Files
2013-11-13 19:59:50 -06:00

4852 lines
145 KiB
JavaScript

/*
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 <max@drifty.com>
*
* 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() { ionic.EventController.onGesture.apply(ionic.EventController.onGesture, arguments); };
ionic.offGesture = function() { 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<gestures.length; t++) {
this.element.addEventListener(gestures[t], handler, false);
}
return this;
},
/**
* unbind events to the instance
* @param {String} gesture
* @param {Function} handler
* @returns {ionic.Gestures.Instance}
*/
off: function offEvent(gesture, handler){
var gestures = gesture.split(' ');
for(var t=0; t<gestures.length; t++) {
this.element.removeEventListener(gestures[t], handler, false);
}
return this;
},
/**
* trigger gesture event
* @param {String} gesture
* @param {Object} eventData
* @returns {ionic.Gestures.Instance}
*/
trigger: function triggerEvent(gesture, eventData){
// create DOM event
var event = ionic.Gestures.DOCUMENT.createEvent('Event');
event.initEvent(gesture, true, true);
event.gesture = eventData;
// trigger on the target if it is in the instance element,
// this is for event delegation tricks
var element = this.element;
if(ionic.Gestures.utils.hasParent(eventData.target, element)) {
element = eventData.target;
}
element.dispatchEvent(event);
return this;
},
/**
* enable of disable hammer.js detection
* @param {Boolean} state
* @returns {ionic.Gestures.Instance}
*/
enable: function enable(state) {
this.enabled = state;
return this;
}
};
/**
* this holds the last move event,
* used to fix empty touchend issue
* see the onTouch event for an explanation
* @type {Object}
*/
var last_move_event = null;
/**
* when the mouse is hold down, this is true
* @type {Boolean}
*/
var enable_detect = false;
/**
* when touch events have been fired, this is true
* @type {Boolean}
*/
var touch_triggered = false;
ionic.Gestures.event = {
/**
* simple addEventListener
* @param {HTMLElement} element
* @param {String} type
* @param {Function} handler
*/
bindDom: function(element, type, handler) {
var types = type.split(' ');
for(var t=0; t<types.length; t++) {
element.addEventListener(types[t], handler, false);
}
},
/**
* touch events with mouse fallback
* @param {HTMLElement} element
* @param {String} eventType like ionic.Gestures.EVENT_MOVE
* @param {Function} handler
*/
onTouch: function onTouch(element, eventType, handler) {
var self = this;
this.bindDom(element, ionic.Gestures.EVENT_TYPES[eventType], function bindDomOnTouch(ev) {
var sourceEventType = ev.type.toLowerCase();
// onmouseup, but when touchend has been fired we do nothing.
// this is for touchdevices which also fire a mouseup on touchend
if(sourceEventType.match(/mouse/) && touch_triggered) {
return;
}
// mousebutton must be down or a touch event
else if( sourceEventType.match(/touch/) || // touch events are always on screen
sourceEventType.match(/pointerdown/) || // pointerevents touch
(sourceEventType.match(/mouse/) && ev.which === 1) // mouse is pressed
){
enable_detect = true;
}
// mouse isn't pressed
else if(sourceEventType.match(/mouse/) && ev.which !== 1) {
enable_detect = false;
}
// we are in a touch event, set the touch triggered bool to true,
// this for the conflicts that may occur on ios and android
if(sourceEventType.match(/touch|pointer/)) {
touch_triggered = true;
}
// count the total touches on the screen
var count_touches = 0;
// when touch has been triggered in this detection session
// and we are now handling a mouse event, we stop that to prevent conflicts
if(enable_detect) {
// update pointerevent
if(ionic.Gestures.HAS_POINTEREVENTS && eventType != ionic.Gestures.EVENT_END) {
count_touches = ionic.Gestures.PointerEvent.updatePointer(eventType, ev);
}
// touch
else if(sourceEventType.match(/touch/)) {
count_touches = ev.touches.length;
}
// mouse
else if(!touch_triggered) {
count_touches = sourceEventType.match(/up/) ? 0 : 1;
}
// if we are in a end event, but when we remove one touch and
// we still have enough, set eventType to move
if(count_touches > 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<len; t++) {
valuesX.push(touches[t].pageX);
valuesY.push(touches[t].pageY);
}
return {
pageX: ((Math.min.apply(Math, valuesX) + Math.max.apply(Math, valuesX)) / 2),
pageY: ((Math.min.apply(Math, valuesY) + Math.max.apply(Math, valuesY)) / 2)
};
},
/**
* calculate the velocity between two points
* @param {Number} delta_time
* @param {Number} delta_x
* @param {Number} delta_y
* @returns {Object} velocity
*/
getVelocity: function getVelocity(delta_time, delta_x, delta_y) {
return {
x: Math.abs(delta_x / delta_time) || 0,
y: Math.abs(delta_y / delta_time) || 0
};
},
/**
* calculate the angle between two coordinates
* @param {Touch} touch1
* @param {Touch} touch2
* @returns {Number} angle
*/
getAngle: function getAngle(touch1, touch2) {
var y = touch2.pageY - touch1.pageY,
x = touch2.pageX - touch1.pageX;
return Math.atan2(y, x) * 180 / Math.PI;
},
/**
* angle to direction define
* @param {Touch} touch1
* @param {Touch} touch2
* @returns {String} direction constant, like ionic.Gestures.DIRECTION_LEFT
*/
getDirection: function getDirection(touch1, touch2) {
var x = Math.abs(touch1.pageX - touch2.pageX),
y = Math.abs(touch1.pageY - touch2.pageY);
if(x >= 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<len; g++) {
var gesture = this.gestures[g];
// only when the instance options have enabled this gesture
if(!this.stopped && inst_options[gesture.name] !== false) {
// if a handler returns false, we stop with the detection
if(gesture.handler.call(gesture, eventData, this.current.inst) === false) {
this.stopDetect();
break;
}
}
}
// store as previous event event
if(this.current) {
this.current.lastEvent = eventData;
}
// endevent, but not the last touch, so dont stop
if(eventData.eventType == ionic.Gestures.EVENT_END && !eventData.touches.length-1) {
this.stopDetect();
}
return eventData;
},
/**
* clear the ionic.Gestures.gesture vars
* this is called on endDetect, but can also be used when a final ionic.Gestures.gesture has been detected
* to stop other ionic.Gestures.gestures from being fired
*/
stopDetect: function stopDetect() {
// clone current data to the store as the previous gesture
// used for the double tap gesture, since this is an other gesture detect session
this.previous = ionic.Gestures.utils.extend({}, this.current);
// reset the current
this.current = null;
// stopped!
this.stopped = true;
},
/**
* extend eventData for ionic.Gestures.gestures
* @param {Object} ev
* @returns {Object} ev
*/
extendEventData: function extendEventData(ev) {
var startEv = this.current.startEvent;
// if the touches change, set the new touches over the startEvent touches
// this because touchevents don't have all the touches on touchstart, or the
// user must place his fingers at the EXACT same time on the screen, which is not realistic
// but, sometimes it happens that both fingers are touching at the EXACT same time
if(startEv && (ev.touches.length != startEv.touches.length || ev.touches === startEv.touches)) {
// extend 1 level deep to get the touchlist with the touch objects
startEv.touches = [];
for(var i=0,len=ev.touches.length; i<len; i++) {
startEv.touches.push(ionic.Gestures.utils.extend({}, ev.touches[i]));
}
}
var delta_time = ev.timeStamp - startEv.timeStamp,
delta_x = ev.center.pageX - startEv.center.pageX,
delta_y = ev.center.pageY - startEv.center.pageY,
velocity = ionic.Gestures.utils.getVelocity(delta_time, delta_x, delta_y);
ionic.Gestures.utils.extend(ev, {
deltaTime : delta_time,
deltaX : delta_x,
deltaY : delta_y,
velocityX : velocity.x,
velocityY : velocity.y,
distance : ionic.Gestures.utils.getDistance(startEv.center, ev.center),
angle : ionic.Gestures.utils.getAngle(startEv.center, ev.center),
direction : ionic.Gestures.utils.getDirection(startEv.center, ev.center),
scale : ionic.Gestures.utils.getScale(startEv.touches, ev.touches),
rotation : ionic.Gestures.utils.getRotation(startEv.touches, ev.touches),
startEvent : startEv
});
return ev;
},
/**
* register new gesture
* @param {Object} gesture object, see gestures.js for documentation
* @returns {Array} gestures
*/
register: function register(gesture) {
// add an enable gesture options if there is no given
var options = gesture.defaults || {};
if(options[gesture.name] === undefined) {
options[gesture.name] = true;
}
// extend ionic.Gestures default options with the ionic.Gestures.gesture options
ionic.Gestures.utils.extend(ionic.Gestures.defaults, options, true);
// set its index
gesture.index = gesture.index || 1000;
// add ionic.Gestures.gesture to the list
this.gestures.push(gesture);
// sort the list by index
this.gestures.sort(function(a, b) {
if (a.index < b.index) {
return -1;
}
if (a.index > 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(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;
}
}
})();
})(window.ionic);
;
(function(window, document, ionic) {
// 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;
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);
}
} 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.Checkbox = ionic.views.View.inherit({
initialize: function(opts) {
this.el = opts.el;
this.checkbox = opts.checkbox;
this.handle = opts.handle;
},
tap: function(e) {
this.val( !this.checkbox.checked );
},
val: function(value) {
if(value === true || value === false) {
this.checkbox.checked = value;
}
return this.checkbox.checked;
}
});
})(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';
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.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)';
// Update the slide index
this.slideIndex = Math.ceil(offsetX / slideWidth);
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);