react-native/Libraries/CustomComponents/Navigator/Navigator.js

1327 lines
45 KiB
JavaScript

/**
* Copyright (c) 2015, Facebook, Inc. All rights reserved.
*
* Facebook, Inc. (“Facebook”) owns all right, title and interest, including
* all intellectual property and other proprietary rights, in and to the React
* Native CustomComponents software (the “Software”). Subject to your
* compliance with these terms, you are hereby granted a non-exclusive,
* worldwide, royalty-free copyright license to (1) use and copy the Software;
* and (2) reproduce and distribute the Software as part of your own software
* (“Your Software”). Facebook reserves all rights not expressly granted to
* you in this license agreement.
*
* THE SOFTWARE AND DOCUMENTATION, IF ANY, ARE PROVIDED "AS IS" AND ANY EXPRESS
* OR IMPLIED WARRANTIES (INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE) ARE DISCLAIMED.
* IN NO EVENT SHALL FACEBOOK OR ITS AFFILIATES, OFFICERS, DIRECTORS OR
* EMPLOYEES BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
* @providesModule Navigator
*/
'use strict';
var AnimationsDebugModule = require('NativeModules').AnimationsDebugModule;
var BackAndroid = require('BackAndroid');
var Dimensions = require('Dimensions');
var InteractionMixin = require('InteractionMixin');
var NavigatorBreadcrumbNavigationBar = require('NavigatorBreadcrumbNavigationBar');
var NavigatorInterceptor = require('NavigatorInterceptor');
var NavigatorNavigationBar = require('NavigatorNavigationBar');
var NavigatorSceneConfigs = require('NavigatorSceneConfigs');
var NavigatorStaticContextContainer = require('NavigatorStaticContextContainer');
var PanResponder = require('PanResponder');
var Platform = require('Platform');
var React = require('React');
var StaticContainer = require('StaticContainer.react');
var StyleSheet = require('StyleSheet');
var Subscribable = require('Subscribable');
var TimerMixin = require('react-timer-mixin');
var View = require('View');
var clamp = require('clamp');
var flattenStyle = require('flattenStyle');
var getNavigatorContext = require('getNavigatorContext');
var invariant = require('invariant');
var keyMirror = require('keyMirror');
var merge = require('merge');
var rebound = require('rebound');
var PropTypes = React.PropTypes;
// TODO: this is not ideal because there is no guarantee that the navigator
// is full screen, hwoever we don't have a good way to measure the actual
// size of the navigator right now, so this is the next best thing.
var SCREEN_WIDTH = Dimensions.get('window').width;
var SCREEN_HEIGHT = Dimensions.get('window').height;
var SCENE_DISABLED_NATIVE_PROPS = {
style: {
left: SCREEN_WIDTH,
opacity: 0,
},
};
var __uid = 0;
function getuid() {
return __uid++;
}
// styles moved to the top of the file so getDefaultProps can refer to it
var styles = StyleSheet.create({
container: {
flex: 1,
overflow: 'hidden',
},
defaultSceneStyle: {
position: 'absolute',
left: 0,
right: 0,
bottom: 0,
top: 0,
},
baseScene: {
position: 'absolute',
overflow: 'hidden',
left: 0,
right: 0,
bottom: 0,
top: 0,
},
disabledScene: {
left: SCREEN_WIDTH,
},
transitioner: {
flex: 1,
backgroundColor: 'transparent',
overflow: 'hidden',
}
});
var GESTURE_ACTIONS = [
'pop',
'jumpBack',
'jumpForward',
];
/**
* Use `Navigator` to transition between different scenes in your app. To
* accomplish this, provide route objects to the navigator to identify each
* scene, and also a `renderScene` function that the navigator can use to
* render the scene for a given route.
*
* To change the animation or gesture properties of the scene, provide a
* `configureScene` prop to get the config object for a given route. See
* `Navigator.SceneConfigs` for default animations and more info on
* scene config options.
*
* ### Basic Usage
*
* ```
* <Navigator
* initialRoute={{name: 'My First Scene', index: 0}}
* renderScene={(route, navigator) =>
* <MySceneComponent
* name={route.name}
* onForward={() => {
* var nextIndex = route.index + 1;
* navigator.push({
* name: 'Scene ' + nextIndex,
* index: nextIndex,
* });
* }}
* onBack={() => {
* if (route.index > 0) {
* navigator.pop();
* }
* }}
* />
* }
* />
* ```
*
* ### Navigator Methods
*
* If you have a ref to the Navigator element, you can invoke several methods
* on it to trigger navigation:
*
* - `getCurrentRoutes()` - returns the current list of routes
* - `jumpBack()` - Jump backward without unmounting the current scene
* - `jumpForward()` - Jump forward to the next scene in the route stack
* - `jumpTo(route)` - Transition to an existing scene without unmounting
* - `push(route)` - Navigate forward to a new scene, squashing any scenes
* that you could `jumpForward` to
* - `pop()` - Transition back and unmount the current scene
* - `replace(route)` - Replace the current scene with a new route
* - `replaceAtIndex(route, index)` - Replace a scene as specified by an index
* - `replacePrevious(route)` - Replace the previous scene
* - `immediatelyResetRouteStack(routeStack)` - Reset every scene with an
* array of routes
* - `popToRoute(route)` - Pop to a particular scene, as specified by it's
* route. All scenes after it will be unmounted
* - `popToTop()` - Pop to the first scene in the stack, unmounting every
* other scene
*
* ### Navigation Context
*
* The navigator context object is made available to scenes through the
* `renderScene` function. Alternatively, any scene or component inside a
* Navigator can get the navigation context by calling
* `Navigator.getContext(this)`.
*
* Unlike the Navigator methods, the functions in navigation context do not
* directly control a specific navigator. Instead, the navigator context allows
* a scene to request navigation from its parents. Navigation requests will
* travel up through the hierarchy of Navigators, and will be resolved by the
* deepest active navigator.
*
* Navigation context objects contain the following:
*
* - `getCurrentRoutes()` - returns the routes for the closest navigator
* - `jumpBack()` - Jump backward without unmounting the current scene
* - `jumpForward()` - Jump forward to the next scene in the route stack
* - `jumpTo(route)` - Transition to an existing scene without unmounting
* - `parentNavigator` - a refrence to the parent navigation context
* - `push(route)` - Navigate forward to a new scene, squashing any scenes
* that you could `jumpForward` to
* - `pop()` - Transition back and unmount the current scene
* - `replace(route)` - Replace the current scene with a new route
* - `replaceAtIndex(route, index)` - Replace a scene as specified by an index
* - `replacePrevious(route)` - Replace the previous scene
* - `route` - The route that was used to render the scene with this context
* - `immediatelyResetRouteStack(routeStack)` - Reset every scene with an
* array of routes
* - `popToRoute(route)` - Pop to a particular scene, as specified by it's
* route. All scenes after it will be unmounted
* - `popToTop()` - Pop to the first scene in the stack, unmounting every
* other scene
*
*/
var Navigator = React.createClass({
propTypes: {
/**
* Optional function that allows configuration about scene animations and
* gestures. Will be invoked with the route and should return a scene
* configuration object
*
* ```
* (route) => Navigator.SceneConfigs.FloatFromRight
* ```
*/
configureScene: PropTypes.func,
/**
* Required function which renders the scene for a given route. Will be
* invoked with the route and the navigator object
*
* ```
* (route, navigator) =>
* <MySceneComponent title={route.title} />
* ```
*/
renderScene: PropTypes.func.isRequired,
/**
* Specify a route to start on. A route is an object that the navigator
* will use to identify each scene to render. `initialRoute` must be
* a route in the `initialRouteStack` if both props are provided. The
* `initialRoute` will default to the last item in the `initialRouteStack`.
*/
initialRoute: PropTypes.object,
/**
* Provide a set of routes to initially mount. Required if no initialRoute
* is provided. Otherwise, it will default to an array containing only the
* `initialRoute`
*/
initialRouteStack: PropTypes.arrayOf(PropTypes.object),
/**
* Will emit the target route upon mounting and before each nav transition
*/
onWillFocus: PropTypes.func,
/**
* Will be called with the new route of each scene after the transition is
* complete or after the initial mounting
*/
onDidFocus: PropTypes.func,
/**
* Will be called with (ref, indexInStack) when the scene ref changes
*/
onItemRef: PropTypes.func,
/**
* Optionally provide a navigation bar that persists across scene
* transitions
*/
navigationBar: PropTypes.node,
/**
* Optionally provide the navigator object from a parent Navigator
*/
navigator: PropTypes.object,
/**
* Styles to apply to the container of each scene
*/
sceneStyle: View.propTypes.style,
},
contextTypes: {
// TODO (t6707746) Re-enable this when owner context switches to parent context
// navigator: PropTypes.object,
},
statics: {
BreadcrumbNavigationBar: NavigatorBreadcrumbNavigationBar,
NavigationBar: NavigatorNavigationBar,
SceneConfigs: NavigatorSceneConfigs,
Interceptor: NavigatorInterceptor,
getContext: getNavigatorContext,
},
mixins: [TimerMixin, InteractionMixin, Subscribable.Mixin],
getDefaultProps: function() {
return {
configureScene: () => NavigatorSceneConfigs.PushFromRight,
sceneStyle: styles.defaultSceneStyle,
};
},
getInitialState: function() {
var routeStack = this.props.initialRouteStack || [this.props.initialRoute];
invariant(
routeStack.length >= 1,
'Navigator requires props.initialRoute or props.initialRouteStack.'
);
var initialRouteIndex = routeStack.length - 1;
if (this.props.initialRoute) {
initialRouteIndex = routeStack.indexOf(this.props.initialRoute);
invariant(
initialRouteIndex !== -1,
'initialRoute is not in initialRouteStack.'
);
}
return {
sceneConfigStack: routeStack.map(
(route) => this.props.configureScene(route)
),
idStack: routeStack.map(() => getuid()),
routeStack,
// `updatingRange*` allows us to only render the visible or staged scenes
// On first render, we will render every scene in the initialRouteStack
updatingRangeStart: 0,
updatingRangeLength: routeStack.length,
presentedIndex: initialRouteIndex,
transitionFromIndex: null,
activeGesture: null,
pendingGestureProgress: null,
transitionQueue: [],
};
},
componentWillMount: function() {
this.parentNavigator = getNavigatorContext(this) || this.props.navigator;
this._subRouteFocus = [];
this.navigatorContext = {
// Actions for child navigators or interceptors:
setHandlerForRoute: this.setHandlerForRoute,
request: this.request,
// Contextual utilities
parentNavigator: this.parentNavigator,
getCurrentRoutes: this.getCurrentRoutes,
// `route` is injected by NavigatorStaticContextContainer
// Contextual nav actions
pop: this.requestPop,
popToRoute: this.requestPopTo,
// Legacy, imperitive nav actions. Will transition these to contextual actions
jumpBack: this.jumpBack,
jumpForward: this.jumpForward,
jumpTo: this.jumpTo,
push: this.push,
replace: this.replace,
replaceAtIndex: this.replaceAtIndex,
replacePrevious: this.replacePrevious,
replacePreviousAndPop: this.replacePreviousAndPop,
immediatelyResetRouteStack: this.immediatelyResetRouteStack,
resetTo: this.resetTo,
popToTop: this.popToTop,
};
this._handlers = {};
this.springSystem = new rebound.SpringSystem();
this.spring = this.springSystem.createSpring();
this.spring.setRestSpeedThreshold(0.05);
this.spring.setCurrentValue(0).setAtRest();
this.spring.addListener({
onSpringEndStateChange: () => {
if (!this._interactionHandle) {
this._interactionHandle = this.createInteractionHandle();
}
},
onSpringUpdate: () => {
this._handleSpringUpdate();
},
onSpringAtRest: () => {
this._completeTransition();
},
});
this.panGesture = PanResponder.create({
onMoveShouldSetPanResponder: this._handleMoveShouldSetPanResponder,
onPanResponderGrant: this._handlePanResponderGrant,
onPanResponderRelease: this._handlePanResponderRelease,
onPanResponderMove: this._handlePanResponderMove,
onPanResponderTerminate: this._handlePanResponderTerminate,
});
this._itemRefs = {};
this._interactionHandle = null;
this._emitWillFocus(this.state.routeStack[this.state.presentedIndex]);
},
request: function(action, arg1, arg2) {
if (this.parentNavigator) {
return this.parentNavigator.request.apply(null, arguments);
}
return this._handleRequest.apply(null, arguments);
},
requestPop: function(popToBeforeRoute) {
return this.request('pop', popToBeforeRoute);
},
requestPopTo: function(route) {
return this.request('popTo', route);
},
_handleRequest: function(action, arg1, arg2) {
var childHandler = this._handlers[this.state.presentedIndex];
if (childHandler && childHandler(action, arg1, arg2)) {
return true;
}
switch (action) {
case 'pop':
return this._handlePop(arg1);
case 'popTo':
return this._handlePopTo(arg1);
case 'push':
return this._handlePush(arg1);
default:
invariant(false, 'Unsupported request type ' + action);
return false;
}
},
_handlePop: function(popToBeforeRoute) {
if (popToBeforeRoute) {
var popToBeforeRouteIndex = this.state.routeStack.indexOf(popToBeforeRoute);
if (popToBeforeRouteIndex === -1) {
return false;
}
invariant(
popToBeforeRouteIndex <= this.state.presentedIndex,
'Cannot pop past a route that is forward in the navigator'
);
this._popN(this.state.presentedIndex - popToBeforeRouteIndex + 1);
return true;
}
if (this.state.presentedIndex === 0) {
return false;
}
this.pop();
return true;
},
_handlePopTo: function(destRoute) {
if (destRoute) {
var hasRoute = this.state.routeStack.indexOf(destRoute) !== -1;
if (hasRoute) {
this.popToRoute(destRoute);
return true;
} else {
return false;
}
}
if (this.state.presentedIndex === 0) {
return false;
}
this.pop();
return true;
},
_handlePush: function(route) {
this.push(route);
return true;
},
setHandlerForRoute: function(route, handler) {
this._handlers[this.state.routeStack.indexOf(route)] = handler;
},
componentDidMount: function() {
this._handleSpringUpdate();
this._emitDidFocus(this.state.routeStack[this.state.presentedIndex]);
if (this.parentNavigator) {
this.parentNavigator.setHandler(this._handleRequest);
} else if (Platform.OS === 'android') {
// There is no navigator in our props or context, so this is the
// top-level navigator. We will handle back button presses here
BackAndroid.addEventListener('hardwareBackPress', this._handleAndroidBackPress);
}
},
componentWillUnmount: function() {
if (this.parentNavigator) {
this.parentNavigator.setHandler(null);
} else if (Platform.OS === 'android') {
BackAndroid.removeEventListener('hardwareBackPress', this._handleAndroidBackPress);
}
},
_handleAndroidBackPress: function() {
var didPop = this.requestPop();
if (!didPop) {
BackAndroid.exitApp();
}
},
/**
* @param {RouteStack} nextRouteStack Next route stack to reinitialize. This
* doesn't accept stack item `id`s, which implies that all existing items are
* destroyed, and then potentially recreated according to `routeStack`. Does
* not animate, immediately replaces and rerenders navigation bar and stack
* items.
*/
immediatelyResetRouteStack: function(nextRouteStack) {
var destIndex = nextRouteStack.length - 1;
this.setState({
idStack: nextRouteStack.map(getuid),
routeStack: nextRouteStack,
sceneConfigStack: nextRouteStack.map(
this.props.configureScene
),
updatingRangeStart: 0,
updatingRangeLength: nextRouteStack.length,
presentedIndex: destIndex,
activeGesture: null,
transitionFromIndex: null,
transitionQueue: [],
}, () => {
this._handleSpringUpdate();
});
},
_transitionTo: function(destIndex, velocity, jumpSpringTo, cb) {
if (destIndex === this.state.presentedIndex) {
return;
}
if (this.state.transitionFromIndex !== null) {
this.state.transitionQueue.push({
destIndex,
velocity,
cb,
});
return;
}
this.state.transitionFromIndex = this.state.presentedIndex;
this.state.presentedIndex = destIndex;
this.state.transitionCb = cb;
this._onAnimationStart();
if (AnimationsDebugModule) {
AnimationsDebugModule.startRecordingFps();
}
var sceneConfig = this.state.sceneConfigStack[this.state.transitionFromIndex] ||
this.state.sceneConfigStack[this.state.presentedIndex];
invariant(
sceneConfig,
'Cannot configure scene at index ' + this.state.transitionFromIndex
);
if (jumpSpringTo != null) {
this.spring.setCurrentValue(jumpSpringTo);
}
this.spring.setOvershootClampingEnabled(true);
this.spring.getSpringConfig().friction = sceneConfig.springFriction;
this.spring.getSpringConfig().tension = sceneConfig.springTension;
this.spring.setVelocity(velocity || sceneConfig.defaultTransitionVelocity);
this.spring.setEndValue(1);
var willFocusRoute = this._subRouteFocus[this.state.presentedIndex] || this.state.routeStack[this.state.presentedIndex];
this._emitWillFocus(willFocusRoute);
},
/**
* This happens for each frame of either a gesture or a transition. If both are
* happening, we only set values for the transition and the gesture will catch up later
*/
_handleSpringUpdate: function() {
// Prioritize handling transition in progress over a gesture:
if (this.state.transitionFromIndex != null) {
this._transitionBetween(
this.state.transitionFromIndex,
this.state.presentedIndex,
this.spring.getCurrentValue()
);
} else if (this.state.activeGesture != null) {
this._transitionBetween(
this.state.presentedIndex,
this.state.presentedIndex + this._deltaForGestureAction(this.state.activeGesture),
this.spring.getCurrentValue()
);
}
},
/**
* This happens at the end of a transition started by transitionTo, and when the spring catches up to a pending gesture
*/
_completeTransition: function() {
if (this.spring.getCurrentValue() !== 1 && this.spring.getCurrentValue() !== 0) {
// The spring has finished catching up to a gesture in progress. Remove the pending progress
// and we will be in a normal activeGesture state
if (this.state.pendingGestureProgress) {
this.state.pendingGestureProgress = null;
}
return;
}
this._onAnimationEnd();
var presentedIndex = this.state.presentedIndex;
var didFocusRoute = this._subRouteFocus[presentedIndex] || this.state.routeStack[presentedIndex];
this._emitDidFocus(didFocusRoute);
if (AnimationsDebugModule) {
AnimationsDebugModule.stopRecordingFps(Date.now());
}
this.state.transitionFromIndex = null;
this.spring.setCurrentValue(0).setAtRest();
this._hideScenes();
if (this.state.transitionCb) {
this.state.transitionCb();
this.state.transitionCb = null;
}
if (this._interactionHandle) {
this.clearInteractionHandle(this._interactionHandle);
this._interactionHandle = null;
}
if (this.state.pendingGestureProgress) {
// A transition completed, but there is already another gesture happening.
// Enable the scene and set the spring to catch up with the new gesture
var gestureToIndex = this.state.presentedIndex + this._deltaForGestureAction(this.state.activeGesture);
this._enableScene(gestureToIndex);
this.spring.setEndValue(this.state.pendingGestureProgress);
return;
}
if (this.state.transitionQueue.length) {
var queuedTransition = this.state.transitionQueue.shift();
this._enableScene(queuedTransition.destIndex);
this._transitionTo(
queuedTransition.destIndex,
queuedTransition.velocity,
null,
queuedTransition.cb
);
}
},
_emitDidFocus: function(route) {
if (this._lastDidFocus === route) {
return;
}
this._lastDidFocus = route;
if (this.props.onDidFocus) {
this.props.onDidFocus(route);
}
if (this.parentNavigator && this.parentNavigator.onDidFocus) {
this.parentNavigator.onDidFocus(route);
}
},
_emitWillFocus: function(route) {
if (this._lastWillFocus === route) {
return;
}
this._lastWillFocus = route;
var navBar = this._navBar;
if (navBar && navBar.handleWillFocus) {
navBar.handleWillFocus(route);
}
if (this.props.onWillFocus) {
this.props.onWillFocus(route);
}
if (this.parentNavigator && this.parentNavigator.onWillFocus) {
this.parentNavigator.onWillFocus(route);
}
},
/**
* Hides all scenes that we are not currently on, gesturing to, or transitioning from
*/
_hideScenes: function() {
var gesturingToIndex = null;
if (this.state.activeGesture) {
gesturingToIndex = this.state.presentedIndex + this._deltaForGestureAction(this.state.activeGesture);
}
for (var i = 0; i < this.state.routeStack.length; i++) {
if (i === this.state.presentedIndex ||
i === this.state.transitionFromIndex ||
i === gesturingToIndex) {
continue;
}
this._disableScene(i);
}
},
/**
* Push a scene off the screen, so that opacity:0 scenes will not block touches sent to the presented scenes
*/
_disableScene: function(sceneIndex) {
this.refs['scene_' + sceneIndex] &&
this.refs['scene_' + sceneIndex].setNativeProps(SCENE_DISABLED_NATIVE_PROPS);
},
/**
* Put the scene back into the state as defined by props.sceneStyle, so transitions can happen normally
*/
_enableScene: function(sceneIndex) {
// First, determine what the defined styles are for scenes in this navigator
var sceneStyle = flattenStyle(this.props.sceneStyle);
// Then restore the left value for this scene
var enabledSceneNativeProps = {
left: sceneStyle.left,
};
if (sceneIndex !== this.state.transitionFromIndex &&
sceneIndex !== this.state.presentedIndex) {
// If we are not in a transition from this index, make sure opacity is 0
// to prevent the enabled scene from flashing over the presented scene
enabledSceneNativeProps.opacity = 0;
}
this.refs['scene_' + sceneIndex] &&
this.refs['scene_' + sceneIndex].setNativeProps(enabledSceneNativeProps);
},
_onAnimationStart: function() {
var fromIndex = this.state.presentedIndex;
var toIndex = this.state.presentedIndex;
if (this.state.transitionFromIndex != null) {
fromIndex = this.state.transitionFromIndex;
} else if (this.state.activeGesture) {
toIndex = this.state.presentedIndex + this._deltaForGestureAction(this.state.activeGesture);
}
this._setRenderSceneToHarwareTextureAndroid(fromIndex, true);
this._setRenderSceneToHarwareTextureAndroid(toIndex, true);
var navBar = this._navBar;
if (navBar && navBar.onAnimationStart) {
navBar.onAnimationStart(fromIndex, toIndex);
}
},
_onAnimationEnd: function() {
var max = this.state.routeStack.length - 1;
for (var index = 0; index <= max; index++) {
this._setRenderSceneToHarwareTextureAndroid(index, false);
}
var navBar = this._navBar;
if (navBar && navBar.onAnimationEnd) {
navBar.onAnimationEnd();
}
},
_setRenderSceneToHarwareTextureAndroid: function(sceneIndex, shouldRenderToHardwareTexture) {
var viewAtIndex = this.refs['scene_' + sceneIndex];
if (viewAtIndex === null || viewAtIndex === undefined) {
return;
}
viewAtIndex.setNativeProps({renderToHardwareTextureAndroid: shouldRenderToHardwareTexture});
},
_handleTouchStart: function() {
this._eligibleGestures = GESTURE_ACTIONS;
},
_handleMoveShouldSetPanResponder: function(e, gestureState) {
var currentRoute = this.state.routeStack[this.state.presentedIndex];
var sceneConfig = this.state.sceneConfigStack[this.state.presentedIndex];
this._expectingGestureGrant = this._matchGestureAction(this._eligibleGestures, sceneConfig.gestures, gestureState);
return !! this._expectingGestureGrant;
},
_doesGestureOverswipe: function(gestureName) {
var wouldOverswipeBack = this.state.presentedIndex <= 0 &&
(gestureName === 'pop' || gestureName === 'jumpBack');
var wouldOverswipeForward = this.state.presentedIndex >= this.state.routeStack.length - 1 &&
gestureName === 'jumpForward';
return wouldOverswipeForward || wouldOverswipeBack;
},
_handlePanResponderGrant: function(e, gestureState) {
invariant(
this._expectingGestureGrant,
'Responder granted unexpectedly.'
);
this._attachGesture(this._expectingGestureGrant);
this._onAnimationStart();
this._expectingGestureGrant = null;
},
_deltaForGestureAction: function(gestureAction) {
switch (gestureAction) {
case 'pop':
case 'jumpBack':
return -1;
case 'jumpForward':
return 1;
default:
invariant(false, 'Unsupported gesture action ' + gestureAction);
return;
}
},
_handlePanResponderRelease: function(e, gestureState) {
var sceneConfig = this.state.sceneConfigStack[this.state.presentedIndex];
var releaseGestureAction = this.state.activeGesture;
if (!releaseGestureAction) {
// The gesture may have been detached while responder, so there is no action here
return;
}
var releaseGesture = sceneConfig.gestures[releaseGestureAction];
var destIndex = this.state.presentedIndex + this._deltaForGestureAction(this.state.activeGesture);
if (this.spring.getCurrentValue() === 0) {
// The spring is at zero, so the gesture is already complete
this.spring.setCurrentValue(0).setAtRest();
this._completeTransition();
return;
}
var isTravelVertical = releaseGesture.direction === 'top-to-bottom' || releaseGesture.direction === 'bottom-to-top';
var isTravelInverted = releaseGesture.direction === 'right-to-left' || releaseGesture.direction === 'bottom-to-top';
var velocity, gestureDistance;
if (isTravelVertical) {
velocity = isTravelInverted ? -gestureState.vy : gestureState.vy;
gestureDistance = isTravelInverted ? -gestureState.dy : gestureState.dy;
} else {
velocity = isTravelInverted ? -gestureState.vx : gestureState.vx;
gestureDistance = isTravelInverted ? -gestureState.dx : gestureState.dx;
}
var transitionVelocity = clamp(-10, velocity, 10);
if (Math.abs(velocity) < releaseGesture.notMoving) {
// The gesture velocity is so slow, is "not moving"
var hasGesturedEnoughToComplete = gestureDistance > releaseGesture.fullDistance * releaseGesture.stillCompletionRatio;
transitionVelocity = hasGesturedEnoughToComplete ? releaseGesture.snapVelocity : -releaseGesture.snapVelocity;
}
if (transitionVelocity < 0 || this._doesGestureOverswipe(releaseGestureAction)) {
// This gesture is to an overswiped region or does not have enough velocity to complete
// If we are currently mid-transition, then this gesture was a pending gesture. Because this gesture takes no action, we can stop here
if (this.state.transitionFromIndex == null) {
// There is no current transition, so we need to transition back to the presented index
var transitionBackToPresentedIndex = this.state.presentedIndex;
// slight hack: change the presented index for a moment in order to transitionTo correctly
this.state.presentedIndex = destIndex;
this._transitionTo(
transitionBackToPresentedIndex,
- transitionVelocity,
1 - this.spring.getCurrentValue()
);
}
} else {
// The gesture has enough velocity to complete, so we transition to the gesture's destination
this._transitionTo(destIndex, transitionVelocity);
}
this._detachGesture();
},
_handlePanResponderTerminate: function(e, gestureState) {
var destIndex = this.state.presentedIndex + this._deltaForGestureAction(this.state.activeGesture);
this._detachGesture();
var transitionBackToPresentedIndex = this.state.presentedIndex;
// slight hack: change the presented index for a moment in order to transitionTo correctly
this.state.presentedIndex = destIndex;
this._transitionTo(
transitionBackToPresentedIndex,
null,
1 - this.spring.getCurrentValue()
);
},
_attachGesture: function(gestureId) {
this.state.activeGesture = gestureId;
var gesturingToIndex = this.state.presentedIndex + this._deltaForGestureAction(this.state.activeGesture);
this._enableScene(gesturingToIndex);
},
_detachGesture: function() {
this.state.activeGesture = null;
this.state.pendingGestureProgress = null;
this._hideScenes();
},
_handlePanResponderMove: function(e, gestureState) {
var sceneConfig = this.state.sceneConfigStack[this.state.presentedIndex];
if (this.state.activeGesture) {
var gesture = sceneConfig.gestures[this.state.activeGesture];
return this._moveAttachedGesture(gesture, gestureState);
}
var matchedGesture = this._matchGestureAction(GESTURE_ACTIONS, sceneConfig.gestures, gestureState);
if (matchedGesture) {
this._attachGesture(matchedGesture);
}
},
_moveAttachedGesture: function(gesture, gestureState) {
var isTravelVertical = gesture.direction === 'top-to-bottom' || gesture.direction === 'bottom-to-top';
var isTravelInverted = gesture.direction === 'right-to-left' || gesture.direction === 'bottom-to-top';
var distance = isTravelVertical ? gestureState.dy : gestureState.dx;
distance = isTravelInverted ? - distance : distance;
var gestureDetectMovement = gesture.gestureDetectMovement;
var nextProgress = (distance - gestureDetectMovement) /
(gesture.fullDistance - gestureDetectMovement);
if (nextProgress < 0 && gesture.isDetachable) {
var gesturingToIndex = this.state.presentedIndex + this._deltaForGestureAction(this.state.activeGesture);
this._transitionBetween(this.state.presentedIndex, gesturingToIndex, 0);
this._detachGesture();
if (this.state.pendingGestureProgress != null) {
this.spring.setCurrentValue(0);
}
return;
}
if (this._doesGestureOverswipe(this.state.activeGesture)) {
var frictionConstant = gesture.overswipe.frictionConstant;
var frictionByDistance = gesture.overswipe.frictionByDistance;
var frictionRatio = 1 / ((frictionConstant) + (Math.abs(nextProgress) * frictionByDistance));
nextProgress *= frictionRatio;
}
nextProgress = clamp(0, nextProgress, 1);
if (this.state.transitionFromIndex != null) {
this.state.pendingGestureProgress = nextProgress;
} else if (this.state.pendingGestureProgress) {
this.spring.setEndValue(nextProgress);
} else {
this.spring.setCurrentValue(nextProgress);
}
},
_matchGestureAction: function(eligibleGestures, gestures, gestureState) {
if (!gestures) {
return null;
}
var matchedGesture = null;
eligibleGestures.some((gestureName, gestureIndex) => {
var gesture = gestures[gestureName];
if (!gesture) {
return;
}
if (gesture.overswipe == null && this._doesGestureOverswipe(gestureName)) {
// cannot swipe past first or last scene without overswiping
return false;
}
var isTravelVertical = gesture.direction === 'top-to-bottom' || gesture.direction === 'bottom-to-top';
var isTravelInverted = gesture.direction === 'right-to-left' || gesture.direction === 'bottom-to-top';
var currentLoc = isTravelVertical ? gestureState.moveY : gestureState.moveX;
var travelDist = isTravelVertical ? gestureState.dy : gestureState.dx;
var oppositeAxisTravelDist =
isTravelVertical ? gestureState.dx : gestureState.dy;
var edgeHitWidth = gesture.edgeHitWidth;
if (isTravelInverted) {
currentLoc = -currentLoc;
travelDist = -travelDist;
oppositeAxisTravelDist = -oppositeAxisTravelDist;
edgeHitWidth = isTravelVertical ?
-(SCREEN_HEIGHT - edgeHitWidth) :
-(SCREEN_WIDTH - edgeHitWidth);
}
var moveStartedInRegion = gesture.edgeHitWidth == null ||
currentLoc < edgeHitWidth;
if (!moveStartedInRegion) {
return false;
}
var moveTravelledFarEnough = travelDist >= gesture.gestureDetectMovement;
if (!moveTravelledFarEnough) {
return false;
}
var directionIsCorrect = Math.abs(travelDist) > Math.abs(oppositeAxisTravelDist) * gesture.directionRatio;
if (directionIsCorrect) {
matchedGesture = gestureName;
return true;
} else {
this._eligibleGestures = this._eligibleGestures.slice().splice(gestureIndex, 1);
}
});
return matchedGesture;
},
_transitionSceneStyle: function(fromIndex, toIndex, progress, index) {
var viewAtIndex = this.refs['scene_' + index];
if (viewAtIndex === null || viewAtIndex === undefined) {
return;
}
// Use toIndex animation when we move forwards. Use fromIndex when we move back
var sceneConfigIndex = fromIndex < toIndex ? toIndex : fromIndex;
var sceneConfig = this.state.sceneConfigStack[sceneConfigIndex];
// this happens for overswiping when there is no scene at toIndex
if (!sceneConfig) {
sceneConfig = this.state.sceneConfigStack[sceneConfigIndex - 1];
}
var styleToUse = {};
var useFn = index < fromIndex || index < toIndex ?
sceneConfig.animationInterpolators.out :
sceneConfig.animationInterpolators.into;
var directionAdjustedProgress = fromIndex < toIndex ? progress : 1 - progress;
var didChange = useFn(styleToUse, directionAdjustedProgress);
if (didChange) {
viewAtIndex.setNativeProps({style: styleToUse});
}
},
_transitionBetween: function(fromIndex, toIndex, progress) {
this._transitionSceneStyle(fromIndex, toIndex, progress, fromIndex);
this._transitionSceneStyle(fromIndex, toIndex, progress, toIndex);
var navBar = this._navBar;
if (navBar && navBar.updateProgress) {
navBar.updateProgress(progress, fromIndex, toIndex);
}
},
_handleResponderTerminationRequest: function() {
return false;
},
_resetUpdatingRange: function() {
this.state.updatingRangeStart = 0;
this.state.updatingRangeLength = this.state.routeStack.length;
},
_getDestIndexWithinBounds: function(n) {
var currentIndex = this.state.presentedIndex;
var destIndex = currentIndex + n;
invariant(
destIndex >= 0,
'Cannot jump before the first route.'
);
var maxIndex = this.state.routeStack.length - 1;
invariant(
maxIndex >= destIndex,
'Cannot jump past the last route.'
);
return destIndex;
},
_jumpN: function(n) {
var destIndex = this._getDestIndexWithinBounds(n);
var requestTransitionAndResetUpdatingRange = () => {
this._enableScene(destIndex);
this._transitionTo(destIndex);
this._resetUpdatingRange();
};
this.setState({
updatingRangeStart: destIndex,
updatingRangeLength: 1,
}, requestTransitionAndResetUpdatingRange);
},
jumpTo: function(route) {
var destIndex = this.state.routeStack.indexOf(route);
invariant(
destIndex !== -1,
'Cannot jump to route that is not in the route stack'
);
this._jumpN(destIndex - this.state.presentedIndex);
},
jumpForward: function() {
this._jumpN(1);
},
jumpBack: function() {
this._jumpN(-1);
},
push: function(route) {
invariant(!!route, 'Must supply route to push');
var activeLength = this.state.presentedIndex + 1;
var activeStack = this.state.routeStack.slice(0, activeLength);
var activeIDStack = this.state.idStack.slice(0, activeLength);
var activeAnimationConfigStack = this.state.sceneConfigStack.slice(0, activeLength);
var nextStack = activeStack.concat([route]);
var destIndex = nextStack.length - 1;
var nextIDStack = activeIDStack.concat([getuid()]);
var nextAnimationConfigStack = activeAnimationConfigStack.concat([
this.props.configureScene(route),
]);
var requestTransitionAndResetUpdatingRange = () => {
this._enableScene(destIndex);
this._transitionTo(destIndex);
this._resetUpdatingRange();
};
this.setState({
idStack: nextIDStack,
routeStack: nextStack,
sceneConfigStack: nextAnimationConfigStack,
updatingRangeStart: nextStack.length - 1,
updatingRangeLength: 1,
}, requestTransitionAndResetUpdatingRange);
},
_popN: function(n) {
if (n === 0) {
return;
}
invariant(
this.state.presentedIndex - n >= 0,
'Cannot pop below zero'
);
var popIndex = this.state.presentedIndex - n;
this._enableScene(popIndex);
this._transitionTo(
popIndex,
null, // default velocity
null, // no spring jumping
() => {
this._cleanScenesPastIndex(popIndex);
}
);
},
pop: function() {
this._popN(1);
},
/**
* Replace a route in the navigation stack.
*
* `index` specifies the route in the stack that should be replaced.
* If it's negative, it counts from the back.
*/
replaceAtIndex: function(route, index, cb) {
invariant(!!route, 'Must supply route to replace');
if (index < 0) {
index += this.state.routeStack.length;
}
if (this.state.routeStack.length <= index) {
return;
}
// I don't believe we need to lock for a replace since there's no
// navigation actually happening
var nextIDStack = this.state.idStack.slice();
var nextRouteStack = this.state.routeStack.slice();
var nextAnimationModeStack = this.state.sceneConfigStack.slice();
nextIDStack[index] = getuid();
nextRouteStack[index] = route;
nextAnimationModeStack[index] = this.props.configureScene(route);
this.setState({
idStack: nextIDStack,
routeStack: nextRouteStack,
sceneConfigStack: nextAnimationModeStack,
updatingRangeStart: index,
updatingRangeLength: 1,
}, () => {
this._resetUpdatingRange();
if (index === this.state.presentedIndex) {
this._emitWillFocus(route);
this._emitDidFocus(route);
}
cb && cb();
});
},
/**
* Replaces the current scene in the stack.
*/
replace: function(route) {
this.replaceAtIndex(route, this.state.presentedIndex);
},
/**
* Replace the current route's parent.
*/
replacePrevious: function(route) {
this.replaceAtIndex(route, this.state.presentedIndex - 1);
},
popToTop: function() {
this.popToRoute(this.state.routeStack[0]);
},
_getNumToPopForRoute: function(route) {
var indexOfRoute = this.state.routeStack.indexOf(route);
invariant(
indexOfRoute !== -1,
'Calling pop to route for a route that doesn\'t exist!'
);
return this.state.presentedIndex - indexOfRoute;
},
popToRoute: function(route) {
var numToPop = this._getNumToPopForRoute(route);
this._popN(numToPop);
},
replacePreviousAndPop: function(route) {
if (this.state.routeStack.length < 2) {
return;
}
this.replacePrevious(route);
this.pop();
},
resetTo: function(route) {
invariant(!!route, 'Must supply route to push');
this.replaceAtIndex(route, 0, () => {
this.popToRoute(route);
});
},
getCurrentRoutes: function() {
return this.state.routeStack;
},
_handleItemRef: function(itemId, ref) {
this._itemRefs[itemId] = ref;
var itemIndex = this.state.idStack.indexOf(itemId);
if (itemIndex === -1) {
return;
}
this.props.onItemRef && this.props.onItemRef(ref, itemIndex);
},
_cleanScenesPastIndex: function(index) {
var newStackLength = index + 1;
// Remove any unneeded rendered routes.
if (newStackLength < this.state.routeStack.length) {
var updatingRangeStart = newStackLength; // One past the top
var updatingRangeLength = this.state.routeStack.length - newStackLength + 1;
this.state.idStack.slice(newStackLength).map((removingId) => {
this._itemRefs[removingId] = null;
});
this.setState({
updatingRangeStart: updatingRangeStart,
updatingRangeLength: updatingRangeLength,
sceneConfigStack: this.state.sceneConfigStack.slice(0, newStackLength),
idStack: this.state.idStack.slice(0, newStackLength),
routeStack: this.state.routeStack.slice(0, newStackLength),
}, this._resetUpdatingRange);
}
},
_renderOptimizedScenes: function() {
// To avoid rendering scenes that are not visible, we use
// updatingRangeStart and updatingRangeLength to track the scenes that need
// to be updated.
// To avoid visual glitches, we never re-render scenes during a transition.
// We assume that `state.updatingRangeLength` will have a length during the
// initial render of any scene
var shouldRenderScenes = this.state.updatingRangeLength !== 0;
if (shouldRenderScenes) {
return (
<StaticContainer shouldUpdate={true}>
<View
style={styles.transitioner}
{...this.panGesture.panHandlers}
onTouchStart={this._handleTouchStart}
onResponderTerminationRequest={
this._handleResponderTerminationRequest
}>
{this.state.routeStack.map(this._renderOptimizedScene)}
</View>
</StaticContainer>
);
}
// If no scenes are changing, we can save render time. React will notice
// that we are rendering a StaticContainer in the same place, so the
// existing element will be updated. When React asks the element
// shouldComponentUpdate, the StaticContainer will return false, and the
// children from the previous reconciliation will remain.
return (
<StaticContainer shouldUpdate={false} />
);
},
_renderOptimizedScene: function(route, i) {
var shouldRenderScene =
i >= this.state.updatingRangeStart &&
i <= this.state.updatingRangeStart + this.state.updatingRangeLength;
var sceneNavigatorContext = {
...this.navigatorContext,
route,
setHandler: (handler) => {
this.navigatorContext.setHandlerForRoute(route, handler);
},
onWillFocus: (childRoute) => {
this._subRouteFocus[i] = childRoute;
if (this.state.presentedIndex === i) {
this._emitWillFocus(childRoute);
}
},
onDidFocus: (childRoute) => {
this._subRouteFocus[i] = childRoute;
if (this.state.presentedIndex === i) {
this._emitDidFocus(childRoute);
}
},
};
var scene = shouldRenderScene ?
this._renderScene(route, i, sceneNavigatorContext) : null;
return (
<NavigatorStaticContextContainer
navigatorContext={sceneNavigatorContext}
key={'nav' + i}
shouldUpdate={shouldRenderScene}>
{scene}
</NavigatorStaticContextContainer>
);
},
_renderScene: function(route, i, sceneNavigatorContext) {
var child = this.props.renderScene(
route,
sceneNavigatorContext
);
var disabledSceneStyle = null;
if (i !== this.state.presentedIndex) {
disabledSceneStyle = styles.disabledScene;
}
return (
<View
key={this.state.idStack[i]}
ref={'scene_' + i}
onStartShouldSetResponderCapture={() => {
return i !== this.state.presentedIndex;
}}
style={[styles.baseScene, this.props.sceneStyle, disabledSceneStyle]}>
{React.cloneElement(child, {
ref: this._handleItemRef.bind(null, this.state.idStack[i]),
})}
</View>
);
},
_renderNavigationBar: function() {
if (!this.props.navigationBar) {
return null;
}
return React.cloneElement(this.props.navigationBar, {
ref: (navBar) => { this._navBar = navBar; },
navigator: this.navigatorContext,
navState: this.state,
});
},
render: function() {
return (
<View style={[styles.container, this.props.style]}>
{this._renderOptimizedScenes()}
{this._renderNavigationBar()}
</View>
);
},
});
module.exports = Navigator;