/* Copyright 2013 Drifty Co. http://drifty.com/ Ionic - an amazing HTML5 mobile app framework. http://ionicframework.com/ By @maxlynch, @helloimben, @adamdbradley <3 Licensed under the MIT license. Please see LICENSE for more information. Make awesome shit. */ ; // Create namespaces window.ionic = { controllers: {}, views: {} }; ; (function(ionic) { var bezierCoord = function (x,y) { if(!x) var x=0; if(!y) var y=0; return {x: x, y: y}; } function B1(t) { return t*t*t } function B2(t) { return 3*t*t*(1-t) } function B3(t) { return 3*t*(1-t)*(1-t) } function B4(t) { return (1-t)*(1-t)*(1-t) } ionic.Animator = { // Quadratic bezier solver getQuadraticBezier: function(percent,C1,C2,C3,C4) { var pos = new bezierCoord(); pos.x = C1.x*B1(percent) + C2.x*B2(percent) + C3.x*B3(percent) + C4.x*B4(percent); pos.y = C1.y*B1(percent) + C2.y*B2(percent) + C3.y*B3(percent) + C4.y*B4(percent); return pos; }, // Cubic bezier solver from https://github.com/arian/cubic-bezier (MIT) getCubicBezier: function(x1, y1, x2, y2, duration) { // Precision epsilon = (1000 / 60 / duration) / 4; var curveX = function(t){ var v = 1 - t; return 3 * v * v * t * x1 + 3 * v * t * t * x2 + t * t * t; }; var curveY = function(t){ var v = 1 - t; return 3 * v * v * t * y1 + 3 * v * t * t * y2 + t * t * t; }; var derivativeCurveX = function(t){ var v = 1 - t; return 3 * (2 * (t - 1) * t + v * v) * x1 + 3 * (- t * t * t + 2 * v * t) * x2; }; return function(t) { var x = t, t0, t1, t2, x2, d2, i; // First try a few iterations of Newton's method -- normally very fast. for (t2 = x, i = 0; i < 8; i++){ x2 = curveX(t2) - x; if (Math.abs(x2) < epsilon) return curveY(t2); d2 = derivativeCurveX(t2); if (Math.abs(d2) < 1e-6) break; t2 = t2 - x2 / d2; } t0 = 0, t1 = 1, t2 = x; if (t2 < t0) return curveY(t0); if (t2 > t1) return curveY(t1); // Fallback to the bisection method for reliability. while (t0 < t1){ x2 = curveX(t2); if (Math.abs(x2 - x) < epsilon) return curveY(t2); if (x > x2) t0 = t2; else t1 = t2; t2 = (t1 - t0) * .5 + t0; } // Failure return curveY(t2); }; }, animate: function(element, className, fn) { return { leave: function() { var endFunc = function() { element.classList.remove('leave'); element.classList.remove('leave-active'); element.removeEventListener('webkitTransitionEnd', endFunc); element.removeEventListener('transitionEnd', endFunc); }; element.addEventListener('webkitTransitionEnd', endFunc); element.addEventListener('transitionEnd', endFunc); element.classList.add('leave'); element.classList.add('leave-active'); return this; }, enter: function() { var endFunc = function() { element.classList.remove('enter'); element.classList.remove('enter-active'); element.removeEventListener('webkitTransitionEnd', endFunc); element.removeEventListener('transitionEnd', endFunc); }; element.addEventListener('webkitTransitionEnd', endFunc); element.addEventListener('transitionEnd', endFunc); element.classList.add('enter'); element.classList.add('enter-active'); return this; } }; } }; })(ionic); ; (function(ionic) { ionic.DomUtil = { getTextBounds: function(textNode) { if(document.createRange) { var range = document.createRange(); range.selectNodeContents(textNode); if(range.getBoundingClientRect) { var rect = range.getBoundingClientRect(); var sx = window.scrollX; var sy = window.scrollY; return { top: rect.top + sy, left: rect.left + sx, right: rect.left + sx + rect.width, bottom: rect.top + sy + rect.height, width: rect.width, height: rect.height }; } } return null }, getChildIndex: function(element) { return Array.prototype.slice.call(element.parentNode.children).indexOf(element); }, swapNodes: function(src, dest) { dest.parentNode.insertBefore(src, dest); }, /** * {returns} the closest parent matching the className */ getParentWithClass: function(e, className) { while(e.parentNode) { if(e.parentNode.classList && e.parentNode.classList.contains(className)) { return e.parentNode; } e = e.parentNode; } return null; }, /** * {returns} the closest parent or self matching the className */ getParentOrSelfWithClass: function(e, className) { while(e) { if(e.classList && e.classList.contains(className)) { return e; } e = e.parentNode; } return null; } }; })(window.ionic); ; /** * ion-events.js * * Author: Max Lynch * * Framework events handles various mobile browser events, and * detects special events like tap/swipe/etc. and emits them * as custom events that can be used in an app. * * Portions lovingly adapted from github.com/maker/ratchet and github.com/alexgibson/tap.js - thanks guys! */ (function(ionic) { ionic.EventController = { VIRTUALIZED_EVENTS: ['tap', 'swipe', 'swiperight', 'swipeleft', 'drag', 'hold', 'release'], // Trigger a new event trigger: function(eventType, data) { var event = new CustomEvent(eventType, { detail: data }); // Make sure to trigger the event on the given target, or dispatch it from // the window if we don't have an event target data && data.target && data.target.dispatchEvent(event) || window.dispatchEvent(event); }, // Bind an event on: function(type, callback, element) { var e = element || window; // Bind a gesture if it's a virtual event for(var i = 0, j = this.VIRTUALIZED_EVENTS.length; i < j; i++) { if(type == this.VIRTUALIZED_EVENTS[i]) { var gesture = new ionic.Gesture(element); gesture.on(type, callback); return gesture; } } // Otherwise bind a normal event e.addEventListener(type, callback); }, off: function(type, callback, element) { element.removeEventListener(type, callback); }, // Register for a new gesture event on the given element onGesture: function(type, callback, element) { var gesture = new ionic.Gesture(element); gesture.on(type, callback); return gesture; }, // Unregister a previous gesture event offGesture: function(gesture, type, callback) { gesture.off(type, callback); }, // // With a click event, we need to check the target // // and if it's an internal target that doesn't want // // a click, cancel it // handleClick: function(e) { // var target = e.target; // if(ionic.Gestures.HAS_TOUCHEVENTS) { // // We don't allow any clicks on mobile // e.preventDefault(); // return false; // } // if ( // ! target // || e.which > 1 // || e.metaKey // || e.ctrlKey // //|| isScrolling // // || location.protocol !== target.protocol // // || location.host !== target.host // // // Not sure abotu this one // // //|| !target.hash && /#/.test(target.href) // // || target.hash && target.href.replace(target.hash, '') === location.href.replace(location.hash, '') // //|| target.getAttribute('data-ignore') == 'push' // ) { // // Allow it // return; // } // // We need to cancel this one // e.preventDefault(); // }, handlePopState: function(event) { }, }; // Map some convenient top-level functions for event handling ionic.on = function() { ionic.EventController.on.apply(ionic.EventController, arguments); }; ionic.off = function() { ionic.EventController.off.apply(ionic.EventController, arguments); }; ionic.trigger = function() { ionic.EventController.trigger.apply(ionic.EventController.trigger, arguments); }; ionic.onGesture = function() { return ionic.EventController.onGesture.apply(ionic.EventController.onGesture, arguments); }; ionic.offGesture = function() { return ionic.EventController.offGesture.apply(ionic.EventController.offGesture, arguments); }; // DISABLING FOR NOW. THE TAP CODE AT THE EXT LEVEL SHOULD BE DOING THIS // Set up various listeners //window.addEventListener('click', ionic.EventController.handleClick); })(window.ionic); ; /** * Simple gesture controllers with some common gestures that emit * gesture events. * * Ported from github.com/EightMedia/ionic.Gestures.js - thanks! */ (function(ionic) { /** * ionic.Gestures * use this to create instances * @param {HTMLElement} element * @param {Object} options * @returns {ionic.Gestures.Instance} * @constructor */ ionic.Gesture = function(element, options) { return new ionic.Gestures.Instance(element, options || {}); }; ionic.Gestures = {}; // default settings ionic.Gestures.defaults = { // add styles and attributes to the element to prevent the browser from doing // its native behavior. this doesnt prevent the scrolling, but cancels // the contextmenu, tap highlighting etc // set to false to disable this stop_browser_behavior: { // this also triggers onselectstart=false for IE userSelect: 'none', // this makes the element blocking in IE10 >, you could experiment with the value // see for more options this issue; https://github.com/EightMedia/hammer.js/issues/241 touchAction: 'none', touchCallout: 'none', contentZooming: 'none', userDrag: 'none', tapHighlightColor: 'rgba(0,0,0,0)' } // more settings are defined per gesture at gestures.js }; // detect touchevents ionic.Gestures.HAS_POINTEREVENTS = window.navigator.pointerEnabled || window.navigator.msPointerEnabled; ionic.Gestures.HAS_TOUCHEVENTS = ('ontouchstart' in window); // dont use mouseevents on mobile devices ionic.Gestures.MOBILE_REGEX = /mobile|tablet|ip(ad|hone|od)|android|silk/i; ionic.Gestures.NO_MOUSEEVENTS = ionic.Gestures.HAS_TOUCHEVENTS && window.navigator.userAgent.match(ionic.Gestures.MOBILE_REGEX); // eventtypes per touchevent (start, move, end) // are filled by ionic.Gestures.event.determineEventTypes on setup ionic.Gestures.EVENT_TYPES = {}; // direction defines ionic.Gestures.DIRECTION_DOWN = 'down'; ionic.Gestures.DIRECTION_LEFT = 'left'; ionic.Gestures.DIRECTION_UP = 'up'; ionic.Gestures.DIRECTION_RIGHT = 'right'; // pointer type ionic.Gestures.POINTER_MOUSE = 'mouse'; ionic.Gestures.POINTER_TOUCH = 'touch'; ionic.Gestures.POINTER_PEN = 'pen'; // touch event defines ionic.Gestures.EVENT_START = 'start'; ionic.Gestures.EVENT_MOVE = 'move'; ionic.Gestures.EVENT_END = 'end'; // hammer document where the base events are added at ionic.Gestures.DOCUMENT = window.document; // plugins namespace ionic.Gestures.plugins = {}; // if the window events are set... ionic.Gestures.READY = false; /** * setup events to detect gestures on the document */ function setup() { if(ionic.Gestures.READY) { return; } // find what eventtypes we add listeners to ionic.Gestures.event.determineEventTypes(); // Register all gestures inside ionic.Gestures.gestures for(var name in ionic.Gestures.gestures) { if(ionic.Gestures.gestures.hasOwnProperty(name)) { ionic.Gestures.detection.register(ionic.Gestures.gestures[name]); } } // Add touch events on the document ionic.Gestures.event.onTouch(ionic.Gestures.DOCUMENT, ionic.Gestures.EVENT_MOVE, ionic.Gestures.detection.detect); ionic.Gestures.event.onTouch(ionic.Gestures.DOCUMENT, ionic.Gestures.EVENT_END, ionic.Gestures.detection.detect); // ionic.Gestures is ready...! ionic.Gestures.READY = true; } /** * create new hammer instance * all methods should return the instance itself, so it is chainable. * @param {HTMLElement} element * @param {Object} [options={}] * @returns {ionic.Gestures.Instance} * @constructor */ ionic.Gestures.Instance = function(element, options) { var self = this; // A null element was passed into the instance, which means // whatever lookup was done to find this element failed to find it // so we can't listen for events on it. if(element === null) { console.error('Null element passed to gesture (element does not exist). Not listening for gesture'); return; } // setup ionic.GesturesJS window events and register all gestures // this also sets up the default options setup(); this.element = element; // start/stop detection option this.enabled = true; // merge options this.options = ionic.Gestures.utils.extend( ionic.Gestures.utils.extend({}, ionic.Gestures.defaults), options || {}); // add some css to the element to prevent the browser from doing its native behavoir if(this.options.stop_browser_behavior) { ionic.Gestures.utils.stopDefaultBrowserBehavior(this.element, this.options.stop_browser_behavior); } // start detection on touchstart ionic.Gestures.event.onTouch(element, ionic.Gestures.EVENT_START, function(ev) { if(self.enabled) { ionic.Gestures.detection.startDetect(self, ev); } }); // return instance return this; }; ionic.Gestures.Instance.prototype = { /** * bind events to the instance * @param {String} gesture * @param {Function} handler * @returns {ionic.Gestures.Instance} */ on: function onEvent(gesture, handler){ var gestures = gesture.split(' '); for(var t=0; t 0 && eventType == ionic.Gestures.EVENT_END) { eventType = ionic.Gestures.EVENT_MOVE; } // no touches, force the end event else if(!count_touches) { eventType = ionic.Gestures.EVENT_END; } // store the last move event if(count_touches || last_move_event === null) { last_move_event = ev; } // trigger the handler handler.call(ionic.Gestures.detection, self.collectEventData(element, eventType, self.getTouchList(last_move_event, eventType), ev)); // remove pointerevent from list if(ionic.Gestures.HAS_POINTEREVENTS && eventType == ionic.Gestures.EVENT_END) { count_touches = ionic.Gestures.PointerEvent.updatePointer(eventType, ev); } } //debug(sourceEventType +" "+ eventType); // on the end we reset everything if(!count_touches) { last_move_event = null; enable_detect = false; touch_triggered = false; ionic.Gestures.PointerEvent.reset(); } }); }, /** * we have different events for each device/browser * determine what we need and set them in the ionic.Gestures.EVENT_TYPES constant */ determineEventTypes: function determineEventTypes() { // determine the eventtype we want to set var types; // pointerEvents magic if(ionic.Gestures.HAS_POINTEREVENTS) { types = ionic.Gestures.PointerEvent.getEvents(); } // on Android, iOS, blackberry, windows mobile we dont want any mouseevents else if(ionic.Gestures.NO_MOUSEEVENTS) { types = [ 'touchstart', 'touchmove', 'touchend touchcancel']; } // for non pointer events browsers and mixed browsers, // like chrome on windows8 touch laptop else { types = [ 'touchstart mousedown', 'touchmove mousemove', 'touchend touchcancel mouseup']; } ionic.Gestures.EVENT_TYPES[ionic.Gestures.EVENT_START] = types[0]; ionic.Gestures.EVENT_TYPES[ionic.Gestures.EVENT_MOVE] = types[1]; ionic.Gestures.EVENT_TYPES[ionic.Gestures.EVENT_END] = types[2]; }, /** * create touchlist depending on the event * @param {Object} ev * @param {String} eventType used by the fakemultitouch plugin */ getTouchList: function getTouchList(ev/*, eventType*/) { // get the fake pointerEvent touchlist if(ionic.Gestures.HAS_POINTEREVENTS) { return ionic.Gestures.PointerEvent.getTouchList(); } // get the touchlist else if(ev.touches) { return ev.touches; } // make fake touchlist from mouse position else { ev.indentifier = 1; return [ev]; } }, /** * collect event data for ionic.Gestures js * @param {HTMLElement} element * @param {String} eventType like ionic.Gestures.EVENT_MOVE * @param {Object} eventData */ collectEventData: function collectEventData(element, eventType, touches, ev) { // find out pointerType var pointerType = ionic.Gestures.POINTER_TOUCH; if(ev.type.match(/mouse/) || ionic.Gestures.PointerEvent.matchType(ionic.Gestures.POINTER_MOUSE, ev)) { pointerType = ionic.Gestures.POINTER_MOUSE; } return { center : ionic.Gestures.utils.getCenter(touches), timeStamp : new Date().getTime(), target : ev.target, touches : touches, eventType : eventType, pointerType : pointerType, srcEvent : ev, /** * prevent the browser default actions * mostly used to disable scrolling of the browser */ preventDefault: function() { if(this.srcEvent.preventManipulation) { this.srcEvent.preventManipulation(); } if(this.srcEvent.preventDefault) { this.srcEvent.preventDefault(); } }, /** * stop bubbling the event up to its parents */ stopPropagation: function() { this.srcEvent.stopPropagation(); }, /** * immediately stop gesture detection * might be useful after a swipe was detected * @return {*} */ stopDetect: function() { return ionic.Gestures.detection.stopDetect(); } }; } }; ionic.Gestures.PointerEvent = { /** * holds all pointers * @type {Object} */ pointers: {}, /** * get a list of pointers * @returns {Array} touchlist */ getTouchList: function() { var self = this; var touchlist = []; // we can use forEach since pointerEvents only is in IE10 Object.keys(self.pointers).sort().forEach(function(id) { touchlist.push(self.pointers[id]); }); return touchlist; }, /** * update the position of a pointer * @param {String} type ionic.Gestures.EVENT_END * @param {Object} pointerEvent */ updatePointer: function(type, pointerEvent) { if(type == ionic.Gestures.EVENT_END) { this.pointers = {}; } else { pointerEvent.identifier = pointerEvent.pointerId; this.pointers[pointerEvent.pointerId] = pointerEvent; } return Object.keys(this.pointers).length; }, /** * check if ev matches pointertype * @param {String} pointerType ionic.Gestures.POINTER_MOUSE * @param {PointerEvent} ev */ matchType: function(pointerType, ev) { if(!ev.pointerType) { return false; } var types = {}; types[ionic.Gestures.POINTER_MOUSE] = (ev.pointerType == ev.MSPOINTER_TYPE_MOUSE || ev.pointerType == ionic.Gestures.POINTER_MOUSE); types[ionic.Gestures.POINTER_TOUCH] = (ev.pointerType == ev.MSPOINTER_TYPE_TOUCH || ev.pointerType == ionic.Gestures.POINTER_TOUCH); types[ionic.Gestures.POINTER_PEN] = (ev.pointerType == ev.MSPOINTER_TYPE_PEN || ev.pointerType == ionic.Gestures.POINTER_PEN); return types[pointerType]; }, /** * get events */ getEvents: function() { return [ 'pointerdown MSPointerDown', 'pointermove MSPointerMove', 'pointerup pointercancel MSPointerUp MSPointerCancel' ]; }, /** * reset the list */ reset: function() { this.pointers = {}; } }; ionic.Gestures.utils = { /** * extend method, * also used for cloning when dest is an empty object * @param {Object} dest * @param {Object} src * @parm {Boolean} merge do a merge * @returns {Object} dest */ extend: function extend(dest, src, merge) { for (var key in src) { if(dest[key] !== undefined && merge) { continue; } dest[key] = src[key]; } return dest; }, /** * find if a node is in the given parent * used for event delegation tricks * @param {HTMLElement} node * @param {HTMLElement} parent * @returns {boolean} has_parent */ hasParent: function(node, parent) { while(node){ if(node == parent) { return true; } node = node.parentNode; } return false; }, /** * get the center of all the touches * @param {Array} touches * @returns {Object} center */ getCenter: function getCenter(touches) { var valuesX = [], valuesY = []; for(var t= 0,len=touches.length; t= y) { return touch1.pageX - touch2.pageX > 0 ? ionic.Gestures.DIRECTION_LEFT : ionic.Gestures.DIRECTION_RIGHT; } else { return touch1.pageY - touch2.pageY > 0 ? ionic.Gestures.DIRECTION_UP : ionic.Gestures.DIRECTION_DOWN; } }, /** * calculate the distance between two touches * @param {Touch} touch1 * @param {Touch} touch2 * @returns {Number} distance */ getDistance: function getDistance(touch1, touch2) { var x = touch2.pageX - touch1.pageX, y = touch2.pageY - touch1.pageY; return Math.sqrt((x*x) + (y*y)); }, /** * calculate the scale factor between two touchLists (fingers) * no scale is 1, and goes down to 0 when pinched together, and bigger when pinched out * @param {Array} start * @param {Array} end * @returns {Number} scale */ getScale: function getScale(start, end) { // need two fingers... if(start.length >= 2 && end.length >= 2) { return this.getDistance(end[0], end[1]) / this.getDistance(start[0], start[1]); } return 1; }, /** * calculate the rotation degrees between two touchLists (fingers) * @param {Array} start * @param {Array} end * @returns {Number} rotation */ getRotation: function getRotation(start, end) { // need two fingers if(start.length >= 2 && end.length >= 2) { return this.getAngle(end[1], end[0]) - this.getAngle(start[1], start[0]); } return 0; }, /** * boolean if the direction is vertical * @param {String} direction * @returns {Boolean} is_vertical */ isVertical: function isVertical(direction) { return (direction == ionic.Gestures.DIRECTION_UP || direction == ionic.Gestures.DIRECTION_DOWN); }, /** * stop browser default behavior with css props * @param {HtmlElement} element * @param {Object} css_props */ stopDefaultBrowserBehavior: function stopDefaultBrowserBehavior(element, css_props) { var prop, vendors = ['webkit','khtml','moz','Moz','ms','o','']; if(!css_props || !element.style) { return; } // with css properties for modern browsers for(var i = 0; i < vendors.length; i++) { for(var p in css_props) { if(css_props.hasOwnProperty(p)) { prop = p; // vender prefix at the property if(vendors[i]) { prop = vendors[i] + prop.substring(0, 1).toUpperCase() + prop.substring(1); } // set the style element.style[prop] = css_props[p]; } } } // also the disable onselectstart if(css_props.userSelect == 'none') { element.onselectstart = function() { return false; }; } } }; ionic.Gestures.detection = { // contains all registred ionic.Gestures.gestures in the correct order gestures: [], // data of the current ionic.Gestures.gesture detection session current: null, // the previous ionic.Gestures.gesture session data // is a full clone of the previous gesture.current object previous: null, // when this becomes true, no gestures are fired stopped: false, /** * start ionic.Gestures.gesture detection * @param {ionic.Gestures.Instance} inst * @param {Object} eventData */ startDetect: function startDetect(inst, eventData) { // already busy with a ionic.Gestures.gesture detection on an element if(this.current) { return; } this.stopped = false; this.current = { inst : inst, // reference to ionic.GesturesInstance we're working for startEvent : ionic.Gestures.utils.extend({}, eventData), // start eventData for distances, timing etc lastEvent : false, // last eventData name : '' // current gesture we're in/detected, can be 'tap', 'hold' etc }; this.detect(eventData); }, /** * ionic.Gestures.gesture detection * @param {Object} eventData */ detect: function detect(eventData) { if(!this.current || this.stopped) { return; } // extend event data with calculations about scale, distance etc eventData = this.extendEventData(eventData); // instance options var inst_options = this.current.inst.options; // call ionic.Gestures.gesture handlers for(var g=0,len=this.gestures.length; g b.index) { return 1; } return 0; }); return this.gestures; } }; ionic.Gestures.gestures = ionic.Gestures.gestures || {}; /** * Custom gestures * ============================== * * Gesture object * -------------------- * The object structure of a gesture: * * { name: 'mygesture', * index: 1337, * defaults: { * mygesture_option: true * } * handler: function(type, ev, inst) { * // trigger gesture event * inst.trigger(this.name, ev); * } * } * @param {String} name * this should be the name of the gesture, lowercase * it is also being used to disable/enable the gesture per instance config. * * @param {Number} [index=1000] * the index of the gesture, where it is going to be in the stack of gestures detection * like when you build an gesture that depends on the drag gesture, it is a good * idea to place it after the index of the drag gesture. * * @param {Object} [defaults={}] * the default settings of the gesture. these are added to the instance settings, * and can be overruled per instance. you can also add the name of the gesture, * but this is also added by default (and set to true). * * @param {Function} handler * this handles the gesture detection of your custom gesture and receives the * following arguments: * * @param {Object} eventData * event data containing the following properties: * timeStamp {Number} time the event occurred * target {HTMLElement} target element * touches {Array} touches (fingers, pointers, mouse) on the screen * pointerType {String} kind of pointer that was used. matches ionic.Gestures.POINTER_MOUSE|TOUCH * center {Object} center position of the touches. contains pageX and pageY * deltaTime {Number} the total time of the touches in the screen * deltaX {Number} the delta on x axis we haved moved * deltaY {Number} the delta on y axis we haved moved * velocityX {Number} the velocity on the x * velocityY {Number} the velocity on y * angle {Number} the angle we are moving * direction {String} the direction we are moving. matches ionic.Gestures.DIRECTION_UP|DOWN|LEFT|RIGHT * distance {Number} the distance we haved moved * scale {Number} scaling of the touches, needs 2 touches * rotation {Number} rotation of the touches, needs 2 touches * * eventType {String} matches ionic.Gestures.EVENT_START|MOVE|END * srcEvent {Object} the source event, like TouchStart or MouseDown * * startEvent {Object} contains the same properties as above, * but from the first touch. this is used to calculate * distances, deltaTime, scaling etc * * @param {ionic.Gestures.Instance} inst * the instance we are doing the detection for. you can get the options from * the inst.options object and trigger the gesture event by calling inst.trigger * * * Handle gestures * -------------------- * inside the handler you can get/set ionic.Gestures.detectionic.current. This is the current * detection sessionic. It has the following properties * @param {String} name * contains the name of the gesture we have detected. it has not a real function, * only to check in other gestures if something is detected. * like in the drag gesture we set it to 'drag' and in the swipe gesture we can * check if the current gesture is 'drag' by accessing ionic.Gestures.detectionic.current.name * * @readonly * @param {ionic.Gestures.Instance} inst * the instance we do the detection for * * @readonly * @param {Object} startEvent * contains the properties of the first gesture detection in this sessionic. * Used for calculations about timing, distance, etc. * * @readonly * @param {Object} lastEvent * contains all the properties of the last gesture detect in this sessionic. * * after the gesture detection session has been completed (user has released the screen) * the ionic.Gestures.detectionic.current object is copied into ionic.Gestures.detectionic.previous, * this is usefull for gestures like doubletap, where you need to know if the * previous gesture was a tap * * options that have been set by the instance can be received by calling inst.options * * You can trigger a gesture event by calling inst.trigger("mygesture", event). * The first param is the name of your gesture, the second the event argument * * * Register gestures * -------------------- * When an gesture is added to the ionic.Gestures.gestures object, it is auto registered * at the setup of the first ionic.Gestures instance. You can also call ionic.Gestures.detectionic.register * manually and pass your gesture object as a param * */ /** * Hold * Touch stays at the same place for x time * @events hold */ ionic.Gestures.gestures.Hold = { name: 'hold', index: 10, defaults: { hold_timeout : 500, hold_threshold : 1 }, timer: null, handler: function holdGesture(ev, inst) { switch(ev.eventType) { case ionic.Gestures.EVENT_START: // clear any running timers clearTimeout(this.timer); // set the gesture so we can check in the timeout if it still is ionic.Gestures.detection.current.name = this.name; // set timer and if after the timeout it still is hold, // we trigger the hold event this.timer = setTimeout(function() { if(ionic.Gestures.detection.current.name == 'hold') { inst.trigger('hold', ev); } }, inst.options.hold_timeout); break; // when you move or end we clear the timer case ionic.Gestures.EVENT_MOVE: if(ev.distance > inst.options.hold_threshold) { clearTimeout(this.timer); } break; case ionic.Gestures.EVENT_END: clearTimeout(this.timer); break; } } }; /** * Tap/DoubleTap * Quick touch at a place or double at the same place * @events tap, doubletap */ ionic.Gestures.gestures.Tap = { name: 'tap', index: 100, defaults: { tap_max_touchtime : 250, tap_max_distance : 10, tap_always : true, doubletap_distance : 20, doubletap_interval : 300 }, handler: function tapGesture(ev, inst) { if(ev.eventType == ionic.Gestures.EVENT_END) { // previous gesture, for the double tap since these are two different gesture detections var prev = ionic.Gestures.detection.previous, did_doubletap = false; // when the touchtime is higher then the max touch time // or when the moving distance is too much if(ev.deltaTime > inst.options.tap_max_touchtime || ev.distance > inst.options.tap_max_distance) { return; } // check if double tap if(prev && prev.name == 'tap' && (ev.timeStamp - prev.lastEvent.timeStamp) < inst.options.doubletap_interval && ev.distance < inst.options.doubletap_distance) { inst.trigger('doubletap', ev); did_doubletap = true; } // do a single tap if(!did_doubletap || inst.options.tap_always) { ionic.Gestures.detection.current.name = 'tap'; inst.trigger(ionic.Gestures.detection.current.name, ev); } } } }; /** * Swipe * triggers swipe events when the end velocity is above the threshold * @events swipe, swipeleft, swiperight, swipeup, swipedown */ ionic.Gestures.gestures.Swipe = { name: 'swipe', index: 40, defaults: { // set 0 for unlimited, but this can conflict with transform swipe_max_touches : 1, swipe_velocity : 0.7 }, handler: function swipeGesture(ev, inst) { if(ev.eventType == ionic.Gestures.EVENT_END) { // max touches if(inst.options.swipe_max_touches > 0 && ev.touches.length > inst.options.swipe_max_touches) { return; } // when the distance we moved is too small we skip this gesture // or we can be already in dragging if(ev.velocityX > inst.options.swipe_velocity || ev.velocityY > inst.options.swipe_velocity) { // trigger swipe events inst.trigger(this.name, ev); inst.trigger(this.name + ev.direction, ev); } } } }; /** * Drag * Move with x fingers (default 1) around on the page. Blocking the scrolling when * moving left and right is a good practice. When all the drag events are blocking * you disable scrolling on that area. * @events drag, drapleft, dragright, dragup, dragdown */ ionic.Gestures.gestures.Drag = { name: 'drag', index: 50, defaults: { drag_min_distance : 10, // Set correct_for_drag_min_distance to true to make the starting point of the drag // be calculated from where the drag was triggered, not from where the touch started. // Useful to avoid a jerk-starting drag, which can make fine-adjustments // through dragging difficult, and be visually unappealing. correct_for_drag_min_distance : true, // set 0 for unlimited, but this can conflict with transform drag_max_touches : 1, // prevent default browser behavior when dragging occurs // be careful with it, it makes the element a blocking element // when you are using the drag gesture, it is a good practice to set this true drag_block_horizontal : true, drag_block_vertical : true, // drag_lock_to_axis keeps the drag gesture on the axis that it started on, // It disallows vertical directions if the initial direction was horizontal, and vice versa. drag_lock_to_axis : false, // drag lock only kicks in when distance > drag_lock_min_distance // This way, locking occurs only when the distance has become large enough to reliably determine the direction drag_lock_min_distance : 25 }, triggered: false, handler: function dragGesture(ev, inst) { // current gesture isnt drag, but dragged is true // this means an other gesture is busy. now call dragend if(ionic.Gestures.detection.current.name != this.name && this.triggered) { inst.trigger(this.name +'end', ev); this.triggered = false; return; } // max touches if(inst.options.drag_max_touches > 0 && ev.touches.length > inst.options.drag_max_touches) { return; } switch(ev.eventType) { case ionic.Gestures.EVENT_START: this.triggered = false; break; case ionic.Gestures.EVENT_MOVE: // when the distance we moved is too small we skip this gesture // or we can be already in dragging if(ev.distance < inst.options.drag_min_distance && ionic.Gestures.detection.current.name != this.name) { return; } // we are dragging! if(ionic.Gestures.detection.current.name != this.name) { ionic.Gestures.detection.current.name = this.name; if (inst.options.correct_for_drag_min_distance) { // When a drag is triggered, set the event center to drag_min_distance pixels from the original event center. // Without this correction, the dragged distance would jumpstart at drag_min_distance pixels instead of at 0. // It might be useful to save the original start point somewhere var factor = Math.abs(inst.options.drag_min_distance/ev.distance); ionic.Gestures.detection.current.startEvent.center.pageX += ev.deltaX * factor; ionic.Gestures.detection.current.startEvent.center.pageY += ev.deltaY * factor; // recalculate event data using new start point ev = ionic.Gestures.detection.extendEventData(ev); } } // lock drag to axis? if(ionic.Gestures.detection.current.lastEvent.drag_locked_to_axis || (inst.options.drag_lock_to_axis && inst.options.drag_lock_min_distance<=ev.distance)) { ev.drag_locked_to_axis = true; } var last_direction = ionic.Gestures.detection.current.lastEvent.direction; if(ev.drag_locked_to_axis && last_direction !== ev.direction) { // keep direction on the axis that the drag gesture started on if(ionic.Gestures.utils.isVertical(last_direction)) { ev.direction = (ev.deltaY < 0) ? ionic.Gestures.DIRECTION_UP : ionic.Gestures.DIRECTION_DOWN; } else { ev.direction = (ev.deltaX < 0) ? ionic.Gestures.DIRECTION_LEFT : ionic.Gestures.DIRECTION_RIGHT; } } // first time, trigger dragstart event if(!this.triggered) { inst.trigger(this.name +'start', ev); this.triggered = true; } // trigger normal event inst.trigger(this.name, ev); // direction event, like dragdown inst.trigger(this.name + ev.direction, ev); // block the browser events if( (inst.options.drag_block_vertical && ionic.Gestures.utils.isVertical(ev.direction)) || (inst.options.drag_block_horizontal && !ionic.Gestures.utils.isVertical(ev.direction))) { ev.preventDefault(); } break; case ionic.Gestures.EVENT_END: // trigger dragend if(this.triggered) { inst.trigger(this.name +'end', ev); } this.triggered = false; break; } } }; /** * Transform * User want to scale or rotate with 2 fingers * @events transform, pinch, pinchin, pinchout, rotate */ ionic.Gestures.gestures.Transform = { name: 'transform', index: 45, defaults: { // factor, no scale is 1, zoomin is to 0 and zoomout until higher then 1 transform_min_scale : 0.01, // rotation in degrees transform_min_rotation : 1, // prevent default browser behavior when two touches are on the screen // but it makes the element a blocking element // when you are using the transform gesture, it is a good practice to set this true transform_always_block : false }, triggered: false, handler: function transformGesture(ev, inst) { // current gesture isnt drag, but dragged is true // this means an other gesture is busy. now call dragend if(ionic.Gestures.detection.current.name != this.name && this.triggered) { inst.trigger(this.name +'end', ev); this.triggered = false; return; } // atleast multitouch if(ev.touches.length < 2) { return; } // prevent default when two fingers are on the screen if(inst.options.transform_always_block) { ev.preventDefault(); } switch(ev.eventType) { case ionic.Gestures.EVENT_START: this.triggered = false; break; case ionic.Gestures.EVENT_MOVE: var scale_threshold = Math.abs(1-ev.scale); var rotation_threshold = Math.abs(ev.rotation); // when the distance we moved is too small we skip this gesture // or we can be already in dragging if(scale_threshold < inst.options.transform_min_scale && rotation_threshold < inst.options.transform_min_rotation) { return; } // we are transforming! ionic.Gestures.detection.current.name = this.name; // first time, trigger dragstart event if(!this.triggered) { inst.trigger(this.name +'start', ev); this.triggered = true; } inst.trigger(this.name, ev); // basic transform event // trigger rotate event if(rotation_threshold > inst.options.transform_min_rotation) { inst.trigger('rotate', ev); } // trigger pinch event if(scale_threshold > inst.options.transform_min_scale) { inst.trigger('pinch', ev); inst.trigger('pinch'+ ((ev.scale < 1) ? 'in' : 'out'), ev); } break; case ionic.Gestures.EVENT_END: // trigger dragend if(this.triggered) { inst.trigger(this.name +'end', ev); } this.triggered = false; break; } } }; /** * Touch * Called as first, tells the user has touched the screen * @events touch */ ionic.Gestures.gestures.Touch = { name: 'touch', index: -Infinity, defaults: { // call preventDefault at touchstart, and makes the element blocking by // disabling the scrolling of the page, but it improves gestures like // transforming and dragging. // be careful with using this, it can be very annoying for users to be stuck // on the page prevent_default: false, // disable mouse events, so only touch (or pen!) input triggers events prevent_mouseevents: false }, handler: function touchGesture(ev, inst) { if(inst.options.prevent_mouseevents && ev.pointerType == ionic.Gestures.POINTER_MOUSE) { ev.stopDetect(); return; } if(inst.options.prevent_default) { ev.preventDefault(); } if(ev.eventType == ionic.Gestures.EVENT_START) { inst.trigger(this.name, ev); } } }; /** * Release * Called as last, tells the user has released the screen * @events release */ ionic.Gestures.gestures.Release = { name: 'release', index: Infinity, handler: function releaseGesture(ev, inst) { if(ev.eventType == ionic.Gestures.EVENT_END) { inst.trigger(this.name, ev); } } }; })(window.ionic); ; (function(ionic) { ionic.Platform = { detect: function() { var platforms = []; this._checkPlatforms(platforms); for(var i = 0; i < platforms.length; i++) { document.body.classList.add('platform-' + platforms[i]); } }, _checkPlatforms: function(platforms) { if(this.isCordova()) { platforms.push('cordova'); } if(this.isIOS7()) { platforms.push('ios7'); } }, // Check if we are running in Cordova, which will have // window.device available. isCordova: function() { return (window.cordova || window.PhoneGap || window.phonegap); //&& /^file:\/{3}[^\/]/i.test(window.location.href) //&& /ios|iphone|ipod|ipad|android/i.test(navigator.userAgent); }, isIOS7: function() { if(!window.device) { return false; } return parseFloat(window.device.version) >= 7.0; } }; ionic.Platform.detect(); })(window.ionic); ; (function(window, document, ionic) { 'use strict'; // From the man himself, Mr. Paul Irish. // The requestAnimationFrame polyfill window.rAF = (function(){ return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || function( callback ){ window.setTimeout(callback, 1000 / 60); }; })(); // Ionic CSS polyfills ionic.CSS = {}; (function() { var d = document.createElement('div'); var keys = ['webkitTransform', 'transform', '-webkit-transform', 'webkit-transform', '-moz-transform', 'moz-transform', 'MozTransform', 'mozTransform']; for(var i = 0; i < keys.length; i++) { if(d.style[keys[i]] !== undefined) { ionic.CSS.TRANSFORM = keys[i]; break; } } })(); // polyfill use to simulate native "tap" function inputTapPolyfill(ele, e) { if(ele.type === "radio" || ele.type === "checkbox") { //ele.checked = !ele.checked; } else if(ele.type === "submit" || ele.type === "button") { ele.click(); } else { ele.focus(); } e.stopPropagation(); e.preventDefault(); return false; } function tapPolyfill(e) { // if the source event wasn't from a touch event then don't use this polyfill if(!e.gesture || e.gesture.pointerType !== "touch" || !e.gesture.srcEvent) return; // An internal Ionic indicator for angular directives that contain // elements that normally need poly behavior, but are already processed // (like the radio directive that has a radio button in it, but handles // the tap stuff itself). This is in contrast to preventDefault which will // mess up other operations like change events and such if(e.alreadyHandled) { return; } e = e.gesture.srcEvent; // evaluate the actual source event, not the created event by gestures.js var ele = e.target; while(ele) { if( ele.tagName === "INPUT" || ele.tagName === "TEXTAREA" || ele.tagName === "SELECT" ) { return inputTapPolyfill(ele, e); } else if( ele.tagName === "LABEL" ) { if(ele.control) { return inputTapPolyfill(ele.control, e); } } /* Let ng-click handle this else if( ele.tagName === "A" || ele.tagName === "BUTTON" ) { ele.click(); e.stopPropagation(); e.preventDefault(); return false; } */ ele = ele.parentElement; } // they didn't tap one of the above elements // if the currently active element is an input, and they tapped outside // of the current input, then unset its focus (blur) so the keyboard goes away var activeElement = document.activeElement; if(activeElement && (activeElement.tagName === "INPUT" || activeElement.tagName === "TEXTAREA" || activeElement.tagName === "SELECT")) { activeElement.blur(); e.stopPropagation(); e.preventDefault(); return false; } } // global tap event listener polyfill for HTML elements that were "tapped" by the user ionic.on("tap", tapPolyfill, window); })(this, document, ionic); ; (function(ionic) { /** * Various utilities used throughout Ionic * * Some of these are adopted from underscore.js and backbone.js, both also MIT licensed. */ ionic.Utils = { /** * Return a function that will be called with the given context */ proxy: function(func, context) { var args = Array.prototype.slice.call(arguments, 2); return function() { return func.apply(context, args.concat(Array.prototype.slice.call(arguments))); }; }, /** * Only call a function once in the given interval. * * @param func {Function} the function to call * @param wait {int} how long to wait before/after to allow function calls * @param immediate {boolean} whether to call immediately or after the wait interval */ debounce: function(func, wait, immediate) { var timeout, args, context, timestamp, result; return function() { context = this; args = arguments; timestamp = new Date(); var later = function() { var last = (new Date()) - timestamp; if (last < wait) { timeout = setTimeout(later, wait - last); } else { timeout = null; if (!immediate) result = func.apply(context, args); } }; var callNow = immediate && !timeout; if (!timeout) { timeout = setTimeout(later, wait); } if (callNow) result = func.apply(context, args); return result; }; }, /** * Throttle the given fun, only allowing it to be * called at most every `wait` ms. */ throttle: function(func, wait, options) { var context, args, result; var timeout = null; var previous = 0; options || (options = {}); var later = function() { previous = options.leading === false ? 0 : Date.now(); timeout = null; result = func.apply(context, args); }; return function() { var now = Date.now(); if (!previous && options.leading === false) previous = now; var remaining = wait - (now - previous); context = this; args = arguments; if (remaining <= 0) { clearTimeout(timeout); timeout = null; previous = now; result = func.apply(context, args); } else if (!timeout && options.trailing !== false) { timeout = setTimeout(later, remaining); } return result; }; }, // Borrowed from Backbone.js's extend // Helper function to correctly set up the prototype chain, for subclasses. // Similar to `goog.inherits`, but uses a hash of prototype properties and // class properties to be extended. inherit: function(protoProps, staticProps) { var parent = this; var child; // The constructor function for the new subclass is either defined by you // (the "constructor" property in your `extend` definition), or defaulted // by us to simply call the parent's constructor. if (protoProps && protoProps.hasOwnProperty('constructor')) { child = protoProps.constructor; } else { child = function(){ return parent.apply(this, arguments); }; } // Add static properties to the constructor function, if supplied. ionic.extend(child, parent, staticProps); // Set the prototype chain to inherit from `parent`, without calling // `parent`'s constructor function. var Surrogate = function(){ this.constructor = child; }; Surrogate.prototype = parent.prototype; child.prototype = new Surrogate; // Add prototype properties (instance properties) to the subclass, // if supplied. if (protoProps) ionic.extend(child.prototype, protoProps); // Set a convenience property in case the parent's prototype is needed // later. child.__super__ = parent.prototype; return child; }, // Extend adapted from Underscore.js extend: function(obj) { var args = Array.prototype.slice.call(arguments, 1); for(var i = 0; i < args.length; i++) { var source = args[i]; if (source) { for (var prop in source) { obj[prop] = source[prop]; } } } return obj; } }; // Bind a few of the most useful functions to the ionic scope ionic.inherit = ionic.Utils.inherit; ionic.extend = ionic.Utils.extend; ionic.throttle = ionic.Utils.throttle; ionic.proxy = ionic.Utils.proxy; ionic.debounce = ionic.Utils.debounce; })(window.ionic); ; (function(ionic) { 'use strict'; ionic.views.View = function() { this.initialize.apply(this, arguments); }; ionic.views.View.inherit = ionic.inherit; ionic.extend(ionic.views.View.prototype, { initialize: function() {} }); })(window.ionic); ; /** * ionic.views.Scroll. Portions lovingly 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). * * Some people are afraid of using Javascript powered scrolling, but * with today's devices, Javascript is probably the best solution for * scrolling in hybrid apps. Someone's code is running somewhere, even on native, right? */ (function(ionic) { 'use strict'; // Some easing functions for animations 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.Scroll = ionic.views.View.inherit({ initialize: function(opts) { var _this = this; // Extend the options with our defaults opts = ionic.Utils.extend({ decelerationRate: ionic.views.Scroll.prototype.DECEL_RATE_NORMAL, dragThreshold: 10, // Resistance when scrolling too far up or down rubberBandResistance: 2, // Scroll event names. These are custom so can be configured scrollEventName: 'momentumScrolled', scrollEndEventName: 'momentumScrollEnd', hasPullToRefresh: true, // Whether to disable overflow rubber banding when content is small // enough to fit in the viewport (i.e. doesn't need scrolling) disableNonOverflowRubberBand: true, // Called as the refresher is opened, an amount is passed onRefreshOpening: function() {}, // Called when let go and is refreshing onRefresh: function() {}, refreshEasing: EASING_FUNCTIONS.bounce, // ms transition time refreshEasingTime: 400, refreshOpeningInterval: 100, // How frequently to fire scroll events in the case of // a flick or momentum scroll where the finger is no longer // touching the screen. If your event handler is a performance // hog, change this millisecond value to cut down on the frequency // of events triggered in those instances. inertialEventInterval: 50, // How quickly to scroll with a mouse wheel. 20 is a good default mouseWheelSpeed: 20, // Invert the mouse wheel? This makes sense on new Macbooks, but // nowhere else. invertWheel: false, // Enable vertical scrolling isVerticalEnabled: true, // Enable horizontal scrolling isHorizontalEnabled: false, // The easing function to use for bouncing up or down on the bounds // of the scrolling area bounceEasing: EASING_FUNCTIONS.bounce, //how long to take when bouncing back in a rubber band bounceTime: 600 }, opts); ionic.extend(this, opts); this.el = opts.el; this.y = 0; this.x = 0; // Create a throttled pull to refresh "opening" function // which will get called as the refresh "opens" from drag var refreshOpening = _this.onRefreshOpening; _this.onRefreshOpening = ionic.throttle(function(ratio) { refreshOpening && refreshOpening(ratio); }, 100); // 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); }); }, // Called by user to tell the scroll view to stop pull to refresh doneRefreshing: function() { var _this = this; this._scrollTo(0, 0, this.refreshEasingTime, this.refreshEasing); this._isHoldingRefresh = false; // Hide the refresher setTimeout(function() { _this._refresher.style.display = 'none'; _this._isRefresherHidden = true; }, this.refreshEasingTime); }, /** * 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. * * Note: the x and y values will be converted to negative offsets due to * the way scrolling works internally. * * @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) { this._scrollTo(-x, -y, time, easing); }, _scrollTo: function(x, y, time, easing) { var _this = this; time = time || 0; var start = Date.now(); easing = easing || 'cubic-bezier(0.1, 0.57, 0.1, 1)'; var easingValues = easing.replace('cubic-bezier(', '').replace(')', '').split(','); easingValues = [parseFloat(easingValues[0]), parseFloat(easingValues[1]), parseFloat(easingValues[2]), parseFloat(easingValues[3])]; var cubicBezierFunction = ionic.Animator.getCubicBezier(easingValues[0], easingValues[1], easingValues[2], easingValues[3], time); var ox = this.x, oy = this.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; } if(ox == x && oy == y) { time = 0; } var dx = ox - x; var dy = oy - y; el.offsetHeight; el.style.webkitTransitionTimingFunction = easing; el.style.webkitTransitionDuration = time; el.style[ionic.CSS.TRANSFORM] = 'translate3d(' + x + 'px,' + y + 'px, 0)'; // Stop any other momentum event callbacks clearTimeout(this._momentumStepTimeout); // 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. if(time > 0) { this._momentumStepTimeout = setTimeout(function eventNotify() { // Calculate where in the animation process we might be var diff = Math.min(time, Math.abs(Date.now() - start)); // How far along in time have we moved var timeRatio = diff / time; // Interpolate the transition values, using the same // cubic bezier animation function used in the transition. var bx = ox - dx * cubicBezierFunction(timeRatio); var by = oy - dy * cubicBezierFunction(timeRatio); _this.didScroll && _this.didScroll({ target: _this.el, scrollLeft: -bx, scrollTop: -by }); ionic.trigger(_this.scrollEventName, { target: _this.el, scrollLeft: -bx, scrollTop: -by }); if(_this.isDragging) { _this._momentumStepTimeout = setTimeout(eventNotify, _this.inertialEventInterval); } }, this.inertialEventInterval); } else { this.didScroll && this.didScroll({ target: this.el, scrollLeft: -this.x, scrollTop: -this.y }); ionic.trigger(this.scrollEventName, { target: this.el, scrollLeft: -this.x, scrollTop: -this.y }); } }, /** * Check if the current scroll bounds needs to be brought back to the min/max * allowable given the total scrollable area. */ needsWrapping: function() { 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)); if (this.isHorizontalEnabled && (this.x > 0 || this.x < maxX)) { return true; } if (this.isVerticalEnabled && (this.y > 0 || this.y < maxY)) { return true; } return false; }, /** * 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 () { that._doneScrolling(); }, 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; if(speed === 0) { return { destination: current, duration: 0 }; } // 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; } 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; } return { destination: Math.round(destination), duration: duration }; }, _onTransitionEnd: function(e) { var _this = this; if (e.target != this.el) { return; } if(this._isHoldingRefresh) { return; } var needsWrapping = this.needsWrapping(); // Triggered to end scroll, once the final animation has ended if(needsWrapping && this._didEndScroll) { this._didEndScroll = false; this._doneScrolling(); } else if(!needsWrapping) { this._didEndScroll = false; this._doneScrolling(); } this.el.style.webkitTransitionDuration = '0'; window.rAF(function() { if(_this.wrapScrollPosition(_this.bounceTime)) { _this._didEndScroll = true; } }); }, _onScrollEnd: function() { this.isDragging = false; this._drag = null; this.el.classList.remove('scroll-scrolling'); 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; this.x = scrollLeft; this.y = scrollTop; // Grab the refresher element if using Pull to Refresh if(this.hasPullToRefresh) { this._refresher = document.querySelector('.scroll-refresher'); if(this._refresher) { this._refresherHeight = parseFloat(this._refresher.firstElementChild.offsetHeight) || 100; // We always start the refresher hidden if(this.y < 0) { this._isRefresherHidden = true; this._refresher.style.display = 'none'; } else { this._isRefresherHidden = false; this._didTriggerRefresh = false; this._refresher.style.display = 'block'; } this._isHoldingRefresh = false; if(this._refresher) { this._refresher.classList.remove('scroll-refreshing'); } } } 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() }; // If the viewport is too small and we aren't using pull to refresh, // don't rubber band the drag if(this.disableNonOverflowRubberBand === true && !this._refresher) { 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)) { this._drag.noRubberBand = true; } } }, /** * 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; _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.rAF(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(drag.noRubberBand === true) { if(newY > 0) { newY = 0; } else if(newY < maxY) { newY = maxY; } if(newX > 0) { newX = 0; } else if(newX < maxX) { newX = maxX; } } else { // Check if the dragging is beyond the bottom or top if(newY > 0 || (-newY + parentHeight) > totalHeight) { newY = _this.y + deltaY / _this.rubberBandResistance; } } if(!_this.isHorizontalEnabled) { newX = 0; } if(!_this.isVerticalEnabled) { newY = 0; } if(_this._refresher && newY > 0) { // We are pulling to refresh, so update the refresher if(_this._isRefresherHidden) { // Show it only in a drag and if we haven't showed it yet _this._refresher.style.display = 'block'; _this._isRefresherHidden = false; } if(newY > _this._refresherHeight && !_this._isHoldingRefresh) { _this._isHoldingRefresh = true; // Trigger refresh holding event here } else { // Trigger refresh open amount var ratio = Math.min(1, newY / _this._refresherHeight); _this.onRefreshOpening(ratio); } // Update the new translated Y point of the container _this.el.style[ionic.CSS.TRANSFORM] = 'translate3d(' + newX + 'px,' + newY + 'px, 0)'; } else { _this._isHoldingRefresh = false; // Hide the refresher if(_this.refresher && !_this._isRefresherHidden) { _this._refresher.style.display = 'none'; _this._isRefresherHidden = true; } // Update the new translated Y point of the container _this.el.style[ionic.CSS.TRANSFORM] = 'translate3d(' + newX + 'px,' + newY + 'px, 0)'; } // Store the last points _this.x = newX; _this.y = newY; // Check if we need to reset the drag initial states if we've // been dragging for a bit if(timestamp - drag.startTime > 300) { drag.startTime = timestamp; drag.startX = _this.x; drag.startY = _this.y; } _this.didScroll && _this.didScroll({ target: _this.el, scrollLeft: -newX, scrollTop: -newY }); // 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.rAF(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 = ''; if(_this._refresher && _this.y > 0) { // Pull to refresh if(Math.ceil(_this.y) >= _this._refresherHeight) { // REFRESH _this._refresher.classList.add('scroll-refreshing'); //_this._refresher.style.height = firstChildHeight + 'px'; _this._scrollTo(0, _this._refresherHeight, 100, _this.refreshEasing); if(!_this._didTriggerRefresh) { _this.onRefresh && _this.onRefresh(); _this._didTriggerRefresh = true; } } else { _this._refresher.classList.add('scroll-refreshing'); //_this._refresher.style.height = 0 + 'px'; _this._scrollTo(0, 0, _this.refreshEasingTime, _this.refreshEasing); } return; } 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; // Calculate 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) { // 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); } else { // We are done _this._doneScrolling(); } }); }, /** * Trigger a done scrolling event. */ _doneScrolling: function() { this.didStopScrolling && this.didStopScrolling({ target: this.el, scrollLeft: this.x, scrollTop: this.y }); ionic.trigger(this.scrollEndEventName, { target: this.el, scrollLeft: this.x, scrollTop: this.y }); } }, { DECEL_RATE_NORMAL: 0.998, DECEL_RATE_FAST: 0.99, DECEL_RATE_SLOW: 0.996, }); })(ionic); ; (function(ionic) { 'use strict'; /** * An ActionSheet is the slide up menu popularized on iOS. * * You see it all over iOS apps, where it offers a set of options * triggered after an action. */ ionic.views.ActionSheet = ionic.views.View.inherit({ initialize: function(opts) { this.el = opts.el; }, show: function() { // Force a reflow so the animation will actually run this.el.offsetWidth; this.el.classList.add('active'); }, hide: function() { // Force a reflow so the animation will actually run this.el.offsetWidth; this.el.classList.remove('active'); } }); })(ionic); ; (function(ionic) { 'use strict'; ionic.views.HeaderBar = ionic.views.View.inherit({ initialize: function(opts) { this.el = opts.el; ionic.extend(this, { alignTitle: 'center' }, opts); this.align(); }, /** * Align the title text given the buttons in the header * so that the header text size is maximized and aligned * correctly as long as possible. */ align: function() { var _this = this; window.rAF(ionic.proxy(function() { var i, c, childSize, childStyle; var children = this.el.children; var childNodes = this.el.childNodes; var styles = window.getComputedStyle(this.el, null); // Get the padding of the header for calculations var paddingLeft = parseFloat(styles['paddingLeft']); var paddingRight = parseFloat(styles['paddingRight']); // Get the full width of the header var headerWidth = this.el.offsetWidth; // Find the title element var title = this.el.querySelector('.title'); if(!title) { return; } var leftWidth = 0; var rightWidth = 0; var titlePos = Array.prototype.indexOf.call(this.el.childNodes, title); // Compute how wide the left children are for(i = 0; i < titlePos; i++) { childSize = null; c = childNodes[i]; if(c.nodeType == 3) { childSize = ionic.DomUtil.getTextBounds(c); } else if(c.nodeType == 1) { childSize = c.getBoundingClientRect(); } if(childSize) { leftWidth += childSize.width; } } // Compute how wide the right children are for(i = titlePos + 1; i < childNodes.length; i++) { childSize = null; c = childNodes[i]; if(c.nodeType == 3) { childSize = ionic.DomUtil.getTextBounds(c); } else if(c.nodeType == 1) { childSize = c.getBoundingClientRect(); } if(childSize) { rightWidth += childSize.width; } } var margin = Math.max(leftWidth, rightWidth) + 10; // Size and align the header title based on the sizes of the left and // right children, and the desired alignment mode if(this.alignTitle == 'center') { title.style.left = margin + 'px'; title.style.right = margin + 'px'; if(title.offsetWidth < title.scrollWidth) { title.style.textAlign = 'left'; title.style.right = (rightWidth + 5) + 'px'; } else { title.style.textAlign = 'center'; } } else if(this.alignTitle == 'left') { title.style.textAlign = 'left'; title.style.left = (leftWidth + 15) + 'px'; } else if(this.alignTitle == 'right') { title.style.textAlign = 'right'; title.style.right = (rightWidth + 15) + 'px'; } }, this)); } }); })(ionic); ; (function(ionic) { 'use strict'; var ITEM_CLASS = 'item'; var ITEM_CONTENT_CLASS = 'item-content'; var ITEM_SLIDING_CLASS = 'item-sliding'; var ITEM_OPTIONS_CLASS = 'item-options'; var ITEM_PLACEHOLDER_CLASS = 'item-placeholder'; var ITEM_REORDERING_CLASS = 'item-reordering'; var ITEM_DRAG_CLASS = 'item-drag'; var DragOp = function() {}; DragOp.prototype = { start: function(e) { }, drag: function(e) { }, end: function(e) { } }; var SlideDrag = function(opts) { this.dragThresholdX = opts.dragThresholdX || 10; this.el = opts.el; }; SlideDrag.prototype = new DragOp(); SlideDrag.prototype.start = function(e) { var content, buttons, offsetX, buttonsWidth; if(e.target.classList.contains(ITEM_CONTENT_CLASS)) { content = e.target; } else if(e.target.classList.contains(ITEM_CLASS)) { content = e.target.querySelector('.' + ITEM_CONTENT_CLASS); } // If we don't have a content area as one of our children (or ourselves), skip if(!content) { return; } // Make sure we aren't animating as we slide content.classList.remove(ITEM_SLIDING_CLASS); // Grab the starting X point for the item (for example, so we can tell whether it is open or closed to start) offsetX = parseFloat(content.style.webkitTransform.replace('translate3d(', '').split(',')[0]) || 0; // Grab the buttons buttons = content.parentNode.querySelector('.' + ITEM_OPTIONS_CLASS); if(!buttons) { return; } buttonsWidth = buttons.offsetWidth; this._currentDrag = { buttonsWidth: buttonsWidth, content: content, startOffsetX: offsetX }; }; SlideDrag.prototype.drag = function(e) { var _this = this, buttonsWidth; window.rAF(function() { // We really aren't dragging if(!_this._currentDrag) { return; } // Check if we should start dragging. Check if we've dragged past the threshold, // or we are starting from the open state. if(!_this._isDragging && ((Math.abs(e.gesture.deltaX) > _this.dragThresholdX) || (Math.abs(_this._currentDrag.startOffsetX) > 0))) { _this._isDragging = true; } if(_this._isDragging) { buttonsWidth = _this._currentDrag.buttonsWidth; // Grab the new X point, capping it at zero var newX = Math.min(0, _this._currentDrag.startOffsetX + e.gesture.deltaX); // If the new X position is past the buttons, we need to slow down the drag (rubber band style) if(newX < -buttonsWidth) { // Calculate the new X position, capped at the top of the buttons newX = Math.min(-buttonsWidth, -buttonsWidth + (((e.gesture.deltaX + buttonsWidth) * 0.4))); } _this._currentDrag.content.style.webkitTransform = 'translate3d(' + newX + 'px, 0, 0)'; } }); }; SlideDrag.prototype.end = function(e, doneCallback) { var _this = this; // There is no drag, just end immediately if(!this._currentDrag) { doneCallback && doneCallback(); return; } // If we are currently dragging, we want to snap back into place // The final resting point X will be the width of the exposed buttons var restingPoint = -this._currentDrag.buttonsWidth; // Check if the drag didn't clear the buttons mid-point // and we aren't moving fast enough to swipe open if(e.gesture.deltaX > -(this._currentDrag.buttonsWidth/2)) { // If we are going left but too slow, or going right, go back to resting if(e.gesture.direction == "left" && Math.abs(e.gesture.velocityX) < 0.3) { restingPoint = 0; } else if(e.gesture.direction == "right") { restingPoint = 0; } } var content = this._currentDrag.content; var onRestingAnimationEnd = function(e) { if(e.propertyName == '-webkit-transform') { content.classList.remove(ITEM_SLIDING_CLASS); } e.target.removeEventListener('webkitTransitionEnd', onRestingAnimationEnd); }; window.rAF(function() { var currentX = parseFloat(_this._currentDrag.content.style.webkitTransform.replace('translate3d(', '').split(',')[0]) || 0; if(currentX !== restingPoint) { _this._currentDrag.content.classList.add(ITEM_SLIDING_CLASS); _this._currentDrag.content.addEventListener('webkitTransitionEnd', onRestingAnimationEnd); } _this._currentDrag.content.style.webkitTransform = 'translate3d(' + restingPoint + 'px, 0, 0)'; // Kill the current drag _this._currentDrag = null; // We are done, notify caller doneCallback && doneCallback(); }); }; var ReorderDrag = function(opts) { this.dragThresholdY = opts.dragThresholdY || 0; this.el = opts.el; }; ReorderDrag.prototype = new DragOp(); ReorderDrag.prototype.start = function(e) { var content; // Grab the starting Y point for the item var offsetY = this.el.offsetTop;//parseFloat(this.el.style.webkitTransform.replace('translate3d(', '').split(',')[1]) || 0; var placeholder = this.el.cloneNode(true); placeholder.classList.add(ITEM_PLACEHOLDER_CLASS); this.el.parentNode.insertBefore(placeholder, this.el); this.el.classList.add(ITEM_REORDERING_CLASS); this._currentDrag = { startOffsetTop: offsetY, placeholder: placeholder }; }; ReorderDrag.prototype.drag = function(e) { var _this = this; window.rAF(function() { // We really aren't dragging if(!_this._currentDrag) { return; } // Check if we should start dragging. Check if we've dragged past the threshold, // or we are starting from the open state. if(!_this._isDragging && Math.abs(e.gesture.deltaY) > _this.dragThresholdY) { _this._isDragging = true; } if(_this._isDragging) { var newY = _this._currentDrag.startOffsetTop + e.gesture.deltaY; _this.el.style.top = newY + 'px'; _this._currentDrag.currentY = newY; _this._reorderItems(); } }); }; // When an item is dragged, we need to reorder any items for sorting purposes ReorderDrag.prototype._reorderItems = function() { var placeholder = this._currentDrag.placeholder; var siblings = Array.prototype.slice.call(this._currentDrag.placeholder.parentNode.children); // Remove the floating element from the child search list siblings.splice(siblings.indexOf(this.el), 1); var index = siblings.indexOf(this._currentDrag.placeholder); var topSibling = siblings[Math.max(0, index - 1)]; var bottomSibling = siblings[Math.min(siblings.length, index+1)]; var thisOffsetTop = this._currentDrag.currentY;// + this._currentDrag.startOffsetTop; if(topSibling && (thisOffsetTop < topSibling.offsetTop + topSibling.offsetHeight/2)) { ionic.DomUtil.swapNodes(this._currentDrag.placeholder, topSibling); return index - 1; } else if(bottomSibling && thisOffsetTop > (bottomSibling.offsetTop + bottomSibling.offsetHeight/2)) { ionic.DomUtil.swapNodes(bottomSibling, this._currentDrag.placeholder); return index + 1; } }; ReorderDrag.prototype.end = function(e, doneCallback) { if(!this._currentDrag) { doneCallback && doneCallback(); return; } var placeholder = this._currentDrag.placeholder; // Reposition the element this.el.classList.remove(ITEM_REORDERING_CLASS); this.el.style.top = 0; var finalPosition = ionic.DomUtil.getChildIndex(placeholder); placeholder.parentNode.insertBefore(this.el, placeholder); placeholder.parentNode.removeChild(placeholder); this._currentDrag = null; doneCallback && doneCallback(); }; /** * The ListView handles a list of items. It will process drag animations, edit mode, * and other operations that are common on mobile lists or table views. */ ionic.views.ListView = ionic.views.Scroll.inherit({ initialize: function(opts) { var _this = this; opts = ionic.extend({ virtualRemoveThreshold: -200, virtualAddThreshold: 200 }, opts); ionic.extend(this, opts); if(!this.itemHeight && this.listEl) { this.itemHeight = this.listEl.children[0] && parseInt(this.listEl.children[0].style.height); } ionic.views.ListView.__super__.initialize.call(this, opts); this.onRefresh = opts.onRefresh || function() {}; this.onRefreshOpening = opts.onRefreshOpening || function() {}; this.onRefreshHolding = opts.onRefreshHolding || function() {}; window.ionic.onGesture('touch', function(e) { _this._handleTouch(e); }, this.el); window.ionic.onGesture('release', function(e) { _this._handleTouchRelease(e); }, this.el); // Start the drag states this._initDrag(); }, /** * Called to tell the list to stop refreshing. This is useful * if you are refreshing the list and are done with refreshing. */ stopRefreshing: function() { var refresher = this.el.querySelector('.list-refresher'); refresher.style.height = '0px'; }, /** * If we scrolled and have virtual mode enabled, compute the window * of active elements in order to figure out the viewport to render. */ didScroll: function(e) { if(this.isVirtual) { var itemHeight = this.itemHeight; // TODO: This would be inaccurate if we are windowed var totalItems = this.listEl.children.length; // Grab the total height of the list var scrollHeight = e.target.scrollHeight; // Get the viewport height var viewportHeight = this.el.parentNode.offsetHeight; // scrollTop is the current scroll position var scrollTop = e.scrollTop; // High water is the pixel position of the first element to include (everything before // that will be removed) var highWater = Math.max(0, e.scrollTop + this.virtualRemoveThreshold); // Low water is the pixel position of the last element to include (everything after // that will be removed) var lowWater = Math.min(scrollHeight, Math.abs(e.scrollTop) + viewportHeight + this.virtualAddThreshold); // Compute how many items per viewport size can show var itemsPerViewport = Math.floor((lowWater - highWater) / itemHeight); // Get the first and last elements in the list based on how many can fit // between the pixel range of lowWater and highWater var first = parseInt(Math.abs(highWater / itemHeight)); var last = parseInt(Math.abs(lowWater / itemHeight)); // Get the items we need to remove this._virtualItemsToRemove = Array.prototype.slice.call(this.listEl.children, 0, first); // Grab the nodes we will be showing var nodes = Array.prototype.slice.call(this.listEl.children, first, first + itemsPerViewport); this.renderViewport && this.renderViewport(highWater, lowWater, first, last); } }, didStopScrolling: function(e) { if(this.isVirtual) { for(var i = 0; i < this._virtualItemsToRemove.length; i++) { var el = this._virtualItemsToRemove[i]; //el.parentNode.removeChild(el); this.didHideItem && this.didHideItem(i); } // Once scrolling stops, check if we need to remove old items } }, _initDrag: function() { ionic.views.ListView.__super__._initDrag.call(this); //this._isDragging = false; this._dragOp = null; }, // Return the list item from the given target _getItem: function(target) { while(target) { if(target.classList.contains(ITEM_CLASS)) { return target; } target = target.parentNode; } return null; }, _startDrag: function(e) { var _this = this; this._isDragging = false; // Check if this is a reorder drag if(ionic.DomUtil.getParentOrSelfWithClass(e.target, ITEM_DRAG_CLASS) && (e.gesture.direction == 'up' || e.gesture.direction == 'down')) { var item = this._getItem(e.target); if(item) { this._dragOp = new ReorderDrag({ el: item }); this._dragOp.start(e); e.preventDefault(); return; } } // Or check if this is a swipe to the side drag else if((e.gesture.direction == 'left' || e.gesture.direction == 'right') && Math.abs(e.gesture.deltaX) > 5) { this._dragOp = new SlideDrag({ el: this.el }); this._dragOp.start(e); e.preventDefault(); return; } // We aren't handling it, so pass it up the chain ionic.views.ListView.__super__._startDrag.call(this, e); }, _handleEndDrag: function(e) { var _this = this; if(!this._dragOp) { ionic.views.ListView.__super__._handleEndDrag.call(this, e); return; } this._dragOp.end(e, function() { _this._initDrag(); }); }, /** * Process the drag event to move the item to the left or right. */ _handleDrag: function(e) { var _this = this, content, buttons; // If the user has a touch timeout to highlight an element, clear it if we // get sufficient draggage if(Math.abs(e.gesture.deltaX) > 10 || Math.abs(e.gesture.deltaY) > 10) { clearTimeout(this._touchTimeout); } clearTimeout(this._touchTimeout); // If we get a drag event, make sure we aren't in another drag, then check if we should // start one if(!this.isDragging && !this._dragOp) { this._startDrag(e); } // No drag still, pass it up if(!this._dragOp) { ionic.views.ListView.__super__._handleDrag.call(this, e); return; } e.preventDefault(); this._dragOp.drag(e); }, /** * Handle the touch event to show the active state on an item if necessary. */ _handleTouch: function(e) { var _this = this; var item = ionic.DomUtil.getParentOrSelfWithClass(e.target, ITEM_CLASS); if(!item) { return; } this._touchTimeout = setTimeout(function() { var items = _this.el.querySelectorAll('.item'); for(var i = 0, l = items.length; i < l; i++) { items[i].classList.remove('active'); } item.classList.add('active'); }, 250); }, /** * Handle the release event to remove the active state on an item if necessary. */ _handleTouchRelease: function(e) { var _this = this; // Cancel touch timeout clearTimeout(this._touchTimeout); var items = _this.el.querySelectorAll('.item'); for(var i = 0, l = items.length; i < l; i++) { items[i].classList.remove('active'); } } }); })(ionic); ; (function(ionic) { 'use strict'; /** * An ActionSheet is the slide up menu popularized on iOS. * * You see it all over iOS apps, where it offers a set of options * triggered after an action. */ ionic.views.Loading = ionic.views.View.inherit({ initialize: function(opts) { var _this = this; this.el = opts.el; this.maxWidth = opts.maxWidth || 200; this._loadingBox = this.el.querySelector('.loading'); }, show: function() { var _this = this; if(this._loadingBox) { var lb = _this._loadingBox; var width = Math.min(_this.maxWidth, Math.max(window.outerWidth - 40, lb.offsetWidth)); lb.style.width = width; lb.style.marginLeft = (-lb.offsetWidth) / 2 + 'px'; lb.style.marginTop = (-lb.offsetHeight) / 2 + 'px'; _this.el.classList.add('active'); } }, hide: function() { // Force a reflow so the animation will actually run this.el.offsetWidth; this.el.classList.remove('active'); } }); })(ionic); ; (function(ionic) { 'use strict'; ionic.views.Modal = ionic.views.View.inherit({ initialize: function(opts) { opts = ionic.extend({ focusFirstInput: true, unfocusOnHide: true }, opts); ionic.extend(this, opts); this.el = opts.el; }, show: function() { this.el.classList.add('active'); if(this.focusFirstInput) { var input = this.el.querySelector('input, textarea'); input && input.focus && input.focus(); } }, hide: function() { this.el.classList.remove('active'); // Unfocus all elements if(this.unfocusOnHide) { var inputs = this.el.querySelectorAll('input, textarea'); for(var i = 0; i < inputs.length; i++) { inputs[i].blur && inputs[i].blur(); } } } }); })(ionic); ; (function(ionic) { 'use strict'; ionic.views.NavBar = ionic.views.View.inherit({ initialize: function(opts) { this.el = opts.el; this._titleEl = this.el.querySelector('.title'); if(opts.hidden) { this.hide(); } }, hide: function() { this.el.classList.add('hidden'); }, show: function() { this.el.classList.remove('hidden'); }, shouldGoBack: function() {}, setTitle: function(title) { if(!this._titleEl) { return; } this._titleEl.innerHTML = title; }, showBackButton: function(shouldShow) { var _this = this; if(!this._currentBackButton) { var back = document.createElement('a'); back.className = 'button back'; back.innerHTML = 'Back'; this._currentBackButton = back; this._currentBackButton.onclick = function(event) { _this.shouldGoBack && _this.shouldGoBack(); }; } if(shouldShow && !this._currentBackButton.parentNode) { // Prepend the back button this.el.insertBefore(this._currentBackButton, this.el.firstChild); } else if(!shouldShow && this._currentBackButton.parentNode) { // Remove the back button if it's there this._currentBackButton.parentNode.removeChild(this._currentBackButton); } } }); })(ionic); ; (function(ionic) { 'use strict'; /** * An ActionSheet is the slide up menu popularized on iOS. * * You see it all over iOS apps, where it offers a set of options * triggered after an action. */ ionic.views.Popup = ionic.views.View.inherit({ initialize: function(opts) { var _this = this; this.el = opts.el; }, setTitle: function(title) { var titleEl = el.querySelector('.popup-title'); if(titleEl) { titleEl.innerHTML = title; } }, alert: function(message) { var _this = this; window.rAF(function() { _this.setTitle(message); _this.el.classList.add('active'); }); }, hide: function() { // Force a reflow so the animation will actually run this.el.offsetWidth; this.el.classList.remove('active'); } }); })(ionic); ; (function(ionic) { 'use strict'; /** * The side menu view handles one of the side menu's in a Side Menu Controller * configuration. * It takes a DOM reference to that side menu element. */ ionic.views.SideMenu = ionic.views.View.inherit({ initialize: function(opts) { this.el = opts.el; this.width = opts.width; this.isEnabled = opts.isEnabled || true; }, getFullWidth: function() { return this.width; }, setIsEnabled: function(isEnabled) { this.isEnabled = isEnabled; }, bringUp: function() { this.el.style.zIndex = 0; }, pushDown: function() { this.el.style.zIndex = -1; } }); ionic.views.SideMenuContent = ionic.views.View.inherit({ initialize: function(opts) { var _this = this; ionic.extend(this, { animationClass: 'menu-animated', onDrag: function(e) {}, onEndDrag: function(e) {}, }, opts); ionic.onGesture('drag', ionic.proxy(this._onDrag, this), this.el); ionic.onGesture('release', ionic.proxy(this._onEndDrag, this), this.el); }, _onDrag: function(e) { this.onDrag && this.onDrag(e); }, _onEndDrag: function(e) { this.onEndDrag && this.onEndDrag(e); }, disableAnimation: function() { this.el.classList.remove(this.animationClass); }, enableAnimation: function() { this.el.classList.add(this.animationClass); }, getTranslateX: function() { return parseFloat(this.el.style.webkitTransform.replace('translate3d(', '').split(',')[0]); }, setTranslateX: function(x) { this.el.style.webkitTransform = 'translate3d(' + x + 'px, 0, 0)'; } }); })(ionic); ; /** * The SlideBox is a swipeable, slidable, slideshowable box. Think of any image gallery * or iOS "dot" pager gallery, or maybe a carousel. * * Each screen fills the full width and height of the viewport, and screens can * be swiped between, or set to automatically transition. */ (function(ionic) { 'use strict'; ionic.views.SlideBox = ionic.views.View.inherit({ initialize: function(opts) { var _this = this; this.slideChanged = opts.slideChanged || function() {}; this.el = opts.el; this.pager = this.el.querySelector('.slide-box-pager'); // The drag threshold is the pixel delta that will trigger a drag (to // avoid accidental dragging) this.dragThresholdX = opts.dragThresholdX || 10; // The velocity threshold is a velocity of drag that indicates a "swipe". This // number is taken from hammer.js's calculations this.velocityXThreshold = opts.velocityXThreshold || 0.3; // Initialize the slide index to the first page and update the pager this.slideIndex = 0; this._updatePager(); // Listen for drag and release events window.ionic.onGesture('drag', function(e) { _this._handleDrag(e); }, this.el); window.ionic.onGesture('release', function(e) { _this._handleEndDrag(e); }, this.el); }, /** * Tell the pager to update itself if content is added or * removed. */ update: function() { this._updatePager(); }, prependSlide: function(el) { var content = this.el.firstElementChild; if(!content) { return; } var slideWidth = content.offsetWidth; var offsetX = parseFloat(content.style.webkitTransform.replace('translate3d(', '').split(',')[0]) || 0; var newOffsetX = Math.min(0, offsetX - slideWidth); content.insertBefore(el, content.firstChild); content.classList.remove('slide-box-animating'); content.style.webkitTransform = 'translate3d(' + newOffsetX + 'px, 0, 0)'; this._prependPagerIcon(); this.slideIndex = (this.slideIndex + 1) % content.children.length; this._updatePager(); }, appendSlide: function(el) { var content = this.el.firstElementChild; if(!content) { return; } content.classList.remove('slide-box-animating'); content.appendChild(el); this._appendPagerIcon(); this._updatePager(); }, removeSlide: function(index) { var content = this.el.firstElementChild; if(!content) { return; } var items = this.el.firstElementChild; items.removeChild(items.firstElementChild); var slideWidth = content.offsetWidth; var offsetX = parseFloat(content.style.webkitTransform.replace('translate3d(', '').split(',')[0]) || 0; var newOffsetX = Math.min(0, offsetX + slideWidth); content.classList.remove('slide-box-animating'); content.style.webkitTransform = 'translate3d(' + newOffsetX + 'px, 0, 0)'; this._removePagerIcon(); this.slideIndex = Math.max(0, (this.slideIndex - 1) % content.children.length); this._updatePager(); }, /** * Slide to the given slide index. * * @param {int} the index of the slide to animate to. */ slideToSlide: function(index) { var content = this.el.firstElementChild; if(!content) { return; } // Get the width of one slide var slideWidth = content.offsetWidth; // Calculate the new offsetX position which is just // N slides to the left, where N is the given index var offsetX = index * slideWidth; // Calculate the max X position we'd allow based on how many slides // there are. var maxX = Math.max(0, content.children.length - 1) * slideWidth; // Bounds the offset X position in the range maxX >= offsetX >= 0 offsetX = offsetX < 0 ? 0 : offsetX > maxX ? maxX : offsetX; // Animate and slide the slides over content.classList.add('slide-box-animating'); content.style.webkitTransform = 'translate3d(' + -offsetX + 'px, 0, 0)'; var lastSlide = this.slideIndex; // Update the slide index this.slideIndex = Math.ceil(offsetX / slideWidth); if(lastSlide !== this.slideIndex) { this.slideChanged && this.slideChanged(this.slideIndex); } this._updatePager(); }, /** * Get the currently set slide index. This method * is updated before any transitions run, so the * value could be early. * * @return {int} the current slide index */ getSlideIndex: function() { return this.slideIndex; }, _appendPagerIcon: function() { if(!this.pager || !this.pager.children.length) { return; } var newPagerChild = this.pager.children[0].cloneNode(); this.pager.appendChild(newPagerChild); }, _prependPagerIcon: function() { if(!this.pager || !this.pager.children.length) { return; } var newPagerChild = this.pager.children[0].cloneNode(); this.pager.insertBefore(newPagerChild, this.pager.firstChild); }, _removePagerIcon: function() { if(!this.pager || !this.pager.children.length) { return; } this.pager.removeChild(this.pager.firstElementChild); }, /** * If we have a pager, update the active page when the current slide * changes. */ _updatePager: function() { if(!this.pager) { return; } var numPagerChildren = this.pager.children.length; if(!numPagerChildren) { // No children to update return; } // Update the active state of the pager icons for(var i = 0, j = this.pager.children.length; i < j; i++) { if(i == this.slideIndex) { this.pager.children[i].classList.add('active'); } else { this.pager.children[i].classList.remove('active'); } } }, _initDrag: function() { this._isDragging = false; this._drag = null; }, _handleEndDrag: function(e) { var _this = this, finalOffsetX, content, ratio, slideWidth, totalWidth, offsetX; window.rAF(function() { // We didn't have a drag, so just init and leave if(!_this._drag) { _this._initDrag(); return; } // We did have a drag, so we need to snap to the correct spot // Grab the content layer content = _this._drag.content; // Enable transition duration content.classList.add('slide-box-animating'); // Grab the current offset X position offsetX = parseFloat(content.style.webkitTransform.replace('translate3d(', '').split(',')[0]) || 0; // Calculate how wide a single slide is, and their total width slideWidth = content.offsetWidth; totalWidth = content.offsetWidth * content.children.length; // Calculate how far in this slide we've dragged ratio = (offsetX % slideWidth) / slideWidth; if(ratio >= 0) { // Anything greater than zero is too far left, this is an extreme case // TODO: Do we need this anymore? finalOffsetX = 0; } else if(ratio >= -0.5) { // We are less than half-way through a drag // Sliiide to the left finalOffsetX = Math.max(0, Math.floor(Math.abs(offsetX) / slideWidth) * slideWidth); } else { // We are more than half-way through a drag // Sliiide to the right finalOffsetX = Math.min(totalWidth - slideWidth, Math.ceil(Math.abs(offsetX) / slideWidth) * slideWidth); } if(e.gesture.velocityX > _this.velocityXThreshold) { if(e.gesture.direction == 'left') { _this.slideToSlide(_this.slideIndex + 1); } else if(e.gesture.direction == 'right') { _this.slideToSlide(_this.slideIndex - 1); } } else { // Calculate the new slide index (or "page") _this.slideIndex = Math.ceil(finalOffsetX / slideWidth); // Negative offsetX to slide correctly content.style.webkitTransform = 'translate3d(' + -finalOffsetX + 'px, 0, 0)'; } _this._initDrag(); }); }, /** * 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(); // Make sure to grab the element we will slide as our target content = ionic.DomUtil.getParentOrSelfWithClass(e.target, 'slide-box-slides'); if(!content) { return; } // Disable transitions during drag content.classList.remove('slide-box-animating'); // Grab the starting X point for the item (for example, so we can tell whether it is open or closed to start) offsetX = parseFloat(content.style.webkitTransform.replace('translate3d(', '').split(',')[0]) || 0; this._drag = { content: content, startOffsetX: offsetX, resist: 1 }; }, /** * Process the drag event to move the item to the left or right. */ _handleDrag: function(e) { var _this = this; window.rAF(function() { var content; // We really aren't dragging if(!_this._drag) { _this._startDrag(e); } // Sanity if(!_this._drag) { return; } // Stop any default events during the drag e.preventDefault(); // Check if we should start dragging. Check if we've dragged past the threshold. if(!_this._isDragging && (Math.abs(e.gesture.deltaX) > _this.dragThresholdX)) { _this._isDragging = true; } if(_this._isDragging) { content = _this._drag.content; var newX = _this._drag.startOffsetX + (e.gesture.deltaX / _this._drag.resist); var rightMostX = -(content.offsetWidth * Math.max(0, content.children.length - 1)); if(newX > 0) { // We are dragging past the leftmost pane, rubber band _this._drag.resist = (newX / content.offsetWidth) + 1.4; } else if(newX < rightMostX) { // Dragging past the rightmost pane, rubber band //newX = Math.min(rightMostX, + (((e.gesture.deltaX + buttonsWidth) * 0.4))); _this._drag.resist = (Math.abs(newX) / content.offsetWidth) - 0.6; } _this._drag.content.style.webkitTransform = 'translate3d(' + newX + 'px, 0, 0)'; } }); } }); })(window.ionic); ; (function(ionic) { 'use strict'; ionic.views.TabBarItem = ionic.views.View.inherit({ initialize: function(el) { this.el = el; this._buildItem(); }, // Factory for creating an item from a given javascript object create: function(itemData) { var item = document.createElement('a'); item.className = 'tab-item'; // If there is an icon, add the icon element if(itemData.icon) { var icon = document.createElement('i'); icon.className = itemData.icon; item.appendChild(icon); } item.appendChild(document.createTextNode(itemData.title)); return new ionic.views.TabBarItem(item); }, _buildItem: function() { var _this = this, child, children = Array.prototype.slice.call(this.el.children); for(var i = 0, j = children.length; i < j; i++) { child = children[i]; // Test if this is a "i" tag with icon in the class name // TODO: This heuristic might not be sufficient if(child.tagName.toLowerCase() == 'i' && /icon/.test(child.className)) { this.icon = child.className; break; } } // Set the title to the text content of the tab. this.title = this.el.innerText.trim(); this._tapHandler = function(e) { _this.onTap && _this.onTap(e); }; ionic.on('tap', this._tapHandler, this.el); }, onTap: function(e) { }, // Remove the event listeners from this object destroy: function() { ionic.off('tap', this._tapHandler, this.el); }, getIcon: function() { return this.icon; }, getTitle: function() { return this.title; }, setSelected: function(isSelected) { this.isSelected = isSelected; if(isSelected) { this.el.classList.add('active'); } else { this.el.classList.remove('active'); } } }); ionic.views.TabBar = ionic.views.View.inherit({ initialize: function(opts) { this.el = opts.el; this.items = []; this._buildItems(); }, // get all the items for the TabBar getItems: function() { return this.items; }, // Add an item to the tab bar addItem: function(item) { // Create a new TabItem var tabItem = ionic.views.TabBarItem.prototype.create(item); this.appendItemElement(tabItem); this.items.push(tabItem); this._bindEventsOnItem(tabItem); }, appendItemElement: function(item) { if(!this.el) { return; } this.el.appendChild(item.el); }, // Remove an item from the tab bar removeItem: function(index) { var item = this.items[index]; if(!item) { return; } item.onTap = undefined; item.destroy(); }, _bindEventsOnItem: function(item) { var _this = this; if(!this._itemTapHandler) { this._itemTapHandler = function(e) { //_this.selectItem(this); _this.trySelectItem(this); }; } item.onTap = this._itemTapHandler; }, // Get the currently selected item getSelectedItem: function() { return this.selectedItem; }, // Set the currently selected item by index setSelectedItem: function(index) { this.selectedItem = this.items[index]; // Deselect all for(var i = 0, j = this.items.length; i < j; i += 1) { this.items[i].setSelected(false); } // Select the new item if(this.selectedItem) { this.selectedItem.setSelected(true); //this.onTabSelected && this.onTabSelected(this.selectedItem, index); } }, // Select the given item assuming we can find it in our // item list. selectItem: function(item) { for(var i = 0, j = this.items.length; i < j; i += 1) { if(this.items[i] == item) { this.setSelectedItem(i); return; } } }, // Try to select a given item. This triggers an event such // that the view controller managing this tab bar can decide // whether to select the item or cancel it. trySelectItem: function(item) { for(var i = 0, j = this.items.length; i < j; i += 1) { if(this.items[i] == item) { this.tryTabSelect && this.tryTabSelect(i); return; } } }, // Build the initial items list from the given DOM node. _buildItems: function() { var item, items = Array.prototype.slice.call(this.el.children); for(var i = 0, j = items.length; i < j; i += 1) { item = new ionic.views.TabBarItem(items[i]); this.items[i] = item; this._bindEventsOnItem(item); } if(this.items.length > 0) { this.selectedItem = this.items[0]; } }, // Destroy this tab bar destroy: function() { for(var i = 0, j = this.items.length; i < j; i += 1) { this.items[i].destroy(); } this.items.length = 0; } }); })(window.ionic); ; (function(ionic) { 'use strict'; ionic.views.Toggle = ionic.views.View.inherit({ initialize: function(opts) { this.el = opts.el; this.checkbox = opts.checkbox; this.handle = opts.handle; this.openPercent = -1; }, tap: function(e) { this.val( !this.checkbox.checked ); }, drag: function(e) { var slidePageLeft = this.checkbox.offsetLeft + (this.handle.offsetWidth / 2); var slidePageRight = this.checkbox.offsetLeft + this.checkbox.offsetWidth - (this.handle.offsetWidth / 2); if(e.pageX >= slidePageRight - 4) { this.val(true); } else if(e.pageX <= slidePageLeft) { this.val(false); } else { this.setOpenPercent( Math.round( (1 - ((slidePageRight - e.pageX) / (slidePageRight - slidePageLeft) )) * 100) ); } }, setOpenPercent: function(openPercent) { // only make a change if the new open percent has changed if(this.openPercent < 0 || (openPercent < (this.openPercent - 3) || openPercent > (this.openPercent + 3) ) ) { this.openPercent = openPercent; if(openPercent === 0) { this.val(false); } else if(openPercent === 100) { this.val(true); } else { var openPixel = Math.round( (openPercent / 100) * this.checkbox.offsetWidth - (this.handle.offsetWidth) ); openPixel = (openPixel < 1 ? 0 : openPixel); this.handle.style.webkitTransform = 'translate3d(' + openPixel + 'px,0,0)'; } } }, release: function(e) { this.val( this.openPercent >= 50 ); }, val: function(value) { if(value === true || value === false) { if(this.handle.style.webkitTransform !== "") { this.handle.style.webkitTransform = ""; } this.checkbox.checked = value; this.openPercent = (value ? 100 : 0); } return this.checkbox.checked; } }); })(ionic); ; (function(ionic) { 'use strict'; ionic.controllers.ViewController = function(options) { this.initialize.apply(this, arguments); }; ionic.controllers.ViewController.inherit = ionic.inherit; ionic.extend(ionic.controllers.ViewController.prototype, { initialize: function() {}, // Destroy this view controller, including all child views destroy: function() { } }); })(window.ionic); ; (function(ionic) { 'use strict'; /** * The NavController makes it easy to have a stack * of views or screens that can be pushed and popped * for a dynamic navigation flow. This API is modelled * off of the UINavigationController in iOS. * * The NavController can drive a nav bar to show a back button * if the stack can be poppped to go back to the last view, and * it will handle updating the title of the nav bar and processing animations. */ ionic.controllers.NavController = ionic.controllers.ViewController.inherit({ initialize: function(opts) { var _this = this; this.navBar = opts.navBar; this.content = opts.content; this.controllers = opts.controllers || []; this._updateNavBar(); // TODO: Is this the best way? this.navBar.shouldGoBack = function() { _this.pop(); }; }, /** * @return {array} the array of controllers on the stack. */ getControllers: function() { return this.controllers; }, /** * @return {object} the controller at the top of the stack. */ getTopController: function() { return this.controllers[this.controllers.length-1]; }, /** * Push a new controller onto the navigation stack. The new controller * will automatically become the new visible view. * * @param {object} controller the controller to push on the stack. */ push: function(controller) { var last = this.controllers[this.controllers.length - 1]; this.controllers.push(controller); // Indicate we are switching controllers var shouldSwitch = this.switchingController && this.switchingController(controller) || true; // Return if navigation cancelled if(shouldSwitch === false) return; // Actually switch the active controllers if(last) { last.isVisible = false; last.visibilityChanged && last.visibilityChanged('push'); } // Grab the top controller on the stack var next = this.controllers[this.controllers.length - 1]; next.isVisible = true; // Trigger visibility change, but send 'first' if this is the first page next.visibilityChanged && next.visibilityChanged(last ? 'push' : 'first'); this._updateNavBar(); return controller; }, /** * Pop the top controller off the stack, and show the last one. This is the * "back" operation. * * @return {object} the last popped controller */ pop: function() { var next, last; // Make sure we keep one on the stack at all times if(this.controllers.length < 2) { return; } // Grab the controller behind the top one on the stack last = this.controllers.pop(); if(last) { last.isVisible = false; last.visibilityChanged && last.visibilityChanged('pop'); } // Remove the old one //last && last.detach(); next = this.controllers[this.controllers.length - 1]; // TODO: No DOM stuff here //this.content.el.appendChild(next.el); next.isVisible = true; next.visibilityChanged && next.visibilityChanged('pop'); // Switch to it (TODO: Animate or such things here) this._updateNavBar(); return last; }, /** * Show the NavBar (if any) */ showNavBar: function() { if(this.navBar) { this.navBar.show(); } }, /** * Hide the NavBar (if any) */ hideNavBar: function() { if(this.navBar) { this.navBar.hide(); } }, // Update the nav bar after a push or pop _updateNavBar: function() { if(!this.getTopController() || !this.navBar) { return; } this.navBar.setTitle(this.getTopController().title); if(this.controllers.length > 1) { this.navBar.showBackButton(true); } else { this.navBar.showBackButton(false); } } }); })(window.ionic); ; (function(ionic) { 'use strict'; /** * The SideMenuController is a controller with a left and/or right menu that * can be slid out and toggled. Seen on many an app. * * The right or left menu can be disabled or not used at all, if desired. */ ionic.controllers.SideMenuController = ionic.controllers.ViewController.inherit({ initialize: function(options) { var self = this; this.left = options.left; this.right = options.right; this.content = options.content; this.dragThresholdX = options.dragThresholdX || 10; this._rightShowing = false; this._leftShowing = false; this._isDragging = false; if(this.content) { this.content.onDrag = function(e) { self._handleDrag(e); }; this.content.onEndDrag =function(e) { self._endDrag(e); }; } }, /** * Set the content view controller if not passed in the constructor options. * * @param {object} content */ setContent: function(content) { var self = this; this.content = content; this.content.onDrag = function(e) { self._handleDrag(e); }; this.content.endDrag = function(e) { self._endDrag(e); }; }, /** * Toggle the left menu to open 100% */ toggleLeft: function() { var openAmount = this.getOpenAmount(); if(openAmount > 0) { this.openPercentage(0); } else { this.openPercentage(100); } }, /** * Toggle the right menu to open 100% */ toggleRight: function() { var openAmount = this.getOpenAmount(); if(openAmount < 0) { this.openPercentage(0); } else { this.openPercentage(-100); } }, /** * Close all menus. */ close: function() { this.openPercentage(0); }, /** * @return {float} The amount the side menu is open, either positive or negative for left (positive), or right (negative) */ getOpenAmount: function() { return this.content.getTranslateX() || 0; }, /** * @return {float} The ratio of open amount over menu width. For example, a * menu of width 100 open 50 pixels would be open 50% or a ratio of 0.5. Value is negative * for right menu. */ getOpenRatio: function() { var amount = this.getOpenAmount(); if(amount >= 0) { return amount / this.left.width; } return amount / this.right.width; }, /** * @return {float} The percentage of open amount over menu width. For example, a * menu of width 100 open 50 pixels would be open 50%. Value is negative * for right menu. */ getOpenPercentage: function() { return this.getOpenRatio() * 100; }, /** * Open the menu with a given percentage amount. * @param {float} percentage The percentage (positive or negative for left/right) to open the menu. */ openPercentage: function(percentage) { var p = percentage / 100; if(this.left && percentage >= 0) { this.openAmount(this.left.width * p); } else if(this.right && percentage < 0) { var maxRight = this.right.width; this.openAmount(this.right.width * p); } }, /** * Open the menu the given pixel amount. * @param {float} amount the pixel amount to open the menu. Positive value for left menu, * negative value for right menu (only one menu will be visible at a time). */ openAmount: function(amount) { var maxLeft = this.left && this.left.width || 0; var maxRight = this.right && this.right.width || 0; // Check if we can move to that side, depending if the left/right panel is enabled if((!(this.left && this.left.isEnabled) && amount > 0) || (!(this.right && this.right.isEnabled) && amount < 0)) { return; } if((this._leftShowing && amount > maxLeft) || (this._rightShowing && amount < -maxRight)) { return; } this.content.setTranslateX(amount); if(amount >= 0) { this._leftShowing = true; this._rightShowing = false; // Push the z-index of the right menu down this.right && this.right.pushDown(); // Bring the z-index of the left menu up this.left && this.left.bringUp(); } else { this._rightShowing = true; this._leftShowing = false; // Bring the z-index of the right menu up this.right && this.right.bringUp(); // Push the z-index of the left menu down this.left && this.left.pushDown(); } }, /** * Given an event object, find the final resting position of this side * menu. For example, if the user "throws" the content to the right and * releases the touch, the left menu should snap open (animated, of course). * * @param {Event} e the gesture event to use for snapping */ snapToRest: function(e) { // We want to animate at the end of this this.content.enableAnimation(); this._isDragging = false; // Check how much the panel is open after the drag, and // what the drag velocity is var ratio = this.getOpenRatio(); if(ratio === 0) return; var velocityThreshold = 0.3; var velocityX = e.gesture.velocityX; var direction = e.gesture.direction; // Less than half, going left //if(ratio > 0 && ratio < 0.5 && direction == 'left' && velocityX < velocityThreshold) { //this.openPercentage(0); //} // Going right, less than half, too slow (snap back) if(ratio > 0 && ratio < 0.5 && direction == 'right' && velocityX < velocityThreshold) { this.openPercentage(0); } // Going left, more than half, too slow (snap back) else if(ratio > 0.5 && direction == 'left' && velocityX < velocityThreshold) { this.openPercentage(100); } // Going left, less than half, too slow (snap back) else if(ratio < 0 && ratio > -0.5 && direction == 'left' && velocityX < velocityThreshold) { this.openPercentage(0); } // Going right, more than half, too slow (snap back) else if(ratio < 0.5 && direction == 'right' && velocityX < velocityThreshold) { this.openPercentage(-100); } // Going right, more than half, or quickly (snap open) else if(direction == 'right' && ratio >= 0 && (ratio >= 0.5 || velocityX > velocityThreshold)) { this.openPercentage(100); } // Going left, more than half, or quickly (span open) else if(direction == 'left' && ratio <= 0 && (ratio <= -0.5 || velocityX > velocityThreshold)) { this.openPercentage(-100); } // Snap back for safety else { this.openPercentage(0); } }, // End a drag with the given event _endDrag: function(e) { this.snapToRest(e); this._startX = null; this._lastX = null; this._offsetX = null; }, // Handle a drag event _handleDrag: function(e) { // If we don't have start coords, grab and store them if(!this._startX) { this._startX = e.gesture.touches[0].pageX; this._lastX = this._startX; } else { // Grab the current tap coords this._lastX = e.gesture.touches[0].pageX; } // Calculate difference from the tap points if(!this._isDragging && Math.abs(this._lastX - this._startX) > this.dragThresholdX) { // if the difference is greater than threshold, start dragging using the current // point as the starting point this._startX = this._lastX; this._isDragging = true; // Initialize dragging this.content.disableAnimation(); this._offsetX = this.getOpenAmount(); } if(this._isDragging) { this.openAmount(this._offsetX + (this._lastX - this._startX)); } } }); })(ionic); ; (function(ionic) { 'use strict'; /** * The TabBarController handles a set of view controllers powered by a tab strip * at the bottom (or possibly top) of a screen. * * The API here is somewhat modelled off of UITabController in the sense that the * controllers actually define what the tab will look like (title, icon, etc.). * * Tabs shouldn't be interacted with through your own code. Instead, use the controller * methods which will power the tab bar. */ ionic.controllers.TabBarController = ionic.controllers.ViewController.inherit({ initialize: function(options) { this.tabBar = options.tabBar; this._bindEvents(); this.controllers = []; var controllers = options.controllers || []; for(var i = 0; i < controllers.length; i++) { this.addController(controllers[i]); } // Bind or set our tabWillChange callback this.controllerWillChange = options.controllerWillChange || function(controller) {}; this.controllerChanged = options.controllerChanged || function(controller) {}; // Try to select the first controller if we have one this.setSelectedController(0); }, // Start listening for events on our tab bar _bindEvents: function() { var _this = this; this.tabBar.tryTabSelect = function(index) { _this.setSelectedController(index); }; }, selectController: function(index) { var shouldChange = true; // Check if we should switch to this tab. This lets the app // cancel tab switches if the context isn't right, for example. if(this.controllerWillChange) { if(this.controllerWillChange(this.controllers[index], index) === false) { shouldChange = false; } } if(shouldChange) { this.setSelectedController(index); } }, // Force the selection of a controller at the given index setSelectedController: function(index) { if(index >= this.controllers.length) { return; } var lastController = this.selectedController; var lastIndex = this.selectedIndex; this.selectedController = this.controllers[index]; this.selectedIndex = index; this._showController(index); this.tabBar.setSelectedItem(index); this.controllerChanged && this.controllerChanged(lastController, lastIndex, this.selectedController, this.selectedIndex); }, _showController: function(index) { var c; for(var i = 0, j = this.controllers.length; i < j; i ++) { c = this.controllers[i]; //c.detach && c.detach(); c.isVisible = false; c.visibilityChanged && c.visibilityChanged(); } c = this.controllers[index]; //c.attach && c.attach(); c.isVisible = true; c.visibilityChanged && c.visibilityChanged(); }, _clearSelected: function() { this.selectedController = null; this.selectedIndex = -1; }, // Return the tab at the given index getController: function(index) { return this.controllers[index]; }, // Return the current tab list getControllers: function() { return this.controllers; }, // Get the currently selected controller getSelectedController: function() { return this.selectedController; }, // Get the index of the currently selected controller getSelectedControllerIndex: function() { return this.selectedIndex; }, // Add a tab addController: function(controller) { this.controllers.push(controller); this.tabBar.addItem({ title: controller.title, icon: controller.icon }); // If we don't have a selected controller yet, select the first one. if(!this.selectedController) { this.setSelectedController(0); } }, // Set the tabs and select the first setControllers: function(controllers) { this.controllers = controllers; this._clearSelected(); this.selectController(0); }, }); })(window.ionic);