/* * 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() { var NOOP = function(){}; /** * A pure logic 'component' for 'virtual' scrolling/zooming. */ Scroller = function(callback, options) { this.__callback = callback; this.options = { /** Enable scrolling on x-axis */ scrollingX: true, /** Enable scrolling on y-axis */ scrollingY: true, /** 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 }; for (var key in options) { this.options[key] = options[key]; } }; // 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); }; var members = { /* --------------------------------------------------------------------------- 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, /* --------------------------------------------------------------------------- PUBLIC API --------------------------------------------------------------------------- */ /** * 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(); // 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 * @param callback {Function ? null} A callback that gets fired when the zoom is complete. */ zoomTo: function(level, animate, originLeft, originTop, callback) { var self = this; if (!self.options.zooming) { throw new Error("Zooming is not enabled!"); } // Add callback if exists if(callback) { self.__zoomComplete = callback; } // 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 * @param callback {Function ? null} A callback that gets fired when the zoom is complete. */ zoomBy: function(factor, animate, originLeft, originTop, callback) { var self = this; self.zoomTo(self.__zoomLevel * factor, animate, originLeft, originTop, callback); }, /** * Scrolls to the given position. Respect limitations and snapping automatically. * * @param left {Number?null} Horizontal scroll position, keeps current if value is null * @param top {Number?null} Vertical scroll position, keeps current if value is null * @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 if (!self.__isTracking) { 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) { // 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; // 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.options.scrollingComplete(); } } else { self.options.scrollingComplete(); } } else if ((timeStamp - self.__lastTouchMove) > 100) { self.options.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.options.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.options.scrollingComplete(); } if (self.options.zooming) { self.__computeScrollMax(); if(self.__zoomComplete) { self.__zoomComplete(); self.__zoomComplete = null; } } }; // 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(); if(self.__zoomComplete) { self.__zoomComplete(); self.__zoomComplete = null; } } } }, /** * 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); }, /* --------------------------------------------------------------------------- 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 : 0.001; // 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.options.scrollingComplete(); } // Animate to grid when snapping is active, otherwise just fix out-of-boundary positions 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; } } } } }; // Copy over members to prototype for (var key in members) { Scroller.prototype[key] = members[key]; } })();