Files
ionic-framework/js/views/scrollView.js
2013-11-08 11:28:40 -06:00

762 lines
23 KiB
JavaScript

/**
* 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)'
};
/**
* The Pull To Refresh drag operation handles the well-known
* "pull to refresh" concept seen on various apps. This lets
* the user indicate they want to refresh a given list by dragging
* down.
*
* @param {object} opts the options for the pull to refresh drag.
*/
/*
var PullToRefreshDrag = function(opts) {
this.dragThresholdY = opts.dragThresholdY || 10;
this.onRefreshOpening = opts.onRefreshOpening || function() {};
this.onRefresh = opts.onRefresh || function() {};
this.onRefreshHolding = opts.onRefreshHolding || function() {};
this.el = opts.el;
};
PullToRefreshDrag.prototype.end = function(e, doneCallback) {
if(currentHeight > firstChildHeight) {
//this.refreshing();
} else {
// Enable animations
refresher.classList.add('list-refreshing');
refresher.style.height = '0px';
this.onRefresh && _this.onRefresh();
}
this._currentDrag = null;
doneCallback && doneCallback();
};
*/
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: 3,
// Scroll event names. These are custom so can be configured
scrollEventName: 'momentumScrolled',
scrollEndEventName: 'momentumScrollEnd',
hasPullToRefresh: 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,
// 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;
// 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);
});
},
/**
* 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
});
}
},
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;
var maxX = Math.min(0, (-totalWidth + parentWidth));
var maxY = Math.min(0, (-totalHeight + parentHeight));
// Check if we even have enough content to scroll, if not, don't start the drag
if((this.isHorizontalEnabled && maxX == 0) || (this.isVerticalEnabled && maxY == 0)) {
return;
}
// Grab the refresher element if using Pull to Refresh
if(this.hasPullToRefresh) {
this._refresher = document.querySelector('.scroll-refresher');
this._refresherHeight = parseFloat(this._refresher.firstElementChild.offsetHeight) || 100;
// We always start the refresher hidden
this._isRefresherHidden = true;
if(this._refresher) {
this._refresher.classList.remove('scroll-refreshing');
}
}
this.x = scrollLeft;
this.y = scrollTop;
this._drag = {
direction: 'v',
pointX: e.gesture.touches[0].pageX,
pointY: e.gesture.touches[0].pageY,
startX: scrollLeft,
startY: scrollTop,
resist: 1,
startTime: Date.now()
};
},
/**
* Process the drag event to move the item to the left or right.
*
* This function needs to be as fast as possible to make sure scrolling
* performance is high.
*/
_handleDrag: function(e) {
var _this = this;
var content;
// The drag stopped already, don't process this one
if(_this._isStopped) {
_this._initDrag();
return;
}
// We really aren't dragging
if(!_this._drag) {
_this._startDrag(e);
if(!_this._drag) { return; }
}
// Stop any default events during the drag
e.preventDefault();
var px = e.gesture.touches[0].pageX;
var py = e.gesture.touches[0].pageY;
var deltaX = px - _this._drag.pointX;
var deltaY = py - _this._drag.pointY;
_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;
// 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
//_this._refresher.style[ionic.CSS.TRANSFORM] = 'translate3d(0, ' + newY + 'px, 0)';
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 && _this.onRefreshOpening(ratio);
}
// Update the new translated Y point of the container
_this.el.style.webkitTransform = 'translate3d(' + newX + 'px,' + newY + 'px, 0)';
} else {
// Update the new translated Y point of the container
_this.el.style.webkitTransform = 'translate3d(' + newX + 'px,' + newY + 'px, 0)';
}
// Store the last points
_this.x = newX;
_this.y = newY;
// 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);
_this.onRefresh && _this.onRefresh();
} else {
_this._refresher.classList.add('scroll-refreshing');
//_this._refresher.style.height = 0 + 'px';
_this._scrollTo(0, 0, _this.refreshEasingTime, _this.refreshEasing);
_this.onRefresh && _this.onRefresh();
}
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);