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authorARC <arjunrc@gmail.com>2015-04-25 09:13:54 -0400
committerARC <arjunrc@gmail.com>2015-04-25 09:13:54 -0400
commit86e4e291bfda3365c0bb82bacb2b9990a86ce759 (patch)
treec9729d4bd5366656e39761319546593c02f0f709 /www/lib/ionic/js/ionic.js
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+/*!
+ * Copyright 2014 Drifty Co.
+ * http://drifty.com/
+ *
+ * Ionic, v1.0.0-rc.4
+ * A powerful HTML5 mobile app framework.
+ * http://ionicframework.com/
+ *
+ * By @maxlynch, @benjsperry, @adamdbradley <3
+ *
+ * Licensed under the MIT license. Please see LICENSE for more information.
+ *
+ */
+
+(function() {
+
+// Create global ionic obj and its namespaces
+// build processes may have already created an ionic obj
+window.ionic = window.ionic || {};
+window.ionic.views = {};
+window.ionic.version = '1.0.0-rc.4';
+
+(function (ionic) {
+
+ ionic.DelegateService = function(methodNames) {
+
+ if (methodNames.indexOf('$getByHandle') > -1) {
+ throw new Error("Method '$getByHandle' is implicitly added to each delegate service. Do not list it as a method.");
+ }
+
+ function trueFn() { return true; }
+
+ return ['$log', function($log) {
+
+ /*
+ * Creates a new object that will have all the methodNames given,
+ * and call them on the given the controller instance matching given
+ * handle.
+ * The reason we don't just let $getByHandle return the controller instance
+ * itself is that the controller instance might not exist yet.
+ *
+ * We want people to be able to do
+ * `var instance = $ionicScrollDelegate.$getByHandle('foo')` on controller
+ * instantiation, but on controller instantiation a child directive
+ * may not have been compiled yet!
+ *
+ * So this is our way of solving this problem: we create an object
+ * that will only try to fetch the controller with given handle
+ * once the methods are actually called.
+ */
+ function DelegateInstance(instances, handle) {
+ this._instances = instances;
+ this.handle = handle;
+ }
+ methodNames.forEach(function(methodName) {
+ DelegateInstance.prototype[methodName] = instanceMethodCaller(methodName);
+ });
+
+
+ /**
+ * The delegate service (eg $ionicNavBarDelegate) is just an instance
+ * with a non-defined handle, a couple extra methods for registering
+ * and narrowing down to a specific handle.
+ */
+ function DelegateService() {
+ this._instances = [];
+ }
+ DelegateService.prototype = DelegateInstance.prototype;
+ DelegateService.prototype._registerInstance = function(instance, handle, filterFn) {
+ var instances = this._instances;
+ instance.$$delegateHandle = handle;
+ instance.$$filterFn = filterFn || trueFn;
+ instances.push(instance);
+
+ return function deregister() {
+ var index = instances.indexOf(instance);
+ if (index !== -1) {
+ instances.splice(index, 1);
+ }
+ };
+ };
+ DelegateService.prototype.$getByHandle = function(handle) {
+ return new DelegateInstance(this._instances, handle);
+ };
+
+ return new DelegateService();
+
+ function instanceMethodCaller(methodName) {
+ return function caller() {
+ var handle = this.handle;
+ var args = arguments;
+ var foundInstancesCount = 0;
+ var returnValue;
+
+ this._instances.forEach(function(instance) {
+ if ((!handle || handle == instance.$$delegateHandle) && instance.$$filterFn(instance)) {
+ foundInstancesCount++;
+ var ret = instance[methodName].apply(instance, args);
+ //Only return the value from the first call
+ if (foundInstancesCount === 1) {
+ returnValue = ret;
+ }
+ }
+ });
+
+ if (!foundInstancesCount && handle) {
+ return $log.warn(
+ 'Delegate for handle "' + handle + '" could not find a ' +
+ 'corresponding element with delegate-handle="' + handle + '"! ' +
+ methodName + '() was not called!\n' +
+ 'Possible cause: If you are calling ' + methodName + '() immediately, and ' +
+ 'your element with delegate-handle="' + handle + '" is a child of your ' +
+ 'controller, then your element may not be compiled yet. Put a $timeout ' +
+ 'around your call to ' + methodName + '() and try again.'
+ );
+ }
+ return returnValue;
+ };
+ }
+
+ }];
+ };
+
+})(window.ionic);
+
+(function(window, document, ionic) {
+
+ var readyCallbacks = [];
+ var isDomReady = document.readyState === 'complete' || document.readyState === 'interactive';
+
+ function domReady() {
+ isDomReady = true;
+ for (var x = 0; x < readyCallbacks.length; x++) {
+ ionic.requestAnimationFrame(readyCallbacks[x]);
+ }
+ readyCallbacks = [];
+ document.removeEventListener('DOMContentLoaded', domReady);
+ }
+ if (!isDomReady) {
+ document.addEventListener('DOMContentLoaded', domReady);
+ }
+
+
+ // From the man himself, Mr. Paul Irish.
+ // The requestAnimationFrame polyfill
+ // Put it on window just to preserve its context
+ // without having to use .call
+ window._rAF = (function() {
+ return window.requestAnimationFrame ||
+ window.webkitRequestAnimationFrame ||
+ window.mozRequestAnimationFrame ||
+ function(callback) {
+ window.setTimeout(callback, 16);
+ };
+ })();
+
+ var cancelAnimationFrame = window.cancelAnimationFrame ||
+ window.webkitCancelAnimationFrame ||
+ window.mozCancelAnimationFrame ||
+ window.webkitCancelRequestAnimationFrame;
+
+ /**
+ * @ngdoc utility
+ * @name ionic.DomUtil
+ * @module ionic
+ */
+ ionic.DomUtil = {
+ //Call with proper context
+ /**
+ * @ngdoc method
+ * @name ionic.DomUtil#requestAnimationFrame
+ * @alias ionic.requestAnimationFrame
+ * @description Calls [requestAnimationFrame](https://developer.mozilla.org/en-US/docs/Web/API/window.requestAnimationFrame), or a polyfill if not available.
+ * @param {function} callback The function to call when the next frame
+ * happens.
+ */
+ requestAnimationFrame: function(cb) {
+ return window._rAF(cb);
+ },
+
+ cancelAnimationFrame: function(requestId) {
+ cancelAnimationFrame(requestId);
+ },
+
+ /**
+ * @ngdoc method
+ * @name ionic.DomUtil#animationFrameThrottle
+ * @alias ionic.animationFrameThrottle
+ * @description
+ * When given a callback, if that callback is called 100 times between
+ * animation frames, adding Throttle will make it only run the last of
+ * the 100 calls.
+ *
+ * @param {function} callback a function which will be throttled to
+ * requestAnimationFrame
+ * @returns {function} A function which will then call the passed in callback.
+ * The passed in callback will receive the context the returned function is
+ * called with.
+ */
+ animationFrameThrottle: function(cb) {
+ var args, isQueued, context;
+ return function() {
+ args = arguments;
+ context = this;
+ if (!isQueued) {
+ isQueued = true;
+ ionic.requestAnimationFrame(function() {
+ cb.apply(context, args);
+ isQueued = false;
+ });
+ }
+ };
+ },
+
+ contains: function(parentNode, otherNode) {
+ var current = otherNode;
+ while (current) {
+ if (current === parentNode) return true;
+ current = current.parentNode;
+ }
+ },
+
+ /**
+ * @ngdoc method
+ * @name ionic.DomUtil#getPositionInParent
+ * @description
+ * Find an element's scroll offset within its container.
+ * @param {DOMElement} element The element to find the offset of.
+ * @returns {object} A position object with the following properties:
+ * - `{number}` `left` The left offset of the element.
+ * - `{number}` `top` The top offset of the element.
+ */
+ getPositionInParent: function(el) {
+ return {
+ left: el.offsetLeft,
+ top: el.offsetTop
+ };
+ },
+
+ /**
+ * @ngdoc method
+ * @name ionic.DomUtil#ready
+ * @description
+ * Call a function when the DOM is ready, or if it is already ready
+ * call the function immediately.
+ * @param {function} callback The function to be called.
+ */
+ ready: function(cb) {
+ if (isDomReady) {
+ ionic.requestAnimationFrame(cb);
+ } else {
+ readyCallbacks.push(cb);
+ }
+ },
+
+ /**
+ * @ngdoc method
+ * @name ionic.DomUtil#getTextBounds
+ * @description
+ * Get a rect representing the bounds of the given textNode.
+ * @param {DOMElement} textNode The textNode to find the bounds of.
+ * @returns {object} An object representing the bounds of the node. Properties:
+ * - `{number}` `left` The left position of the textNode.
+ * - `{number}` `right` The right position of the textNode.
+ * - `{number}` `top` The top position of the textNode.
+ * - `{number}` `bottom` The bottom position of the textNode.
+ * - `{number}` `width` The width of the textNode.
+ * - `{number}` `height` The height of the textNode.
+ */
+ getTextBounds: function(textNode) {
+ if (document.createRange) {
+ var range = document.createRange();
+ range.selectNodeContents(textNode);
+ if (range.getBoundingClientRect) {
+ var rect = range.getBoundingClientRect();
+ if (rect) {
+ var sx = window.scrollX;
+ var sy = window.scrollY;
+
+ return {
+ top: rect.top + sy,
+ left: rect.left + sx,
+ right: rect.left + sx + rect.width,
+ bottom: rect.top + sy + rect.height,
+ width: rect.width,
+ height: rect.height
+ };
+ }
+ }
+ }
+ return null;
+ },
+
+ /**
+ * @ngdoc method
+ * @name ionic.DomUtil#getChildIndex
+ * @description
+ * Get the first index of a child node within the given element of the
+ * specified type.
+ * @param {DOMElement} element The element to find the index of.
+ * @param {string} type The nodeName to match children of element against.
+ * @returns {number} The index, or -1, of a child with nodeName matching type.
+ */
+ getChildIndex: function(element, type) {
+ if (type) {
+ var ch = element.parentNode.children;
+ var c;
+ for (var i = 0, k = 0, j = ch.length; i < j; i++) {
+ c = ch[i];
+ if (c.nodeName && c.nodeName.toLowerCase() == type) {
+ if (c == element) {
+ return k;
+ }
+ k++;
+ }
+ }
+ }
+ return Array.prototype.slice.call(element.parentNode.children).indexOf(element);
+ },
+
+ /**
+ * @private
+ */
+ swapNodes: function(src, dest) {
+ dest.parentNode.insertBefore(src, dest);
+ },
+
+ elementIsDescendant: function(el, parent, stopAt) {
+ var current = el;
+ do {
+ if (current === parent) return true;
+ current = current.parentNode;
+ } while (current && current !== stopAt);
+ return false;
+ },
+
+ /**
+ * @ngdoc method
+ * @name ionic.DomUtil#getParentWithClass
+ * @param {DOMElement} element
+ * @param {string} className
+ * @returns {DOMElement} The closest parent of element matching the
+ * className, or null.
+ */
+ getParentWithClass: function(e, className, depth) {
+ depth = depth || 10;
+ while (e.parentNode && depth--) {
+ if (e.parentNode.classList && e.parentNode.classList.contains(className)) {
+ return e.parentNode;
+ }
+ e = e.parentNode;
+ }
+ return null;
+ },
+ /**
+ * @ngdoc method
+ * @name ionic.DomUtil#getParentOrSelfWithClass
+ * @param {DOMElement} element
+ * @param {string} className
+ * @returns {DOMElement} The closest parent or self matching the
+ * className, or null.
+ */
+ getParentOrSelfWithClass: function(e, className, depth) {
+ depth = depth || 10;
+ while (e && depth--) {
+ if (e.classList && e.classList.contains(className)) {
+ return e;
+ }
+ e = e.parentNode;
+ }
+ return null;
+ },
+
+ /**
+ * @ngdoc method
+ * @name ionic.DomUtil#rectContains
+ * @param {number} x
+ * @param {number} y
+ * @param {number} x1
+ * @param {number} y1
+ * @param {number} x2
+ * @param {number} y2
+ * @returns {boolean} Whether {x,y} fits within the rectangle defined by
+ * {x1,y1,x2,y2}.
+ */
+ rectContains: function(x, y, x1, y1, x2, y2) {
+ if (x < x1 || x > x2) return false;
+ if (y < y1 || y > y2) return false;
+ return true;
+ },
+
+ /**
+ * @ngdoc method
+ * @name ionic.DomUtil#blurAll
+ * @description
+ * Blurs any currently focused input element
+ * @returns {DOMElement} The element blurred or null
+ */
+ blurAll: function() {
+ if (document.activeElement && document.activeElement != document.body) {
+ document.activeElement.blur();
+ return document.activeElement;
+ }
+ return null;
+ },
+
+ cachedAttr: function(ele, key, value) {
+ ele = ele && ele.length && ele[0] || ele;
+ if (ele && ele.setAttribute) {
+ var dataKey = '$attr-' + key;
+ if (arguments.length > 2) {
+ if (ele[dataKey] !== value) {
+ ele.setAttribute(key, value);
+ ele[dataKey] = value;
+ }
+ } else if (typeof ele[dataKey] == 'undefined') {
+ ele[dataKey] = ele.getAttribute(key);
+ }
+ return ele[dataKey];
+ }
+ },
+
+ cachedStyles: function(ele, styles) {
+ ele = ele && ele.length && ele[0] || ele;
+ if (ele && ele.style) {
+ for (var prop in styles) {
+ if (ele['$style-' + prop] !== styles[prop]) {
+ ele.style[prop] = ele['$style-' + prop] = styles[prop];
+ }
+ }
+ }
+ }
+
+ };
+
+ //Shortcuts
+ ionic.requestAnimationFrame = ionic.DomUtil.requestAnimationFrame;
+ ionic.cancelAnimationFrame = ionic.DomUtil.cancelAnimationFrame;
+ ionic.animationFrameThrottle = ionic.DomUtil.animationFrameThrottle;
+
+})(window, document, ionic);
+
+/**
+ * ion-events.js
+ *
+ * Author: Max Lynch <max@drifty.com>
+ *
+ * Framework events handles various mobile browser events, and
+ * detects special events like tap/swipe/etc. and emits them
+ * as custom events that can be used in an app.
+ *
+ * Portions lovingly adapted from github.com/maker/ratchet and github.com/alexgibson/tap.js - thanks guys!
+ */
+
+(function(ionic) {
+
+ // Custom event polyfill
+ ionic.CustomEvent = (function() {
+ if( typeof window.CustomEvent === 'function' ) return CustomEvent;
+
+ var customEvent = function(event, params) {
+ var evt;
+ params = params || {
+ bubbles: false,
+ cancelable: false,
+ detail: undefined
+ };
+ try {
+ evt = document.createEvent("CustomEvent");
+ evt.initCustomEvent(event, params.bubbles, params.cancelable, params.detail);
+ } catch (error) {
+ // fallback for browsers that don't support createEvent('CustomEvent')
+ evt = document.createEvent("Event");
+ for (var param in params) {
+ evt[param] = params[param];
+ }
+ evt.initEvent(event, params.bubbles, params.cancelable);
+ }
+ return evt;
+ };
+ customEvent.prototype = window.Event.prototype;
+ return customEvent;
+ })();
+
+
+ /**
+ * @ngdoc utility
+ * @name ionic.EventController
+ * @module ionic
+ */
+ ionic.EventController = {
+ VIRTUALIZED_EVENTS: ['tap', 'swipe', 'swiperight', 'swipeleft', 'drag', 'hold', 'release'],
+
+ /**
+ * @ngdoc method
+ * @name ionic.EventController#trigger
+ * @alias ionic.trigger
+ * @param {string} eventType The event to trigger.
+ * @param {object} data The data for the event. Hint: pass in
+ * `{target: targetElement}`
+ * @param {boolean=} bubbles Whether the event should bubble up the DOM.
+ * @param {boolean=} cancelable Whether the event should be cancelable.
+ */
+ // Trigger a new event
+ trigger: function(eventType, data, bubbles, cancelable) {
+ var event = new ionic.CustomEvent(eventType, {
+ detail: data,
+ bubbles: !!bubbles,
+ cancelable: !!cancelable
+ });
+
+ // Make sure to trigger the event on the given target, or dispatch it from
+ // the window if we don't have an event target
+ data && data.target && data.target.dispatchEvent && data.target.dispatchEvent(event) || window.dispatchEvent(event);
+ },
+
+ /**
+ * @ngdoc method
+ * @name ionic.EventController#on
+ * @alias ionic.on
+ * @description Listen to an event on an element.
+ * @param {string} type The event to listen for.
+ * @param {function} callback The listener to be called.
+ * @param {DOMElement} element The element to listen for the event on.
+ */
+ on: function(type, callback, element) {
+ var e = element || window;
+
+ // Bind a gesture if it's a virtual event
+ for(var i = 0, j = this.VIRTUALIZED_EVENTS.length; i < j; i++) {
+ if(type == this.VIRTUALIZED_EVENTS[i]) {
+ var gesture = new ionic.Gesture(element);
+ gesture.on(type, callback);
+ return gesture;
+ }
+ }
+
+ // Otherwise bind a normal event
+ e.addEventListener(type, callback);
+ },
+
+ /**
+ * @ngdoc method
+ * @name ionic.EventController#off
+ * @alias ionic.off
+ * @description Remove an event listener.
+ * @param {string} type
+ * @param {function} callback
+ * @param {DOMElement} element
+ */
+ off: function(type, callback, element) {
+ element.removeEventListener(type, callback);
+ },
+
+ /**
+ * @ngdoc method
+ * @name ionic.EventController#onGesture
+ * @alias ionic.onGesture
+ * @description Add an event listener for a gesture on an element.
+ *
+ * Available eventTypes (from [hammer.js](http://eightmedia.github.io/hammer.js/)):
+ *
+ * `hold`, `tap`, `doubletap`, `drag`, `dragstart`, `dragend`, `dragup`, `dragdown`, <br/>
+ * `dragleft`, `dragright`, `swipe`, `swipeup`, `swipedown`, `swipeleft`, `swiperight`, <br/>
+ * `transform`, `transformstart`, `transformend`, `rotate`, `pinch`, `pinchin`, `pinchout`, </br>
+ * `touch`, `release`
+ *
+ * @param {string} eventType The gesture event to listen for.
+ * @param {function(e)} callback The function to call when the gesture
+ * happens.
+ * @param {DOMElement} element The angular element to listen for the event on.
+ * @param {object} options object.
+ * @returns {ionic.Gesture} The gesture object (use this to remove the gesture later on).
+ */
+ onGesture: function(type, callback, element, options) {
+ var gesture = new ionic.Gesture(element, options);
+ gesture.on(type, callback);
+ return gesture;
+ },
+
+ /**
+ * @ngdoc method
+ * @name ionic.EventController#offGesture
+ * @alias ionic.offGesture
+ * @description Remove an event listener for a gesture created on an element.
+ * @param {ionic.Gesture} gesture The gesture that should be removed.
+ * @param {string} eventType The gesture event to remove the listener for.
+ * @param {function(e)} callback The listener to remove.
+
+ */
+ offGesture: function(gesture, type, callback) {
+ gesture && gesture.off(type, callback);
+ },
+
+ handlePopState: function() {}
+ };
+
+
+ // Map some convenient top-level functions for event handling
+ ionic.on = function() { ionic.EventController.on.apply(ionic.EventController, arguments); };
+ ionic.off = function() { ionic.EventController.off.apply(ionic.EventController, arguments); };
+ ionic.trigger = ionic.EventController.trigger;//function() { ionic.EventController.trigger.apply(ionic.EventController.trigger, arguments); };
+ ionic.onGesture = function() { return ionic.EventController.onGesture.apply(ionic.EventController.onGesture, arguments); };
+ ionic.offGesture = function() { return ionic.EventController.offGesture.apply(ionic.EventController.offGesture, arguments); };
+
+})(window.ionic);
+
+/* eslint camelcase:0 */
+/**
+ * Simple gesture controllers with some common gestures that emit
+ * gesture events.
+ *
+ * Ported from github.com/EightMedia/hammer.js Gestures - thanks!
+ */
+(function(ionic) {
+
+ /**
+ * ionic.Gestures
+ * use this to create instances
+ * @param {HTMLElement} element
+ * @param {Object} options
+ * @returns {ionic.Gestures.Instance}
+ * @constructor
+ */
+ ionic.Gesture = function(element, options) {
+ return new ionic.Gestures.Instance(element, options || {});
+ };
+
+ ionic.Gestures = {};
+
+ // default settings
+ ionic.Gestures.defaults = {
+ // add css to the element to prevent the browser from doing
+ // its native behavior. this doesnt prevent the scrolling,
+ // but cancels the contextmenu, tap highlighting etc
+ // set to false to disable this
+ stop_browser_behavior: 'disable-user-behavior'
+ };
+
+ // detect touchevents
+ ionic.Gestures.HAS_POINTEREVENTS = window.navigator.pointerEnabled || window.navigator.msPointerEnabled;
+ ionic.Gestures.HAS_TOUCHEVENTS = ('ontouchstart' in window);
+
+ // dont use mouseevents on mobile devices
+ ionic.Gestures.MOBILE_REGEX = /mobile|tablet|ip(ad|hone|od)|android|silk/i;
+ ionic.Gestures.NO_MOUSEEVENTS = ionic.Gestures.HAS_TOUCHEVENTS && window.navigator.userAgent.match(ionic.Gestures.MOBILE_REGEX);
+
+ // eventtypes per touchevent (start, move, end)
+ // are filled by ionic.Gestures.event.determineEventTypes on setup
+ ionic.Gestures.EVENT_TYPES = {};
+
+ // direction defines
+ ionic.Gestures.DIRECTION_DOWN = 'down';
+ ionic.Gestures.DIRECTION_LEFT = 'left';
+ ionic.Gestures.DIRECTION_UP = 'up';
+ ionic.Gestures.DIRECTION_RIGHT = 'right';
+
+ // pointer type
+ ionic.Gestures.POINTER_MOUSE = 'mouse';
+ ionic.Gestures.POINTER_TOUCH = 'touch';
+ ionic.Gestures.POINTER_PEN = 'pen';
+
+ // touch event defines
+ ionic.Gestures.EVENT_START = 'start';
+ ionic.Gestures.EVENT_MOVE = 'move';
+ ionic.Gestures.EVENT_END = 'end';
+
+ // hammer document where the base events are added at
+ ionic.Gestures.DOCUMENT = window.document;
+
+ // plugins namespace
+ ionic.Gestures.plugins = {};
+
+ // if the window events are set...
+ ionic.Gestures.READY = false;
+
+ /**
+ * setup events to detect gestures on the document
+ */
+ function setup() {
+ if(ionic.Gestures.READY) {
+ return;
+ }
+
+ // find what eventtypes we add listeners to
+ ionic.Gestures.event.determineEventTypes();
+
+ // Register all gestures inside ionic.Gestures.gestures
+ for(var name in ionic.Gestures.gestures) {
+ if(ionic.Gestures.gestures.hasOwnProperty(name)) {
+ ionic.Gestures.detection.register(ionic.Gestures.gestures[name]);
+ }
+ }
+
+ // Add touch events on the document
+ ionic.Gestures.event.onTouch(ionic.Gestures.DOCUMENT, ionic.Gestures.EVENT_MOVE, ionic.Gestures.detection.detect);
+ ionic.Gestures.event.onTouch(ionic.Gestures.DOCUMENT, ionic.Gestures.EVENT_END, ionic.Gestures.detection.detect);
+
+ // ionic.Gestures is ready...!
+ ionic.Gestures.READY = true;
+ }
+
+ /**
+ * create new hammer instance
+ * all methods should return the instance itself, so it is chainable.
+ * @param {HTMLElement} element
+ * @param {Object} [options={}]
+ * @returns {ionic.Gestures.Instance}
+ * @name Gesture.Instance
+ * @constructor
+ */
+ ionic.Gestures.Instance = function(element, options) {
+ var self = this;
+
+ // A null element was passed into the instance, which means
+ // whatever lookup was done to find this element failed to find it
+ // so we can't listen for events on it.
+ if(element === null) {
+ void 0;
+ return this;
+ }
+
+ // setup ionic.GesturesJS window events and register all gestures
+ // this also sets up the default options
+ setup();
+
+ this.element = element;
+
+ // start/stop detection option
+ this.enabled = true;
+
+ // merge options
+ this.options = ionic.Gestures.utils.extend(
+ ionic.Gestures.utils.extend({}, ionic.Gestures.defaults),
+ options || {});
+
+ // add some css to the element to prevent the browser from doing its native behavoir
+ if(this.options.stop_browser_behavior) {
+ ionic.Gestures.utils.stopDefaultBrowserBehavior(this.element, this.options.stop_browser_behavior);
+ }
+
+ // start detection on touchstart
+ ionic.Gestures.event.onTouch(element, ionic.Gestures.EVENT_START, function(ev) {
+ if(self.enabled) {
+ ionic.Gestures.detection.startDetect(self, ev);
+ }
+ });
+
+ // return instance
+ return this;
+ };
+
+
+ ionic.Gestures.Instance.prototype = {
+ /**
+ * bind events to the instance
+ * @param {String} gesture
+ * @param {Function} handler
+ * @returns {ionic.Gestures.Instance}
+ */
+ on: function onEvent(gesture, handler){
+ var gestures = gesture.split(' ');
+ for(var t = 0; t < gestures.length; t++) {
+ this.element.addEventListener(gestures[t], handler, false);
+ }
+ return this;
+ },
+
+
+ /**
+ * unbind events to the instance
+ * @param {String} gesture
+ * @param {Function} handler
+ * @returns {ionic.Gestures.Instance}
+ */
+ off: function offEvent(gesture, handler){
+ var gestures = gesture.split(' ');
+ for(var t = 0; t < gestures.length; t++) {
+ this.element.removeEventListener(gestures[t], handler, false);
+ }
+ return this;
+ },
+
+
+ /**
+ * trigger gesture event
+ * @param {String} gesture
+ * @param {Object} eventData
+ * @returns {ionic.Gestures.Instance}
+ */
+ trigger: function triggerEvent(gesture, eventData){
+ // create DOM event
+ var event = ionic.Gestures.DOCUMENT.createEvent('Event');
+ event.initEvent(gesture, true, true);
+ event.gesture = eventData;
+
+ // trigger on the target if it is in the instance element,
+ // this is for event delegation tricks
+ var element = this.element;
+ if(ionic.Gestures.utils.hasParent(eventData.target, element)) {
+ element = eventData.target;
+ }
+
+ element.dispatchEvent(event);
+ return this;
+ },
+
+
+ /**
+ * enable of disable hammer.js detection
+ * @param {Boolean} state
+ * @returns {ionic.Gestures.Instance}
+ */
+ enable: function enable(state) {
+ this.enabled = state;
+ return this;
+ }
+ };
+
+ /**
+ * this holds the last move event,
+ * used to fix empty touchend issue
+ * see the onTouch event for an explanation
+ * type {Object}
+ */
+ var last_move_event = null;
+
+
+ /**
+ * when the mouse is hold down, this is true
+ * type {Boolean}
+ */
+ var enable_detect = false;
+
+
+ /**
+ * when touch events have been fired, this is true
+ * type {Boolean}
+ */
+ var touch_triggered = false;
+
+
+ ionic.Gestures.event = {
+ /**
+ * simple addEventListener
+ * @param {HTMLElement} element
+ * @param {String} type
+ * @param {Function} handler
+ */
+ bindDom: function(element, type, handler) {
+ var types = type.split(' ');
+ for(var t = 0; t < types.length; t++) {
+ element.addEventListener(types[t], handler, false);
+ }
+ },
+
+
+ /**
+ * touch events with mouse fallback
+ * @param {HTMLElement} element
+ * @param {String} eventType like ionic.Gestures.EVENT_MOVE
+ * @param {Function} handler
+ */
+ onTouch: function onTouch(element, eventType, handler) {
+ var self = this;
+
+ this.bindDom(element, ionic.Gestures.EVENT_TYPES[eventType], function bindDomOnTouch(ev) {
+ var sourceEventType = ev.type.toLowerCase();
+
+ // onmouseup, but when touchend has been fired we do nothing.
+ // this is for touchdevices which also fire a mouseup on touchend
+ if(sourceEventType.match(/mouse/) && touch_triggered) {
+ return;
+ }
+
+ // mousebutton must be down or a touch event
+ else if( sourceEventType.match(/touch/) || // touch events are always on screen
+ sourceEventType.match(/pointerdown/) || // pointerevents touch
+ (sourceEventType.match(/mouse/) && ev.which === 1) // mouse is pressed
+ ){
+ enable_detect = true;
+ }
+
+ // mouse isn't pressed
+ else if(sourceEventType.match(/mouse/) && ev.which !== 1) {
+ enable_detect = false;
+ }
+
+
+ // we are in a touch event, set the touch triggered bool to true,
+ // this for the conflicts that may occur on ios and android
+ if(sourceEventType.match(/touch|pointer/)) {
+ touch_triggered = true;
+ }
+
+ // count the total touches on the screen
+ var count_touches = 0;
+
+ // when touch has been triggered in this detection session
+ // and we are now handling a mouse event, we stop that to prevent conflicts
+ if(enable_detect) {
+ // update pointerevent
+ if(ionic.Gestures.HAS_POINTEREVENTS && eventType != ionic.Gestures.EVENT_END) {
+ count_touches = ionic.Gestures.PointerEvent.updatePointer(eventType, ev);
+ }
+ // touch
+ else if(sourceEventType.match(/touch/)) {
+ count_touches = ev.touches.length;
+ }
+ // mouse
+ else if(!touch_triggered) {
+ count_touches = sourceEventType.match(/up/) ? 0 : 1;
+ }
+
+ // if we are in a end event, but when we remove one touch and
+ // we still have enough, set eventType to move
+ if(count_touches > 0 && eventType == ionic.Gestures.EVENT_END) {
+ eventType = ionic.Gestures.EVENT_MOVE;
+ }
+ // no touches, force the end event
+ else if(!count_touches) {
+ eventType = ionic.Gestures.EVENT_END;
+ }
+
+ // store the last move event
+ if(count_touches || last_move_event === null) {
+ last_move_event = ev;
+ }
+
+ // trigger the handler
+ handler.call(ionic.Gestures.detection, self.collectEventData(element, eventType, self.getTouchList(last_move_event, eventType), ev));
+
+ // remove pointerevent from list
+ if(ionic.Gestures.HAS_POINTEREVENTS && eventType == ionic.Gestures.EVENT_END) {
+ count_touches = ionic.Gestures.PointerEvent.updatePointer(eventType, ev);
+ }
+ }
+
+ //debug(sourceEventType +" "+ eventType);
+
+ // on the end we reset everything
+ if(!count_touches) {
+ last_move_event = null;
+ enable_detect = false;
+ touch_triggered = false;
+ ionic.Gestures.PointerEvent.reset();
+ }
+ });
+ },
+
+
+ /**
+ * we have different events for each device/browser
+ * determine what we need and set them in the ionic.Gestures.EVENT_TYPES constant
+ */
+ determineEventTypes: function determineEventTypes() {
+ // determine the eventtype we want to set
+ var types;
+
+ // pointerEvents magic
+ if(ionic.Gestures.HAS_POINTEREVENTS) {
+ types = ionic.Gestures.PointerEvent.getEvents();
+ }
+ // on Android, iOS, blackberry, windows mobile we dont want any mouseevents
+ else if(ionic.Gestures.NO_MOUSEEVENTS) {
+ types = [
+ 'touchstart',
+ 'touchmove',
+ 'touchend touchcancel'];
+ }
+ // for non pointer events browsers and mixed browsers,
+ // like chrome on windows8 touch laptop
+ else {
+ types = [
+ 'touchstart mousedown',
+ 'touchmove mousemove',
+ 'touchend touchcancel mouseup'];
+ }
+
+ ionic.Gestures.EVENT_TYPES[ionic.Gestures.EVENT_START] = types[0];
+ ionic.Gestures.EVENT_TYPES[ionic.Gestures.EVENT_MOVE] = types[1];
+ ionic.Gestures.EVENT_TYPES[ionic.Gestures.EVENT_END] = types[2];
+ },
+
+
+ /**
+ * create touchlist depending on the event
+ * @param {Object} ev
+ * @param {String} eventType used by the fakemultitouch plugin
+ */
+ getTouchList: function getTouchList(ev/*, eventType*/) {
+ // get the fake pointerEvent touchlist
+ if(ionic.Gestures.HAS_POINTEREVENTS) {
+ return ionic.Gestures.PointerEvent.getTouchList();
+ }
+ // get the touchlist
+ else if(ev.touches) {
+ return ev.touches;
+ }
+ // make fake touchlist from mouse position
+ else {
+ ev.identifier = 1;
+ return [ev];
+ }
+ },
+
+
+ /**
+ * collect event data for ionic.Gestures js
+ * @param {HTMLElement} element
+ * @param {String} eventType like ionic.Gestures.EVENT_MOVE
+ * @param {Object} eventData
+ */
+ collectEventData: function collectEventData(element, eventType, touches, ev) {
+
+ // find out pointerType
+ var pointerType = ionic.Gestures.POINTER_TOUCH;
+ if(ev.type.match(/mouse/) || ionic.Gestures.PointerEvent.matchType(ionic.Gestures.POINTER_MOUSE, ev)) {
+ pointerType = ionic.Gestures.POINTER_MOUSE;
+ }
+
+ return {
+ center: ionic.Gestures.utils.getCenter(touches),
+ timeStamp: new Date().getTime(),
+ target: ev.target,
+ touches: touches,
+ eventType: eventType,
+ pointerType: pointerType,
+ srcEvent: ev,
+
+ /**
+ * prevent the browser default actions
+ * mostly used to disable scrolling of the browser
+ */
+ preventDefault: function() {
+ if(this.srcEvent.preventManipulation) {
+ this.srcEvent.preventManipulation();
+ }
+
+ if(this.srcEvent.preventDefault) {
+ // this.srcEvent.preventDefault();
+ }
+ },
+
+ /**
+ * stop bubbling the event up to its parents
+ */
+ stopPropagation: function() {
+ this.srcEvent.stopPropagation();
+ },
+
+ /**
+ * immediately stop gesture detection
+ * might be useful after a swipe was detected
+ * @return {*}
+ */
+ stopDetect: function() {
+ return ionic.Gestures.detection.stopDetect();
+ }
+ };
+ }
+ };
+
+ ionic.Gestures.PointerEvent = {
+ /**
+ * holds all pointers
+ * type {Object}
+ */
+ pointers: {},
+
+ /**
+ * get a list of pointers
+ * @returns {Array} touchlist
+ */
+ getTouchList: function() {
+ var self = this;
+ var touchlist = [];
+
+ // we can use forEach since pointerEvents only is in IE10
+ Object.keys(self.pointers).sort().forEach(function(id) {
+ touchlist.push(self.pointers[id]);
+ });
+ return touchlist;
+ },
+
+ /**
+ * update the position of a pointer
+ * @param {String} type ionic.Gestures.EVENT_END
+ * @param {Object} pointerEvent
+ */
+ updatePointer: function(type, pointerEvent) {
+ if(type == ionic.Gestures.EVENT_END) {
+ this.pointers = {};
+ }
+ else {
+ pointerEvent.identifier = pointerEvent.pointerId;
+ this.pointers[pointerEvent.pointerId] = pointerEvent;
+ }
+
+ return Object.keys(this.pointers).length;
+ },
+
+ /**
+ * check if ev matches pointertype
+ * @param {String} pointerType ionic.Gestures.POINTER_MOUSE
+ * @param {PointerEvent} ev
+ */
+ matchType: function(pointerType, ev) {
+ if(!ev.pointerType) {
+ return false;
+ }
+
+ var types = {};
+ types[ionic.Gestures.POINTER_MOUSE] = (ev.pointerType == ev.MSPOINTER_TYPE_MOUSE || ev.pointerType == ionic.Gestures.POINTER_MOUSE);
+ types[ionic.Gestures.POINTER_TOUCH] = (ev.pointerType == ev.MSPOINTER_TYPE_TOUCH || ev.pointerType == ionic.Gestures.POINTER_TOUCH);
+ types[ionic.Gestures.POINTER_PEN] = (ev.pointerType == ev.MSPOINTER_TYPE_PEN || ev.pointerType == ionic.Gestures.POINTER_PEN);
+ return types[pointerType];
+ },
+
+
+ /**
+ * get events
+ */
+ getEvents: function() {
+ return [
+ 'pointerdown MSPointerDown',
+ 'pointermove MSPointerMove',
+ 'pointerup pointercancel MSPointerUp MSPointerCancel'
+ ];
+ },
+
+ /**
+ * reset the list
+ */
+ reset: function() {
+ this.pointers = {};
+ }
+ };
+
+
+ ionic.Gestures.utils = {
+ /**
+ * extend method,
+ * also used for cloning when dest is an empty object
+ * @param {Object} dest
+ * @param {Object} src
+ * @param {Boolean} merge do a merge
+ * @returns {Object} dest
+ */
+ extend: function extend(dest, src, merge) {
+ for (var key in src) {
+ if(dest[key] !== undefined && merge) {
+ continue;
+ }
+ dest[key] = src[key];
+ }
+ return dest;
+ },
+
+
+ /**
+ * find if a node is in the given parent
+ * used for event delegation tricks
+ * @param {HTMLElement} node
+ * @param {HTMLElement} parent
+ * @returns {boolean} has_parent
+ */
+ hasParent: function(node, parent) {
+ while(node){
+ if(node == parent) {
+ return true;
+ }
+ node = node.parentNode;
+ }
+ return false;
+ },
+
+
+ /**
+ * get the center of all the touches
+ * @param {Array} touches
+ * @returns {Object} center
+ */
+ getCenter: function getCenter(touches) {
+ var valuesX = [], valuesY = [];
+
+ for(var t = 0, len = touches.length; t < len; t++) {
+ valuesX.push(touches[t].pageX);
+ valuesY.push(touches[t].pageY);
+ }
+
+ return {
+ pageX: ((Math.min.apply(Math, valuesX) + Math.max.apply(Math, valuesX)) / 2),
+ pageY: ((Math.min.apply(Math, valuesY) + Math.max.apply(Math, valuesY)) / 2)
+ };
+ },
+
+
+ /**
+ * calculate the velocity between two points
+ * @param {Number} delta_time
+ * @param {Number} delta_x
+ * @param {Number} delta_y
+ * @returns {Object} velocity
+ */
+ getVelocity: function getVelocity(delta_time, delta_x, delta_y) {
+ return {
+ x: Math.abs(delta_x / delta_time) || 0,
+ y: Math.abs(delta_y / delta_time) || 0
+ };
+ },
+
+
+ /**
+ * calculate the angle between two coordinates
+ * @param {Touch} touch1
+ * @param {Touch} touch2
+ * @returns {Number} angle
+ */
+ getAngle: function getAngle(touch1, touch2) {
+ var y = touch2.pageY - touch1.pageY,
+ x = touch2.pageX - touch1.pageX;
+ return Math.atan2(y, x) * 180 / Math.PI;
+ },
+
+
+ /**
+ * angle to direction define
+ * @param {Touch} touch1
+ * @param {Touch} touch2
+ * @returns {String} direction constant, like ionic.Gestures.DIRECTION_LEFT
+ */
+ getDirection: function getDirection(touch1, touch2) {
+ var x = Math.abs(touch1.pageX - touch2.pageX),
+ y = Math.abs(touch1.pageY - touch2.pageY);
+
+ if(x >= y) {
+ return touch1.pageX - touch2.pageX > 0 ? ionic.Gestures.DIRECTION_LEFT : ionic.Gestures.DIRECTION_RIGHT;
+ }
+ else {
+ return touch1.pageY - touch2.pageY > 0 ? ionic.Gestures.DIRECTION_UP : ionic.Gestures.DIRECTION_DOWN;
+ }
+ },
+
+
+ /**
+ * calculate the distance between two touches
+ * @param {Touch} touch1
+ * @param {Touch} touch2
+ * @returns {Number} distance
+ */
+ getDistance: function getDistance(touch1, touch2) {
+ var x = touch2.pageX - touch1.pageX,
+ y = touch2.pageY - touch1.pageY;
+ return Math.sqrt((x * x) + (y * y));
+ },
+
+
+ /**
+ * calculate the scale factor between two touchLists (fingers)
+ * no scale is 1, and goes down to 0 when pinched together, and bigger when pinched out
+ * @param {Array} start
+ * @param {Array} end
+ * @returns {Number} scale
+ */
+ getScale: function getScale(start, end) {
+ // need two fingers...
+ if(start.length >= 2 && end.length >= 2) {
+ return this.getDistance(end[0], end[1]) /
+ this.getDistance(start[0], start[1]);
+ }
+ return 1;
+ },
+
+
+ /**
+ * calculate the rotation degrees between two touchLists (fingers)
+ * @param {Array} start
+ * @param {Array} end
+ * @returns {Number} rotation
+ */
+ getRotation: function getRotation(start, end) {
+ // need two fingers
+ if(start.length >= 2 && end.length >= 2) {
+ return this.getAngle(end[1], end[0]) -
+ this.getAngle(start[1], start[0]);
+ }
+ return 0;
+ },
+
+
+ /**
+ * boolean if the direction is vertical
+ * @param {String} direction
+ * @returns {Boolean} is_vertical
+ */
+ isVertical: function isVertical(direction) {
+ return (direction == ionic.Gestures.DIRECTION_UP || direction == ionic.Gestures.DIRECTION_DOWN);
+ },
+
+
+ /**
+ * stop browser default behavior with css class
+ * @param {HtmlElement} element
+ * @param {Object} css_class
+ */
+ stopDefaultBrowserBehavior: function stopDefaultBrowserBehavior(element, css_class) {
+ // changed from making many style changes to just adding a preset classname
+ // less DOM manipulations, less code, and easier to control in the CSS side of things
+ // hammer.js doesn't come with CSS, but ionic does, which is why we prefer this method
+ if(element && element.classList) {
+ element.classList.add(css_class);
+ element.onselectstart = function() {
+ return false;
+ };
+ }
+ }
+ };
+
+
+ ionic.Gestures.detection = {
+ // contains all registred ionic.Gestures.gestures in the correct order
+ gestures: [],
+
+ // data of the current ionic.Gestures.gesture detection session
+ current: null,
+
+ // the previous ionic.Gestures.gesture session data
+ // is a full clone of the previous gesture.current object
+ previous: null,
+
+ // when this becomes true, no gestures are fired
+ stopped: false,
+
+
+ /**
+ * start ionic.Gestures.gesture detection
+ * @param {ionic.Gestures.Instance} inst
+ * @param {Object} eventData
+ */
+ startDetect: function startDetect(inst, eventData) {
+ // already busy with a ionic.Gestures.gesture detection on an element
+ if(this.current) {
+ return;
+ }
+
+ this.stopped = false;
+
+ this.current = {
+ inst: inst, // reference to ionic.GesturesInstance we're working for
+ startEvent: ionic.Gestures.utils.extend({}, eventData), // start eventData for distances, timing etc
+ lastEvent: false, // last eventData
+ name: '' // current gesture we're in/detected, can be 'tap', 'hold' etc
+ };
+
+ this.detect(eventData);
+ },
+
+
+ /**
+ * ionic.Gestures.gesture detection
+ * @param {Object} eventData
+ */
+ detect: function detect(eventData) {
+ if(!this.current || this.stopped) {
+ return null;
+ }
+
+ // extend event data with calculations about scale, distance etc
+ eventData = this.extendEventData(eventData);
+
+ // instance options
+ var inst_options = this.current.inst.options;
+
+ // call ionic.Gestures.gesture handlers
+ for(var g = 0, len = this.gestures.length; g < len; g++) {
+ var gesture = this.gestures[g];
+
+ // only when the instance options have enabled this gesture
+ if(!this.stopped && inst_options[gesture.name] !== false) {
+ // if a handler returns false, we stop with the detection
+ if(gesture.handler.call(gesture, eventData, this.current.inst) === false) {
+ this.stopDetect();
+ break;
+ }
+ }
+ }
+
+ // store as previous event event
+ if(this.current) {
+ this.current.lastEvent = eventData;
+ }
+
+ // endevent, but not the last touch, so dont stop
+ if(eventData.eventType == ionic.Gestures.EVENT_END && !eventData.touches.length - 1) {
+ this.stopDetect();
+ }
+
+ return eventData;
+ },
+
+
+ /**
+ * clear the ionic.Gestures.gesture vars
+ * this is called on endDetect, but can also be used when a final ionic.Gestures.gesture has been detected
+ * to stop other ionic.Gestures.gestures from being fired
+ */
+ stopDetect: function stopDetect() {
+ // clone current data to the store as the previous gesture
+ // used for the double tap gesture, since this is an other gesture detect session
+ this.previous = ionic.Gestures.utils.extend({}, this.current);
+
+ // reset the current
+ this.current = null;
+
+ // stopped!
+ this.stopped = true;
+ },
+
+
+ /**
+ * extend eventData for ionic.Gestures.gestures
+ * @param {Object} ev
+ * @returns {Object} ev
+ */
+ extendEventData: function extendEventData(ev) {
+ var startEv = this.current.startEvent;
+
+ // if the touches change, set the new touches over the startEvent touches
+ // this because touchevents don't have all the touches on touchstart, or the
+ // user must place his fingers at the EXACT same time on the screen, which is not realistic
+ // but, sometimes it happens that both fingers are touching at the EXACT same time
+ if(startEv && (ev.touches.length != startEv.touches.length || ev.touches === startEv.touches)) {
+ // extend 1 level deep to get the touchlist with the touch objects
+ startEv.touches = [];
+ for(var i = 0, len = ev.touches.length; i < len; i++) {
+ startEv.touches.push(ionic.Gestures.utils.extend({}, ev.touches[i]));
+ }
+ }
+
+ var delta_time = ev.timeStamp - startEv.timeStamp,
+ delta_x = ev.center.pageX - startEv.center.pageX,
+ delta_y = ev.center.pageY - startEv.center.pageY,
+ velocity = ionic.Gestures.utils.getVelocity(delta_time, delta_x, delta_y);
+
+ ionic.Gestures.utils.extend(ev, {
+ deltaTime: delta_time,
+ deltaX: delta_x,
+ deltaY: delta_y,
+
+ velocityX: velocity.x,
+ velocityY: velocity.y,
+
+ distance: ionic.Gestures.utils.getDistance(startEv.center, ev.center),
+ angle: ionic.Gestures.utils.getAngle(startEv.center, ev.center),
+ direction: ionic.Gestures.utils.getDirection(startEv.center, ev.center),
+
+ scale: ionic.Gestures.utils.getScale(startEv.touches, ev.touches),
+ rotation: ionic.Gestures.utils.getRotation(startEv.touches, ev.touches),
+
+ startEvent: startEv
+ });
+
+ return ev;
+ },
+
+
+ /**
+ * register new gesture
+ * @param {Object} gesture object, see gestures.js for documentation
+ * @returns {Array} gestures
+ */
+ register: function register(gesture) {
+ // add an enable gesture options if there is no given
+ var options = gesture.defaults || {};
+ if(options[gesture.name] === undefined) {
+ options[gesture.name] = true;
+ }
+
+ // extend ionic.Gestures default options with the ionic.Gestures.gesture options
+ ionic.Gestures.utils.extend(ionic.Gestures.defaults, options, true);
+
+ // set its index
+ gesture.index = gesture.index || 1000;
+
+ // add ionic.Gestures.gesture to the list
+ this.gestures.push(gesture);
+
+ // sort the list by index
+ this.gestures.sort(function(a, b) {
+ if (a.index < b.index) {
+ return -1;
+ }
+ if (a.index > b.index) {
+ return 1;
+ }
+ return 0;
+ });
+
+ return this.gestures;
+ }
+ };
+
+
+ ionic.Gestures.gestures = ionic.Gestures.gestures || {};
+
+ /**
+ * Custom gestures
+ * ==============================
+ *
+ * Gesture object
+ * --------------------
+ * The object structure of a gesture:
+ *
+ * { name: 'mygesture',
+ * index: 1337,
+ * defaults: {
+ * mygesture_option: true
+ * }
+ * handler: function(type, ev, inst) {
+ * // trigger gesture event
+ * inst.trigger(this.name, ev);
+ * }
+ * }
+
+ * @param {String} name
+ * this should be the name of the gesture, lowercase
+ * it is also being used to disable/enable the gesture per instance config.
+ *
+ * @param {Number} [index=1000]
+ * the index of the gesture, where it is going to be in the stack of gestures detection
+ * like when you build an gesture that depends on the drag gesture, it is a good
+ * idea to place it after the index of the drag gesture.
+ *
+ * @param {Object} [defaults={}]
+ * the default settings of the gesture. these are added to the instance settings,
+ * and can be overruled per instance. you can also add the name of the gesture,
+ * but this is also added by default (and set to true).
+ *
+ * @param {Function} handler
+ * this handles the gesture detection of your custom gesture and receives the
+ * following arguments:
+ *
+ * @param {Object} eventData
+ * event data containing the following properties:
+ * timeStamp {Number} time the event occurred
+ * target {HTMLElement} target element
+ * touches {Array} touches (fingers, pointers, mouse) on the screen
+ * pointerType {String} kind of pointer that was used. matches ionic.Gestures.POINTER_MOUSE|TOUCH
+ * center {Object} center position of the touches. contains pageX and pageY
+ * deltaTime {Number} the total time of the touches in the screen
+ * deltaX {Number} the delta on x axis we haved moved
+ * deltaY {Number} the delta on y axis we haved moved
+ * velocityX {Number} the velocity on the x
+ * velocityY {Number} the velocity on y
+ * angle {Number} the angle we are moving
+ * direction {String} the direction we are moving. matches ionic.Gestures.DIRECTION_UP|DOWN|LEFT|RIGHT
+ * distance {Number} the distance we haved moved
+ * scale {Number} scaling of the touches, needs 2 touches
+ * rotation {Number} rotation of the touches, needs 2 touches *
+ * eventType {String} matches ionic.Gestures.EVENT_START|MOVE|END
+ * srcEvent {Object} the source event, like TouchStart or MouseDown *
+ * startEvent {Object} contains the same properties as above,
+ * but from the first touch. this is used to calculate
+ * distances, deltaTime, scaling etc
+ *
+ * @param {ionic.Gestures.Instance} inst
+ * the instance we are doing the detection for. you can get the options from
+ * the inst.options object and trigger the gesture event by calling inst.trigger
+ *
+ *
+ * Handle gestures
+ * --------------------
+ * inside the handler you can get/set ionic.Gestures.detectionic.current. This is the current
+ * detection sessionic. It has the following properties
+ * @param {String} name
+ * contains the name of the gesture we have detected. it has not a real function,
+ * only to check in other gestures if something is detected.
+ * like in the drag gesture we set it to 'drag' and in the swipe gesture we can
+ * check if the current gesture is 'drag' by accessing ionic.Gestures.detectionic.current.name
+ *
+ * readonly
+ * @param {ionic.Gestures.Instance} inst
+ * the instance we do the detection for
+ *
+ * readonly
+ * @param {Object} startEvent
+ * contains the properties of the first gesture detection in this sessionic.
+ * Used for calculations about timing, distance, etc.
+ *
+ * readonly
+ * @param {Object} lastEvent
+ * contains all the properties of the last gesture detect in this sessionic.
+ *
+ * after the gesture detection session has been completed (user has released the screen)
+ * the ionic.Gestures.detectionic.current object is copied into ionic.Gestures.detectionic.previous,
+ * this is usefull for gestures like doubletap, where you need to know if the
+ * previous gesture was a tap
+ *
+ * options that have been set by the instance can be received by calling inst.options
+ *
+ * You can trigger a gesture event by calling inst.trigger("mygesture", event).
+ * The first param is the name of your gesture, the second the event argument
+ *
+ *
+ * Register gestures
+ * --------------------
+ * When an gesture is added to the ionic.Gestures.gestures object, it is auto registered
+ * at the setup of the first ionic.Gestures instance. You can also call ionic.Gestures.detectionic.register
+ * manually and pass your gesture object as a param
+ *
+ */
+
+ /**
+ * Hold
+ * Touch stays at the same place for x time
+ * events hold
+ */
+ ionic.Gestures.gestures.Hold = {
+ name: 'hold',
+ index: 10,
+ defaults: {
+ hold_timeout: 500,
+ hold_threshold: 1
+ },
+ timer: null,
+ handler: function holdGesture(ev, inst) {
+ switch(ev.eventType) {
+ case ionic.Gestures.EVENT_START:
+ // clear any running timers
+ clearTimeout(this.timer);
+
+ // set the gesture so we can check in the timeout if it still is
+ ionic.Gestures.detection.current.name = this.name;
+
+ // set timer and if after the timeout it still is hold,
+ // we trigger the hold event
+ this.timer = setTimeout(function() {
+ if(ionic.Gestures.detection.current.name == 'hold') {
+ ionic.tap.cancelClick();
+ inst.trigger('hold', ev);
+ }
+ }, inst.options.hold_timeout);
+ break;
+
+ // when you move or end we clear the timer
+ case ionic.Gestures.EVENT_MOVE:
+ if(ev.distance > inst.options.hold_threshold) {
+ clearTimeout(this.timer);
+ }
+ break;
+
+ case ionic.Gestures.EVENT_END:
+ clearTimeout(this.timer);
+ break;
+ }
+ }
+ };
+
+
+ /**
+ * Tap/DoubleTap
+ * Quick touch at a place or double at the same place
+ * events tap, doubletap
+ */
+ ionic.Gestures.gestures.Tap = {
+ name: 'tap',
+ index: 100,
+ defaults: {
+ tap_max_touchtime: 250,
+ tap_max_distance: 10,
+ tap_always: true,
+ doubletap_distance: 20,
+ doubletap_interval: 300
+ },
+ handler: function tapGesture(ev, inst) {
+ if(ev.eventType == ionic.Gestures.EVENT_END && ev.srcEvent.type != 'touchcancel') {
+ // previous gesture, for the double tap since these are two different gesture detections
+ var prev = ionic.Gestures.detection.previous,
+ did_doubletap = false;
+
+ // when the touchtime is higher then the max touch time
+ // or when the moving distance is too much
+ if(ev.deltaTime > inst.options.tap_max_touchtime ||
+ ev.distance > inst.options.tap_max_distance) {
+ return;
+ }
+
+ // check if double tap
+ if(prev && prev.name == 'tap' &&
+ (ev.timeStamp - prev.lastEvent.timeStamp) < inst.options.doubletap_interval &&
+ ev.distance < inst.options.doubletap_distance) {
+ inst.trigger('doubletap', ev);
+ did_doubletap = true;
+ }
+
+ // do a single tap
+ if(!did_doubletap || inst.options.tap_always) {
+ ionic.Gestures.detection.current.name = 'tap';
+ inst.trigger('tap', ev);
+ }
+ }
+ }
+ };
+
+
+ /**
+ * Swipe
+ * triggers swipe events when the end velocity is above the threshold
+ * events swipe, swipeleft, swiperight, swipeup, swipedown
+ */
+ ionic.Gestures.gestures.Swipe = {
+ name: 'swipe',
+ index: 40,
+ defaults: {
+ // set 0 for unlimited, but this can conflict with transform
+ swipe_max_touches: 1,
+ swipe_velocity: 0.4
+ },
+ handler: function swipeGesture(ev, inst) {
+ if(ev.eventType == ionic.Gestures.EVENT_END) {
+ // max touches
+ if(inst.options.swipe_max_touches > 0 &&
+ ev.touches.length > inst.options.swipe_max_touches) {
+ return;
+ }
+
+ // when the distance we moved is too small we skip this gesture
+ // or we can be already in dragging
+ if(ev.velocityX > inst.options.swipe_velocity ||
+ ev.velocityY > inst.options.swipe_velocity) {
+ // trigger swipe events
+ inst.trigger(this.name, ev);
+ inst.trigger(this.name + ev.direction, ev);
+ }
+ }
+ }
+ };
+
+
+ /**
+ * Drag
+ * Move with x fingers (default 1) around on the page. Blocking the scrolling when
+ * moving left and right is a good practice. When all the drag events are blocking
+ * you disable scrolling on that area.
+ * events drag, drapleft, dragright, dragup, dragdown
+ */
+ ionic.Gestures.gestures.Drag = {
+ name: 'drag',
+ index: 50,
+ defaults: {
+ drag_min_distance: 10,
+ // Set correct_for_drag_min_distance to true to make the starting point of the drag
+ // be calculated from where the drag was triggered, not from where the touch started.
+ // Useful to avoid a jerk-starting drag, which can make fine-adjustments
+ // through dragging difficult, and be visually unappealing.
+ correct_for_drag_min_distance: true,
+ // set 0 for unlimited, but this can conflict with transform
+ drag_max_touches: 1,
+ // prevent default browser behavior when dragging occurs
+ // be careful with it, it makes the element a blocking element
+ // when you are using the drag gesture, it is a good practice to set this true
+ drag_block_horizontal: true,
+ drag_block_vertical: true,
+ // drag_lock_to_axis keeps the drag gesture on the axis that it started on,
+ // It disallows vertical directions if the initial direction was horizontal, and vice versa.
+ drag_lock_to_axis: false,
+ // drag lock only kicks in when distance > drag_lock_min_distance
+ // This way, locking occurs only when the distance has become large enough to reliably determine the direction
+ drag_lock_min_distance: 25,
+ // prevent default if the gesture is going the given direction
+ prevent_default_directions: []
+ },
+ triggered: false,
+ handler: function dragGesture(ev, inst) {
+ if (ev.srcEvent.type == 'touchstart' || ev.srcEvent.type == 'touchend') {
+ this.preventedFirstMove = false;
+
+ } else if (!this.preventedFirstMove && ev.srcEvent.type == 'touchmove') {
+ if (inst.options.prevent_default_directions.indexOf(ev.direction) != -1) {
+ ev.srcEvent.preventDefault();
+ }
+ this.preventedFirstMove = true;
+ }
+
+ // current gesture isnt drag, but dragged is true
+ // this means an other gesture is busy. now call dragend
+ if(ionic.Gestures.detection.current.name != this.name && this.triggered) {
+ inst.trigger(this.name + 'end', ev);
+ this.triggered = false;
+ return;
+ }
+
+ // max touches
+ if(inst.options.drag_max_touches > 0 &&
+ ev.touches.length > inst.options.drag_max_touches) {
+ return;
+ }
+
+ switch(ev.eventType) {
+ case ionic.Gestures.EVENT_START:
+ this.triggered = false;
+ break;
+
+ case ionic.Gestures.EVENT_MOVE:
+ // when the distance we moved is too small we skip this gesture
+ // or we can be already in dragging
+ if(ev.distance < inst.options.drag_min_distance &&
+ ionic.Gestures.detection.current.name != this.name) {
+ return;
+ }
+
+ // we are dragging!
+ if(ionic.Gestures.detection.current.name != this.name) {
+ ionic.Gestures.detection.current.name = this.name;
+ if (inst.options.correct_for_drag_min_distance) {
+ // When a drag is triggered, set the event center to drag_min_distance pixels from the original event center.
+ // Without this correction, the dragged distance would jumpstart at drag_min_distance pixels instead of at 0.
+ // It might be useful to save the original start point somewhere
+ var factor = Math.abs(inst.options.drag_min_distance / ev.distance);
+ ionic.Gestures.detection.current.startEvent.center.pageX += ev.deltaX * factor;
+ ionic.Gestures.detection.current.startEvent.center.pageY += ev.deltaY * factor;
+
+ // recalculate event data using new start point
+ ev = ionic.Gestures.detection.extendEventData(ev);
+ }
+ }
+
+ // lock drag to axis?
+ if(ionic.Gestures.detection.current.lastEvent.drag_locked_to_axis || (inst.options.drag_lock_to_axis && inst.options.drag_lock_min_distance <= ev.distance)) {
+ ev.drag_locked_to_axis = true;
+ }
+ var last_direction = ionic.Gestures.detection.current.lastEvent.direction;
+ if(ev.drag_locked_to_axis && last_direction !== ev.direction) {
+ // keep direction on the axis that the drag gesture started on
+ if(ionic.Gestures.utils.isVertical(last_direction)) {
+ ev.direction = (ev.deltaY < 0) ? ionic.Gestures.DIRECTION_UP : ionic.Gestures.DIRECTION_DOWN;
+ }
+ else {
+ ev.direction = (ev.deltaX < 0) ? ionic.Gestures.DIRECTION_LEFT : ionic.Gestures.DIRECTION_RIGHT;
+ }
+ }
+
+ // first time, trigger dragstart event
+ if(!this.triggered) {
+ inst.trigger(this.name + 'start', ev);
+ this.triggered = true;
+ }
+
+ // trigger normal event
+ inst.trigger(this.name, ev);
+
+ // direction event, like dragdown
+ inst.trigger(this.name + ev.direction, ev);
+
+ // block the browser events
+ if( (inst.options.drag_block_vertical && ionic.Gestures.utils.isVertical(ev.direction)) ||
+ (inst.options.drag_block_horizontal && !ionic.Gestures.utils.isVertical(ev.direction))) {
+ ev.preventDefault();
+ }
+ break;
+
+ case ionic.Gestures.EVENT_END:
+ // trigger dragend
+ if(this.triggered) {
+ inst.trigger(this.name + 'end', ev);
+ }
+
+ this.triggered = false;
+ break;
+ }
+ }
+ };
+
+
+ /**
+ * Transform
+ * User want to scale or rotate with 2 fingers
+ * events transform, pinch, pinchin, pinchout, rotate
+ */
+ ionic.Gestures.gestures.Transform = {
+ name: 'transform',
+ index: 45,
+ defaults: {
+ // factor, no scale is 1, zoomin is to 0 and zoomout until higher then 1
+ transform_min_scale: 0.01,
+ // rotation in degrees
+ transform_min_rotation: 1,
+ // prevent default browser behavior when two touches are on the screen
+ // but it makes the element a blocking element
+ // when you are using the transform gesture, it is a good practice to set this true
+ transform_always_block: false
+ },
+ triggered: false,
+ handler: function transformGesture(ev, inst) {
+ // current gesture isnt drag, but dragged is true
+ // this means an other gesture is busy. now call dragend
+ if(ionic.Gestures.detection.current.name != this.name && this.triggered) {
+ inst.trigger(this.name + 'end', ev);
+ this.triggered = false;
+ return;
+ }
+
+ // atleast multitouch
+ if(ev.touches.length < 2) {
+ return;
+ }
+
+ // prevent default when two fingers are on the screen
+ if(inst.options.transform_always_block) {
+ ev.preventDefault();
+ }
+
+ switch(ev.eventType) {
+ case ionic.Gestures.EVENT_START:
+ this.triggered = false;
+ break;
+
+ case ionic.Gestures.EVENT_MOVE:
+ var scale_threshold = Math.abs(1 - ev.scale);
+ var rotation_threshold = Math.abs(ev.rotation);
+
+ // when the distance we moved is too small we skip this gesture
+ // or we can be already in dragging
+ if(scale_threshold < inst.options.transform_min_scale &&
+ rotation_threshold < inst.options.transform_min_rotation) {
+ return;
+ }
+
+ // we are transforming!
+ ionic.Gestures.detection.current.name = this.name;
+
+ // first time, trigger dragstart event
+ if(!this.triggered) {
+ inst.trigger(this.name + 'start', ev);
+ this.triggered = true;
+ }
+
+ inst.trigger(this.name, ev); // basic transform event
+
+ // trigger rotate event
+ if(rotation_threshold > inst.options.transform_min_rotation) {
+ inst.trigger('rotate', ev);
+ }
+
+ // trigger pinch event
+ if(scale_threshold > inst.options.transform_min_scale) {
+ inst.trigger('pinch', ev);
+ inst.trigger('pinch' + ((ev.scale < 1) ? 'in' : 'out'), ev);
+ }
+ break;
+
+ case ionic.Gestures.EVENT_END:
+ // trigger dragend
+ if(this.triggered) {
+ inst.trigger(this.name + 'end', ev);
+ }
+
+ this.triggered = false;
+ break;
+ }
+ }
+ };
+
+
+ /**
+ * Touch
+ * Called as first, tells the user has touched the screen
+ * events touch
+ */
+ ionic.Gestures.gestures.Touch = {
+ name: 'touch',
+ index: -Infinity,
+ defaults: {
+ // call preventDefault at touchstart, and makes the element blocking by
+ // disabling the scrolling of the page, but it improves gestures like
+ // transforming and dragging.
+ // be careful with using this, it can be very annoying for users to be stuck
+ // on the page
+ prevent_default: false,
+
+ // disable mouse events, so only touch (or pen!) input triggers events
+ prevent_mouseevents: false
+ },
+ handler: function touchGesture(ev, inst) {
+ if(inst.options.prevent_mouseevents && ev.pointerType == ionic.Gestures.POINTER_MOUSE) {
+ ev.stopDetect();
+ return;
+ }
+
+ if(inst.options.prevent_default) {
+ ev.preventDefault();
+ }
+
+ if(ev.eventType == ionic.Gestures.EVENT_START) {
+ inst.trigger(this.name, ev);
+ }
+ }
+ };
+
+
+ /**
+ * Release
+ * Called as last, tells the user has released the screen
+ * events release
+ */
+ ionic.Gestures.gestures.Release = {
+ name: 'release',
+ index: Infinity,
+ handler: function releaseGesture(ev, inst) {
+ if(ev.eventType == ionic.Gestures.EVENT_END) {
+ inst.trigger(this.name, ev);
+ }
+ }
+ };
+})(window.ionic);
+
+(function(window, document, ionic) {
+
+ function getParameterByName(name) {
+ name = name.replace(/[\[]/, "\\[").replace(/[\]]/, "\\]");
+ var regex = new RegExp("[\\?&]" + name + "=([^&#]*)"),
+ results = regex.exec(location.search);
+ return results === null ? "" : decodeURIComponent(results[1].replace(/\+/g, " "));
+ }
+
+ var IOS = 'ios';
+ var ANDROID = 'android';
+ var WINDOWS_PHONE = 'windowsphone';
+ var requestAnimationFrame = ionic.requestAnimationFrame;
+
+ /**
+ * @ngdoc utility
+ * @name ionic.Platform
+ * @module ionic
+ * @description
+ * A set of utility methods that can be used to retrieve the device ready state and
+ * various other information such as what kind of platform the app is currently installed on.
+ *
+ * @usage
+ * ```js
+ * angular.module('PlatformApp', ['ionic'])
+ * .controller('PlatformCtrl', function($scope) {
+ *
+ * ionic.Platform.ready(function(){
+ * // will execute when device is ready, or immediately if the device is already ready.
+ * });
+ *
+ * var deviceInformation = ionic.Platform.device();
+ *
+ * var isWebView = ionic.Platform.isWebView();
+ * var isIPad = ionic.Platform.isIPad();
+ * var isIOS = ionic.Platform.isIOS();
+ * var isAndroid = ionic.Platform.isAndroid();
+ * var isWindowsPhone = ionic.Platform.isWindowsPhone();
+ *
+ * var currentPlatform = ionic.Platform.platform();
+ * var currentPlatformVersion = ionic.Platform.version();
+ *
+ * ionic.Platform.exitApp(); // stops the app
+ * });
+ * ```
+ */
+ var self = ionic.Platform = {
+
+ // Put navigator on platform so it can be mocked and set
+ // the browser does not allow window.navigator to be set
+ navigator: window.navigator,
+
+ /**
+ * @ngdoc property
+ * @name ionic.Platform#isReady
+ * @returns {boolean} Whether the device is ready.
+ */
+ isReady: false,
+ /**
+ * @ngdoc property
+ * @name ionic.Platform#isFullScreen
+ * @returns {boolean} Whether the device is fullscreen.
+ */
+ isFullScreen: false,
+ /**
+ * @ngdoc property
+ * @name ionic.Platform#platforms
+ * @returns {Array(string)} An array of all platforms found.
+ */
+ platforms: null,
+ /**
+ * @ngdoc property
+ * @name ionic.Platform#grade
+ * @returns {string} What grade the current platform is.
+ */
+ grade: null,
+ ua: navigator.userAgent,
+
+ /**
+ * @ngdoc method
+ * @name ionic.Platform#ready
+ * @description
+ * Trigger a callback once the device is ready, or immediately
+ * if the device is already ready. This method can be run from
+ * anywhere and does not need to be wrapped by any additonal methods.
+ * When the app is within a WebView (Cordova), it'll fire
+ * the callback once the device is ready. If the app is within
+ * a web browser, it'll fire the callback after `window.load`.
+ * Please remember that Cordova features (Camera, FileSystem, etc) still
+ * will not work in a web browser.
+ * @param {function} callback The function to call.
+ */
+ ready: function(cb) {
+ // run through tasks to complete now that the device is ready
+ if (self.isReady) {
+ cb();
+ } else {
+ // the platform isn't ready yet, add it to this array
+ // which will be called once the platform is ready
+ readyCallbacks.push(cb);
+ }
+ },
+
+ /**
+ * @private
+ */
+ detect: function() {
+ self._checkPlatforms();
+
+ requestAnimationFrame(function() {
+ // only add to the body class if we got platform info
+ for (var i = 0; i < self.platforms.length; i++) {
+ document.body.classList.add('platform-' + self.platforms[i]);
+ }
+ });
+ },
+
+ /**
+ * @ngdoc method
+ * @name ionic.Platform#setGrade
+ * @description Set the grade of the device: 'a', 'b', or 'c'. 'a' is the best
+ * (most css features enabled), 'c' is the worst. By default, sets the grade
+ * depending on the current device.
+ * @param {string} grade The new grade to set.
+ */
+ setGrade: function(grade) {
+ var oldGrade = self.grade;
+ self.grade = grade;
+ requestAnimationFrame(function() {
+ if (oldGrade) {
+ document.body.classList.remove('grade-' + oldGrade);
+ }
+ document.body.classList.add('grade-' + grade);
+ });
+ },
+
+ /**
+ * @ngdoc method
+ * @name ionic.Platform#device
+ * @description Return the current device (given by cordova).
+ * @returns {object} The device object.
+ */
+ device: function() {
+ return window.device || {};
+ },
+
+ _checkPlatforms: function() {
+ self.platforms = [];
+ var grade = 'a';
+
+ if (self.isWebView()) {
+ self.platforms.push('webview');
+ if (!(!window.cordova && !window.PhoneGap && !window.phonegap)) {
+ self.platforms.push('cordova');
+ } else if (window.forge) {
+ self.platforms.push('trigger');
+ }
+ } else {
+ self.platforms.push('browser');
+ }
+ if (self.isIPad()) self.platforms.push('ipad');
+
+ var platform = self.platform();
+ if (platform) {
+ self.platforms.push(platform);
+
+ var version = self.version();
+ if (version) {
+ var v = version.toString();
+ if (v.indexOf('.') > 0) {
+ v = v.replace('.', '_');
+ } else {
+ v += '_0';
+ }
+ self.platforms.push(platform + v.split('_')[0]);
+ self.platforms.push(platform + v);
+
+ if (self.isAndroid() && version < 4.4) {
+ grade = (version < 4 ? 'c' : 'b');
+ } else if (self.isWindowsPhone()) {
+ grade = 'b';
+ }
+ }
+ }
+
+ self.setGrade(grade);
+ },
+
+ /**
+ * @ngdoc method
+ * @name ionic.Platform#isWebView
+ * @returns {boolean} Check if we are running within a WebView (such as Cordova).
+ */
+ isWebView: function() {
+ return !(!window.cordova && !window.PhoneGap && !window.phonegap && !window.forge);
+ },
+ /**
+ * @ngdoc method
+ * @name ionic.Platform#isIPad
+ * @returns {boolean} Whether we are running on iPad.
+ */
+ isIPad: function() {
+ if (/iPad/i.test(self.navigator.platform)) {
+ return true;
+ }
+ return /iPad/i.test(self.ua);
+ },
+ /**
+ * @ngdoc method
+ * @name ionic.Platform#isIOS
+ * @returns {boolean} Whether we are running on iOS.
+ */
+ isIOS: function() {
+ return self.is(IOS);
+ },
+ /**
+ * @ngdoc method
+ * @name ionic.Platform#isAndroid
+ * @returns {boolean} Whether we are running on Android.
+ */
+ isAndroid: function() {
+ return self.is(ANDROID);
+ },
+ /**
+ * @ngdoc method
+ * @name ionic.Platform#isWindowsPhone
+ * @returns {boolean} Whether we are running on Windows Phone.
+ */
+ isWindowsPhone: function() {
+ return self.is(WINDOWS_PHONE);
+ },
+
+ /**
+ * @ngdoc method
+ * @name ionic.Platform#platform
+ * @returns {string} The name of the current platform.
+ */
+ platform: function() {
+ // singleton to get the platform name
+ if (platformName === null) self.setPlatform(self.device().platform);
+ return platformName;
+ },
+
+ /**
+ * @private
+ */
+ setPlatform: function(n) {
+ if (typeof n != 'undefined' && n !== null && n.length) {
+ platformName = n.toLowerCase();
+ } else if (getParameterByName('ionicplatform')) {
+ platformName = getParameterByName('ionicplatform');
+ } else if (self.ua.indexOf('Android') > 0) {
+ platformName = ANDROID;
+ } else if (/iPhone|iPad|iPod/.test(self.ua)) {
+ platformName = IOS;
+ } else if (self.ua.indexOf('Windows Phone') > -1) {
+ platformName = WINDOWS_PHONE;
+ } else {
+ platformName = self.navigator.platform && navigator.platform.toLowerCase().split(' ')[0] || '';
+ }
+ },
+
+ /**
+ * @ngdoc method
+ * @name ionic.Platform#version
+ * @returns {number} The version of the current device platform.
+ */
+ version: function() {
+ // singleton to get the platform version
+ if (platformVersion === null) self.setVersion(self.device().version);
+ return platformVersion;
+ },
+
+ /**
+ * @private
+ */
+ setVersion: function(v) {
+ if (typeof v != 'undefined' && v !== null) {
+ v = v.split('.');
+ v = parseFloat(v[0] + '.' + (v.length > 1 ? v[1] : 0));
+ if (!isNaN(v)) {
+ platformVersion = v;
+ return;
+ }
+ }
+
+ platformVersion = 0;
+
+ // fallback to user-agent checking
+ var pName = self.platform();
+ var versionMatch = {
+ 'android': /Android (\d+).(\d+)?/,
+ 'ios': /OS (\d+)_(\d+)?/,
+ 'windowsphone': /Windows Phone (\d+).(\d+)?/
+ };
+ if (versionMatch[pName]) {
+ v = self.ua.match(versionMatch[pName]);
+ if (v && v.length > 2) {
+ platformVersion = parseFloat(v[1] + '.' + v[2]);
+ }
+ }
+ },
+
+ // Check if the platform is the one detected by cordova
+ is: function(type) {
+ type = type.toLowerCase();
+ // check if it has an array of platforms
+ if (self.platforms) {
+ for (var x = 0; x < self.platforms.length; x++) {
+ if (self.platforms[x] === type) return true;
+ }
+ }
+ // exact match
+ var pName = self.platform();
+ if (pName) {
+ return pName === type.toLowerCase();
+ }
+
+ // A quick hack for to check userAgent
+ return self.ua.toLowerCase().indexOf(type) >= 0;
+ },
+
+ /**
+ * @ngdoc method
+ * @name ionic.Platform#exitApp
+ * @description Exit the app.
+ */
+ exitApp: function() {
+ self.ready(function() {
+ navigator.app && navigator.app.exitApp && navigator.app.exitApp();
+ });
+ },
+
+ /**
+ * @ngdoc method
+ * @name ionic.Platform#showStatusBar
+ * @description Shows or hides the device status bar (in Cordova). Requires `cordova plugin add org.apache.cordova.statusbar`
+ * @param {boolean} shouldShow Whether or not to show the status bar.
+ */
+ showStatusBar: function(val) {
+ // Only useful when run within cordova
+ self._showStatusBar = val;
+ self.ready(function() {
+ // run this only when or if the platform (cordova) is ready
+ requestAnimationFrame(function() {
+ if (self._showStatusBar) {
+ // they do not want it to be full screen
+ window.StatusBar && window.StatusBar.show();
+ document.body.classList.remove('status-bar-hide');
+ } else {
+ // it should be full screen
+ window.StatusBar && window.StatusBar.hide();
+ document.body.classList.add('status-bar-hide');
+ }
+ });
+ });
+ },
+
+ /**
+ * @ngdoc method
+ * @name ionic.Platform#fullScreen
+ * @description
+ * Sets whether the app is fullscreen or not (in Cordova).
+ * @param {boolean=} showFullScreen Whether or not to set the app to fullscreen. Defaults to true. Requires `cordova plugin add org.apache.cordova.statusbar`
+ * @param {boolean=} showStatusBar Whether or not to show the device's status bar. Defaults to false.
+ */
+ fullScreen: function(showFullScreen, showStatusBar) {
+ // showFullScreen: default is true if no param provided
+ self.isFullScreen = (showFullScreen !== false);
+
+ // add/remove the fullscreen classname to the body
+ ionic.DomUtil.ready(function() {
+ // run this only when or if the DOM is ready
+ requestAnimationFrame(function() {
+ if (self.isFullScreen) {
+ document.body.classList.add('fullscreen');
+ } else {
+ document.body.classList.remove('fullscreen');
+ }
+ });
+ // showStatusBar: default is false if no param provided
+ self.showStatusBar((showStatusBar === true));
+ });
+ }
+
+ };
+
+ var platformName = null, // just the name, like iOS or Android
+ platformVersion = null, // a float of the major and minor, like 7.1
+ readyCallbacks = [],
+ windowLoadListenderAttached;
+
+ // setup listeners to know when the device is ready to go
+ function onWindowLoad() {
+ if (self.isWebView()) {
+ // the window and scripts are fully loaded, and a cordova/phonegap
+ // object exists then let's listen for the deviceready
+ document.addEventListener("deviceready", onPlatformReady, false);
+ } else {
+ // the window and scripts are fully loaded, but the window object doesn't have the
+ // cordova/phonegap object, so its just a browser, not a webview wrapped w/ cordova
+ onPlatformReady();
+ }
+ if (windowLoadListenderAttached) {
+ window.removeEventListener("load", onWindowLoad, false);
+ }
+ }
+ if (document.readyState === 'complete') {
+ onWindowLoad();
+ } else {
+ windowLoadListenderAttached = true;
+ window.addEventListener("load", onWindowLoad, false);
+ }
+
+ function onPlatformReady() {
+ // the device is all set to go, init our own stuff then fire off our event
+ self.isReady = true;
+ self.detect();
+ for (var x = 0; x < readyCallbacks.length; x++) {
+ // fire off all the callbacks that were added before the platform was ready
+ readyCallbacks[x]();
+ }
+ readyCallbacks = [];
+ ionic.trigger('platformready', { target: document });
+
+ requestAnimationFrame(function() {
+ document.body.classList.add('platform-ready');
+ });
+ }
+
+})(this, document, ionic);
+
+(function(document, ionic) {
+ 'use strict';
+
+ // Ionic CSS polyfills
+ ionic.CSS = {};
+
+ (function() {
+
+ // transform
+ var i, keys = ['webkitTransform', 'transform', '-webkit-transform', 'webkit-transform',
+ '-moz-transform', 'moz-transform', 'MozTransform', 'mozTransform', 'msTransform'];
+
+ for (i = 0; i < keys.length; i++) {
+ if (document.documentElement.style[keys[i]] !== undefined) {
+ ionic.CSS.TRANSFORM = keys[i];
+ break;
+ }
+ }
+
+ // transition
+ keys = ['webkitTransition', 'mozTransition', 'msTransition', 'transition'];
+ for (i = 0; i < keys.length; i++) {
+ if (document.documentElement.style[keys[i]] !== undefined) {
+ ionic.CSS.TRANSITION = keys[i];
+ break;
+ }
+ }
+
+ // The only prefix we care about is webkit for transitions.
+ var isWebkit = ionic.CSS.TRANSITION.indexOf('webkit') > -1;
+
+ // transition duration
+ ionic.CSS.TRANSITION_DURATION = (isWebkit ? '-webkit-' : '') + 'transition-duration';
+
+ // To be sure transitionend works everywhere, include *both* the webkit and non-webkit events
+ ionic.CSS.TRANSITIONEND = (isWebkit ? 'webkitTransitionEnd ' : '') + 'transitionend';
+ })();
+
+ // classList polyfill for them older Androids
+ // https://gist.github.com/devongovett/1381839
+ if (!("classList" in document.documentElement) && Object.defineProperty && typeof HTMLElement !== 'undefined') {
+ Object.defineProperty(HTMLElement.prototype, 'classList', {
+ get: function() {
+ var self = this;
+ function update(fn) {
+ return function() {
+ var x, classes = self.className.split(/\s+/);
+
+ for (x = 0; x < arguments.length; x++) {
+ fn(classes, classes.indexOf(arguments[x]), arguments[x]);
+ }
+
+ self.className = classes.join(" ");
+ };
+ }
+
+ return {
+ add: update(function(classes, index, value) {
+ ~index || classes.push(value);
+ }),
+
+ remove: update(function(classes, index) {
+ ~index && classes.splice(index, 1);
+ }),
+
+ toggle: update(function(classes, index, value) {
+ ~index ? classes.splice(index, 1) : classes.push(value);
+ }),
+
+ contains: function(value) {
+ return !!~self.className.split(/\s+/).indexOf(value);
+ },
+
+ item: function(i) {
+ return self.className.split(/\s+/)[i] || null;
+ }
+ };
+
+ }
+ });
+ }
+
+})(document, ionic);
+
+
+/**
+ * @ngdoc page
+ * @name tap
+ * @module ionic
+ * @description
+ * On touch devices such as a phone or tablet, some browsers implement a 300ms delay between
+ * the time the user stops touching the display and the moment the browser executes the
+ * click. This delay was initially introduced so the browser can know whether the user wants to
+ * double-tap to zoom in on the webpage. Basically, the browser waits roughly 300ms to see if
+ * the user is double-tapping, or just tapping on the display once.
+ *
+ * Out of the box, Ionic automatically removes the 300ms delay in order to make Ionic apps
+ * feel more "native" like. Resultingly, other solutions such as
+ * [fastclick](https://github.com/ftlabs/fastclick) and Angular's
+ * [ngTouch](https://docs.angularjs.org/api/ngTouch) should not be included, to avoid conflicts.
+ *
+ * Some browsers already remove the delay with certain settings, such as the CSS property
+ * `touch-events: none` or with specific meta tag viewport values. However, each of these
+ * browsers still handle clicks differently, such as when to fire off or cancel the event
+ * (like scrolling when the target is a button, or holding a button down).
+ * For browsers that already remove the 300ms delay, consider Ionic's tap system as a way to
+ * normalize how clicks are handled across the various devices so there's an expected response
+ * no matter what the device, platform or version. Additionally, Ionic will prevent
+ * ghostclicks which even browsers that remove the delay still experience.
+ *
+ * In some cases, third-party libraries may also be working with touch events which can interfere
+ * with the tap system. For example, mapping libraries like Google or Leaflet Maps often implement
+ * a touch detection system which conflicts with Ionic's tap system.
+ *
+ * ### Disabling the tap system
+ *
+ * To disable the tap for an element and all of its children elements,
+ * add the attribute `data-tap-disabled="true"`.
+ *
+ * ```html
+ * <div data-tap-disabled="true">
+ * <div id="google-map"></div>
+ * </div>
+ * ```
+ *
+ * ### Additional Notes:
+ *
+ * - Ionic tap works with Ionic's JavaScript scrolling
+ * - Elements can come and go from the DOM and Ionic tap doesn't keep adding and removing
+ * listeners
+ * - No "tap delay" after the first "tap" (you can tap as fast as you want, they all click)
+ * - Minimal events listeners, only being added to document
+ * - Correct focus in/out on each input type (select, textearea, range) on each platform/device
+ * - Shows and hides virtual keyboard correctly for each platform/device
+ * - Works with labels surrounding inputs
+ * - Does not fire off a click if the user moves the pointer too far
+ * - Adds and removes an 'activated' css class
+ * - Multiple [unit tests](https://github.com/driftyco/ionic/blob/master/test/unit/utils/tap.unit.js) for each scenario
+ *
+ */
+/*
+
+ IONIC TAP
+ ---------------
+ - Both touch and mouse events are added to the document.body on DOM ready
+ - If a touch event happens, it does not use mouse event listeners
+ - On touchend, if the distance between start and end was small, trigger a click
+ - In the triggered click event, add a 'isIonicTap' property
+ - The triggered click receives the same x,y coordinates as as the end event
+ - On document.body click listener (with useCapture=true), only allow clicks with 'isIonicTap'
+ - Triggering clicks with mouse events work the same as touch, except with mousedown/mouseup
+ - Tapping inputs is disabled during scrolling
+*/
+
+var tapDoc; // the element which the listeners are on (document.body)
+var tapActiveEle; // the element which is active (probably has focus)
+var tapEnabledTouchEvents;
+var tapMouseResetTimer;
+var tapPointerMoved;
+var tapPointerStart;
+var tapTouchFocusedInput;
+var tapLastTouchTarget;
+var tapTouchMoveListener = 'touchmove';
+
+// how much the coordinates can be off between start/end, but still a click
+var TAP_RELEASE_TOLERANCE = 12; // default tolerance
+var TAP_RELEASE_BUTTON_TOLERANCE = 50; // button elements should have a larger tolerance
+
+var tapEventListeners = {
+ 'click': tapClickGateKeeper,
+
+ 'mousedown': tapMouseDown,
+ 'mouseup': tapMouseUp,
+ 'mousemove': tapMouseMove,
+
+ 'touchstart': tapTouchStart,
+ 'touchend': tapTouchEnd,
+ 'touchcancel': tapTouchCancel,
+ 'touchmove': tapTouchMove,
+
+ 'pointerdown': tapTouchStart,
+ 'pointerup': tapTouchEnd,
+ 'pointercancel': tapTouchCancel,
+ 'pointermove': tapTouchMove,
+
+ 'MSPointerDown': tapTouchStart,
+ 'MSPointerUp': tapTouchEnd,
+ 'MSPointerCancel': tapTouchCancel,
+ 'MSPointerMove': tapTouchMove,
+
+ 'focusin': tapFocusIn,
+ 'focusout': tapFocusOut
+};
+
+ionic.tap = {
+
+ register: function(ele) {
+ tapDoc = ele;
+
+ tapEventListener('click', true, true);
+ tapEventListener('mouseup');
+ tapEventListener('mousedown');
+
+ if (window.navigator.pointerEnabled) {
+ tapEventListener('pointerdown');
+ tapEventListener('pointerup');
+ tapEventListener('pointcancel');
+ tapTouchMoveListener = 'pointermove';
+
+ } else if (window.navigator.msPointerEnabled) {
+ tapEventListener('MSPointerDown');
+ tapEventListener('MSPointerUp');
+ tapEventListener('MSPointerCancel');
+ tapTouchMoveListener = 'MSPointerMove';
+
+ } else {
+ tapEventListener('touchstart');
+ tapEventListener('touchend');
+ tapEventListener('touchcancel');
+ }
+
+ tapEventListener('focusin');
+ tapEventListener('focusout');
+
+ return function() {
+ for (var type in tapEventListeners) {
+ tapEventListener(type, false);
+ }
+ tapDoc = null;
+ tapActiveEle = null;
+ tapEnabledTouchEvents = false;
+ tapPointerMoved = false;
+ tapPointerStart = null;
+ };
+ },
+
+ ignoreScrollStart: function(e) {
+ return (e.defaultPrevented) || // defaultPrevented has been assigned by another component handling the event
+ (/^(file|range)$/i).test(e.target.type) ||
+ (e.target.dataset ? e.target.dataset.preventScroll : e.target.getAttribute('data-prevent-scroll')) == 'true' || // manually set within an elements attributes
+ (!!(/^(object|embed)$/i).test(e.target.tagName)) || // flash/movie/object touches should not try to scroll
+ ionic.tap.isElementTapDisabled(e.target); // check if this element, or an ancestor, has `data-tap-disabled` attribute
+ },
+
+ isTextInput: function(ele) {
+ return !!ele &&
+ (ele.tagName == 'TEXTAREA' ||
+ ele.contentEditable === 'true' ||
+ (ele.tagName == 'INPUT' && !(/^(radio|checkbox|range|file|submit|reset|color|image|button)$/i).test(ele.type)));
+ },
+
+ isDateInput: function(ele) {
+ return !!ele &&
+ (ele.tagName == 'INPUT' && (/^(date|time|datetime-local|month|week)$/i).test(ele.type));
+ },
+
+ isKeyboardElement: function(ele) {
+ if ( !ionic.Platform.isIOS() || ionic.Platform.isIPad() ) {
+ return ionic.tap.isTextInput(ele) && !ionic.tap.isDateInput(ele);
+ } else {
+ return ionic.tap.isTextInput(ele) || ( !!ele && ele.tagName == "SELECT");
+ }
+ },
+
+ isLabelWithTextInput: function(ele) {
+ var container = tapContainingElement(ele, false);
+
+ return !!container &&
+ ionic.tap.isTextInput(tapTargetElement(container));
+ },
+
+ containsOrIsTextInput: function(ele) {
+ return ionic.tap.isTextInput(ele) || ionic.tap.isLabelWithTextInput(ele);
+ },
+
+ cloneFocusedInput: function(container) {
+ if (ionic.tap.hasCheckedClone) return;
+ ionic.tap.hasCheckedClone = true;
+
+ ionic.requestAnimationFrame(function() {
+ var focusInput = container.querySelector(':focus');
+ if (ionic.tap.isTextInput(focusInput)) {
+ var clonedInput = focusInput.cloneNode(true);
+
+ clonedInput.value = focusInput.value;
+ clonedInput.classList.add('cloned-text-input');
+ clonedInput.readOnly = true;
+ if (focusInput.isContentEditable) {
+ clonedInput.contentEditable = focusInput.contentEditable;
+ clonedInput.innerHTML = focusInput.innerHTML;
+ }
+ focusInput.parentElement.insertBefore(clonedInput, focusInput);
+ focusInput.classList.add('previous-input-focus');
+
+ clonedInput.scrollTop = focusInput.scrollTop;
+ }
+ });
+ },
+
+ hasCheckedClone: false,
+
+ removeClonedInputs: function(container) {
+ ionic.tap.hasCheckedClone = false;
+
+ ionic.requestAnimationFrame(function() {
+ var clonedInputs = container.querySelectorAll('.cloned-text-input');
+ var previousInputFocus = container.querySelectorAll('.previous-input-focus');
+ var x;
+
+ for (x = 0; x < clonedInputs.length; x++) {
+ clonedInputs[x].parentElement.removeChild(clonedInputs[x]);
+ }
+
+ for (x = 0; x < previousInputFocus.length; x++) {
+ previousInputFocus[x].classList.remove('previous-input-focus');
+ previousInputFocus[x].style.top = '';
+ if ( ionic.keyboard.isOpen && !ionic.keyboard.isClosing ) previousInputFocus[x].focus();
+ }
+ });
+ },
+
+ requiresNativeClick: function(ele) {
+ if (!ele || ele.disabled || (/^(file|range)$/i).test(ele.type) || (/^(object|video)$/i).test(ele.tagName) || ionic.tap.isLabelContainingFileInput(ele)) {
+ return true;
+ }
+ return ionic.tap.isElementTapDisabled(ele);
+ },
+
+ isLabelContainingFileInput: function(ele) {
+ var lbl = tapContainingElement(ele);
+ if (lbl.tagName !== 'LABEL') return false;
+ var fileInput = lbl.querySelector('input[type=file]');
+ if (fileInput && fileInput.disabled === false) return true;
+ return false;
+ },
+
+ isElementTapDisabled: function(ele) {
+ if (ele && ele.nodeType === 1) {
+ var element = ele;
+ while (element) {
+ if ((element.dataset ? element.dataset.tapDisabled : element.getAttribute('data-tap-disabled')) == 'true') {
+ return true;
+ }
+ element = element.parentElement;
+ }
+ }
+ return false;
+ },
+
+ setTolerance: function(releaseTolerance, releaseButtonTolerance) {
+ TAP_RELEASE_TOLERANCE = releaseTolerance;
+ TAP_RELEASE_BUTTON_TOLERANCE = releaseButtonTolerance;
+ },
+
+ cancelClick: function() {
+ // used to cancel any simulated clicks which may happen on a touchend/mouseup
+ // gestures uses this method within its tap and hold events
+ tapPointerMoved = true;
+ },
+
+ pointerCoord: function(event) {
+ // This method can get coordinates for both a mouse click
+ // or a touch depending on the given event
+ var c = { x: 0, y: 0 };
+ if (event) {
+ var touches = event.touches && event.touches.length ? event.touches : [event];
+ var e = (event.changedTouches && event.changedTouches[0]) || touches[0];
+ if (e) {
+ c.x = e.clientX || e.pageX || 0;
+ c.y = e.clientY || e.pageY || 0;
+ }
+ }
+ return c;
+ }
+
+};
+
+function tapEventListener(type, enable, useCapture) {
+ if (enable !== false) {
+ tapDoc.addEventListener(type, tapEventListeners[type], useCapture);
+ } else {
+ tapDoc.removeEventListener(type, tapEventListeners[type]);
+ }
+}
+
+function tapClick(e) {
+ // simulate a normal click by running the element's click method then focus on it
+ var container = tapContainingElement(e.target);
+ var ele = tapTargetElement(container);
+
+ if (ionic.tap.requiresNativeClick(ele) || tapPointerMoved) return false;
+
+ var c = ionic.tap.pointerCoord(e);
+
+ //console.log('tapClick', e.type, ele.tagName, '('+c.x+','+c.y+')');
+ triggerMouseEvent('click', ele, c.x, c.y);
+
+ // if it's an input, focus in on the target, otherwise blur
+ tapHandleFocus(ele);
+}
+
+function triggerMouseEvent(type, ele, x, y) {
+ // using initMouseEvent instead of MouseEvent for our Android friends
+ var clickEvent = document.createEvent("MouseEvents");
+ clickEvent.initMouseEvent(type, true, true, window, 1, 0, 0, x, y, false, false, false, false, 0, null);
+ clickEvent.isIonicTap = true;
+ ele.dispatchEvent(clickEvent);
+}
+
+function tapClickGateKeeper(e) {
+ //console.log('click ' + Date.now() + ' isIonicTap: ' + (e.isIonicTap ? true : false));
+ if (e.target.type == 'submit' && e.detail === 0) {
+ // do not prevent click if it came from an "Enter" or "Go" keypress submit
+ return null;
+ }
+
+ // do not allow through any click events that were not created by ionic.tap
+ if ((ionic.scroll.isScrolling && ionic.tap.containsOrIsTextInput(e.target)) ||
+ (!e.isIonicTap && !ionic.tap.requiresNativeClick(e.target))) {
+ //console.log('clickPrevent', e.target.tagName);
+ e.stopPropagation();
+
+ if (!ionic.tap.isLabelWithTextInput(e.target)) {
+ // labels clicks from native should not preventDefault othersize keyboard will not show on input focus
+ e.preventDefault();
+ }
+ return false;
+ }
+}
+
+// MOUSE
+function tapMouseDown(e) {
+ //console.log('mousedown ' + Date.now());
+ if (e.isIonicTap || tapIgnoreEvent(e)) return null;
+
+ if (tapEnabledTouchEvents) {
+ void 0;
+ e.stopPropagation();
+
+ if ((!ionic.tap.isTextInput(e.target) || tapLastTouchTarget !== e.target) && !(/^(select|option)$/i).test(e.target.tagName)) {
+ // If you preventDefault on a text input then you cannot move its text caret/cursor.
+ // Allow through only the text input default. However, without preventDefault on an
+ // input the 300ms delay can change focus on inputs after the keyboard shows up.
+ // The focusin event handles the chance of focus changing after the keyboard shows.
+ e.preventDefault();
+ }
+
+ return false;
+ }
+
+ tapPointerMoved = false;
+ tapPointerStart = ionic.tap.pointerCoord(e);
+
+ tapEventListener('mousemove');
+ ionic.activator.start(e);
+}
+
+function tapMouseUp(e) {
+ //console.log("mouseup " + Date.now());
+ if (tapEnabledTouchEvents) {
+ e.stopPropagation();
+ e.preventDefault();
+ return false;
+ }
+
+ if (tapIgnoreEvent(e) || (/^(select|option)$/i).test(e.target.tagName)) return false;
+
+ if (!tapHasPointerMoved(e)) {
+ tapClick(e);
+ }
+ tapEventListener('mousemove', false);
+ ionic.activator.end();
+ tapPointerMoved = false;
+}
+
+function tapMouseMove(e) {
+ if (tapHasPointerMoved(e)) {
+ tapEventListener('mousemove', false);
+ ionic.activator.end();
+ tapPointerMoved = true;
+ return false;
+ }
+}
+
+
+// TOUCH
+function tapTouchStart(e) {
+ //console.log("touchstart " + Date.now());
+ if (tapIgnoreEvent(e)) return;
+
+ tapPointerMoved = false;
+
+ tapEnableTouchEvents();
+ tapPointerStart = ionic.tap.pointerCoord(e);
+
+ tapEventListener(tapTouchMoveListener);
+ ionic.activator.start(e);
+
+ if (ionic.Platform.isIOS() && ionic.tap.isLabelWithTextInput(e.target)) {
+ // if the tapped element is a label, which has a child input
+ // then preventDefault so iOS doesn't ugly auto scroll to the input
+ // but do not prevent default on Android or else you cannot move the text caret
+ // and do not prevent default on Android or else no virtual keyboard shows up
+
+ var textInput = tapTargetElement(tapContainingElement(e.target));
+ if (textInput !== tapActiveEle) {
+ // don't preventDefault on an already focused input or else iOS's text caret isn't usable
+ e.preventDefault();
+ }
+ }
+}
+
+function tapTouchEnd(e) {
+ //console.log('touchend ' + Date.now());
+ if (tapIgnoreEvent(e)) return;
+
+ tapEnableTouchEvents();
+ if (!tapHasPointerMoved(e)) {
+ tapClick(e);
+
+ if ((/^(select|option)$/i).test(e.target.tagName)) {
+ e.preventDefault();
+ }
+ }
+
+ tapLastTouchTarget = e.target;
+ tapTouchCancel();
+}
+
+function tapTouchMove(e) {
+ if (tapHasPointerMoved(e)) {
+ tapPointerMoved = true;
+ tapEventListener(tapTouchMoveListener, false);
+ ionic.activator.end();
+ return false;
+ }
+}
+
+function tapTouchCancel() {
+ tapEventListener(tapTouchMoveListener, false);
+ ionic.activator.end();
+ tapPointerMoved = false;
+}
+
+function tapEnableTouchEvents() {
+ tapEnabledTouchEvents = true;
+ clearTimeout(tapMouseResetTimer);
+ tapMouseResetTimer = setTimeout(function() {
+ tapEnabledTouchEvents = false;
+ }, 600);
+}
+
+function tapIgnoreEvent(e) {
+ if (e.isTapHandled) return true;
+ e.isTapHandled = true;
+
+ if (ionic.scroll.isScrolling && ionic.tap.containsOrIsTextInput(e.target)) {
+ e.preventDefault();
+ return true;
+ }
+}
+
+function tapHandleFocus(ele) {
+ tapTouchFocusedInput = null;
+
+ var triggerFocusIn = false;
+
+ if (ele.tagName == 'SELECT') {
+ // trick to force Android options to show up
+ triggerMouseEvent('mousedown', ele, 0, 0);
+ ele.focus && ele.focus();
+ triggerFocusIn = true;
+
+ } else if (tapActiveElement() === ele) {
+ // already is the active element and has focus
+ triggerFocusIn = true;
+
+ } else if ((/^(input|textarea)$/i).test(ele.tagName) || ele.isContentEditable) {
+ triggerFocusIn = true;
+ ele.focus && ele.focus();
+ ele.value = ele.value;
+ if (tapEnabledTouchEvents) {
+ tapTouchFocusedInput = ele;
+ }
+
+ } else {
+ tapFocusOutActive();
+ }
+
+ if (triggerFocusIn) {
+ tapActiveElement(ele);
+ ionic.trigger('ionic.focusin', {
+ target: ele
+ }, true);
+ }
+}
+
+function tapFocusOutActive() {
+ var ele = tapActiveElement();
+ if (ele && ((/^(input|textarea|select)$/i).test(ele.tagName) || ele.isContentEditable)) {
+ void 0;
+ ele.blur();
+ }
+ tapActiveElement(null);
+}
+
+function tapFocusIn(e) {
+ //console.log('focusin ' + Date.now());
+ // Because a text input doesn't preventDefault (so the caret still works) there's a chance
+ // that its mousedown event 300ms later will change the focus to another element after
+ // the keyboard shows up.
+
+ if (tapEnabledTouchEvents &&
+ ionic.tap.isTextInput(tapActiveElement()) &&
+ ionic.tap.isTextInput(tapTouchFocusedInput) &&
+ tapTouchFocusedInput !== e.target) {
+
+ // 1) The pointer is from touch events
+ // 2) There is an active element which is a text input
+ // 3) A text input was just set to be focused on by a touch event
+ // 4) A new focus has been set, however the target isn't the one the touch event wanted
+ void 0;
+ tapTouchFocusedInput.focus();
+ tapTouchFocusedInput = null;
+ }
+ ionic.scroll.isScrolling = false;
+}
+
+function tapFocusOut() {
+ //console.log("focusout");
+ tapActiveElement(null);
+}
+
+function tapActiveElement(ele) {
+ if (arguments.length) {
+ tapActiveEle = ele;
+ }
+ return tapActiveEle || document.activeElement;
+}
+
+function tapHasPointerMoved(endEvent) {
+ if (!endEvent || endEvent.target.nodeType !== 1 || !tapPointerStart || (tapPointerStart.x === 0 && tapPointerStart.y === 0)) {
+ return false;
+ }
+ var endCoordinates = ionic.tap.pointerCoord(endEvent);
+
+ var hasClassList = !!(endEvent.target.classList && endEvent.target.classList.contains &&
+ typeof endEvent.target.classList.contains === 'function');
+ var releaseTolerance = hasClassList && endEvent.target.classList.contains('button') ?
+ TAP_RELEASE_BUTTON_TOLERANCE :
+ TAP_RELEASE_TOLERANCE;
+
+ return Math.abs(tapPointerStart.x - endCoordinates.x) > releaseTolerance ||
+ Math.abs(tapPointerStart.y - endCoordinates.y) > releaseTolerance;
+}
+
+function tapContainingElement(ele, allowSelf) {
+ var climbEle = ele;
+ for (var x = 0; x < 6; x++) {
+ if (!climbEle) break;
+ if (climbEle.tagName === 'LABEL') return climbEle;
+ climbEle = climbEle.parentElement;
+ }
+ if (allowSelf !== false) return ele;
+}
+
+function tapTargetElement(ele) {
+ if (ele && ele.tagName === 'LABEL') {
+ if (ele.control) return ele.control;
+
+ // older devices do not support the "control" property
+ if (ele.querySelector) {
+ var control = ele.querySelector('input,textarea,select');
+ if (control) return control;
+ }
+ }
+ return ele;
+}
+
+ionic.DomUtil.ready(function() {
+ var ng = typeof angular !== 'undefined' ? angular : null;
+ //do nothing for e2e tests
+ if (!ng || (ng && !ng.scenario)) {
+ ionic.tap.register(document);
+ }
+});
+
+(function(document, ionic) {
+ 'use strict';
+
+ var queueElements = {}; // elements that should get an active state in XX milliseconds
+ var activeElements = {}; // elements that are currently active
+ var keyId = 0; // a counter for unique keys for the above ojects
+ var ACTIVATED_CLASS = 'activated';
+
+ ionic.activator = {
+
+ start: function(e) {
+ var hitX = ionic.tap.pointerCoord(e).x;
+ if (hitX > 0 && hitX < 30) {
+ return;
+ }
+
+ // when an element is touched/clicked, it climbs up a few
+ // parents to see if it is an .item or .button element
+ ionic.requestAnimationFrame(function() {
+ if ((ionic.scroll && ionic.scroll.isScrolling) || ionic.tap.requiresNativeClick(e.target)) return;
+ var ele = e.target;
+ var eleToActivate;
+
+ for (var x = 0; x < 6; x++) {
+ if (!ele || ele.nodeType !== 1) break;
+ if (eleToActivate && ele.classList && ele.classList.contains('item')) {
+ eleToActivate = ele;
+ break;
+ }
+ if (ele.tagName == 'A' || ele.tagName == 'BUTTON' || ele.hasAttribute('ng-click')) {
+ eleToActivate = ele;
+ break;
+ }
+ if (ele.classList.contains('button')) {
+ eleToActivate = ele;
+ break;
+ }
+ // no sense climbing past these
+ if (ele.tagName == 'ION-CONTENT' || (ele.classList && ele.classList.contains('pane')) || ele.tagName == 'BODY') {
+ break;
+ }
+ ele = ele.parentElement;
+ }
+
+ if (eleToActivate) {
+ // queue that this element should be set to active
+ queueElements[keyId] = eleToActivate;
+
+ // on the next frame, set the queued elements to active
+ ionic.requestAnimationFrame(activateElements);
+
+ keyId = (keyId > 29 ? 0 : keyId + 1);
+ }
+
+ });
+ },
+
+ end: function() {
+ // clear out any active/queued elements after XX milliseconds
+ setTimeout(clear, 200);
+ }
+
+ };
+
+ function clear() {
+ // clear out any elements that are queued to be set to active
+ queueElements = {};
+
+ // in the next frame, remove the active class from all active elements
+ ionic.requestAnimationFrame(deactivateElements);
+ }
+
+ function activateElements() {
+ // activate all elements in the queue
+ for (var key in queueElements) {
+ if (queueElements[key]) {
+ queueElements[key].classList.add(ACTIVATED_CLASS);
+ activeElements[key] = queueElements[key];
+ }
+ }
+ queueElements = {};
+ }
+
+ function deactivateElements() {
+ if (ionic.transition && ionic.transition.isActive) {
+ setTimeout(deactivateElements, 400);
+ return;
+ }
+
+ for (var key in activeElements) {
+ if (activeElements[key]) {
+ activeElements[key].classList.remove(ACTIVATED_CLASS);
+ delete activeElements[key];
+ }
+ }
+ }
+
+})(document, ionic);
+
+(function(ionic) {
+ /* for nextUid function below */
+ var nextId = 0;
+
+ /**
+ * Various utilities used throughout Ionic
+ *
+ * Some of these are adopted from underscore.js and backbone.js, both also MIT licensed.
+ */
+ ionic.Utils = {
+
+ arrayMove: function(arr, oldIndex, newIndex) {
+ if (newIndex >= arr.length) {
+ var k = newIndex - arr.length;
+ while ((k--) + 1) {
+ arr.push(undefined);
+ }
+ }
+ arr.splice(newIndex, 0, arr.splice(oldIndex, 1)[0]);
+ return arr;
+ },
+
+ /**
+ * Return a function that will be called with the given context
+ */
+ proxy: function(func, context) {
+ var args = Array.prototype.slice.call(arguments, 2);
+ return function() {
+ return func.apply(context, args.concat(Array.prototype.slice.call(arguments)));
+ };
+ },
+
+ /**
+ * Only call a function once in the given interval.
+ *
+ * @param func {Function} the function to call
+ * @param wait {int} how long to wait before/after to allow function calls
+ * @param immediate {boolean} whether to call immediately or after the wait interval
+ */
+ debounce: function(func, wait, immediate) {
+ var timeout, args, context, timestamp, result;
+ return function() {
+ context = this;
+ args = arguments;
+ timestamp = new Date();
+ var later = function() {
+ var last = (new Date()) - timestamp;
+ if (last < wait) {
+ timeout = setTimeout(later, wait - last);
+ } else {
+ timeout = null;
+ if (!immediate) result = func.apply(context, args);
+ }
+ };
+ var callNow = immediate && !timeout;
+ if (!timeout) {
+ timeout = setTimeout(later, wait);
+ }
+ if (callNow) result = func.apply(context, args);
+ return result;
+ };
+ },
+
+ /**
+ * Throttle the given fun, only allowing it to be
+ * called at most every `wait` ms.
+ */
+ throttle: function(func, wait, options) {
+ var context, args, result;
+ var timeout = null;
+ var previous = 0;
+ options || (options = {});
+ var later = function() {
+ previous = options.leading === false ? 0 : Date.now();
+ timeout = null;
+ result = func.apply(context, args);
+ };
+ return function() {
+ var now = Date.now();
+ if (!previous && options.leading === false) previous = now;
+ var remaining = wait - (now - previous);
+ context = this;
+ args = arguments;
+ if (remaining <= 0) {
+ clearTimeout(timeout);
+ timeout = null;
+ previous = now;
+ result = func.apply(context, args);
+ } else if (!timeout && options.trailing !== false) {
+ timeout = setTimeout(later, remaining);
+ }
+ return result;
+ };
+ },
+ // Borrowed from Backbone.js's extend
+ // Helper function to correctly set up the prototype chain, for subclasses.
+ // Similar to `goog.inherits`, but uses a hash of prototype properties and
+ // class properties to be extended.
+ inherit: function(protoProps, staticProps) {
+ var parent = this;
+ var child;
+
+ // The constructor function for the new subclass is either defined by you
+ // (the "constructor" property in your `extend` definition), or defaulted
+ // by us to simply call the parent's constructor.
+ if (protoProps && protoProps.hasOwnProperty('constructor')) {
+ child = protoProps.constructor;
+ } else {
+ child = function() { return parent.apply(this, arguments); };
+ }
+
+ // Add static properties to the constructor function, if supplied.
+ ionic.extend(child, parent, staticProps);
+
+ // Set the prototype chain to inherit from `parent`, without calling
+ // `parent`'s constructor function.
+ var Surrogate = function() { this.constructor = child; };
+ Surrogate.prototype = parent.prototype;
+ child.prototype = new Surrogate();
+
+ // Add prototype properties (instance properties) to the subclass,
+ // if supplied.
+ if (protoProps) ionic.extend(child.prototype, protoProps);
+
+ // Set a convenience property in case the parent's prototype is needed
+ // later.
+ child.__super__ = parent.prototype;
+
+ return child;
+ },
+
+ // Extend adapted from Underscore.js
+ extend: function(obj) {
+ var args = Array.prototype.slice.call(arguments, 1);
+ for (var i = 0; i < args.length; i++) {
+ var source = args[i];
+ if (source) {
+ for (var prop in source) {
+ obj[prop] = source[prop];
+ }
+ }
+ }
+ return obj;
+ },
+
+ nextUid: function() {
+ return 'ion' + (nextId++);
+ },
+
+ disconnectScope: function disconnectScope(scope) {
+ if (!scope) return;
+
+ if (scope.$root === scope) {
+ return; // we can't disconnect the root node;
+ }
+ var parent = scope.$parent;
+ scope.$$disconnected = true;
+ scope.$broadcast('$ionic.disconnectScope', scope);
+
+ // See Scope.$destroy
+ if (parent.$$childHead === scope) {
+ parent.$$childHead = scope.$$nextSibling;
+ }
+ if (parent.$$childTail === scope) {
+ parent.$$childTail = scope.$$prevSibling;
+ }
+ if (scope.$$prevSibling) {
+ scope.$$prevSibling.$$nextSibling = scope.$$nextSibling;
+ }
+ if (scope.$$nextSibling) {
+ scope.$$nextSibling.$$prevSibling = scope.$$prevSibling;
+ }
+ scope.$$nextSibling = scope.$$prevSibling = null;
+ },
+
+ reconnectScope: function reconnectScope(scope) {
+ if (!scope) return;
+
+ if (scope.$root === scope) {
+ return; // we can't disconnect the root node;
+ }
+ if (!scope.$$disconnected) {
+ return;
+ }
+ var parent = scope.$parent;
+ scope.$$disconnected = false;
+ scope.$broadcast('$ionic.reconnectScope', scope);
+ // See Scope.$new for this logic...
+ scope.$$prevSibling = parent.$$childTail;
+ if (parent.$$childHead) {
+ parent.$$childTail.$$nextSibling = scope;
+ parent.$$childTail = scope;
+ } else {
+ parent.$$childHead = parent.$$childTail = scope;
+ }
+ },
+
+ isScopeDisconnected: function(scope) {
+ var climbScope = scope;
+ while (climbScope) {
+ if (climbScope.$$disconnected) return true;
+ climbScope = climbScope.$parent;
+ }
+ return false;
+ }
+ };
+
+ // Bind a few of the most useful functions to the ionic scope
+ ionic.inherit = ionic.Utils.inherit;
+ ionic.extend = ionic.Utils.extend;
+ ionic.throttle = ionic.Utils.throttle;
+ ionic.proxy = ionic.Utils.proxy;
+ ionic.debounce = ionic.Utils.debounce;
+
+})(window.ionic);
+
+/**
+ * @ngdoc page
+ * @name keyboard
+ * @module ionic
+ * @description
+ * On both Android and iOS, Ionic will attempt to prevent the keyboard from
+ * obscuring inputs and focusable elements when it appears by scrolling them
+ * into view. In order for this to work, any focusable elements must be within
+ * a [Scroll View](http://ionicframework.com/docs/api/directive/ionScroll/)
+ * or a directive such as [Content](http://ionicframework.com/docs/api/directive/ionContent/)
+ * that has a Scroll View.
+ *
+ * It will also attempt to prevent the native overflow scrolling on focus,
+ * which can cause layout issues such as pushing headers up and out of view.
+ *
+ * The keyboard fixes work best in conjunction with the
+ * [Ionic Keyboard Plugin](https://github.com/driftyco/ionic-plugins-keyboard),
+ * although it will perform reasonably well without. However, if you are using
+ * Cordova there is no reason not to use the plugin.
+ *
+ * ### Hide when keyboard shows
+ *
+ * To hide an element when the keyboard is open, add the class `hide-on-keyboard-open`.
+ *
+ * ```html
+ * <div class="hide-on-keyboard-open">
+ * <div id="google-map"></div>
+ * </div>
+ * ```
+ * ----------
+ *
+ * ### Plugin Usage
+ * Information on using the plugin can be found at
+ * [https://github.com/driftyco/ionic-plugins-keyboard](https://github.com/driftyco/ionic-plugins-keyboard).
+ *
+ * ----------
+ *
+ * ### Android Notes
+ * - If your app is running in fullscreen, i.e. you have
+ * `<preference name="Fullscreen" value="true" />` in your `config.xml` file
+ * you will need to set `ionic.Platform.isFullScreen = true` manually.
+ *
+ * - You can configure the behavior of the web view when the keyboard shows by setting
+ * [android:windowSoftInputMode](http://developer.android.com/reference/android/R.attr.html#windowSoftInputMode)
+ * to either `adjustPan`, `adjustResize` or `adjustNothing` in your app's
+ * activity in `AndroidManifest.xml`. `adjustResize` is the recommended setting
+ * for Ionic, but if for some reason you do use `adjustPan` you will need to
+ * set `ionic.Platform.isFullScreen = true`.
+ *
+ * ```xml
+ * <activity android:windowSoftInputMode="adjustResize">
+ *
+ * ```
+ *
+ * ### iOS Notes
+ * - If the content of your app (including the header) is being pushed up and
+ * out of view on input focus, try setting `cordova.plugins.Keyboard.disableScroll(true)`.
+ * This does **not** disable scrolling in the Ionic scroll view, rather it
+ * disables the native overflow scrolling that happens automatically as a
+ * result of focusing on inputs below the keyboard.
+ *
+ */
+
+/**
+ * The current viewport height.
+ */
+var keyboardCurrentViewportHeight = 0;
+
+/**
+ * The viewport height when in portrait orientation.
+ */
+var keyboardPortraitViewportHeight = 0;
+
+/**
+ * The viewport height when in landscape orientation.
+ */
+var keyboardLandscapeViewportHeight = 0;
+
+/**
+ * The currently focused input.
+ */
+var keyboardActiveElement;
+
+/**
+ * The scroll view containing the currently focused input.
+ */
+var scrollView;
+
+/**
+ * Timer for the setInterval that polls window.innerHeight to determine whether
+ * the layout has updated for the keyboard showing/hiding.
+ */
+var waitForResizeTimer;
+
+/**
+ * Sometimes when switching inputs or orientations, focusout will fire before
+ * focusin, so this timer is for the small setTimeout to determine if we should
+ * really focusout/hide the keyboard.
+ */
+var keyboardFocusOutTimer;
+
+/**
+ * on Android, orientationchange will fire before the keyboard plugin notifies
+ * the browser that the keyboard will show/is showing, so this flag indicates
+ * to nativeShow that there was an orientationChange and we should update
+ * the viewport height with an accurate keyboard height value
+ */
+var wasOrientationChange = false;
+
+/**
+ * CSS class added to the body indicating the keyboard is open.
+ */
+var KEYBOARD_OPEN_CSS = 'keyboard-open';
+
+/**
+ * CSS class that indicates a scroll container.
+ */
+var SCROLL_CONTAINER_CSS = 'scroll-content';
+
+/**
+ * Ionic keyboard namespace.
+ * @namespace keyboard
+ */
+ionic.keyboard = {
+
+ /**
+ * Whether the keyboard is open or not.
+ */
+ isOpen: false,
+
+ /**
+ * Whether the keyboard is closing or not.
+ */
+ isClosing: false,
+
+ /**
+ * Whether the keyboard is opening or not.
+ */
+ isOpening: false,
+
+ /**
+ * The height of the keyboard in pixels, as reported by the keyboard plugin.
+ * If the plugin is not available, calculated as the difference in
+ * window.innerHeight after the keyboard has shown.
+ */
+ height: 0,
+
+ /**
+ * Whether the device is in landscape orientation or not.
+ */
+ isLandscape: false,
+
+ /**
+ * Hide the keyboard, if it is open.
+ */
+ hide: function() {
+ if (keyboardHasPlugin()) {
+ cordova.plugins.Keyboard.close();
+ }
+ keyboardActiveElement && keyboardActiveElement.blur();
+ },
+
+ /**
+ * An alias for cordova.plugins.Keyboard.show(). If the keyboard plugin
+ * is installed, show the keyboard.
+ */
+ show: function() {
+ if (keyboardHasPlugin()) {
+ cordova.plugins.Keyboard.show();
+ }
+ }
+};
+
+// Initialize the viewport height (after ionic.keyboard.height has been
+// defined).
+keyboardCurrentViewportHeight = getViewportHeight();
+
+
+ /* Event handlers */
+/* ------------------------------------------------------------------------- */
+
+/**
+ * Event handler for first touch event, initializes all event listeners
+ * for keyboard related events.
+ */
+function keyboardInit() {
+ var debouncedKeyboardFocusIn = ionic.debounce(keyboardFocusIn, 200, true);
+
+ if (keyboardHasPlugin()) {
+ window.addEventListener('native.keyboardshow', ionic.debounce(keyboardNativeShow, 100, true));
+ window.addEventListener('native.keyboardhide', keyboardFocusOut);
+ } else {
+ document.body.addEventListener('focusout', keyboardFocusOut);
+ }
+
+ document.body.addEventListener('ionic.focusin', debouncedKeyboardFocusIn);
+ document.body.addEventListener('focusin', debouncedKeyboardFocusIn);
+
+ if (window.navigator.msPointerEnabled) {
+ document.removeEventListener("MSPointerDown", keyboardInit);
+ } else {
+ document.removeEventListener('touchstart', keyboardInit);
+ }
+}
+
+/**
+ * Event handler for 'native.keyboardshow' event, sets keyboard.height to the
+ * reported height and keyboard.isOpening to true. Then calls
+ * keyboardWaitForResize with keyboardShow or keyboardUpdateViewportHeight as
+ * the callback depending on whether the event was triggered by a focusin or
+ * an orientationchange.
+ */
+function keyboardNativeShow(e) {
+ clearTimeout(keyboardFocusOutTimer);
+ //console.log("keyboardNativeShow fired at: " + Date.now());
+ //console.log("keyboardNativeshow window.innerHeight: " + window.innerHeight);
+
+ if (!ionic.keyboard.isOpen || ionic.keyboard.isClosing) {
+ ionic.keyboard.isOpening = true;
+ ionic.keyboard.isClosing = false;
+ }
+
+ ionic.keyboard.height = e.keyboardHeight;
+ //console.log('nativeshow keyboard height:' + e.keyboardHeight);
+
+ if (wasOrientationChange) {
+ keyboardWaitForResize(keyboardUpdateViewportHeight, true);
+ } else {
+ keyboardWaitForResize(keyboardShow, true);
+ }
+}
+
+/**
+ * Event handler for 'focusin' and 'ionic.focusin' events. Initializes
+ * keyboard state (keyboardActiveElement and keyboard.isOpening) for the
+ * appropriate adjustments once the window has resized. If not using the
+ * keyboard plugin, calls keyboardWaitForResize with keyboardShow as the
+ * callback or keyboardShow right away if the keyboard is already open. If
+ * using the keyboard plugin does nothing and lets keyboardNativeShow handle
+ * adjustments with a more accurate keyboard height.
+ */
+function keyboardFocusIn(e) {
+ clearTimeout(keyboardFocusOutTimer);
+ //console.log("keyboardFocusIn from: " + e.type + " at: " + Date.now());
+
+ if (!e.target ||
+ e.target.readOnly ||
+ !ionic.tap.isKeyboardElement(e.target) ||
+ !(scrollView = inputScrollView(e.target))) {
+ return;
+ }
+
+ keyboardActiveElement = e.target;
+
+ // if using JS scrolling, undo the effects of native overflow scroll so the
+ // scroll view is positioned correctly
+ document.body.scrollTop = 0;
+ scrollView.scrollTop = 0;
+ ionic.requestAnimationFrame(function(){
+ document.body.scrollTop = 0;
+ scrollView.scrollTop = 0;
+ });
+
+ if (!ionic.keyboard.isOpen || ionic.keyboard.isClosing) {
+ ionic.keyboard.isOpening = true;
+ ionic.keyboard.isClosing = false;
+ }
+
+ // attempt to prevent browser from natively scrolling input into view while
+ // we are trying to do the same (while we are scrolling) if the user taps the
+ // keyboard
+ document.addEventListener('keydown', keyboardOnKeyDown, false);
+
+ // any showing part of the document that isn't within the scroll the user
+ // could touchmove and cause some ugly changes to the app, so disable
+ // any touchmove events while the keyboard is open using e.preventDefault()
+ if (window.navigator.msPointerEnabled) {
+ document.addEventListener("MSPointerMove", keyboardPreventDefault, false);
+ } else {
+ document.addEventListener('touchmove', keyboardPreventDefault, false);
+ }
+
+ // if we aren't using the plugin and the keyboard isn't open yet, wait for the
+ // window to resize so we can get an accurate estimate of the keyboard size,
+ // otherwise we do nothing and let nativeShow call keyboardShow once we have
+ // an exact keyboard height
+ // if the keyboard is already open, go ahead and scroll the input into view
+ // if necessary
+ if (!ionic.keyboard.isOpen && !keyboardHasPlugin()) {
+ keyboardWaitForResize(keyboardShow, true);
+
+ } else if (ionic.keyboard.isOpen) {
+ keyboardShow();
+ }
+}
+
+/**
+ * Event handler for 'focusout' events. Sets keyboard.isClosing to true and
+ * calls keyboardWaitForResize with keyboardHide as the callback after a small
+ * timeout.
+ */
+function keyboardFocusOut() {
+ clearTimeout(keyboardFocusOutTimer);
+ //console.log("keyboardFocusOut fired at: " + Date.now());
+ //console.log("keyboardFocusOut event type: " + e.type);
+
+ if (ionic.keyboard.isOpen || ionic.keyboard.isOpening) {
+ ionic.keyboard.isClosing = true;
+ ionic.keyboard.isOpening = false;
+ }
+
+ // Call keyboardHide with a slight delay because sometimes on focus or
+ // orientation change focusin is called immediately after, so we give it time
+ // to cancel keyboardHide
+ keyboardFocusOutTimer = setTimeout(function() {
+ ionic.requestAnimationFrame(function() {
+ // focusOut during or right after an orientationchange, so we didn't get
+ // a chance to update the viewport height yet, do it and keyboardHide
+ //console.log("focusOut, wasOrientationChange: " + wasOrientationChange);
+ if (wasOrientationChange) {
+ keyboardWaitForResize(function(){
+ keyboardUpdateViewportHeight();
+ keyboardHide();
+ }, false);
+ } else {
+ keyboardWaitForResize(keyboardHide, false);
+ }
+ });
+ }, 50);
+}
+
+/**
+ * Event handler for 'orientationchange' events. If using the keyboard plugin
+ * and the keyboard is open on Android, sets wasOrientationChange to true so
+ * nativeShow can update the viewport height with an accurate keyboard height.
+ * If the keyboard isn't open or keyboard plugin isn't being used,
+ * waits for the window to resize before updating the viewport height.
+ *
+ * On iOS, where orientationchange fires after the keyboard has already shown,
+ * updates the viewport immediately, regardless of if the keyboard is already
+ * open.
+ */
+function keyboardOrientationChange() {
+ //console.log("orientationchange fired at: " + Date.now());
+ //console.log("orientation was: " + (ionic.keyboard.isLandscape ? "landscape" : "portrait"));
+
+ // toggle orientation
+ ionic.keyboard.isLandscape = !ionic.keyboard.isLandscape;
+ // //console.log("now orientation is: " + (ionic.keyboard.isLandscape ? "landscape" : "portrait"));
+
+ // no need to wait for resizing on iOS, and orientationchange always fires
+ // after the keyboard has opened, so it doesn't matter if it's open or not
+ if (ionic.Platform.isIOS()) {
+ keyboardUpdateViewportHeight();
+ }
+
+ // On Android, if the keyboard isn't open or we aren't using the keyboard
+ // plugin, update the viewport height once everything has resized. If the
+ // keyboard is open and we are using the keyboard plugin do nothing and let
+ // nativeShow handle it using an accurate keyboard height.
+ if ( ionic.Platform.isAndroid()) {
+ if (!ionic.keyboard.isOpen || !keyboardHasPlugin()) {
+ keyboardWaitForResize(keyboardUpdateViewportHeight, false);
+ } else {
+ wasOrientationChange = true;
+ }
+ }
+}
+
+/**
+ * Event handler for 'keydown' event. Tries to prevent browser from natively
+ * scrolling an input into view when a user taps the keyboard while we are
+ * scrolling the input into view ourselves with JS.
+ */
+function keyboardOnKeyDown(e) {
+ if (ionic.scroll.isScrolling) {
+ keyboardPreventDefault(e);
+ }
+}
+
+/**
+ * Event for 'touchmove' or 'MSPointerMove'. Prevents native scrolling on
+ * elements outside the scroll view while the keyboard is open.
+ */
+function keyboardPreventDefault(e) {
+ if (e.target.tagName !== 'TEXTAREA') {
+ e.preventDefault();
+ }
+}
+
+ /* Private API */
+/* -------------------------------------------------------------------------- */
+
+/**
+ * Polls window.innerHeight until it has updated to an expected value (or
+ * sufficient time has passed) before calling the specified callback function.
+ * Only necessary for non-fullscreen Android which sometimes reports multiple
+ * window.innerHeight values during interim layouts while it is resizing.
+ *
+ * On iOS, the window.innerHeight will already be updated, but we use the 50ms
+ * delay as essentially a timeout so that scroll view adjustments happen after
+ * the keyboard has shown so there isn't a white flash from us resizing too
+ * quickly.
+ *
+ * @param {Function} callback the function to call once the window has resized
+ * @param {boolean} isOpening whether the resize is from the keyboard opening
+ * or not
+ */
+function keyboardWaitForResize(callback, isOpening) {
+ clearInterval(waitForResizeTimer);
+ var count = 0;
+ var maxCount;
+ var initialHeight = getViewportHeight();
+ var viewportHeight = initialHeight;
+
+ //console.log("waitForResize initial viewport height: " + viewportHeight);
+ //var start = Date.now();
+ //console.log("start: " + start);
+
+ // want to fail relatively quickly on modern android devices, since it's much
+ // more likely we just have a bad keyboard height
+ if (ionic.Platform.isAndroid() && ionic.Platform.version() < 4.4) {
+ maxCount = 30;
+ } else if (ionic.Platform.isAndroid()) {
+ maxCount = 10;
+ } else {
+ maxCount = 1;
+ }
+
+ // poll timer
+ waitForResizeTimer = setInterval(function(){
+ viewportHeight = getViewportHeight();
+
+ // height hasn't updated yet, try again in 50ms
+ // if not using plugin, wait for maxCount to ensure we have waited long enough
+ // to get an accurate keyboard height
+ if (++count < maxCount &&
+ ((!isPortraitViewportHeight(viewportHeight) &&
+ !isLandscapeViewportHeight(viewportHeight)) ||
+ !ionic.keyboard.height)) {
+ return;
+ }
+
+ // infer the keyboard height from the resize if not using the keyboard plugin
+ if (!keyboardHasPlugin()) {
+ ionic.keyboard.height = Math.abs(initialHeight - window.innerHeight);
+ }
+
+ // set to true if we were waiting for the keyboard to open
+ ionic.keyboard.isOpen = isOpening;
+
+ clearInterval(waitForResizeTimer);
+ //var end = Date.now();
+ //console.log("waitForResize count: " + count);
+ //console.log("end: " + end);
+ //console.log("difference: " + ( end - start ) + "ms");
+
+ //console.log("callback: " + callback.name);
+ callback();
+
+ }, 50);
+
+ return maxCount; //for tests
+}
+
+/**
+ * On keyboard close sets keyboard state to closed, resets the scroll view,
+ * removes CSS from body indicating keyboard was open, removes any event
+ * listeners for when the keyboard is open and on Android blurs the active
+ * element (which in some cases will still have focus even if the keyboard
+ * is closed and can cause it to reappear on subsequent taps).
+ */
+function keyboardHide() {
+ clearTimeout(keyboardFocusOutTimer);
+ //console.log("keyboardHide");
+
+ ionic.keyboard.isOpen = false;
+ ionic.keyboard.isClosing = false;
+
+ ionic.trigger('resetScrollView', {
+ target: keyboardActiveElement
+ }, true);
+
+ ionic.requestAnimationFrame(function(){
+ document.body.classList.remove(KEYBOARD_OPEN_CSS);
+ });
+
+ // the keyboard is gone now, remove the touchmove that disables native scroll
+ if (window.navigator.msPointerEnabled) {
+ document.removeEventListener("MSPointerMove", keyboardPreventDefault);
+ } else {
+ document.removeEventListener('touchmove', keyboardPreventDefault);
+ }
+ document.removeEventListener('keydown', keyboardOnKeyDown);
+
+ if (ionic.Platform.isAndroid()) {
+ // on android closing the keyboard with the back/dismiss button won't remove
+ // focus and keyboard can re-appear on subsequent taps (like scrolling)
+ if (keyboardHasPlugin()) cordova.plugins.Keyboard.close();
+ keyboardActiveElement && keyboardActiveElement.blur();
+ }
+}
+
+/**
+ * On keyboard open sets keyboard state to open, adds CSS to the body
+ * indicating the keyboard is open and tells the scroll view to resize and
+ * the currently focused input into view if necessary.
+ */
+function keyboardShow() {
+ var elementBounds = keyboardActiveElement.getBoundingClientRect();
+ var details = {
+ target: keyboardActiveElement,
+ elementTop: Math.round(elementBounds.top),
+ elementBottom: Math.round(elementBounds.bottom),
+ keyboardHeight: keyboardGetHeight(),
+ viewportHeight: keyboardCurrentViewportHeight
+ };
+
+ details.windowHeight = details.viewportHeight - details.keyboardHeight;
+ //console.log("keyboardShow viewportHeight: " + details.viewportHeight +
+ //", windowHeight: " + details.windowHeight +
+ //", keyboardHeight: " + details.keyboardHeight);
+
+ // figure out if the element is under the keyboard
+ details.isElementUnderKeyboard = (details.elementBottom > details.windowHeight);
+ //console.log("isUnderKeyboard: " + details.isElementUnderKeyboard);
+ //console.log("elementBottom: " + details.elementBottom);
+
+ ionic.keyboard.isOpen = true;
+ ionic.keyboard.isOpening = false;
+
+ // send event so the scroll view adjusts
+ ionic.trigger('scrollChildIntoView', details, true);
+
+ setTimeout(function(){
+ document.body.classList.add(KEYBOARD_OPEN_CSS);
+ }, 400);
+
+ return details;
+}
+
+/* eslint no-unused-vars:0 */
+function keyboardGetHeight() {
+ // check if we already have a keyboard height from the plugin or resize calculations
+ if (ionic.keyboard.height) {
+ return ionic.keyboard.height;
+ }
+
+ if (ionic.Platform.isAndroid()) {
+ // should be using the plugin, no way to know how big the keyboard is, so guess
+ if ( ionic.Platform.isFullScreen ) {
+ return 275;
+ }
+ // otherwise just calculate it
+ var contentHeight = window.innerHeight;
+ if (contentHeight < keyboardCurrentViewportHeight) {
+ return keyboardCurrentViewportHeight - contentHeight;
+ } else {
+ return 0;
+ }
+ }
+
+ // fallback for when it's the webview without the plugin
+ // or for just the standard web browser
+ // TODO: have these be based on device
+ if (ionic.Platform.isIOS()) {
+ if (ionic.keyboard.isLandscape) {
+ return 206;
+ }
+
+ if (!ionic.Platform.isWebView()) {
+ return 216;
+ }
+
+ return 260;
+ }
+
+ // safe guess
+ return 275;
+}
+
+function isPortraitViewportHeight(viewportHeight) {
+ return !!(!ionic.keyboard.isLandscape &&
+ keyboardPortraitViewportHeight &&
+ (Math.abs(keyboardPortraitViewportHeight - viewportHeight) < 2));
+}
+
+function isLandscapeViewportHeight(viewportHeight) {
+ return !!(ionic.keyboard.isLandscape &&
+ keyboardLandscapeViewportHeight &&
+ (Math.abs(keyboardLandscapeViewportHeight - viewportHeight) < 2));
+}
+
+function keyboardUpdateViewportHeight() {
+ wasOrientationChange = false;
+ keyboardCurrentViewportHeight = getViewportHeight();
+
+ if (ionic.keyboard.isLandscape && !keyboardLandscapeViewportHeight) {
+ //console.log("saved landscape: " + keyboardCurrentViewportHeight);
+ keyboardLandscapeViewportHeight = keyboardCurrentViewportHeight;
+
+ } else if (!ionic.keyboard.isLandscape && !keyboardPortraitViewportHeight) {
+ //console.log("saved portrait: " + keyboardCurrentViewportHeight);
+ keyboardPortraitViewportHeight = keyboardCurrentViewportHeight;
+ }
+
+ ionic.trigger('resetScrollView', {
+ target: keyboardActiveElement
+ }, true);
+
+ if (ionic.keyboard.isOpen && ionic.tap.isTextInput(keyboardActiveElement)) {
+ keyboardShow();
+ }
+}
+
+function keyboardInitViewportHeight() {
+ var viewportHeight = getViewportHeight();
+ //console.log("Keyboard init VP: " + viewportHeight + " " + window.innerWidth);
+ // can't just use window.innerHeight in case the keyboard is opened immediately
+ if ((viewportHeight / window.innerWidth) < 1) {
+ ionic.keyboard.isLandscape = true;
+ }
+ //console.log("ionic.keyboard.isLandscape is: " + ionic.keyboard.isLandscape);
+
+ // initialize or update the current viewport height values
+ keyboardCurrentViewportHeight = viewportHeight;
+ if (ionic.keyboard.isLandscape && !keyboardLandscapeViewportHeight) {
+ keyboardLandscapeViewportHeight = keyboardCurrentViewportHeight;
+ } else if (!ionic.keyboard.isLandscape && !keyboardPortraitViewportHeight) {
+ keyboardPortraitViewportHeight = keyboardCurrentViewportHeight;
+ }
+}
+
+function getViewportHeight() {
+ var windowHeight = window.innerHeight;
+ //console.log('window.innerHeight is: ' + windowHeight);
+ //console.log('kb height is: ' + ionic.keyboard.height);
+ //console.log('kb isOpen: ' + ionic.keyboard.isOpen);
+
+ //TODO: add iPad undocked/split kb once kb plugin supports it
+ // the keyboard overlays the window on Android fullscreen
+ if (!(ionic.Platform.isAndroid() && ionic.Platform.isFullScreen) &&
+ (ionic.keyboard.isOpen || ionic.keyboard.isOpening) &&
+ !ionic.keyboard.isClosing) {
+
+ return windowHeight + keyboardGetHeight();
+ }
+ return windowHeight;
+}
+
+function inputScrollView(ele) {
+ while(ele) {
+ if (ele.classList.contains(SCROLL_CONTAINER_CSS)) {
+ return ele;
+ }
+ ele = ele.parentElement;
+ }
+ return null;
+}
+
+function keyboardHasPlugin() {
+ return !!(window.cordova && cordova.plugins && cordova.plugins.Keyboard);
+}
+
+ionic.Platform.ready(function() {
+ keyboardInitViewportHeight();
+
+ window.addEventListener('orientationchange', keyboardOrientationChange);
+
+ // if orientation changes while app is in background, update on resuming
+ /*
+ if ( ionic.Platform.isWebView() ) {
+ document.addEventListener('resume', keyboardInitViewportHeight);
+
+ if (ionic.Platform.isAndroid()) {
+ //TODO: onbackpressed to detect keyboard close without focusout or plugin
+ }
+ }
+ */
+
+ // if orientation changes while app is in background, update on resuming
+/* if ( ionic.Platform.isWebView() ) {
+ document.addEventListener('pause', function() {
+ window.removeEventListener('orientationchange', keyboardOrientationChange);
+ })
+ document.addEventListener('resume', function() {
+ keyboardInitViewportHeight();
+ window.addEventListener('orientationchange', keyboardOrientationChange)
+ });
+ }*/
+
+ // Android sometimes reports bad innerHeight on window.load
+ // try it again in a lil bit to play it safe
+ setTimeout(keyboardInitViewportHeight, 999);
+
+ // only initialize the adjustments for the virtual keyboard
+ // if a touchstart event happens
+ if (window.navigator.msPointerEnabled) {
+ document.addEventListener("MSPointerDown", keyboardInit, false);
+ } else {
+ document.addEventListener('touchstart', keyboardInit, false);
+ }
+});
+
+
+
+var viewportTag;
+var viewportProperties = {};
+
+ionic.viewport = {
+ orientation: function() {
+ // 0 = Portrait
+ // 90 = Landscape
+ // not using window.orientation because each device has a different implementation
+ return (window.innerWidth > window.innerHeight ? 90 : 0);
+ }
+};
+
+function viewportLoadTag() {
+ var x;
+
+ for (x = 0; x < document.head.children.length; x++) {
+ if (document.head.children[x].name == 'viewport') {
+ viewportTag = document.head.children[x];
+ break;
+ }
+ }
+
+ if (viewportTag) {
+ var props = viewportTag.content.toLowerCase().replace(/\s+/g, '').split(',');
+ var keyValue;
+ for (x = 0; x < props.length; x++) {
+ if (props[x]) {
+ keyValue = props[x].split('=');
+ viewportProperties[ keyValue[0] ] = (keyValue.length > 1 ? keyValue[1] : '_');
+ }
+ }
+ viewportUpdate();
+ }
+}
+
+function viewportUpdate() {
+ // unit tests in viewport.unit.js
+
+ var initWidth = viewportProperties.width;
+ var initHeight = viewportProperties.height;
+ var p = ionic.Platform;
+ var version = p.version();
+ var DEVICE_WIDTH = 'device-width';
+ var DEVICE_HEIGHT = 'device-height';
+ var orientation = ionic.viewport.orientation();
+
+ // Most times we're removing the height and adding the width
+ // So this is the default to start with, then modify per platform/version/oreintation
+ delete viewportProperties.height;
+ viewportProperties.width = DEVICE_WIDTH;
+
+ if (p.isIPad()) {
+ // iPad
+
+ if (version > 7) {
+ // iPad >= 7.1
+ // https://issues.apache.org/jira/browse/CB-4323
+ delete viewportProperties.width;
+
+ } else {
+ // iPad <= 7.0
+
+ if (p.isWebView()) {
+ // iPad <= 7.0 WebView
+
+ if (orientation == 90) {
+ // iPad <= 7.0 WebView Landscape
+ viewportProperties.height = '0';
+
+ } else if (version == 7) {
+ // iPad <= 7.0 WebView Portait
+ viewportProperties.height = DEVICE_HEIGHT;
+ }
+ } else {
+ // iPad <= 6.1 Browser
+ if (version < 7) {
+ viewportProperties.height = '0';
+ }
+ }
+ }
+
+ } else if (p.isIOS()) {
+ // iPhone
+
+ if (p.isWebView()) {
+ // iPhone WebView
+
+ if (version > 7) {
+ // iPhone >= 7.1 WebView
+ delete viewportProperties.width;
+
+ } else if (version < 7) {
+ // iPhone <= 6.1 WebView
+ // if height was set it needs to get removed with this hack for <= 6.1
+ if (initHeight) viewportProperties.height = '0';
+
+ } else if (version == 7) {
+ //iPhone == 7.0 WebView
+ viewportProperties.height = DEVICE_HEIGHT;
+ }
+
+ } else {
+ // iPhone Browser
+
+ if (version < 7) {
+ // iPhone <= 6.1 Browser
+ // if height was set it needs to get removed with this hack for <= 6.1
+ if (initHeight) viewportProperties.height = '0';
+ }
+ }
+
+ }
+
+ // only update the viewport tag if there was a change
+ if (initWidth !== viewportProperties.width || initHeight !== viewportProperties.height) {
+ viewportTagUpdate();
+ }
+}
+
+function viewportTagUpdate() {
+ var key, props = [];
+ for (key in viewportProperties) {
+ if (viewportProperties[key]) {
+ props.push(key + (viewportProperties[key] == '_' ? '' : '=' + viewportProperties[key]));
+ }
+ }
+
+ viewportTag.content = props.join(', ');
+}
+
+ionic.Platform.ready(function() {
+ viewportLoadTag();
+
+ window.addEventListener("orientationchange", function() {
+ setTimeout(viewportUpdate, 1000);
+ }, false);
+});
+
+(function(ionic) {
+'use strict';
+ ionic.views.View = function() {
+ this.initialize.apply(this, arguments);
+ };
+
+ ionic.views.View.inherit = ionic.inherit;
+
+ ionic.extend(ionic.views.View.prototype, {
+ initialize: function() {}
+ });
+
+})(window.ionic);
+
+/*
+ * Scroller
+ * http://github.com/zynga/scroller
+ *
+ * Copyright 2011, Zynga Inc.
+ * Licensed under the MIT License.
+ * https://raw.github.com/zynga/scroller/master/MIT-LICENSE.txt
+ *
+ * Based on the work of: Unify Project (unify-project.org)
+ * http://unify-project.org
+ * Copyright 2011, Deutsche Telekom AG
+ * License: MIT + Apache (V2)
+ */
+
+/* jshint eqnull: true */
+
+/**
+ * Generic animation class with support for dropped frames both optional easing and duration.
+ *
+ * Optional duration is useful when the lifetime is defined by another condition than time
+ * e.g. speed of an animating object, etc.
+ *
+ * Dropped frame logic allows to keep using the same updater logic independent from the actual
+ * rendering. This eases a lot of cases where it might be pretty complex to break down a state
+ * based on the pure time difference.
+ */
+var zyngaCore = { effect: {} };
+(function(global) {
+ var time = Date.now || function() {
+ return +new Date();
+ };
+ var desiredFrames = 60;
+ var millisecondsPerSecond = 1000;
+ var running = {};
+ var counter = 1;
+
+ zyngaCore.effect.Animate = {
+
+ /**
+ * A requestAnimationFrame wrapper / polyfill.
+ *
+ * @param callback {Function} The callback to be invoked before the next repaint.
+ * @param root {HTMLElement} The root element for the repaint
+ */
+ requestAnimationFrame: (function() {
+
+ // Check for request animation Frame support
+ var requestFrame = global.requestAnimationFrame || global.webkitRequestAnimationFrame || global.mozRequestAnimationFrame || global.oRequestAnimationFrame;
+ var isNative = !!requestFrame;
+
+ if (requestFrame && !/requestAnimationFrame\(\)\s*\{\s*\[native code\]\s*\}/i.test(requestFrame.toString())) {
+ isNative = false;
+ }
+
+ if (isNative) {
+ return function(callback, root) {
+ requestFrame(callback, root);
+ };
+ }
+
+ var TARGET_FPS = 60;
+ var requests = {};
+ var requestCount = 0;
+ var rafHandle = 1;
+ var intervalHandle = null;
+ var lastActive = +new Date();
+
+ return function(callback) {
+ var callbackHandle = rafHandle++;
+
+ // Store callback
+ requests[callbackHandle] = callback;
+ requestCount++;
+
+ // Create timeout at first request
+ if (intervalHandle === null) {
+
+ intervalHandle = setInterval(function() {
+
+ var time = +new Date();
+ var currentRequests = requests;
+
+ // Reset data structure before executing callbacks
+ requests = {};
+ requestCount = 0;
+
+ for(var key in currentRequests) {
+ if (currentRequests.hasOwnProperty(key)) {
+ currentRequests[key](time);
+ lastActive = time;
+ }
+ }
+
+ // Disable the timeout when nothing happens for a certain
+ // period of time
+ if (time - lastActive > 2500) {
+ clearInterval(intervalHandle);
+ intervalHandle = null;
+ }
+
+ }, 1000 / TARGET_FPS);
+ }
+
+ return callbackHandle;
+ };
+
+ })(),
+
+
+ /**
+ * Stops the given animation.
+ *
+ * @param id {Integer} Unique animation ID
+ * @return {Boolean} Whether the animation was stopped (aka, was running before)
+ */
+ stop: function(id) {
+ var cleared = running[id] != null;
+ if (cleared) {
+ running[id] = null;
+ }
+
+ return cleared;
+ },
+
+
+ /**
+ * Whether the given animation is still running.
+ *
+ * @param id {Integer} Unique animation ID
+ * @return {Boolean} Whether the animation is still running
+ */
+ isRunning: function(id) {
+ return running[id] != null;
+ },
+
+
+ /**
+ * Start the animation.
+ *
+ * @param stepCallback {Function} Pointer to function which is executed on every step.
+ * Signature of the method should be `function(percent, now, virtual) { return continueWithAnimation; }`
+ * @param verifyCallback {Function} Executed before every animation step.
+ * Signature of the method should be `function() { return continueWithAnimation; }`
+ * @param completedCallback {Function}
+ * Signature of the method should be `function(droppedFrames, finishedAnimation) {}`
+ * @param duration {Integer} Milliseconds to run the animation
+ * @param easingMethod {Function} Pointer to easing function
+ * Signature of the method should be `function(percent) { return modifiedValue; }`
+ * @param root {Element} Render root, when available. Used for internal
+ * usage of requestAnimationFrame.
+ * @return {Integer} Identifier of animation. Can be used to stop it any time.
+ */
+ start: function(stepCallback, verifyCallback, completedCallback, duration, easingMethod, root) {
+
+ var start = time();
+ var lastFrame = start;
+ var percent = 0;
+ var dropCounter = 0;
+ var id = counter++;
+
+ if (!root) {
+ root = document.body;
+ }
+
+ // Compacting running db automatically every few new animations
+ if (id % 20 === 0) {
+ var newRunning = {};
+ for (var usedId in running) {
+ newRunning[usedId] = true;
+ }
+ running = newRunning;
+ }
+
+ // This is the internal step method which is called every few milliseconds
+ var step = function(virtual) {
+
+ // Normalize virtual value
+ var render = virtual !== true;
+
+ // Get current time
+ var now = time();
+
+ // Verification is executed before next animation step
+ if (!running[id] || (verifyCallback && !verifyCallback(id))) {
+
+ running[id] = null;
+ completedCallback && completedCallback(desiredFrames - (dropCounter / ((now - start) / millisecondsPerSecond)), id, false);
+ return;
+
+ }
+
+ // For the current rendering to apply let's update omitted steps in memory.
+ // This is important to bring internal state variables up-to-date with progress in time.
+ if (render) {
+
+ var droppedFrames = Math.round((now - lastFrame) / (millisecondsPerSecond / desiredFrames)) - 1;
+ for (var j = 0; j < Math.min(droppedFrames, 4); j++) {
+ step(true);
+ dropCounter++;
+ }
+
+ }
+
+ // Compute percent value
+ if (duration) {
+ percent = (now - start) / duration;
+ if (percent > 1) {
+ percent = 1;
+ }
+ }
+
+ // Execute step callback, then...
+ var value = easingMethod ? easingMethod(percent) : percent;
+ if ((stepCallback(value, now, render) === false || percent === 1) && render) {
+ running[id] = null;
+ completedCallback && completedCallback(desiredFrames - (dropCounter / ((now - start) / millisecondsPerSecond)), id, percent === 1 || duration == null);
+ } else if (render) {
+ lastFrame = now;
+ zyngaCore.effect.Animate.requestAnimationFrame(step, root);
+ }
+ };
+
+ // Mark as running
+ running[id] = true;
+
+ // Init first step
+ zyngaCore.effect.Animate.requestAnimationFrame(step, root);
+
+ // Return unique animation ID
+ return id;
+ }
+ };
+})(this);
+
+/*
+ * Scroller
+ * http://github.com/zynga/scroller
+ *
+ * Copyright 2011, Zynga Inc.
+ * Licensed under the MIT License.
+ * https://raw.github.com/zynga/scroller/master/MIT-LICENSE.txt
+ *
+ * Based on the work of: Unify Project (unify-project.org)
+ * http://unify-project.org
+ * Copyright 2011, Deutsche Telekom AG
+ * License: MIT + Apache (V2)
+ */
+
+(function(ionic) {
+ var NOOP = function(){};
+
+ // Easing Equations (c) 2003 Robert Penner, all rights reserved.
+ // Open source under the BSD License.
+
+ /**
+ * @param pos {Number} position between 0 (start of effect) and 1 (end of effect)
+ **/
+ var easeOutCubic = function(pos) {
+ return (Math.pow((pos - 1), 3) + 1);
+ };
+
+ /**
+ * @param pos {Number} position between 0 (start of effect) and 1 (end of effect)
+ **/
+ var easeInOutCubic = function(pos) {
+ if ((pos /= 0.5) < 1) {
+ return 0.5 * Math.pow(pos, 3);
+ }
+
+ return 0.5 * (Math.pow((pos - 2), 3) + 2);
+ };
+
+
+/**
+ * ionic.views.Scroll
+ * A powerful scroll view with support for bouncing, pull to refresh, and paging.
+ * @param {Object} options options for the scroll view
+ * @class A scroll view system
+ * @memberof ionic.views
+ */
+ionic.views.Scroll = ionic.views.View.inherit({
+ initialize: function(options) {
+ var self = this;
+
+ self.__container = options.el;
+ self.__content = options.el.firstElementChild;
+
+ //Remove any scrollTop attached to these elements; they are virtual scroll now
+ //This also stops on-load-scroll-to-window.location.hash that the browser does
+ setTimeout(function() {
+ if (self.__container && self.__content) {
+ self.__container.scrollTop = 0;
+ self.__content.scrollTop = 0;
+ }
+ });
+
+ self.options = {
+
+ /** Disable scrolling on x-axis by default */
+ scrollingX: false,
+ scrollbarX: true,
+
+ /** Enable scrolling on y-axis */
+ scrollingY: true,
+ scrollbarY: true,
+
+ startX: 0,
+ startY: 0,
+
+ /** The amount to dampen mousewheel events */
+ wheelDampen: 6,
+
+ /** The minimum size the scrollbars scale to while scrolling */
+ minScrollbarSizeX: 5,
+ minScrollbarSizeY: 5,
+
+ /** Scrollbar fading after scrolling */
+ scrollbarsFade: true,
+ scrollbarFadeDelay: 300,
+ /** The initial fade delay when the pane is resized or initialized */
+ scrollbarResizeFadeDelay: 1000,
+
+ /** Enable animations for deceleration, snap back, zooming and scrolling */
+ animating: true,
+
+ /** duration for animations triggered by scrollTo/zoomTo */
+ animationDuration: 250,
+
+ /** The velocity required to make the scroll view "slide" after touchend */
+ decelVelocityThreshold: 4,
+
+ /** The velocity required to make the scroll view "slide" after touchend when using paging */
+ decelVelocityThresholdPaging: 4,
+
+ /** Enable bouncing (content can be slowly moved outside and jumps back after releasing) */
+ bouncing: true,
+
+ /** Enable locking to the main axis if user moves only slightly on one of them at start */
+ locking: true,
+
+ /** Enable pagination mode (switching between full page content panes) */
+ paging: false,
+
+ /** Enable snapping of content to a configured pixel grid */
+ snapping: false,
+
+ /** Enable zooming of content via API, fingers and mouse wheel */
+ zooming: false,
+
+ /** Minimum zoom level */
+ minZoom: 0.5,
+
+ /** Maximum zoom level */
+ maxZoom: 3,
+
+ /** Multiply or decrease scrolling speed **/
+ speedMultiplier: 1,
+
+ deceleration: 0.97,
+
+ /** Whether to prevent default on a scroll operation to capture drag events **/
+ preventDefault: false,
+
+ /** Callback that is fired on the later of touch end or deceleration end,
+ provided that another scrolling action has not begun. Used to know
+ when to fade out a scrollbar. */
+ scrollingComplete: NOOP,
+
+ /** This configures the amount of change applied to deceleration when reaching boundaries **/
+ penetrationDeceleration: 0.03,
+
+ /** This configures the amount of change applied to acceleration when reaching boundaries **/
+ penetrationAcceleration: 0.08,
+
+ // The ms interval for triggering scroll events
+ scrollEventInterval: 10,
+
+ freeze: false,
+
+ getContentWidth: function() {
+ return Math.max(self.__content.scrollWidth, self.__content.offsetWidth);
+ },
+ getContentHeight: function() {
+ return Math.max(self.__content.scrollHeight, self.__content.offsetHeight + (self.__content.offsetTop * 2));
+ }
+ };
+
+ for (var key in options) {
+ self.options[key] = options[key];
+ }
+
+ self.hintResize = ionic.debounce(function() {
+ self.resize();
+ }, 1000, true);
+
+ self.onScroll = function() {
+
+ if (!ionic.scroll.isScrolling) {
+ setTimeout(self.setScrollStart, 50);
+ } else {
+ clearTimeout(self.scrollTimer);
+ self.scrollTimer = setTimeout(self.setScrollStop, 80);
+ }
+
+ };
+
+ self.freeze = function(shouldFreeze) {
+ if (arguments.length) {
+ self.options.freeze = shouldFreeze;
+ }
+ return self.options.freeze;
+ };
+
+ self.setScrollStart = function() {
+ ionic.scroll.isScrolling = Math.abs(ionic.scroll.lastTop - self.__scrollTop) > 1;
+ clearTimeout(self.scrollTimer);
+ self.scrollTimer = setTimeout(self.setScrollStop, 80);
+ };
+
+ self.setScrollStop = function() {
+ ionic.scroll.isScrolling = false;
+ ionic.scroll.lastTop = self.__scrollTop;
+ };
+
+ self.triggerScrollEvent = ionic.throttle(function() {
+ self.onScroll();
+ ionic.trigger('scroll', {
+ scrollTop: self.__scrollTop,
+ scrollLeft: self.__scrollLeft,
+ target: self.__container
+ });
+ }, self.options.scrollEventInterval);
+
+ self.triggerScrollEndEvent = function() {
+ ionic.trigger('scrollend', {
+ scrollTop: self.__scrollTop,
+ scrollLeft: self.__scrollLeft,
+ target: self.__container
+ });
+ };
+
+ self.__scrollLeft = self.options.startX;
+ self.__scrollTop = self.options.startY;
+
+ // Get the render update function, initialize event handlers,
+ // and calculate the size of the scroll container
+ self.__callback = self.getRenderFn();
+ self.__initEventHandlers();
+ self.__createScrollbars();
+
+ },
+
+ run: function() {
+ this.resize();
+
+ // Fade them out
+ this.__fadeScrollbars('out', this.options.scrollbarResizeFadeDelay);
+ },
+
+
+
+ /*
+ ---------------------------------------------------------------------------
+ INTERNAL FIELDS :: STATUS
+ ---------------------------------------------------------------------------
+ */
+
+ /** Whether only a single finger is used in touch handling */
+ __isSingleTouch: false,
+
+ /** Whether a touch event sequence is in progress */
+ __isTracking: false,
+
+ /** Whether a deceleration animation went to completion. */
+ __didDecelerationComplete: false,
+
+ /**
+ * Whether a gesture zoom/rotate event is in progress. Activates when
+ * a gesturestart event happens. This has higher priority than dragging.
+ */
+ __isGesturing: false,
+
+ /**
+ * Whether the user has moved by such a distance that we have enabled
+ * dragging mode. Hint: It's only enabled after some pixels of movement to
+ * not interrupt with clicks etc.
+ */
+ __isDragging: false,
+
+ /**
+ * Not touching and dragging anymore, and smoothly animating the
+ * touch sequence using deceleration.
+ */
+ __isDecelerating: false,
+
+ /**
+ * Smoothly animating the currently configured change
+ */
+ __isAnimating: false,
+
+
+
+ /*
+ ---------------------------------------------------------------------------
+ INTERNAL FIELDS :: DIMENSIONS
+ ---------------------------------------------------------------------------
+ */
+
+ /** Available outer left position (from document perspective) */
+ __clientLeft: 0,
+
+ /** Available outer top position (from document perspective) */
+ __clientTop: 0,
+
+ /** Available outer width */
+ __clientWidth: 0,
+
+ /** Available outer height */
+ __clientHeight: 0,
+
+ /** Outer width of content */
+ __contentWidth: 0,
+
+ /** Outer height of content */
+ __contentHeight: 0,
+
+ /** Snapping width for content */
+ __snapWidth: 100,
+
+ /** Snapping height for content */
+ __snapHeight: 100,
+
+ /** Height to assign to refresh area */
+ __refreshHeight: null,
+
+ /** Whether the refresh process is enabled when the event is released now */
+ __refreshActive: false,
+
+ /** Callback to execute on activation. This is for signalling the user about a refresh is about to happen when he release */
+ __refreshActivate: null,
+
+ /** Callback to execute on deactivation. This is for signalling the user about the refresh being cancelled */
+ __refreshDeactivate: null,
+
+ /** Callback to execute to start the actual refresh. Call {@link #refreshFinish} when done */
+ __refreshStart: null,
+
+ /** Zoom level */
+ __zoomLevel: 1,
+
+ /** Scroll position on x-axis */
+ __scrollLeft: 0,
+
+ /** Scroll position on y-axis */
+ __scrollTop: 0,
+
+ /** Maximum allowed scroll position on x-axis */
+ __maxScrollLeft: 0,
+
+ /** Maximum allowed scroll position on y-axis */
+ __maxScrollTop: 0,
+
+ /* Scheduled left position (final position when animating) */
+ __scheduledLeft: 0,
+
+ /* Scheduled top position (final position when animating) */
+ __scheduledTop: 0,
+
+ /* Scheduled zoom level (final scale when animating) */
+ __scheduledZoom: 0,
+
+
+
+ /*
+ ---------------------------------------------------------------------------
+ INTERNAL FIELDS :: LAST POSITIONS
+ ---------------------------------------------------------------------------
+ */
+
+ /** Left position of finger at start */
+ __lastTouchLeft: null,
+
+ /** Top position of finger at start */
+ __lastTouchTop: null,
+
+ /** Timestamp of last move of finger. Used to limit tracking range for deceleration speed. */
+ __lastTouchMove: null,
+
+ /** List of positions, uses three indexes for each state: left, top, timestamp */
+ __positions: null,
+
+
+
+ /*
+ ---------------------------------------------------------------------------
+ INTERNAL FIELDS :: DECELERATION SUPPORT
+ ---------------------------------------------------------------------------
+ */
+
+ /** Minimum left scroll position during deceleration */
+ __minDecelerationScrollLeft: null,
+
+ /** Minimum top scroll position during deceleration */
+ __minDecelerationScrollTop: null,
+
+ /** Maximum left scroll position during deceleration */
+ __maxDecelerationScrollLeft: null,
+
+ /** Maximum top scroll position during deceleration */
+ __maxDecelerationScrollTop: null,
+
+ /** Current factor to modify horizontal scroll position with on every step */
+ __decelerationVelocityX: null,
+
+ /** Current factor to modify vertical scroll position with on every step */
+ __decelerationVelocityY: null,
+
+
+ /** the browser-specific property to use for transforms */
+ __transformProperty: null,
+ __perspectiveProperty: null,
+
+ /** scrollbar indicators */
+ __indicatorX: null,
+ __indicatorY: null,
+
+ /** Timeout for scrollbar fading */
+ __scrollbarFadeTimeout: null,
+
+ /** whether we've tried to wait for size already */
+ __didWaitForSize: null,
+ __sizerTimeout: null,
+
+ __initEventHandlers: function() {
+ var self = this;
+
+ // Event Handler
+ var container = self.__container;
+
+ // save height when scroll view is shrunk so we don't need to reflow
+ var scrollViewOffsetHeight;
+
+ /**
+ * Shrink the scroll view when the keyboard is up if necessary and if the
+ * focused input is below the bottom of the shrunk scroll view, scroll it
+ * into view.
+ */
+ self.scrollChildIntoView = function(e) {
+ //console.log("scrollChildIntoView at: " + Date.now());
+
+ // D
+ var scrollBottomOffsetToTop = container.getBoundingClientRect().bottom;
+ // D - A
+ scrollViewOffsetHeight = container.offsetHeight;
+ var alreadyShrunk = self.isShrunkForKeyboard;
+
+ var isModal = container.parentNode.classList.contains('modal');
+ // 680px is when the media query for 60% modal width kicks in
+ var isInsetModal = isModal && window.innerWidth >= 680;
+
+ /*
+ * _______
+ * |---A---| <- top of scroll view
+ * | |
+ * |---B---| <- keyboard
+ * | C | <- input
+ * |---D---| <- initial bottom of scroll view
+ * |___E___| <- bottom of viewport
+ *
+ * All commented calculations relative to the top of the viewport (ie E
+ * is the viewport height, not 0)
+ */
+ if (!alreadyShrunk) {
+ // shrink scrollview so we can actually scroll if the input is hidden
+ // if it isn't shrink so we can scroll to inputs under the keyboard
+ // inset modals won't shrink on Android on their own when the keyboard appears
+ if ( ionic.Platform.isIOS() || ionic.Platform.isFullScreen || isInsetModal ) {
+ // if there are things below the scroll view account for them and
+ // subtract them from the keyboard height when resizing
+ // E - D E D
+ var scrollBottomOffsetToBottom = e.detail.viewportHeight - scrollBottomOffsetToTop;
+
+ // 0 or D - B if D > B E - B E - D
+ var keyboardOffset = Math.max(0, e.detail.keyboardHeight - scrollBottomOffsetToBottom);
+
+ ionic.requestAnimationFrame(function(){
+ // D - A or B - A if D > B D - A max(0, D - B)
+ scrollViewOffsetHeight = scrollViewOffsetHeight - keyboardOffset;
+ container.style.height = scrollViewOffsetHeight + "px";
+ container.style.overflow = "visible";
+
+ //update scroll view
+ self.resize();
+ });
+ }
+
+ self.isShrunkForKeyboard = true;
+ }
+
+ /*
+ * _______
+ * |---A---| <- top of scroll view
+ * | * | <- where we want to scroll to
+ * |--B-D--| <- keyboard, bottom of scroll view
+ * | C | <- input
+ * | |
+ * |___E___| <- bottom of viewport
+ *
+ * All commented calculations relative to the top of the viewport (ie E
+ * is the viewport height, not 0)
+ */
+ // if the element is positioned under the keyboard scroll it into view
+ if (e.detail.isElementUnderKeyboard) {
+
+ ionic.requestAnimationFrame(function(){
+ container.scrollTop = 0;
+ // update D if we shrunk
+ if (self.isShrunkForKeyboard && !alreadyShrunk) {
+ scrollBottomOffsetToTop = container.getBoundingClientRect().bottom;
+ }
+
+ // middle of the scrollview, this is where we want to scroll to
+ // (D - A) / 2
+ var scrollMidpointOffset = scrollViewOffsetHeight * 0.5;
+ //console.log("container.offsetHeight: " + scrollViewOffsetHeight);
+
+ // middle of the input we want to scroll into view
+ // C
+ var inputMidpoint = ((e.detail.elementBottom + e.detail.elementTop) / 2);
+
+ // distance from middle of input to the bottom of the scroll view
+ // C - D C D
+ var inputMidpointOffsetToScrollBottom = inputMidpoint - scrollBottomOffsetToTop;
+
+ //C - D + (D - A)/2 C - D (D - A)/ 2
+ var scrollTop = inputMidpointOffsetToScrollBottom + scrollMidpointOffset;
+
+ if ( scrollTop > 0) {
+ if (ionic.Platform.isIOS()) ionic.tap.cloneFocusedInput(container, self);
+ self.scrollBy(0, scrollTop, true);
+ self.onScroll();
+ }
+ });
+ }
+
+ // Only the first scrollView parent of the element that broadcasted this event
+ // (the active element that needs to be shown) should receive this event
+ e.stopPropagation();
+ };
+
+ self.resetScrollView = function() {
+ //return scrollview to original height once keyboard has hidden
+ if ( self.isShrunkForKeyboard ) {
+ self.isShrunkForKeyboard = false;
+ container.style.height = "";
+ container.style.overflow = "";
+ }
+ self.resize();
+ };
+
+ //Broadcasted when keyboard is shown on some platforms.
+ //See js/utils/keyboard.js
+ container.addEventListener('scrollChildIntoView', self.scrollChildIntoView);
+
+ // Listen on document because container may not have had the last
+ // keyboardActiveElement, for example after closing a modal with a focused
+ // input and returning to a previously resized scroll view in an ion-content.
+ // Since we can only resize scroll views that are currently visible, just resize
+ // the current scroll view when the keyboard is closed.
+ document.addEventListener('resetScrollView', self.resetScrollView);
+
+ function getEventTouches(e) {
+ return e.touches && e.touches.length ? e.touches : [{
+ pageX: e.pageX,
+ pageY: e.pageY
+ }];
+ }
+
+ self.touchStart = function(e) {
+ self.startCoordinates = ionic.tap.pointerCoord(e);
+
+ if ( ionic.tap.ignoreScrollStart(e) ) {
+ return;
+ }
+
+ self.__isDown = true;
+
+ if ( ionic.tap.containsOrIsTextInput(e.target) || e.target.tagName === 'SELECT' ) {
+ // do not start if the target is a text input
+ // if there is a touchmove on this input, then we can start the scroll
+ self.__hasStarted = false;
+ return;
+ }
+
+ self.__isSelectable = true;
+ self.__enableScrollY = true;
+ self.__hasStarted = true;
+ self.doTouchStart(getEventTouches(e), e.timeStamp);
+ e.preventDefault();
+ };
+
+ self.touchMove = function(e) {
+ if (self.options.freeze || !self.__isDown ||
+ (!self.__isDown && e.defaultPrevented) ||
+ (e.target.tagName === 'TEXTAREA' && e.target.parentElement.querySelector(':focus')) ) {
+ return;
+ }
+
+ if ( !self.__hasStarted && ( ionic.tap.containsOrIsTextInput(e.target) || e.target.tagName === 'SELECT' ) ) {
+ // the target is a text input and scroll has started
+ // since the text input doesn't start on touchStart, do it here
+ self.__hasStarted = true;
+ self.doTouchStart(getEventTouches(e), e.timeStamp);
+ e.preventDefault();
+ return;
+ }
+
+ if (self.startCoordinates) {
+ // we have start coordinates, so get this touch move's current coordinates
+ var currentCoordinates = ionic.tap.pointerCoord(e);
+
+ if ( self.__isSelectable &&
+ ionic.tap.isTextInput(e.target) &&
+ Math.abs(self.startCoordinates.x - currentCoordinates.x) > 20 ) {
+ // user slid the text input's caret on its x axis, disable any future y scrolling
+ self.__enableScrollY = false;
+ self.__isSelectable = true;
+ }
+
+ if ( self.__enableScrollY && Math.abs(self.startCoordinates.y - currentCoordinates.y) > 10 ) {
+ // user scrolled the entire view on the y axis
+ // disabled being able to select text on an input
+ // hide the input which has focus, and show a cloned one that doesn't have focus
+ self.__isSelectable = false;
+ ionic.tap.cloneFocusedInput(container, self);
+ }
+ }
+
+ self.doTouchMove(getEventTouches(e), e.timeStamp, e.scale);
+ self.__isDown = true;
+ };
+
+ self.touchMoveBubble = function(e) {
+ if(self.__isDown && self.options.preventDefault) {
+ e.preventDefault();
+ }
+ };
+
+ self.touchEnd = function(e) {
+ if (!self.__isDown) return;
+
+ self.doTouchEnd(e, e.timeStamp);
+ self.__isDown = false;
+ self.__hasStarted = false;
+ self.__isSelectable = true;
+ self.__enableScrollY = true;
+
+ if ( !self.__isDragging && !self.__isDecelerating && !self.__isAnimating ) {
+ ionic.tap.removeClonedInputs(container, self);
+ }
+ };
+
+ self.mouseWheel = ionic.animationFrameThrottle(function(e) {
+ var scrollParent = ionic.DomUtil.getParentOrSelfWithClass(e.target, 'ionic-scroll');
+ if (!self.options.freeze && scrollParent === self.__container) {
+
+ self.hintResize();
+ self.scrollBy(
+ (e.wheelDeltaX || e.deltaX || 0) / self.options.wheelDampen,
+ (-e.wheelDeltaY || e.deltaY || 0) / self.options.wheelDampen
+ );
+
+ self.__fadeScrollbars('in');
+ clearTimeout(self.__wheelHideBarTimeout);
+ self.__wheelHideBarTimeout = setTimeout(function() {
+ self.__fadeScrollbars('out');
+ }, 100);
+ }
+ });
+
+ if ('ontouchstart' in window) {
+ // Touch Events
+ container.addEventListener("touchstart", self.touchStart, false);
+ if(self.options.preventDefault) container.addEventListener("touchmove", self.touchMoveBubble, false);
+ document.addEventListener("touchmove", self.touchMove, false);
+ document.addEventListener("touchend", self.touchEnd, false);
+ document.addEventListener("touchcancel", self.touchEnd, false);
+
+ } else if (window.navigator.pointerEnabled) {
+ // Pointer Events
+ container.addEventListener("pointerdown", self.touchStart, false);
+ if(self.options.preventDefault) container.addEventListener("pointermove", self.touchMoveBubble, false);
+ document.addEventListener("pointermove", self.touchMove, false);
+ document.addEventListener("pointerup", self.touchEnd, false);
+ document.addEventListener("pointercancel", self.touchEnd, false);
+ document.addEventListener("wheel", self.mouseWheel, false);
+
+ } else if (window.navigator.msPointerEnabled) {
+ // IE10, WP8 (Pointer Events)
+ container.addEventListener("MSPointerDown", self.touchStart, false);
+ if(self.options.preventDefault) container.addEventListener("MSPointerMove", self.touchMoveBubble, false);
+ document.addEventListener("MSPointerMove", self.touchMove, false);
+ document.addEventListener("MSPointerUp", self.touchEnd, false);
+ document.addEventListener("MSPointerCancel", self.touchEnd, false);
+ document.addEventListener("wheel", self.mouseWheel, false);
+
+ } else {
+ // Mouse Events
+ var mousedown = false;
+
+ self.mouseDown = function(e) {
+ if ( ionic.tap.ignoreScrollStart(e) || e.target.tagName === 'SELECT' ) {
+ return;
+ }
+ self.doTouchStart(getEventTouches(e), e.timeStamp);
+
+ if ( !ionic.tap.isTextInput(e.target) ) {
+ e.preventDefault();
+ }
+ mousedown = true;
+ };
+
+ self.mouseMove = function(e) {
+ if (self.options.freeze || !mousedown || (!mousedown && e.defaultPrevented)) {
+ return;
+ }
+
+ self.doTouchMove(getEventTouches(e), e.timeStamp);
+
+ mousedown = true;
+ };
+
+ self.mouseMoveBubble = function(e) {
+ if (mousedown && self.options.preventDefault) {
+ e.preventDefault();
+ }
+ };
+
+ self.mouseUp = function(e) {
+ if (!mousedown) {
+ return;
+ }
+
+ self.doTouchEnd(e, e.timeStamp);
+
+ mousedown = false;
+ };
+
+ container.addEventListener("mousedown", self.mouseDown, false);
+ if(self.options.preventDefault) container.addEventListener("mousemove", self.mouseMoveBubble, false);
+ document.addEventListener("mousemove", self.mouseMove, false);
+ document.addEventListener("mouseup", self.mouseUp, false);
+ document.addEventListener('mousewheel', self.mouseWheel, false);
+ document.addEventListener('wheel', self.mouseWheel, false);
+ }
+ },
+
+ __cleanup: function() {
+ var self = this;
+ var container = self.__container;
+
+ container.removeEventListener('touchstart', self.touchStart);
+ container.removeEventListener('touchmove', self.touchMoveBubble);
+ document.removeEventListener('touchmove', self.touchMove);
+ document.removeEventListener('touchend', self.touchEnd);
+ document.removeEventListener('touchcancel', self.touchCancel);
+
+ container.removeEventListener("pointerdown", self.touchStart);
+ container.removeEventListener("pointermove", self.touchMoveBubble);
+ document.removeEventListener("pointermove", self.touchMove);
+ document.removeEventListener("pointerup", self.touchEnd);
+ document.removeEventListener("pointercancel", self.touchEnd);
+
+ container.removeEventListener("MSPointerDown", self.touchStart);
+ container.removeEventListener("MSPointerMove", self.touchMoveBubble);
+ document.removeEventListener("MSPointerMove", self.touchMove);
+ document.removeEventListener("MSPointerUp", self.touchEnd);
+ document.removeEventListener("MSPointerCancel", self.touchEnd);
+
+ container.removeEventListener("mousedown", self.mouseDown);
+ container.removeEventListener("mousemove", self.mouseMoveBubble);
+ document.removeEventListener("mousemove", self.mouseMove);
+ document.removeEventListener("mouseup", self.mouseUp);
+ document.removeEventListener('mousewheel', self.mouseWheel);
+ document.removeEventListener('wheel', self.mouseWheel);
+
+ container.removeEventListener('scrollChildIntoView', self.scrollChildIntoView);
+ document.removeEventListener('resetScrollView', self.resetScrollView);
+
+ ionic.tap.removeClonedInputs(container, self);
+
+ delete self.__container;
+ delete self.__content;
+ delete self.__indicatorX;
+ delete self.__indicatorY;
+ delete self.options.el;
+
+ self.__callback = self.scrollChildIntoView = self.resetScrollView = NOOP;
+
+ self.mouseMove = self.mouseDown = self.mouseUp = self.mouseWheel =
+ self.touchStart = self.touchMove = self.touchEnd = self.touchCancel = NOOP;
+
+ self.resize = self.scrollTo = self.zoomTo =
+ self.__scrollingComplete = NOOP;
+ container = null;
+ },
+
+ /** Create a scroll bar div with the given direction **/
+ __createScrollbar: function(direction) {
+ var bar = document.createElement('div'),
+ indicator = document.createElement('div');
+
+ indicator.className = 'scroll-bar-indicator scroll-bar-fade-out';
+
+ if (direction == 'h') {
+ bar.className = 'scroll-bar scroll-bar-h';
+ } else {
+ bar.className = 'scroll-bar scroll-bar-v';
+ }
+
+ bar.appendChild(indicator);
+ return bar;
+ },
+
+ __createScrollbars: function() {
+ var self = this;
+ var indicatorX, indicatorY;
+
+ if (self.options.scrollingX) {
+ indicatorX = {
+ el: self.__createScrollbar('h'),
+ sizeRatio: 1
+ };
+ indicatorX.indicator = indicatorX.el.children[0];
+
+ if (self.options.scrollbarX) {
+ self.__container.appendChild(indicatorX.el);
+ }
+ self.__indicatorX = indicatorX;
+ }
+
+ if (self.options.scrollingY) {
+ indicatorY = {
+ el: self.__createScrollbar('v'),
+ sizeRatio: 1
+ };
+ indicatorY.indicator = indicatorY.el.children[0];
+
+ if (self.options.scrollbarY) {
+ self.__container.appendChild(indicatorY.el);
+ }
+ self.__indicatorY = indicatorY;
+ }
+ },
+
+ __resizeScrollbars: function() {
+ var self = this;
+
+ // Update horiz bar
+ if (self.__indicatorX) {
+ var width = Math.max(Math.round(self.__clientWidth * self.__clientWidth / (self.__contentWidth)), 20);
+ if (width > self.__contentWidth) {
+ width = 0;
+ }
+ if (width !== self.__indicatorX.size) {
+ ionic.requestAnimationFrame(function(){
+ self.__indicatorX.indicator.style.width = width + 'px';
+ });
+ }
+ self.__indicatorX.size = width;
+ self.__indicatorX.minScale = self.options.minScrollbarSizeX / width;
+ self.__indicatorX.maxPos = self.__clientWidth - width;
+ self.__indicatorX.sizeRatio = self.__maxScrollLeft ? self.__indicatorX.maxPos / self.__maxScrollLeft : 1;
+ }
+
+ // Update vert bar
+ if (self.__indicatorY) {
+ var height = Math.max(Math.round(self.__clientHeight * self.__clientHeight / (self.__contentHeight)), 20);
+ if (height > self.__contentHeight) {
+ height = 0;
+ }
+ if (height !== self.__indicatorY.size) {
+ ionic.requestAnimationFrame(function(){
+ self.__indicatorY && (self.__indicatorY.indicator.style.height = height + 'px');
+ });
+ }
+ self.__indicatorY.size = height;
+ self.__indicatorY.minScale = self.options.minScrollbarSizeY / height;
+ self.__indicatorY.maxPos = self.__clientHeight - height;
+ self.__indicatorY.sizeRatio = self.__maxScrollTop ? self.__indicatorY.maxPos / self.__maxScrollTop : 1;
+ }
+ },
+
+ /**
+ * Move and scale the scrollbars as the page scrolls.
+ */
+ __repositionScrollbars: function() {
+ var self = this,
+ heightScale, widthScale,
+ widthDiff, heightDiff,
+ x, y,
+ xstop = 0, ystop = 0;
+
+ if (self.__indicatorX) {
+ // Handle the X scrollbar
+
+ // Don't go all the way to the right if we have a vertical scrollbar as well
+ if (self.__indicatorY) xstop = 10;
+
+ x = Math.round(self.__indicatorX.sizeRatio * self.__scrollLeft) || 0;
+
+ // The the difference between the last content X position, and our overscrolled one
+ widthDiff = self.__scrollLeft - (self.__maxScrollLeft - xstop);
+
+ if (self.__scrollLeft < 0) {
+
+ widthScale = Math.max(self.__indicatorX.minScale,
+ (self.__indicatorX.size - Math.abs(self.__scrollLeft)) / self.__indicatorX.size);
+
+ // Stay at left
+ x = 0;
+
+ // Make sure scale is transformed from the left/center origin point
+ self.__indicatorX.indicator.style[self.__transformOriginProperty] = 'left center';
+ } else if (widthDiff > 0) {
+
+ widthScale = Math.max(self.__indicatorX.minScale,
+ (self.__indicatorX.size - widthDiff) / self.__indicatorX.size);
+
+ // Stay at the furthest x for the scrollable viewport
+ x = self.__indicatorX.maxPos - xstop;
+
+ // Make sure scale is transformed from the right/center origin point
+ self.__indicatorX.indicator.style[self.__transformOriginProperty] = 'right center';
+
+ } else {
+
+ // Normal motion
+ x = Math.min(self.__maxScrollLeft, Math.max(0, x));
+ widthScale = 1;
+
+ }
+
+ var translate3dX = 'translate3d(' + x + 'px, 0, 0) scaleX(' + widthScale + ')';
+ if (self.__indicatorX.transformProp !== translate3dX) {
+ self.__indicatorX.indicator.style[self.__transformProperty] = translate3dX;
+ self.__indicatorX.transformProp = translate3dX;
+ }
+ }
+
+ if (self.__indicatorY) {
+
+ y = Math.round(self.__indicatorY.sizeRatio * self.__scrollTop) || 0;
+
+ // Don't go all the way to the right if we have a vertical scrollbar as well
+ if (self.__indicatorX) ystop = 10;
+
+ heightDiff = self.__scrollTop - (self.__maxScrollTop - ystop);
+
+ if (self.__scrollTop < 0) {
+
+ heightScale = Math.max(self.__indicatorY.minScale, (self.__indicatorY.size - Math.abs(self.__scrollTop)) / self.__indicatorY.size);
+
+ // Stay at top
+ y = 0;
+
+ // Make sure scale is transformed from the center/top origin point
+ if (self.__indicatorY.originProp !== 'center top') {
+ self.__indicatorY.indicator.style[self.__transformOriginProperty] = 'center top';
+ self.__indicatorY.originProp = 'center top';
+ }
+
+ } else if (heightDiff > 0) {
+
+ heightScale = Math.max(self.__indicatorY.minScale, (self.__indicatorY.size - heightDiff) / self.__indicatorY.size);
+
+ // Stay at bottom of scrollable viewport
+ y = self.__indicatorY.maxPos - ystop;
+
+ // Make sure scale is transformed from the center/bottom origin point
+ if (self.__indicatorY.originProp !== 'center bottom') {
+ self.__indicatorY.indicator.style[self.__transformOriginProperty] = 'center bottom';
+ self.__indicatorY.originProp = 'center bottom';
+ }
+
+ } else {
+
+ // Normal motion
+ y = Math.min(self.__maxScrollTop, Math.max(0, y));
+ heightScale = 1;
+
+ }
+
+ var translate3dY = 'translate3d(0,' + y + 'px, 0) scaleY(' + heightScale + ')';
+ if (self.__indicatorY.transformProp !== translate3dY) {
+ self.__indicatorY.indicator.style[self.__transformProperty] = translate3dY;
+ self.__indicatorY.transformProp = translate3dY;
+ }
+ }
+ },
+
+ __fadeScrollbars: function(direction, delay) {
+ var self = this;
+
+ if (!self.options.scrollbarsFade) {
+ return;
+ }
+
+ var className = 'scroll-bar-fade-out';
+
+ if (self.options.scrollbarsFade === true) {
+ clearTimeout(self.__scrollbarFadeTimeout);
+
+ if (direction == 'in') {
+ if (self.__indicatorX) { self.__indicatorX.indicator.classList.remove(className); }
+ if (self.__indicatorY) { self.__indicatorY.indicator.classList.remove(className); }
+ } else {
+ self.__scrollbarFadeTimeout = setTimeout(function() {
+ if (self.__indicatorX) { self.__indicatorX.indicator.classList.add(className); }
+ if (self.__indicatorY) { self.__indicatorY.indicator.classList.add(className); }
+ }, delay || self.options.scrollbarFadeDelay);
+ }
+ }
+ },
+
+ __scrollingComplete: function() {
+ this.options.scrollingComplete();
+ ionic.tap.removeClonedInputs(this.__container, this);
+ this.__fadeScrollbars('out');
+ },
+
+ resize: function(continueScrolling) {
+ var self = this;
+ if (!self.__container || !self.options) return;
+
+ // Update Scroller dimensions for changed content
+ // Add padding to bottom of content
+ self.setDimensions(
+ self.__container.clientWidth,
+ self.__container.clientHeight,
+ self.options.getContentWidth(),
+ self.options.getContentHeight(),
+ continueScrolling
+ );
+ },
+ /*
+ ---------------------------------------------------------------------------
+ PUBLIC API
+ ---------------------------------------------------------------------------
+ */
+
+ getRenderFn: function() {
+ var self = this;
+
+ var content = self.__content;
+
+ var docStyle = document.documentElement.style;
+
+ var engine;
+ if ('MozAppearance' in docStyle) {
+ engine = 'gecko';
+ } else if ('WebkitAppearance' in docStyle) {
+ engine = 'webkit';
+ } else if (typeof navigator.cpuClass === 'string') {
+ engine = 'trident';
+ }
+
+ var vendorPrefix = {
+ trident: 'ms',
+ gecko: 'Moz',
+ webkit: 'Webkit',
+ presto: 'O'
+ }[engine];
+
+ var helperElem = document.createElement("div");
+ var undef;
+
+ var perspectiveProperty = vendorPrefix + "Perspective";
+ var transformProperty = vendorPrefix + "Transform";
+ var transformOriginProperty = vendorPrefix + 'TransformOrigin';
+
+ self.__perspectiveProperty = transformProperty;
+ self.__transformProperty = transformProperty;
+ self.__transformOriginProperty = transformOriginProperty;
+
+ if (helperElem.style[perspectiveProperty] !== undef) {
+
+ return function(left, top, zoom, wasResize) {
+ var translate3d = 'translate3d(' + (-left) + 'px,' + (-top) + 'px,0) scale(' + zoom + ')';
+ if (translate3d !== self.contentTransform) {
+ content.style[transformProperty] = translate3d;
+ self.contentTransform = translate3d;
+ }
+ self.__repositionScrollbars();
+ if (!wasResize) {
+ self.triggerScrollEvent();
+ }
+ };
+
+ } else if (helperElem.style[transformProperty] !== undef) {
+
+ return function(left, top, zoom, wasResize) {
+ content.style[transformProperty] = 'translate(' + (-left) + 'px,' + (-top) + 'px) scale(' + zoom + ')';
+ self.__repositionScrollbars();
+ if (!wasResize) {
+ self.triggerScrollEvent();
+ }
+ };
+
+ } else {
+
+ return function(left, top, zoom, wasResize) {
+ content.style.marginLeft = left ? (-left / zoom) + 'px' : '';
+ content.style.marginTop = top ? (-top / zoom) + 'px' : '';
+ content.style.zoom = zoom || '';
+ self.__repositionScrollbars();
+ if (!wasResize) {
+ self.triggerScrollEvent();
+ }
+ };
+
+ }
+ },
+
+
+ /**
+ * Configures the dimensions of the client (outer) and content (inner) elements.
+ * Requires the available space for the outer element and the outer size of the inner element.
+ * All values which are falsy (null or zero etc.) are ignored and the old value is kept.
+ *
+ * @param clientWidth {Integer} Inner width of outer element
+ * @param clientHeight {Integer} Inner height of outer element
+ * @param contentWidth {Integer} Outer width of inner element
+ * @param contentHeight {Integer} Outer height of inner element
+ */
+ setDimensions: function(clientWidth, clientHeight, contentWidth, contentHeight, continueScrolling) {
+ var self = this;
+
+ if (!clientWidth && !clientHeight && !contentWidth && !contentHeight) {
+ // this scrollview isn't rendered, don't bother
+ return;
+ }
+
+ // Only update values which are defined
+ if (clientWidth === +clientWidth) {
+ self.__clientWidth = clientWidth;
+ }
+
+ if (clientHeight === +clientHeight) {
+ self.__clientHeight = clientHeight;
+ }
+
+ if (contentWidth === +contentWidth) {
+ self.__contentWidth = contentWidth;
+ }
+
+ if (contentHeight === +contentHeight) {
+ self.__contentHeight = contentHeight;
+ }
+
+ // Refresh maximums
+ self.__computeScrollMax();
+ self.__resizeScrollbars();
+
+ // Refresh scroll position
+ if (!continueScrolling) {
+ self.scrollTo(self.__scrollLeft, self.__scrollTop, true, null, true);
+ }
+
+ },
+
+
+ /**
+ * Sets the client coordinates in relation to the document.
+ *
+ * @param left {Integer} Left position of outer element
+ * @param top {Integer} Top position of outer element
+ */
+ setPosition: function(left, top) {
+ this.__clientLeft = left || 0;
+ this.__clientTop = top || 0;
+ },
+
+
+ /**
+ * Configures the snapping (when snapping is active)
+ *
+ * @param width {Integer} Snapping width
+ * @param height {Integer} Snapping height
+ */
+ setSnapSize: function(width, height) {
+ this.__snapWidth = width;
+ this.__snapHeight = height;
+ },
+
+
+ /**
+ * Activates pull-to-refresh. A special zone on the top of the list to start a list refresh whenever
+ * the user event is released during visibility of this zone. This was introduced by some apps on iOS like
+ * the official Twitter client.
+ *
+ * @param height {Integer} Height of pull-to-refresh zone on top of rendered list
+ * @param activateCallback {Function} Callback to execute on activation. This is for signalling the user about a refresh is about to happen when he release.
+ * @param deactivateCallback {Function} Callback to execute on deactivation. This is for signalling the user about the refresh being cancelled.
+ * @param startCallback {Function} Callback to execute to start the real async refresh action. Call {@link #finishPullToRefresh} after finish of refresh.
+ * @param showCallback {Function} Callback to execute when the refresher should be shown. This is for showing the refresher during a negative scrollTop.
+ * @param hideCallback {Function} Callback to execute when the refresher should be hidden. This is for hiding the refresher when it's behind the nav bar.
+ * @param tailCallback {Function} Callback to execute just before the refresher returns to it's original state. This is for zooming out the refresher.
+ * @param pullProgressCallback Callback to state the progress while pulling to refresh
+ */
+ activatePullToRefresh: function(height, refresherMethods) {
+ var self = this;
+
+ self.__refreshHeight = height;
+ self.__refreshActivate = function() { ionic.requestAnimationFrame(refresherMethods.activate); };
+ self.__refreshDeactivate = function() { ionic.requestAnimationFrame(refresherMethods.deactivate); };
+ self.__refreshStart = function() { ionic.requestAnimationFrame(refresherMethods.start); };
+ self.__refreshShow = function() { ionic.requestAnimationFrame(refresherMethods.show); };
+ self.__refreshHide = function() { ionic.requestAnimationFrame(refresherMethods.hide); };
+ self.__refreshTail = function() { ionic.requestAnimationFrame(refresherMethods.tail); };
+ self.__refreshTailTime = 100;
+ self.__minSpinTime = 600;
+ },
+
+
+ /**
+ * Starts pull-to-refresh manually.
+ */
+ triggerPullToRefresh: function() {
+ // Use publish instead of scrollTo to allow scrolling to out of boundary position
+ // We don't need to normalize scrollLeft, zoomLevel, etc. here because we only y-scrolling when pull-to-refresh is enabled
+ this.__publish(this.__scrollLeft, -this.__refreshHeight, this.__zoomLevel, true);
+
+ var d = new Date();
+ this.refreshStartTime = d.getTime();
+
+ if (this.__refreshStart) {
+ this.__refreshStart();
+ }
+ },
+
+
+ /**
+ * Signalizes that pull-to-refresh is finished.
+ */
+ finishPullToRefresh: function() {
+ var self = this;
+ // delay to make sure the spinner has a chance to spin for a split second before it's dismissed
+ var d = new Date();
+ var delay = 0;
+ if (self.refreshStartTime + self.__minSpinTime > d.getTime()) {
+ delay = self.refreshStartTime + self.__minSpinTime - d.getTime();
+ }
+ setTimeout(function() {
+ if (self.__refreshTail) {
+ self.__refreshTail();
+ }
+ setTimeout(function() {
+ self.__refreshActive = false;
+ if (self.__refreshDeactivate) {
+ self.__refreshDeactivate();
+ }
+ if (self.__refreshHide) {
+ self.__refreshHide();
+ }
+
+ self.scrollTo(self.__scrollLeft, self.__scrollTop, true);
+ }, self.__refreshTailTime);
+ }, delay);
+ },
+
+
+ /**
+ * Returns the scroll position and zooming values
+ *
+ * @return {Map} `left` and `top` scroll position and `zoom` level
+ */
+ getValues: function() {
+ return {
+ left: this.__scrollLeft,
+ top: this.__scrollTop,
+ zoom: this.__zoomLevel
+ };
+ },
+
+
+ /**
+ * Returns the maximum scroll values
+ *
+ * @return {Map} `left` and `top` maximum scroll values
+ */
+ getScrollMax: function() {
+ return {
+ left: this.__maxScrollLeft,
+ top: this.__maxScrollTop
+ };
+ },
+
+
+ /**
+ * Zooms to the given level. Supports optional animation. Zooms
+ * the center when no coordinates are given.
+ *
+ * @param level {Number} Level to zoom to
+ * @param animate {Boolean} Whether to use animation
+ * @param originLeft {Number} Zoom in at given left coordinate
+ * @param originTop {Number} Zoom in at given top coordinate
+ */
+ zoomTo: function(level, animate, originLeft, originTop) {
+ var self = this;
+
+ if (!self.options.zooming) {
+ throw new Error("Zooming is not enabled!");
+ }
+
+ // Stop deceleration
+ if (self.__isDecelerating) {
+ zyngaCore.effect.Animate.stop(self.__isDecelerating);
+ self.__isDecelerating = false;
+ }
+
+ var oldLevel = self.__zoomLevel;
+
+ // Normalize input origin to center of viewport if not defined
+ if (originLeft == null) {
+ originLeft = self.__clientWidth / 2;
+ }
+
+ if (originTop == null) {
+ originTop = self.__clientHeight / 2;
+ }
+
+ // Limit level according to configuration
+ level = Math.max(Math.min(level, self.options.maxZoom), self.options.minZoom);
+
+ // Recompute maximum values while temporary tweaking maximum scroll ranges
+ self.__computeScrollMax(level);
+
+ // Recompute left and top coordinates based on new zoom level
+ var left = ((originLeft + self.__scrollLeft) * level / oldLevel) - originLeft;
+ var top = ((originTop + self.__scrollTop) * level / oldLevel) - originTop;
+
+ // Limit x-axis
+ if (left > self.__maxScrollLeft) {
+ left = self.__maxScrollLeft;
+ } else if (left < 0) {
+ left = 0;
+ }
+
+ // Limit y-axis
+ if (top > self.__maxScrollTop) {
+ top = self.__maxScrollTop;
+ } else if (top < 0) {
+ top = 0;
+ }
+
+ // Push values out
+ self.__publish(left, top, level, animate);
+
+ },
+
+
+ /**
+ * Zooms the content by the given factor.
+ *
+ * @param factor {Number} Zoom by given factor
+ * @param animate {Boolean} Whether to use animation
+ * @param originLeft {Number} Zoom in at given left coordinate
+ * @param originTop {Number} Zoom in at given top coordinate
+ */
+ zoomBy: function(factor, animate, originLeft, originTop) {
+ this.zoomTo(this.__zoomLevel * factor, animate, originLeft, originTop);
+ },
+
+
+ /**
+ * Scrolls to the given position. Respect limitations and snapping automatically.
+ *
+ * @param left {Number} Horizontal scroll position, keeps current if value is <code>null</code>
+ * @param top {Number} Vertical scroll position, keeps current if value is <code>null</code>
+ * @param animate {Boolean} Whether the scrolling should happen using an animation
+ * @param zoom {Number} Zoom level to go to
+ */
+ scrollTo: function(left, top, animate, zoom, wasResize) {
+ var self = this;
+
+ // Stop deceleration
+ if (self.__isDecelerating) {
+ zyngaCore.effect.Animate.stop(self.__isDecelerating);
+ self.__isDecelerating = false;
+ }
+
+ // Correct coordinates based on new zoom level
+ if (zoom != null && zoom !== self.__zoomLevel) {
+
+ if (!self.options.zooming) {
+ throw new Error("Zooming is not enabled!");
+ }
+
+ left *= zoom;
+ top *= zoom;
+
+ // Recompute maximum values while temporary tweaking maximum scroll ranges
+ self.__computeScrollMax(zoom);
+
+ } else {
+
+ // Keep zoom when not defined
+ zoom = self.__zoomLevel;
+
+ }
+
+ if (!self.options.scrollingX) {
+
+ left = self.__scrollLeft;
+
+ } else {
+
+ if (self.options.paging) {
+ left = Math.round(left / self.__clientWidth) * self.__clientWidth;
+ } else if (self.options.snapping) {
+ left = Math.round(left / self.__snapWidth) * self.__snapWidth;
+ }
+
+ }
+
+ if (!self.options.scrollingY) {
+
+ top = self.__scrollTop;
+
+ } else {
+
+ if (self.options.paging) {
+ top = Math.round(top / self.__clientHeight) * self.__clientHeight;
+ } else if (self.options.snapping) {
+ top = Math.round(top / self.__snapHeight) * self.__snapHeight;
+ }
+
+ }
+
+ // Limit for allowed ranges
+ left = Math.max(Math.min(self.__maxScrollLeft, left), 0);
+ top = Math.max(Math.min(self.__maxScrollTop, top), 0);
+
+ // Don't animate when no change detected, still call publish to make sure
+ // that rendered position is really in-sync with internal data
+ if (left === self.__scrollLeft && top === self.__scrollTop) {
+ animate = false;
+ }
+
+ // Publish new values
+ self.__publish(left, top, zoom, animate, wasResize);
+
+ },
+
+
+ /**
+ * Scroll by the given offset
+ *
+ * @param left {Number} Scroll x-axis by given offset
+ * @param top {Number} Scroll y-axis by given offset
+ * @param animate {Boolean} Whether to animate the given change
+ */
+ scrollBy: function(left, top, animate) {
+ var self = this;
+
+ var startLeft = self.__isAnimating ? self.__scheduledLeft : self.__scrollLeft;
+ var startTop = self.__isAnimating ? self.__scheduledTop : self.__scrollTop;
+
+ self.scrollTo(startLeft + (left || 0), startTop + (top || 0), animate);
+ },
+
+
+
+ /*
+ ---------------------------------------------------------------------------
+ EVENT CALLBACKS
+ ---------------------------------------------------------------------------
+ */
+
+ /**
+ * Mouse wheel handler for zooming support
+ */
+ doMouseZoom: function(wheelDelta, timeStamp, pageX, pageY) {
+ var change = wheelDelta > 0 ? 0.97 : 1.03;
+ return this.zoomTo(this.__zoomLevel * change, false, pageX - this.__clientLeft, pageY - this.__clientTop);
+ },
+
+ /**
+ * Touch start handler for scrolling support
+ */
+ doTouchStart: function(touches, timeStamp) {
+ var self = this;
+
+ // remember if the deceleration was just stopped
+ self.__decStopped = !!(self.__isDecelerating || self.__isAnimating);
+
+ self.hintResize();
+
+ if (timeStamp instanceof Date) {
+ timeStamp = timeStamp.valueOf();
+ }
+ if (typeof timeStamp !== "number") {
+ timeStamp = Date.now();
+ }
+
+ // Reset interruptedAnimation flag
+ self.__interruptedAnimation = true;
+
+ // Stop deceleration
+ if (self.__isDecelerating) {
+ zyngaCore.effect.Animate.stop(self.__isDecelerating);
+ self.__isDecelerating = false;
+ self.__interruptedAnimation = true;
+ }
+
+ // Stop animation
+ if (self.__isAnimating) {
+ zyngaCore.effect.Animate.stop(self.__isAnimating);
+ self.__isAnimating = false;
+ self.__interruptedAnimation = true;
+ }
+
+ // Use center point when dealing with two fingers
+ var currentTouchLeft, currentTouchTop;
+ var isSingleTouch = touches.length === 1;
+ if (isSingleTouch) {
+ currentTouchLeft = touches[0].pageX;
+ currentTouchTop = touches[0].pageY;
+ } else {
+ currentTouchLeft = Math.abs(touches[0].pageX + touches[1].pageX) / 2;
+ currentTouchTop = Math.abs(touches[0].pageY + touches[1].pageY) / 2;
+ }
+
+ // Store initial positions
+ self.__initialTouchLeft = currentTouchLeft;
+ self.__initialTouchTop = currentTouchTop;
+
+ // Store initial touchList for scale calculation
+ self.__initialTouches = touches;
+
+ // Store current zoom level
+ self.__zoomLevelStart = self.__zoomLevel;
+
+ // Store initial touch positions
+ self.__lastTouchLeft = currentTouchLeft;
+ self.__lastTouchTop = currentTouchTop;
+
+ // Store initial move time stamp
+ self.__lastTouchMove = timeStamp;
+
+ // Reset initial scale
+ self.__lastScale = 1;
+
+ // Reset locking flags
+ self.__enableScrollX = !isSingleTouch && self.options.scrollingX;
+ self.__enableScrollY = !isSingleTouch && self.options.scrollingY;
+
+ // Reset tracking flag
+ self.__isTracking = true;
+
+ // Reset deceleration complete flag
+ self.__didDecelerationComplete = false;
+
+ // Dragging starts directly with two fingers, otherwise lazy with an offset
+ self.__isDragging = !isSingleTouch;
+
+ // Some features are disabled in multi touch scenarios
+ self.__isSingleTouch = isSingleTouch;
+
+ // Clearing data structure
+ self.__positions = [];
+
+ },
+
+
+ /**
+ * Touch move handler for scrolling support
+ */
+ doTouchMove: function(touches, timeStamp, scale) {
+ if (timeStamp instanceof Date) {
+ timeStamp = timeStamp.valueOf();
+ }
+ if (typeof timeStamp !== "number") {
+ timeStamp = Date.now();
+ }
+
+ var self = this;
+
+ // Ignore event when tracking is not enabled (event might be outside of element)
+ if (!self.__isTracking) {
+ return;
+ }
+
+ var currentTouchLeft, currentTouchTop;
+
+ // Compute move based around of center of fingers
+ if (touches.length === 2) {
+ currentTouchLeft = Math.abs(touches[0].pageX + touches[1].pageX) / 2;
+ currentTouchTop = Math.abs(touches[0].pageY + touches[1].pageY) / 2;
+
+ // Calculate scale when not present and only when touches are used
+ if (!scale && self.options.zooming) {
+ scale = self.__getScale(self.__initialTouches, touches);
+ }
+ } else {
+ currentTouchLeft = touches[0].pageX;
+ currentTouchTop = touches[0].pageY;
+ }
+
+ var positions = self.__positions;
+
+ // Are we already is dragging mode?
+ if (self.__isDragging) {
+ self.__decStopped = false;
+
+ // Compute move distance
+ var moveX = currentTouchLeft - self.__lastTouchLeft;
+ var moveY = currentTouchTop - self.__lastTouchTop;
+
+ // Read previous scroll position and zooming
+ var scrollLeft = self.__scrollLeft;
+ var scrollTop = self.__scrollTop;
+ var level = self.__zoomLevel;
+
+ // Work with scaling
+ if (scale != null && self.options.zooming) {
+
+ var oldLevel = level;
+
+ // Recompute level based on previous scale and new scale
+ level = level / self.__lastScale * scale;
+
+ // Limit level according to configuration
+ level = Math.max(Math.min(level, self.options.maxZoom), self.options.minZoom);
+
+ // Only do further compution when change happened
+ if (oldLevel !== level) {
+
+ // Compute relative event position to container
+ var currentTouchLeftRel = currentTouchLeft - self.__clientLeft;
+ var currentTouchTopRel = currentTouchTop - self.__clientTop;
+
+ // Recompute left and top coordinates based on new zoom level
+ scrollLeft = ((currentTouchLeftRel + scrollLeft) * level / oldLevel) - currentTouchLeftRel;
+ scrollTop = ((currentTouchTopRel + scrollTop) * level / oldLevel) - currentTouchTopRel;
+
+ // Recompute max scroll values
+ self.__computeScrollMax(level);
+
+ }
+ }
+
+ if (self.__enableScrollX) {
+
+ scrollLeft -= moveX * self.options.speedMultiplier;
+ var maxScrollLeft = self.__maxScrollLeft;
+
+ if (scrollLeft > maxScrollLeft || scrollLeft < 0) {
+
+ // Slow down on the edges
+ if (self.options.bouncing) {
+
+ scrollLeft += (moveX / 2 * self.options.speedMultiplier);
+
+ } else if (scrollLeft > maxScrollLeft) {
+
+ scrollLeft = maxScrollLeft;
+
+ } else {
+
+ scrollLeft = 0;
+
+ }
+ }
+ }
+
+ // Compute new vertical scroll position
+ if (self.__enableScrollY) {
+
+ scrollTop -= moveY * self.options.speedMultiplier;
+ var maxScrollTop = self.__maxScrollTop;
+
+ if (scrollTop > maxScrollTop || scrollTop < 0) {
+
+ // Slow down on the edges
+ if (self.options.bouncing || (self.__refreshHeight && scrollTop < 0)) {
+
+ scrollTop += (moveY / 2 * self.options.speedMultiplier);
+
+ // Support pull-to-refresh (only when only y is scrollable)
+ if (!self.__enableScrollX && self.__refreshHeight != null) {
+
+ // hide the refresher when it's behind the header bar in case of header transparency
+ if (scrollTop < 0) {
+ self.__refreshHidden = false;
+ self.__refreshShow();
+ } else {
+ self.__refreshHide();
+ self.__refreshHidden = true;
+ }
+
+ if (!self.__refreshActive && scrollTop <= -self.__refreshHeight) {
+
+ self.__refreshActive = true;
+ if (self.__refreshActivate) {
+ self.__refreshActivate();
+ }
+
+ } else if (self.__refreshActive && scrollTop > -self.__refreshHeight) {
+
+ self.__refreshActive = false;
+ if (self.__refreshDeactivate) {
+ self.__refreshDeactivate();
+ }
+
+ }
+ }
+
+ } else if (scrollTop > maxScrollTop) {
+
+ scrollTop = maxScrollTop;
+
+ } else {
+
+ scrollTop = 0;
+
+ }
+ } else if (self.__refreshHeight && !self.__refreshHidden) {
+ // if a positive scroll value and the refresher is still not hidden, hide it
+ self.__refreshHide();
+ self.__refreshHidden = true;
+ }
+ }
+
+ // Keep list from growing infinitely (holding min 10, max 20 measure points)
+ if (positions.length > 60) {
+ positions.splice(0, 30);
+ }
+
+ // Track scroll movement for decleration
+ positions.push(scrollLeft, scrollTop, timeStamp);
+
+ // Sync scroll position
+ self.__publish(scrollLeft, scrollTop, level);
+
+ // Otherwise figure out whether we are switching into dragging mode now.
+ } else {
+
+ var minimumTrackingForScroll = self.options.locking ? 3 : 0;
+ var minimumTrackingForDrag = 5;
+
+ var distanceX = Math.abs(currentTouchLeft - self.__initialTouchLeft);
+ var distanceY = Math.abs(currentTouchTop - self.__initialTouchTop);
+
+ self.__enableScrollX = self.options.scrollingX && distanceX >= minimumTrackingForScroll;
+ self.__enableScrollY = self.options.scrollingY && distanceY >= minimumTrackingForScroll;
+
+ positions.push(self.__scrollLeft, self.__scrollTop, timeStamp);
+
+ self.__isDragging = (self.__enableScrollX || self.__enableScrollY) && (distanceX >= minimumTrackingForDrag || distanceY >= minimumTrackingForDrag);
+ if (self.__isDragging) {
+ self.__interruptedAnimation = false;
+ self.__fadeScrollbars('in');
+ }
+
+ }
+
+ // Update last touch positions and time stamp for next event
+ self.__lastTouchLeft = currentTouchLeft;
+ self.__lastTouchTop = currentTouchTop;
+ self.__lastTouchMove = timeStamp;
+ self.__lastScale = scale;
+
+ },
+
+
+ /**
+ * Touch end handler for scrolling support
+ */
+ doTouchEnd: function(e, timeStamp) {
+ if (timeStamp instanceof Date) {
+ timeStamp = timeStamp.valueOf();
+ }
+ if (typeof timeStamp !== "number") {
+ timeStamp = Date.now();
+ }
+
+ var self = this;
+
+ // Ignore event when tracking is not enabled (no touchstart event on element)
+ // This is required as this listener ('touchmove') sits on the document and not on the element itself.
+ if (!self.__isTracking) {
+ return;
+ }
+
+ // Not touching anymore (when two finger hit the screen there are two touch end events)
+ self.__isTracking = false;
+
+ // Be sure to reset the dragging flag now. Here we also detect whether
+ // the finger has moved fast enough to switch into a deceleration animation.
+ if (self.__isDragging) {
+
+ // Reset dragging flag
+ self.__isDragging = false;
+
+ // Start deceleration
+ // Verify that the last move detected was in some relevant time frame
+ if (self.__isSingleTouch && self.options.animating && (timeStamp - self.__lastTouchMove) <= 100) {
+
+ // Then figure out what the scroll position was about 100ms ago
+ var positions = self.__positions;
+ var endPos = positions.length - 1;
+ var startPos = endPos;
+
+ // Move pointer to position measured 100ms ago
+ for (var i = endPos; i > 0 && positions[i] > (self.__lastTouchMove - 100); i -= 3) {
+ startPos = i;
+ }
+
+ // If start and stop position is identical in a 100ms timeframe,
+ // we cannot compute any useful deceleration.
+ if (startPos !== endPos) {
+
+ // Compute relative movement between these two points
+ var timeOffset = positions[endPos] - positions[startPos];
+ var movedLeft = self.__scrollLeft - positions[startPos - 2];
+ var movedTop = self.__scrollTop - positions[startPos - 1];
+
+ // Based on 50ms compute the movement to apply for each render step
+ self.__decelerationVelocityX = movedLeft / timeOffset * (1000 / 60);
+ self.__decelerationVelocityY = movedTop / timeOffset * (1000 / 60);
+
+ // How much velocity is required to start the deceleration
+ var minVelocityToStartDeceleration = self.options.paging || self.options.snapping ? self.options.decelVelocityThresholdPaging : self.options.decelVelocityThreshold;
+
+ // Verify that we have enough velocity to start deceleration
+ if (Math.abs(self.__decelerationVelocityX) > minVelocityToStartDeceleration || Math.abs(self.__decelerationVelocityY) > minVelocityToStartDeceleration) {
+
+ // Deactivate pull-to-refresh when decelerating
+ if (!self.__refreshActive) {
+ self.__startDeceleration(timeStamp);
+ }
+ }
+ } else {
+ self.__scrollingComplete();
+ }
+ } else if ((timeStamp - self.__lastTouchMove) > 100) {
+ self.__scrollingComplete();
+ }
+
+ } else if (self.__decStopped) {
+ // the deceleration was stopped
+ // user flicked the scroll fast, and stop dragging, then did a touchstart to stop the srolling
+ // tell the touchend event code to do nothing, we don't want to actually send a click
+ e.isTapHandled = true;
+ self.__decStopped = false;
+ }
+
+ // If this was a slower move it is per default non decelerated, but this
+ // still means that we want snap back to the bounds which is done here.
+ // This is placed outside the condition above to improve edge case stability
+ // e.g. touchend fired without enabled dragging. This should normally do not
+ // have modified the scroll positions or even showed the scrollbars though.
+ if (!self.__isDecelerating) {
+
+ if (self.__refreshActive && self.__refreshStart) {
+
+ // Use publish instead of scrollTo to allow scrolling to out of boundary position
+ // We don't need to normalize scrollLeft, zoomLevel, etc. here because we only y-scrolling when pull-to-refresh is enabled
+ self.__publish(self.__scrollLeft, -self.__refreshHeight, self.__zoomLevel, true);
+
+ var d = new Date();
+ self.refreshStartTime = d.getTime();
+
+ if (self.__refreshStart) {
+ self.__refreshStart();
+ }
+ // for iOS-ey style scrolling
+ if (!ionic.Platform.isAndroid())self.__startDeceleration();
+ } else {
+
+ if (self.__interruptedAnimation || self.__isDragging) {
+ self.__scrollingComplete();
+ }
+ self.scrollTo(self.__scrollLeft, self.__scrollTop, true, self.__zoomLevel);
+
+ // Directly signalize deactivation (nothing todo on refresh?)
+ if (self.__refreshActive) {
+
+ self.__refreshActive = false;
+ if (self.__refreshDeactivate) {
+ self.__refreshDeactivate();
+ }
+
+ }
+ }
+ }
+
+ // Fully cleanup list
+ self.__positions.length = 0;
+
+ },
+
+
+
+ /*
+ ---------------------------------------------------------------------------
+ PRIVATE API
+ ---------------------------------------------------------------------------
+ */
+
+ /**
+ * Applies the scroll position to the content element
+ *
+ * @param left {Number} Left scroll position
+ * @param top {Number} Top scroll position
+ * @param animate {Boolean} Whether animation should be used to move to the new coordinates
+ */
+ __publish: function(left, top, zoom, animate, wasResize) {
+
+ var self = this;
+
+ // Remember whether we had an animation, then we try to continue based on the current "drive" of the animation
+ var wasAnimating = self.__isAnimating;
+ if (wasAnimating) {
+ zyngaCore.effect.Animate.stop(wasAnimating);
+ self.__isAnimating = false;
+ }
+
+ if (animate && self.options.animating) {
+
+ // Keep scheduled positions for scrollBy/zoomBy functionality
+ self.__scheduledLeft = left;
+ self.__scheduledTop = top;
+ self.__scheduledZoom = zoom;
+
+ var oldLeft = self.__scrollLeft;
+ var oldTop = self.__scrollTop;
+ var oldZoom = self.__zoomLevel;
+
+ var diffLeft = left - oldLeft;
+ var diffTop = top - oldTop;
+ var diffZoom = zoom - oldZoom;
+
+ var step = function(percent, now, render) {
+
+ if (render) {
+
+ self.__scrollLeft = oldLeft + (diffLeft * percent);
+ self.__scrollTop = oldTop + (diffTop * percent);
+ self.__zoomLevel = oldZoom + (diffZoom * percent);
+
+ // Push values out
+ if (self.__callback) {
+ self.__callback(self.__scrollLeft, self.__scrollTop, self.__zoomLevel, wasResize);
+ }
+
+ }
+ };
+
+ var verify = function(id) {
+ return self.__isAnimating === id;
+ };
+
+ var completed = function(renderedFramesPerSecond, animationId, wasFinished) {
+ if (animationId === self.__isAnimating) {
+ self.__isAnimating = false;
+ }
+ if (self.__didDecelerationComplete || wasFinished) {
+ self.__scrollingComplete();
+ }
+
+ if (self.options.zooming) {
+ self.__computeScrollMax();
+ }
+ };
+
+ // When continuing based on previous animation we choose an ease-out animation instead of ease-in-out
+ self.__isAnimating = zyngaCore.effect.Animate.start(step, verify, completed, self.options.animationDuration, wasAnimating ? easeOutCubic : easeInOutCubic);
+
+ } else {
+
+ self.__scheduledLeft = self.__scrollLeft = left;
+ self.__scheduledTop = self.__scrollTop = top;
+ self.__scheduledZoom = self.__zoomLevel = zoom;
+
+ // Push values out
+ if (self.__callback) {
+ self.__callback(left, top, zoom, wasResize);
+ }
+
+ // Fix max scroll ranges
+ if (self.options.zooming) {
+ self.__computeScrollMax();
+ }
+ }
+ },
+
+
+ /**
+ * Recomputes scroll minimum values based on client dimensions and content dimensions.
+ */
+ __computeScrollMax: function(zoomLevel) {
+ var self = this;
+
+ if (zoomLevel == null) {
+ zoomLevel = self.__zoomLevel;
+ }
+
+ self.__maxScrollLeft = Math.max((self.__contentWidth * zoomLevel) - self.__clientWidth, 0);
+ self.__maxScrollTop = Math.max((self.__contentHeight * zoomLevel) - self.__clientHeight, 0);
+
+ if (!self.__didWaitForSize && !self.__maxScrollLeft && !self.__maxScrollTop) {
+ self.__didWaitForSize = true;
+ self.__waitForSize();
+ }
+ },
+
+
+ /**
+ * If the scroll view isn't sized correctly on start, wait until we have at least some size
+ */
+ __waitForSize: function() {
+ var self = this;
+
+ clearTimeout(self.__sizerTimeout);
+
+ var sizer = function() {
+ self.resize(true);
+ };
+
+ sizer();
+ self.__sizerTimeout = setTimeout(sizer, 500);
+ },
+
+ /*
+ ---------------------------------------------------------------------------
+ ANIMATION (DECELERATION) SUPPORT
+ ---------------------------------------------------------------------------
+ */
+
+ /**
+ * Called when a touch sequence end and the speed of the finger was high enough
+ * to switch into deceleration mode.
+ */
+ __startDeceleration: function() {
+ var self = this;
+
+ if (self.options.paging) {
+
+ var scrollLeft = Math.max(Math.min(self.__scrollLeft, self.__maxScrollLeft), 0);
+ var scrollTop = Math.max(Math.min(self.__scrollTop, self.__maxScrollTop), 0);
+ var clientWidth = self.__clientWidth;
+ var clientHeight = self.__clientHeight;
+
+ // We limit deceleration not to the min/max values of the allowed range, but to the size of the visible client area.
+ // Each page should have exactly the size of the client area.
+ self.__minDecelerationScrollLeft = Math.floor(scrollLeft / clientWidth) * clientWidth;
+ self.__minDecelerationScrollTop = Math.floor(scrollTop / clientHeight) * clientHeight;
+ self.__maxDecelerationScrollLeft = Math.ceil(scrollLeft / clientWidth) * clientWidth;
+ self.__maxDecelerationScrollTop = Math.ceil(scrollTop / clientHeight) * clientHeight;
+
+ } else {
+
+ self.__minDecelerationScrollLeft = 0;
+ self.__minDecelerationScrollTop = 0;
+ self.__maxDecelerationScrollLeft = self.__maxScrollLeft;
+ self.__maxDecelerationScrollTop = self.__maxScrollTop;
+ if (self.__refreshActive) self.__minDecelerationScrollTop = self.__refreshHeight * -1;
+ }
+
+ // Wrap class method
+ var step = function(percent, now, render) {
+ self.__stepThroughDeceleration(render);
+ };
+
+ // How much velocity is required to keep the deceleration running
+ self.__minVelocityToKeepDecelerating = self.options.snapping ? 4 : 0.1;
+
+ // Detect whether it's still worth to continue animating steps
+ // If we are already slow enough to not being user perceivable anymore, we stop the whole process here.
+ var verify = function() {
+ var shouldContinue = Math.abs(self.__decelerationVelocityX) >= self.__minVelocityToKeepDecelerating ||
+ Math.abs(self.__decelerationVelocityY) >= self.__minVelocityToKeepDecelerating;
+ if (!shouldContinue) {
+ self.__didDecelerationComplete = true;
+
+ //Make sure the scroll values are within the boundaries after a bounce,
+ //not below 0 or above maximum
+ if (self.options.bouncing && !self.__refreshActive) {
+ self.scrollTo(
+ Math.min( Math.max(self.__scrollLeft, 0), self.__maxScrollLeft ),
+ Math.min( Math.max(self.__scrollTop, 0), self.__maxScrollTop ),
+ self.__refreshActive
+ );
+ }
+ }
+ return shouldContinue;
+ };
+
+ var completed = function() {
+ self.__isDecelerating = false;
+ if (self.__didDecelerationComplete) {
+ self.__scrollingComplete();
+ }
+
+ // Animate to grid when snapping is active, otherwise just fix out-of-boundary positions
+ if (self.options.paging) {
+ self.scrollTo(self.__scrollLeft, self.__scrollTop, self.options.snapping);
+ }
+ };
+
+ // Start animation and switch on flag
+ self.__isDecelerating = zyngaCore.effect.Animate.start(step, verify, completed);
+
+ },
+
+
+ /**
+ * Called on every step of the animation
+ *
+ * @param inMemory {Boolean} Whether to not render the current step, but keep it in memory only. Used internally only!
+ */
+ __stepThroughDeceleration: function(render) {
+ var self = this;
+
+
+ //
+ // COMPUTE NEXT SCROLL POSITION
+ //
+
+ // Add deceleration to scroll position
+ var scrollLeft = self.__scrollLeft + self.__decelerationVelocityX;// * self.options.deceleration);
+ var scrollTop = self.__scrollTop + self.__decelerationVelocityY;// * self.options.deceleration);
+
+
+ //
+ // HARD LIMIT SCROLL POSITION FOR NON BOUNCING MODE
+ //
+
+ if (!self.options.bouncing) {
+
+ var scrollLeftFixed = Math.max(Math.min(self.__maxDecelerationScrollLeft, scrollLeft), self.__minDecelerationScrollLeft);
+ if (scrollLeftFixed !== scrollLeft) {
+ scrollLeft = scrollLeftFixed;
+ self.__decelerationVelocityX = 0;
+ }
+
+ var scrollTopFixed = Math.max(Math.min(self.__maxDecelerationScrollTop, scrollTop), self.__minDecelerationScrollTop);
+ if (scrollTopFixed !== scrollTop) {
+ scrollTop = scrollTopFixed;
+ self.__decelerationVelocityY = 0;
+ }
+
+ }
+
+
+ //
+ // UPDATE SCROLL POSITION
+ //
+
+ if (render) {
+
+ self.__publish(scrollLeft, scrollTop, self.__zoomLevel);
+
+ } else {
+
+ self.__scrollLeft = scrollLeft;
+ self.__scrollTop = scrollTop;
+
+ }
+
+
+ //
+ // SLOW DOWN
+ //
+
+ // Slow down velocity on every iteration
+ if (!self.options.paging) {
+
+ // This is the factor applied to every iteration of the animation
+ // to slow down the process. This should emulate natural behavior where
+ // objects slow down when the initiator of the movement is removed
+ var frictionFactor = self.options.deceleration;
+
+ self.__decelerationVelocityX *= frictionFactor;
+ self.__decelerationVelocityY *= frictionFactor;
+
+ }
+
+
+ //
+ // BOUNCING SUPPORT
+ //
+
+ if (self.options.bouncing) {
+
+ var scrollOutsideX = 0;
+ var scrollOutsideY = 0;
+
+ // This configures the amount of change applied to deceleration/acceleration when reaching boundaries
+ var penetrationDeceleration = self.options.penetrationDeceleration;
+ var penetrationAcceleration = self.options.penetrationAcceleration;
+
+ // Check limits
+ if (scrollLeft < self.__minDecelerationScrollLeft) {
+ scrollOutsideX = self.__minDecelerationScrollLeft - scrollLeft;
+ } else if (scrollLeft > self.__maxDecelerationScrollLeft) {
+ scrollOutsideX = self.__maxDecelerationScrollLeft - scrollLeft;
+ }
+
+ if (scrollTop < self.__minDecelerationScrollTop) {
+ scrollOutsideY = self.__minDecelerationScrollTop - scrollTop;
+ } else if (scrollTop > self.__maxDecelerationScrollTop) {
+ scrollOutsideY = self.__maxDecelerationScrollTop - scrollTop;
+ }
+
+ // Slow down until slow enough, then flip back to snap position
+ if (scrollOutsideX !== 0) {
+ var isHeadingOutwardsX = scrollOutsideX * self.__decelerationVelocityX <= self.__minDecelerationScrollLeft;
+ if (isHeadingOutwardsX) {
+ self.__decelerationVelocityX += scrollOutsideX * penetrationDeceleration;
+ }
+ var isStoppedX = Math.abs(self.__decelerationVelocityX) <= self.__minVelocityToKeepDecelerating;
+ //If we're not heading outwards, or if the above statement got us below minDeceleration, go back towards bounds
+ if (!isHeadingOutwardsX || isStoppedX) {
+ self.__decelerationVelocityX = scrollOutsideX * penetrationAcceleration;
+ }
+ }
+
+ if (scrollOutsideY !== 0) {
+ var isHeadingOutwardsY = scrollOutsideY * self.__decelerationVelocityY <= self.__minDecelerationScrollTop;
+ if (isHeadingOutwardsY) {
+ self.__decelerationVelocityY += scrollOutsideY * penetrationDeceleration;
+ }
+ var isStoppedY = Math.abs(self.__decelerationVelocityY) <= self.__minVelocityToKeepDecelerating;
+ //If we're not heading outwards, or if the above statement got us below minDeceleration, go back towards bounds
+ if (!isHeadingOutwardsY || isStoppedY) {
+ self.__decelerationVelocityY = scrollOutsideY * penetrationAcceleration;
+ }
+ }
+ }
+ },
+
+
+ /**
+ * calculate the distance between two touches
+ * @param {Touch} touch1
+ * @param {Touch} touch2
+ * @returns {Number} distance
+ */
+ __getDistance: function getDistance(touch1, touch2) {
+ var x = touch2.pageX - touch1.pageX,
+ y = touch2.pageY - touch1.pageY;
+ return Math.sqrt((x * x) + (y * y));
+ },
+
+
+ /**
+ * calculate the scale factor between two touchLists (fingers)
+ * no scale is 1, and goes down to 0 when pinched together, and bigger when pinched out
+ * @param {Array} start
+ * @param {Array} end
+ * @returns {Number} scale
+ */
+ __getScale: function getScale(start, end) {
+ // need two fingers...
+ if (start.length >= 2 && end.length >= 2) {
+ return this.__getDistance(end[0], end[1]) /
+ this.__getDistance(start[0], start[1]);
+ }
+ return 1;
+ }
+});
+
+ionic.scroll = {
+ isScrolling: false,
+ lastTop: 0
+};
+
+})(ionic);
+
+(function(ionic) {
+ var NOOP = function() {};
+ var depreciated = function(name) {
+ void 0;
+ };
+ ionic.views.ScrollNative = ionic.views.View.inherit({
+
+ initialize: function(options) {
+ var self = this;
+ self.__container = self.el = options.el;
+ self.__content = options.el.firstElementChild;
+ self.isNative = true;
+
+ self.__scrollTop = self.el.scrollTop;
+ self.__scrollLeft = self.el.scrollLeft;
+ self.__clientHeight = self.__content.clientHeight;
+ self.__clientWidth = self.__content.clientWidth;
+ self.__maxScrollTop = Math.max((self.__contentHeight) - self.__clientHeight, 0);
+ self.__maxScrollLeft = Math.max((self.__contentWidth) - self.__clientWidth, 0);
+
+ self.options = {
+
+ freeze: false,
+
+ getContentWidth: function() {
+ return Math.max(self.__content.scrollWidth, self.__content.offsetWidth);
+ },
+
+ getContentHeight: function() {
+ return Math.max(self.__content.scrollHeight, self.__content.offsetHeight + (self.__content.offsetTop * 2));
+ }
+
+ };
+
+ for (var key in options) {
+ self.options[key] = options[key];
+ }
+
+ /**
+ * Sets isScrolling to true, and automatically deactivates if not called again in 80ms.
+ */
+ self.onScroll = function() {
+ if (!ionic.scroll.isScrolling) {
+ ionic.scroll.isScrolling = true;
+ }
+
+ clearTimeout(self.scrollTimer);
+ self.scrollTimer = setTimeout(function() {
+ ionic.scroll.isScrolling = false;
+ }, 80);
+ };
+
+ self.freeze = NOOP;
+
+ self.__initEventHandlers();
+ },
+
+ /** Methods not used in native scrolling */
+ __callback: function() { depreciated('__callback'); },
+ zoomTo: function() { depreciated('zoomTo'); },
+ zoomBy: function() { depreciated('zoomBy'); },
+ activatePullToRefresh: function() { depreciated('activatePullToRefresh'); },
+
+ /**
+ * Returns the scroll position and zooming values
+ *
+ * @return {Map} `left` and `top` scroll position and `zoom` level
+ */
+ resize: function(continueScrolling) {
+ var self = this;
+ if (!self.__container || !self.options) return;
+
+ // Update Scroller dimensions for changed content
+ // Add padding to bottom of content
+ self.setDimensions(
+ self.__container.clientWidth,
+ self.__container.clientHeight,
+ self.options.getContentWidth(),
+ self.options.getContentHeight(),
+ continueScrolling
+ );
+ },
+
+ /**
+ * Initialize the scrollview
+ * In native scrolling, this only means we need to gather size information
+ */
+ run: function() {
+ this.resize();
+ },
+
+ /**
+ * Returns the scroll position and zooming values
+ *
+ * @return {Map} `left` and `top` scroll position and `zoom` level
+ */
+ getValues: function() {
+ var self = this;
+ self.update();
+ return {
+ left: self.__scrollLeft,
+ top: self.__scrollTop,
+ zoom: 1
+ };
+ },
+
+ /**
+ * Updates the __scrollLeft and __scrollTop values to el's current value
+ */
+ update: function() {
+ var self = this;
+ self.__scrollLeft = self.el.scrollLeft;
+ self.__scrollTop = self.el.scrollTop;
+ },
+
+ /**
+ * Configures the dimensions of the client (outer) and content (inner) elements.
+ * Requires the available space for the outer element and the outer size of the inner element.
+ * All values which are falsy (null or zero etc.) are ignored and the old value is kept.
+ *
+ * @param clientWidth {Integer} Inner width of outer element
+ * @param clientHeight {Integer} Inner height of outer element
+ * @param contentWidth {Integer} Outer width of inner element
+ * @param contentHeight {Integer} Outer height of inner element
+ */
+ setDimensions: function(clientWidth, clientHeight, contentWidth, contentHeight) {
+ var self = this;
+
+ if (!clientWidth && !clientHeight && !contentWidth && !contentHeight) {
+ // this scrollview isn't rendered, don't bother
+ return;
+ }
+
+ // Only update values which are defined
+ if (clientWidth === +clientWidth) {
+ self.__clientWidth = clientWidth;
+ }
+
+ if (clientHeight === +clientHeight) {
+ self.__clientHeight = clientHeight;
+ }
+
+ if (contentWidth === +contentWidth) {
+ self.__contentWidth = contentWidth;
+ }
+
+ if (contentHeight === +contentHeight) {
+ self.__contentHeight = contentHeight;
+ }
+
+ // Refresh maximums
+ self.__computeScrollMax();
+ },
+
+ /**
+ * Returns the maximum scroll values
+ *
+ * @return {Map} `left` and `top` maximum scroll values
+ */
+ getScrollMax: function() {
+ return {
+ left: this.__maxScrollLeft,
+ top: this.__maxScrollTop
+ };
+ },
+
+ /**
+ * Scrolls by the given amount in px.
+ *
+ * @param left {Number} Horizontal scroll position, keeps current if value is <code>null</code>
+ * @param top {Number} Vertical scroll position, keeps current if value is <code>null</code>
+ * @param animate {Boolean} Whether the scrolling should happen using an animation
+ */
+
+ scrollBy: function(left, top, animate) {
+ var self = this;
+
+ // update scroll vars before refferencing them
+ self.update();
+
+ var startLeft = self.__isAnimating ? self.__scheduledLeft : self.__scrollLeft;
+ var startTop = self.__isAnimating ? self.__scheduledTop : self.__scrollTop;
+
+ self.scrollTo(startLeft + (left || 0), startTop + (top || 0), animate);
+ },
+
+ /**
+ * Scrolls to the given position in px.
+ *
+ * @param left {Number} Horizontal scroll position, keeps current if value is <code>null</code>
+ * @param top {Number} Vertical scroll position, keeps current if value is <code>null</code>
+ * @param animate {Boolean} Whether the scrolling should happen using an animation
+ */
+ scrollTo: function(left, top, animate) {
+ var self = this;
+ if (!animate) {
+ self.el.scrollTop = top;
+ self.el.scrollLeft = left;
+ self.resize();
+ return;
+ }
+ animateScroll(top, left);
+
+ function animateScroll(Y, X) {
+ // scroll animation loop w/ easing
+ // credit https://gist.github.com/dezinezync/5487119
+ var start = Date.now(),
+ duration = 1000, //milliseconds
+ fromY = self.el.scrollTop,
+ fromX = self.el.scrollLeft;
+
+ if (fromY === Y && fromX === X) {
+ self.resize();
+ return; /* Prevent scrolling to the Y point if already there */
+ }
+
+ // decelerating to zero velocity
+ function easeOutCubic(t) {
+ return (--t) * t * t + 1;
+ }
+
+ // scroll loop
+ function animateScrollStep() {
+ var currentTime = Date.now(),
+ time = Math.min(1, ((currentTime - start) / duration)),
+ // where .5 would be 50% of time on a linear scale easedT gives a
+ // fraction based on the easing method
+ easedT = easeOutCubic(time);
+
+ if (fromY != Y) {
+ self.el.scrollTop = parseInt((easedT * (Y - fromY)) + fromY, 10);
+ }
+ if (fromX != X) {
+ self.el.scrollLeft = parseInt((easedT * (X - fromX)) + fromX, 10);
+ }
+
+ if (time < 1) {
+ ionic.requestAnimationFrame(animateScrollStep);
+
+ } else {
+ // done
+ self.resize();
+ }
+ }
+
+ // start scroll loop
+ ionic.requestAnimationFrame(animateScrollStep);
+ }
+ },
+
+
+
+ /*
+ ---------------------------------------------------------------------------
+ PRIVATE API
+ ---------------------------------------------------------------------------
+ */
+
+ /**
+ * If the scroll view isn't sized correctly on start, wait until we have at least some size
+ */
+ __waitForSize: function() {
+ var self = this;
+
+ clearTimeout(self.__sizerTimeout);
+
+ var sizer = function() {
+ self.resize(true);
+ };
+
+ sizer();
+ self.__sizerTimeout = setTimeout(sizer, 500);
+ },
+
+
+ /**
+ * Recomputes scroll minimum values based on client dimensions and content dimensions.
+ */
+ __computeScrollMax: function() {
+ var self = this;
+
+ self.__maxScrollLeft = Math.max((self.__contentWidth) - self.__clientWidth, 0);
+ self.__maxScrollTop = Math.max((self.__contentHeight) - self.__clientHeight, 0);
+
+ if (!self.__didWaitForSize && !self.__maxScrollLeft && !self.__maxScrollTop) {
+ self.__didWaitForSize = true;
+ self.__waitForSize();
+ }
+ },
+
+ __initEventHandlers: function() {
+ var self = this;
+
+ // Event Handler
+ var container = self.__container;
+
+ // should be unnecessary in native scrolling, but keep in case bugs show up
+ self.scrollChildIntoView = NOOP;
+
+ self.resetScrollView = function() {
+ //return scrollview to original height once keyboard has hidden
+ if (self.isScrolledIntoView) {
+ self.isScrolledIntoView = false;
+ container.style.height = "";
+ container.style.overflow = "";
+ self.resize();
+ ionic.scroll.isScrolling = false;
+ }
+ };
+
+ container.addEventListener('resetScrollView', self.resetScrollView);
+ container.addEventListener('scroll', self.onScroll);
+
+ //Broadcasted when keyboard is shown on some platforms.
+ //See js/utils/keyboard.js
+ container.addEventListener('scrollChildIntoView', self.scrollChildIntoView);
+ container.addEventListener('resetScrollView', self.resetScrollView);
+ },
+
+ __cleanup: function() {
+ var self = this;
+ var container = self.__container;
+
+ container.removeEventListener('resetScrollView', self.resetScrollView);
+ container.removeEventListener('scroll', self.onScroll);
+
+ container.removeEventListener('scrollChildIntoView', self.scrollChildIntoView);
+ container.removeEventListener('resetScrollView', self.resetScrollView);
+
+ ionic.tap.removeClonedInputs(container, self);
+
+ delete self.__container;
+ delete self.__content;
+ delete self.__indicatorX;
+ delete self.__indicatorY;
+ delete self.options.el;
+
+ self.resize = self.scrollTo = self.onScroll = self.resetScrollView = NOOP;
+ container = null;
+ }
+ });
+
+})(ionic);
+
+
+(function(ionic) {
+'use strict';
+
+ var ITEM_CLASS = 'item';
+ var ITEM_CONTENT_CLASS = 'item-content';
+ var ITEM_SLIDING_CLASS = 'item-sliding';
+ var ITEM_OPTIONS_CLASS = 'item-options';
+ var ITEM_PLACEHOLDER_CLASS = 'item-placeholder';
+ var ITEM_REORDERING_CLASS = 'item-reordering';
+ var ITEM_REORDER_BTN_CLASS = 'item-reorder';
+
+ var DragOp = function() {};
+ DragOp.prototype = {
+ start: function(){},
+ drag: function(){},
+ end: function(){},
+ isSameItem: function() {
+ return false;
+ }
+ };
+
+ var SlideDrag = function(opts) {
+ this.dragThresholdX = opts.dragThresholdX || 10;
+ this.el = opts.el;
+ this.item = opts.item;
+ this.canSwipe = opts.canSwipe;
+ };
+
+ SlideDrag.prototype = new DragOp();
+
+ SlideDrag.prototype.start = function(e) {
+ var content, buttons, offsetX, buttonsWidth;
+
+ if (!this.canSwipe()) {
+ return;
+ }
+
+ if (e.target.classList.contains(ITEM_CONTENT_CLASS)) {
+ content = e.target;
+ } else if (e.target.classList.contains(ITEM_CLASS)) {
+ content = e.target.querySelector('.' + ITEM_CONTENT_CLASS);
+ } else {
+ content = ionic.DomUtil.getParentWithClass(e.target, ITEM_CONTENT_CLASS);
+ }
+
+ // If we don't have a content area as one of our children (or ourselves), skip
+ if (!content) {
+ return;
+ }
+
+ // Make sure we aren't animating as we slide
+ content.classList.remove(ITEM_SLIDING_CLASS);
+
+ // Grab the starting X point for the item (for example, so we can tell whether it is open or closed to start)
+ offsetX = parseFloat(content.style[ionic.CSS.TRANSFORM].replace('translate3d(', '').split(',')[0]) || 0;
+
+ // Grab the buttons
+ buttons = content.parentNode.querySelector('.' + ITEM_OPTIONS_CLASS);
+ if (!buttons) {
+ return;
+ }
+ buttons.classList.remove('invisible');
+
+ buttonsWidth = buttons.offsetWidth;
+
+ this._currentDrag = {
+ buttons: buttons,
+ buttonsWidth: buttonsWidth,
+ content: content,
+ startOffsetX: offsetX
+ };
+ };
+
+ /**
+ * Check if this is the same item that was previously dragged.
+ */
+ SlideDrag.prototype.isSameItem = function(op) {
+ if (op._lastDrag && this._currentDrag) {
+ return this._currentDrag.content == op._lastDrag.content;
+ }
+ return false;
+ };
+
+ SlideDrag.prototype.clean = function(isInstant) {
+ var lastDrag = this._lastDrag;
+
+ if (!lastDrag || !lastDrag.content) return;
+
+ lastDrag.content.style[ionic.CSS.TRANSITION] = '';
+ lastDrag.content.style[ionic.CSS.TRANSFORM] = '';
+ if (isInstant) {
+ lastDrag.content.style[ionic.CSS.TRANSITION] = 'none';
+ makeInvisible();
+ ionic.requestAnimationFrame(function() {
+ lastDrag.content.style[ionic.CSS.TRANSITION] = '';
+ });
+ } else {
+ ionic.requestAnimationFrame(function() {
+ setTimeout(makeInvisible, 250);
+ });
+ }
+ function makeInvisible() {
+ lastDrag.buttons && lastDrag.buttons.classList.add('invisible');
+ }
+ };
+
+ SlideDrag.prototype.drag = ionic.animationFrameThrottle(function(e) {
+ var buttonsWidth;
+
+ // We really aren't dragging
+ if (!this._currentDrag) {
+ return;
+ }
+
+ // Check if we should start dragging. Check if we've dragged past the threshold,
+ // or we are starting from the open state.
+ if (!this._isDragging &&
+ ((Math.abs(e.gesture.deltaX) > this.dragThresholdX) ||
+ (Math.abs(this._currentDrag.startOffsetX) > 0))) {
+ this._isDragging = true;
+ }
+
+ if (this._isDragging) {
+ buttonsWidth = this._currentDrag.buttonsWidth;
+
+ // Grab the new X point, capping it at zero
+ var newX = Math.min(0, this._currentDrag.startOffsetX + e.gesture.deltaX);
+
+ // If the new X position is past the buttons, we need to slow down the drag (rubber band style)
+ if (newX < -buttonsWidth) {
+ // Calculate the new X position, capped at the top of the buttons
+ newX = Math.min(-buttonsWidth, -buttonsWidth + (((e.gesture.deltaX + buttonsWidth) * 0.4)));
+ }
+
+ this._currentDrag.content.$$ionicOptionsOpen = newX !== 0;
+
+ this._currentDrag.content.style[ionic.CSS.TRANSFORM] = 'translate3d(' + newX + 'px, 0, 0)';
+ this._currentDrag.content.style[ionic.CSS.TRANSITION] = 'none';
+ }
+ });
+
+ SlideDrag.prototype.end = function(e, doneCallback) {
+ var self = this;
+
+ // There is no drag, just end immediately
+ if (!self._currentDrag) {
+ doneCallback && doneCallback();
+ return;
+ }
+
+ // If we are currently dragging, we want to snap back into place
+ // The final resting point X will be the width of the exposed buttons
+ var restingPoint = -self._currentDrag.buttonsWidth;
+
+ // Check if the drag didn't clear the buttons mid-point
+ // and we aren't moving fast enough to swipe open
+ if (e.gesture.deltaX > -(self._currentDrag.buttonsWidth / 2)) {
+
+ // If we are going left but too slow, or going right, go back to resting
+ if (e.gesture.direction == "left" && Math.abs(e.gesture.velocityX) < 0.3) {
+ restingPoint = 0;
+
+ } else if (e.gesture.direction == "right") {
+ restingPoint = 0;
+ }
+
+ }
+
+ ionic.requestAnimationFrame(function() {
+ if (restingPoint === 0) {
+ self._currentDrag.content.style[ionic.CSS.TRANSFORM] = '';
+ var buttons = self._currentDrag.buttons;
+ setTimeout(function() {
+ buttons && buttons.classList.add('invisible');
+ }, 250);
+ } else {
+ self._currentDrag.content.style[ionic.CSS.TRANSFORM] = 'translate3d(' + restingPoint + 'px,0,0)';
+ }
+ self._currentDrag.content.style[ionic.CSS.TRANSITION] = '';
+
+
+ // Kill the current drag
+ if (!self._lastDrag) {
+ self._lastDrag = {};
+ }
+ ionic.extend(self._lastDrag, self._currentDrag);
+ if (self._currentDrag) {
+ self._currentDrag.buttons = null;
+ self._currentDrag.content = null;
+ }
+ self._currentDrag = null;
+
+ // We are done, notify caller
+ doneCallback && doneCallback();
+ });
+ };
+
+ var ReorderDrag = function(opts) {
+ var self = this;
+
+ self.dragThresholdY = opts.dragThresholdY || 0;
+ self.onReorder = opts.onReorder;
+ self.listEl = opts.listEl;
+ self.el = self.item = opts.el;
+ self.scrollEl = opts.scrollEl;
+ self.scrollView = opts.scrollView;
+ // Get the True Top of the list el http://www.quirksmode.org/js/findpos.html
+ self.listElTrueTop = 0;
+ if (self.listEl.offsetParent) {
+ var obj = self.listEl;
+ do {
+ self.listElTrueTop += obj.offsetTop;
+ obj = obj.offsetParent;
+ } while (obj);
+ }
+ };
+
+ ReorderDrag.prototype = new DragOp();
+
+ ReorderDrag.prototype._moveElement = function(e) {
+ var y = e.gesture.center.pageY +
+ this.scrollView.getValues().top -
+ (this._currentDrag.elementHeight / 2) -
+ this.listElTrueTop;
+ this.el.style[ionic.CSS.TRANSFORM] = 'translate3d(0, ' + y + 'px, 0)';
+ };
+
+ ReorderDrag.prototype.deregister = function() {
+ this.listEl = this.el = this.scrollEl = this.scrollView = null;
+ };
+
+ ReorderDrag.prototype.start = function(e) {
+
+ var startIndex = ionic.DomUtil.getChildIndex(this.el, this.el.nodeName.toLowerCase());
+ var elementHeight = this.el.scrollHeight;
+ var placeholder = this.el.cloneNode(true);
+
+ placeholder.classList.add(ITEM_PLACEHOLDER_CLASS);
+
+ this.el.parentNode.insertBefore(placeholder, this.el);
+ this.el.classList.add(ITEM_REORDERING_CLASS);
+
+ this._currentDrag = {
+ elementHeight: elementHeight,
+ startIndex: startIndex,
+ placeholder: placeholder,
+ scrollHeight: scroll,
+ list: placeholder.parentNode
+ };
+
+ this._moveElement(e);
+ };
+
+ ReorderDrag.prototype.drag = ionic.animationFrameThrottle(function(e) {
+ // We really aren't dragging
+ var self = this;
+ if (!this._currentDrag) {
+ return;
+ }
+
+ var scrollY = 0;
+ var pageY = e.gesture.center.pageY;
+ var offset = this.listElTrueTop;
+
+ //If we have a scrollView, check scroll boundaries for dragged element and scroll if necessary
+ if (this.scrollView) {
+
+ var container = this.scrollView.__container;
+ scrollY = this.scrollView.getValues().top;
+
+ var containerTop = container.offsetTop;
+ var pixelsPastTop = containerTop - pageY + this._currentDrag.elementHeight / 2;
+ var pixelsPastBottom = pageY + this._currentDrag.elementHeight / 2 - containerTop - container.offsetHeight;
+
+ if (e.gesture.deltaY < 0 && pixelsPastTop > 0 && scrollY > 0) {
+ this.scrollView.scrollBy(null, -pixelsPastTop);
+ //Trigger another drag so the scrolling keeps going
+ ionic.requestAnimationFrame(function() {
+ self.drag(e);
+ });
+ }
+ if (e.gesture.deltaY > 0 && pixelsPastBottom > 0) {
+ if (scrollY < this.scrollView.getScrollMax().top) {
+ this.scrollView.scrollBy(null, pixelsPastBottom);
+ //Trigger another drag so the scrolling keeps going
+ ionic.requestAnimationFrame(function() {
+ self.drag(e);
+ });
+ }
+ }
+ }
+
+ // Check if we should start dragging. Check if we've dragged past the threshold,
+ // or we are starting from the open state.
+ if (!this._isDragging && Math.abs(e.gesture.deltaY) > this.dragThresholdY) {
+ this._isDragging = true;
+ }
+
+ if (this._isDragging) {
+ this._moveElement(e);
+
+ this._currentDrag.currentY = scrollY + pageY - offset;
+
+ // this._reorderItems();
+ }
+ });
+
+ // When an item is dragged, we need to reorder any items for sorting purposes
+ ReorderDrag.prototype._getReorderIndex = function() {
+ var self = this;
+
+ var siblings = Array.prototype.slice.call(self._currentDrag.placeholder.parentNode.children)
+ .filter(function(el) {
+ return el.nodeName === self.el.nodeName && el !== self.el;
+ });
+
+ var dragOffsetTop = self._currentDrag.currentY;
+ var el;
+ for (var i = 0, len = siblings.length; i < len; i++) {
+ el = siblings[i];
+ if (i === len - 1) {
+ if (dragOffsetTop > el.offsetTop) {
+ return i;
+ }
+ } else if (i === 0) {
+ if (dragOffsetTop < el.offsetTop + el.offsetHeight) {
+ return i;
+ }
+ } else if (dragOffsetTop > el.offsetTop - el.offsetHeight / 2 &&
+ dragOffsetTop < el.offsetTop + el.offsetHeight) {
+ return i;
+ }
+ }
+ return self._currentDrag.startIndex;
+ };
+
+ ReorderDrag.prototype.end = function(e, doneCallback) {
+ if (!this._currentDrag) {
+ doneCallback && doneCallback();
+ return;
+ }
+
+ var placeholder = this._currentDrag.placeholder;
+ var finalIndex = this._getReorderIndex();
+
+ // Reposition the element
+ this.el.classList.remove(ITEM_REORDERING_CLASS);
+ this.el.style[ionic.CSS.TRANSFORM] = '';
+
+ placeholder.parentNode.insertBefore(this.el, placeholder);
+ placeholder.parentNode.removeChild(placeholder);
+
+ this.onReorder && this.onReorder(this.el, this._currentDrag.startIndex, finalIndex);
+
+ this._currentDrag = {
+ placeholder: null,
+ content: null
+ };
+ this._currentDrag = null;
+ doneCallback && doneCallback();
+ };
+
+
+
+ /**
+ * The ListView handles a list of items. It will process drag animations, edit mode,
+ * and other operations that are common on mobile lists or table views.
+ */
+ ionic.views.ListView = ionic.views.View.inherit({
+ initialize: function(opts) {
+ var self = this;
+
+ opts = ionic.extend({
+ onReorder: function() {},
+ virtualRemoveThreshold: -200,
+ virtualAddThreshold: 200,
+ canSwipe: function() {
+ return true;
+ }
+ }, opts);
+
+ ionic.extend(self, opts);
+
+ if (!self.itemHeight && self.listEl) {
+ self.itemHeight = self.listEl.children[0] && parseInt(self.listEl.children[0].style.height, 10);
+ }
+
+ self.onRefresh = opts.onRefresh || function() {};
+ self.onRefreshOpening = opts.onRefreshOpening || function() {};
+ self.onRefreshHolding = opts.onRefreshHolding || function() {};
+
+ var gestureOpts = {};
+ // don't prevent native scrolling
+ if (ionic.DomUtil.getParentOrSelfWithClass(self.el, 'overflow-scroll')) {
+ gestureOpts.prevent_default_directions = ['left', 'right'];
+ }
+
+ window.ionic.onGesture('release', function(e) {
+ self._handleEndDrag(e);
+ }, self.el, gestureOpts);
+
+ window.ionic.onGesture('drag', function(e) {
+ self._handleDrag(e);
+ }, self.el, gestureOpts);
+ // Start the drag states
+ self._initDrag();
+ },
+
+ /**
+ * Be sure to cleanup references.
+ */
+ deregister: function() {
+ this.el = this.listEl = this.scrollEl = this.scrollView = null;
+
+ // ensure no scrolls have been left frozen
+ if (this.isScrollFreeze) {
+ self.scrollView.freeze(false);
+ }
+ },
+
+ /**
+ * Called to tell the list to stop refreshing. This is useful
+ * if you are refreshing the list and are done with refreshing.
+ */
+ stopRefreshing: function() {
+ var refresher = this.el.querySelector('.list-refresher');
+ refresher.style.height = '0';
+ },
+
+ /**
+ * If we scrolled and have virtual mode enabled, compute the window
+ * of active elements in order to figure out the viewport to render.
+ */
+ didScroll: function(e) {
+ var self = this;
+
+ if (self.isVirtual) {
+ var itemHeight = self.itemHeight;
+
+ // Grab the total height of the list
+ var scrollHeight = e.target.scrollHeight;
+
+ // Get the viewport height
+ var viewportHeight = self.el.parentNode.offsetHeight;
+
+ // High water is the pixel position of the first element to include (everything before
+ // that will be removed)
+ var highWater = Math.max(0, e.scrollTop + self.virtualRemoveThreshold);
+
+ // Low water is the pixel position of the last element to include (everything after
+ // that will be removed)
+ var lowWater = Math.min(scrollHeight, Math.abs(e.scrollTop) + viewportHeight + self.virtualAddThreshold);
+
+ // Get the first and last elements in the list based on how many can fit
+ // between the pixel range of lowWater and highWater
+ var first = parseInt(Math.abs(highWater / itemHeight), 10);
+ var last = parseInt(Math.abs(lowWater / itemHeight), 10);
+
+ // Get the items we need to remove
+ self._virtualItemsToRemove = Array.prototype.slice.call(self.listEl.children, 0, first);
+
+ self.renderViewport && self.renderViewport(highWater, lowWater, first, last);
+ }
+ },
+
+ didStopScrolling: function() {
+ if (this.isVirtual) {
+ for (var i = 0; i < this._virtualItemsToRemove.length; i++) {
+ //el.parentNode.removeChild(el);
+ this.didHideItem && this.didHideItem(i);
+ }
+ // Once scrolling stops, check if we need to remove old items
+
+ }
+ },
+
+ /**
+ * Clear any active drag effects on the list.
+ */
+ clearDragEffects: function(isInstant) {
+ if (this._lastDragOp) {
+ this._lastDragOp.clean && this._lastDragOp.clean(isInstant);
+ this._lastDragOp.deregister && this._lastDragOp.deregister();
+ this._lastDragOp = null;
+ }
+ },
+
+ _initDrag: function() {
+ // Store the last one
+ if (this._lastDragOp) {
+ this._lastDragOp.deregister && this._lastDragOp.deregister();
+ }
+ this._lastDragOp = this._dragOp;
+
+ this._dragOp = null;
+ },
+
+ // Return the list item from the given target
+ _getItem: function(target) {
+ while (target) {
+ if (target.classList && target.classList.contains(ITEM_CLASS)) {
+ return target;
+ }
+ target = target.parentNode;
+ }
+ return null;
+ },
+
+
+ _startDrag: function(e) {
+ var self = this;
+
+ self._isDragging = false;
+
+ var lastDragOp = self._lastDragOp;
+ var item;
+
+ // If we have an open SlideDrag and we're scrolling the list. Clear it.
+ if (self._didDragUpOrDown && lastDragOp instanceof SlideDrag) {
+ lastDragOp.clean && lastDragOp.clean();
+ }
+
+ // Check if this is a reorder drag
+ if (ionic.DomUtil.getParentOrSelfWithClass(e.target, ITEM_REORDER_BTN_CLASS) && (e.gesture.direction == 'up' || e.gesture.direction == 'down')) {
+ item = self._getItem(e.target);
+
+ if (item) {
+ self._dragOp = new ReorderDrag({
+ listEl: self.el,
+ el: item,
+ scrollEl: self.scrollEl,
+ scrollView: self.scrollView,
+ onReorder: function(el, start, end) {
+ self.onReorder && self.onReorder(el, start, end);
+ }
+ });
+ self._dragOp.start(e);
+ e.preventDefault();
+ }
+ }
+
+ // Or check if this is a swipe to the side drag
+ else if (!self._didDragUpOrDown && (e.gesture.direction == 'left' || e.gesture.direction == 'right') && Math.abs(e.gesture.deltaX) > 5) {
+
+ // Make sure this is an item with buttons
+ item = self._getItem(e.target);
+ if (item && item.querySelector('.item-options')) {
+ self._dragOp = new SlideDrag({
+ el: self.el,
+ item: item,
+ canSwipe: self.canSwipe
+ });
+ self._dragOp.start(e);
+ e.preventDefault();
+ self.isScrollFreeze = self.scrollView.freeze(true);
+ }
+ }
+
+ // If we had a last drag operation and this is a new one on a different item, clean that last one
+ if (lastDragOp && self._dragOp && !self._dragOp.isSameItem(lastDragOp) && e.defaultPrevented) {
+ lastDragOp.clean && lastDragOp.clean();
+ }
+ },
+
+
+ _handleEndDrag: function(e) {
+ var self = this;
+
+ if (self.scrollView) {
+ self.isScrollFreeze = self.scrollView.freeze(false);
+ }
+
+ self._didDragUpOrDown = false;
+
+ if (!self._dragOp) {
+ return;
+ }
+
+ self._dragOp.end(e, function() {
+ self._initDrag();
+ });
+ },
+
+ /**
+ * Process the drag event to move the item to the left or right.
+ */
+ _handleDrag: function(e) {
+ var self = this;
+
+ if (Math.abs(e.gesture.deltaY) > 5) {
+ self._didDragUpOrDown = true;
+ }
+
+ // If we get a drag event, make sure we aren't in another drag, then check if we should
+ // start one
+ if (!self.isDragging && !self._dragOp) {
+ self._startDrag(e);
+ }
+
+ // No drag still, pass it up
+ if (!self._dragOp) {
+ return;
+ }
+
+ e.gesture.srcEvent.preventDefault();
+ self._dragOp.drag(e);
+ }
+
+ });
+
+})(ionic);
+
+(function(ionic) {
+'use strict';
+
+ ionic.views.Modal = ionic.views.View.inherit({
+ initialize: function(opts) {
+ opts = ionic.extend({
+ focusFirstInput: false,
+ unfocusOnHide: true,
+ focusFirstDelay: 600,
+ backdropClickToClose: true,
+ hardwareBackButtonClose: true,
+ }, opts);
+
+ ionic.extend(this, opts);
+
+ this.el = opts.el;
+ },
+ show: function() {
+ var self = this;
+
+ if(self.focusFirstInput) {
+ // Let any animations run first
+ window.setTimeout(function() {
+ var input = self.el.querySelector('input, textarea');
+ input && input.focus && input.focus();
+ }, self.focusFirstDelay);
+ }
+ },
+ hide: function() {
+ // Unfocus all elements
+ if(this.unfocusOnHide) {
+ var inputs = this.el.querySelectorAll('input, textarea');
+ // Let any animations run first
+ window.setTimeout(function() {
+ for(var i = 0; i < inputs.length; i++) {
+ inputs[i].blur && inputs[i].blur();
+ }
+ });
+ }
+ }
+ });
+
+})(ionic);
+
+(function(ionic) {
+'use strict';
+
+ /**
+ * The side menu view handles one of the side menu's in a Side Menu Controller
+ * configuration.
+ * It takes a DOM reference to that side menu element.
+ */
+ ionic.views.SideMenu = ionic.views.View.inherit({
+ initialize: function(opts) {
+ this.el = opts.el;
+ this.isEnabled = (typeof opts.isEnabled === 'undefined') ? true : opts.isEnabled;
+ this.setWidth(opts.width);
+ },
+ getFullWidth: function() {
+ return this.width;
+ },
+ setWidth: function(width) {
+ this.width = width;
+ this.el.style.width = width + 'px';
+ },
+ setIsEnabled: function(isEnabled) {
+ this.isEnabled = isEnabled;
+ },
+ bringUp: function() {
+ if(this.el.style.zIndex !== '0') {
+ this.el.style.zIndex = '0';
+ }
+ },
+ pushDown: function() {
+ if(this.el.style.zIndex !== '-1') {
+ this.el.style.zIndex = '-1';
+ }
+ }
+ });
+
+ ionic.views.SideMenuContent = ionic.views.View.inherit({
+ initialize: function(opts) {
+ ionic.extend(this, {
+ animationClass: 'menu-animated',
+ onDrag: function() {},
+ onEndDrag: function() {}
+ }, opts);
+
+ ionic.onGesture('drag', ionic.proxy(this._onDrag, this), this.el);
+ ionic.onGesture('release', ionic.proxy(this._onEndDrag, this), this.el);
+ },
+ _onDrag: function(e) {
+ this.onDrag && this.onDrag(e);
+ },
+ _onEndDrag: function(e) {
+ this.onEndDrag && this.onEndDrag(e);
+ },
+ disableAnimation: function() {
+ this.el.classList.remove(this.animationClass);
+ },
+ enableAnimation: function() {
+ this.el.classList.add(this.animationClass);
+ },
+ getTranslateX: function() {
+ return parseFloat(this.el.style[ionic.CSS.TRANSFORM].replace('translate3d(', '').split(',')[0]);
+ },
+ setTranslateX: ionic.animationFrameThrottle(function(x) {
+ this.el.style[ionic.CSS.TRANSFORM] = 'translate3d(' + x + 'px, 0, 0)';
+ })
+ });
+
+})(ionic);
+
+/*
+ * Adapted from Swipe.js 2.0
+ *
+ * Brad Birdsall
+ * Copyright 2013, MIT License
+ *
+*/
+
+(function(ionic) {
+'use strict';
+
+ionic.views.Slider = ionic.views.View.inherit({
+ initialize: function (options) {
+ var slider = this;
+
+ // utilities
+ var noop = function() {}; // simple no operation function
+ var offloadFn = function(fn) { setTimeout(fn || noop, 0); }; // offload a functions execution
+
+ // check browser capabilities
+ var browser = {
+ addEventListener: !!window.addEventListener,
+ touch: ('ontouchstart' in window) || window.DocumentTouch && document instanceof DocumentTouch,
+ transitions: (function(temp) {
+ var props = ['transitionProperty', 'WebkitTransition', 'MozTransition', 'OTransition', 'msTransition'];
+ for ( var i in props ) if (temp.style[ props[i] ] !== undefined) return true;
+ return false;
+ })(document.createElement('swipe'))
+ };
+
+
+ var container = options.el;
+
+ // quit if no root element
+ if (!container) return;
+ var element = container.children[0];
+ var slides, slidePos, width, length;
+ options = options || {};
+ var index = parseInt(options.startSlide, 10) || 0;
+ var speed = options.speed || 300;
+ options.continuous = options.continuous !== undefined ? options.continuous : true;
+
+ function setup() {
+
+ // do not setup if the container has no width
+ if (!container.offsetWidth) {
+ return;
+ }
+
+ // cache slides
+ slides = element.children;
+ length = slides.length;
+
+ // set continuous to false if only one slide
+ if (slides.length < 2) options.continuous = false;
+
+ //special case if two slides
+ if (browser.transitions && options.continuous && slides.length < 3) {
+ element.appendChild(slides[0].cloneNode(true));
+ element.appendChild(element.children[1].cloneNode(true));
+ slides = element.children;
+ }
+
+ // create an array to store current positions of each slide
+ slidePos = new Array(slides.length);
+
+ // determine width of each slide
+ width = container.offsetWidth || container.getBoundingClientRect().width;
+
+ element.style.width = (slides.length * width) + 'px';
+
+ // stack elements
+ var pos = slides.length;
+ while(pos--) {
+
+ var slide = slides[pos];
+
+ slide.style.width = width + 'px';
+ slide.setAttribute('data-index', pos);
+
+ if (browser.transitions) {
+ slide.style.left = (pos * -width) + 'px';
+ move(pos, index > pos ? -width : (index < pos ? width : 0), 0);
+ }
+
+ }
+
+ // reposition elements before and after index
+ if (options.continuous && browser.transitions) {
+ move(circle(index - 1), -width, 0);
+ move(circle(index + 1), width, 0);
+ }
+
+ if (!browser.transitions) element.style.left = (index * -width) + 'px';
+
+ container.style.visibility = 'visible';
+
+ options.slidesChanged && options.slidesChanged();
+ }
+
+ function prev(slideSpeed) {
+
+ if (options.continuous) slide(index - 1, slideSpeed);
+ else if (index) slide(index - 1, slideSpeed);
+
+ }
+
+ function next(slideSpeed) {
+
+ if (options.continuous) slide(index + 1, slideSpeed);
+ else if (index < slides.length - 1) slide(index + 1, slideSpeed);
+
+ }
+
+ function circle(index) {
+
+ // a simple positive modulo using slides.length
+ return (slides.length + (index % slides.length)) % slides.length;
+
+ }
+
+ function slide(to, slideSpeed) {
+
+ // do nothing if already on requested slide
+ if (index == to) return;
+
+ if (browser.transitions) {
+
+ var direction = Math.abs(index - to) / (index - to); // 1: backward, -1: forward
+
+ // get the actual position of the slide
+ if (options.continuous) {
+ var naturalDirection = direction;
+ direction = -slidePos[circle(to)] / width;
+
+ // if going forward but to < index, use to = slides.length + to
+ // if going backward but to > index, use to = -slides.length + to
+ if (direction !== naturalDirection) to = -direction * slides.length + to;
+
+ }
+
+ var diff = Math.abs(index - to) - 1;
+
+ // move all the slides between index and to in the right direction
+ while (diff--) move( circle((to > index ? to : index) - diff - 1), width * direction, 0);
+
+ to = circle(to);
+
+ move(index, width * direction, slideSpeed || speed);
+ move(to, 0, slideSpeed || speed);
+
+ if (options.continuous) move(circle(to - direction), -(width * direction), 0); // we need to get the next in place
+
+ } else {
+
+ to = circle(to);
+ animate(index * -width, to * -width, slideSpeed || speed);
+ //no fallback for a circular continuous if the browser does not accept transitions
+ }
+
+ index = to;
+ offloadFn(options.callback && options.callback(index, slides[index]));
+ }
+
+ function move(index, dist, speed) {
+
+ translate(index, dist, speed);
+ slidePos[index] = dist;
+
+ }
+
+ function translate(index, dist, speed) {
+
+ var slide = slides[index];
+ var style = slide && slide.style;
+
+ if (!style) return;
+
+ style.webkitTransitionDuration =
+ style.MozTransitionDuration =
+ style.msTransitionDuration =
+ style.OTransitionDuration =
+ style.transitionDuration = speed + 'ms';
+
+ style.webkitTransform = 'translate(' + dist + 'px,0)' + 'translateZ(0)';
+ style.msTransform =
+ style.MozTransform =
+ style.OTransform = 'translateX(' + dist + 'px)';
+
+ }
+
+ function animate(from, to, speed) {
+
+ // if not an animation, just reposition
+ if (!speed) {
+
+ element.style.left = to + 'px';
+ return;
+
+ }
+
+ var start = +new Date();
+
+ var timer = setInterval(function() {
+
+ var timeElap = +new Date() - start;
+
+ if (timeElap > speed) {
+
+ element.style.left = to + 'px';
+
+ if (delay) begin();
+
+ options.transitionEnd && options.transitionEnd.call(event, index, slides[index]);
+
+ clearInterval(timer);
+ return;
+
+ }
+
+ element.style.left = (( (to - from) * (Math.floor((timeElap / speed) * 100) / 100) ) + from) + 'px';
+
+ }, 4);
+
+ }
+
+ // setup auto slideshow
+ var delay = options.auto || 0;
+ var interval;
+
+ function begin() {
+
+ interval = setTimeout(next, delay);
+
+ }
+
+ function stop() {
+
+ delay = options.auto || 0;
+ clearTimeout(interval);
+
+ }
+
+
+ // setup initial vars
+ var start = {};
+ var delta = {};
+ var isScrolling;
+
+ // setup event capturing
+ var events = {
+
+ handleEvent: function(event) {
+ if(event.type == 'mousedown' || event.type == 'mouseup' || event.type == 'mousemove') {
+ event.touches = [{
+ pageX: event.pageX,
+ pageY: event.pageY
+ }];
+ }
+
+ switch (event.type) {
+ case 'mousedown': this.start(event); break;
+ case 'touchstart': this.start(event); break;
+ case 'touchmove': this.touchmove(event); break;
+ case 'mousemove': this.touchmove(event); break;
+ case 'touchend': offloadFn(this.end(event)); break;
+ case 'mouseup': offloadFn(this.end(event)); break;
+ case 'webkitTransitionEnd':
+ case 'msTransitionEnd':
+ case 'oTransitionEnd':
+ case 'otransitionend':
+ case 'transitionend': offloadFn(this.transitionEnd(event)); break;
+ case 'resize': offloadFn(setup); break;
+ }
+
+ if (options.stopPropagation) event.stopPropagation();
+
+ },
+ start: function(event) {
+
+ var touches = event.touches[0];
+
+ // measure start values
+ start = {
+
+ // get initial touch coords
+ x: touches.pageX,
+ y: touches.pageY,
+
+ // store time to determine touch duration
+ time: +new Date()
+
+ };
+
+ // used for testing first move event
+ isScrolling = undefined;
+
+ // reset delta and end measurements
+ delta = {};
+
+ // attach touchmove and touchend listeners
+ if(browser.touch) {
+ element.addEventListener('touchmove', this, false);
+ element.addEventListener('touchend', this, false);
+ } else {
+ element.addEventListener('mousemove', this, false);
+ element.addEventListener('mouseup', this, false);
+ document.addEventListener('mouseup', this, false);
+ }
+ },
+ touchmove: function(event) {
+
+ // ensure swiping with one touch and not pinching
+ // ensure sliding is enabled
+ if (event.touches.length > 1 ||
+ event.scale && event.scale !== 1 ||
+ slider.slideIsDisabled) {
+ return;
+ }
+
+ if (options.disableScroll) event.preventDefault();
+
+ var touches = event.touches[0];
+
+ // measure change in x and y
+ delta = {
+ x: touches.pageX - start.x,
+ y: touches.pageY - start.y
+ };
+
+ // determine if scrolling test has run - one time test
+ if ( typeof isScrolling == 'undefined') {
+ isScrolling = !!( isScrolling || Math.abs(delta.x) < Math.abs(delta.y) );
+ }
+
+ // if user is not trying to scroll vertically
+ if (!isScrolling) {
+
+ // prevent native scrolling
+ event.preventDefault();
+
+ // stop slideshow
+ stop();
+
+ // increase resistance if first or last slide
+ if (options.continuous) { // we don't add resistance at the end
+
+ translate(circle(index - 1), delta.x + slidePos[circle(index - 1)], 0);
+ translate(index, delta.x + slidePos[index], 0);
+ translate(circle(index + 1), delta.x + slidePos[circle(index + 1)], 0);
+
+ } else {
+
+ delta.x =
+ delta.x /
+ ( (!index && delta.x > 0 || // if first slide and sliding left
+ index == slides.length - 1 && // or if last slide and sliding right
+ delta.x < 0 // and if sliding at all
+ ) ?
+ ( Math.abs(delta.x) / width + 1 ) // determine resistance level
+ : 1 ); // no resistance if false
+
+ // translate 1:1
+ translate(index - 1, delta.x + slidePos[index - 1], 0);
+ translate(index, delta.x + slidePos[index], 0);
+ translate(index + 1, delta.x + slidePos[index + 1], 0);
+ }
+
+ options.onDrag && options.onDrag();
+ }
+
+ },
+ end: function() {
+
+ // measure duration
+ var duration = +new Date() - start.time;
+
+ // determine if slide attempt triggers next/prev slide
+ var isValidSlide =
+ Number(duration) < 250 && // if slide duration is less than 250ms
+ Math.abs(delta.x) > 20 || // and if slide amt is greater than 20px
+ Math.abs(delta.x) > width / 2; // or if slide amt is greater than half the width
+
+ // determine if slide attempt is past start and end
+ var isPastBounds = (!index && delta.x > 0) || // if first slide and slide amt is greater than 0
+ (index == slides.length - 1 && delta.x < 0); // or if last slide and slide amt is less than 0
+
+ if (options.continuous) isPastBounds = false;
+
+ // determine direction of swipe (true:right, false:left)
+ var direction = delta.x < 0;
+
+ // if not scrolling vertically
+ if (!isScrolling) {
+
+ if (isValidSlide && !isPastBounds) {
+
+ if (direction) {
+
+ if (options.continuous) { // we need to get the next in this direction in place
+
+ move(circle(index - 1), -width, 0);
+ move(circle(index + 2), width, 0);
+
+ } else {
+ move(index - 1, -width, 0);
+ }
+
+ move(index, slidePos[index] - width, speed);
+ move(circle(index + 1), slidePos[circle(index + 1)] - width, speed);
+ index = circle(index + 1);
+
+ } else {
+ if (options.continuous) { // we need to get the next in this direction in place
+
+ move(circle(index + 1), width, 0);
+ move(circle(index - 2), -width, 0);
+
+ } else {
+ move(index + 1, width, 0);
+ }
+
+ move(index, slidePos[index] + width, speed);
+ move(circle(index - 1), slidePos[circle(index - 1)] + width, speed);
+ index = circle(index - 1);
+
+ }
+
+ options.callback && options.callback(index, slides[index]);
+
+ } else {
+
+ if (options.continuous) {
+
+ move(circle(index - 1), -width, speed);
+ move(index, 0, speed);
+ move(circle(index + 1), width, speed);
+
+ } else {
+
+ move(index - 1, -width, speed);
+ move(index, 0, speed);
+ move(index + 1, width, speed);
+ }
+
+ }
+
+ }
+
+ // kill touchmove and touchend event listeners until touchstart called again
+ if(browser.touch) {
+ element.removeEventListener('touchmove', events, false);
+ element.removeEventListener('touchend', events, false);
+ } else {
+ element.removeEventListener('mousemove', events, false);
+ element.removeEventListener('mouseup', events, false);
+ document.removeEventListener('mouseup', events, false);
+ }
+
+ options.onDragEnd && options.onDragEnd();
+ },
+ transitionEnd: function(event) {
+
+ if (parseInt(event.target.getAttribute('data-index'), 10) == index) {
+
+ if (delay) begin();
+
+ options.transitionEnd && options.transitionEnd.call(event, index, slides[index]);
+
+ }
+
+ }
+
+ };
+
+ // Public API
+ this.update = function() {
+ setTimeout(setup);
+ };
+ this.setup = function() {
+ setup();
+ };
+
+ this.loop = function(value) {
+ if (arguments.length) options.continuous = !!value;
+ return options.continuous;
+ };
+
+ this.enableSlide = function(shouldEnable) {
+ if (arguments.length) {
+ this.slideIsDisabled = !shouldEnable;
+ }
+ return !this.slideIsDisabled;
+ };
+
+ this.slide = this.select = function(to, speed) {
+ // cancel slideshow
+ stop();
+
+ slide(to, speed);
+ };
+
+ this.prev = this.previous = function() {
+ // cancel slideshow
+ stop();
+
+ prev();
+ };
+
+ this.next = function() {
+ // cancel slideshow
+ stop();
+
+ next();
+ };
+
+ this.stop = function() {
+ // cancel slideshow
+ stop();
+ };
+
+ this.start = function() {
+ begin();
+ };
+
+ this.autoPlay = function(newDelay) {
+ if (!delay || delay < 0) {
+ stop();
+ } else {
+ delay = newDelay;
+ begin();
+ }
+ };
+
+ this.currentIndex = this.selected = function() {
+ // return current index position
+ return index;
+ };
+
+ this.slidesCount = this.count = function() {
+ // return total number of slides
+ return length;
+ };
+
+ this.kill = function() {
+ // cancel slideshow
+ stop();
+
+ // reset element
+ element.style.width = '';
+ element.style.left = '';
+
+ // reset slides so no refs are held on to
+ slides && (slides.length = 0);
+
+ // removed event listeners
+ if (browser.addEventListener) {
+
+ // remove current event listeners
+ element.removeEventListener('touchstart', events, false);
+ element.removeEventListener('webkitTransitionEnd', events, false);
+ element.removeEventListener('msTransitionEnd', events, false);
+ element.removeEventListener('oTransitionEnd', events, false);
+ element.removeEventListener('otransitionend', events, false);
+ element.removeEventListener('transitionend', events, false);
+ window.removeEventListener('resize', events, false);
+
+ }
+ else {
+
+ window.onresize = null;
+
+ }
+ };
+
+ this.load = function() {
+ // trigger setup
+ setup();
+
+ // start auto slideshow if applicable
+ if (delay) begin();
+
+
+ // add event listeners
+ if (browser.addEventListener) {
+
+ // set touchstart event on element
+ if (browser.touch) {
+ element.addEventListener('touchstart', events, false);
+ } else {
+ element.addEventListener('mousedown', events, false);
+ }
+
+ if (browser.transitions) {
+ element.addEventListener('webkitTransitionEnd', events, false);
+ element.addEventListener('msTransitionEnd', events, false);
+ element.addEventListener('oTransitionEnd', events, false);
+ element.addEventListener('otransitionend', events, false);
+ element.addEventListener('transitionend', events, false);
+ }
+
+ // set resize event on window
+ window.addEventListener('resize', events, false);
+
+ } else {
+
+ window.onresize = function () { setup(); }; // to play nice with old IE
+
+ }
+ };
+
+ }
+});
+
+})(ionic);
+
+(function(ionic) {
+'use strict';
+
+ ionic.views.Toggle = ionic.views.View.inherit({
+ initialize: function(opts) {
+ var self = this;
+
+ this.el = opts.el;
+ this.checkbox = opts.checkbox;
+ this.track = opts.track;
+ this.handle = opts.handle;
+ this.openPercent = -1;
+ this.onChange = opts.onChange || function() {};
+
+ this.triggerThreshold = opts.triggerThreshold || 20;
+
+ this.dragStartHandler = function(e) {
+ self.dragStart(e);
+ };
+ this.dragHandler = function(e) {
+ self.drag(e);
+ };
+ this.holdHandler = function(e) {
+ self.hold(e);
+ };
+ this.releaseHandler = function(e) {
+ self.release(e);
+ };
+
+ this.dragStartGesture = ionic.onGesture('dragstart', this.dragStartHandler, this.el);
+ this.dragGesture = ionic.onGesture('drag', this.dragHandler, this.el);
+ this.dragHoldGesture = ionic.onGesture('hold', this.holdHandler, this.el);
+ this.dragReleaseGesture = ionic.onGesture('release', this.releaseHandler, this.el);
+ },
+
+ destroy: function() {
+ ionic.offGesture(this.dragStartGesture, 'dragstart', this.dragStartGesture);
+ ionic.offGesture(this.dragGesture, 'drag', this.dragGesture);
+ ionic.offGesture(this.dragHoldGesture, 'hold', this.holdHandler);
+ ionic.offGesture(this.dragReleaseGesture, 'release', this.releaseHandler);
+ },
+
+ tap: function() {
+ if(this.el.getAttribute('disabled') !== 'disabled') {
+ this.val( !this.checkbox.checked );
+ }
+ },
+
+ dragStart: function(e) {
+ if(this.checkbox.disabled) return;
+
+ this._dragInfo = {
+ width: this.el.offsetWidth,
+ left: this.el.offsetLeft,
+ right: this.el.offsetLeft + this.el.offsetWidth,
+ triggerX: this.el.offsetWidth / 2,
+ initialState: this.checkbox.checked
+ };
+
+ // Stop any parent dragging
+ e.gesture.srcEvent.preventDefault();
+
+ // Trigger hold styles
+ this.hold(e);
+ },
+
+ drag: function(e) {
+ var self = this;
+ if(!this._dragInfo) { return; }
+
+ // Stop any parent dragging
+ e.gesture.srcEvent.preventDefault();
+
+ ionic.requestAnimationFrame(function () {
+ if (!self._dragInfo) { return; }
+
+ var px = e.gesture.touches[0].pageX - self._dragInfo.left;
+ var mx = self._dragInfo.width - self.triggerThreshold;
+
+ // The initial state was on, so "tend towards" on
+ if(self._dragInfo.initialState) {
+ if(px < self.triggerThreshold) {
+ self.setOpenPercent(0);
+ } else if(px > self._dragInfo.triggerX) {
+ self.setOpenPercent(100);
+ }
+ } else {
+ // The initial state was off, so "tend towards" off
+ if(px < self._dragInfo.triggerX) {
+ self.setOpenPercent(0);
+ } else if(px > mx) {
+ self.setOpenPercent(100);
+ }
+ }
+ });
+ },
+
+ endDrag: function() {
+ this._dragInfo = null;
+ },
+
+ hold: function() {
+ this.el.classList.add('dragging');
+ },
+ release: function(e) {
+ this.el.classList.remove('dragging');
+ this.endDrag(e);
+ },
+
+
+ setOpenPercent: function(openPercent) {
+ // only make a change if the new open percent has changed
+ if(this.openPercent < 0 || (openPercent < (this.openPercent - 3) || openPercent > (this.openPercent + 3) ) ) {
+ this.openPercent = openPercent;
+
+ if(openPercent === 0) {
+ this.val(false);
+ } else if(openPercent === 100) {
+ this.val(true);
+ } else {
+ var openPixel = Math.round( (openPercent / 100) * this.track.offsetWidth - (this.handle.offsetWidth) );
+ openPixel = (openPixel < 1 ? 0 : openPixel);
+ this.handle.style[ionic.CSS.TRANSFORM] = 'translate3d(' + openPixel + 'px,0,0)';
+ }
+ }
+ },
+
+ val: function(value) {
+ if(value === true || value === false) {
+ if(this.handle.style[ionic.CSS.TRANSFORM] !== "") {
+ this.handle.style[ionic.CSS.TRANSFORM] = "";
+ }
+ this.checkbox.checked = value;
+ this.openPercent = (value ? 100 : 0);
+ this.onChange && this.onChange();
+ }
+ return this.checkbox.checked;
+ }
+
+ });
+
+})(ionic);
+
+})(); \ No newline at end of file