Eric Vicenti a852227279 [ReactNative] Improve Navigator start gesture logic
Summary:
Previously it was possible for a gesture to be granted initiated if the start direction is not respected before the gesture detection distance gets reached, if the gesture direction is met eventually. This change ensures the gesture gets started in the right direction, otherwise the gesture action will set the responder.

@public

Test Plan: Fixes left-right swiping issue in AdsManager when a vertical swipe is intended.
2015-05-13 13:24:35 -07:00

1316 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) {
// 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 scenes that we are not currently on or transitioning from
*/
_hideScenes: function() {
for (var i = 0; i < this.state.routeStack.length; i++) {
if (i === this.state.presentedIndex || i === this.state.transitionFromIndex) {
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) {
this._detachGesture();
this.spring.setCurrentValue(0);
}
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;