@office-iss/react-native-win32 0.0.0-canary.310 → 0.0.0-canary.311
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.json +21 -0
- package/CHANGELOG.md +10 -1
- package/Libraries/Components/EnterString.win32.js +2 -2
- package/Libraries/Components/EnterString.win32.js.map +1 -1
- package/Libraries/Components/Touchable/TouchableWin32.js +1 -1
- package/Libraries/Components/Touchable/TouchableWin32.js.map +1 -1
- package/package.json +2 -2
- package/src-win/Libraries/Components/EnterString.win32.tsx +2 -2
- package/src-win/Libraries/Components/Touchable/TouchableWin32.tsx +14 -14
package/CHANGELOG.json
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{
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"name": "@office-iss/react-native-win32",
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"entries": [
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{
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"date": "Tue, 07 Apr 2026 05:29:56 GMT",
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"version": "0.0.0-canary.311",
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"tag": "@office-iss/react-native-win32_v0.0.0-canary.311",
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"comments": {
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"prerelease": [
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{
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"author": "30809111+acoates-ms@users.noreply.github.com",
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"package": "@office-iss/react-native-win32",
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"commit": "9685f87cc2871d937fd683980c1d32fe23143869",
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"comment": "Upgrade to yarn v4"
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},
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{
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"author": "beachball",
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"package": "@office-iss/react-native-win32",
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"comment": "Bump react-native-platform-override to v0.0.0-canary.1022",
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"commit": "not available"
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}
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]
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}
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{
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"date": "Fri, 27 Mar 2026 03:00:07 GMT",
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"version": "0.0.0-canary.310",
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package/CHANGELOG.md
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# Change Log - @office-iss/react-native-win32
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<!-- This log was last generated on
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<!-- This log was last generated on Tue, 07 Apr 2026 05:29:56 GMT and should not be manually modified. -->
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<!-- Start content -->
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## 0.0.0-canary.311
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Tue, 07 Apr 2026 05:29:56 GMT
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### Changes
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- Upgrade to yarn v4 (30809111+acoates-ms@users.noreply.github.com)
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- Bump react-native-platform-override to v0.0.0-canary.1022
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## 0.0.0-canary.310
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Fri, 27 Mar 2026 03:00:07 GMT
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@@ -55,7 +55,7 @@ EnterStringNative.DefaultProps = {
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disabled: false,
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value: '',
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label: '',
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onChanged:
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onChanged: undefined,
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};
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const RCTEnterString = (0, react_native_1.requireNativeComponent)('RCTEnterString');
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class EnterString extends react_1.default.Component {
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disabled: false,
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value: '',
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label: '',
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onChanged:
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onChanged: undefined,
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};
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exports.default = EnterString;
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//# sourceMappingURL=EnterString.win32.js.map
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-
{"version":3,"file":"EnterString.win32.js","sourceRoot":"","sources":["../../src-win/Libraries/Components/EnterString.win32.tsx"],"names":[],"mappings":"AAAA;;GAEG;AACH,YAAY,CAAC;;;;;AAEb,+CAA4E;AAC5E,kDAAyB;AACzB,wCAAyC;AAuBzC,MAAM,iBAAkB,SAAQ,eAAK,CAAC,SAAsC;IAmDnE,MAAM;QACX,OAAO,8BAAC,cAAc,OAAK,IAAI,CAAC,KAAK,GAAI,CAAC;IAC5C,CAAC;;AApDD,gCAAgC;AAEhC;;;GAGG;AACH;;;;;;;;;;EAUE;AAEH,8CAA8C;AAC/B,2BAAS,GAAQ;IAC7B,mDAAmD;IACnD,qBAAqB;IACrB;;OAEG;IACH,KAAK,EAAE,SAAS,CAAC,MAAM;IAEvB;;OAEG;IACH,QAAQ,EAAE,SAAS,CAAC,IAAI;IAExB;;OAEG;IACH,KAAK,EAAE,SAAS,CAAC,MAAM;IAEvB;;OAEG;IACH,SAAS,EAAE,SAAS,CAAC,IAAI;CAC1B,CAAC;AAEY,8BAAY,GAA4B;IACpD,QAAQ,EAAE,KAAK;IACf,KAAK,EAAE,EAAE;IACT,KAAK,EAAE,EAAE;IACT,SAAS,EAAE,
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{"version":3,"file":"EnterString.win32.js","sourceRoot":"","sources":["../../src-win/Libraries/Components/EnterString.win32.tsx"],"names":[],"mappings":"AAAA;;GAEG;AACH,YAAY,CAAC;;;;;AAEb,+CAA4E;AAC5E,kDAAyB;AACzB,wCAAyC;AAuBzC,MAAM,iBAAkB,SAAQ,eAAK,CAAC,SAAsC;IAmDnE,MAAM;QACX,OAAO,8BAAC,cAAc,OAAK,IAAI,CAAC,KAAK,GAAI,CAAC;IAC5C,CAAC;;AApDD,gCAAgC;AAEhC;;;GAGG;AACH;;;;;;;;;;EAUE;AAEH,8CAA8C;AAC/B,2BAAS,GAAQ;IAC7B,mDAAmD;IACnD,qBAAqB;IACrB;;OAEG;IACH,KAAK,EAAE,SAAS,CAAC,MAAM;IAEvB;;OAEG;IACH,QAAQ,EAAE,SAAS,CAAC,IAAI;IAExB;;OAEG;IACH,KAAK,EAAE,SAAS,CAAC,MAAM;IAEvB;;OAEG;IACH,SAAS,EAAE,SAAS,CAAC,IAAI;CAC1B,CAAC;AAEY,8BAAY,GAA4B;IACpD,QAAQ,EAAE,KAAK;IACf,KAAK,EAAE,EAAE;IACT,KAAK,EAAE,EAAE;IACT,SAAS,EAAE,SAAS;CACrB,CAAC;AAOJ,MAAM,cAAc,GAAG,IAAA,qCAAsB,EAAC,gBAAgB,CAAC,CAAC;AAEhE,MAAqB,WAAY,SAAQ,eAAK,CAAC,SAAgC;IAQtE,MAAM;QACX,MAAM,IAAI,GAAG,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,CAAC;QAC/B,IAAI,IAAI,CAAC,SAAS,EAAE;YAClB,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;SACnD,CAAC,6CAA6C;QAE/C,OAAO,8BAAC,iBAAiB,OAAM,IAAuC,GAAI,CAAC;IAAE,CAAC;IAExE,gBAAgB,CAAC,KAAsD;QAC7E,IAAI,IAAI,CAAC,KAAK,CAAC,SAAS,EAAE;YACxB,IAAI,CAAC,KAAK,CAAC,SAAS,CAAC,KAAK,CAAC,WAAW,CAAC,IAAI,CAAC,CAAC;SAC9C;IACH,CAAC;;AAnBa,wBAAY,GAAsB;IAC9C,QAAQ,EAAE,KAAK;IACf,KAAK,EAAE,EAAE;IACT,KAAK,EAAE,EAAE;IACT,SAAS,EAAE,SAAS;CACrB,CAAC;kBANiB,WAAW","sourcesContent":["/**\n * @providesModule EnterString\n */\n'use strict';\n\nimport { requireNativeComponent, NativeSyntheticEvent } from 'react-native';\nimport React from 'react'\nimport PropTypes = require('prop-types');\n\nexport interface IEnterStringProps /*extends React.ClassAttributes<React.View>*/ {\n // ViewProperties {\n disabled?: boolean;\n value?: string;\n label?: string;\n onChanged?: (newValue: string) => void;\n}\n\ninterface INativeOnChangedEventArgs {\n text: string;\n}\n\n// Same as EnterStringProps, but the event args are objects\ninterface IEnterStringNativeProps /*extends React.ClassAttributes<React.View>*/ {\n // ViewProperties {\n disabled?: boolean;\n value?: string;\n label?: string;\n onChanged?: (event: NativeSyntheticEvent<INativeOnChangedEventArgs>) => void;\n}\n\nclass EnterStringNative extends React.Component<IEnterStringNativeProps, {}> {\n // mixins: [NativeMethodsMixin],\n\n /**\n * `NativeMethodsMixin` will look for this when invoking `setNativeProps`. We\n * make `this` look like an actual native component class.\n */\n /*\n viewConfig: {\n uiViewClassName: 'RCTEnterString',\n validAttributes: {\n ...ReactNativeViewAttributes.RCTView,\n text: true,\n disabled: true,\n label: true,\n },\n },\n */\n\n // TODO figure out how to get a real type here\n public static propTypes: any = {\n // React.ValidationMap<IEnterStringNativeProps> = {\n // ...View.propTypes,\n /**\n * Text to display inside the EnterString\n */\n value: PropTypes.string,\n\n /**\n * If true, disable all interactions for this component.\n */\n disabled: PropTypes.bool,\n\n /**\n * Label\n */\n label: PropTypes.string,\n\n /**\n * Callback when text is changed\n */\n onChanged: PropTypes.func,\n };\n\n public static DefaultProps: IEnterStringNativeProps = {\n disabled: false,\n value: '',\n label: '',\n onChanged: undefined,\n };\n\n public render() {\n return <RCTEnterString {...this.props} />;\n }\n}\n\nconst RCTEnterString = requireNativeComponent('RCTEnterString');\n\nexport default class EnterString extends React.Component<IEnterStringProps, {}> {\n public static DefaultProps: IEnterStringProps = {\n disabled: false,\n value: '',\n label: '',\n onChanged: undefined,\n };\n\n public render() {\n const args = { ...this.props };\n if (args.onChanged) {\n args.onChanged = this._onChangedNative.bind(this);\n } // TODO how should this work without the cast\n\n return <EnterStringNative {...(args as any) as IEnterStringNativeProps} />; }\n\n private _onChangedNative(event: NativeSyntheticEvent<INativeOnChangedEventArgs>) {\n if (this.props.onChanged) {\n this.props.onChanged(event.nativeEvent.text);\n }\n }\n}\n"]}
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constructor(props) {
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this.focus = () => {
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};
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/**
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* This is primarily a fork of React Native's Touchable Mixin.\n * It has been repurposed as it's own standalone control for win32,\n * as it needs to support a richer set of functionality on the desktop.\n * The touchable variants can be rewritten as wrappers around TouchableWin32\n * by passing the correct set of props down and managing state correctly.\n *\n * React Native's Touchable.js file (https://github.com/facebook/react-native/blob/master/Libraries/Components/Touchable/Touchable.js)\n * provides an overview over how touchables work and interact with the gesture responder system.\n */\n'use strict';\n\nimport React from 'react'\nimport { NativeSyntheticEvent, StyleProp, UIManager, ViewStyle, ViewWin32 } from 'react-native';\n\nimport { ITouchableWin32Props, ITouchableWin32State } from './TouchableWin32.Props';\nimport {\n IChildAsFunction,\n IDimensions,\n IPosition,\n IPressEvent,\n IPressInLocation,\n ISignal,\n IState,\n IStateConditions,\n ITransitions,\n} from './TouchableWin32.Types';\nimport { IKeyboardEvent } from '../View/ViewPropTypes';\n\n// @ts-ignore\nimport BoundingDimensions from './BoundingDimensions';\n// @ts-ignore\nimport Position from './Position';\n\n// @ts-ignore\nimport {findNodeHandle} from '../../ReactNative/RendererProxy';\n\n/**\n * Extracts a single touch, generally this is the active touch or touch that\n * has just ended\n * @param e - a press event containing information about the native event\n */\nfunction extractSingleTouch(e: IPressEvent) {\n const nativeEvent = e.nativeEvent;\n const touches = nativeEvent.touches;\n const changedTouches = nativeEvent.changedTouches;\n const hasTouches = touches && touches.length > 0;\n const hasChangedTouches = changedTouches && changedTouches.length > 0;\n\n return !hasTouches && hasChangedTouches ? changedTouches[0] : hasTouches ? touches[0] : nativeEvent;\n}\n\n/** Quick lookup maps for a variety of conditions */\nconst baseStatesCondition: IStateConditions = {\n NOT_RESPONDER: false,\n RESPONDER_INACTIVE_PRESS_IN: false,\n RESPONDER_INACTIVE_PRESS_OUT: false,\n RESPONDER_ACTIVE_PRESS_IN: false,\n RESPONDER_ACTIVE_PRESS_OUT: false,\n RESPONDER_ACTIVE_LONG_PRESS_IN: false,\n RESPONDER_ACTIVE_LONG_PRESS_OUT: false,\n ERROR: false,\n};\n\nconst IsActive: IStateConditions = {\n ...baseStatesCondition,\n RESPONDER_ACTIVE_PRESS_OUT: true,\n RESPONDER_ACTIVE_PRESS_IN: true,\n};\n\nconst IsPressingIn: IStateConditions = {\n ...baseStatesCondition,\n RESPONDER_INACTIVE_PRESS_IN: true,\n RESPONDER_ACTIVE_PRESS_IN: true,\n RESPONDER_ACTIVE_LONG_PRESS_IN: true,\n};\n\nconst IsLongPressingIn: IStateConditions = {\n ...baseStatesCondition,\n RESPONDER_ACTIVE_LONG_PRESS_IN: true,\n};\n\nconst transitions: ITransitions = {\n NOT_RESPONDER: {\n DELAY: 'ERROR',\n RESPONDER_GRANT: 'RESPONDER_INACTIVE_PRESS_IN',\n RESPONDER_RELEASE: 'ERROR',\n RESPONDER_TERMINATED: 'ERROR',\n ENTER_PRESS_RECT: 'ERROR',\n LEAVE_PRESS_RECT: 'ERROR',\n LONG_PRESS_DETECTED: 'ERROR',\n },\n RESPONDER_INACTIVE_PRESS_IN: {\n DELAY: 'RESPONDER_ACTIVE_PRESS_IN',\n RESPONDER_GRANT: 'ERROR',\n RESPONDER_RELEASE: 'NOT_RESPONDER',\n RESPONDER_TERMINATED: 'NOT_RESPONDER',\n ENTER_PRESS_RECT: 'RESPONDER_INACTIVE_PRESS_IN',\n LEAVE_PRESS_RECT: 'RESPONDER_INACTIVE_PRESS_OUT',\n LONG_PRESS_DETECTED: 'ERROR',\n },\n RESPONDER_INACTIVE_PRESS_OUT: {\n DELAY: 'RESPONDER_ACTIVE_PRESS_OUT',\n RESPONDER_GRANT: 'ERROR',\n RESPONDER_RELEASE: 'NOT_RESPONDER',\n RESPONDER_TERMINATED: 'NOT_RESPONDER',\n ENTER_PRESS_RECT: 'RESPONDER_INACTIVE_PRESS_IN',\n LEAVE_PRESS_RECT: 'RESPONDER_INACTIVE_PRESS_OUT',\n LONG_PRESS_DETECTED: 'ERROR',\n },\n RESPONDER_ACTIVE_PRESS_IN: {\n DELAY: 'ERROR',\n RESPONDER_GRANT: 'ERROR',\n RESPONDER_RELEASE: 'NOT_RESPONDER',\n RESPONDER_TERMINATED: 'NOT_RESPONDER',\n ENTER_PRESS_RECT: 'RESPONDER_ACTIVE_PRESS_IN',\n LEAVE_PRESS_RECT: 'RESPONDER_ACTIVE_PRESS_OUT',\n LONG_PRESS_DETECTED: 'RESPONDER_ACTIVE_LONG_PRESS_IN',\n },\n RESPONDER_ACTIVE_PRESS_OUT: {\n DELAY: 'ERROR',\n RESPONDER_GRANT: 'ERROR',\n RESPONDER_RELEASE: 'NOT_RESPONDER',\n RESPONDER_TERMINATED: 'NOT_RESPONDER',\n ENTER_PRESS_RECT: 'RESPONDER_ACTIVE_PRESS_IN',\n LEAVE_PRESS_RECT: 'RESPONDER_ACTIVE_PRESS_OUT',\n LONG_PRESS_DETECTED: 'ERROR',\n },\n RESPONDER_ACTIVE_LONG_PRESS_IN: {\n DELAY: 'ERROR',\n RESPONDER_GRANT: 'ERROR',\n RESPONDER_RELEASE: 'NOT_RESPONDER',\n RESPONDER_TERMINATED: 'NOT_RESPONDER',\n ENTER_PRESS_RECT: 'RESPONDER_ACTIVE_LONG_PRESS_IN',\n LEAVE_PRESS_RECT: 'RESPONDER_ACTIVE_LONG_PRESS_OUT',\n LONG_PRESS_DETECTED: 'RESPONDER_ACTIVE_LONG_PRESS_IN',\n },\n RESPONDER_ACTIVE_LONG_PRESS_OUT: {\n DELAY: 'ERROR',\n RESPONDER_GRANT: 'ERROR',\n RESPONDER_RELEASE: 'NOT_RESPONDER',\n RESPONDER_TERMINATED: 'NOT_RESPONDER',\n ENTER_PRESS_RECT: 'RESPONDER_ACTIVE_LONG_PRESS_IN',\n LEAVE_PRESS_RECT: 'RESPONDER_ACTIVE_LONG_PRESS_OUT',\n LONG_PRESS_DETECTED: 'ERROR',\n },\n ERROR: {\n DELAY: 'NOT_RESPONDER',\n RESPONDER_GRANT: 'RESPONDER_INACTIVE_PRESS_IN',\n RESPONDER_RELEASE: 'NOT_RESPONDER',\n RESPONDER_TERMINATED: 'NOT_RESPONDER',\n ENTER_PRESS_RECT: 'NOT_RESPONDER',\n LEAVE_PRESS_RECT: 'NOT_RESPONDER',\n LONG_PRESS_DETECTED: 'NOT_RESPONDER',\n },\n};\n\n// Touchable maintains additional internal state to manage keypress interactions\n// This information is abstracted away when passed to children off the touchable\n// (function children) or styles. A keypressed state is equivalent to a normal\n// press state. If either a pointer, mouse, or special key (space/enter) is pressed\n// the touchable considers itself to be in a pressed state. Do note that key presses\n// will not invoke gesture responder hooks and are not subject to the passed in delays.\ninterface IInternalTouchableWin32State extends ITouchableWin32State {\n isKeyPressed: boolean;\n}\n\n/** Constants for integrating into UI Components */\nconst HIGHLIGHT_DELAY_MS = 130;\nconst PRESS_EXPAND_DIPS = 20; // Subject to change for win32 and desktop\nconst LONG_PRESS_THRESHOLD = 500;\nconst LONG_PRESS_DELAY_MS = LONG_PRESS_THRESHOLD - HIGHLIGHT_DELAY_MS;\nconst LONG_PRESS_ALLOWED_MOVEMENT = 10;\n\n/**\n * TouchableWin32 is a 'componentization' of the Touchable Mixin in React Native.\n * This means that instead of implementing components such as TouchableHighlight\n * via the mixin, they are merely implemented as wrappers around TouchableWin32,\n * forwarding the correct set of props. Additionally, TouchableWin32 supports hover\n * via onMouseEnter and onMouseLeave and focus/blur via onFocus/onBlur.\n * TouchableWin32 also allows for functions as child components (that use the internal\n * state of the touchable to conditionally render children) as well functions as styles\n * (that use internal state to conditionally calculate styles)\n */\nexport class TouchableWin32 extends React.Component<ITouchableWin32Props, IInternalTouchableWin32State> {\n private _longPressDelayTimeout: NodeJS.Timeout;\n private _touchableDelayTimeout: NodeJS.Timeout;\n private _pressOutDelayTimeout: NodeJS.Timeout;\n private _pressInLocation: IPressInLocation;\n private _touchState: IState;\n private _responderID: number;\n private _positionOnActivate: IPosition;\n private _dimensionsOnActivate: IDimensions;\n\n private readonly _internalRef: React.RefObject<ViewWin32>\n\n constructor(props) {\n super(props);\n\n this.state = {\n isKeyPressed: false,\n isPressed: false,\n isFocused: false,\n isHovered: false,\n };\n\n this._internalRef = React.createRef<ViewWin32>();\n }\n\n public componentWillUnmount() {\n this._touchableDelayTimeout && clearTimeout(this._touchableDelayTimeout);\n this._longPressDelayTimeout && clearTimeout(this._longPressDelayTimeout);\n this._pressOutDelayTimeout && clearTimeout(this._pressOutDelayTimeout);\n }\n\n public render() {\n const { children, style, renderStyle, ...rest } = this.props;\n\n // The React Native touchables generally clone the child component\n // to apply additional styles to it. This approach allows children\n // to be passed in as functions (to be invoked with the current state),\n // it is handy for manipulating children as a result of the interaction\n // state (e.g. text color). A similar approach is taken for style\n let child: React.ReactNode;\n if (children) {\n child = typeof children === 'function' ?\n (children as IChildAsFunction<ITouchableWin32State>)(this._deriveStateFromInternalState()) : children;\n\n // Continue to enforce single child constraint\n child = React.Children.only(child);\n }\n\n let computedStyle: StyleProp<ViewStyle>;\n if (renderStyle) {\n computedStyle = renderStyle(this._deriveStateFromInternalState());\n } else if (style) {\n computedStyle = style;\n }\n\n return (\n <ViewWin32\n // Forward most of the props\n {...rest}\n // Hooks into Gesture Responder System\n onStartShouldSetResponder={this._touchableHandleStartShouldSetResponder}\n onResponderTerminationRequest={this._touchableHandleResponderTerminationRequest}\n onResponderGrant={this._touchableHandleResponderGrant}\n onResponderMove={this._touchableHandleResponderMove}\n onResponderRelease={this._touchableHandleResponderRelease}\n onResponderTerminate={this._touchableHandleResponderTerminate}\n // Hover\n onMouseEnter={this._onMouseEnter}\n onMouseLeave={this._onMouseLeave}\n // Focus\n onFocus={this._onFocus}\n onBlur={this._onBlur}\n // Key press interactions\n onKeyDown={this._onKeyDown}\n onKeyUp={this._onKeyUp}\n // Ref\n ref={this._internalRef}\n // Style\n style={computedStyle}\n >\n {child}\n </ViewWin32>\n );\n }\n\n public focus = () => {\n this._internalRef.current.focus();\n }\n\n /**\n * The rejectResponderTermination prop provides a way to accept/reject termination requests\n */\n private readonly _touchableHandleResponderTerminationRequest = (): boolean => {\n return !this.props.rejectResponderTermination;\n };\n\n /**\n * Only reject an opportunity to become the responder on bubble if disabled\n */\n private readonly _touchableHandleStartShouldSetResponder = (): boolean => {\n return !this.props.disabled;\n };\n\n /** TODO: Long press cancel as a prop may be a good idea */\n private readonly _touchableLongPressCancelsPress = (): boolean => {\n return true;\n };\n\n /**\n * On responder being granted, state and local data need to be set\n */\n private readonly _touchableHandleResponderGrant = (e: IPressEvent): void => {\n const dispatchID = findNodeHandle(e.currentTarget);\n e.persist();\n\n this._pressOutDelayTimeout && clearTimeout(this._pressOutDelayTimeout);\n this._pressOutDelayTimeout = null;\n\n this._touchState = 'NOT_RESPONDER';\n this._responderID = dispatchID;\n\n this._receiveSignal('RESPONDER_GRANT', e);\n let delayMS: number = this.props.touchableGetHighlightDelayMS\n ? Math.max(this.props.touchableGetHighlightDelayMS(), 0)\n : HIGHLIGHT_DELAY_MS;\n delayMS = isNaN(delayMS) ? HIGHLIGHT_DELAY_MS : delayMS;\n\n if (delayMS !== 0) {\n this._touchableDelayTimeout = setTimeout(this._handleDelay.bind(this, e), delayMS);\n } else {\n this._handleDelay(e);\n }\n\n let longDelayMS: number = this.props.touchableGetLongPressDelayMS\n ? Math.max(this.props.touchableGetLongPressDelayMS(), 10)\n : LONG_PRESS_DELAY_MS;\n longDelayMS = isNaN(longDelayMS) ? LONG_PRESS_DELAY_MS : longDelayMS;\n this._longPressDelayTimeout = setTimeout(this._handleLongDelay.bind(this, e), longDelayMS + delayMS);\n };\n\n /**\n * Handle responder release\n */\n private readonly _touchableHandleResponderRelease = (e: IPressEvent) => {\n this._pressInLocation = null;\n this._receiveSignal('RESPONDER_RELEASE', e);\n };\n\n /**\n * Handle responder terminate\n */\n private readonly _touchableHandleResponderTerminate = (e: IPressEvent) => {\n this._pressInLocation = null;\n this._receiveSignal('RESPONDER_TERMINATED', e);\n };\n\n /**\n * Handles move events\n */\n private readonly _touchableHandleResponderMove = (e: IPressEvent) => {\n if (!this._positionOnActivate) {\n return;\n }\n\n const positionOnActivate = this._positionOnActivate;\n const dimensionsOnActivate = this._dimensionsOnActivate;\n const pressRectOffset = this.props.touchableGetPressRectOffset\n ? this.props.touchableGetPressRectOffset()\n : {\n left: PRESS_EXPAND_DIPS,\n right: PRESS_EXPAND_DIPS,\n top: PRESS_EXPAND_DIPS,\n bottom: PRESS_EXPAND_DIPS,\n };\n\n let pressExpandLeft = pressRectOffset.left;\n let pressExpandTop = pressRectOffset.top;\n let pressExpandRight = pressRectOffset.right;\n let pressExpandBottom = pressRectOffset.bottom;\n\n // TODO implement touchableGetHitSlop natively\n const hitSlop = this.props.touchableGetHitSlop ? this.props.touchableGetHitSlop() : null;\n\n if (hitSlop) {\n pressExpandLeft += hitSlop.left || 0;\n pressExpandTop += hitSlop.top || 0;\n pressExpandRight += hitSlop.right || 0;\n pressExpandBottom += hitSlop.bottom || 0;\n }\n\n const touch = extractSingleTouch(e);\n const pageX = touch && touch.pageX;\n const pageY = touch && touch.pageY;\n\n if (this._pressInLocation) {\n const movedDistance = this._getDistanceBetweenPoints(pageX, pageY, this._pressInLocation.pageX, this._pressInLocation.pageY);\n if (movedDistance > LONG_PRESS_ALLOWED_MOVEMENT) {\n this._cancelLongPressDelayTimeout();\n }\n }\n\n const isTouchWithinActive =\n pageX > positionOnActivate.left - pressExpandLeft &&\n pageY > positionOnActivate.top - pressExpandTop &&\n pageX < positionOnActivate.left + dimensionsOnActivate.width + pressExpandRight &&\n pageY < positionOnActivate.top + dimensionsOnActivate.height + pressExpandBottom;\n if (isTouchWithinActive) {\n const prevState = this._touchState;\n this._receiveSignal('ENTER_PRESS_RECT', e);\n const currState = this._touchState;\n if (currState === 'RESPONDER_INACTIVE_PRESS_IN' && prevState !== 'RESPONDER_INACTIVE_PRESS_IN') {\n this._cancelLongPressDelayTimeout();\n }\n } else {\n this._cancelLongPressDelayTimeout();\n this._receiveSignal('LEAVE_PRESS_RECT', e);\n }\n };\n\n /**\n * Used while performing side effects during state transitions,\n * to maintain proper bounding dimensions and positional information\n */\n private readonly _remeasureMetricsOnActivation = () => {\n const tag = this._responderID;\n if (tag === null) {\n return;\n }\n\n UIManager.measure(tag, this._handleQueryLayout);\n };\n\n /**\n * Callback into measure, see _remeasureMetricsOnActivation\n */\n private readonly _handleQueryLayout = (l: number, t: number, w: number, h: number, globalX: number, globalY: number) => {\n if (!l && !t && !w && !h && !globalX && !globalY) {\n return;\n }\n\n this._positionOnActivate = Position.getPooled(globalX, globalY);\n this._dimensionsOnActivate = BoundingDimensions.getPooled(w, h);\n };\n\n private readonly _handleDelay = (e: IPressEvent) => {\n this._touchableDelayTimeout = null;\n this._receiveSignal('DELAY', e);\n };\n\n private readonly _handleLongDelay = (e: IPressEvent) => {\n this._longPressDelayTimeout = null;\n const currState = this._touchState;\n\n if (currState !== 'RESPONDER_ACTIVE_PRESS_IN' && currState !== 'RESPONDER_ACTIVE_LONG_PRESS_IN') {\n const errorMessage =\n 'Attempted to transition from state ' +\n currState +\n ' to ' +\n 'RESPONDER_ACTIVE_LONG_PRESS_IN ' +\n 'which is not supported. This is most likely due to ' +\n 'Touchable.longPressDelayTimeout not being canceled.';\n console.error(errorMessage);\n } else {\n this._receiveSignal('LONG_PRESS_DETECTED', e);\n }\n };\n\n /**\n * Manages state transitions\n */\n private readonly _receiveSignal = (signal: ISignal, e: IPressEvent) => {\n const responderID = this._responderID;\n const currState = this._touchState;\n const nextState: IState = transitions[currState] ? transitions[currState][signal] : null;\n\n if (!nextState) {\n const errorMessage = 'Unrecognized signal ' + signal + ' or state ' + currState + ' for Touchable responder ' + responderID + '.';\n throw new Error(errorMessage);\n }\n if (nextState === 'ERROR') {\n const errorMessage = 'Touchable cannot transition from ' + currState + ' to ' + signal + ' for responder ' + responderID + '.';\n throw new Error(errorMessage);\n }\n\n if (currState !== nextState) {\n this._performSideEffectsForTransition(currState, nextState, signal, e);\n this._touchState = nextState;\n }\n };\n\n private readonly _cancelLongPressDelayTimeout = () => {\n this._longPressDelayTimeout && clearTimeout(this._longPressDelayTimeout);\n this._longPressDelayTimeout = null;\n };\n\n private readonly _isHighlight = (state: IState) => {\n return state === 'RESPONDER_ACTIVE_PRESS_IN' || state === 'RESPONDER_ACTIVE_LONG_PRESS_IN';\n };\n\n private readonly _savePressInLocation = (e: IPressEvent) => {\n const touch = extractSingleTouch(e);\n const pageX = touch && touch.pageX;\n const pageY = touch && touch.pageY;\n const locationX = touch && touch.locationX;\n const locationY = touch && touch.locationY;\n this._pressInLocation = { pageX, pageY, locationX, locationY };\n };\n\n private readonly _getDistanceBetweenPoints = (aX: number, aY: number, bX: number, bY: number): number => {\n const deltaX = aX - bX;\n const deltaY = aY - bY;\n return Math.sqrt(deltaX * deltaX + deltaY * deltaY);\n };\n\n /**\n * Any highlighting/visual effects is done here,\n * This is also where press callbacks are invoked from\n */\n // Existing high cyclomatic complexity\n \n private readonly _performSideEffectsForTransition = (currState: IState, nextState: IState, signal: ISignal, e: IPressEvent) => {\n const currIsHighlight = this._isHighlight(currState);\n const newIsHighlight = this._isHighlight(nextState);\n\n const isFinalSignal = signal === 'RESPONDER_TERMINATED' || signal === 'RESPONDER_RELEASE';\n\n if (isFinalSignal) {\n this._cancelLongPressDelayTimeout();\n }\n\n const isInitialTransition = currState === 'NOT_RESPONDER' && nextState === 'RESPONDER_INACTIVE_PRESS_IN';\n\n const isActiveTransition = !IsActive[currState] && IsActive[nextState];\n if (isInitialTransition || isActiveTransition) {\n this._remeasureMetricsOnActivation();\n }\n\n if (IsPressingIn[currState] && signal === 'LONG_PRESS_DETECTED') {\n this.props.touchableHandleLongPress && this.props.touchableHandleLongPress(e);\n }\n\n if (newIsHighlight && !currIsHighlight) {\n this._startHighlight(e);\n } else if (!newIsHighlight && currIsHighlight) {\n this._endHighlight(e);\n }\n\n if (IsPressingIn[currState] && signal === 'RESPONDER_RELEASE') {\n const hasLongPressHandler = !!this.props.onLongPress;\n const pressIsLongButStillCallOnPress = IsLongPressingIn[currState] && (!hasLongPressHandler || this._touchableLongPressCancelsPress);\n const shouldInvokePress = !IsLongPressingIn[currState] || pressIsLongButStillCallOnPress;\n\n if (shouldInvokePress && this.props.touchableHandlePress) {\n if (!newIsHighlight && !currIsHighlight) {\n // we never highlighted because of delay, but we should highlight now\n this._startHighlight(e);\n this._endHighlight(e);\n }\n\n this.props.touchableHandlePress(e);\n }\n }\n\n this._touchableDelayTimeout && clearTimeout(this._touchableDelayTimeout);\n this._touchableDelayTimeout = null;\n };\n\n private readonly _startHighlight = (e: IPressEvent) => {\n this._savePressInLocation(e);\n this.setState({ isPressed: true });\n this.props.touchableHandleActivePressIn && this.props.touchableHandleActivePressIn(e);\n };\n\n private readonly _endHighlight = (e: IPressEvent) => {\n function _handler() {\n this.props.touchableHandleActivePressOut(e);\n }\n\n this.setState({ isPressed: false });\n if (this.props.touchableHandleActivePressOut) {\n if (this.props.touchableGetPressOutDelayMS && this.props.touchableGetPressOutDelayMS()) {\n this._pressOutDelayTimeout = setTimeout(_handler.bind(this), this.props.touchableGetPressOutDelayMS());\n } else {\n this.props.touchableHandleActivePressOut(e);\n }\n }\n };\n\n private readonly _onMouseEnter = (mouseEvent) => {\n this.setState({ isHovered: true });\n this.props.onMouseEnter && this.props.onMouseEnter(mouseEvent);\n };\n\n private readonly _onMouseLeave = (mouseEvent) => {\n this.setState({ isHovered: false });\n this.props.onMouseLeave && this.props.onMouseLeave(mouseEvent);\n };\n\n private readonly _onFocus = (ev: NativeSyntheticEvent<{}>) => {\n this.setState({ isFocused: true });\n this.props.onFocus && this.props.onFocus(ev);\n };\n\n private readonly _onBlur = (ev: NativeSyntheticEvent<{}>) => {\n this.setState({ isFocused: false });\n this.props.onBlur && this.props.onBlur(ev);\n };\n\n private readonly _onKeyDown = (ev: IKeyboardEvent) => {\n if (this._filterOnKey(ev)) {\n this.setState({ isKeyPressed: true });\n this.props.touchableHandleKeyPressDown && this.props.touchableHandleKeyPressDown(ev);\n }\n\n this.props.onKeyDown && this.props.onKeyDown(ev);\n };\n\n private readonly _onKeyUp = (ev: IKeyboardEvent) => {\n if (this._filterOnKey(ev)) {\n this.setState({ isKeyPressed: false });\n this.props.touchableHandleKeyPress && this.props.touchableHandleKeyPress(ev);\n }\n\n this.props.onKeyUp && this.props.onKeyUp(ev);\n };\n\n private readonly _deriveStateFromInternalState = (): ITouchableWin32State => {\n return {\n isPressed: this.state.isPressed || this.state.isKeyPressed,\n isHovered: this.state.isHovered,\n isFocused: this.state.isFocused,\n };\n }\n\n private readonly _filterOnKey = (ev: IKeyboardEvent): boolean => {\n if (this.props.filterKeys) {\n return this.props.filterKeys(ev.nativeEvent.key);\n }\n\n // Otherwise fall back to handling space and enter only\n return ev.nativeEvent.key === ' ' || ev.nativeEvent.key === 'Enter';\n }\n}\n"]}
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+
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* This is primarily a fork of React Native's Touchable Mixin.\n * It has been repurposed as it's own standalone control for win32,\n * as it needs to support a richer set of functionality on the desktop.\n * The touchable variants can be rewritten as wrappers around TouchableWin32\n * by passing the correct set of props down and managing state correctly.\n *\n * React Native's Touchable.js file (https://github.com/facebook/react-native/blob/master/Libraries/Components/Touchable/Touchable.js)\n * provides an overview over how touchables work and interact with the gesture responder system.\n */\n'use strict';\n\nimport React from 'react'\nimport { NativeSyntheticEvent, StyleProp, UIManager, ViewStyle, ViewWin32 } from 'react-native';\n\nimport { ITouchableWin32Props, ITouchableWin32State } from './TouchableWin32.Props';\nimport {\n IChildAsFunction,\n IDimensions,\n IPosition,\n IPressEvent,\n IPressInLocation,\n ISignal,\n IState,\n IStateConditions,\n ITransitions,\n} from './TouchableWin32.Types';\nimport { IKeyboardEvent } from '../View/ViewPropTypes';\n\n// @ts-ignore\nimport BoundingDimensions from './BoundingDimensions';\n// @ts-ignore\nimport Position from './Position';\n\n// @ts-ignore\nimport {findNodeHandle} from '../../ReactNative/RendererProxy';\n\n/**\n * Extracts a single touch, generally this is the active touch or touch that\n * has just ended\n * @param e - a press event containing information about the native event\n */\nfunction extractSingleTouch(e: IPressEvent) {\n const nativeEvent = e.nativeEvent;\n const touches = nativeEvent.touches;\n const changedTouches = nativeEvent.changedTouches;\n const hasTouches = touches && touches.length > 0;\n const hasChangedTouches = changedTouches && changedTouches.length > 0;\n\n return !hasTouches && hasChangedTouches ? changedTouches[0] : hasTouches ? touches[0] : nativeEvent;\n}\n\n/** Quick lookup maps for a variety of conditions */\nconst baseStatesCondition: IStateConditions = {\n NOT_RESPONDER: false,\n RESPONDER_INACTIVE_PRESS_IN: false,\n RESPONDER_INACTIVE_PRESS_OUT: false,\n RESPONDER_ACTIVE_PRESS_IN: false,\n RESPONDER_ACTIVE_PRESS_OUT: false,\n RESPONDER_ACTIVE_LONG_PRESS_IN: false,\n RESPONDER_ACTIVE_LONG_PRESS_OUT: false,\n ERROR: false,\n};\n\nconst IsActive: IStateConditions = {\n ...baseStatesCondition,\n RESPONDER_ACTIVE_PRESS_OUT: true,\n RESPONDER_ACTIVE_PRESS_IN: true,\n};\n\nconst IsPressingIn: IStateConditions = {\n ...baseStatesCondition,\n RESPONDER_INACTIVE_PRESS_IN: true,\n RESPONDER_ACTIVE_PRESS_IN: true,\n RESPONDER_ACTIVE_LONG_PRESS_IN: true,\n};\n\nconst IsLongPressingIn: IStateConditions = {\n ...baseStatesCondition,\n RESPONDER_ACTIVE_LONG_PRESS_IN: true,\n};\n\nconst transitions: ITransitions = {\n NOT_RESPONDER: {\n DELAY: 'ERROR',\n RESPONDER_GRANT: 'RESPONDER_INACTIVE_PRESS_IN',\n RESPONDER_RELEASE: 'ERROR',\n RESPONDER_TERMINATED: 'ERROR',\n ENTER_PRESS_RECT: 'ERROR',\n LEAVE_PRESS_RECT: 'ERROR',\n LONG_PRESS_DETECTED: 'ERROR',\n },\n RESPONDER_INACTIVE_PRESS_IN: {\n DELAY: 'RESPONDER_ACTIVE_PRESS_IN',\n RESPONDER_GRANT: 'ERROR',\n RESPONDER_RELEASE: 'NOT_RESPONDER',\n RESPONDER_TERMINATED: 'NOT_RESPONDER',\n ENTER_PRESS_RECT: 'RESPONDER_INACTIVE_PRESS_IN',\n LEAVE_PRESS_RECT: 'RESPONDER_INACTIVE_PRESS_OUT',\n LONG_PRESS_DETECTED: 'ERROR',\n },\n RESPONDER_INACTIVE_PRESS_OUT: {\n DELAY: 'RESPONDER_ACTIVE_PRESS_OUT',\n RESPONDER_GRANT: 'ERROR',\n RESPONDER_RELEASE: 'NOT_RESPONDER',\n RESPONDER_TERMINATED: 'NOT_RESPONDER',\n ENTER_PRESS_RECT: 'RESPONDER_INACTIVE_PRESS_IN',\n LEAVE_PRESS_RECT: 'RESPONDER_INACTIVE_PRESS_OUT',\n LONG_PRESS_DETECTED: 'ERROR',\n },\n RESPONDER_ACTIVE_PRESS_IN: {\n DELAY: 'ERROR',\n RESPONDER_GRANT: 'ERROR',\n RESPONDER_RELEASE: 'NOT_RESPONDER',\n RESPONDER_TERMINATED: 'NOT_RESPONDER',\n ENTER_PRESS_RECT: 'RESPONDER_ACTIVE_PRESS_IN',\n LEAVE_PRESS_RECT: 'RESPONDER_ACTIVE_PRESS_OUT',\n LONG_PRESS_DETECTED: 'RESPONDER_ACTIVE_LONG_PRESS_IN',\n },\n RESPONDER_ACTIVE_PRESS_OUT: {\n DELAY: 'ERROR',\n RESPONDER_GRANT: 'ERROR',\n RESPONDER_RELEASE: 'NOT_RESPONDER',\n RESPONDER_TERMINATED: 'NOT_RESPONDER',\n ENTER_PRESS_RECT: 'RESPONDER_ACTIVE_PRESS_IN',\n LEAVE_PRESS_RECT: 'RESPONDER_ACTIVE_PRESS_OUT',\n LONG_PRESS_DETECTED: 'ERROR',\n },\n RESPONDER_ACTIVE_LONG_PRESS_IN: {\n DELAY: 'ERROR',\n RESPONDER_GRANT: 'ERROR',\n RESPONDER_RELEASE: 'NOT_RESPONDER',\n RESPONDER_TERMINATED: 'NOT_RESPONDER',\n ENTER_PRESS_RECT: 'RESPONDER_ACTIVE_LONG_PRESS_IN',\n LEAVE_PRESS_RECT: 'RESPONDER_ACTIVE_LONG_PRESS_OUT',\n LONG_PRESS_DETECTED: 'RESPONDER_ACTIVE_LONG_PRESS_IN',\n },\n RESPONDER_ACTIVE_LONG_PRESS_OUT: {\n DELAY: 'ERROR',\n RESPONDER_GRANT: 'ERROR',\n RESPONDER_RELEASE: 'NOT_RESPONDER',\n RESPONDER_TERMINATED: 'NOT_RESPONDER',\n ENTER_PRESS_RECT: 'RESPONDER_ACTIVE_LONG_PRESS_IN',\n LEAVE_PRESS_RECT: 'RESPONDER_ACTIVE_LONG_PRESS_OUT',\n LONG_PRESS_DETECTED: 'ERROR',\n },\n ERROR: {\n DELAY: 'NOT_RESPONDER',\n RESPONDER_GRANT: 'RESPONDER_INACTIVE_PRESS_IN',\n RESPONDER_RELEASE: 'NOT_RESPONDER',\n RESPONDER_TERMINATED: 'NOT_RESPONDER',\n ENTER_PRESS_RECT: 'NOT_RESPONDER',\n LEAVE_PRESS_RECT: 'NOT_RESPONDER',\n LONG_PRESS_DETECTED: 'NOT_RESPONDER',\n },\n};\n\n// Touchable maintains additional internal state to manage keypress interactions\n// This information is abstracted away when passed to children off the touchable\n// (function children) or styles. A keypressed state is equivalent to a normal\n// press state. If either a pointer, mouse, or special key (space/enter) is pressed\n// the touchable considers itself to be in a pressed state. Do note that key presses\n// will not invoke gesture responder hooks and are not subject to the passed in delays.\ninterface IInternalTouchableWin32State extends ITouchableWin32State {\n isKeyPressed: boolean;\n}\n\n/** Constants for integrating into UI Components */\nconst HIGHLIGHT_DELAY_MS = 130;\nconst PRESS_EXPAND_DIPS = 20; // Subject to change for win32 and desktop\nconst LONG_PRESS_THRESHOLD = 500;\nconst LONG_PRESS_DELAY_MS = LONG_PRESS_THRESHOLD - HIGHLIGHT_DELAY_MS;\nconst LONG_PRESS_ALLOWED_MOVEMENT = 10;\n\n/**\n * TouchableWin32 is a 'componentization' of the Touchable Mixin in React Native.\n * This means that instead of implementing components such as TouchableHighlight\n * via the mixin, they are merely implemented as wrappers around TouchableWin32,\n * forwarding the correct set of props. Additionally, TouchableWin32 supports hover\n * via onMouseEnter and onMouseLeave and focus/blur via onFocus/onBlur.\n * TouchableWin32 also allows for functions as child components (that use the internal\n * state of the touchable to conditionally render children) as well functions as styles\n * (that use internal state to conditionally calculate styles)\n */\nexport class TouchableWin32 extends React.Component<ITouchableWin32Props, IInternalTouchableWin32State> {\n private _longPressDelayTimeout: NodeJS.Timeout;\n private _touchableDelayTimeout: NodeJS.Timeout;\n private _pressOutDelayTimeout: NodeJS.Timeout;\n private _pressInLocation: IPressInLocation;\n private _touchState: IState;\n private _responderID: number;\n private _positionOnActivate: IPosition;\n private _dimensionsOnActivate: IDimensions;\n\n private readonly _internalRef: React.RefObject<ViewWin32|null>\n\n constructor(props) {\n super(props);\n\n this.state = {\n isKeyPressed: false,\n isPressed: false,\n isFocused: false,\n isHovered: false,\n };\n\n this._internalRef = React.createRef<ViewWin32>();\n }\n\n public componentWillUnmount() {\n this._touchableDelayTimeout && clearTimeout(this._touchableDelayTimeout);\n this._longPressDelayTimeout && clearTimeout(this._longPressDelayTimeout);\n this._pressOutDelayTimeout && clearTimeout(this._pressOutDelayTimeout);\n }\n\n public render() {\n const { children, style, renderStyle, ...rest } = this.props;\n\n // The React Native touchables generally clone the child component\n // to apply additional styles to it. This approach allows children\n // to be passed in as functions (to be invoked with the current state),\n // it is handy for manipulating children as a result of the interaction\n // state (e.g. text color). A similar approach is taken for style\n let child: React.ReactNode;\n if (children) {\n child = typeof children === 'function' ?\n (children as IChildAsFunction<ITouchableWin32State>)(this._deriveStateFromInternalState()) : children;\n\n // Continue to enforce single child constraint\n child = React.Children.only(child);\n }\n\n let computedStyle: StyleProp<ViewStyle>;\n if (renderStyle) {\n computedStyle = renderStyle(this._deriveStateFromInternalState());\n } else if (style) {\n computedStyle = style;\n }\n\n return (\n <ViewWin32\n // Forward most of the props\n {...rest}\n // Hooks into Gesture Responder System\n onStartShouldSetResponder={this._touchableHandleStartShouldSetResponder}\n onResponderTerminationRequest={this._touchableHandleResponderTerminationRequest}\n onResponderGrant={this._touchableHandleResponderGrant}\n onResponderMove={this._touchableHandleResponderMove}\n onResponderRelease={this._touchableHandleResponderRelease}\n onResponderTerminate={this._touchableHandleResponderTerminate}\n // Hover\n onMouseEnter={this._onMouseEnter}\n onMouseLeave={this._onMouseLeave}\n // Focus\n onFocus={this._onFocus}\n onBlur={this._onBlur}\n // Key press interactions\n onKeyDown={this._onKeyDown}\n onKeyUp={this._onKeyUp}\n // Ref\n ref={this._internalRef}\n // Style\n style={computedStyle}\n >\n {child}\n </ViewWin32>\n );\n }\n\n public focus = () => {\n this._internalRef.current?.focus();\n }\n\n /**\n * The rejectResponderTermination prop provides a way to accept/reject termination requests\n */\n private readonly _touchableHandleResponderTerminationRequest = (): boolean => {\n return !this.props.rejectResponderTermination;\n };\n\n /**\n * Only reject an opportunity to become the responder on bubble if disabled\n */\n private readonly _touchableHandleStartShouldSetResponder = (): boolean => {\n return !this.props.disabled;\n };\n\n /** TODO: Long press cancel as a prop may be a good idea */\n private readonly _touchableLongPressCancelsPress = (): boolean => {\n return true;\n };\n\n /**\n * On responder being granted, state and local data need to be set\n */\n private readonly _touchableHandleResponderGrant = (e: IPressEvent): void => {\n const dispatchID = findNodeHandle(e.currentTarget);\n e.persist();\n\n this._pressOutDelayTimeout && clearTimeout(this._pressOutDelayTimeout);\n this._pressOutDelayTimeout = null as unknown as NodeJS.Timeout;\n\n this._touchState = 'NOT_RESPONDER';\n this._responderID = dispatchID;\n\n this._receiveSignal('RESPONDER_GRANT', e);\n let delayMS: number = this.props.touchableGetHighlightDelayMS\n ? Math.max(this.props.touchableGetHighlightDelayMS(), 0)\n : HIGHLIGHT_DELAY_MS;\n delayMS = isNaN(delayMS) ? HIGHLIGHT_DELAY_MS : delayMS;\n\n if (delayMS !== 0) {\n this._touchableDelayTimeout = setTimeout(this._handleDelay.bind(this, e), delayMS);\n } else {\n this._handleDelay(e);\n }\n\n let longDelayMS: number = this.props.touchableGetLongPressDelayMS\n ? Math.max(this.props.touchableGetLongPressDelayMS(), 10)\n : LONG_PRESS_DELAY_MS;\n longDelayMS = isNaN(longDelayMS) ? LONG_PRESS_DELAY_MS : longDelayMS;\n this._longPressDelayTimeout = setTimeout(this._handleLongDelay.bind(this, e), longDelayMS + delayMS);\n };\n\n /**\n * Handle responder release\n */\n private readonly _touchableHandleResponderRelease = (e: IPressEvent) => {\n this._pressInLocation = null as unknown as IPressInLocation;\n this._receiveSignal('RESPONDER_RELEASE', e);\n };\n\n /**\n * Handle responder terminate\n */\n private readonly _touchableHandleResponderTerminate = (e: IPressEvent) => {\n this._pressInLocation = null as unknown as IPressInLocation;\n this._receiveSignal('RESPONDER_TERMINATED', e);\n };\n\n /**\n * Handles move events\n */\n private readonly _touchableHandleResponderMove = (e: IPressEvent) => {\n if (!this._positionOnActivate) {\n return;\n }\n\n const positionOnActivate = this._positionOnActivate;\n const dimensionsOnActivate = this._dimensionsOnActivate;\n const pressRectOffset = this.props.touchableGetPressRectOffset\n ? this.props.touchableGetPressRectOffset()\n : {\n left: PRESS_EXPAND_DIPS,\n right: PRESS_EXPAND_DIPS,\n top: PRESS_EXPAND_DIPS,\n bottom: PRESS_EXPAND_DIPS,\n };\n\n let pressExpandLeft = pressRectOffset.left!;\n let pressExpandTop = pressRectOffset.top!;\n let pressExpandRight = pressRectOffset.right!;\n let pressExpandBottom = pressRectOffset.bottom!;\n\n // TODO implement touchableGetHitSlop natively\n const hitSlop = this.props.touchableGetHitSlop ? this.props.touchableGetHitSlop() : null;\n\n if (hitSlop) {\n pressExpandLeft += hitSlop.left || 0;\n pressExpandTop += hitSlop.top || 0;\n pressExpandRight += hitSlop.right || 0;\n pressExpandBottom += hitSlop.bottom || 0;\n }\n\n const touch = extractSingleTouch(e);\n const pageX = touch && touch.pageX;\n const pageY = touch && touch.pageY;\n\n if (this._pressInLocation) {\n const movedDistance = this._getDistanceBetweenPoints(pageX, pageY, this._pressInLocation.pageX, this._pressInLocation.pageY);\n if (movedDistance > LONG_PRESS_ALLOWED_MOVEMENT) {\n this._cancelLongPressDelayTimeout();\n }\n }\n\n const isTouchWithinActive =\n pageX > positionOnActivate.left - pressExpandLeft &&\n pageY > positionOnActivate.top - pressExpandTop &&\n pageX < positionOnActivate.left + dimensionsOnActivate.width + pressExpandRight &&\n pageY < positionOnActivate.top + dimensionsOnActivate.height + pressExpandBottom;\n if (isTouchWithinActive) {\n const prevState = this._touchState;\n this._receiveSignal('ENTER_PRESS_RECT', e);\n const currState = this._touchState;\n if (currState === 'RESPONDER_INACTIVE_PRESS_IN' && prevState !== 'RESPONDER_INACTIVE_PRESS_IN') {\n this._cancelLongPressDelayTimeout();\n }\n } else {\n this._cancelLongPressDelayTimeout();\n this._receiveSignal('LEAVE_PRESS_RECT', e);\n }\n };\n\n /**\n * Used while performing side effects during state transitions,\n * to maintain proper bounding dimensions and positional information\n */\n private readonly _remeasureMetricsOnActivation = () => {\n const tag = this._responderID;\n if (tag === null) {\n return;\n }\n\n UIManager.measure(tag, this._handleQueryLayout);\n };\n\n /**\n * Callback into measure, see _remeasureMetricsOnActivation\n */\n private readonly _handleQueryLayout = (l: number, t: number, w: number, h: number, globalX: number, globalY: number) => {\n if (!l && !t && !w && !h && !globalX && !globalY) {\n return;\n }\n\n this._positionOnActivate = Position.getPooled(globalX, globalY);\n this._dimensionsOnActivate = BoundingDimensions.getPooled(w, h);\n };\n\n private readonly _handleDelay = (e: IPressEvent) => {\n this._touchableDelayTimeout = null as unknown as NodeJS.Timeout;\n this._receiveSignal('DELAY', e);\n };\n\n private readonly _handleLongDelay = (e: IPressEvent) => {\n this._longPressDelayTimeout = null as unknown as NodeJS.Timeout;\n const currState = this._touchState;\n\n if (currState !== 'RESPONDER_ACTIVE_PRESS_IN' && currState !== 'RESPONDER_ACTIVE_LONG_PRESS_IN') {\n const errorMessage =\n 'Attempted to transition from state ' +\n currState +\n ' to ' +\n 'RESPONDER_ACTIVE_LONG_PRESS_IN ' +\n 'which is not supported. This is most likely due to ' +\n 'Touchable.longPressDelayTimeout not being canceled.';\n console.error(errorMessage);\n } else {\n this._receiveSignal('LONG_PRESS_DETECTED', e);\n }\n };\n\n /**\n * Manages state transitions\n */\n private readonly _receiveSignal = (signal: ISignal, e: IPressEvent) => {\n const responderID = this._responderID;\n const currState = this._touchState;\n const nextState: IState | null = transitions[currState] ? transitions[currState][signal] : null;\n\n if (!nextState) {\n const errorMessage = 'Unrecognized signal ' + signal + ' or state ' + currState + ' for Touchable responder ' + responderID + '.';\n throw new Error(errorMessage);\n }\n if (nextState === 'ERROR') {\n const errorMessage = 'Touchable cannot transition from ' + currState + ' to ' + signal + ' for responder ' + responderID + '.';\n throw new Error(errorMessage);\n }\n\n if (currState !== nextState) {\n this._performSideEffectsForTransition(currState, nextState, signal, e);\n this._touchState = nextState;\n }\n };\n\n private readonly _cancelLongPressDelayTimeout = () => {\n this._longPressDelayTimeout && clearTimeout(this._longPressDelayTimeout);\n this._longPressDelayTimeout = null as unknown as NodeJS.Timeout;\n };\n\n private readonly _isHighlight = (state: IState) => {\n return state === 'RESPONDER_ACTIVE_PRESS_IN' || state === 'RESPONDER_ACTIVE_LONG_PRESS_IN';\n };\n\n private readonly _savePressInLocation = (e: IPressEvent) => {\n const touch = extractSingleTouch(e);\n const pageX = touch && touch.pageX;\n const pageY = touch && touch.pageY;\n const locationX = touch && touch.locationX;\n const locationY = touch && touch.locationY;\n this._pressInLocation = { pageX, pageY, locationX, locationY };\n };\n\n private readonly _getDistanceBetweenPoints = (aX: number, aY: number, bX: number, bY: number): number => {\n const deltaX = aX - bX;\n const deltaY = aY - bY;\n return Math.sqrt(deltaX * deltaX + deltaY * deltaY);\n };\n\n /**\n * Any highlighting/visual effects is done here,\n * This is also where press callbacks are invoked from\n */\n // Existing high cyclomatic complexity\n \n private readonly _performSideEffectsForTransition = (currState: IState, nextState: IState, signal: ISignal, e: IPressEvent) => {\n const currIsHighlight = this._isHighlight(currState);\n const newIsHighlight = this._isHighlight(nextState);\n\n const isFinalSignal = signal === 'RESPONDER_TERMINATED' || signal === 'RESPONDER_RELEASE';\n\n if (isFinalSignal) {\n this._cancelLongPressDelayTimeout();\n }\n\n const isInitialTransition = currState === 'NOT_RESPONDER' && nextState === 'RESPONDER_INACTIVE_PRESS_IN';\n\n const isActiveTransition = !IsActive[currState] && IsActive[nextState];\n if (isInitialTransition || isActiveTransition) {\n this._remeasureMetricsOnActivation();\n }\n\n if (IsPressingIn[currState] && signal === 'LONG_PRESS_DETECTED') {\n this.props.touchableHandleLongPress && this.props.touchableHandleLongPress(e);\n }\n\n if (newIsHighlight && !currIsHighlight) {\n this._startHighlight(e);\n } else if (!newIsHighlight && currIsHighlight) {\n this._endHighlight(e);\n }\n\n if (IsPressingIn[currState] && signal === 'RESPONDER_RELEASE') {\n const hasLongPressHandler = !!this.props.onLongPress;\n const pressIsLongButStillCallOnPress = IsLongPressingIn[currState] && (!hasLongPressHandler || this._touchableLongPressCancelsPress);\n const shouldInvokePress = !IsLongPressingIn[currState] || pressIsLongButStillCallOnPress;\n\n if (shouldInvokePress && this.props.touchableHandlePress) {\n if (!newIsHighlight && !currIsHighlight) {\n // we never highlighted because of delay, but we should highlight now\n this._startHighlight(e);\n this._endHighlight(e);\n }\n\n this.props.touchableHandlePress(e);\n }\n }\n\n this._touchableDelayTimeout && clearTimeout(this._touchableDelayTimeout);\n this._touchableDelayTimeout = null as unknown as NodeJS.Timeout;\n };\n\n private readonly _startHighlight = (e: IPressEvent) => {\n this._savePressInLocation(e);\n this.setState({ isPressed: true });\n this.props.touchableHandleActivePressIn && this.props.touchableHandleActivePressIn(e);\n };\n\n private readonly _endHighlight = (e: IPressEvent) => {\n function _handler() {\n this.props.touchableHandleActivePressOut(e);\n }\n\n this.setState({ isPressed: false });\n if (this.props.touchableHandleActivePressOut) {\n if (this.props.touchableGetPressOutDelayMS && this.props.touchableGetPressOutDelayMS()) {\n this._pressOutDelayTimeout = setTimeout(_handler.bind(this), this.props.touchableGetPressOutDelayMS());\n } else {\n this.props.touchableHandleActivePressOut(e);\n }\n }\n };\n\n private readonly _onMouseEnter = (mouseEvent) => {\n this.setState({ isHovered: true });\n this.props.onMouseEnter && this.props.onMouseEnter(mouseEvent);\n };\n\n private readonly _onMouseLeave = (mouseEvent) => {\n this.setState({ isHovered: false });\n this.props.onMouseLeave && this.props.onMouseLeave(mouseEvent);\n };\n\n private readonly _onFocus = (ev: NativeSyntheticEvent<{}>) => {\n this.setState({ isFocused: true });\n this.props.onFocus && this.props.onFocus(ev);\n };\n\n private readonly _onBlur = (ev: NativeSyntheticEvent<{}>) => {\n this.setState({ isFocused: false });\n this.props.onBlur && this.props.onBlur(ev);\n };\n\n private readonly _onKeyDown = (ev: IKeyboardEvent) => {\n if (this._filterOnKey(ev)) {\n this.setState({ isKeyPressed: true });\n this.props.touchableHandleKeyPressDown && this.props.touchableHandleKeyPressDown(ev);\n }\n\n this.props.onKeyDown && this.props.onKeyDown(ev);\n };\n\n private readonly _onKeyUp = (ev: IKeyboardEvent) => {\n if (this._filterOnKey(ev)) {\n this.setState({ isKeyPressed: false });\n this.props.touchableHandleKeyPress && this.props.touchableHandleKeyPress(ev);\n }\n\n this.props.onKeyUp && this.props.onKeyUp(ev);\n };\n\n private readonly _deriveStateFromInternalState = (): ITouchableWin32State => {\n return {\n isPressed: this.state.isPressed || this.state.isKeyPressed,\n isHovered: this.state.isHovered,\n isFocused: this.state.isFocused,\n };\n }\n\n private readonly _filterOnKey = (ev: IKeyboardEvent): boolean => {\n if (this.props.filterKeys) {\n return this.props.filterKeys(ev.nativeEvent.key);\n }\n\n // Otherwise fall back to handling space and enter only\n return ev.nativeEvent.key === ' ' || ev.nativeEvent.key === 'Enter';\n }\n}\n"]}
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package/package.json
CHANGED
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@@ -1,6 +1,6 @@
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{
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"name": "@office-iss/react-native-win32",
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"version": "0.0.0-canary.
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+
"version": "0.0.0-canary.311",
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"description": "Implementation of react native on top of Office's Win32 platform.",
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"repository": {
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"type": "git",
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@@ -92,7 +92,7 @@
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"prettier": "^3.6.2",
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"react": "19.2.3",
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"react-native": "0.84.0-nightly-20260107-58bc6c3e3",
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95
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-
"react-native-platform-override": "0.0.0-canary.
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+
"react-native-platform-override": "0.0.0-canary.1022",
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"typescript": "5.0.4"
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},
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"peerDependencies": {
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@@ -76,7 +76,7 @@ class EnterStringNative extends React.Component<IEnterStringNativeProps, {}> {
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disabled: false,
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value: '',
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label: '',
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onChanged:
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onChanged: undefined,
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};
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public render() {
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@@ -91,7 +91,7 @@ export default class EnterString extends React.Component<IEnterStringProps, {}>
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disabled: false,
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value: '',
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label: '',
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onChanged:
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+
onChanged: undefined,
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};
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public render() {
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@@ -192,7 +192,7 @@ export class TouchableWin32 extends React.Component<ITouchableWin32Props, IInter
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private _positionOnActivate: IPosition;
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private _dimensionsOnActivate: IDimensions;
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private readonly _internalRef: React.RefObject<ViewWin32>
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private readonly _internalRef: React.RefObject<ViewWin32|null>
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constructor(props) {
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198
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super(props);
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@@ -268,7 +268,7 @@ export class TouchableWin32 extends React.Component<ITouchableWin32Props, IInter
|
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}
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public focus = () => {
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this._internalRef.current?.focus();
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}
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/**
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@@ -298,7 +298,7 @@ export class TouchableWin32 extends React.Component<ITouchableWin32Props, IInter
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e.persist();
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this._pressOutDelayTimeout && clearTimeout(this._pressOutDelayTimeout);
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this._pressOutDelayTimeout = null;
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this._pressOutDelayTimeout = null as unknown as NodeJS.Timeout;
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this._touchState = 'NOT_RESPONDER';
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this._responderID = dispatchID;
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@@ -326,7 +326,7 @@ export class TouchableWin32 extends React.Component<ITouchableWin32Props, IInter
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* Handle responder release
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*/
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private readonly _touchableHandleResponderRelease = (e: IPressEvent) => {
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this._pressInLocation = null;
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this._pressInLocation = null as unknown as IPressInLocation;
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this._receiveSignal('RESPONDER_RELEASE', e);
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};
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@@ -334,7 +334,7 @@ export class TouchableWin32 extends React.Component<ITouchableWin32Props, IInter
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* Handle responder terminate
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*/
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private readonly _touchableHandleResponderTerminate = (e: IPressEvent) => {
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this._pressInLocation = null;
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this._pressInLocation = null as unknown as IPressInLocation;
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this._receiveSignal('RESPONDER_TERMINATED', e);
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};
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@@ -357,10 +357,10 @@ export class TouchableWin32 extends React.Component<ITouchableWin32Props, IInter
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bottom: PRESS_EXPAND_DIPS,
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};
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let pressExpandLeft = pressRectOffset.left
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let pressExpandTop = pressRectOffset.top
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let pressExpandRight = pressRectOffset.right
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let pressExpandBottom = pressRectOffset.bottom
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let pressExpandLeft = pressRectOffset.left!;
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let pressExpandTop = pressRectOffset.top!;
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let pressExpandRight = pressRectOffset.right!;
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let pressExpandBottom = pressRectOffset.bottom!;
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// TODO implement touchableGetHitSlop natively
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const hitSlop = this.props.touchableGetHitSlop ? this.props.touchableGetHitSlop() : null;
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@@ -427,12 +427,12 @@ export class TouchableWin32 extends React.Component<ITouchableWin32Props, IInter
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};
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private readonly _handleDelay = (e: IPressEvent) => {
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this._touchableDelayTimeout = null;
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this._touchableDelayTimeout = null as unknown as NodeJS.Timeout;
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this._receiveSignal('DELAY', e);
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};
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private readonly _handleLongDelay = (e: IPressEvent) => {
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this._longPressDelayTimeout = null;
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this._longPressDelayTimeout = null as unknown as NodeJS.Timeout;
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const currState = this._touchState;
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if (currState !== 'RESPONDER_ACTIVE_PRESS_IN' && currState !== 'RESPONDER_ACTIVE_LONG_PRESS_IN') {
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@@ -455,7 +455,7 @@ export class TouchableWin32 extends React.Component<ITouchableWin32Props, IInter
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private readonly _receiveSignal = (signal: ISignal, e: IPressEvent) => {
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const responderID = this._responderID;
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const currState = this._touchState;
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const nextState: IState = transitions[currState] ? transitions[currState][signal] : null;
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const nextState: IState | null = transitions[currState] ? transitions[currState][signal] : null;
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if (!nextState) {
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const errorMessage = 'Unrecognized signal ' + signal + ' or state ' + currState + ' for Touchable responder ' + responderID + '.';
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@@ -474,7 +474,7 @@ export class TouchableWin32 extends React.Component<ITouchableWin32Props, IInter
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private readonly _cancelLongPressDelayTimeout = () => {
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this._longPressDelayTimeout && clearTimeout(this._longPressDelayTimeout);
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this._longPressDelayTimeout = null;
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this._longPressDelayTimeout = null as unknown as NodeJS.Timeout;
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};
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private readonly _isHighlight = (state: IState) => {
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@@ -546,7 +546,7 @@ export class TouchableWin32 extends React.Component<ITouchableWin32Props, IInter
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}
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this._touchableDelayTimeout && clearTimeout(this._touchableDelayTimeout);
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this._touchableDelayTimeout = null;
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this._touchableDelayTimeout = null as unknown as NodeJS.Timeout;
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};
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private readonly _startHighlight = (e: IPressEvent) => {
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