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Expose the field container element to allow anchoring directly to it. This is necessary because if there is supporting text below the field, anchoring a menu to the md-field will cause the menu to anchor below the supporting text which would require some manual pixel-offsets to align correctly. PiperOrigin-RevId: 516636675
328 lines
12 KiB
TypeScript
328 lines
12 KiB
TypeScript
/**
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* @license
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* Copyright 2023 Google LLC
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* SPDX-License-Identifier: Apache-2.0
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*/
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import {ReactiveController, ReactiveControllerHost} from 'lit';
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import {StyleInfo} from 'lit/directives/style-map.js';
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/**
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* A corner of a box in the standard logical property style of <block>_<inline>
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*/
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export type Corner = 'END_START'|'END_END'|'START_START'|'START_END';
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/**
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* An interface that provides a method to customize the rect from which to
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* calculate the anchor positioning. Useful for when you want a surface to
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* anchor to an element in your shadow DOM rather than the host element.
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*/
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export interface SurfacePositionTarget extends HTMLElement {
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getSurfacePositionClientRect?: () => DOMRect;
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}
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/**
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* The configurable options for the surface position controller.
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*/
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export interface SurfacePositionControllerProperties {
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/**
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* The corner of the anchor to align the surface's position.
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*/
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anchorCorner: Corner;
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/**
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* The corner of the surface to align to the given anchor corner.
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*/
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surfaceCorner: Corner;
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/**
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* The HTMLElement reference of the surface to be positioned.
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*/
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surfaceEl: SurfacePositionTarget|null;
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/**
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* The HTMLElement reference of the anchor to align to.
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*/
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anchorEl: SurfacePositionTarget|null;
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/**
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* Whether or not the calculation should be relative to the top layer rather
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* than relative to the parent of the anchor.
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*
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* Examples for `isTopLayer:true`:
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*
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* - If there is no `position:relative` in the given parent tree and the
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* surface is `position:absolute`
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* - If the surface is `position:fixed`
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* - If the surface is in the "top layer"
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* - The anchor and the surface do not share a common `position:relative`
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* ancestor
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*/
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isTopLayer: boolean;
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/**
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* Whether or not the surface should be "open" and visible
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*/
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isOpen: boolean;
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/**
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* The number of pixels in which to offset from the inline axis relative to
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* logical property.
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*
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* Positive is right in LTR and left in RTL.
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*/
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xOffset: number;
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/**
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* The number of pixes in which to offset the block axis.
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*
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* Positive is down and negative is up.
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*/
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yOffset: number;
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/**
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* A function to call after the surface has been positioned.
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*/
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onOpen: () => void;
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/**
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* A function to call before the surface should be closed. (A good time to
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* perform animations while the surface is still visible)
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*/
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beforeClose: () => Promise<void>;
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/**
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* A function to call after the surface has been closed.
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*/
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onClose: () => void;
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}
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/**
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* Given a surface, an anchor, corners, and some options, this surface will
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* calculate the position of a surface to align the two given corners and keep
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* the surface inside the window viewport. It also provides a StyleInfo map that
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* can be applied to the surface to handle visiblility and position.
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*/
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export class SurfacePositionController implements ReactiveController {
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// The current styles to apply to the surface.
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private surfaceStylesInternal: StyleInfo = {
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'display': 'none',
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};
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// Previous values stored for change detection. Open change detection is
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// calculated separately so initialize it here.
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private lastValues: SurfacePositionControllerProperties = {isOpen: false} as
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SurfacePositionControllerProperties;
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/**
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* @param host The host to connect the controller to.
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* @param getProperties A function that returns the properties for the
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* controller.
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*/
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constructor(
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private readonly host: ReactiveControllerHost,
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private readonly getProperties: () => SurfacePositionControllerProperties,
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) {
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this.host.addController(this);
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}
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/**
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* The StyleInfo map to apply to the surface via Lit's stylemap
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*/
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get surfaceStyles() {
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return this.surfaceStylesInternal;
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}
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/**
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* Calculates the surface's new position required so that the surface's
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* `surfaceCorner` aligns to the anchor's `anchorCorner` while keeping the
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* surface inside the window viewport. This positioning also respects RTL by
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* checking `getComputedStyle()` on the surface element.
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*/
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async position() {
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const {
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surfaceEl,
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anchorEl,
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anchorCorner: anchorCornerRaw,
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surfaceCorner: surfaceCornerRaw,
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isTopLayer: topLayerRaw,
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xOffset,
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yOffset,
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} = this.getProperties();
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const anchorCorner = anchorCornerRaw.toUpperCase().trim();
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const surfaceCorner = surfaceCornerRaw.toUpperCase().trim();
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if (!surfaceEl || !anchorEl) {
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return;
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}
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// Paint the surface transparently so that we can get the position and the
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// rect info of the surface.
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this.surfaceStylesInternal = {
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'display': 'block',
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'opacity': '0',
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};
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// Wait for it to be visible.
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this.host.requestUpdate();
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await this.host.updateComplete;
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const surfaceRect = surfaceEl.getSurfacePositionClientRect ?
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surfaceEl.getSurfacePositionClientRect() :
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surfaceEl.getBoundingClientRect();
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const anchorRect = anchorEl.getSurfacePositionClientRect ?
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anchorEl.getSurfacePositionClientRect() :
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anchorEl.getBoundingClientRect();
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const [surfaceBlock, surfaceInline] =
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surfaceCorner.split('_') as Array<'START'|'END'>;
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const [anchorBlock, anchorInline] =
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anchorCorner.split('_') as Array<'START'|'END'>;
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// We use number booleans to multiply values rather than `if` / ternary
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// statements because it _heavily_ cuts down on nesting and readability
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const isTopLayer = topLayerRaw ? 1 : 0;
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// LTR depends on the direction of the SURFACE not the anchor.
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const isLTR =
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getComputedStyle(surfaceEl as HTMLElement).direction === 'ltr' ? 1 : 0;
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const isRTL = isLTR ? 0 : 1;
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const isSurfaceInlineStart = surfaceInline === 'START' ? 1 : 0;
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const isSurfaceInlineEnd = surfaceInline === 'END' ? 1 : 0;
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const isSurfaceBlockStart = surfaceBlock === 'START' ? 1 : 0;
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const isSurfaceBlockEnd = surfaceBlock === 'END' ? 1 : 0;
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const isOneInlineEnd = anchorInline !== surfaceInline ? 1 : 0;
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const isOneBlockEnd = anchorBlock !== surfaceBlock ? 1 : 0;
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/*
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* A diagram that helps describe some of the variables used in the following
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* calculations.
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*
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* ┌───── inline/blockTopLayerOffset
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* │ │
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* │ ┌─▼───┐ Window
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* │ ┌┼─────┴────────────────────────┐
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* │ ││ │
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* └──► ││ ┌──inline/blockAnchorOffset │
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* ││ │ │ │
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* └┤ │ ┌──▼───┐ │
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* │ │ ┌┼──────┤ │
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* │ └─►│Anchor│ │
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* │ └┴──────┘ │
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* │ │
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* │ ┌────────────────────────┼────┐
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* │ │ Surface │ │
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* │ │ │ │
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* │ │ │ │
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* │ │ │ │
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* │ │ │ │
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* │ │ │ │
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* └─────┼────────────────────────┘ ├┐
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* │ inline/blockOOBCorrection ││
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* │ │ ││
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* │ ├──►││
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* │ │ ││
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* └────────────────────────┐▼───┼┘
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* └────┘
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*/
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// Whether or not to apply the width of the anchor
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const inlineAnchorOffset = isOneInlineEnd * anchorRect.width + xOffset;
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// The inline position of the anchor relative to window in LTR
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const inlineTopLayerOffsetLTR = isSurfaceInlineStart * anchorRect.left +
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isSurfaceInlineEnd * (window.innerWidth - anchorRect.right);
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// The inline position of the anchor relative to window in RTL
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const inlineTopLayerOffsetRTL =
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isSurfaceInlineStart * (window.innerWidth - anchorRect.right) +
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isSurfaceInlineEnd * anchorRect.left;
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// The inline position of the anchor relative to window
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const inlineTopLayerOffset =
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isLTR * inlineTopLayerOffsetLTR + isRTL * inlineTopLayerOffsetRTL;
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// If the surface's inline would be out of bounds of the window, move it
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// back in
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const inlineOutOfBoundsCorrection = Math.min(
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0,
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window.innerWidth - inlineTopLayerOffset - inlineAnchorOffset -
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surfaceRect.width);
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// The inline logical value of the surface
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const inline = isTopLayer * inlineTopLayerOffset + inlineAnchorOffset +
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inlineOutOfBoundsCorrection;
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// Whether or not to apply the height of the anchor
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const blockAnchorOffset = isOneBlockEnd * anchorRect.height + yOffset;
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// The absolute block position of the anchor relative to window
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const blockTopLayerOffset = isSurfaceBlockStart * anchorRect.top +
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isSurfaceBlockEnd * (window.innerHeight - anchorRect.bottom);
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// If the surface's block would be out of bounds of the window, move it back
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// in
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const blockOutOfBoundsCorrection = Math.min(
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0,
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window.innerHeight - blockTopLayerOffset - blockAnchorOffset -
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surfaceRect.height);
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// The block logical value of the surface
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const block = isTopLayer * blockTopLayerOffset + blockAnchorOffset +
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blockOutOfBoundsCorrection;
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const surfaceBlockProperty =
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surfaceBlock === 'START' ? 'inset-block-start' : 'inset-block-end';
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const surfaceInlineProperty =
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surfaceInline === 'START' ? 'inset-inline-start' : 'inset-inline-end';
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this.surfaceStylesInternal = {
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'display': 'block',
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'opacity': '1',
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[surfaceBlockProperty]: `${block}px`,
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[surfaceInlineProperty]: `${inline}px`,
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};
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this.host.requestUpdate();
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}
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hostUpdate() {
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this.onUpdate();
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}
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hostUpdated() {
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this.onUpdate();
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}
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/**
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* Checks whether the properties passed into the controller have changed since
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* the last positioning. If so, it will reposition if the surface is open or
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* close it if the surface should close.
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*/
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private async onUpdate() {
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const props = this.getProperties();
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let hasChanged = false;
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for (const [key, value] of Object.entries(props)) {
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// tslint:disable-next-line
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hasChanged = hasChanged || (value !== (this.lastValues as any)[key]);
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if (hasChanged) break;
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}
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const openChanged = this.lastValues.isOpen !== props.isOpen;
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const hasAnchor = !!props.anchorEl;
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const hasSurface = !!props.surfaceEl;
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if (hasChanged && hasAnchor && hasSurface) {
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// Only update isOpen, because if it's closed, we do not want to waste
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// time on a useless reposition calculation. So save the other "dirty"
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// values until next time it opens.
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this.lastValues.isOpen = props.isOpen;
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if (props.isOpen) {
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// We are going to do a reposition, so save the prop values for future
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// dirty checking.
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this.lastValues = props;
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await this.position();
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props.onOpen();
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} else if (openChanged) {
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await props.beforeClose();
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this.close();
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props.onClose();
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}
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}
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}
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/**
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* Hides the surface.
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*/
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private close() {
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this.surfaceStylesInternal = {
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'display': 'none',
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};
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this.host.requestUpdate();
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}
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}
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