mirror of
https://github.com/ionic-team/ionic-framework.git
synced 2025-08-19 03:32:21 +08:00
287 lines
6.1 KiB
TypeScript
287 lines
6.1 KiB
TypeScript
import {raf, pointerCoord, hasPointerMoved} from './dom';
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export class Activator {
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constructor(app: IonicApp, config: IonicConfig, window, document) {
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const self = this;
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self.app = app;
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self.config = config;
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self.win = window;
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self.doc = document;
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self.id = 0;
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self.queue = {};
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self.active = {};
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self.activatedClass = 'activated';
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self.deactivateTimeout = 180;
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this.deactivateAttempt = 0;
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self.pointerTolerance = 4;
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self.isTouch = false;
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self.disableClick = 0;
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self.disableClickLimit = 2500;
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self.tapPolyfill = config.setting('tapPolyfill');
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function bindDom(type, listener, useCapture) {
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document.addEventListener(type, listener, useCapture);
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}
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bindDom('click', function(ev) {
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self.click(ev);
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}, true);
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bindDom('touchstart', function(ev) {
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self.isTouch = true;
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self.pointerStart(ev);
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});
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bindDom('touchend', function(ev) {
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self.isTouch = true;
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self.touchEnd(ev);
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});
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bindDom('touchcancel', function(ev) {
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self.isTouch = true;
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self.touchCancel(ev);
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});
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bindDom('mousedown', function(ev) {
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self.mouseDown(ev);
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}, true);
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bindDom('mouseup', function(ev) {
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self.mouseUp(ev);
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}, true);
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self.pointerMove = function(ev) {
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let moveCoord = pointerCoord(ev);
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console.log('pointerMove', moveCoord, self.start)
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if ( hasPointerMoved(10, self.start, moveCoord) ) {
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self.pointerCancel();
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}
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};
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self.moveListeners = function(shouldAdd) {
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document.removeEventListener('touchmove', self.pointerMove);
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document.removeEventListener('mousemove', self.pointerMove);
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if (shouldAdd) {
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bindDom('touchmove', self.pointerMove);
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bindDom('mousemove', self.pointerMove);
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}
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};
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}
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/**
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* TODO
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* @param {TODO} ev TODO
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*/
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touchEnd(ev) {
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let self = this;
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if (self.tapPolyfill && self.start) {
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let endCoord = pointerCoord(ev);
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if (!hasPointerMoved(self.pointerTolerance, self.start, endCoord)) {
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console.debug('create click');
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self.disableClick = Date.now();
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let clickEvent = self.doc.createEvent('MouseEvents');
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clickEvent.initMouseEvent('click', true, true, self.win, 1, 0, 0, endCoord.x, endCoord.y, false, false, false, false, 0, null);
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clickEvent.isIonicTap = true;
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ev.target.dispatchEvent(clickEvent);
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}
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}
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self.pointerEnd(ev);
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}
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/**
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* TODO
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* @param {TODO} ev TODO
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*/
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mouseDown(ev) {
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if (this.isDisabledClick()) {
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console.debug('mouseDown prevent');
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ev.preventDefault();
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ev.stopPropagation();
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} else if (!self.isTouch) {
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this.pointerStart(ev);
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}
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}
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/**
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* TODO
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* @param {TODO} ev TODO
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*/
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mouseUp(ev) {
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if (this.isDisabledClick()) {
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console.debug('mouseUp prevent');
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ev.preventDefault();
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ev.stopPropagation();
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}
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if (!self.isTouch) {
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this.pointerEnd(ev);
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}
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}
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/**
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* TODO
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* @param {TODO} ev TODO
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*/
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pointerStart(ev) {
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let targetEle = this.getActivatableTarget(ev.target);
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if (targetEle) {
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this.start = pointerCoord(ev);
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this.queueActivate(targetEle);
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this.moveListeners(true);
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} else {
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this.start = null;
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}
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}
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/**
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* TODO
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*/
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pointerEnd(ev) {
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this.queueDeactivate();
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this.moveListeners(false);
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}
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/**
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* TODO
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*/
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pointerCancel() {
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console.debug('pointerCancel')
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this.deactivate();
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this.moveListeners(false);
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this.disableClick = Date.now();
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}
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isDisabledClick() {
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return this.disableClick + this.disableClickLimit > Date.now();
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}
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/**
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* Whether the supplied click event should be allowed or not.
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* @param {MouseEvent} ev The click event.
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* @return {boolean} True if click event should be allowed, otherwise false.
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*/
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allowClick(ev) {
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if (!ev.isIonicTap) {
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if (this.isDisabledClick()) {
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return false;
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}
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}
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return true;
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}
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/**
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* TODO
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* @param {MouseEvent} ev TODO
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*/
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click(ev) {
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if (!this.allowClick(ev)) {
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console.debug('click prevent');
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ev.preventDefault();
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ev.stopPropagation();
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}
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this.isTouch = false;
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}
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getActivatableTarget(ele) {
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var targetEle = ele;
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for (var x = 0; x < 4; x++) {
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if (!targetEle) break;
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if (this.isActivatable(targetEle)) return targetEle;
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targetEle = targetEle.parentElement;
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}
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return null;
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}
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isActivatable(ele) {
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if (/^(A|BUTTON)$/.test(ele.tagName)) {
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return true;
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}
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let attributes = ele.attributes;
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for (let i = 0, l = attributes.length; i < l; i++) {
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if (/click|tappable/.test(attributes[i].name)) {
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return true;
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}
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}
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return false;
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}
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queueActivate(ele) {
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const self = this;
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self.queue[++self.id] = ele;
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if (self.id > 19) self.id = 0;
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raf(function(){
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// activate all elements in the queue
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for (var key in self.queue) {
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if (self.queue[key]) {
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self.queue[key].classList.add(self.activatedClass);
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self.active[key] = self.queue[key];
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}
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}
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self.queue = {};
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});
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}
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queueDeactivate() {
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const self = this;
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setTimeout(function() {
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self.deactivate();
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}, this.deactivateTimeout);
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}
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deactivate() {
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const self = this;
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if (this.app.isTransitioning() && this.deactivateAttempt < 10) {
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// the app is actively transitioning, don't bother deactivating
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// anything this makes it easier on the GPU so it doesn't
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// have to redraw any buttons during a transition
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// retry
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++this.deactivateAttempt;
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this.queueDeactivate();
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} else {
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// not actively transitioning, good to deactivate any elements
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// clear out any elements that are queued to be set to active
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self.queue = {};
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// in the next frame, remove the active class from all active elements
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raf(function() {
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for (var key in self.active) {
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if (self.active[key]) {
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self.active[key].classList.remove(self.activatedClass);
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}
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delete self.active[key];
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}
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});
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this.deactivateAttempt = 0;
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}
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}
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}
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