrollEnd'); var x = _this.x, y = _this.y; if (!_this.isHorizontalEnabled || _this.x > 0) { x = 0; } else if ( _this.x < maxX) { x = maxX; } if (!_this.isVerticalEnabled || _this.y > 0) { y = 0; } else if (_this.y < maxY) { y = maxY; } // No change if (x == _this.x && y == _this.y) { return false; } _this.scrollTo(x, y, transitionTime || 0, _this.bounceEasing); return true; }, _wheel: function(e) { var wheelDeltaX, wheelDeltaY, newX, newY, that = this; var totalWidth = this.el.scrollWidth; var totalHeight = this.el.scrollHeight; var parentWidth = this.el.parentNode.offsetWidth; var parentHeight = this.el.parentNode.offsetHeight; var maxX = Math.min(0, (-totalWidth + parentWidth)); var maxY = Math.min(0, (-totalHeight + parentHeight)); // Execute the scrollEnd event after 400ms the wheel stopped scrolling clearTimeout(this.wheelTimeout); this.wheelTimeout = setTimeout(function () { ionic.trigger(this.scrollEndEventName, { target: this.el, scrollLeft: this.x, scrollTop: this.y }); }, 400); e.preventDefault(); if('wheelDeltaX' in e) { wheelDeltaX = e.wheelDeltaX / 120; wheelDeltaY = e.wheelDeltaY / 120; } else if ('wheelDelta' in e) { wheelDeltaX = wheelDeltaY = e.wheelDelta / 120; } else if ('detail' in e) { wheelDeltaX = wheelDeltaY = -e.detail / 3; } else { return; } wheelDeltaX *= this.mouseWheelSpeed; wheelDeltaY *= this.mouseWheelSpeed; if(!this.isVerticalEnabled) { wheelDeltaX = wheelDeltaY; wheelDeltaY = 0; } newX = this.x + (this.isHorizontalEnabled ? wheelDeltaX * (this.invertWheel ? -1 : 1) : 0); newY = this.y + (this.isVerticalEnabled ? wheelDeltaY * (this.invertWheel ? -1 : 1) : 0); if(newX > 0) { newX = 0; } else if (newX < maxX) { newX = maxX; } if(newY > 0) { newY = 0; } else if (newY < maxY) { newY = maxY; } this.scrollTo(newX, newY, 0); }, _getMomentum: function (current, start, time, lowerMargin, wrapperSize) { var distance = current - start, speed = Math.abs(distance) / time, destination, duration, deceleration = 0.0006; // Calculate the final desination destination = current + ( speed * speed ) / ( 2 * deceleration ) * ( distance < 0 ? -1 : 1 ); duration = speed / deceleration; // Check if the final destination needs to be rubber banded if ( destination < lowerMargin ) { // We have dragged too far down, snap back to the maximum destination = wrapperSize ? lowerMargin - ( wrapperSize / 2.5 * ( speed / 8 ) ) : lowerMargin; distance = Math.abs(destination - current); duration = distance / speed; console.log("MOMENTUM TOO FAR DOWN", destination); } else if ( destination > 0 ) { // We have dragged too far up, snap back to 0 destination = wrapperSize ? wrapperSize / 2.5 * ( speed / 8 ) : 0; distance = Math.abs(current) + destination; duration = distance / speed; console.log("MOMENTUM TOO FAR UP", destination); } console.log('Momentum: time:', time, 'speed:',speed, 'dest:',destination, 'dur:',duration); return { destination: Math.round(destination), duration: duration }; }, _onTransitionEnd: function(e) { var _this = this; if (e.target != this.el) { return; } // Triggered to end scroll, once the final animation has ended if(this._didEndScroll) { this._didEndScroll = false; ionic.trigger(_this.scrollEndEventName, { target: _this.el, scrollLeft: _this.x, scrollTop: _this.y }); } this.el.style.webkitTransitionDuration = '0'; window.requestAnimationFrame(function() { if(_this.wrapScrollPosition(_this.bounceTime)) { _this._didEndScroll = true; } }); }, _onScrollEnd: function() { this._isDragging = false; this._drag = null; this.el.classList.remove('scroll-scrolling'); console.log('REMOVING TRANSITION'); this.el.style.webkitTransitionDuration = '0'; clearTimeout(this._momentumStepTimeout) }, _initDrag: function() { this._onScrollEnd(); this._isStopped = false; }, /** * Initialize a drag by grabbing the content area to drag, and any other * info we might need for the dragging. */ _startDrag: function(e) { var offsetX, content; this._initDrag(); var scrollLeft = parseFloat(this.el.style.webkitTransform.replace('translate3d(', '').split(',')[0]) || 0; var scrollTop = parseFloat(this.el.style.webkitTransform.replace('translate3d(', '').split(',')[1]) || 0; var totalWidth = this.el.scrollWidth; var totalHeight = this.el.scrollHeight; var parentWidth = this.el.parentNode.offsetWidth; var parentHeight = this.el.parentNode.offsetHeight; var maxX = Math.min(0, (-totalWidth + parentWidth)); var maxY = Math.min(0, (-totalHeight + parentHeight)); // Check if we even have enough content to scroll, if not, don't start the drag if((this.isHorizontalEnabled && maxX == 0) || (this.isVerticalEnabled && maxY == 0)) { return; } this.x = scrollLeft; this.y = scrollTop; this._drag = { direction: 'v', pointX: e.gesture.touches[0].pageX, pointY: e.gesture.touches[0].pageY, startX: scrollLeft, startY: scrollTop, resist: 1, startTime: Date.now() }; }, /** * Process the drag event to move the item to the left or right. * * This function needs to be as fast as possible to make sure scrolling * performance is high. */ _handleDrag: function(e) { var _this = this; var content; // The drag stopped already, don't process this one if(_this._isStopped) { _this._initDrag(); return; } // We really aren't dragging if(!_this._drag) { _this._startDrag(e); if(!_this._drag) { return; } } // Stop any default events during the drag e.preventDefault(); var px = e.gesture.touches[0].pageX; var py = e.gesture.touches[0].pageY; var deltaX = px - _this._drag.pointX; var deltaY = py - _this._drag.pointY; //console.log("Delta x", deltaX); //console.log("Delta y", deltaY); _this._drag.pointX = px; _this._drag.pointY = py; // Check if we should start dragging. Check if we've dragged past the threshold. if(!_this._isDragging && ((Math.abs(e.gesture.deltaY) > _this.dragThreshold) || (Math.abs(e.gesture.deltaX) > _this.dragThreshold))) { _this._isDragging = true; } if(_this._isDragging) { var drag = _this._drag; // Request an animation frame to batch DOM reads/writes window.requestAnimationFrame(function() { // We are dragging, grab the current content height var totalWidth = _this.el.scrollWidth; var totalHeight = _this.el.scrollHeight; var parentWidth = _this.el.parentNode.offsetWidth; var parentHeight = _this.el.parentNode.offsetHeight; var maxX = Math.min(0, (-totalWidth + parentWidth)); var maxY = Math.min(0, (-totalHeight + parentHeight)); // Grab current timestamp to keep our speend, etc. // calculations in a window var timestamp = Date.now(); // Calculate the new Y point for the container // TODO: Only enable certain axes var newX = _this.x + deltaX; var newY = _this.y + deltaY; if(newX > 0 || (-newX + parentWidth) > totalWidth) { // Rubber band newX = _this.x + deltaX / 3; } // Check if the dragging is beyond the bottom or top if(newY > 0 || (-newY + parentHeight) > totalHeight) { // Rubber band newY = _this.y + deltaY / 3;//(-_this.resistance); } if(!_this.isHorizontalEnabled) { newX = 0; } if(!_this.isVerticalEnabled) { newY = 0; } // Update the new translated Y point of the container _this.el.style.webkitTransform = 'translate3d(' + newX + 'px,' + newY + 'px, 0)'; // Store the last points _this.x = newX; _this.y = newY; console.log('Moving to', newX, newY); // Check if we need to reset the drag initial states if we've // been dragging for a bit if(timestamp - drag.startTime > 300) { console.log('Resetting timer'); drag.startTime = timestamp; drag.startX = _this.x; drag.startY = _this.y; } // Trigger a scroll event ionic.trigger(_this.scrollEventName, { target: _this.el, scrollLeft: -newX, scrollTop: -newY }); }); } }, _handleEndDrag: function(e) { // We didn't have a drag, so just init and leave if(!this._drag) { this._initDrag(); return; } // Set a flag in case we don't cleanup completely after the // drag animation so we can cleanup the next time a drag starts this._isStopped = true; // Animate to the finishing point this._animateToStop(e); }, // Find the stopping point given the current velocity and acceleration rate, and // animate to that position _animateToStop: function(e) { var _this = this; window.requestAnimationFrame(function() { var drag = _this._drag; // Calculate the viewport height and the height of the content var totalWidth = _this.el.scrollWidth; var totalHeight = _this.el.scrollHeight; // The parent bounding box helps us figure max/min scroll amounts var parentWidth = _this.el.parentNode.offsetWidth; var parentHeight = _this.el.parentNode.offsetHeight; // Calculate how long we've been dragging for, with a max of 300ms var duration = Date.now() - _this._drag.startTime; var time = 0; var easing = ''; var newX = Math.round(_this.x); var newY = Math.round(_this.y); _this.scrollTo(newX, newY); // Check if we just snap back to bounds if(_this.wrapScrollPosition(_this.bounceTime)) { return; } // If the duration is within reasonable bounds, enable momentum scrolling so we // can "slide" to a finishing point if(duration < 300) { var momentumX = _this._getMomentum(_this.x, drag.startX, duration, parentWidth - totalWidth, parentWidth); var momentumY = _this._getMomentum(_this.y, drag.startY, duration, parentHeight - totalHeight, parentHeight); //var newX = momentumX.destination; newX = momentumX.destination; newY = momentumY.destination; // Calcualte the longest required time for the momentum animation and // use that. time = Math.max(momentumX.duration, momentumY.duration); } // If we've moved, we will need to scroll if(newX != _this.x || newY != _this.y) { console.trace("SCROLL FROM", _this.x, _this.y, "TO", newX, newY); // If the end position is out of bounds, change the function we use for easing // to get a different animation for the rubber banding if ( newX > 0 || newX < (-totalWidth + parentWidth) || newY > 0 || newY < (-totalHeight + parentHeight)) { easing = EASING_FUNCTIONS.bounce; } _this.scrollTo(newX, newY, time, easing); } }); } }; })(ionic);