809 lines
29 KiB
JavaScript
809 lines
29 KiB
JavaScript
/**
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* Copyright (c) 2013-present, Facebook, Inc.
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* All rights reserved.
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*
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* This source code is licensed under the BSD-style license found in the
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* LICENSE file in the root directory of this source tree. An additional grant
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* of patent rights can be found in the PATENTS file in the same directory.
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*
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* @providesModule Touchable
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*/
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'use strict';
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const BoundingDimensions = require('BoundingDimensions');
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const Platform = require('Platform');
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const Position = require('Position');
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const React = require('React');
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const ReactNative = require('ReactNative');
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const TVEventHandler = require('TVEventHandler');
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const TouchEventUtils = require('fbjs/lib/TouchEventUtils');
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const UIManager = require('UIManager');
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const View = require('View');
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const keyMirror = require('fbjs/lib/keyMirror');
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const normalizeColor = require('normalizeColor');
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/**
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* `Touchable`: Taps done right.
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*
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* You hook your `ResponderEventPlugin` events into `Touchable`. `Touchable`
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* will measure time/geometry and tells you when to give feedback to the user.
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*
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* ====================== Touchable Tutorial ===============================
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* The `Touchable` mixin helps you handle the "press" interaction. It analyzes
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* the geometry of elements, and observes when another responder (scroll view
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* etc) has stolen the touch lock. It notifies your component when it should
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* give feedback to the user. (bouncing/highlighting/unhighlighting).
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*
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* - When a touch was activated (typically you highlight)
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* - When a touch was deactivated (typically you unhighlight)
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* - When a touch was "pressed" - a touch ended while still within the geometry
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* of the element, and no other element (like scroller) has "stolen" touch
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* lock ("responder") (Typically you bounce the element).
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*
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* A good tap interaction isn't as simple as you might think. There should be a
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* slight delay before showing a highlight when starting a touch. If a
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* subsequent touch move exceeds the boundary of the element, it should
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* unhighlight, but if that same touch is brought back within the boundary, it
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* should rehighlight again. A touch can move in and out of that boundary
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* several times, each time toggling highlighting, but a "press" is only
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* triggered if that touch ends while within the element's boundary and no
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* scroller (or anything else) has stolen the lock on touches.
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*
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* To create a new type of component that handles interaction using the
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* `Touchable` mixin, do the following:
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*
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* - Initialize the `Touchable` state.
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*
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* getInitialState: function() {
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* return merge(this.touchableGetInitialState(), yourComponentState);
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* }
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*
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* - Choose the rendered component who's touches should start the interactive
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* sequence. On that rendered node, forward all `Touchable` responder
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* handlers. You can choose any rendered node you like. Choose a node whose
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* hit target you'd like to instigate the interaction sequence:
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*
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* // In render function:
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* return (
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* <View
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* onStartShouldSetResponder={this.touchableHandleStartShouldSetResponder}
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* onResponderTerminationRequest={this.touchableHandleResponderTerminationRequest}
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* onResponderGrant={this.touchableHandleResponderGrant}
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* onResponderMove={this.touchableHandleResponderMove}
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* onResponderRelease={this.touchableHandleResponderRelease}
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* onResponderTerminate={this.touchableHandleResponderTerminate}>
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* <View>
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* Even though the hit detection/interactions are triggered by the
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* wrapping (typically larger) node, we usually end up implementing
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* custom logic that highlights this inner one.
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* </View>
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* </View>
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* );
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*
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* - You may set up your own handlers for each of these events, so long as you
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* also invoke the `touchable*` handlers inside of your custom handler.
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*
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* - Implement the handlers on your component class in order to provide
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* feedback to the user. See documentation for each of these class methods
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* that you should implement.
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*
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* touchableHandlePress: function() {
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* this.performBounceAnimation(); // or whatever you want to do.
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* },
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* touchableHandleActivePressIn: function() {
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* this.beginHighlighting(...); // Whatever you like to convey activation
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* },
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* touchableHandleActivePressOut: function() {
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* this.endHighlighting(...); // Whatever you like to convey deactivation
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* },
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*
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* - There are more advanced methods you can implement (see documentation below):
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* touchableGetHighlightDelayMS: function() {
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* return 20;
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* }
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* // In practice, *always* use a predeclared constant (conserve memory).
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* touchableGetPressRectOffset: function() {
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* return {top: 20, left: 20, right: 20, bottom: 100};
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* }
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*/
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/**
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* Touchable states.
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*/
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var States = keyMirror({
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NOT_RESPONDER: null, // Not the responder
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RESPONDER_INACTIVE_PRESS_IN: null, // Responder, inactive, in the `PressRect`
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RESPONDER_INACTIVE_PRESS_OUT: null, // Responder, inactive, out of `PressRect`
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RESPONDER_ACTIVE_PRESS_IN: null, // Responder, active, in the `PressRect`
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RESPONDER_ACTIVE_PRESS_OUT: null, // Responder, active, out of `PressRect`
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RESPONDER_ACTIVE_LONG_PRESS_IN: null, // Responder, active, in the `PressRect`, after long press threshold
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RESPONDER_ACTIVE_LONG_PRESS_OUT: null, // Responder, active, out of `PressRect`, after long press threshold
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ERROR: null
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});
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/**
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* Quick lookup map for states that are considered to be "active"
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*/
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var IsActive = {
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RESPONDER_ACTIVE_PRESS_OUT: true,
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RESPONDER_ACTIVE_PRESS_IN: true
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};
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/**
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* Quick lookup for states that are considered to be "pressing" and are
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* therefore eligible to result in a "selection" if the press stops.
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*/
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var IsPressingIn = {
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RESPONDER_INACTIVE_PRESS_IN: true,
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RESPONDER_ACTIVE_PRESS_IN: true,
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RESPONDER_ACTIVE_LONG_PRESS_IN: true,
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};
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var IsLongPressingIn = {
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RESPONDER_ACTIVE_LONG_PRESS_IN: true,
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};
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/**
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* Inputs to the state machine.
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*/
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var Signals = keyMirror({
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DELAY: null,
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RESPONDER_GRANT: null,
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RESPONDER_RELEASE: null,
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RESPONDER_TERMINATED: null,
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ENTER_PRESS_RECT: null,
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LEAVE_PRESS_RECT: null,
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LONG_PRESS_DETECTED: null,
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});
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/**
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* Mapping from States x Signals => States
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*/
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var Transitions = {
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NOT_RESPONDER: {
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DELAY: States.ERROR,
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RESPONDER_GRANT: States.RESPONDER_INACTIVE_PRESS_IN,
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RESPONDER_RELEASE: States.ERROR,
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RESPONDER_TERMINATED: States.ERROR,
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ENTER_PRESS_RECT: States.ERROR,
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LEAVE_PRESS_RECT: States.ERROR,
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LONG_PRESS_DETECTED: States.ERROR,
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},
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RESPONDER_INACTIVE_PRESS_IN: {
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DELAY: States.RESPONDER_ACTIVE_PRESS_IN,
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RESPONDER_GRANT: States.ERROR,
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RESPONDER_RELEASE: States.NOT_RESPONDER,
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RESPONDER_TERMINATED: States.NOT_RESPONDER,
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ENTER_PRESS_RECT: States.RESPONDER_INACTIVE_PRESS_IN,
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LEAVE_PRESS_RECT: States.RESPONDER_INACTIVE_PRESS_OUT,
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LONG_PRESS_DETECTED: States.ERROR,
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},
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RESPONDER_INACTIVE_PRESS_OUT: {
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DELAY: States.RESPONDER_ACTIVE_PRESS_OUT,
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RESPONDER_GRANT: States.ERROR,
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RESPONDER_RELEASE: States.NOT_RESPONDER,
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RESPONDER_TERMINATED: States.NOT_RESPONDER,
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ENTER_PRESS_RECT: States.RESPONDER_INACTIVE_PRESS_IN,
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LEAVE_PRESS_RECT: States.RESPONDER_INACTIVE_PRESS_OUT,
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LONG_PRESS_DETECTED: States.ERROR,
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},
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RESPONDER_ACTIVE_PRESS_IN: {
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DELAY: States.ERROR,
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RESPONDER_GRANT: States.ERROR,
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RESPONDER_RELEASE: States.NOT_RESPONDER,
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RESPONDER_TERMINATED: States.NOT_RESPONDER,
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ENTER_PRESS_RECT: States.RESPONDER_ACTIVE_PRESS_IN,
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LEAVE_PRESS_RECT: States.RESPONDER_ACTIVE_PRESS_OUT,
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LONG_PRESS_DETECTED: States.RESPONDER_ACTIVE_LONG_PRESS_IN,
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},
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RESPONDER_ACTIVE_PRESS_OUT: {
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DELAY: States.ERROR,
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RESPONDER_GRANT: States.ERROR,
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RESPONDER_RELEASE: States.NOT_RESPONDER,
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RESPONDER_TERMINATED: States.NOT_RESPONDER,
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ENTER_PRESS_RECT: States.RESPONDER_ACTIVE_PRESS_IN,
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LEAVE_PRESS_RECT: States.RESPONDER_ACTIVE_PRESS_OUT,
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LONG_PRESS_DETECTED: States.ERROR,
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},
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RESPONDER_ACTIVE_LONG_PRESS_IN: {
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DELAY: States.ERROR,
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RESPONDER_GRANT: States.ERROR,
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RESPONDER_RELEASE: States.NOT_RESPONDER,
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RESPONDER_TERMINATED: States.NOT_RESPONDER,
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ENTER_PRESS_RECT: States.RESPONDER_ACTIVE_LONG_PRESS_IN,
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LEAVE_PRESS_RECT: States.RESPONDER_ACTIVE_LONG_PRESS_OUT,
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LONG_PRESS_DETECTED: States.RESPONDER_ACTIVE_LONG_PRESS_IN,
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},
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RESPONDER_ACTIVE_LONG_PRESS_OUT: {
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DELAY: States.ERROR,
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RESPONDER_GRANT: States.ERROR,
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RESPONDER_RELEASE: States.NOT_RESPONDER,
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RESPONDER_TERMINATED: States.NOT_RESPONDER,
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ENTER_PRESS_RECT: States.RESPONDER_ACTIVE_LONG_PRESS_IN,
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LEAVE_PRESS_RECT: States.RESPONDER_ACTIVE_LONG_PRESS_OUT,
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LONG_PRESS_DETECTED: States.ERROR,
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},
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error: {
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DELAY: States.NOT_RESPONDER,
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RESPONDER_GRANT: States.RESPONDER_INACTIVE_PRESS_IN,
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RESPONDER_RELEASE: States.NOT_RESPONDER,
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RESPONDER_TERMINATED: States.NOT_RESPONDER,
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ENTER_PRESS_RECT: States.NOT_RESPONDER,
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LEAVE_PRESS_RECT: States.NOT_RESPONDER,
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LONG_PRESS_DETECTED: States.NOT_RESPONDER,
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}
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};
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// ==== Typical Constants for integrating into UI components ====
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// var HIT_EXPAND_PX = 20;
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// var HIT_VERT_OFFSET_PX = 10;
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var HIGHLIGHT_DELAY_MS = 130;
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var PRESS_EXPAND_PX = 20;
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var LONG_PRESS_THRESHOLD = 500;
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var LONG_PRESS_DELAY_MS = LONG_PRESS_THRESHOLD - HIGHLIGHT_DELAY_MS;
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var LONG_PRESS_ALLOWED_MOVEMENT = 10;
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// Default amount "active" region protrudes beyond box
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/**
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* By convention, methods prefixed with underscores are meant to be @private,
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* and not @protected. Mixers shouldn't access them - not even to provide them
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* as callback handlers.
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*
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*
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* ========== Geometry =========
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* `Touchable` only assumes that there exists a `HitRect` node. The `PressRect`
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* is an abstract box that is extended beyond the `HitRect`.
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*
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* +--------------------------+
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* | | - "Start" events in `HitRect` cause `HitRect`
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* | +--------------------+ | to become the responder.
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* | | +--------------+ | | - `HitRect` is typically expanded around
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* | | | | | | the `VisualRect`, but shifted downward.
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* | | | VisualRect | | | - After pressing down, after some delay,
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* | | | | | | and before letting up, the Visual React
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* | | +--------------+ | | will become "active". This makes it eligible
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* | | HitRect | | for being highlighted (so long as the
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* | +--------------------+ | press remains in the `PressRect`).
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* | PressRect o |
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* +----------------------|---+
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* Out Region |
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* +-----+ This gap between the `HitRect` and
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* `PressRect` allows a touch to move far away
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* from the original hit rect, and remain
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* highlighted, and eligible for a "Press".
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* Customize this via
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* `touchableGetPressRectOffset()`.
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*
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*
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*
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* ======= State Machine =======
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*
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* +-------------+ <---+ RESPONDER_RELEASE
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* |NOT_RESPONDER|
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* +-------------+ <---+ RESPONDER_TERMINATED
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* +
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* | RESPONDER_GRANT (HitRect)
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* v
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* +---------------------------+ DELAY +-------------------------+ T + DELAY +------------------------------+
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* |RESPONDER_INACTIVE_PRESS_IN|+-------->|RESPONDER_ACTIVE_PRESS_IN| +------------> |RESPONDER_ACTIVE_LONG_PRESS_IN|
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* +---------------------------+ +-------------------------+ +------------------------------+
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* + ^ + ^ + ^
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* |LEAVE_ |ENTER_ |LEAVE_ |ENTER_ |LEAVE_ |ENTER_
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* |PRESS_RECT |PRESS_RECT |PRESS_RECT |PRESS_RECT |PRESS_RECT |PRESS_RECT
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* | | | | | |
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* v + v + v +
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* +----------------------------+ DELAY +--------------------------+ +-------------------------------+
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* |RESPONDER_INACTIVE_PRESS_OUT|+------->|RESPONDER_ACTIVE_PRESS_OUT| |RESPONDER_ACTIVE_LONG_PRESS_OUT|
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* +----------------------------+ +--------------------------+ +-------------------------------+
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*
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* T + DELAY => LONG_PRESS_DELAY_MS + DELAY
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*
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* Not drawn are the side effects of each transition. The most important side
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* effect is the `touchableHandlePress` abstract method invocation that occurs
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* when a responder is released while in either of the "Press" states.
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*
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* The other important side effects are the highlight abstract method
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* invocations (internal callbacks) to be implemented by the mixer.
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*
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*
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* @lends Touchable.prototype
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*/
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var TouchableMixin = {
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componentDidMount: function() {
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if (!Platform.isTVOS) {
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return;
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}
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this._tvEventHandler = new TVEventHandler();
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this._tvEventHandler.enable(this, function(cmp, evt) {
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var myTag = ReactNative.findNodeHandle(cmp);
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evt.dispatchConfig = {};
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if (myTag === evt.tag) {
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if (evt.eventType === 'focus') {
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cmp.touchableHandleActivePressIn && cmp.touchableHandleActivePressIn(evt);
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} else if (evt.eventType === 'blur') {
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cmp.touchableHandleActivePressOut && cmp.touchableHandleActivePressOut(evt);
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} else if (evt.eventType === 'select') {
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cmp.touchableHandlePress && cmp.touchableHandlePress(evt);
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}
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}
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});
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},
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/**
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* Clear all timeouts on unmount
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*/
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componentWillUnmount: function() {
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if (this._tvEventHandler) {
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this._tvEventHandler.disable();
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delete this._tvEventHandler;
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}
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this.touchableDelayTimeout && clearTimeout(this.touchableDelayTimeout);
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this.longPressDelayTimeout && clearTimeout(this.longPressDelayTimeout);
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this.pressOutDelayTimeout && clearTimeout(this.pressOutDelayTimeout);
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},
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/**
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* It's prefer that mixins determine state in this way, having the class
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* explicitly mix the state in the one and only `getInitialState` method.
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*
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* @return {object} State object to be placed inside of
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* `this.state.touchable`.
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*/
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touchableGetInitialState: function() {
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return {
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touchable: {touchState: undefined, responderID: null}
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};
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},
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// ==== Hooks to Gesture Responder system ====
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/**
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* Must return true if embedded in a native platform scroll view.
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*/
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touchableHandleResponderTerminationRequest: function() {
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return !this.props.rejectResponderTermination;
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},
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/**
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* Must return true to start the process of `Touchable`.
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*/
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touchableHandleStartShouldSetResponder: function() {
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return !this.props.disabled;
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},
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/**
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* Return true to cancel press on long press.
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*/
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touchableLongPressCancelsPress: function () {
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return true;
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},
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/**
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* Place as callback for a DOM element's `onResponderGrant` event.
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* @param {SyntheticEvent} e Synthetic event from event system.
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*
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*/
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touchableHandleResponderGrant: function(e) {
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var dispatchID = e.currentTarget;
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// Since e is used in a callback invoked on another event loop
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// (as in setTimeout etc), we need to call e.persist() on the
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// event to make sure it doesn't get reused in the event object pool.
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e.persist();
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this.pressOutDelayTimeout && clearTimeout(this.pressOutDelayTimeout);
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this.pressOutDelayTimeout = null;
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this.state.touchable.touchState = States.NOT_RESPONDER;
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this.state.touchable.responderID = dispatchID;
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this._receiveSignal(Signals.RESPONDER_GRANT, e);
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var delayMS =
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this.touchableGetHighlightDelayMS !== undefined ?
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Math.max(this.touchableGetHighlightDelayMS(), 0) : HIGHLIGHT_DELAY_MS;
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delayMS = isNaN(delayMS) ? HIGHLIGHT_DELAY_MS : delayMS;
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if (delayMS !== 0) {
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this.touchableDelayTimeout = setTimeout(
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this._handleDelay.bind(this, e),
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delayMS
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);
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} else {
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this._handleDelay(e);
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}
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var longDelayMS =
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this.touchableGetLongPressDelayMS !== undefined ?
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Math.max(this.touchableGetLongPressDelayMS(), 10) : LONG_PRESS_DELAY_MS;
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longDelayMS = isNaN(longDelayMS) ? LONG_PRESS_DELAY_MS : longDelayMS;
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this.longPressDelayTimeout = setTimeout(
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this._handleLongDelay.bind(this, e),
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longDelayMS + delayMS
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);
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},
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/**
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* Place as callback for a DOM element's `onResponderRelease` event.
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*/
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touchableHandleResponderRelease: function(e) {
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this._receiveSignal(Signals.RESPONDER_RELEASE, e);
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},
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/**
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* Place as callback for a DOM element's `onResponderTerminate` event.
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*/
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touchableHandleResponderTerminate: function(e) {
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this._receiveSignal(Signals.RESPONDER_TERMINATED, e);
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},
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/**
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* Place as callback for a DOM element's `onResponderMove` event.
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*/
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touchableHandleResponderMove: function(e) {
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// Not enough time elapsed yet, wait for highlight -
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// this is just a perf optimization.
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if (this.state.touchable.touchState === States.RESPONDER_INACTIVE_PRESS_IN) {
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return;
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}
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// Measurement may not have returned yet.
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if (!this.state.touchable.positionOnActivate) {
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return;
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}
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var positionOnActivate = this.state.touchable.positionOnActivate;
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var dimensionsOnActivate = this.state.touchable.dimensionsOnActivate;
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var pressRectOffset = this.touchableGetPressRectOffset ?
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this.touchableGetPressRectOffset() : {
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left: PRESS_EXPAND_PX,
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right: PRESS_EXPAND_PX,
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top: PRESS_EXPAND_PX,
|
|
bottom: PRESS_EXPAND_PX
|
|
};
|
|
|
|
var pressExpandLeft = pressRectOffset.left;
|
|
var pressExpandTop = pressRectOffset.top;
|
|
var pressExpandRight = pressRectOffset.right;
|
|
var pressExpandBottom = pressRectOffset.bottom;
|
|
|
|
var hitSlop = this.touchableGetHitSlop ?
|
|
this.touchableGetHitSlop() : null;
|
|
|
|
if (hitSlop) {
|
|
pressExpandLeft += hitSlop.left;
|
|
pressExpandTop += hitSlop.top;
|
|
pressExpandRight += hitSlop.right;
|
|
pressExpandBottom += hitSlop.bottom;
|
|
}
|
|
|
|
var touch = TouchEventUtils.extractSingleTouch(e.nativeEvent);
|
|
var pageX = touch && touch.pageX;
|
|
var pageY = touch && touch.pageY;
|
|
|
|
if (this.pressInLocation) {
|
|
var movedDistance = this._getDistanceBetweenPoints(pageX, pageY, this.pressInLocation.pageX, this.pressInLocation.pageY);
|
|
if (movedDistance > LONG_PRESS_ALLOWED_MOVEMENT) {
|
|
this._cancelLongPressDelayTimeout();
|
|
}
|
|
}
|
|
|
|
var isTouchWithinActive =
|
|
pageX > positionOnActivate.left - pressExpandLeft &&
|
|
pageY > positionOnActivate.top - pressExpandTop &&
|
|
pageX <
|
|
positionOnActivate.left +
|
|
dimensionsOnActivate.width +
|
|
pressExpandRight &&
|
|
pageY <
|
|
positionOnActivate.top +
|
|
dimensionsOnActivate.height +
|
|
pressExpandBottom;
|
|
if (isTouchWithinActive) {
|
|
this._receiveSignal(Signals.ENTER_PRESS_RECT, e);
|
|
var curState = this.state.touchable.touchState;
|
|
if (curState === States.RESPONDER_INACTIVE_PRESS_IN) {
|
|
// fix for t7967420
|
|
this._cancelLongPressDelayTimeout();
|
|
}
|
|
} else {
|
|
this._cancelLongPressDelayTimeout();
|
|
this._receiveSignal(Signals.LEAVE_PRESS_RECT, e);
|
|
}
|
|
},
|
|
|
|
// ==== Abstract Application Callbacks ====
|
|
|
|
/**
|
|
* Invoked when the item should be highlighted. Mixers should implement this
|
|
* to visually distinguish the `VisualRect` so that the user knows that
|
|
* releasing a touch will result in a "selection" (analog to click).
|
|
*
|
|
* @abstract
|
|
* touchableHandleActivePressIn: function,
|
|
*/
|
|
|
|
/**
|
|
* Invoked when the item is "active" (in that it is still eligible to become
|
|
* a "select") but the touch has left the `PressRect`. Usually the mixer will
|
|
* want to unhighlight the `VisualRect`. If the user (while pressing) moves
|
|
* back into the `PressRect` `touchableHandleActivePressIn` will be invoked
|
|
* again and the mixer should probably highlight the `VisualRect` again. This
|
|
* event will not fire on an `touchEnd/mouseUp` event, only move events while
|
|
* the user is depressing the mouse/touch.
|
|
*
|
|
* @abstract
|
|
* touchableHandleActivePressOut: function
|
|
*/
|
|
|
|
/**
|
|
* Invoked when the item is "selected" - meaning the interaction ended by
|
|
* letting up while the item was either in the state
|
|
* `RESPONDER_ACTIVE_PRESS_IN` or `RESPONDER_INACTIVE_PRESS_IN`.
|
|
*
|
|
* @abstract
|
|
* touchableHandlePress: function
|
|
*/
|
|
|
|
/**
|
|
* Invoked when the item is long pressed - meaning the interaction ended by
|
|
* letting up while the item was in `RESPONDER_ACTIVE_LONG_PRESS_IN`. If
|
|
* `touchableHandleLongPress` is *not* provided, `touchableHandlePress` will
|
|
* be called as it normally is. If `touchableHandleLongPress` is provided, by
|
|
* default any `touchableHandlePress` callback will not be invoked. To
|
|
* override this default behavior, override `touchableLongPressCancelsPress`
|
|
* to return false. As a result, `touchableHandlePress` will be called when
|
|
* lifting up, even if `touchableHandleLongPress` has also been called.
|
|
*
|
|
* @abstract
|
|
* touchableHandleLongPress: function
|
|
*/
|
|
|
|
/**
|
|
* Returns the number of millis to wait before triggering a highlight.
|
|
*
|
|
* @abstract
|
|
* touchableGetHighlightDelayMS: function
|
|
*/
|
|
|
|
/**
|
|
* Returns the amount to extend the `HitRect` into the `PressRect`. Positive
|
|
* numbers mean the size expands outwards.
|
|
*
|
|
* @abstract
|
|
* touchableGetPressRectOffset: function
|
|
*/
|
|
|
|
|
|
|
|
// ==== Internal Logic ====
|
|
|
|
/**
|
|
* Measures the `HitRect` node on activation. The Bounding rectangle is with
|
|
* respect to viewport - not page, so adding the `pageXOffset/pageYOffset`
|
|
* should result in points that are in the same coordinate system as an
|
|
* event's `globalX/globalY` data values.
|
|
*
|
|
* - Consider caching this for the lifetime of the component, or possibly
|
|
* being able to share this cache between any `ScrollMap` view.
|
|
*
|
|
* @sideeffects
|
|
* @private
|
|
*/
|
|
_remeasureMetricsOnActivation: function() {
|
|
const tag = this.state.touchable.responderID;
|
|
if (tag == null) {
|
|
return;
|
|
}
|
|
|
|
UIManager.measure(tag, this._handleQueryLayout);
|
|
},
|
|
|
|
_handleQueryLayout: function(l, t, w, h, globalX, globalY) {
|
|
//don't do anything UIManager failed to measure node
|
|
if (!l && !t && !w && !h && !globalX && !globalY) {
|
|
return;
|
|
}
|
|
this.state.touchable.positionOnActivate &&
|
|
Position.release(this.state.touchable.positionOnActivate);
|
|
this.state.touchable.dimensionsOnActivate &&
|
|
BoundingDimensions.release(this.state.touchable.dimensionsOnActivate);
|
|
this.state.touchable.positionOnActivate = Position.getPooled(globalX, globalY);
|
|
this.state.touchable.dimensionsOnActivate = BoundingDimensions.getPooled(w, h);
|
|
},
|
|
|
|
_handleDelay: function(e) {
|
|
this.touchableDelayTimeout = null;
|
|
this._receiveSignal(Signals.DELAY, e);
|
|
},
|
|
|
|
_handleLongDelay: function(e) {
|
|
this.longPressDelayTimeout = null;
|
|
var curState = this.state.touchable.touchState;
|
|
if (curState !== States.RESPONDER_ACTIVE_PRESS_IN &&
|
|
curState !== States.RESPONDER_ACTIVE_LONG_PRESS_IN) {
|
|
console.error('Attempted to transition from state `' + curState + '` to `' +
|
|
States.RESPONDER_ACTIVE_LONG_PRESS_IN + '`, which is not supported. This is ' +
|
|
'most likely due to `Touchable.longPressDelayTimeout` not being cancelled.');
|
|
} else {
|
|
this._receiveSignal(Signals.LONG_PRESS_DETECTED, e);
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Receives a state machine signal, performs side effects of the transition
|
|
* and stores the new state. Validates the transition as well.
|
|
*
|
|
* @param {Signals} signal State machine signal.
|
|
* @throws Error if invalid state transition or unrecognized signal.
|
|
* @sideeffects
|
|
*/
|
|
_receiveSignal: function(signal, e) {
|
|
var responderID = this.state.touchable.responderID;
|
|
var curState = this.state.touchable.touchState;
|
|
var nextState = Transitions[curState] && Transitions[curState][signal];
|
|
if (!responderID && signal === Signals.RESPONDER_RELEASE) {
|
|
return;
|
|
}
|
|
if (!nextState) {
|
|
throw new Error(
|
|
'Unrecognized signal `' + signal + '` or state `' + curState +
|
|
'` for Touchable responder `' + responderID + '`'
|
|
);
|
|
}
|
|
if (nextState === States.ERROR) {
|
|
throw new Error(
|
|
'Touchable cannot transition from `' + curState + '` to `' + signal +
|
|
'` for responder `' + responderID + '`'
|
|
);
|
|
}
|
|
if (curState !== nextState) {
|
|
this._performSideEffectsForTransition(curState, nextState, signal, e);
|
|
this.state.touchable.touchState = nextState;
|
|
}
|
|
},
|
|
|
|
_cancelLongPressDelayTimeout: function () {
|
|
this.longPressDelayTimeout && clearTimeout(this.longPressDelayTimeout);
|
|
this.longPressDelayTimeout = null;
|
|
},
|
|
|
|
_isHighlight: function (state) {
|
|
return state === States.RESPONDER_ACTIVE_PRESS_IN ||
|
|
state === States.RESPONDER_ACTIVE_LONG_PRESS_IN;
|
|
},
|
|
|
|
_savePressInLocation: function(e) {
|
|
var touch = TouchEventUtils.extractSingleTouch(e.nativeEvent);
|
|
var pageX = touch && touch.pageX;
|
|
var pageY = touch && touch.pageY;
|
|
var locationX = touch && touch.locationX;
|
|
var locationY = touch && touch.locationY;
|
|
this.pressInLocation = {pageX, pageY, locationX, locationY};
|
|
},
|
|
|
|
_getDistanceBetweenPoints: function (aX, aY, bX, bY) {
|
|
var deltaX = aX - bX;
|
|
var deltaY = aY - bY;
|
|
return Math.sqrt(deltaX * deltaX + deltaY * deltaY);
|
|
},
|
|
|
|
/**
|
|
* Will perform a transition between touchable states, and identify any
|
|
* highlighting or unhighlighting that must be performed for this particular
|
|
* transition.
|
|
*
|
|
* @param {States} curState Current Touchable state.
|
|
* @param {States} nextState Next Touchable state.
|
|
* @param {Signal} signal Signal that triggered the transition.
|
|
* @param {Event} e Native event.
|
|
* @sideeffects
|
|
*/
|
|
_performSideEffectsForTransition: function(curState, nextState, signal, e) {
|
|
var curIsHighlight = this._isHighlight(curState);
|
|
var newIsHighlight = this._isHighlight(nextState);
|
|
|
|
var isFinalSignal =
|
|
signal === Signals.RESPONDER_TERMINATED ||
|
|
signal === Signals.RESPONDER_RELEASE;
|
|
|
|
if (isFinalSignal) {
|
|
this._cancelLongPressDelayTimeout();
|
|
}
|
|
|
|
if (!IsActive[curState] && IsActive[nextState]) {
|
|
this._remeasureMetricsOnActivation();
|
|
}
|
|
|
|
if (IsPressingIn[curState] && signal === Signals.LONG_PRESS_DETECTED) {
|
|
this.touchableHandleLongPress && this.touchableHandleLongPress(e);
|
|
}
|
|
|
|
if (newIsHighlight && !curIsHighlight) {
|
|
this._startHighlight(e);
|
|
} else if (!newIsHighlight && curIsHighlight) {
|
|
this._endHighlight(e);
|
|
}
|
|
|
|
if (IsPressingIn[curState] && signal === Signals.RESPONDER_RELEASE) {
|
|
var hasLongPressHandler = !!this.props.onLongPress;
|
|
var pressIsLongButStillCallOnPress =
|
|
IsLongPressingIn[curState] && ( // We *are* long pressing..
|
|
!hasLongPressHandler || // But either has no long handler
|
|
!this.touchableLongPressCancelsPress() // or we're told to ignore it.
|
|
);
|
|
|
|
var shouldInvokePress = !IsLongPressingIn[curState] || pressIsLongButStillCallOnPress;
|
|
if (shouldInvokePress && this.touchableHandlePress) {
|
|
if (!newIsHighlight && !curIsHighlight) {
|
|
// we never highlighted because of delay, but we should highlight now
|
|
this._startHighlight(e);
|
|
this._endHighlight(e);
|
|
}
|
|
this.touchableHandlePress(e);
|
|
}
|
|
}
|
|
|
|
this.touchableDelayTimeout && clearTimeout(this.touchableDelayTimeout);
|
|
this.touchableDelayTimeout = null;
|
|
},
|
|
|
|
_startHighlight: function(e) {
|
|
this._savePressInLocation(e);
|
|
this.touchableHandleActivePressIn && this.touchableHandleActivePressIn(e);
|
|
},
|
|
|
|
_endHighlight: function(e) {
|
|
if (this.touchableHandleActivePressOut) {
|
|
if (this.touchableGetPressOutDelayMS && this.touchableGetPressOutDelayMS()) {
|
|
this.pressOutDelayTimeout = setTimeout(() => {
|
|
this.touchableHandleActivePressOut(e);
|
|
}, this.touchableGetPressOutDelayMS());
|
|
} else {
|
|
this.touchableHandleActivePressOut(e);
|
|
}
|
|
}
|
|
},
|
|
|
|
};
|
|
|
|
var Touchable = {
|
|
Mixin: TouchableMixin,
|
|
TOUCH_TARGET_DEBUG: false, // Highlights all touchable targets. Toggle with Inspector.
|
|
/**
|
|
* Renders a debugging overlay to visualize touch target with hitSlop (might not work on Android).
|
|
*/
|
|
renderDebugView: ({color, hitSlop}) => {
|
|
if (!Touchable.TOUCH_TARGET_DEBUG) {
|
|
return null;
|
|
}
|
|
if (!__DEV__) {
|
|
throw Error('Touchable.TOUCH_TARGET_DEBUG should not be enabled in prod!');
|
|
}
|
|
const debugHitSlopStyle = {};
|
|
hitSlop = hitSlop || {top: 0, bottom: 0, left: 0, right: 0};
|
|
for (const key in hitSlop) {
|
|
debugHitSlopStyle[key] = -hitSlop[key];
|
|
}
|
|
const hexColor = '#' + ('00000000' + normalizeColor(color).toString(16)).substr(-8);
|
|
return (
|
|
<View
|
|
pointerEvents="none"
|
|
style={{
|
|
position: 'absolute',
|
|
borderColor: hexColor.slice(0, -2) + '55', // More opaque
|
|
borderWidth: 1,
|
|
borderStyle: 'dashed',
|
|
backgroundColor: hexColor.slice(0, -2) + '0F', // Less opaque
|
|
...debugHitSlopStyle
|
|
}}
|
|
/>
|
|
);
|
|
}
|
|
};
|
|
|
|
module.exports = Touchable;
|