ionic-framework
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An advanced HTML5 mobile app framework built on Angular2
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JavaScript
var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
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};
var __param = (this && this.__param) || function (paramIndex, decorator) {
return function (target, key) { decorator(target, key, paramIndex); }
};
var core_1 = require('angular2/core');
var content_1 = require('../content/content');
var util_1 = require('../../util/util');
var dom_1 = require('../../util/dom');
/**
* @name Refresher
* @description
* The Refresher provides pull-to-refresh functionality on a content component.
* Place the `ion-refresher` as the first child of your `ion-content` element.
*
* Pages can then listen to the refresher's various output events. The
* `refresh` output event is fired when the user has pulled down far
* enough to kick off the refreshing process. Once the async operation
* has completed and the refreshing should end, call `complete()`.
*
* @usage
* ```html
* <ion-content>
*
* <ion-refresher (refresh)="doRefresh($event)">
* <ion-refresher-content></ion-refresher-content>
* </ion-refresher>
*
* </ion-content>
* ```
*
* ```ts
* @Page({...})
* export class NewsFeedPage {
*
* doRefresh(refresher) {
* console.log('Begin async operation', refresher);
*
* setTimeout(() => {
* console.log('Async operation has ended');
* refresher.complete();
* }, 2000);
* }
*
* }
* ```
*
*
* ## Refresher Content
*
* By default, Ionic provides the pulling icon and refreshing spinner that
* looks best for the platform the user is on. However, you can change the
* default icon and spinner, along with adding text for each state by
* adding properties to the child `ion-refresher-content` component.
*
* ```html
* <ion-content>
*
* <ion-refresher (refresh)="doRefresh($event)">
* <ion-refresher-content
* pullingIcon="arrow-dropdown"
* pullingText="Pull to refresh"
* refreshingSpinner="circles"
* refreshingText="Refreshing...">
* </ion-refresher-content>
* </ion-refresher>
*
* </ion-content>
* ```
*
*
* ## Further Customizing Refresher Content
*
* The `ion-refresher` component holds the refresh logic.
* It requires a child component in order to display the content.
* Ionic uses `ion-refresher-content` by default. This component
* displays the refresher and changes the look depending
* on the refresher's state. Separating these components
* allows developers to create their own refresher content
* components. You could replace our default content with
* custom SVG or CSS animations.
*
* @demo /docs/v2/demos/refresher/
*
*/
var Refresher = (function () {
function Refresher(_content, _zone, elementRef) {
this._content = _content;
this._zone = _zone;
this._appliedStyles = false;
this._lastStart = 0;
this._lastCheck = 0;
this._isEnabled = true;
/**
* The current state which the refresher is in. The refresher's states include:
*
* - `inactive` - The refresher is not being pulled down or refreshing and is currently hidden.
* - `pulling` - The user is actively pulling down the refresher, but has not reached the point yet that if the user lets go, it'll refresh.
* - `cancelling` - The user pulled down the refresher and let go, but did not pull down far enough to kick off the `refreshing` state. After letting go, the refresher is in the `cancelling` state while it is closing, and will go back to the `inactive` state once closed.
* - `ready` - The user has pulled down the refresher far enough that if they let go, it'll begin the `refreshing` state.
* - `refreshing` - The refresher is actively waiting on the async operation to end. Once the refresh handler calls `complete()` it will begin the `completing` state.
* - `completing` - The `refreshing` state has finished and the refresher is in the process of closing itself. Once closed, the refresher will go back to the `inactive` state.
*/
this.state = STATE_INACTIVE;
/**
* The Y coordinate of where the user started to the pull down the content.
*/
this.startY = null;
/**
* The current touch or mouse event's Y coordinate.
*/
this.currentY = null;
/**
* The distance between the start of the pull and the current touch or
* mouse event's Y coordinate.
*/
this.deltaY = null;
/**
* A number representing how far down the user has pulled.
* The number `0` represents the user hasn't pulled down at all. The
* number `1`, and anything greater than `1`, represents that the user
* has pulled far enough down that when they let go then the refresh will
* happen. If they let go and the number is less than `1`, then the
* refresh will not happen, and the content will return to it's original
* position.
*/
this.progress = 0;
/**
* @input {number} The min distance the user must pull down until the
* refresher can go into the `refreshing` state. Default is `60`.
*/
this.pullMin = 60;
/**
* @input {number} The maximum distance of the pull until the refresher
* will automatically go into the `refreshing` state. By default, the pull
* maximum will be the result of `pullMin + 60`.
*/
this.pullMax = null;
/**
* @input {number} How many milliseconds it takes to close the refresher. Default is `280`.
*/
this.closeDuration = 280;
/**
* @input {number} How many milliseconds it takes the refresher to to snap back to the `refreshing` state. Default is `280`.
*/
this.snapbackDuration = 280;
/**
* @output {event} When the user lets go and has pulled down far enough, which would be
* farther than the `pullMin`, then your refresh hander if fired and the state is
* updated to `refreshing`. From within your refresh handler, you must call the
* `complete()` method when your async operation has completed.
*/
this.refresh = new core_1.EventEmitter();
/**
* @output {event} While the user is pulling down the content and exposing the refresher.
*/
this.pulling = new core_1.EventEmitter();
/**
* @output {event} When the user begins to start pulling down.
*/
this.start = new core_1.EventEmitter();
_content.addCssClass('has-refresher');
// deprecated warning
var ele = elementRef.nativeElement;
var deprecatedAttrs = ['pullingIcon', 'pullingText', 'refreshingIcon', 'refreshingText', 'spinner'];
deprecatedAttrs.forEach(function (attrName) {
if (ele.hasAttribute(attrName)) {
void 0;
}
});
if (!ele.children.length) {
void 0;
}
}
Object.defineProperty(Refresher.prototype, "enabled", {
/**
* @input {boolean} If the refresher is enabled or not. Default is `true`.
*/
get: function () {
return this._isEnabled;
},
set: function (val) {
this._isEnabled = util_1.isTrueProperty(val);
this._setListeners(this._isEnabled);
},
enumerable: true,
configurable: true
});
Refresher.prototype._onStart = function (ev) {
// if multitouch then get out immediately
if (ev.touches && ev.touches.length > 1) {
return 1;
}
var coord = dom_1.pointerCoord(ev);
void 0;
var now = Date.now();
if (this._lastStart + 100 > now) {
return 2;
}
this._lastStart = now;
if (ev.type === 'mousedown' && !this._mMove) {
this._mMove = this._content.addMouseMoveListener(this._onMove.bind(this));
}
this.startY = this.currentY = coord.y;
this.progress = 0;
if (!this.pullMax) {
this.pullMax = (this.pullMin + 60);
}
};
Refresher.prototype._onMove = function (ev) {
var _this = this;
// this method can get called like a bazillion times per second,
// so it's built to be as efficient as possible, and does its
// best to do any DOM read/writes only when absolutely necessary
void 0;
// if multitouch then get out immediately
if (ev.touches && ev.touches.length > 1) {
return 1;
}
// do nothing if it's actively refreshing
// or it's in the process of closing
// or this was never a startY
if (this.startY === null || this.state === STATE_REFRESHING || this.state === STATE_CANCELLING || this.state === STATE_COMPLETING) {
return 2;
}
// if we just updated stuff less than 16ms ago
// then don't check again, just chillout plz
var now = Date.now();
if (this._lastCheck + 16 > now) {
return 3;
}
// remember the last time we checked all this
this._lastCheck = now;
// get the current pointer coordinates
var coord = dom_1.pointerCoord(ev);
this.currentY = coord.y;
// it's now possible they could be pulling down the content
// how far have they pulled so far?
this.deltaY = (coord.y - this.startY);
// don't bother if they're scrolling up
// and have not already started dragging
if (this.deltaY <= 0) {
// the current Y is higher than the starting Y
// so they scrolled up enough to be ignored
this.progress = 0;
if (this.state !== STATE_INACTIVE) {
this._zone.run(function () {
_this.state = STATE_INACTIVE;
});
}
if (this._appliedStyles) {
// reset the styles only if they were applied
this._setCss(0, '', false, '');
return 5;
}
return 6;
}
if (this.state === STATE_INACTIVE) {
// this refresh is not already actively pulling down
// get the content's scrollTop
var scrollHostScrollTop = this._content.getContentDimensions().scrollTop;
// if the scrollTop is greater than zero then it's
// not possible to pull the content down yet
if (scrollHostScrollTop > 0) {
this.progress = 0;
this.startY = null;
return 7;
}
// content scrolled all the way to the top, and dragging down
this.state = STATE_PULLING;
}
// prevent native scroll events
ev.preventDefault();
// the refresher is actively pulling at this point
// move the scroll element within the content element
this._setCss(this.deltaY, '0ms', true, '');
if (!this.deltaY) {
// don't continue if there's no delta yet
this.progress = 0;
return 8;
}
// so far so good, let's run this all back within zone now
this._zone.run(function () {
_this._onMoveInZone();
});
};
Refresher.prototype._onMoveInZone = function () {
// set pull progress
this.progress = (this.deltaY / this.pullMin);
// emit "start" if it hasn't started yet
if (!this._didStart) {
this._didStart = true;
this.start.emit(this);
}
// emit "pulling" on every move
this.pulling.emit(this);
// do nothing if the delta is less than the pull threshold
if (this.deltaY < this.pullMin) {
// ensure it stays in the pulling state, cuz its not ready yet
this.state = STATE_PULLING;
return 2;
}
if (this.deltaY > this.pullMax) {
// they pulled farther than the max, so kick off the refresh
this._beginRefresh();
return 3;
}
// pulled farther than the pull min!!
// it is now in the `ready` state!!
// if they let go then it'll refresh, kerpow!!
this.state = STATE_READY;
return 4;
};
Refresher.prototype._onEnd = function (ev) {
// only run in a zone when absolutely necessary
var _this = this;
if (this.state === STATE_READY) {
this._zone.run(function () {
// they pulled down far enough, so it's ready to refresh
_this._beginRefresh();
});
}
else if (this.state === STATE_PULLING) {
this._zone.run(function () {
// they were pulling down, but didn't pull down far enough
// set the content back to it's original location
// and close the refresher
// set that the refresh is actively cancelling
_this.cancel();
});
}
// reset on any touchend/mouseup
this.startY = null;
if (this._mMove) {
// we don't want to always listen to mousemoves
// remove it if we're still listening
this._mMove();
this._mMove = null;
}
};
Refresher.prototype._beginRefresh = function () {
// assumes we're already back in a zone
// they pulled down far enough, so it's ready to refresh
this.state = STATE_REFRESHING;
// place the content in a hangout position while it thinks
this._setCss(this.pullMin, (this.snapbackDuration + 'ms'), true, '');
// emit "refresh" because it was pulled down far enough
// and they let go to begin refreshing
this.refresh.emit(this);
};
/**
* Call `complete()` when your async operation has completed.
* For example, the `refreshing` state is while the app is performing
* an asynchronous operation, such as receiving more data from an
* AJAX request. Once the data has been received, you then call this
* method to signify that the refreshing has completed and to close
* the refresher. This method also changes the refresher's state from
* `refreshing` to `completing`.
*/
Refresher.prototype.complete = function () {
this._close(STATE_COMPLETING, '120ms');
};
/**
* Changes the refresher's state from `refreshing` to `cancelling`.
*/
Refresher.prototype.cancel = function () {
this._close(STATE_CANCELLING, '');
};
Refresher.prototype._close = function (state, delay) {
var timer;
function close(ev) {
// closing is done, return to inactive state
if (ev) {
clearTimeout(timer);
}
this.state = STATE_INACTIVE;
this.progress = 0;
this._didStart = this.startY = this.currentY = this.deltaY = null;
this._setCss(0, '0ms', false, '');
}
// create fallback timer incase something goes wrong with transitionEnd event
timer = setTimeout(close.bind(this), 600);
// create transition end event on the content's scroll element
this._content.onScrollElementTransitionEnd(close.bind(this));
// reset set the styles on the scroll element
// set that the refresh is actively cancelling/completing
this.state = state;
this._setCss(0, '', true, delay);
if (this._mMove) {
// always remove the mousemove event
this._mMove();
this._mMove = null;
}
};
Refresher.prototype._setCss = function (y, duration, overflowVisible, delay) {
this._appliedStyles = (y > 0);
var content = this._content;
content.setScrollElementStyle(dom_1.CSS.transform, ((y > 0) ? 'translateY(' + y + 'px) translateZ(0px)' : 'translateZ(0px)'));
content.setScrollElementStyle(dom_1.CSS.transitionDuration, duration);
content.setScrollElementStyle(dom_1.CSS.transitionDelay, delay);
content.setScrollElementStyle('overflow', (overflowVisible ? 'hidden' : ''));
};
Refresher.prototype._setListeners = function (shouldListen) {
var self = this;
var content = self._content;
if (shouldListen) {
// add listener outside of zone
// touch handlers
self._zone.runOutsideAngular(function () {
if (!self._tStart) {
self._tStart = content.addTouchStartListener(self._onStart.bind(self));
}
if (!self._tMove) {
self._tMove = content.addTouchMoveListener(self._onMove.bind(self));
}
if (!self._tEnd) {
self._tEnd = content.addTouchEndListener(self._onEnd.bind(self));
}
// mouse handlers
// mousemove does not get added until mousedown fires
if (!self._mDown) {
self._mDown = content.addMouseDownListener(self._onStart.bind(self));
}
if (!self._mUp) {
self._mUp = content.addMouseUpListener(self._onEnd.bind(self));
}
});
}
else {
// unregister event listeners from content element
self._mDown && self._mDown();
self._mMove && self._mMove();
self._mUp && self._mUp();
self._tStart && self._tStart();
self._tMove && self._tMove();
self._tEnd && self._tEnd();
self._mDown = self._mMove = self._mUp = self._tStart = self._tMove = self._tEnd = null;
}
};
/**
* @private
*/
Refresher.prototype.ngOnInit = function () {
// bind event listeners
// save the unregister listener functions to use onDestroy
this._setListeners(this._isEnabled);
};
/**
* @private
*/
Refresher.prototype.ngOnDestroy = function () {
this._setListeners(false);
};
__decorate([
core_1.Input(),
__metadata('design:type', Number)
], Refresher.prototype, "pullMin", void 0);
__decorate([
core_1.Input(),
__metadata('design:type', Number)
], Refresher.prototype, "pullMax", void 0);
__decorate([
core_1.Input(),
__metadata('design:type', Number)
], Refresher.prototype, "closeDuration", void 0);
__decorate([
core_1.Input(),
__metadata('design:type', Number)
], Refresher.prototype, "snapbackDuration", void 0);
__decorate([
core_1.Input(),
__metadata('design:type', Boolean)
], Refresher.prototype, "enabled", null);
__decorate([
core_1.Output(),
__metadata('design:type', core_1.EventEmitter)
], Refresher.prototype, "refresh", void 0);
__decorate([
core_1.Output(),
__metadata('design:type', core_1.EventEmitter)
], Refresher.prototype, "pulling", void 0);
__decorate([
core_1.Output(),
__metadata('design:type', core_1.EventEmitter)
], Refresher.prototype, "start", void 0);
Refresher = __decorate([
core_1.Directive({
selector: 'ion-refresher',
host: {
'[class.refresher-active]': 'state !== "inactive"'
}
}),
__param(0, core_1.Host()),
__metadata('design:paramtypes', [content_1.Content, core_1.NgZone, core_1.ElementRef])
], Refresher);
return Refresher;
})();
exports.Refresher = Refresher;
var STATE_INACTIVE = 'inactive';
var STATE_PULLING = 'pulling';
var STATE_READY = 'ready';
var STATE_REFRESHING = 'refreshing';
var STATE_CANCELLING = 'cancelling';
var STATE_COMPLETING = 'completing';