875 lines
30 KiB
JavaScript
875 lines
30 KiB
JavaScript
/**
|
|
* Copyright (c) 2013-present, Facebook, Inc.
|
|
*
|
|
* This source code is licensed under the MIT license found in the
|
|
* LICENSE file in the root directory of this source tree.
|
|
*
|
|
* @format
|
|
*/
|
|
|
|
'use strict';
|
|
|
|
const BoundingDimensions = require('BoundingDimensions');
|
|
const Platform = require('Platform');
|
|
const Position = require('Position');
|
|
const React = require('React');
|
|
const ReactNative = require('ReactNative');
|
|
const TVEventHandler = require('TVEventHandler');
|
|
const TouchEventUtils = require('fbjs/lib/TouchEventUtils');
|
|
const UIManager = require('UIManager');
|
|
const View = require('View');
|
|
|
|
const keyMirror = require('fbjs/lib/keyMirror');
|
|
const normalizeColor = require('normalizeColor');
|
|
|
|
/**
|
|
* `Touchable`: Taps done right.
|
|
*
|
|
* You hook your `ResponderEventPlugin` events into `Touchable`. `Touchable`
|
|
* will measure time/geometry and tells you when to give feedback to the user.
|
|
*
|
|
* ====================== Touchable Tutorial ===============================
|
|
* The `Touchable` mixin helps you handle the "press" interaction. It analyzes
|
|
* the geometry of elements, and observes when another responder (scroll view
|
|
* etc) has stolen the touch lock. It notifies your component when it should
|
|
* give feedback to the user. (bouncing/highlighting/unhighlighting).
|
|
*
|
|
* - When a touch was activated (typically you highlight)
|
|
* - When a touch was deactivated (typically you unhighlight)
|
|
* - When a touch was "pressed" - a touch ended while still within the geometry
|
|
* of the element, and no other element (like scroller) has "stolen" touch
|
|
* lock ("responder") (Typically you bounce the element).
|
|
*
|
|
* A good tap interaction isn't as simple as you might think. There should be a
|
|
* slight delay before showing a highlight when starting a touch. If a
|
|
* subsequent touch move exceeds the boundary of the element, it should
|
|
* unhighlight, but if that same touch is brought back within the boundary, it
|
|
* should rehighlight again. A touch can move in and out of that boundary
|
|
* several times, each time toggling highlighting, but a "press" is only
|
|
* triggered if that touch ends while within the element's boundary and no
|
|
* scroller (or anything else) has stolen the lock on touches.
|
|
*
|
|
* To create a new type of component that handles interaction using the
|
|
* `Touchable` mixin, do the following:
|
|
*
|
|
* - Initialize the `Touchable` state.
|
|
*
|
|
* getInitialState: function() {
|
|
* return merge(this.touchableGetInitialState(), yourComponentState);
|
|
* }
|
|
*
|
|
* - Choose the rendered component who's touches should start the interactive
|
|
* sequence. On that rendered node, forward all `Touchable` responder
|
|
* handlers. You can choose any rendered node you like. Choose a node whose
|
|
* hit target you'd like to instigate the interaction sequence:
|
|
*
|
|
* // In render function:
|
|
* return (
|
|
* <View
|
|
* onStartShouldSetResponder={this.touchableHandleStartShouldSetResponder}
|
|
* onResponderTerminationRequest={this.touchableHandleResponderTerminationRequest}
|
|
* onResponderGrant={this.touchableHandleResponderGrant}
|
|
* onResponderMove={this.touchableHandleResponderMove}
|
|
* onResponderRelease={this.touchableHandleResponderRelease}
|
|
* onResponderTerminate={this.touchableHandleResponderTerminate}>
|
|
* <View>
|
|
* Even though the hit detection/interactions are triggered by the
|
|
* wrapping (typically larger) node, we usually end up implementing
|
|
* custom logic that highlights this inner one.
|
|
* </View>
|
|
* </View>
|
|
* );
|
|
*
|
|
* - You may set up your own handlers for each of these events, so long as you
|
|
* also invoke the `touchable*` handlers inside of your custom handler.
|
|
*
|
|
* - Implement the handlers on your component class in order to provide
|
|
* feedback to the user. See documentation for each of these class methods
|
|
* that you should implement.
|
|
*
|
|
* touchableHandlePress: function() {
|
|
* this.performBounceAnimation(); // or whatever you want to do.
|
|
* },
|
|
* touchableHandleActivePressIn: function() {
|
|
* this.beginHighlighting(...); // Whatever you like to convey activation
|
|
* },
|
|
* touchableHandleActivePressOut: function() {
|
|
* this.endHighlighting(...); // Whatever you like to convey deactivation
|
|
* },
|
|
*
|
|
* - There are more advanced methods you can implement (see documentation below):
|
|
* touchableGetHighlightDelayMS: function() {
|
|
* return 20;
|
|
* }
|
|
* // In practice, *always* use a predeclared constant (conserve memory).
|
|
* touchableGetPressRectOffset: function() {
|
|
* return {top: 20, left: 20, right: 20, bottom: 100};
|
|
* }
|
|
*/
|
|
|
|
/**
|
|
* Touchable states.
|
|
*/
|
|
const States = keyMirror({
|
|
NOT_RESPONDER: null, // Not the responder
|
|
RESPONDER_INACTIVE_PRESS_IN: null, // Responder, inactive, in the `PressRect`
|
|
RESPONDER_INACTIVE_PRESS_OUT: null, // Responder, inactive, out of `PressRect`
|
|
RESPONDER_ACTIVE_PRESS_IN: null, // Responder, active, in the `PressRect`
|
|
RESPONDER_ACTIVE_PRESS_OUT: null, // Responder, active, out of `PressRect`
|
|
RESPONDER_ACTIVE_LONG_PRESS_IN: null, // Responder, active, in the `PressRect`, after long press threshold
|
|
RESPONDER_ACTIVE_LONG_PRESS_OUT: null, // Responder, active, out of `PressRect`, after long press threshold
|
|
ERROR: null,
|
|
});
|
|
|
|
/**
|
|
* Quick lookup map for states that are considered to be "active"
|
|
*/
|
|
const IsActive = {
|
|
RESPONDER_ACTIVE_PRESS_OUT: true,
|
|
RESPONDER_ACTIVE_PRESS_IN: true,
|
|
};
|
|
|
|
/**
|
|
* Quick lookup for states that are considered to be "pressing" and are
|
|
* therefore eligible to result in a "selection" if the press stops.
|
|
*/
|
|
const IsPressingIn = {
|
|
RESPONDER_INACTIVE_PRESS_IN: true,
|
|
RESPONDER_ACTIVE_PRESS_IN: true,
|
|
RESPONDER_ACTIVE_LONG_PRESS_IN: true,
|
|
};
|
|
|
|
const IsLongPressingIn = {
|
|
RESPONDER_ACTIVE_LONG_PRESS_IN: true,
|
|
};
|
|
|
|
/**
|
|
* Inputs to the state machine.
|
|
*/
|
|
const Signals = keyMirror({
|
|
DELAY: null,
|
|
RESPONDER_GRANT: null,
|
|
RESPONDER_RELEASE: null,
|
|
RESPONDER_TERMINATED: null,
|
|
ENTER_PRESS_RECT: null,
|
|
LEAVE_PRESS_RECT: null,
|
|
LONG_PRESS_DETECTED: null,
|
|
});
|
|
|
|
/**
|
|
* Mapping from States x Signals => States
|
|
*/
|
|
const Transitions = {
|
|
NOT_RESPONDER: {
|
|
DELAY: States.ERROR,
|
|
RESPONDER_GRANT: States.RESPONDER_INACTIVE_PRESS_IN,
|
|
RESPONDER_RELEASE: States.ERROR,
|
|
RESPONDER_TERMINATED: States.ERROR,
|
|
ENTER_PRESS_RECT: States.ERROR,
|
|
LEAVE_PRESS_RECT: States.ERROR,
|
|
LONG_PRESS_DETECTED: States.ERROR,
|
|
},
|
|
RESPONDER_INACTIVE_PRESS_IN: {
|
|
DELAY: States.RESPONDER_ACTIVE_PRESS_IN,
|
|
RESPONDER_GRANT: States.ERROR,
|
|
RESPONDER_RELEASE: States.NOT_RESPONDER,
|
|
RESPONDER_TERMINATED: States.NOT_RESPONDER,
|
|
ENTER_PRESS_RECT: States.RESPONDER_INACTIVE_PRESS_IN,
|
|
LEAVE_PRESS_RECT: States.RESPONDER_INACTIVE_PRESS_OUT,
|
|
LONG_PRESS_DETECTED: States.ERROR,
|
|
},
|
|
RESPONDER_INACTIVE_PRESS_OUT: {
|
|
DELAY: States.RESPONDER_ACTIVE_PRESS_OUT,
|
|
RESPONDER_GRANT: States.ERROR,
|
|
RESPONDER_RELEASE: States.NOT_RESPONDER,
|
|
RESPONDER_TERMINATED: States.NOT_RESPONDER,
|
|
ENTER_PRESS_RECT: States.RESPONDER_INACTIVE_PRESS_IN,
|
|
LEAVE_PRESS_RECT: States.RESPONDER_INACTIVE_PRESS_OUT,
|
|
LONG_PRESS_DETECTED: States.ERROR,
|
|
},
|
|
RESPONDER_ACTIVE_PRESS_IN: {
|
|
DELAY: States.ERROR,
|
|
RESPONDER_GRANT: States.ERROR,
|
|
RESPONDER_RELEASE: States.NOT_RESPONDER,
|
|
RESPONDER_TERMINATED: States.NOT_RESPONDER,
|
|
ENTER_PRESS_RECT: States.RESPONDER_ACTIVE_PRESS_IN,
|
|
LEAVE_PRESS_RECT: States.RESPONDER_ACTIVE_PRESS_OUT,
|
|
LONG_PRESS_DETECTED: States.RESPONDER_ACTIVE_LONG_PRESS_IN,
|
|
},
|
|
RESPONDER_ACTIVE_PRESS_OUT: {
|
|
DELAY: States.ERROR,
|
|
RESPONDER_GRANT: States.ERROR,
|
|
RESPONDER_RELEASE: States.NOT_RESPONDER,
|
|
RESPONDER_TERMINATED: States.NOT_RESPONDER,
|
|
ENTER_PRESS_RECT: States.RESPONDER_ACTIVE_PRESS_IN,
|
|
LEAVE_PRESS_RECT: States.RESPONDER_ACTIVE_PRESS_OUT,
|
|
LONG_PRESS_DETECTED: States.ERROR,
|
|
},
|
|
RESPONDER_ACTIVE_LONG_PRESS_IN: {
|
|
DELAY: States.ERROR,
|
|
RESPONDER_GRANT: States.ERROR,
|
|
RESPONDER_RELEASE: States.NOT_RESPONDER,
|
|
RESPONDER_TERMINATED: States.NOT_RESPONDER,
|
|
ENTER_PRESS_RECT: States.RESPONDER_ACTIVE_LONG_PRESS_IN,
|
|
LEAVE_PRESS_RECT: States.RESPONDER_ACTIVE_LONG_PRESS_OUT,
|
|
LONG_PRESS_DETECTED: States.RESPONDER_ACTIVE_LONG_PRESS_IN,
|
|
},
|
|
RESPONDER_ACTIVE_LONG_PRESS_OUT: {
|
|
DELAY: States.ERROR,
|
|
RESPONDER_GRANT: States.ERROR,
|
|
RESPONDER_RELEASE: States.NOT_RESPONDER,
|
|
RESPONDER_TERMINATED: States.NOT_RESPONDER,
|
|
ENTER_PRESS_RECT: States.RESPONDER_ACTIVE_LONG_PRESS_IN,
|
|
LEAVE_PRESS_RECT: States.RESPONDER_ACTIVE_LONG_PRESS_OUT,
|
|
LONG_PRESS_DETECTED: States.ERROR,
|
|
},
|
|
error: {
|
|
DELAY: States.NOT_RESPONDER,
|
|
RESPONDER_GRANT: States.RESPONDER_INACTIVE_PRESS_IN,
|
|
RESPONDER_RELEASE: States.NOT_RESPONDER,
|
|
RESPONDER_TERMINATED: States.NOT_RESPONDER,
|
|
ENTER_PRESS_RECT: States.NOT_RESPONDER,
|
|
LEAVE_PRESS_RECT: States.NOT_RESPONDER,
|
|
LONG_PRESS_DETECTED: States.NOT_RESPONDER,
|
|
},
|
|
};
|
|
|
|
// ==== Typical Constants for integrating into UI components ====
|
|
// var HIT_EXPAND_PX = 20;
|
|
// var HIT_VERT_OFFSET_PX = 10;
|
|
const HIGHLIGHT_DELAY_MS = 130;
|
|
|
|
const PRESS_EXPAND_PX = 20;
|
|
|
|
const LONG_PRESS_THRESHOLD = 500;
|
|
|
|
const LONG_PRESS_DELAY_MS = LONG_PRESS_THRESHOLD - HIGHLIGHT_DELAY_MS;
|
|
|
|
const LONG_PRESS_ALLOWED_MOVEMENT = 10;
|
|
|
|
// Default amount "active" region protrudes beyond box
|
|
|
|
/**
|
|
* By convention, methods prefixed with underscores are meant to be @private,
|
|
* and not @protected. Mixers shouldn't access them - not even to provide them
|
|
* as callback handlers.
|
|
*
|
|
*
|
|
* ========== Geometry =========
|
|
* `Touchable` only assumes that there exists a `HitRect` node. The `PressRect`
|
|
* is an abstract box that is extended beyond the `HitRect`.
|
|
*
|
|
* +--------------------------+
|
|
* | | - "Start" events in `HitRect` cause `HitRect`
|
|
* | +--------------------+ | to become the responder.
|
|
* | | +--------------+ | | - `HitRect` is typically expanded around
|
|
* | | | | | | the `VisualRect`, but shifted downward.
|
|
* | | | VisualRect | | | - After pressing down, after some delay,
|
|
* | | | | | | and before letting up, the Visual React
|
|
* | | +--------------+ | | will become "active". This makes it eligible
|
|
* | | HitRect | | for being highlighted (so long as the
|
|
* | +--------------------+ | press remains in the `PressRect`).
|
|
* | PressRect o |
|
|
* +----------------------|---+
|
|
* Out Region |
|
|
* +-----+ This gap between the `HitRect` and
|
|
* `PressRect` allows a touch to move far away
|
|
* from the original hit rect, and remain
|
|
* highlighted, and eligible for a "Press".
|
|
* Customize this via
|
|
* `touchableGetPressRectOffset()`.
|
|
*
|
|
*
|
|
*
|
|
* ======= State Machine =======
|
|
*
|
|
* +-------------+ <---+ RESPONDER_RELEASE
|
|
* |NOT_RESPONDER|
|
|
* +-------------+ <---+ RESPONDER_TERMINATED
|
|
* +
|
|
* | RESPONDER_GRANT (HitRect)
|
|
* v
|
|
* +---------------------------+ DELAY +-------------------------+ T + DELAY +------------------------------+
|
|
* |RESPONDER_INACTIVE_PRESS_IN|+-------->|RESPONDER_ACTIVE_PRESS_IN| +------------> |RESPONDER_ACTIVE_LONG_PRESS_IN|
|
|
* +---------------------------+ +-------------------------+ +------------------------------+
|
|
* + ^ + ^ + ^
|
|
* |LEAVE_ |ENTER_ |LEAVE_ |ENTER_ |LEAVE_ |ENTER_
|
|
* |PRESS_RECT |PRESS_RECT |PRESS_RECT |PRESS_RECT |PRESS_RECT |PRESS_RECT
|
|
* | | | | | |
|
|
* v + v + v +
|
|
* +----------------------------+ DELAY +--------------------------+ +-------------------------------+
|
|
* |RESPONDER_INACTIVE_PRESS_OUT|+------->|RESPONDER_ACTIVE_PRESS_OUT| |RESPONDER_ACTIVE_LONG_PRESS_OUT|
|
|
* +----------------------------+ +--------------------------+ +-------------------------------+
|
|
*
|
|
* T + DELAY => LONG_PRESS_DELAY_MS + DELAY
|
|
*
|
|
* Not drawn are the side effects of each transition. The most important side
|
|
* effect is the `touchableHandlePress` abstract method invocation that occurs
|
|
* when a responder is released while in either of the "Press" states.
|
|
*
|
|
* The other important side effects are the highlight abstract method
|
|
* invocations (internal callbacks) to be implemented by the mixer.
|
|
*
|
|
*
|
|
* @lends Touchable.prototype
|
|
*/
|
|
const TouchableMixin = {
|
|
componentDidMount: function() {
|
|
if (!Platform.isTV) {
|
|
return;
|
|
}
|
|
|
|
this._tvEventHandler = new TVEventHandler();
|
|
this._tvEventHandler.enable(this, function(cmp, evt) {
|
|
const myTag = ReactNative.findNodeHandle(cmp);
|
|
evt.dispatchConfig = {};
|
|
if (myTag === evt.tag) {
|
|
if (evt.eventType === 'focus') {
|
|
cmp.touchableHandleFocus(evt);
|
|
} else if (evt.eventType === 'blur') {
|
|
cmp.touchableHandleBlur(evt);
|
|
} else if (evt.eventType === 'select') {
|
|
cmp.touchableHandlePress &&
|
|
!cmp.props.disabled &&
|
|
cmp.touchableHandlePress(evt);
|
|
}
|
|
}
|
|
});
|
|
},
|
|
|
|
/**
|
|
* Clear all timeouts on unmount
|
|
*/
|
|
componentWillUnmount: function() {
|
|
if (this._tvEventHandler) {
|
|
this._tvEventHandler.disable();
|
|
delete this._tvEventHandler;
|
|
}
|
|
this.touchableDelayTimeout && clearTimeout(this.touchableDelayTimeout);
|
|
this.longPressDelayTimeout && clearTimeout(this.longPressDelayTimeout);
|
|
this.pressOutDelayTimeout && clearTimeout(this.pressOutDelayTimeout);
|
|
},
|
|
|
|
/**
|
|
* It's prefer that mixins determine state in this way, having the class
|
|
* explicitly mix the state in the one and only `getInitialState` method.
|
|
*
|
|
* @return {object} State object to be placed inside of
|
|
* `this.state.touchable`.
|
|
*/
|
|
touchableGetInitialState: function() {
|
|
return {
|
|
touchable: {touchState: undefined, responderID: null},
|
|
};
|
|
},
|
|
|
|
// ==== Hooks to Gesture Responder system ====
|
|
/**
|
|
* Must return true if embedded in a native platform scroll view.
|
|
*/
|
|
touchableHandleResponderTerminationRequest: function() {
|
|
return !this.props.rejectResponderTermination;
|
|
},
|
|
|
|
/**
|
|
* Must return true to start the process of `Touchable`.
|
|
*/
|
|
touchableHandleStartShouldSetResponder: function() {
|
|
return !this.props.disabled;
|
|
},
|
|
|
|
/**
|
|
* Return true to cancel press on long press.
|
|
*/
|
|
touchableLongPressCancelsPress: function() {
|
|
return true;
|
|
},
|
|
|
|
/**
|
|
* Place as callback for a DOM element's `onResponderGrant` event.
|
|
* @param {SyntheticEvent} e Synthetic event from event system.
|
|
*
|
|
*/
|
|
touchableHandleResponderGrant: function(e) {
|
|
const dispatchID = e.currentTarget;
|
|
// Since e is used in a callback invoked on another event loop
|
|
// (as in setTimeout etc), we need to call e.persist() on the
|
|
// event to make sure it doesn't get reused in the event object pool.
|
|
e.persist();
|
|
|
|
this.pressOutDelayTimeout && clearTimeout(this.pressOutDelayTimeout);
|
|
this.pressOutDelayTimeout = null;
|
|
|
|
this.state.touchable.touchState = States.NOT_RESPONDER;
|
|
this.state.touchable.responderID = dispatchID;
|
|
this._receiveSignal(Signals.RESPONDER_GRANT, e);
|
|
let delayMS =
|
|
this.touchableGetHighlightDelayMS !== undefined
|
|
? Math.max(this.touchableGetHighlightDelayMS(), 0)
|
|
: HIGHLIGHT_DELAY_MS;
|
|
delayMS = isNaN(delayMS) ? HIGHLIGHT_DELAY_MS : delayMS;
|
|
if (delayMS !== 0) {
|
|
this.touchableDelayTimeout = setTimeout(
|
|
this._handleDelay.bind(this, e),
|
|
delayMS,
|
|
);
|
|
} else {
|
|
this._handleDelay(e);
|
|
}
|
|
|
|
let longDelayMS =
|
|
this.touchableGetLongPressDelayMS !== undefined
|
|
? Math.max(this.touchableGetLongPressDelayMS(), 10)
|
|
: LONG_PRESS_DELAY_MS;
|
|
longDelayMS = isNaN(longDelayMS) ? LONG_PRESS_DELAY_MS : longDelayMS;
|
|
this.longPressDelayTimeout = setTimeout(
|
|
this._handleLongDelay.bind(this, e),
|
|
longDelayMS + delayMS,
|
|
);
|
|
},
|
|
|
|
/**
|
|
* Place as callback for a DOM element's `onResponderRelease` event.
|
|
*/
|
|
touchableHandleResponderRelease: function(e) {
|
|
this._receiveSignal(Signals.RESPONDER_RELEASE, e);
|
|
},
|
|
|
|
/**
|
|
* Place as callback for a DOM element's `onResponderTerminate` event.
|
|
*/
|
|
touchableHandleResponderTerminate: function(e) {
|
|
this._receiveSignal(Signals.RESPONDER_TERMINATED, e);
|
|
},
|
|
|
|
/**
|
|
* Place as callback for a DOM element's `onResponderMove` event.
|
|
*/
|
|
touchableHandleResponderMove: function(e) {
|
|
// Not enough time elapsed yet, wait for highlight -
|
|
// this is just a perf optimization.
|
|
if (
|
|
this.state.touchable.touchState === States.RESPONDER_INACTIVE_PRESS_IN
|
|
) {
|
|
return;
|
|
}
|
|
|
|
// Measurement may not have returned yet.
|
|
if (!this.state.touchable.positionOnActivate) {
|
|
return;
|
|
}
|
|
|
|
const positionOnActivate = this.state.touchable.positionOnActivate;
|
|
const dimensionsOnActivate = this.state.touchable.dimensionsOnActivate;
|
|
const pressRectOffset = this.touchableGetPressRectOffset
|
|
? this.touchableGetPressRectOffset()
|
|
: {
|
|
left: PRESS_EXPAND_PX,
|
|
right: PRESS_EXPAND_PX,
|
|
top: PRESS_EXPAND_PX,
|
|
bottom: PRESS_EXPAND_PX,
|
|
};
|
|
|
|
let pressExpandLeft = pressRectOffset.left;
|
|
let pressExpandTop = pressRectOffset.top;
|
|
let pressExpandRight = pressRectOffset.right;
|
|
let pressExpandBottom = pressRectOffset.bottom;
|
|
|
|
const hitSlop = this.touchableGetHitSlop
|
|
? this.touchableGetHitSlop()
|
|
: null;
|
|
|
|
if (hitSlop) {
|
|
pressExpandLeft += hitSlop.left;
|
|
pressExpandTop += hitSlop.top;
|
|
pressExpandRight += hitSlop.right;
|
|
pressExpandBottom += hitSlop.bottom;
|
|
}
|
|
|
|
const touch = TouchEventUtils.extractSingleTouch(e.nativeEvent);
|
|
const pageX = touch && touch.pageX;
|
|
const pageY = touch && touch.pageY;
|
|
|
|
if (this.pressInLocation) {
|
|
const movedDistance = this._getDistanceBetweenPoints(
|
|
pageX,
|
|
pageY,
|
|
this.pressInLocation.pageX,
|
|
this.pressInLocation.pageY,
|
|
);
|
|
if (movedDistance > LONG_PRESS_ALLOWED_MOVEMENT) {
|
|
this._cancelLongPressDelayTimeout();
|
|
}
|
|
}
|
|
|
|
const 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);
|
|
const 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);
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Invoked when the item receives focus. Mixers might override this to
|
|
* visually distinguish the `VisualRect` so that the user knows that it
|
|
* currently has the focus. Most platforms only support a single element being
|
|
* focused at a time, in which case there may have been a previously focused
|
|
* element that was blurred just prior to this.
|
|
*/
|
|
touchableHandleFocus: function(e: Event) {
|
|
this.props.onFocus && this.props.onFocus(e);
|
|
},
|
|
|
|
/**
|
|
* Invoked when the item loses focus. Mixers might override this to
|
|
* visually distinguish the `VisualRect` so that the user knows that it
|
|
* no longer has focus. Most platforms only support a single element being
|
|
* focused at a time, in which case the focus may have moved to another.
|
|
*/
|
|
touchableHandleBlur: function(e: Event) {
|
|
this.props.onBlur && this.props.onBlur(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;
|
|
const 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) {
|
|
const responderID = this.state.touchable.responderID;
|
|
const curState = this.state.touchable.touchState;
|
|
const 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) {
|
|
const touch = TouchEventUtils.extractSingleTouch(e.nativeEvent);
|
|
const pageX = touch && touch.pageX;
|
|
const pageY = touch && touch.pageY;
|
|
const locationX = touch && touch.locationX;
|
|
const locationY = touch && touch.locationY;
|
|
this.pressInLocation = {pageX, pageY, locationX, locationY};
|
|
},
|
|
|
|
_getDistanceBetweenPoints: function(aX, aY, bX, bY) {
|
|
const deltaX = aX - bX;
|
|
const 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) {
|
|
const curIsHighlight = this._isHighlight(curState);
|
|
const newIsHighlight = this._isHighlight(nextState);
|
|
|
|
const 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) {
|
|
const hasLongPressHandler = !!this.props.onLongPress;
|
|
const pressIsLongButStillCallOnPress =
|
|
IsLongPressingIn[curState] && // We *are* long pressing.. // But either has no long handler
|
|
(!hasLongPressHandler || !this.touchableLongPressCancelsPress()); // or we're told to ignore it.
|
|
|
|
const 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);
|
|
}
|
|
if (Platform.OS === 'android') {
|
|
this._playTouchSound();
|
|
}
|
|
this.touchableHandlePress(e);
|
|
}
|
|
}
|
|
|
|
this.touchableDelayTimeout && clearTimeout(this.touchableDelayTimeout);
|
|
this.touchableDelayTimeout = null;
|
|
},
|
|
|
|
_playTouchSound: function() {
|
|
UIManager.playTouchSound();
|
|
},
|
|
|
|
_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);
|
|
}
|
|
}
|
|
},
|
|
};
|
|
|
|
const 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;
|