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1 /*
2  * Copyright (c) 2022-2024 Huawei Device Co., Ltd.
3  * Licensed under the Apache License, Version 2.0 (the "License");
4  * you may not use this file except in compliance with the License.
5  * You may obtain a copy of the License at
6  *
7  *     http://www.apache.org/licenses/LICENSE-2.0
8  *
9  * Unless required by applicable law or agreed to in writing, software
10  * distributed under the License is distributed on an "AS IS" BASIS,
11  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12  * See the License for the specific language governing permissions and
13  * limitations under the License.
14  */
15 
16 #ifndef FOUNDATION_ACE_FRAMEWORKS_CORE_COMPONENTS_NG_PATTERNS_REFRESH_PATTERN_H
17 #define FOUNDATION_ACE_FRAMEWORKS_CORE_COMPONENTS_NG_PATTERNS_REFRESH_PATTERN_H
18 
19 #include <string>
20 
21 #include "frameworks/base/geometry/dimension.h"
22 #include "frameworks/base/geometry/ng/offset_t.h"
23 #include "frameworks/base/memory/referenced.h"
24 #include "frameworks/base/utils/noncopyable.h"
25 #include "frameworks/core/components_ng/base/frame_scene_status.h"
26 #include "frameworks/core/components_ng/pattern/list/list_layout_property.h"
27 #include "frameworks/core/components_ng/pattern/pattern.h"
28 #include "frameworks/core/components_ng/pattern/refresh/refresh_accessibility_property.h"
29 #include "frameworks/core/components_ng/pattern/refresh/refresh_animation_state.h"
30 #include "frameworks/core/components_ng/pattern/refresh/refresh_event_hub.h"
31 #include "frameworks/core/components_ng/pattern/refresh/refresh_layout_algorithm.h"
32 #include "frameworks/core/components_ng/pattern/refresh/refresh_layout_property.h"
33 #include "frameworks/core/components_ng/pattern/scrollable/scrollable_coordination_event.h"
34 #include "frameworks/core/components_ng/pattern/text/text_layout_property.h"
35 #include "frameworks/core/components_ng/property/property.h"
36 
37 namespace OHOS::Ace::NG {
38 
39 class RefreshPattern : public Pattern {
40     DECLARE_ACE_TYPE(RefreshPattern, Pattern);
41 
42 public:
43     RefreshPattern() = default;
44     ~RefreshPattern() override = default;
45 
CreateLayoutProperty()46     RefPtr<LayoutProperty> CreateLayoutProperty() override
47     {
48         return MakeRefPtr<RefreshLayoutProperty>();
49     }
50 
CreateEventHub()51     RefPtr<EventHub> CreateEventHub() override
52     {
53         return MakeRefPtr<RefreshEventHub>();
54     }
55 
CreateAccessibilityProperty()56     RefPtr<AccessibilityProperty> CreateAccessibilityProperty() override
57     {
58         return MakeRefPtr<RefreshAccessibilityProperty>();
59     }
60 
IsRefreshing()61     bool IsRefreshing() const
62     {
63         return isRefreshing_;
64     }
65 
IsAtomicNode()66     bool IsAtomicNode() const override
67     {
68         return false;
69     }
70 
GetScrollOffsetValue()71     float GetScrollOffsetValue() const
72     {
73         return scrollOffset_;
74     }
75 
76     RefPtr<LayoutAlgorithm> CreateLayoutAlgorithm() override;
77     void OnModifyDone() override;
78     void InitCoordinationEvent(RefPtr<ScrollableCoordinationEvent>& coordinationEvent);
79     void AddCustomBuilderNode(const RefPtr<NG::UINode>& builder);
GetFocusPattern()80     FocusPattern GetFocusPattern() const override
81     {
82         return { FocusType::SCOPE, true };
83     }
84 
85 private:
86     void InitPanEvent(const RefPtr<GestureEventHub>& gestureHub);
87     void HandleDragStart(bool isDrag = true, float mainSpeed = 0.0f);
88     void HandleDragUpdate(float delta, float mainSpeed = 0.0f);
89     void HandleDragEnd(float speed);
90     void HandleDragCancel();
91     float CalculateFriction();
92     void TriggerStatusChange(RefreshStatus newStatus);
93     void OnAttachToFrameNode() override;
94     float GetFollowRatio();
95     void HandleCustomBuilderDragUpdateStage();
96     void SetAccessibilityAction();
97     void InitOnKeyEvent();
98     bool OnKeyEvent(const KeyEvent& event);
99     void QuickEndFresh();
100     void QuickStartFresh();
101     void UpdateRefreshStatus(RefreshStatus newStatus);
102     void UpdateFirstChildPlacement();
103     void UpdateLoadingProgressTranslate(float loadingOffset);
104     void UpdateLoadingProgressStatus(RefreshAnimationState state, float followToRecycleRatio = 0.0f);
105     void UpdateBuilderHeight(float builderHeight);
106     void InitOffsetProperty();
107     void SpeedTriggerAnimation(float speed);
108     void SpeedAnimationFinish();
109     void SwitchToFinish();
110     void InitChildNode();
111     void InitProgressNode();
112     void QuickFirstChildAppear();
113     void QuickFirstChildDisappear();
114     float GetLoadingVisibleHeight();
115     void UpdateScrollTransition(float scrollOffset);
116     RefreshAnimationState GetLoadingProgressStatus();
117     void RefreshStatusChangeEffect();
118     float GetTargetOffset();
119     void ResetAnimation();
120     void FireStateChange(int32_t value);
121     void FireRefreshing();
122     void FireChangeEvent(const std::string& value);
123     void UpdateDragFRCSceneInfo(const std::string& scene, float speed, SceneStatus sceneStatus);
124 
125     RefreshStatus refreshStatus_ = RefreshStatus::INACTIVE;
126     RefPtr<PanEvent> panEvent_;
127     float scrollOffset_;
128     bool isSourceFromAnimation_ = false;
129     bool isRefreshing_ = false;
130     bool isKeyEventRegisted_ = false;
131     RefPtr<FrameNode> progressChild_;
132     RefPtr<FrameNode> customBuilder_;
133     bool isCustomBuilderExist_ = false;
134     float builderMeasureBaseHeight_ = 0.0f;
135     RefPtr<NodeAnimatablePropertyFloat> offsetProperty_;
136     std::shared_ptr<AnimationUtils::Animation> animation_;
137     // API version 10
138     void InitLowVersionOffset();
139     void UpdateChild();
140     void HandleDragStartLowVersion();
141     void HandleDragUpdateLowVersion(float delta);
142     void HandleDragEndLowVersion();
143     void LoadingProgressRefreshingAnimation(bool isDrag);
144     void LoadingProgressExit();
145     void UpdateLoadingProgress();
146     void CustomBuilderRefreshingAnimation(bool isDrag);
147     void CustomBuilderExit();
148     void UpdateCustomBuilderProperty();
149     void HandleCustomBuilderDragEndStage();
150     void UpdateLoadingMarginTop(float top);
151     float GetScrollOffset(float delta);
152 
153     float triggerLoadingDistance_ = 0.0f;
154     float customBuilderOffset_ = 0.0f;
155     RefPtr<NodeAnimatablePropertyFloat> lowVersionOffset_;
156     ACE_DISALLOW_COPY_AND_MOVE(RefreshPattern);
157 };
158 } // namespace OHOS::Ace::NG
159 
160 #endif // FOUNDATION_ACE_FRAMEWORKS_CORE_COMPONENTS_NG_PATTERNS_TEXT_TEXT_PATTERN_H
161