mediawiki-extensions-Visual.../modules/es/models/es.SurfaceModel.js

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/**
* Creates an es.SurfaceModel object.
*
* @class
* @constructor
* @extends {es.EventEmitter}
* @param {es.DocumentModel} doc Document model to create surface for
*/
es.SurfaceModel = function( doc ) {
// Inheritance
es.EventEmitter.call( this );
// Properties
this.doc = doc;
this.selection = new es.Range();
this.states = [[]];
this.initializeState( this.states.length - 1 );
// Configuration
this.distanceLimit = 24;
this.lengthDifferenceLimit = 24;
};
/* Methods */
es.SurfaceModel.prototype.initializeState = function( stateIndex ) {
if ( this.states[stateIndex] === undefined ) {
throw 'Invalid state index error. State index our of range: ' + stateIndex;
}
this.currentStateIndex = stateIndex;
this.currentState = this.states[stateIndex];
this.currentStateDistance = 0;
this.currentStateLengthDifference = 0;
};
/**
* Gets the document model of the surface.
*
* @method
* @returns {es.DocumentModel} Document model of the surface
*/
es.SurfaceModel.prototype.getDocument = function() {
return this.doc;
};
/**
* Gets the selection for the current state.
*
* @method
* @returns {es.Range} Current state's selection
*/
es.SurfaceModel.prototype.getSelection = function() {
return this.selection;
};
/**
* Changes the selection.
*
* If changing the selection at a high frequency (such as while dragging) use the combine argument
* to avoid them being split up into multiple states.
*
* @method
* @param {es.Range} selection
* @param {Boolean} combine Whether to prevent this transaction from causing a state push
*/
es.SurfaceModel.prototype.select = function( selection, combine ) {
if ( !combine && this.shouldPushState( selection ) ) {
this.pushState();
}
var lastAction = this.states[this.states.length - 1];
if ( lastAction instanceof es.Range ) {
this.currentStateDistance += Math.abs(
selection.from - this.states[this.states.length - 1].from
);
}
this.selection = selection;
this.currentState.push( selection );
this.emit( 'select', selection );
};
/**
* Applies a series of transactions to the content data.
*
* If committing multiple transactions which are the result of a single user action and need to be
* part of a single state, use the combine argument for all but the last one to avoid them being
* split up into multple states.
*
* @method
* @param {es.TransactionModel} transactions Tranasction to apply to the document
* @param {Boolean} combine Whether to prevent this transaction from causing a state push
*/
es.SurfaceModel.prototype.transact = function( transaction, combine ) {
if ( !combine && this.shouldPushState( transaction ) ) {
this.pushState();
}
this.currentStateLengthDifference += transaction.getLengthDifference();
this.doc.commit( transaction );
this.currentState.push( transaction );
this.emit( 'transact', transaction );
};
/**
* Reverses one or more selections and transactions.
*
* @method
* @param {Integer} steps Number of steps to reverse
* @param {Boolean} soft Whether to consider selection states as steps
*/
es.SurfaceModel.prototype.undo = function( steps, soft ) {
// TODO: Implement me!
this.emit( 'undo'/*, transaction/selection*/ );
};
/**
* Repeats one or more selections and transactions.
*
* @method
* @param {Integer} steps Number of steps to repeat
* @param {Boolean} soft Whether to consider selection states as steps
*/
es.SurfaceModel.prototype.redo = function( steps, soft ) {
// TODO: Implement me!
this.emit( 'redo'/*, transaction/selection*/ );
};
/**
* Checks if it's an appropriate time to push the state.
*
* @method
* @returns {Boolean} Whether the state should be pushed
*/
es.SurfaceModel.prototype.shouldPushState = function( nextAction ) {
// Never push a new state if the current one is empty
if ( !this.currentState.length ) {
return false;
}
var lastAction = this.currentState[this.currentState.length - 1],
nextDirection,
lastDirection;
if (
// Check that types match
nextAction instanceof es.Range && lastAction instanceof es.Range
) {
if (
// 2 or more select actions in a row are required to detect a direction
this.states.length >= 2 && this.states[this.states.length - 2] instanceof es.Range
) {
// Check we haven't changed directions
lastDirection = this.states[this.states.length - 2].from - lastAction.from;
nextDirection = lastAction.from - nextAction.from;
if (
// Both movements are in the same direction
( lastDirection < 0 && nextDirection < 0 ) ||
( lastDirection > 0 && nextDirection > 0 )
) {
// Check we are still within the distance threshold
if (
Math.abs( nextAction.from - lastAction.from ) + this.currentStateDistance <
this.distanceLimit
) {
return false;
}
}
}
} else if (
// Check that types match
nextAction instanceof es.TransactionModel && lastAction instanceof es.TransactionModel
) {
// Check if we've changed directions (insert vs remove)
lastLengthDifference = lastAction.getLengthDifference();
nextLengthDifference = nextAction.getLengthDifference();
if (
// Both movements are in the same direction
( lastLengthDifference < 0 && nextLengthDifference < 0 ) ||
( lastLengthDifference > 0 && nextLengthDifference > 0 )
) {
// Check we are still within the length difference threshold
if (
nextLengthDifference + this.currentStateLengthDifference <
this.lengthDifferenceLimit
) {
return false;
}
}
}
return true;
};
/**
* Removes any undone states and pushes a new state to the stack.
*
* @method
*/
es.SurfaceModel.prototype.pushState = function() {
// Automatically drop undone states - we are now moving in a new direction
if ( this.states[this.states.length - 1] !== this.currentState ) {
for ( var i = this.states.length - 1; i > this.currentStateIndex; i-- ) {
this.emit( 'popState', this.states.pop() );
}
}
// Push a new state to the stack
this.states.push( [] );
this.initializeState( this.states.length - 1 );
this.emit( 'pushState' );
};
/* Inheritance */
es.extendClass( es.SurfaceModel, es.EventEmitter );