@@ -1911,12 +1911,13 @@ ionic.views.Scroll = ionic.views.View.inherit({
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} ;
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// How much velocity is required to keep the deceleration running
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- var minVelocityToKeepDecelerating = self . options . snapping ? 4 : 0.1 ;
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+ self . __minVelocityToKeepDecelerating = self . options . snapping ? 4 : 0.1 ;
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// Detect whether it's still worth to continue animating steps
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// If we are already slow enough to not being user perceivable anymore, we stop the whole process here.
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var verify = function ( ) {
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- var shouldContinue = Math . abs ( self . __decelerationVelocityX ) >= minVelocityToKeepDecelerating || Math . abs ( self . __decelerationVelocityY ) >= minVelocityToKeepDecelerating ;
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+ var shouldContinue = Math . abs ( self . __decelerationVelocityX ) >= self . __minVelocityToKeepDecelerating ||
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+ Math . abs ( self . __decelerationVelocityY ) >= self . __minVelocityToKeepDecelerating ;
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if ( ! shouldContinue ) {
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self . __didDecelerationComplete = true ;
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}
@@ -2047,7 +2048,7 @@ ionic.views.Scroll = ionic.views.View.inherit({
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if ( isHeadingOutwardsX ) {
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self . __decelerationVelocityX += scrollOutsideX * penetrationDeceleration ;
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}
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- var isStoppedX = Math . abs ( self . __decelerationVelocityX ) <= self . __minDecelerationScrollLeft ;
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+ var isStoppedX = Math . abs ( self . __decelerationVelocityX ) <= self . __minVelocityToKeepDecelerating ;
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//If we're not heading outwards, or if the above statement got us below minDeceleration, go back towards bounds
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if ( ! isHeadingOutwardsX || isStoppedX ) {
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self . __decelerationVelocityX = scrollOutsideX * penetrationAcceleration ;
@@ -2059,7 +2060,7 @@ ionic.views.Scroll = ionic.views.View.inherit({
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if ( isHeadingOutwardsY ) {
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self . __decelerationVelocityY += scrollOutsideY * penetrationDeceleration ;
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}
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- var isStoppedY = Math . abs ( self . __decelerationVelocityY ) <= self . __minDecelerationScrollTop ;
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+ var isStoppedY = Math . abs ( self . __decelerationVelocityY ) <= self . __minVelocityToKeepDecelerating ;
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//If we're not heading outwards, or if the above statement got us below minDeceleration, go back towards bounds
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if ( ! isHeadingOutwardsY || isStoppedY ) {
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self . __decelerationVelocityY = scrollOutsideY * penetrationAcceleration ;
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