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fix(PullRefresh): failed to trigger pull refresh when scrolling
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43b59ad7ef
commit
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@ -43,8 +43,10 @@ export default createComponent({
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},
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computed: {
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untouchable() {
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return this.status === 'loading' || this.status === 'success' || this.disabled;
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touchable() {
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return (
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this.status !== 'loading' && this.status !== 'success' && !this.disabled
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);
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}
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},
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@ -54,6 +56,7 @@ export default createComponent({
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if (!loading && this.successText) {
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this.status = 'success';
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setTimeout(() => {
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this.setStatus(0);
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}, this.successDuration);
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@ -69,36 +72,40 @@ export default createComponent({
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},
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methods: {
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onTouchStart(event) {
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if (!this.untouchable && this.getCeiling()) {
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checkPullStart(event) {
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this.ceiling = getScrollTop(this.scrollEl) === 0;
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if (this.ceiling) {
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this.duration = 0;
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this.touchStart(event);
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}
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},
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onTouchStart(event) {
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if (this.touchable) {
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this.checkPullStart(event);
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}
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},
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onTouchMove(event) {
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if (this.untouchable) {
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if (!this.touchable) {
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return;
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}
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if (!this.ceiling) {
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this.checkPullStart(event);
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}
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this.touchMove(event);
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if (!this.ceiling && this.getCeiling()) {
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this.duration = 0;
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this.startY = event.touches[0].clientY;
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this.deltaY = 0;
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}
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if (this.ceiling && this.deltaY >= 0) {
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if (this.direction === 'vertical') {
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this.setStatus(this.ease(this.deltaY));
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preventDefault(event);
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}
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if (this.ceiling && this.deltaY >= 0 && this.direction === 'vertical') {
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preventDefault(event);
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this.setStatus(this.ease(this.deltaY));
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}
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},
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onTouchEnd() {
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if (!this.untouchable && this.ceiling && this.deltaY) {
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if (this.touchable && this.ceiling && this.deltaY) {
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this.duration = this.animationDuration;
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if (this.status === 'loosing') {
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@ -115,56 +122,70 @@ export default createComponent({
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}
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},
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getCeiling() {
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this.ceiling = getScrollTop(this.scrollEl) === 0;
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return this.ceiling;
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},
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ease(distance) {
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const { headHeight } = this;
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return Math.round(
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distance < headHeight
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? distance
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: distance < headHeight * 2
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? headHeight + (distance - headHeight) / 2
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: headHeight * 1.5 + (distance - headHeight * 2) / 4
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);
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if (distance > headHeight) {
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if (distance < headHeight * 2) {
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distance = headHeight + (distance - headHeight) / 2;
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} else {
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distance = headHeight * 1.5 + (distance - headHeight * 2) / 4;
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}
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}
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return Math.round(distance);
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},
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setStatus(distance, isLoading) {
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this.distance = distance;
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let status;
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if (isLoading) {
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status = 'loading';
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} else if (distance === 0) {
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status = 'normal';
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} else {
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status = distance < this.headHeight ? 'pulling' : 'loosing';
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}
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const status = isLoading
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? 'loading'
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: distance === 0
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? 'normal'
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: distance < this.headHeight
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? 'pulling'
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: 'loosing';
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this.distance = distance;
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if (status !== this.status) {
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this.status = status;
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}
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},
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genStatus() {
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const { status, distance } = this;
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const slot = this.slots(status, { distance });
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if (slot) {
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return slot;
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}
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const nodes = [];
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const text = this[`${status}Text`] || t(status);
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if (TEXT_STATUS.indexOf(status) !== -1) {
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nodes.push(<div class={bem('text')}>{text}</div>);
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}
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if (status === 'loading') {
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nodes.push(<Loading size="16">{text}</Loading>);
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}
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return nodes;
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}
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},
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render() {
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const { status, distance } = this;
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const text = this[`${status}Text`] || t(status);
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const style = {
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transitionDuration: `${this.duration}ms`,
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transform: this.distance ? `translate3d(0,${this.distance}px, 0)` : ''
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};
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const Status = this.slots(status, { distance }) || [
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TEXT_STATUS.indexOf(status) !== -1 && <div class={bem('text')}>{text}</div>,
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status === 'loading' && <Loading size="16">{text}</Loading>
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];
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return (
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<div class={bem()}>
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<div ref="track" class={bem('track')} style={style}>
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<div class={bem('head')}>{Status}</div>
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<div class={bem('head')}>{this.genStatus()}</div>
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{this.slots()}
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</div>
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</div>
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