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@calendee
Created December 31, 2013 16:56
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/*!
* Copyright 2013 Drifty Co.
* http://drifty.com/
*
* Ionic, v0.9.17
* A powerful HTML5 mobile app framework.
* http://ionicframework.com/
*
* By @maxlynch, @helloimben, @adamdbradley <3
*
* Licensed under the MIT license. Please see LICENSE for more information.
*
*/;
// Create namespaces
window.ionic = {
controllers: {},
views: {},
version: '0.9.17'
};;
(function(ionic) {
var bezierCoord = function (x,y) {
if(!x) x=0;
if(!y) 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) * 0.5 + 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, type) {
if(type) {
var ch = element.parentNode.children;
var c;
for(var i = 0, k = 0, j = ch.length; i < j; i++) {
c = ch[i];
if(c.nodeName && c.nodeName.toLowerCase() == type) {
if(c == element) {
return k;
}
k++;
}
}
}
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;
},
rectContains: function(x, y, x1, y1, x2, y2) {
if(x < x1 || x > x2) return false;
if(y < y1 || y > y2) return false;
return true;
}
};
})(window.ionic);
;
/**
* ion-events.js
*
* Author: Max Lynch <[email protected]>
*
* 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) {
// Custom event polyfill
if(!window.CustomEvent) {
(function() {
var CustomEvent;
CustomEvent = function(event, params) {
var evt;
params = params || {
bubbles: false,
cancelable: false,
detail: undefined
};
evt = document.createEvent("CustomEvent");
evt.initCustomEvent(event, params.bubbles, params.cancelable, params.detail);
return evt;
};
CustomEvent.prototype = window.Event.prototype;
window.CustomEvent = CustomEvent;
})();
}
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);
},
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 = ionic.EventController.trigger;//function() { ionic.EventController.trigger.apply(ionic.EventController.trigger, arguments); };
ionic.onGesture = function() { return ionic.EventController.onGesture.apply(ionic.EventController.onGesture, arguments); };
ionic.offGesture = function() { return ionic.EventController.offGesture.apply(ionic.EventController.offGesture, arguments); };
})(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);
var classify = function() {
if(!document.body) { return; }
for(var i = 0; i < platforms.length; i++) {
document.body.classList.add('platform-' + platforms[i]);
}
};
document.addEventListener( "DOMContentLoaded", function(){
classify();
});
classify();
},
_checkPlatforms: function(platforms) {
if(this.isCordova()) {
platforms.push('cordova');
}
if(this.isIOS7()) {
platforms.push('ios7');
}
if(this.isIPad()) {
platforms.push('ipad');
}
if(this.isAndroid()) {
platforms.push('android');
}
},
// Check if we are running in Cordova, which will have
// window.device available.
isCordova: function() {
return (window.cordova || window.PhoneGap || window.phonegap);
},
isIPad: function() {
return navigator.userAgent.toLowerCase().indexOf('ipad') >= 0;
},
isIOS7: function() {
if(!window.device) {
return false;
}
return window.device.platform == 'iOS' && parseFloat(window.device.version) >= 7.0;
},
isAndroid: function() {
if(!window.device) {
return navigator.userAgent.toLowerCase().indexOf('android') >= 0;
}
return device.platform === "Android";
}
};
ionic.Platform.detect();
})(window.ionic);
;
(function(window, document, 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;
}
}
})();
// polyfill use to simulate native "tap"
function inputTapPolyfill(ele, e) {
if(ele.type === "radio") {
ele.checked = !ele.checked;
ionic.trigger('click', {
target: ele
});
} else if(ele.type === "checkbox") {
ele.checked = !ele.checked;
ionic.trigger('change', {
target: ele
});
} else if(ele.type === "submit" || ele.type === "button") {
ionic.trigger('click', {
target: ele
});
} 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;
// An internal Ionic indicator for angular directives that contain
// elements that normally need poly behavior, but are already processed
// (like the radio directive that has a radio button in it, but handles
// the tap stuff itself). This is in contrast to preventDefault which will
// mess up other operations like change events and such
if(e.alreadyHandled) {
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" ) {
ionic.trigger('click', {
target: ele
});
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 = {
arrayMove: function (arr, old_index, new_index) {
if (new_index >= arr.length) {
var k = new_index - arr.length;
while ((k--) + 1) {
arr.push(undefined);
}
}
arr.splice(new_index, 0, arr.splice(old_index, 1)[0]);
return arr;
},
/**
* 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);
;
/*
* Scroller
* http://github.com/zynga/scroller
*
* Copyright 2011, Zynga Inc.
* Licensed under the MIT License.
* https://raw.github.com/zynga/scroller/master/MIT-LICENSE.txt
*
* Based on the work of: Unify Project (unify-project.org)
* http://unify-project.org
* Copyright 2011, Deutsche Telekom AG
* License: MIT + Apache (V2)
*/
/**
* Generic animation class with support for dropped frames both optional easing and duration.
*
* Optional duration is useful when the lifetime is defined by another condition than time
* e.g. speed of an animating object, etc.
*
* Dropped frame logic allows to keep using the same updater logic independent from the actual
* rendering. This eases a lot of cases where it might be pretty complex to break down a state
* based on the pure time difference.
*/
(function(global) {
var time = Date.now || function() {
return +new Date();
};
var desiredFrames = 60;
var millisecondsPerSecond = 1000;
var running = {};
var counter = 1;
// Create namespaces
if (!global.core) {
global.core = { effect : {} };
} else if (!core.effect) {
core.effect = {};
}
core.effect.Animate = {
/**
* A requestAnimationFrame wrapper / polyfill.
*
* @param callback {Function} The callback to be invoked before the next repaint.
* @param root {HTMLElement} The root element for the repaint
*/
requestAnimationFrame: (function() {
// Check for request animation Frame support
var requestFrame = global.requestAnimationFrame || global.webkitRequestAnimationFrame || global.mozRequestAnimationFrame || global.oRequestAnimationFrame;
var isNative = !!requestFrame;
if (requestFrame && !/requestAnimationFrame\(\)\s*\{\s*\[native code\]\s*\}/i.test(requestFrame.toString())) {
isNative = false;
}
if (isNative) {
return function(callback, root) {
requestFrame(callback, root)
};
}
var TARGET_FPS = 60;
var requests = {};
var requestCount = 0;
var rafHandle = 1;
var intervalHandle = null;
var lastActive = +new Date();
return function(callback, root) {
var callbackHandle = rafHandle++;
// Store callback
requests[callbackHandle] = callback;
requestCount++;
// Create timeout at first request
if (intervalHandle === null) {
intervalHandle = setInterval(function() {
var time = +new Date();
var currentRequests = requests;
// Reset data structure before executing callbacks
requests = {};
requestCount = 0;
for(var key in currentRequests) {
if (currentRequests.hasOwnProperty(key)) {
currentRequests[key](time);
lastActive = time;
}
}
// Disable the timeout when nothing happens for a certain
// period of time
if (time - lastActive > 2500) {
clearInterval(intervalHandle);
intervalHandle = null;
}
}, 1000 / TARGET_FPS);
}
return callbackHandle;
};
})(),
/**
* Stops the given animation.
*
* @param id {Integer} Unique animation ID
* @return {Boolean} Whether the animation was stopped (aka, was running before)
*/
stop: function(id) {
var cleared = running[id] != null;
if (cleared) {
running[id] = null;
}
return cleared;
},
/**
* Whether the given animation is still running.
*
* @param id {Integer} Unique animation ID
* @return {Boolean} Whether the animation is still running
*/
isRunning: function(id) {
return running[id] != null;
},
/**
* Start the animation.
*
* @param stepCallback {Function} Pointer to function which is executed on every step.
* Signature of the method should be `function(percent, now, virtual) { return continueWithAnimation; }`
* @param verifyCallback {Function} Executed before every animation step.
* Signature of the method should be `function() { return continueWithAnimation; }`
* @param completedCallback {Function}
* Signature of the method should be `function(droppedFrames, finishedAnimation) {}`
* @param duration {Integer} Milliseconds to run the animation
* @param easingMethod {Function} Pointer to easing function
* Signature of the method should be `function(percent) { return modifiedValue; }`
* @param root {Element ? document.body} Render root, when available. Used for internal
* usage of requestAnimationFrame.
* @return {Integer} Identifier of animation. Can be used to stop it any time.
*/
start: function(stepCallback, verifyCallback, completedCallback, duration, easingMethod, root) {
var start = time();
var lastFrame = start;
var percent = 0;
var dropCounter = 0;
var id = counter++;
if (!root) {
root = document.body;
}
// Compacting running db automatically every few new animations
if (id % 20 === 0) {
var newRunning = {};
for (var usedId in running) {
newRunning[usedId] = true;
}
running = newRunning;
}
// This is the internal step method which is called every few milliseconds
var step = function(virtual) {
// Normalize virtual value
var render = virtual !== true;
// Get current time
var now = time();
// Verification is executed before next animation step
if (!running[id] || (verifyCallback && !verifyCallback(id))) {
running[id] = null;
completedCallback && completedCallback(desiredFrames - (dropCounter / ((now - start) / millisecondsPerSecond)), id, false);
return;
}
// For the current rendering to apply let's update omitted steps in memory.
// This is important to bring internal state variables up-to-date with progress in time.
if (render) {
var droppedFrames = Math.round((now - lastFrame) / (millisecondsPerSecond / desiredFrames)) - 1;
for (var j = 0; j < Math.min(droppedFrames, 4); j++) {
step(true);
dropCounter++;
}
}
// Compute percent value
if (duration) {
percent = (now - start) / duration;
if (percent > 1) {
percent = 1;
}
}
// Execute step callback, then...
var value = easingMethod ? easingMethod(percent) : percent;
if ((stepCallback(value, now, render) === false || percent === 1) && render) {
running[id] = null;
completedCallback && completedCallback(desiredFrames - (dropCounter / ((now - start) / millisecondsPerSecond)), id, percent === 1 || duration == null);
} else if (render) {
lastFrame = now;
core.effect.Animate.requestAnimationFrame(step, root);
}
};
// Mark as running
running[id] = true;
// Init first step
core.effect.Animate.requestAnimationFrame(step, root);
// Return unique animation ID
return id;
}
};
})(this);
/*
* Scroller
* http://github.com/zynga/scroller
*
* Copyright 2011, Zynga Inc.
* Licensed under the MIT License.
* https://raw.github.com/zynga/scroller/master/MIT-LICENSE.txt
*
* Based on the work of: Unify Project (unify-project.org)
* http://unify-project.org
* Copyright 2011, Deutsche Telekom AG
* License: MIT + Apache (V2)
*/
var Scroller;
(function(ionic) {
var NOOP = function(){};
// Easing Equations (c) 2003 Robert Penner, all rights reserved.
// Open source under the BSD License.
/**
* @param pos {Number} position between 0 (start of effect) and 1 (end of effect)
**/
var easeOutCubic = function(pos) {
return (Math.pow((pos - 1), 3) + 1);
};
/**
* @param pos {Number} position between 0 (start of effect) and 1 (end of effect)
**/
var easeInOutCubic = function(pos) {
if ((pos /= 0.5) < 1) {
return 0.5 * Math.pow(pos, 3);
}
return 0.5 * (Math.pow((pos - 2), 3) + 2);
};
/**
* A pure logic 'component' for 'virtual' scrolling/zooming.
*/
ionic.views.Scroll = ionic.views.View.inherit({
initialize: function(options) {
var self = this;
this.__container = options.el;
this.__content = options.el.firstElementChild;
this.options = {
/** Disable scrolling on x-axis by default */
scrollingX: false,
scrollbarX: true,
/** Enable scrolling on y-axis */
scrollingY: true,
scrollbarY: true,
/** The minimum size the scrollbars scale to while scrolling */
minScrollbarSizeX: 5,
minScrollbarSizeY: 5,
/** Scrollbar fading after scrolling */
scrollbarsFade: true,
scrollbarFadeDelay: 300,
/** The initial fade delay when the pane is resized or initialized */
scrollbarResizeFadeDelay: 1000,
/** Enable animations for deceleration, snap back, zooming and scrolling */
animating: true,
/** duration for animations triggered by scrollTo/zoomTo */
animationDuration: 250,
/** Enable bouncing (content can be slowly moved outside and jumps back after releasing) */
bouncing: true,
/** Enable locking to the main axis if user moves only slightly on one of them at start */
locking: true,
/** Enable pagination mode (switching between full page content panes) */
paging: false,
/** Enable snapping of content to a configured pixel grid */
snapping: false,
/** Enable zooming of content via API, fingers and mouse wheel */
zooming: false,
/** Minimum zoom level */
minZoom: 0.5,
/** Maximum zoom level */
maxZoom: 3,
/** Multiply or decrease scrolling speed **/
speedMultiplier: 1,
/** Callback that is fired on the later of touch end or deceleration end,
provided that another scrolling action has not begun. Used to know
when to fade out a scrollbar. */
scrollingComplete: NOOP,
/** This configures the amount of change applied to deceleration when reaching boundaries **/
penetrationDeceleration : 0.03,
/** This configures the amount of change applied to acceleration when reaching boundaries **/
penetrationAcceleration : 0.08,
// The ms interval for triggering scroll events
scrollEventInterval: 50
};
for (var key in options) {
this.options[key] = options[key];
}
this.hintResize = ionic.debounce(function() {
self.resize();
}, 1000, true);
this.triggerScrollEvent = ionic.throttle(function() {
ionic.trigger('scroll', {
scrollTop: self.__scrollTop,
scrollLeft: self.__scrollLeft,
target: self.__container
});
}, this.options.scrollEventInterval);
this.triggerScrollEndEvent = function() {
ionic.trigger('scrollend', {
scrollTop: self.__scrollTop,
scrollLeft: self.__scrollLeft,
target: self.__container
});
};
// Get the render update function, initialize event handlers,
// and calculate the size of the scroll container
this.__callback = this.getRenderFn();
this.__initEventHandlers();
this.__createScrollbars();
this.resize();
// Fade them out
this.__fadeScrollbars('out', this.options.scrollbarResizeFadeDelay);
},
/*
---------------------------------------------------------------------------
INTERNAL FIELDS :: STATUS
---------------------------------------------------------------------------
*/
/** {Boolean} Whether only a single finger is used in touch handling */
__isSingleTouch: false,
/** {Boolean} Whether a touch event sequence is in progress */
__isTracking: false,
/** {Boolean} Whether a deceleration animation went to completion. */
__didDecelerationComplete: false,
/**
* {Boolean} Whether a gesture zoom/rotate event is in progress. Activates when
* a gesturestart event happens. This has higher priority than dragging.
*/
__isGesturing: false,
/**
* {Boolean} Whether the user has moved by such a distance that we have enabled
* dragging mode. Hint: It's only enabled after some pixels of movement to
* not interrupt with clicks etc.
*/
__isDragging: false,
/**
* {Boolean} Not touching and dragging anymore, and smoothly animating the
* touch sequence using deceleration.
*/
__isDecelerating: false,
/**
* {Boolean} Smoothly animating the currently configured change
*/
__isAnimating: false,
/*
---------------------------------------------------------------------------
INTERNAL FIELDS :: DIMENSIONS
---------------------------------------------------------------------------
*/
/** {Integer} Available outer left position (from document perspective) */
__clientLeft: 0,
/** {Integer} Available outer top position (from document perspective) */
__clientTop: 0,
/** {Integer} Available outer width */
__clientWidth: 0,
/** {Integer} Available outer height */
__clientHeight: 0,
/** {Integer} Outer width of content */
__contentWidth: 0,
/** {Integer} Outer height of content */
__contentHeight: 0,
/** {Integer} Snapping width for content */
__snapWidth: 100,
/** {Integer} Snapping height for content */
__snapHeight: 100,
/** {Integer} Height to assign to refresh area */
__refreshHeight: null,
/** {Boolean} Whether the refresh process is enabled when the event is released now */
__refreshActive: false,
/** {Function} Callback to execute on activation. This is for signalling the user about a refresh is about to happen when he release */
__refreshActivate: null,
/** {Function} Callback to execute on deactivation. This is for signalling the user about the refresh being cancelled */
__refreshDeactivate: null,
/** {Function} Callback to execute to start the actual refresh. Call {@link #refreshFinish} when done */
__refreshStart: null,
/** {Number} Zoom level */
__zoomLevel: 1,
/** {Number} Scroll position on x-axis */
__scrollLeft: 0,
/** {Number} Scroll position on y-axis */
__scrollTop: 0,
/** {Integer} Maximum allowed scroll position on x-axis */
__maxScrollLeft: 0,
/** {Integer} Maximum allowed scroll position on y-axis */
__maxScrollTop: 0,
/* {Number} Scheduled left position (final position when animating) */
__scheduledLeft: 0,
/* {Number} Scheduled top position (final position when animating) */
__scheduledTop: 0,
/* {Number} Scheduled zoom level (final scale when animating) */
__scheduledZoom: 0,
/*
---------------------------------------------------------------------------
INTERNAL FIELDS :: LAST POSITIONS
---------------------------------------------------------------------------
*/
/** {Number} Left position of finger at start */
__lastTouchLeft: null,
/** {Number} Top position of finger at start */
__lastTouchTop: null,
/** {Date} Timestamp of last move of finger. Used to limit tracking range for deceleration speed. */
__lastTouchMove: null,
/** {Array} List of positions, uses three indexes for each state: left, top, timestamp */
__positions: null,
/*
---------------------------------------------------------------------------
INTERNAL FIELDS :: DECELERATION SUPPORT
---------------------------------------------------------------------------
*/
/** {Integer} Minimum left scroll position during deceleration */
__minDecelerationScrollLeft: null,
/** {Integer} Minimum top scroll position during deceleration */
__minDecelerationScrollTop: null,
/** {Integer} Maximum left scroll position during deceleration */
__maxDecelerationScrollLeft: null,
/** {Integer} Maximum top scroll position during deceleration */
__maxDecelerationScrollTop: null,
/** {Number} Current factor to modify horizontal scroll position with on every step */
__decelerationVelocityX: null,
/** {Number} Current factor to modify vertical scroll position with on every step */
__decelerationVelocityY: null,
/** {String} the browser-specific property to use for transforms */
__transformProperty: null,
__perspectiveProperty: null,
/** {Object} scrollbar indicators */
__indicatorX: null,
__indicatorY: null,
/** Timeout for scrollbar fading */
__scrollbarFadeTimeout: null,
/** {Boolean} whether we've tried to wait for size already */
__didWaitForSize: null,
__sizerTimeout: null,
__initEventHandlers: function() {
var self = this;
// Event Handler
var container = this.__container;
if ('ontouchstart' in window) {
container.addEventListener("touchstart", function(e) {
// Don't react if initial down happens on a form element
if (e.target.tagName.match(/input|textarea|select/i)) {
return;
}
self.doTouchStart(e.touches, e.timeStamp);
e.preventDefault();
}, false);
document.addEventListener("touchmove", function(e) {
if(e.defaultPrevented) {
return;
}
self.doTouchMove(e.touches, e.timeStamp);
}, false);
document.addEventListener("touchend", function(e) {
self.doTouchEnd(e.timeStamp);
}, false);
} else {
var mousedown = false;
container.addEventListener("mousedown", function(e) {
// Don't react if initial down happens on a form element
if (e.target.tagName.match(/input|textarea|select/i)) {
return;
}
self.doTouchStart([{
pageX: e.pageX,
pageY: e.pageY
}], e.timeStamp);
mousedown = true;
}, false);
document.addEventListener("mousemove", function(e) {
if (!mousedown || e.defaultPrevented) {
return;
}
self.doTouchMove([{
pageX: e.pageX,
pageY: e.pageY
}], e.timeStamp);
mousedown = true;
}, false);
document.addEventListener("mouseup", function(e) {
if (!mousedown) {
return;
}
self.doTouchEnd(e.timeStamp);
mousedown = false;
}, false);
}
},
/** Create a scroll bar div with the given direction **/
__createScrollbar: function(direction) {
var bar = document.createElement('div'),
indicator = document.createElement('div');
indicator.className = 'scroll-bar-indicator';
if(direction == 'h') {
bar.className = 'scroll-bar scroll-bar-h';
} else {
bar.className = 'scroll-bar scroll-bar-v';
}
bar.appendChild(indicator);
return bar;
},
__createScrollbars: function() {
var indicatorX, indicatorY;
if(this.options.scrollingX) {
indicatorX = {
el: this.__createScrollbar('h'),
sizeRatio: 1
};
indicatorX.indicator = indicatorX.el.children[0];
if(this.options.scrollbarX) {
this.__container.appendChild(indicatorX.el);
}
this.__indicatorX = indicatorX;
}
if(this.options.scrollingY) {
indicatorY = {
el: this.__createScrollbar('v'),
sizeRatio: 1
};
indicatorY.indicator = indicatorY.el.children[0];
if(this.options.scrollbarY) {
this.__container.appendChild(indicatorY.el);
}
this.__indicatorY = indicatorY;
}
},
__resizeScrollbars: function() {
var self = this;
// Bring the scrollbars in to show the content change
self.__fadeScrollbars('in');
// Update horiz bar
if(self.__indicatorX) {
var width = Math.max(Math.round(self.__clientWidth * self.__clientWidth / (self.__contentWidth)), 20);
if(width > self.__contentWidth) {
width = 0;
}
self.__indicatorX.size = width;
self.__indicatorX.minScale = this.options.minScrollbarSizeX / width;
self.__indicatorX.indicator.style.width = width + 'px';
self.__indicatorX.maxPos = self.__clientWidth - width;
self.__indicatorX.sizeRatio = self.__maxScrollLeft ? self.__indicatorX.maxPos / self.__maxScrollLeft : 1;
}
// Update vert bar
if(self.__indicatorY) {
var height = Math.max(Math.round(self.__clientHeight * self.__clientHeight / (self.__contentHeight)), 20);
if(height > self.__contentHeight) {
height = 0;
}
self.__indicatorY.size = height;
self.__indicatorY.minScale = this.options.minScrollbarSizeY / height;
self.__indicatorY.maxPos = self.__clientHeight - height;
self.__indicatorY.indicator.style.height = height + 'px';
self.__indicatorY.sizeRatio = self.__maxScrollTop ? self.__indicatorY.maxPos / self.__maxScrollTop : 1;
}
},
/**
* Move and scale the scrollbars as the page scrolls.
*/
__repositionScrollbars: function() {
var self = this, width, heightScale,
widthDiff, heightDiff,
x, y,
xstop = 0, ystop = 0;
if(self.__indicatorX) {
// Handle the X scrollbar
// Don't go all the way to the right if we have a vertical scrollbar as well
if(self.__indicatorY) xstop = 10;
x = Math.round(self.__indicatorX.sizeRatio * self.__scrollLeft) || 0,
// The the difference between the last content X position, and our overscrolled one
widthDiff = self.__scrollLeft - (self.__maxScrollLeft - xstop);
if(self.__scrollLeft < 0) {
widthScale = Math.max(self.__indicatorX.minScale,
(self.__indicatorX.size - Math.abs(self.__scrollLeft)) / self.__indicatorX.size);
// Stay at left
x = 0;
// Make sure scale is transformed from the left/center origin point
self.__indicatorX.indicator.style[self.__transformOriginProperty] = 'left center';
} else if(widthDiff > 0) {
widthScale = Math.max(self.__indicatorX.minScale,
(self.__indicatorX.size - widthDiff) / self.__indicatorX.size);
// Stay at the furthest x for the scrollable viewport
x = self.__indicatorX.maxPos - xstop;
// Make sure scale is transformed from the right/center origin point
self.__indicatorX.indicator.style[self.__transformOriginProperty] = 'right center';
} else {
// Normal motion
x = Math.min(self.__maxScrollLeft, Math.max(0, x));
widthScale = 1;
}
self.__indicatorX.indicator.style[self.__transformProperty] = 'translate3d(' + x + 'px, 0, 0) scaleX(' + widthScale + ')';
}
if(self.__indicatorY) {
y = Math.round(self.__indicatorY.sizeRatio * self.__scrollTop) || 0;
// Don't go all the way to the right if we have a vertical scrollbar as well
if(self.__indicatorX) ystop = 10;
heightDiff = self.__scrollTop - (self.__maxScrollTop - ystop);
if(self.__scrollTop < 0) {
heightScale = Math.max(self.__indicatorY.minScale, (self.__indicatorY.size - Math.abs(self.__scrollTop)) / self.__indicatorY.size);
// Stay at top
y = 0;
// Make sure scale is transformed from the center/top origin point
self.__indicatorY.indicator.style[self.__transformOriginProperty] = 'center top';
} else if(heightDiff > 0) {
heightScale = Math.max(self.__indicatorY.minScale, (self.__indicatorY.size - heightDiff) / self.__indicatorY.size);
// Stay at bottom of scrollable viewport
y = self.__indicatorY.maxPos - ystop;
// Make sure scale is transformed from the center/bottom origin point
self.__indicatorY.indicator.style[self.__transformOriginProperty] = 'center bottom';
} else {
// Normal motion
y = Math.min(self.__maxScrollTop, Math.max(0, y));
heightScale = 1;
}
self.__indicatorY.indicator.style[self.__transformProperty] = 'translate3d(0,' + y + 'px, 0) scaleY(' + heightScale + ')';
}
},
__fadeScrollbars: function(direction, delay) {
var self = this;
if(!this.options.scrollbarsFade) {
return;
}
var className = 'scroll-bar-fade-out';
if(self.options.scrollbarsFade === true) {
clearTimeout(self.__scrollbarFadeTimeout);
if(direction == 'in') {
if(self.__indicatorX) { self.__indicatorX.indicator.classList.remove(className); }
if(self.__indicatorY) { self.__indicatorY.indicator.classList.remove(className); }
} else {
self.__scrollbarFadeTimeout = setTimeout(function() {
if(self.__indicatorX) { self.__indicatorX.indicator.classList.add(className); }
if(self.__indicatorY) { self.__indicatorY.indicator.classList.add(className); }
}, delay || self.options.scrollbarFadeDelay);
}
}
},
__scrollingComplete: function() {
var self = this;
self.options.scrollingComplete();
self.__fadeScrollbars('out');
},
resize: function() {
// Update Scroller dimensions for changed content
// Add padding to bottom of content
this.setDimensions(
this.__container.clientWidth,
this.__container.clientHeight,
Math.max(this.__content.scrollWidth, this.__content.offsetWidth),
Math.max(this.__content.scrollHeight, this.__content.offsetHeight+20));
},
/*
---------------------------------------------------------------------------
PUBLIC API
---------------------------------------------------------------------------
*/
getRenderFn: function() {
var self = this;
var content = this.__content;
var docStyle = document.documentElement.style;
var engine;
if ('MozAppearance' in docStyle) {
engine = 'gecko';
} else if ('WebkitAppearance' in docStyle) {
engine = 'webkit';
} else if (typeof navigator.cpuClass === 'string') {
engine = 'trident';
}
var vendorPrefix = {
trident: 'ms',
gecko: 'Moz',
webkit: 'Webkit',
presto: 'O'
}[engine];
var helperElem = document.createElement("div");
var undef;
var perspectiveProperty = vendorPrefix + "Perspective";
var transformProperty = vendorPrefix + "Transform";
var transformOriginProperty = vendorPrefix + 'TransformOrigin';
self.__perspectiveProperty = transformProperty;
self.__transformProperty = transformProperty;
self.__transformOriginProperty = transformOriginProperty;
if (helperElem.style[perspectiveProperty] !== undef) {
return function(left, top, zoom) {
content.style[transformProperty] = 'translate3d(' + (-left) + 'px,' + (-top) + 'px,0)';
self.__repositionScrollbars();
self.triggerScrollEvent();
};
} else if (helperElem.style[transformProperty] !== undef) {
return function(left, top, zoom) {
content.style[transformProperty] = 'translate(' + (-left) + 'px,' + (-top) + 'px)';
self.__repositionScrollbars();
self.triggerScrollEvent();
};
} else {
return function(left, top, zoom) {
content.style.marginLeft = left ? (-left/zoom) + 'px' : '';
content.style.marginTop = top ? (-top/zoom) + 'px' : '';
content.style.zoom = zoom || '';
self.__repositionScrollbars();
self.triggerScrollEvent();
};
}
},
/**
* Configures the dimensions of the client (outer) and content (inner) elements.
* Requires the available space for the outer element and the outer size of the inner element.
* All values which are falsy (null or zero etc.) are ignored and the old value is kept.
*
* @param clientWidth {Integer ? null} Inner width of outer element
* @param clientHeight {Integer ? null} Inner height of outer element
* @param contentWidth {Integer ? null} Outer width of inner element
* @param contentHeight {Integer ? null} Outer height of inner element
*/
setDimensions: function(clientWidth, clientHeight, contentWidth, contentHeight) {
var self = this;
// Only update values which are defined
if (clientWidth === +clientWidth) {
self.__clientWidth = clientWidth;
}
if (clientHeight === +clientHeight) {
self.__clientHeight = clientHeight;
}
if (contentWidth === +contentWidth) {
self.__contentWidth = contentWidth;
}
if (contentHeight === +contentHeight) {
self.__contentHeight = contentHeight;
}
// Refresh maximums
self.__computeScrollMax();
self.__resizeScrollbars();
// Refresh scroll position
self.scrollTo(self.__scrollLeft, self.__scrollTop, true);
},
/**
* Sets the client coordinates in relation to the document.
*
* @param left {Integer ? 0} Left position of outer element
* @param top {Integer ? 0} Top position of outer element
*/
setPosition: function(left, top) {
var self = this;
self.__clientLeft = left || 0;
self.__clientTop = top || 0;
},
/**
* Configures the snapping (when snapping is active)
*
* @param width {Integer} Snapping width
* @param height {Integer} Snapping height
*/
setSnapSize: function(width, height) {
var self = this;
self.__snapWidth = width;
self.__snapHeight = height;
},
/**
* Activates pull-to-refresh. A special zone on the top of the list to start a list refresh whenever
* the user event is released during visibility of this zone. This was introduced by some apps on iOS like
* the official Twitter client.
*
* @param height {Integer} Height of pull-to-refresh zone on top of rendered list
* @param activateCallback {Function} Callback to execute on activation. This is for signalling the user about a refresh is about to happen when he release.
* @param deactivateCallback {Function} Callback to execute on deactivation. This is for signalling the user about the refresh being cancelled.
* @param startCallback {Function} Callback to execute to start the real async refresh action. Call {@link #finishPullToRefresh} after finish of refresh.
*/
activatePullToRefresh: function(height, activateCallback, deactivateCallback, startCallback) {
var self = this;
self.__refreshHeight = height;
self.__refreshActivate = activateCallback;
self.__refreshDeactivate = deactivateCallback;
self.__refreshStart = startCallback;
},
/**
* Starts pull-to-refresh manually.
*/
triggerPullToRefresh: function() {
// Use publish instead of scrollTo to allow scrolling to out of boundary position
// We don't need to normalize scrollLeft, zoomLevel, etc. here because we only y-scrolling when pull-to-refresh is enabled
this.__publish(this.__scrollLeft, -this.__refreshHeight, this.__zoomLevel, true);
if (this.__refreshStart) {
this.__refreshStart();
}
},
/**
* Signalizes that pull-to-refresh is finished.
*/
finishPullToRefresh: function() {
var self = this;
self.__refreshActive = false;
if (self.__refreshDeactivate) {
self.__refreshDeactivate();
}
self.scrollTo(self.__scrollLeft, self.__scrollTop, true);
},
/**
* Returns the scroll position and zooming values
*
* @return {Map} `left` and `top` scroll position and `zoom` level
*/
getValues: function() {
var self = this;
return {
left: self.__scrollLeft,
top: self.__scrollTop,
zoom: self.__zoomLevel
};
},
/**
* Returns the maximum scroll values
*
* @return {Map} `left` and `top` maximum scroll values
*/
getScrollMax: function() {
var self = this;
return {
left: self.__maxScrollLeft,
top: self.__maxScrollTop
};
},
/**
* Zooms to the given level. Supports optional animation. Zooms
* the center when no coordinates are given.
*
* @param level {Number} Level to zoom to
* @param animate {Boolean ? false} Whether to use animation
* @param originLeft {Number ? null} Zoom in at given left coordinate
* @param originTop {Number ? null} Zoom in at given top coordinate
*/
zoomTo: function(level, animate, originLeft, originTop) {
var self = this;
if (!self.options.zooming) {
throw new Error("Zooming is not enabled!");
}
// Stop deceleration
if (self.__isDecelerating) {
core.effect.Animate.stop(self.__isDecelerating);
self.__isDecelerating = false;
}
var oldLevel = self.__zoomLevel;
// Normalize input origin to center of viewport if not defined
if (originLeft == null) {
originLeft = self.__clientWidth / 2;
}
if (originTop == null) {
originTop = self.__clientHeight / 2;
}
// Limit level according to configuration
level = Math.max(Math.min(level, self.options.maxZoom), self.options.minZoom);
// Recompute maximum values while temporary tweaking maximum scroll ranges
self.__computeScrollMax(level);
// Recompute left and top coordinates based on new zoom level
var left = ((originLeft + self.__scrollLeft) * level / oldLevel) - originLeft;
var top = ((originTop + self.__scrollTop) * level / oldLevel) - originTop;
// Limit x-axis
if (left > self.__maxScrollLeft) {
left = self.__maxScrollLeft;
} else if (left < 0) {
left = 0;
}
// Limit y-axis
if (top > self.__maxScrollTop) {
top = self.__maxScrollTop;
} else if (top < 0) {
top = 0;
}
// Push values out
self.__publish(left, top, level, animate);
},
/**
* Zooms the content by the given factor.
*
* @param factor {Number} Zoom by given factor
* @param animate {Boolean ? false} Whether to use animation
* @param originLeft {Number ? 0} Zoom in at given left coordinate
* @param originTop {Number ? 0} Zoom in at given top coordinate
*/
zoomBy: function(factor, animate, originLeft, originTop) {
var self = this;
self.zoomTo(self.__zoomLevel * factor, animate, originLeft, originTop);
},
/**
* Scrolls to the given position. Respect limitations and snapping automatically.
*
* @param left {Number?null} Horizontal scroll position, keeps current if value is <code>null</code>
* @param top {Number?null} Vertical scroll position, keeps current if value is <code>null</code>
* @param animate {Boolean?false} Whether the scrolling should happen using an animation
* @param zoom {Number?null} Zoom level to go to
*/
scrollTo: function(left, top, animate, zoom) {
var self = this;
// Stop deceleration
if (self.__isDecelerating) {
core.effect.Animate.stop(self.__isDecelerating);
self.__isDecelerating = false;
}
// Correct coordinates based on new zoom level
if (zoom != null && zoom !== self.__zoomLevel) {
if (!self.options.zooming) {
throw new Error("Zooming is not enabled!");
}
left *= zoom;
top *= zoom;
// Recompute maximum values while temporary tweaking maximum scroll ranges
self.__computeScrollMax(zoom);
} else {
// Keep zoom when not defined
zoom = self.__zoomLevel;
}
if (!self.options.scrollingX) {
left = self.__scrollLeft;
} else {
if (self.options.paging) {
left = Math.round(left / self.__clientWidth) * self.__clientWidth;
} else if (self.options.snapping) {
left = Math.round(left / self.__snapWidth) * self.__snapWidth;
}
}
if (!self.options.scrollingY) {
top = self.__scrollTop;
} else {
if (self.options.paging) {
top = Math.round(top / self.__clientHeight) * self.__clientHeight;
} else if (self.options.snapping) {
top = Math.round(top / self.__snapHeight) * self.__snapHeight;
}
}
// Limit for allowed ranges
left = Math.max(Math.min(self.__maxScrollLeft, left), 0);
top = Math.max(Math.min(self.__maxScrollTop, top), 0);
// Don't animate when no change detected, still call publish to make sure
// that rendered position is really in-sync with internal data
if (left === self.__scrollLeft && top === self.__scrollTop) {
animate = false;
}
// Publish new values
self.__publish(left, top, zoom, animate);
},
/**
* Scroll by the given offset
*
* @param left {Number ? 0} Scroll x-axis by given offset
* @param top {Number ? 0} Scroll x-axis by given offset
* @param animate {Boolean ? false} Whether to animate the given change
*/
scrollBy: function(left, top, animate) {
var self = this;
var startLeft = self.__isAnimating ? self.__scheduledLeft : self.__scrollLeft;
var startTop = self.__isAnimating ? self.__scheduledTop : self.__scrollTop;
self.scrollTo(startLeft + (left || 0), startTop + (top || 0), animate);
},
/*
---------------------------------------------------------------------------
EVENT CALLBACKS
---------------------------------------------------------------------------
*/
/**
* Mouse wheel handler for zooming support
*/
doMouseZoom: function(wheelDelta, timeStamp, pageX, pageY) {
var self = this;
var change = wheelDelta > 0 ? 0.97 : 1.03;
return self.zoomTo(self.__zoomLevel * change, false, pageX - self.__clientLeft, pageY - self.__clientTop);
},
/**
* Touch start handler for scrolling support
*/
doTouchStart: function(touches, timeStamp) {
this.hintResize();
// Array-like check is enough here
if (touches.length == null) {
throw new Error("Invalid touch list: " + touches);
}
if (timeStamp instanceof Date) {
timeStamp = timeStamp.valueOf();
}
if (typeof timeStamp !== "number") {
throw new Error("Invalid timestamp value: " + timeStamp);
}
var self = this;
self.__fadeScrollbars('in');
// Reset interruptedAnimation flag
self.__interruptedAnimation = true;
// Stop deceleration
if (self.__isDecelerating) {
core.effect.Animate.stop(self.__isDecelerating);
self.__isDecelerating = false;
self.__interruptedAnimation = true;
}
// Stop animation
if (self.__isAnimating) {
core.effect.Animate.stop(self.__isAnimating);
self.__isAnimating = false;
self.__interruptedAnimation = true;
}
// Use center point when dealing with two fingers
var currentTouchLeft, currentTouchTop;
var isSingleTouch = touches.length === 1;
if (isSingleTouch) {
currentTouchLeft = touches[0].pageX;
currentTouchTop = touches[0].pageY;
} else {
currentTouchLeft = Math.abs(touches[0].pageX + touches[1].pageX) / 2;
currentTouchTop = Math.abs(touches[0].pageY + touches[1].pageY) / 2;
}
// Store initial positions
self.__initialTouchLeft = currentTouchLeft;
self.__initialTouchTop = currentTouchTop;
// Store current zoom level
self.__zoomLevelStart = self.__zoomLevel;
// Store initial touch positions
self.__lastTouchLeft = currentTouchLeft;
self.__lastTouchTop = currentTouchTop;
// Store initial move time stamp
self.__lastTouchMove = timeStamp;
// Reset initial scale
self.__lastScale = 1;
// Reset locking flags
self.__enableScrollX = !isSingleTouch && self.options.scrollingX;
self.__enableScrollY = !isSingleTouch && self.options.scrollingY;
// Reset tracking flag
self.__isTracking = true;
// Reset deceleration complete flag
self.__didDecelerationComplete = false;
// Dragging starts directly with two fingers, otherwise lazy with an offset
self.__isDragging = !isSingleTouch;
// Some features are disabled in multi touch scenarios
self.__isSingleTouch = isSingleTouch;
// Clearing data structure
self.__positions = [];
},
/**
* Touch move handler for scrolling support
*/
doTouchMove: function(touches, timeStamp, scale) {
// Array-like check is enough here
if (touches.length == null) {
throw new Error("Invalid touch list: " + touches);
}
if (timeStamp instanceof Date) {
timeStamp = timeStamp.valueOf();
}
if (typeof timeStamp !== "number") {
throw new Error("Invalid timestamp value: " + timeStamp);
}
var self = this;
// Ignore event when tracking is not enabled (event might be outside of element)
if (!self.__isTracking) {
return;
}
var currentTouchLeft, currentTouchTop;
// Compute move based around of center of fingers
if (touches.length === 2) {
currentTouchLeft = Math.abs(touches[0].pageX + touches[1].pageX) / 2;
currentTouchTop = Math.abs(touches[0].pageY + touches[1].pageY) / 2;
} else {
currentTouchLeft = touches[0].pageX;
currentTouchTop = touches[0].pageY;
}
var positions = self.__positions;
// Are we already is dragging mode?
if (self.__isDragging) {
// Compute move distance
var moveX = currentTouchLeft - self.__lastTouchLeft;
var moveY = currentTouchTop - self.__lastTouchTop;
// Read previous scroll position and zooming
var scrollLeft = self.__scrollLeft;
var scrollTop = self.__scrollTop;
var level = self.__zoomLevel;
// Work with scaling
if (scale != null && self.options.zooming) {
var oldLevel = level;
// Recompute level based on previous scale and new scale
level = level / self.__lastScale * scale;
// Limit level according to configuration
level = Math.max(Math.min(level, self.options.maxZoom), self.options.minZoom);
// Only do further compution when change happened
if (oldLevel !== level) {
// Compute relative event position to container
var currentTouchLeftRel = currentTouchLeft - self.__clientLeft;
var currentTouchTopRel = currentTouchTop - self.__clientTop;
// Recompute left and top coordinates based on new zoom level
scrollLeft = ((currentTouchLeftRel + scrollLeft) * level / oldLevel) - currentTouchLeftRel;
scrollTop = ((currentTouchTopRel + scrollTop) * level / oldLevel) - currentTouchTopRel;
// Recompute max scroll values
self.__computeScrollMax(level);
}
}
if (self.__enableScrollX) {
scrollLeft -= moveX * this.options.speedMultiplier;
var maxScrollLeft = self.__maxScrollLeft;
if (scrollLeft > maxScrollLeft || scrollLeft < 0) {
// Slow down on the edges
if (self.options.bouncing) {
scrollLeft += (moveX / 2 * this.options.speedMultiplier);
} else if (scrollLeft > maxScrollLeft) {
scrollLeft = maxScrollLeft;
} else {
scrollLeft = 0;
}
}
}
// Compute new vertical scroll position
if (self.__enableScrollY) {
scrollTop -= moveY * this.options.speedMultiplier;
var maxScrollTop = self.__maxScrollTop;
if (scrollTop > maxScrollTop || scrollTop < 0) {
// Slow down on the edges
if (self.options.bouncing) {
scrollTop += (moveY / 2 * this.options.speedMultiplier);
// Support pull-to-refresh (only when only y is scrollable)
if (!self.__enableScrollX && self.__refreshHeight != null) {
if (!self.__refreshActive && scrollTop <= -self.__refreshHeight) {
self.__refreshActive = true;
if (self.__refreshActivate) {
self.__refreshActivate();
}
} else if (self.__refreshActive && scrollTop > -self.__refreshHeight) {
self.__refreshActive = false;
if (self.__refreshDeactivate) {
self.__refreshDeactivate();
}
}
}
} else if (scrollTop > maxScrollTop) {
scrollTop = maxScrollTop;
} else {
scrollTop = 0;
}
}
}
// Keep list from growing infinitely (holding min 10, max 20 measure points)
if (positions.length > 60) {
positions.splice(0, 30);
}
// Track scroll movement for decleration
positions.push(scrollLeft, scrollTop, timeStamp);
// Sync scroll position
self.__publish(scrollLeft, scrollTop, level);
// Otherwise figure out whether we are switching into dragging mode now.
} else {
var minimumTrackingForScroll = self.options.locking ? 3 : 0;
var minimumTrackingForDrag = 5;
var distanceX = Math.abs(currentTouchLeft - self.__initialTouchLeft);
var distanceY = Math.abs(currentTouchTop - self.__initialTouchTop);
self.__enableScrollX = self.options.scrollingX && distanceX >= minimumTrackingForScroll;
self.__enableScrollY = self.options.scrollingY && distanceY >= minimumTrackingForScroll;
positions.push(self.__scrollLeft, self.__scrollTop, timeStamp);
self.__isDragging = (self.__enableScrollX || self.__enableScrollY) && (distanceX >= minimumTrackingForDrag || distanceY >= minimumTrackingForDrag);
if (self.__isDragging) {
self.__interruptedAnimation = false;
}
}
// Update last touch positions and time stamp for next event
self.__lastTouchLeft = currentTouchLeft;
self.__lastTouchTop = currentTouchTop;
self.__lastTouchMove = timeStamp;
self.__lastScale = scale;
},
/**
* Touch end handler for scrolling support
*/
doTouchEnd: function(timeStamp) {
if (timeStamp instanceof Date) {
timeStamp = timeStamp.valueOf();
}
if (typeof timeStamp !== "number") {
throw new Error("Invalid timestamp value: " + timeStamp);
}
var self = this;
// Ignore event when tracking is not enabled (no touchstart event on element)
// This is required as this listener ('touchmove') sits on the document and not on the element itself.
if (!self.__isTracking) {
return;
}
// Not touching anymore (when two finger hit the screen there are two touch end events)
self.__isTracking = false;
// Be sure to reset the dragging flag now. Here we also detect whether
// the finger has moved fast enough to switch into a deceleration animation.
if (self.__isDragging) {
// Reset dragging flag
self.__isDragging = false;
// Start deceleration
// Verify that the last move detected was in some relevant time frame
if (self.__isSingleTouch && self.options.animating && (timeStamp - self.__lastTouchMove) <= 100) {
// Then figure out what the scroll position was about 100ms ago
var positions = self.__positions;
var endPos = positions.length - 1;
var startPos = endPos;
// Move pointer to position measured 100ms ago
for (var i = endPos; i > 0 && positions[i] > (self.__lastTouchMove - 100); i -= 3) {
startPos = i;
}
// If start and stop position is identical in a 100ms timeframe,
// we cannot compute any useful deceleration.
if (startPos !== endPos) {
// Compute relative movement between these two points
var timeOffset = positions[endPos] - positions[startPos];
var movedLeft = self.__scrollLeft - positions[startPos - 2];
var movedTop = self.__scrollTop - positions[startPos - 1];
// Based on 50ms compute the movement to apply for each render step
self.__decelerationVelocityX = movedLeft / timeOffset * (1000 / 60);
self.__decelerationVelocityY = movedTop / timeOffset * (1000 / 60);
// How much velocity is required to start the deceleration
var minVelocityToStartDeceleration = self.options.paging || self.options.snapping ? 4 : 1;
// Verify that we have enough velocity to start deceleration
if (Math.abs(self.__decelerationVelocityX) > minVelocityToStartDeceleration || Math.abs(self.__decelerationVelocityY) > minVelocityToStartDeceleration) {
// Deactivate pull-to-refresh when decelerating
if (!self.__refreshActive) {
self.__startDeceleration(timeStamp);
}
}
} else {
self.__scrollingComplete();
}
} else if ((timeStamp - self.__lastTouchMove) > 100) {
self.__scrollingComplete();
}
}
// If this was a slower move it is per default non decelerated, but this
// still means that we want snap back to the bounds which is done here.
// This is placed outside the condition above to improve edge case stability
// e.g. touchend fired without enabled dragging. This should normally do not
// have modified the scroll positions or even showed the scrollbars though.
if (!self.__isDecelerating) {
if (self.__refreshActive && self.__refreshStart) {
// Use publish instead of scrollTo to allow scrolling to out of boundary position
// We don't need to normalize scrollLeft, zoomLevel, etc. here because we only y-scrolling when pull-to-refresh is enabled
self.__publish(self.__scrollLeft, -self.__refreshHeight, self.__zoomLevel, true);
if (self.__refreshStart) {
self.__refreshStart();
}
} else {
if (self.__interruptedAnimation || self.__isDragging) {
self.__scrollingComplete();
}
self.scrollTo(self.__scrollLeft, self.__scrollTop, true, self.__zoomLevel);
// Directly signalize deactivation (nothing todo on refresh?)
if (self.__refreshActive) {
self.__refreshActive = false;
if (self.__refreshDeactivate) {
self.__refreshDeactivate();
}
}
}
}
// Fully cleanup list
self.__positions.length = 0;
},
/*
---------------------------------------------------------------------------
PRIVATE API
---------------------------------------------------------------------------
*/
/**
* Applies the scroll position to the content element
*
* @param left {Number} Left scroll position
* @param top {Number} Top scroll position
* @param animate {Boolean?false} Whether animation should be used to move to the new coordinates
*/
__publish: function(left, top, zoom, animate) {
var self = this;
// Remember whether we had an animation, then we try to continue based on the current "drive" of the animation
var wasAnimating = self.__isAnimating;
if (wasAnimating) {
core.effect.Animate.stop(wasAnimating);
self.__isAnimating = false;
}
if (animate && self.options.animating) {
// Keep scheduled positions for scrollBy/zoomBy functionality
self.__scheduledLeft = left;
self.__scheduledTop = top;
self.__scheduledZoom = zoom;
var oldLeft = self.__scrollLeft;
var oldTop = self.__scrollTop;
var oldZoom = self.__zoomLevel;
var diffLeft = left - oldLeft;
var diffTop = top - oldTop;
var diffZoom = zoom - oldZoom;
var step = function(percent, now, render) {
if (render) {
self.__scrollLeft = oldLeft + (diffLeft * percent);
self.__scrollTop = oldTop + (diffTop * percent);
self.__zoomLevel = oldZoom + (diffZoom * percent);
// Push values out
if (self.__callback) {
self.__callback(self.__scrollLeft, self.__scrollTop, self.__zoomLevel);
}
}
};
var verify = function(id) {
return self.__isAnimating === id;
};
var completed = function(renderedFramesPerSecond, animationId, wasFinished) {
if (animationId === self.__isAnimating) {
self.__isAnimating = false;
}
if (self.__didDecelerationComplete || wasFinished) {
self.__scrollingComplete();
}
if (self.options.zooming) {
self.__computeScrollMax();
}
};
// When continuing based on previous animation we choose an ease-out animation instead of ease-in-out
self.__isAnimating = core.effect.Animate.start(step, verify, completed, self.options.animationDuration, wasAnimating ? easeOutCubic : easeInOutCubic);
} else {
self.__scheduledLeft = self.__scrollLeft = left;
self.__scheduledTop = self.__scrollTop = top;
self.__scheduledZoom = self.__zoomLevel = zoom;
// Push values out
if (self.__callback) {
self.__callback(left, top, zoom);
}
// Fix max scroll ranges
if (self.options.zooming) {
self.__computeScrollMax();
}
}
},
/**
* Recomputes scroll minimum values based on client dimensions and content dimensions.
*/
__computeScrollMax: function(zoomLevel) {
var self = this;
if (zoomLevel == null) {
zoomLevel = self.__zoomLevel;
}
self.__maxScrollLeft = Math.max((self.__contentWidth * zoomLevel) - self.__clientWidth, 0);
self.__maxScrollTop = Math.max((self.__contentHeight * zoomLevel) - self.__clientHeight, 0);
if(!self.__didWaitForSize && self.__maxScrollLeft == 0 && self.__maxScrollTop == 0) {
self.__didWaitForSize = true;
self.__waitForSize();
}
},
/**
* If the scroll view isn't sized correctly on start, wait until we have at least some size
*/
__waitForSize: function() {
var self = this;
clearTimeout(self.__sizerTimeout);
var sizer = function() {
self.resize();
if((self.options.scrollingX && self.__maxScrollLeft == 0) || (self.options.scrollingY && self.__maxScrollTop == 0)) {
//self.__sizerTimeout = setTimeout(sizer, 1000);
}
};
sizer();
self.__sizerTimeout = setTimeout(sizer, 1000);
},
/*
---------------------------------------------------------------------------
ANIMATION (DECELERATION) SUPPORT
---------------------------------------------------------------------------
*/
/**
* Called when a touch sequence end and the speed of the finger was high enough
* to switch into deceleration mode.
*/
__startDeceleration: function(timeStamp) {
var self = this;
if (self.options.paging) {
var scrollLeft = Math.max(Math.min(self.__scrollLeft, self.__maxScrollLeft), 0);
var scrollTop = Math.max(Math.min(self.__scrollTop, self.__maxScrollTop), 0);
var clientWidth = self.__clientWidth;
var clientHeight = self.__clientHeight;
// We limit deceleration not to the min/max values of the allowed range, but to the size of the visible client area.
// Each page should have exactly the size of the client area.
self.__minDecelerationScrollLeft = Math.floor(scrollLeft / clientWidth) * clientWidth;
self.__minDecelerationScrollTop = Math.floor(scrollTop / clientHeight) * clientHeight;
self.__maxDecelerationScrollLeft = Math.ceil(scrollLeft / clientWidth) * clientWidth;
self.__maxDecelerationScrollTop = Math.ceil(scrollTop / clientHeight) * clientHeight;
} else {
self.__minDecelerationScrollLeft = 0;
self.__minDecelerationScrollTop = 0;
self.__maxDecelerationScrollLeft = self.__maxScrollLeft;
self.__maxDecelerationScrollTop = self.__maxScrollTop;
}
// Wrap class method
var step = function(percent, now, render) {
self.__stepThroughDeceleration(render);
};
// How much velocity is required to keep the deceleration running
var minVelocityToKeepDecelerating = self.options.snapping ? 4 : 0.1;
// Detect whether it's still worth to continue animating steps
// If we are already slow enough to not being user perceivable anymore, we stop the whole process here.
var verify = function() {
var shouldContinue = Math.abs(self.__decelerationVelocityX) >= minVelocityToKeepDecelerating || Math.abs(self.__decelerationVelocityY) >= minVelocityToKeepDecelerating;
if (!shouldContinue) {
self.__didDecelerationComplete = true;
}
return shouldContinue;
};
var completed = function(renderedFramesPerSecond, animationId, wasFinished) {
self.__isDecelerating = false;
if (self.__didDecelerationComplete) {
self.__scrollingComplete();
}
// Animate to grid when snapping is active, otherwise just fix out-of-boundary positions
if(self.options.paging) {
self.scrollTo(self.__scrollLeft, self.__scrollTop, self.options.snapping);
}
};
// Start animation and switch on flag
self.__isDecelerating = core.effect.Animate.start(step, verify, completed);
},
/**
* Called on every step of the animation
*
* @param inMemory {Boolean?false} Whether to not render the current step, but keep it in memory only. Used internally only!
*/
__stepThroughDeceleration: function(render) {
var self = this;
//
// COMPUTE NEXT SCROLL POSITION
//
// Add deceleration to scroll position
var scrollLeft = self.__scrollLeft + self.__decelerationVelocityX;
var scrollTop = self.__scrollTop + self.__decelerationVelocityY;
//
// HARD LIMIT SCROLL POSITION FOR NON BOUNCING MODE
//
if (!self.options.bouncing) {
var scrollLeftFixed = Math.max(Math.min(self.__maxDecelerationScrollLeft, scrollLeft), self.__minDecelerationScrollLeft);
if (scrollLeftFixed !== scrollLeft) {
scrollLeft = scrollLeftFixed;
self.__decelerationVelocityX = 0;
}
var scrollTopFixed = Math.max(Math.min(self.__maxDecelerationScrollTop, scrollTop), self.__minDecelerationScrollTop);
if (scrollTopFixed !== scrollTop) {
scrollTop = scrollTopFixed;
self.__decelerationVelocityY = 0;
}
}
//
// UPDATE SCROLL POSITION
//
if (render) {
self.__publish(scrollLeft, scrollTop, self.__zoomLevel);
} else {
self.__scrollLeft = scrollLeft;
self.__scrollTop = scrollTop;
}
//
// SLOW DOWN
//
// Slow down velocity on every iteration
if (!self.options.paging) {
// This is the factor applied to every iteration of the animation
// to slow down the process. This should emulate natural behavior where
// objects slow down when the initiator of the movement is removed
var frictionFactor = 0.95;
self.__decelerationVelocityX *= frictionFactor;
self.__decelerationVelocityY *= frictionFactor;
}
//
// BOUNCING SUPPORT
//
if (self.options.bouncing) {
var scrollOutsideX = 0;
var scrollOutsideY = 0;
// This configures the amount of change applied to deceleration/acceleration when reaching boundaries
var penetrationDeceleration = self.options.penetrationDeceleration;
var penetrationAcceleration = self.options.penetrationAcceleration;
// Check limits
if (scrollLeft < self.__minDecelerationScrollLeft) {
scrollOutsideX = self.__minDecelerationScrollLeft - scrollLeft;
} else if (scrollLeft > self.__maxDecelerationScrollLeft) {
scrollOutsideX = self.__maxDecelerationScrollLeft - scrollLeft;
}
if (scrollTop < self.__minDecelerationScrollTop) {
scrollOutsideY = self.__minDecelerationScrollTop - scrollTop;
} else if (scrollTop > self.__maxDecelerationScrollTop) {
scrollOutsideY = self.__maxDecelerationScrollTop - scrollTop;
}
// Slow down until slow enough, then flip back to snap position
if (scrollOutsideX !== 0) {
if (scrollOutsideX * self.__decelerationVelocityX <= 0) {
self.__decelerationVelocityX += scrollOutsideX * penetrationDeceleration;
} else {
self.__decelerationVelocityX = scrollOutsideX * penetrationAcceleration;
}
}
if (scrollOutsideY !== 0) {
if (scrollOutsideY * self.__decelerationVelocityY <= 0) {
self.__decelerationVelocityY += scrollOutsideY * penetrationDeceleration;
} else {
self.__decelerationVelocityY = scrollOutsideY * penetrationAcceleration;
}
}
}
}
});
})(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.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;
var childNodes = this.el.childNodes;
// 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(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') {
if(margin > 10) {
title.style.left = margin + 'px';
title.style.right = margin + 'px';
}
if(title.offsetWidth < title.scrollWidth) {
if(rightWidth > 0) {
title.style.right = (rightWidth + 5) + 'px';
}
}
} else if(this.alignTitle == 'left') {
title.classList.add('title-left');
if(leftWidth > 0) {
title.style.left = (leftWidth + 15) + 'px';
}
} else if(this.alignTitle == 'right') {
title.classList.add('title-right');
if(rightWidth > 0) {
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)';
_this._currentDrag.content.style.webkitTransition = 'none';
}
});
};
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') {
// if(content) 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);
// }
if(restingPoint === 0) {
_this._currentDrag.content.style.webkitTransform = '';
} else {
_this._currentDrag.content.style.webkitTransform = 'translate3d(' + restingPoint + 'px, 0, 0)';
}
_this._currentDrag.content.style.webkitTransition = '';
// Kill the current drag
_this._currentDrag = null;
// We are done, notify caller
doneCallback && doneCallback();
});
};
var ReorderDrag = function(opts) {
this.dragThresholdY = opts.dragThresholdY || 0;
this.onReorder = opts.onReorder;
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 startIndex = ionic.DomUtil.getChildIndex(this.el, this.el.nodeName.toLowerCase());
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,
startIndex: startIndex,
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.nodeName.toLowerCase());
placeholder.parentNode.insertBefore(this.el, placeholder);
placeholder.parentNode.removeChild(placeholder);
this.onReorder && this.onReorder(this.el, this._currentDrag.startIndex, finalPosition);
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.View.inherit({
initialize: function(opts) {
var _this = this;
opts = ionic.extend({
onReorder: function(el, oldIndex, newIndex) {},
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, 10);
}
//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._handleEndDrag(e);
}, this.el);
window.ionic.onGesture('drag', function(e) {
_this._handleDrag(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), 10);
var last = parseInt(Math.abs(lowWater / itemHeight), 10);
// 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,
onReorder: function(el, start, end) {
_this.onReorder && _this.onReorder(el, start, end);
}
});
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;
}
// 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');
}
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.gesture.srcEvent.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);
},
});
})(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: false,
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';
/**
* The side menu view handles one of the side menu's in a Side Menu Controller
* configuration.
* It takes a DOM reference to that side menu element.
*/
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);
;
/*
* Adapted from Swipe.js 2.0
*
* Brad Birdsall
* Copyright 2013, MIT License
*
*/
(function(ionic) {
'use strict';
ionic.views.Slider = ionic.views.View.inherit({
initialize: function (options) {
// utilities
var noop = function() {}; // simple no operation function
var offloadFn = function(fn) { setTimeout(fn || noop, 0) }; // offload a functions execution
// check browser capabilities
var browser = {
addEventListener: !!window.addEventListener,
touch: ('ontouchstart' in window) || window.DocumentTouch && document instanceof DocumentTouch,
transitions: (function(temp) {
var props = ['transitionProperty', 'WebkitTransition', 'MozTransition', 'OTransition', 'msTransition'];
for ( var i in props ) if (temp.style[ props[i] ] !== undefined) return true;
return false;
})(document.createElement('swipe'))
};
var container = options.el;
// quit if no root element
if (!container) return;
var element = container.children[0];
var slides, slidePos, width, length;
options = options || {};
var index = parseInt(options.startSlide, 10) || 0;
var speed = options.speed || 300;
options.continuous = options.continuous !== undefined ? options.continuous : true;
function setup() {
// cache slides
slides = element.children;
length = slides.length;
// If no maxViewableSlide is defined, set it to the last slide
if (options.maxViewableSlide === false ) options.maxViewableSlide = length;
// set continuous to false if only one slide
if (slides.length < 2) options.continuous = false;
//special case if two slides
if (browser.transitions && options.continuous && slides.length < 3) {
element.appendChild(slides[0].cloneNode(true));
element.appendChild(element.children[1].cloneNode(true));
slides = element.children;
}
// create an array to store current positions of each slide
slidePos = new Array(slides.length);
// determine width of each slide
width = container.getBoundingClientRect().width || container.offsetWidth;
element.style.width = (slides.length * width) + 'px';
// stack elements
var pos = slides.length;
while(pos--) {
var slide = slides[pos];
slide.style.width = width + 'px';
slide.setAttribute('data-index', pos);
if (browser.transitions) {
slide.style.left = (pos * -width) + 'px';
move(pos, index > pos ? -width : (index < pos ? width : 0), 0);
}
}
// reposition elements before and after index
if (options.continuous && browser.transitions) {
move(circle(index-1), -width, 0);
move(circle(index+1), width, 0);
}
if (!browser.transitions) element.style.left = (index * -width) + 'px';
container.style.visibility = 'visible';
options.slidesChanged && options.slidesChanged();
}
function prev() {
if (options.continuous) slide(index-1);
else if (index) slide(index-1);
}
function next() {
if (options.continuous) slide(index+1);
else if (index < slides.length - 1 && index < options.maxViewableSlide) slide(index+1);
}
function circle(index) {
// a simple positive modulo using slides.length
return (slides.length + (index % slides.length)) % slides.length;
}
function slide(to, slideSpeed) {
// do nothing if already on requested slide
if (index == to) return;
if (browser.transitions) {
var direction = Math.abs(index-to) / (index-to); // 1: backward, -1: forward
// get the actual position of the slide
if (options.continuous) {
var natural_direction = direction;
direction = -slidePos[circle(to)] / width;
// if going forward but to < index, use to = slides.length + to
// if going backward but to > index, use to = -slides.length + to
if (direction !== natural_direction) to = -direction * slides.length + to;
}
var diff = Math.abs(index-to) - 1;
// move all the slides between index and to in the right direction
while (diff--) move( circle((to > index ? to : index) - diff - 1), width * direction, 0);
to = circle(to);
move(index, width * direction, slideSpeed || speed);
move(to, 0, slideSpeed || speed);
if (options.continuous) move(circle(to - direction), -(width * direction), 0); // we need to get the next in place
} else {
to = circle(to);
animate(index * -width, to * -width, slideSpeed || speed);
//no fallback for a circular continuous if the browser does not accept transitions
}
index = to;
offloadFn(options.callback && options.callback(index, slides[index]));
}
function move(index, dist, speed) {
translate(index, dist, speed);
slidePos[index] = dist;
}
function translate(index, dist, speed) {
var slide = slides[index];
var style = slide && slide.style;
if (!style) return;
style.webkitTransitionDuration =
style.MozTransitionDuration =
style.msTransitionDuration =
style.OTransitionDuration =
style.transitionDuration = speed + 'ms';
style.webkitTransform = 'translate(' + dist + 'px,0)' + 'translateZ(0)';
style.msTransform =
style.MozTransform =
style.OTransform = 'translateX(' + dist + 'px)';
}
function animate(from, to, speed) {
// if not an animation, just reposition
if (!speed) {
element.style.left = to + 'px';
return;
}
var start = +new Date;
var timer = setInterval(function() {
var timeElap = +new Date - start;
if (timeElap > speed) {
element.style.left = to + 'px';
if (delay) begin();
options.transitionEnd && options.transitionEnd.call(event, index, slides[index]);
clearInterval(timer);
return;
}
element.style.left = (( (to - from) * (Math.floor((timeElap / speed) * 100) / 100) ) + from) + 'px';
}, 4);
}
// setup auto slideshow
var delay = options.auto || 0;
var interval;
function begin() {
interval = setTimeout(next, delay);
}
function stop() {
delay = 0;
clearTimeout(interval);
}
// setup initial vars
var start = {};
var delta = {};
var isScrolling;
// setup event capturing
var events = {
handleEvent: function(event) {
if(event.type == 'mousedown' || event.type == 'mouseup' || event.type == 'mousemove') {
event.touches = [{
pageX: event.pageX,
pageY: event.pageY
}];
}
switch (event.type) {
case 'mousedown': this.start(event); break;
case 'touchstart': this.start(event); break;
case 'touchmove': this.move(event); break;
case 'mousemove': this.move(event); break;
case 'touchend': offloadFn(this.end(event)); break;
case 'mouseup': offloadFn(this.end(event)); break;
case 'webkitTransitionEnd':
case 'msTransitionEnd':
case 'oTransitionEnd':
case 'otransitionend':
case 'transitionend': offloadFn(this.transitionEnd(event)); break;
case 'resize': offloadFn(setup); break;
}
if (options.stopPropagation) event.stopPropagation();
},
start: function(event) {
var touches = event.touches[0];
// measure start values
start = {
// get initial touch coords
x: touches.pageX,
y: touches.pageY,
// store time to determine touch duration
time: +new Date
};
// used for testing first move event
isScrolling = undefined;
// reset delta and end measurements
delta = {};
// attach touchmove and touchend listeners
if(browser.touch) {
element.addEventListener('touchmove', this, false);
element.addEventListener('touchend', this, false);
} else {
element.addEventListener('mousemove', this, false);
element.addEventListener('mouseup', this, false);
document.addEventListener('mouseup', this, false);
}
},
move: function(event) {
// ensure swiping with one touch and not pinching
if ( event.touches.length > 1 || event.scale && event.scale !== 1) return
if (options.disableScroll) event.preventDefault();
var touches = event.touches[0];
// measure change in x and y
delta = {
x: touches.pageX - start.x,
y: touches.pageY - start.y
}
// determine if scrolling test has run - one time test
if ( typeof isScrolling == 'undefined') {
isScrolling = !!( isScrolling || Math.abs(delta.x) < Math.abs(delta.y) );
}
// if user is not trying to scroll vertically
if (!isScrolling) {
// prevent native scrolling
event.preventDefault();
// stop slideshow
stop();
// increase resistance if first or last slide
if (options.continuous) { // we don't add resistance at the end
translate(circle(index-1), delta.x + slidePos[circle(index-1)], 0);
translate(index, delta.x + slidePos[index], 0);
translate(circle(index+1), delta.x + slidePos[circle(index+1)], 0);
} else {
delta.x =
delta.x /
( (!index && delta.x > 0 // if first slide and sliding left
|| index == slides.length - 1 // or if last slide and sliding right
&& delta.x < 0 // and if sliding at all
) ?
( Math.abs(delta.x) / width + 1 ) // determine resistance level
: 1 ); // no resistance if false
// translate 1:1
translate(index-1, delta.x + slidePos[index-1], 0);
translate(index, delta.x + slidePos[index], 0);
translate(index+1, delta.x + slidePos[index+1], 0);
}
}
},
end: function(event) {
// measure duration
var duration = +new Date - start.time;
// determine if slide attempt triggers next/prev slide
var isValidSlide =
Number(duration) < 250 // if slide duration is less than 250ms
&& Math.abs(delta.x) > 20 // and if slide amt is greater than 20px
|| Math.abs(delta.x) > width/2; // or if slide amt is greater than half the width
// determine if slide attempt is past start and end
var isPastBounds =
!index && delta.x > 0 // if first slide and slide amt is greater than 0
|| index == options.maxViewableSlide && delta.x < 0 // Prevent viewing slides greater than allowed
|| index == slides.length - 1 && delta.x < 0; // or if last slide and slide amt is less than 0
if (options.continuous) isPastBounds = false;
// determine direction of swipe (true:right, false:left)
var direction = delta.x < 0;
// if not scrolling vertically
if (!isScrolling) {
if (isValidSlide && !isPastBounds) {
if (direction) {
if (options.continuous) { // we need to get the next in this direction in place
move(circle(index-1), -width, 0);
move(circle(index+2), width, 0);
} else {
move(index-1, -width, 0);
}
move(index, slidePos[index]-width, speed);
move(circle(index+1), slidePos[circle(index+1)]-width, speed);
index = circle(index+1);
} else {
if (options.continuous) { // we need to get the next in this direction in place
move(circle(index+1), width, 0);
move(circle(index-2), -width, 0);
} else {
move(index+1, width, 0);
}
move(index, slidePos[index]+width, speed);
move(circle(index-1), slidePos[circle(index-1)]+width, speed);
index = circle(index-1);
}
options.callback && options.callback(index, slides[index]);
} else {
if (options.continuous) {
move(circle(index-1), -width, speed);
move(index, 0, speed);
move(circle(index+1), width, speed);
} else {
move(index-1, -width, speed);
move(index, 0, speed);
move(index+1, width, speed);
}
}
}
// kill touchmove and touchend event listeners until touchstart called again
if(browser.touch) {
element.removeEventListener('touchmove', events, false)
element.removeEventListener('touchend', events, false)
} else {
element.removeEventListener('mousemove', events, false)
element.removeEventListener('mouseup', events, false)
document.removeEventListener('mouseup', events, false);
}
},
transitionEnd: function(event) {
if (parseInt(event.target.getAttribute('data-index'), 10) == index) {
if (delay) begin();
options.transitionEnd && options.transitionEnd.call(event, index, slides[index]);
}
}
}
// Public API
this.setup = function() {
setup();
};
this.slide = function(to, speed) {
// cancel slideshow
stop();
slide(to, speed);
};
this.setMaxViewableSlide = function(max) {
// Set the max slide that is allowed to be viewed
options.maxViewableSlide = max;
};
this.prev = function() {
// cancel slideshow
stop();
prev();
};
this.next = function() {
// cancel slideshow
stop();
next();
};
this.stop = function() {
// cancel slideshow
stop();
};
this.getPos = function() {
// return current index position
return index;
};
this.getNumSlides = function() {
// return the maxViewableSlide
return options.maxViewableSlide + 1;
};
this.kill = function() {
// cancel slideshow
stop();
// reset element
element.style.width = '';
element.style.left = '';
// reset slides
var pos = slides.length;
while(pos--) {
var slide = slides[pos];
slide.style.width = '';
slide.style.left = '';
if (browser.transitions) translate(pos, 0, 0);
}
// removed event listeners
if (browser.addEventListener) {
// remove current event listeners
element.removeEventListener('touchstart', events, false);
element.removeEventListener('webkitTransitionEnd', events, false);
element.removeEventListener('msTransitionEnd', events, false);
element.removeEventListener('oTransitionEnd', events, false);
element.removeEventListener('otransitionend', events, false);
element.removeEventListener('transitionend', events, false);
window.removeEventListener('resize', events, false);
}
else {
window.onresize = null;
}
};
this.load = function() {
// trigger setup
setup();
// start auto slideshow if applicable
if (delay) begin();
// add event listeners
if (browser.addEventListener) {
// set touchstart event on element
if (browser.touch) {
element.addEventListener('touchstart', events, false);
} else {
element.addEventListener('mousedown', events, false);
}
if (browser.transitions) {
element.addEventListener('webkitTransitionEnd', events, false);
element.addEventListener('msTransitionEnd', events, false);
element.addEventListener('oTransitionEnd', events, false);
element.addEventListener('otransitionend', events, false);
element.addEventListener('transitionend', events, false);
}
// set resize event on window
window.addEventListener('resize', events, false);
} else {
window.onresize = function () { setup() }; // to play nice with old IE
}
}
}
});
})(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.textContent.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() {
this.content.enableAnimation();
var openAmount = this.getOpenAmount();
if(openAmount > 0) {
this.openPercentage(0);
} else {
this.openPercentage(100);
}
},
/**
* Toggle the right menu to open 100%
*/
toggleRight: function() {
this.content.enableAnimation();
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;
},
isOpen: function() {
return this.getOpenRatio() == 1;
},
/**
* @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 && this.right.pushDown();
// Bring the z-index of the left menu up
this.left && this.left.bringUp && this.left.bringUp();
} else {
this._rightShowing = true;
this._leftShowing = false;
// Bring the z-index of the right menu up
this.right && this.right.bringUp && this.right.bringUp();
// Push the z-index of the left menu down
this.left && this.left.pushDown && 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) {
if(this._isDragging) {
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);
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