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iron-overlay.html
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<!--
@license
Copyright (c) 2016 The Polymer Project Authors. All rights reserved.
This code may only be used under the BSD style license found at http://polymer.github.io/LICENSE.txt
The complete set of authors may be found at http://polymer.github.io/AUTHORS.txt
The complete set of contributors may be found at http://polymer.github.io/CONTRIBUTORS.txt
Code distributed by Google as part of the polymer project is also
subject to an additional IP rights grant found at http://polymer.github.io/PATENTS.txt
-->
<link rel="import" href="../polymer/polymer-element.html">
<link rel="import" href="../polymer/lib/utils/gestures.html">
<link rel="import" href="../polymer/lib/utils/templatize.html">
<link rel="import" href="iron-overlay-renderer.html">
<!--
`iron-overlay` is an element that can be hidden or shown, and displays on top of other content.
It can be used to implement a variety of UI controls including dialogs and drop downs.
Multiple overlays may be displayed at once.
`iron-overlay` delegates rendering of the overlay content to a renderer (`iron-overlay-renderer`).
It won't host the renderer, but request another element to host it through the
events `iron-overlay-attach` and `iron-overlay-detach`.
It requires overlay contents to be contained in a `<template>` (since they need to be hosted in the renderer).
Ensure to add an `iron-overlay-container` in your document in order to display
overlays. Insert it in a stacking-context safe node (e.g. `document.body`).
<div style="transform: translateZ(0);">
This div creates a new stacking context
<iron-overlay opened>
<template>
<h2>Hello world!</h2>
</template>
</iron-overlay>
</div>
<iron-overlay-container></iron-overlay-container>
### Closing and canceling
An overlay may be hidden by closing or canceling. The difference between close and cancel is user
intent. Closing generally implies that the user acknowledged the content on the overlay. By default,
it will cancel whenever the user taps outside it or presses the escape key. This behavior is
configurable with the `no-cancel-on-esc-key` and the `no-cancel-on-outside-click` properties.
Closing should be performed by the implementer when the user interacts with a control in the overlay
element (`this.opened = false`). When the overlay is canceled, it fires an 'iron-overlay-canceled'
event. Call `preventDefault` on this event to prevent the overlay from closing.
### Styling
`iron-overlay` sets its renderer attribute `data-overlay` to its id, so that
styling can be done like this:
<style is="custom-style">
iron-overlay-renderer {
--iron-overlay-background-color: yellow;
}
iron-overlay-renderer[data-overlay="overlay1"] {
--iron-overlay-background-color: orange;
}
</style>
<iron-overlay-container></iron-overlay-container>
<iron-overlay>
<template>Overlay Content</template>
</iron-overlay>
<iron-overlay id="overlay1">
<template>Overlay 1 Content</template>
</iron-overlay>
@demo demo/index.html
-->
<dom-module id="iron-overlay">
<template>
<slot></slot>
<template id="renderer-template">
<iron-overlay-renderer
opened$="[[opened]]"
animated$="[[animated]]"
with-backdrop$="[[withBackdrop]]"
no-cancel-on-outside-click$="[[noCancelOnOutsideClick]]"></iron-overlay-renderer>
</template>
</template>
<script>
(() => {
'use strict';
/**
* SharedEventListener allows to register callback for an event on document
* ensuring that the last registered callback is the one called.
* e.g. `node1`, `node2`, then `node3` listen for `click` event -> `node3`
* is the one to handle it.
*/
class SharedEventListener {
constructor() {
this._events = {};
this._handleEvent = this._handleEvent.bind(this);
// Enable document-wide gesture recognizer.
Polymer.Gestures.addListener(document, 'tap', null);
}
/**
* Expects a callback that returns true when it handles the event, false
* to allow the event to be handled by the next listener.
*/
listen(eventName, listener, callback) {
if (!this._events[eventName]) {
this._events[eventName] = [];
document.addEventListener(eventName, this._handleEvent, {
capture: true
});
}
// It's fine if we have duplicates, as the last one counts.
this._events[eventName].push({
listener: listener,
callback: callback
});
}
unlisten(eventName, listener) {
if (!this._events[eventName]) {
return;
}
// Remove all matching listeners.
const listeners = this._events[eventName].filter(obj => obj.listener !== listener);
if (listeners.length) {
this._events[eventName] = listeners;
} else {
this._events[eventName] = null;
document.removeEventListener(eventName, this._handleEvent, {
capture: true
});
}
}
_handleEvent(event) {
const handlers = this._events[event.type];
let i = handlers.length - 1;
let handler = null;
while ((handler = handlers[i--]) && !handler.listener[handler.callback](event)) {
// Keep looping until someone handles the event.
}
}
}
const sharedListener = new SharedEventListener();
class IronOverlay extends Polymer.Element {
static get is() {
return 'iron-overlay';
}
static get properties() {
return {
/**
* True if the overlay is currently displayed.
*/
opened: {
type: Boolean,
notify: true,
observer: '_openedChanged'
},
/**
* True if the overlay has open/close animation.
*/
animated: {
type: Boolean
},
/**
* True if the overlay should have a backdrop.
*/
withBackdrop: {
type: Boolean
},
/**
* Contains the reason(s) this overlay was last closed (see `iron-overlay-closed`).
* `iron-overlay` provides the `canceled` reason.
*/
closingReason: {
type: Object,
readOnly: true,
value() {
return {
canceled: false
};
}
},
/**
* Set to true to disable canceling the overlay with the ESC key.
*/
noCancelOnEscKey: {
type: Boolean
},
/**
* Set to true to disable canceling the overlay by clicking outside it.
*/
noCancelOnOutsideClick: {
type: Boolean
},
/**
* Set to true to disable auto-focusing the overlay or child nodes with
* the `autofocus` attribute when the overlay is opened, and to
* disable the restoring of the focus to the previous node when closed.
*/
noAutoFocus: {
type: Boolean
},
/**
* The renderer for the overlay.
*/
renderer: {
type: Polymer.IronOverlayRenderer,
readOnly: true
},
_restoreFocusNode: {
type: Node,
value: null
}
};
}
connectedCallback() {
super.connectedCallback();
this.opened && this._openedChanged(this.opened);
}
disconnectedCallback() {
super.disconnectedCallback();
this._ensureDetached();
}
/**
* Focuses the overlay if opened, blurs it and restores the focus to
* previous focused node if closed.
*/
applyFocus() {
if (this.noAutoFocus || !this.renderer) {
return;
}
if (this.opened) {
this._getFocusNode().focus();
} else {
// Find if the focus is in the renderer.
let active = document.activeElement;
// Consider <body> as null.
if (active === document.body) {
active = null;
}
while (active) {
// The focus is in the renderer!
if (this.renderer.contains(active)) {
active.blur();
active = null;
break;
}
// Keep searching into shadowRoot's activeElement.
if (!active.shadowRoot) {
break;
}
active = active.shadowRoot.activeElement;
}
// If the activeElement is null, we are allowed to restore
// the focus. In all the other cases focus might have been moved
// elsewhere by another component or by an user interaction
// (e.g. click on a button outside the overlay).
if (!active && this._restoreFocusNode) {
this._restoreFocusNode.focus();
}
}
}
/**
* The node to be focused when the overlay is opened.
* Defaults to the child with `autofocus` or the overlay itself.
* @protected
*/
_getFocusNode() {
return this.renderer.querySelector('[autofocus]') || this.renderer;
}
/**
* Fires `iron-overlay-canceled` event to notify that the overlay is about
* to be closed, and if this event is not prevented, it proceeds to
* close the overlay.
* @param {!Event} event The original event
* @protected
*/
_cancel(event) {
const cancelEvent = new CustomEvent('iron-overlay-canceled', {
cancelable: true,
bubbles: true,
composed: true,
detail : event
});
this.dispatchEvent(cancelEvent);
if (!cancelEvent.defaultPrevented) {
// _openedChanged will reset the closing reason, so set it to true right after.
this.opened = false;
this.closingReason.canceled = true;
}
}
/**
* Toggles the listeners according to `opened`.
* @protected
*/
_toggleListeners() {
if (this.opened) {
sharedListener.listen('tap', this, '_onTap');
sharedListener.listen('keydown', this, '_onKeydown');
} else {
sharedListener.unlisten('tap', this);
sharedListener.unlisten('keydown', this);
}
}
/**
* Creates the renderer and its content; the content is appended into
* the light dom of the renderer.
* @returns {!Polymer.IronOverlayRenderer}
* @protected
*/
_createRenderer() {
// NOTE: we must keep track of __rendererInstance and __contentInstance
// because Templatize memoizes the instance forwardHostProp and would invoke it on the
// first instance stamped by this element. https://github.com/Polymer/polymer/issues/4392
this.__rendererInstance = new(Polymer.Templatize.templatize(this.$['renderer-template'], this, {
forwardHostProp(prop, value) {
this.__rendererInstance && this.__rendererInstance.forwardHostProp(prop, value);
}
}))();
// NOTE: in MSEdge/IE DocumentFragments don't implement `firstElementChild`.
const renderer = this.__rendererInstance.root.querySelector('*');
// Stamp the content (if any)
const contentTemplate = this.querySelector('template');
if (contentTemplate) {
this.__contentInstance = new(Polymer.Templatize.templatize(contentTemplate, this, {
forwardHostProp(prop, value) {
this.__contentInstance && this.__contentInstance.forwardHostProp(prop, value);
}
}))();
// Append children to renderer.
renderer.appendChild(this.__contentInstance.root);
}
return renderer;
}
/**
* Returns if the event was handled or not.
* @param {!Event} event
* @return {boolean} handled
*/
_onKeydown(event) {
// By default the overlay says it handles this event. It should say
// it does not handle it if the user has pressed ESC and noCancelOnEscKey
// is true.
let handled = true;
if (event.key === 'Escape' || event.keyCode === 27) {
if (this.noCancelOnEscKey) {
handled = false;
} else {
// Avoid event handling conflicts with native overlays like <dialog>.
// E.g. ESC key should not bubble up to the native dialog.
// Needs to be synchronous.
event.preventDefault();
this._cancel(event);
}
}
return handled;
}
/**
* Returns if the event was handled or not.
* @param {!Event} event
* @return {boolean} handled
*/
_onTap(event) {
// By default the overlay says it handles this event. It should say
// it does not handle it if the user has clicked outside the overlay
// and noCancelOnOutsideClick is true.
let handled = true;
if (this._isTapOutside(event)) {
if (this.noCancelOnOutsideClick) {
handled = false;
} else {
this._cancel(event);
}
}
return handled;
}
/**
* @param {!Event} event
* @returns {boolean}
*/
_isTapOutside(event) {
return event.composedPath().indexOf(this.renderer) === -1;
}
/**
* Ensures the overlay is created and the content is stamped and appended into the overlay.
*/
_ensureInstance() {
if (this.renderer) {
return;
}
// Init the renderer.
const renderer = this._createRenderer();
renderer.dataset.overlay = this.id;
renderer.addEventListener('transitioning-changed', this._onTransitioningChanged.bind(this));
this._setRenderer(renderer);
}
/**
* Ensures the renderer is attached.
*/
_ensureAttached() {
this._ensureInstance();
if (this.renderer.isConnected) {
return;
}
const event = new CustomEvent('iron-overlay-attach', {
cancelable: true,
bubbles: true,
composed: true
});
this.dispatchEvent(event);
// If no handler responded, add it to body.
if (!event.defaultPrevented && !this.renderer.isConnected) {
document.body.appendChild(this.renderer);
}
}
/**
* Ensures the renderer is detached.
*/
_ensureDetached() {
if (!this.renderer || !this.renderer.isConnected) {
return;
}
// Trigger event to notify.
this.dispatchEvent(new CustomEvent('iron-overlay-detach'));
// Force removing.
if (this.renderer.isConnected) {
this.renderer.parentNode.removeChild(this.renderer);
}
}
_openedChanged(opened) {
if (!this.isConnected) {
return;
}
// Reset the closing reason to false.
this.closingReason.canceled = false;
if (opened) {
// Save the active element.
let active = document.activeElement;
// Consider <body> as null.
if (active === document.body) {
active = null;
}
while (active && active.shadowRoot && active.shadowRoot.activeElement) {
active = active.shadowRoot.activeElement;
}
this._restoreFocusNode = active;
this._ensureAttached();
}
// If renderer is already transitioning, it means the previous transition
// didn't complete yet, e.g. close before open animation is completed.
// We need to update here the listeners and move focus, as we won't receive
// a `transitioning = true` notification.
if (this.renderer.transitioning) {
this._toggleListeners();
this.applyFocus();
}
}
_onTransitioningChanged(event) {
const transitioning = event.detail.value;
if (transitioning) {
this._toggleListeners();
this.applyFocus();
} else {
if (this.opened) {
this.dispatchEvent(new CustomEvent('iron-overlay-opened', {
cancelable: false,
bubbles: true,
composed: true
}));
} else {
this.dispatchEvent(new CustomEvent('iron-overlay-closed', {
cancelable: false,
bubbles: true,
composed: true,
detail : this.closingReason
}));
this._ensureDetached();
}
}
}
}
/**
* Fired when the overlay should be attached.
* @event iron-overlay-attach
* @param {Event} event Call `event.preventDefault()` to notify the attach has been done.
*/
/**
* Fired when the content should be detached.
* @event iron-overlay-detach
* @param {Event} event Call `event.preventDefault()` to notify the detach has been done.
*/
/**
* Fired after the overlay has been fully opened.
* @event iron-overlay-opened
*/
/**
* Fired when the overlay is canceled, but before it is closed.
* @event iron-overlay-canceled
* @param {Event} event Call `event.preventDefault()` to prevent the closing.
* The `event.detail` is the original event that originated the canceling
* (e.g. ESC keyboard event or click event outside the overlay).
*/
/**
* Fired after the overlay has been fully closed.
* @event iron-overlay-closed
* @param {Event} event The `event.detail` is the `closingReason` property
* (e.g. `event.detail.canceled` is whether the overlay was canceled).
*/
Polymer.IronOverlay = IronOverlay;
customElements.define(IronOverlay.is, IronOverlay);
})();
</script>
</dom-module>