mirror of
https://github.com/ionic-team/ionic-framework.git
synced 2025-08-21 13:01:01 +08:00
284 lines
6.8 KiB
TypeScript
284 lines
6.8 KiB
TypeScript
import {CSS, pointerCoord, raf, cancelRaf} from '../util/dom';
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export class ScrollView {
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private _el: HTMLElement;
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private _js: boolean = false;
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private _top: number = 0;
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private _pos: Array<number>;
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private _velocity: number;
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private _max: number;
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private _rafId: number;
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private _cb: Function;
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isPlaying: boolean;
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constructor(ele: HTMLElement) {
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this._el = ele;
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}
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getTop(): number {
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if (this._js) {
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return this._top;
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}
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return this._top = this._el.scrollTop;
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}
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setTop(top: number) {
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this._top = top;
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if (this._js) {
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this._el.style[CSS.transform] = `translate3d(0px,${top * -1}px,0px)`;
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} else {
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this._el.scrollTop = top;
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}
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}
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scrollTo(x: number, y: number, duration: number): Promise<any> {
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// scroll animation loop w/ easing
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// credit https://gist.github.com/dezinezync/5487119
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let self = this;
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if (!self._el) {
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// invalid element
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return Promise.resolve();
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}
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x = x || 0;
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y = y || 0;
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let fromY = self._el.scrollTop;
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let fromX = self._el.scrollLeft;
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let xDistance = Math.abs(x - fromX);
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let yDistance = Math.abs(y - fromY);
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let maxAttempts = (duration / 16) + 100;
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return new Promise(resolve => {
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let startTime: number;
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let attempts = 0;
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// scroll loop
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function step() {
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attempts++;
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if (!self._el || !self.isPlaying || attempts > maxAttempts) {
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self.isPlaying = false;
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resolve();
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return;
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}
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let time = Math.min(1, ((Date.now() - startTime) / duration));
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// where .5 would be 50% of time on a linear scale easedT gives a
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// fraction based on the easing method
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let easedT = (--time) * time * time + 1;
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if (fromY !== y) {
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self.setTop((easedT * (y - fromY)) + fromY);
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}
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if (fromX !== x) {
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self._el.scrollLeft = Math.floor((easedT * (x - fromX)) + fromX);
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}
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if (easedT < 1) {
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raf(step);
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} else {
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// done
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resolve();
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}
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}
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// start scroll loop
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self.isPlaying = true;
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// chill out for a frame first
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raf(() => {
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startTime = Date.now();
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raf(step);
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});
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});
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}
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scrollToTop(duration: number): Promise<any> {
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return this.scrollTo(0, 0, duration);
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}
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scrollToBottom(duration: number): Promise<any> {
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let y = 0;
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if (this._el) {
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y = this._el.scrollHeight - this._el.clientHeight;
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}
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return this.scrollTo(0, y, duration);
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}
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stop() {
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this.isPlaying = false;
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}
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/**
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* @private
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* JS Scrolling has been provided only as a temporary solution
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* until iOS apps can take advantage of scroll events at all times.
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* The goal is to eventually remove JS scrolling entirely. This
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* method may be removed in the future.
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*/
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jsScroll(onScrollCallback: Function): Function {
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this._js = true;
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this._cb = onScrollCallback;
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this._pos = [];
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this._el.addEventListener('touchstart', this._start.bind(this));
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this._el.addEventListener('touchmove', this._move.bind(this));
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this._el.addEventListener('touchend', this._end.bind(this));
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this._el.parentElement.classList.add('js-scroll');
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return () => {
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this._el.removeEventListener('touchstart', this._start.bind(this));
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this._el.removeEventListener('touchmove', this._move.bind(this));
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this._el.removeEventListener('touchend', this._end.bind(this));
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this._el.parentElement.classList.remove('js-scroll');
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};
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}
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/**
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* @private
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* Used for JS scrolling. May be removed in the future.
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*/
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private _start(ev) {
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this._velocity = 0;
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this._pos.length = 0;
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this._max = null;
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this._pos.push(pointerCoord(ev).y, Date.now());
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}
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/**
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* @private
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* Used for JS scrolling. May be removed in the future.
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*/
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private _move(ev) {
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if (this._pos.length) {
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let y = pointerCoord(ev).y;
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// ******** DOM READ ****************
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this._setMax();
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this._top -= (y - this._pos[this._pos.length - 2]);
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this._top = Math.min(Math.max(this._top, 0), this._max);
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this._pos.push(y, Date.now());
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// ******** DOM READ THEN DOM WRITE ****************
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this._cb(this._top);
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// ******** DOM WRITE ****************
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this.setTop(this._top);
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}
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}
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/**
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* @private
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* Used for JS scrolling. May be removed in the future.
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*/
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private _setMax() {
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if (!this._max) {
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// ******** DOM READ ****************
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this._max = (this._el.offsetHeight - this._el.parentElement.offsetHeight + this._el.parentElement.offsetTop);
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}
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}
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/**
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* @private
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* Used for JS scrolling. May be removed in the future.
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*/
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private _end(ev) {
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// figure out what the scroll position was about 100ms ago
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let positions = this._pos;
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this._velocity = 0;
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cancelRaf(this._rafId);
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if (!positions.length) return;
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let y = pointerCoord(ev).y;
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positions.push(y, Date.now());
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let endPos = (positions.length - 1);
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let startPos = endPos;
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let timeRange = (Date.now() - 100);
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// move pointer to position measured 100ms ago
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for (var i = endPos; i > 0 && positions[i] > timeRange; i -= 2) {
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startPos = i;
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}
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if (startPos !== endPos) {
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// compute relative movement between these two points
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let timeOffset = (positions[endPos] - positions[startPos]);
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let movedTop = (positions[startPos - 1] - positions[endPos - 1]);
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// based on XXms compute the movement to apply for each render step
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this._velocity = ((movedTop / timeOffset) * FRAME_MS);
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// verify that we have enough velocity to start deceleration
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if (Math.abs(this._velocity) > MIN_VELOCITY_START_DECELERATION) {
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// ******** DOM READ ****************
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this._setMax();
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this._rafId = raf(this._decelerate.bind(this));
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}
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}
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positions.length = 0;
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}
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/**
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* @private
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* Used for JS scrolling. May be removed in the future.
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*/
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private _decelerate() {
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var self = this;
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if (self._velocity) {
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self._velocity *= DECELERATION_FRICTION;
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// update top with updated velocity
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// clamp top within scroll limits
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self._top = Math.min(Math.max(self._top + self._velocity, 0), self._max);
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// ******** DOM READ THEN DOM WRITE ****************
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self._cb(self._top);
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// ******** DOM WRITE ****************
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self.setTop(self._top);
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if (self._top > 0 && self._top < self._max && Math.abs(self._velocity) > MIN_VELOCITY_CONTINUE_DECELERATION) {
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self._rafId = raf(self._decelerate.bind(self));
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}
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}
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}
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/**
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* @private
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*/
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destroy() {
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this._velocity = 0;
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this.stop();
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this._el = null;
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}
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}
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const MAX_VELOCITY = 150;
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const MIN_VELOCITY_START_DECELERATION = 4;
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const MIN_VELOCITY_CONTINUE_DECELERATION = 0.12;
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const DECELERATION_FRICTION = 0.97;
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const FRAME_MS = (1000 / 60);
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