Andrew Kriger 722f88ca90 Adds Android click sound to Touchables
Summary:
Android apps play a touch sound on press, as long as you have "Touch sounds" enabled in the settings. As and Android user, when building my app using React Native, one of the first things I noticed was that there were not any touch sounds. This is missing from React Native and there have been multiple PRs to have this implemented, but no success.

This PR iterates over [#6825](https://github.com/facebook/react-native/pull/6825) and [#11136](https://github.com/facebook/react-native/pull/11136)

This PR keeps it simple by only implementing the enhancement for Android, as iOS apps typically do not use touch sounds, and follows the users' system settings for whether or not the sound is played.

I have manually tested this on multiple devices and emulators with zero problems

[ANDROID] [ENHANCEMENT] [UIManagerModule.java]- Adds Android click sound to touchables

[ANDROID] [ENHANCEMENT] [Touchable] - Adds Android click sound to touchables
Closes https://github.com/facebook/react-native/pull/17183

Differential Revision: D7560327

Pulled By: hramos

fbshipit-source-id: ce1094c437541bc677c7d64b0dba343dd9574422
2018-04-09 17:01:57 -07:00

814 lines
29 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.
*
* @providesModule Touchable
*/
'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.touchableHandleActivePressIn && cmp.touchableHandleActivePressIn(evt);
} else if (evt.eventType === 'blur') {
cmp.touchableHandleActivePressOut && cmp.touchableHandleActivePressOut(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);
}
},
// ==== 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;