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