import { Directive, EventEmitter, Host, Input, NgZone, Output } from '@angular/core'; import { Content } from '../content/content'; import { GESTURE_PRIORITY_REFRESHER, GESTURE_REFRESHER, GestureController } from '../../gestures/gesture-controller'; import { isTrueProperty } from '../../util/util'; import { Platform } from '../../platform/platform'; import { pointerCoord } from '../../util/dom'; import { UIEventManager } from '../../gestures/ui-event-manager'; /** * @name Refresher * @description * The Refresher provides pull-to-refresh functionality on a content component. * Place the `ion-refresher` as the first child of your `ion-content` element. * * Pages can then listen to the refresher's various output events. The * `refresh` output event is fired when the user has pulled down far * enough to kick off the refreshing process. Once the async operation * has completed and the refreshing should end, call `complete()`. * * Note: Do not wrap the `ion-refresher` in a `*ngIf`. It will not render * properly this way. Please use the `enabled` property instead to * display or hide the refresher. * * @usage * ```html * * * * * * * * ``` * * ```ts * @Component({...}) * export class NewsFeedPage { * * doRefresh(refresher) { * console.log('Begin async operation', refresher); * * setTimeout(() => { * console.log('Async operation has ended'); * refresher.complete(); * }, 2000); * } * * } * ``` * * * ## Refresher Content * * By default, Ionic provides the pulling icon and refreshing spinner that * looks best for the platform the user is on. However, you can change the * default icon and spinner, along with adding text for each state by * adding properties to the child `ion-refresher-content` component. * * ```html * * * * * * * * * ``` * * * ## Further Customizing Refresher Content * * The `ion-refresher` component holds the refresh logic. * It requires a child component in order to display the content. * Ionic uses `ion-refresher-content` by default. This component * displays the refresher and changes the look depending * on the refresher's state. Separating these components * allows developers to create their own refresher content * components. You could replace our default content with * custom SVG or CSS animations. * * @demo /docs/demos/src/refresher/ * */ export class Refresher { constructor(_plt, _content, _zone, gestureCtrl) { this._plt = _plt; this._content = _content; this._zone = _zone; this._appliedStyles = false; this._lastCheck = 0; this._isEnabled = true; this._top = ''; /** * The current state which the refresher is in. The refresher's states include: * * - `inactive` - The refresher is not being pulled down or refreshing and is currently hidden. * - `pulling` - The user is actively pulling down the refresher, but has not reached the point yet that if the user lets go, it'll refresh. * - `cancelling` - The user pulled down the refresher and let go, but did not pull down far enough to kick off the `refreshing` state. After letting go, the refresher is in the `cancelling` state while it is closing, and will go back to the `inactive` state once closed. * - `ready` - The user has pulled down the refresher far enough that if they let go, it'll begin the `refreshing` state. * - `refreshing` - The refresher is actively waiting on the async operation to end. Once the refresh handler calls `complete()` it will begin the `completing` state. * - `completing` - The `refreshing` state has finished and the refresher is in the process of closing itself. Once closed, the refresher will go back to the `inactive` state. */ this.state = STATE_INACTIVE; /** * The Y coordinate of where the user started to the pull down the content. */ this.startY = null; /** * The current touch or mouse event's Y coordinate. */ this.currentY = null; /** * The distance between the start of the pull and the current touch or * mouse event's Y coordinate. */ this.deltaY = null; /** * A number representing how far down the user has pulled. * The number `0` represents the user hasn't pulled down at all. The * number `1`, and anything greater than `1`, represents that the user * has pulled far enough down that when they let go then the refresh will * happen. If they let go and the number is less than `1`, then the * refresh will not happen, and the content will return to it's original * position. */ this.progress = 0; /** * @input {number} The min distance the user must pull down until the * refresher can go into the `refreshing` state. Default is `60`. */ this.pullMin = 60; /** * @input {number} The maximum distance of the pull until the refresher * will automatically go into the `refreshing` state. By default, the pull * maximum will be the result of `pullMin + 60`. */ this.pullMax = this.pullMin + 60; /** * @input {number} How many milliseconds it takes to close the refresher. Default is `280`. */ this.closeDuration = 280; /** * @input {number} How many milliseconds it takes the refresher to to snap back to the `refreshing` state. Default is `280`. */ this.snapbackDuration = 280; /** * @output {event} Emitted when the user lets go and has pulled down * far enough, which would be farther than the `pullMin`, then your refresh hander if * fired and the state is updated to `refreshing`. From within your refresh handler, * you must call the `complete()` method when your async operation has completed. */ this.ionRefresh = new EventEmitter(); /** * @output {event} Emitted while the user is pulling down the content and exposing the refresher. */ this.ionPull = new EventEmitter(); /** * @output {event} Emitted when the user begins to start pulling down. */ this.ionStart = new EventEmitter(); this._events = new UIEventManager(_plt); _content._hasRefresher = true; this._gesture = gestureCtrl.createGesture({ name: GESTURE_REFRESHER, priority: GESTURE_PRIORITY_REFRESHER }); } /** * @input {boolean} If the refresher is enabled or not. This should be used in place of an `ngIf`. Default is `true`. */ get enabled() { return this._isEnabled; } set enabled(val) { this._isEnabled = isTrueProperty(val); this._setListeners(this._isEnabled); } _onStart(ev) { // if multitouch then get out immediately if (ev.touches && ev.touches.length > 1) { return false; } if (this.state !== STATE_INACTIVE) { return false; } let scrollHostScrollTop = this._content.getContentDimensions().scrollTop; // if the scrollTop is greater than zero then it's // not possible to pull the content down yet if (scrollHostScrollTop > 0) { return false; } if (!this._gesture.canStart()) { return false; } let coord = pointerCoord(ev); (void 0) /* console.debug */; if (this._content.contentTop > 0) { let newTop = this._content.contentTop + 'px'; if (this._top !== newTop) { this._top = newTop; } } this.startY = this.currentY = coord.y; this.progress = 0; this.state = STATE_INACTIVE; return true; } _onMove(ev) { // this method can get called like a bazillion times per second, // so it's built to be as efficient as possible, and does its // best to do any DOM read/writes only when absolutely necessary // if multitouch then get out immediately if (ev.touches && ev.touches.length > 1) { return 1; } if (!this._gesture.canStart()) { return 0; } // do nothing if it's actively refreshing // or it's in the process of closing // or this was never a startY if (this.startY === null || this.state === STATE_REFRESHING || this.state === STATE_CANCELLING || this.state === STATE_COMPLETING) { return 2; } // if we just updated stuff less than 16ms ago // then don't check again, just chillout plz let now = Date.now(); if (this._lastCheck + 16 > now) { return 3; } // remember the last time we checked all this this._lastCheck = now; // get the current pointer coordinates let coord = pointerCoord(ev); this.currentY = coord.y; // it's now possible they could be pulling down the content // how far have they pulled so far? this.deltaY = (coord.y - this.startY); // don't bother if they're scrolling up // and have not already started dragging if (this.deltaY <= 0) { // the current Y is higher than the starting Y // so they scrolled up enough to be ignored this.progress = 0; if (this.state !== STATE_INACTIVE) { this._zone.run(() => { this.state = STATE_INACTIVE; }); } if (this._appliedStyles) { // reset the styles only if they were applied this._setCss(0, '', false, ''); return 5; } return 6; } if (this.state === STATE_INACTIVE) { // this refresh is not already actively pulling down // get the content's scrollTop let scrollHostScrollTop = this._content.getContentDimensions().scrollTop; // if the scrollTop is greater than zero then it's // not possible to pull the content down yet if (scrollHostScrollTop > 0) { this.progress = 0; this.startY = null; return 7; } // content scrolled all the way to the top, and dragging down this.state = STATE_PULLING; } // prevent native scroll events ev.preventDefault(); // the refresher is actively pulling at this point // move the scroll element within the content element this._setCss(this.deltaY, '0ms', true, ''); if (!this.deltaY) { // don't continue if there's no delta yet this.progress = 0; return 8; } // so far so good, let's run this all back within zone now this._zone.run(() => { this._onMoveInZone(); }); } _onMoveInZone() { // set pull progress this.progress = (this.deltaY / this.pullMin); // emit "start" if it hasn't started yet if (!this._didStart) { this._didStart = true; this.ionStart.emit(this); } // emit "pulling" on every move this.ionPull.emit(this); // do nothing if the delta is less than the pull threshold if (this.deltaY < this.pullMin) { // ensure it stays in the pulling state, cuz its not ready yet this.state = STATE_PULLING; return 2; } if (this.deltaY > this.pullMax) { // they pulled farther than the max, so kick off the refresh this._beginRefresh(); return 3; } // pulled farther than the pull min!! // it is now in the `ready` state!! // if they let go then it'll refresh, kerpow!! this.state = STATE_READY; return 4; } _onEnd() { // only run in a zone when absolutely necessary if (this.state === STATE_READY) { this._zone.run(() => { // they pulled down far enough, so it's ready to refresh this._beginRefresh(); }); } else if (this.state === STATE_PULLING) { this._zone.run(() => { // they were pulling down, but didn't pull down far enough // set the content back to it's original location // and close the refresher // set that the refresh is actively cancelling this.cancel(); }); } // reset on any touchend/mouseup this.startY = null; } _beginRefresh() { // assumes we're already back in a zone // they pulled down far enough, so it's ready to refresh this.state = STATE_REFRESHING; // place the content in a hangout position while it thinks this._setCss(this.pullMin, (this.snapbackDuration + 'ms'), true, ''); // emit "refresh" because it was pulled down far enough // and they let go to begin refreshing this.ionRefresh.emit(this); } /** * Call `complete()` when your async operation has completed. * For example, the `refreshing` state is while the app is performing * an asynchronous operation, such as receiving more data from an * AJAX request. Once the data has been received, you then call this * method to signify that the refreshing has completed and to close * the refresher. This method also changes the refresher's state from * `refreshing` to `completing`. */ complete() { this._close(STATE_COMPLETING, '120ms'); } /** * Changes the refresher's state from `refreshing` to `cancelling`. */ cancel() { this._close(STATE_CANCELLING, ''); } _close(state, delay) { var timer; function close(ev) { // closing is done, return to inactive state if (ev) { clearTimeout(timer); } this.state = STATE_INACTIVE; this.progress = 0; this._didStart = this.startY = this.currentY = this.deltaY = null; this._setCss(0, '0ms', false, ''); } // create fallback timer incase something goes wrong with transitionEnd event timer = setTimeout(close.bind(this), 600); // create transition end event on the content's scroll element this._content.onScrollElementTransitionEnd(close.bind(this)); // reset set the styles on the scroll element // set that the refresh is actively cancelling/completing this.state = state; this._setCss(0, '', true, delay); if (this._pointerEvents) { this._pointerEvents.stop(); } } _setCss(y, duration, overflowVisible, delay) { this._appliedStyles = (y > 0); const content = this._content; const Css = this._plt.Css; content.setScrollElementStyle(Css.transform, ((y > 0) ? 'translateY(' + y + 'px) translateZ(0px)' : 'translateZ(0px)')); content.setScrollElementStyle(Css.transitionDuration, duration); content.setScrollElementStyle(Css.transitionDelay, delay); content.setScrollElementStyle('overflow', (overflowVisible ? 'hidden' : '')); } _setListeners(shouldListen) { this._events.unlistenAll(); this._pointerEvents = null; if (shouldListen) { this._pointerEvents = this._events.pointerEvents({ element: this._content.getScrollElement(), pointerDown: this._onStart.bind(this), pointerMove: this._onMove.bind(this), pointerUp: this._onEnd.bind(this), zone: false }); } } /** * @hidden */ ngOnInit() { // bind event listeners // save the unregister listener functions to use onDestroy this._setListeners(this._isEnabled); } /** * @hidden */ ngOnDestroy() { this._setListeners(false); this._events.destroy(); this._gesture.destroy(); } } Refresher.decorators = [ { type: Directive, args: [{ selector: 'ion-refresher', host: { '[class.refresher-active]': 'state !== "inactive"', '[style.top]': '_top' } },] }, ]; /** @nocollapse */ Refresher.ctorParameters = () => [ { type: Platform, }, { type: Content, decorators: [{ type: Host },] }, { type: NgZone, }, { type: GestureController, }, ]; Refresher.propDecorators = { 'pullMin': [{ type: Input },], 'pullMax': [{ type: Input },], 'closeDuration': [{ type: Input },], 'snapbackDuration': [{ type: Input },], 'enabled': [{ type: Input },], 'ionRefresh': [{ type: Output },], 'ionPull': [{ type: Output },], 'ionStart': [{ type: Output },], }; const STATE_INACTIVE = 'inactive'; const STATE_PULLING = 'pulling'; const STATE_READY = 'ready'; const STATE_REFRESHING = 'refreshing'; const STATE_CANCELLING = 'cancelling'; const STATE_COMPLETING = 'completing'; //# sourceMappingURL=refresher.js.map