2013-05-14 23:45:42 +00:00
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/*!
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* VisualEditor UserInterface Surface class.
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*
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* @copyright 2011-2013 VisualEditor Team and others; see AUTHORS.txt
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* @license The MIT License (MIT); see LICENSE.txt
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*/
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/**
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* A surface is a top-level object which contains both a surface model and a surface view.
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*
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* @class
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2013-10-09 20:09:59 +00:00
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* @extends OO.ui.Element
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2013-05-14 23:45:42 +00:00
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*
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* @constructor
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2013-09-05 01:01:22 +00:00
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* @param {HTMLDocument|Array|ve.dm.LinearData|ve.dm.Document} dataOrDoc Document data to edit
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2013-09-25 10:21:09 +00:00
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* @param {Object} [config] Configuration options
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2013-05-14 23:45:42 +00:00
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*/
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2013-07-01 20:02:10 +00:00
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ve.ui.Surface = function VeUiSurface( dataOrDoc, config ) {
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2013-12-04 17:37:50 +00:00
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var documentModel;
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2013-05-14 23:45:42 +00:00
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// Parent constructor
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2013-10-09 20:09:59 +00:00
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OO.ui.Element.call( this, config );
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2013-05-14 23:45:42 +00:00
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2013-06-20 00:28:51 +00:00
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// Mixin constructor
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2013-10-15 11:58:04 +00:00
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OO.EventEmitter.call( this, config );
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2013-06-20 00:28:51 +00:00
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2013-05-14 23:45:42 +00:00
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// Properties
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2013-11-01 19:45:59 +00:00
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this.$globalOverlay = this.$( '<div>' );
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this.$localOverlay = this.$( '<div>' );
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this.$localOverlayBlockers = this.$( '<div>' );
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this.$localOverlayControls = this.$( '<div>' );
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this.$localOverlayMenus = this.$( '<div>' );
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2013-12-04 17:37:50 +00:00
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if ( dataOrDoc instanceof ve.dm.Document ) {
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// ve.dm.Document
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documentModel = dataOrDoc;
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} else if ( dataOrDoc instanceof ve.dm.LinearData || ve.isArray( dataOrDoc ) ) {
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// LinearData or raw linear data
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documentModel = new ve.dm.Document( dataOrDoc );
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} else {
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// HTMLDocument
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documentModel = ve.dm.converter.getModelFromDom( dataOrDoc );
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}
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this.model = new ve.dm.Surface( documentModel );
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2013-11-01 19:45:59 +00:00
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this.view = new ve.ce.Surface( this.model, this, { '$': this.$ } );
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this.context = new ve.ui.Context( this, { '$': this.$ } );
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2013-11-05 00:29:50 +00:00
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this.dialogs = new ve.ui.WindowSet( this, ve.ui.dialogFactory, { '$': this.$ } );
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The Great ve.ui.Surface refactor of 2013
Prologue:
Farewell ve.Editor my good chap… Oh, hey there HTML frames - I didn't
see you there! In a world where iframes are outlaws, and symbols like
document and window are global, there were more than a few assumptions
about which document or window was being used. But fear not - for this
commit (probably) tracks them all down, leaving a trail of
iframe-compatible awesomeness in its wake. With the great ve.ui.Surface
now able to be used inside of iframes, let the reference editing
commence. But there, lurking in the darkness is a DM issue so fierce it
may take Roan and/or Ed up to 3 whole hours to sort it out.
Note to Roan and/or Ed:
Editing references seems to work fine, but when saving the page there
are "no changes" which is a reasonable indication to the contrary.
Objectives:
* Make it possible to have multiple surfaces be instantiated, get along
nicely, and be embedded inside of iframes if needed.
* Make reference content editable within a dialog
Approach:
* Move what's left of ve.Editor to ve.ui.Surface and essentially
obliterate all use of it
* Make even more stuff inherit from ve.Element (long live this.$$)
* Use the correct document or window anywhere it was being assumed to be
the top level one
* Resolve stacking order issues by removing the excessive use of z-index
and introducing global and local overlay elements for each editor
* Add a surface to the reference dialog, load up the reference contents
and save them back on apply
* Actually destroy what we create in ce and ui surfaces
* Add recursive frame offset calculation method to ve.Element
* Moved ve.ce.Surface's getSelectionRect method to the prototype
Bonus:
* Move ve.ce.DocumentNode.css contents to ve.ce.Node.css (not sure why it
was separate in the first place, but I'm likely the one to blame)
* Fix blatant lies in documentation
* Whitespace cleanup here and there
* Get rid of ve.ui.Window overlays - not used or needed
Change-Id: Iede83e7d24f7cb249b6ba3dc45d770445b862e08
2013-05-20 22:45:50 +00:00
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this.commands = {};
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2013-10-23 23:27:12 +00:00
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this.triggers = {};
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2013-09-30 13:26:33 +00:00
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this.pasteRules = {};
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2013-05-14 23:45:42 +00:00
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this.enabled = true;
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// Initialization
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2013-11-01 19:45:59 +00:00
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this.$element
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The Great ve.ui.Surface refactor of 2013
Prologue:
Farewell ve.Editor my good chap… Oh, hey there HTML frames - I didn't
see you there! In a world where iframes are outlaws, and symbols like
document and window are global, there were more than a few assumptions
about which document or window was being used. But fear not - for this
commit (probably) tracks them all down, leaving a trail of
iframe-compatible awesomeness in its wake. With the great ve.ui.Surface
now able to be used inside of iframes, let the reference editing
commence. But there, lurking in the darkness is a DM issue so fierce it
may take Roan and/or Ed up to 3 whole hours to sort it out.
Note to Roan and/or Ed:
Editing references seems to work fine, but when saving the page there
are "no changes" which is a reasonable indication to the contrary.
Objectives:
* Make it possible to have multiple surfaces be instantiated, get along
nicely, and be embedded inside of iframes if needed.
* Make reference content editable within a dialog
Approach:
* Move what's left of ve.Editor to ve.ui.Surface and essentially
obliterate all use of it
* Make even more stuff inherit from ve.Element (long live this.$$)
* Use the correct document or window anywhere it was being assumed to be
the top level one
* Resolve stacking order issues by removing the excessive use of z-index
and introducing global and local overlay elements for each editor
* Add a surface to the reference dialog, load up the reference contents
and save them back on apply
* Actually destroy what we create in ce and ui surfaces
* Add recursive frame offset calculation method to ve.Element
* Moved ve.ce.Surface's getSelectionRect method to the prototype
Bonus:
* Move ve.ce.DocumentNode.css contents to ve.ce.Node.css (not sure why it
was separate in the first place, but I'm likely the one to blame)
* Fix blatant lies in documentation
* Whitespace cleanup here and there
* Get rid of ve.ui.Window overlays - not used or needed
Change-Id: Iede83e7d24f7cb249b6ba3dc45d770445b862e08
2013-05-20 22:45:50 +00:00
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.addClass( 've-ui-surface' )
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2013-11-01 19:45:59 +00:00
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.append( this.view.$element );
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The Great ve.ui.Surface refactor of 2013
Prologue:
Farewell ve.Editor my good chap… Oh, hey there HTML frames - I didn't
see you there! In a world where iframes are outlaws, and symbols like
document and window are global, there were more than a few assumptions
about which document or window was being used. But fear not - for this
commit (probably) tracks them all down, leaving a trail of
iframe-compatible awesomeness in its wake. With the great ve.ui.Surface
now able to be used inside of iframes, let the reference editing
commence. But there, lurking in the darkness is a DM issue so fierce it
may take Roan and/or Ed up to 3 whole hours to sort it out.
Note to Roan and/or Ed:
Editing references seems to work fine, but when saving the page there
are "no changes" which is a reasonable indication to the contrary.
Objectives:
* Make it possible to have multiple surfaces be instantiated, get along
nicely, and be embedded inside of iframes if needed.
* Make reference content editable within a dialog
Approach:
* Move what's left of ve.Editor to ve.ui.Surface and essentially
obliterate all use of it
* Make even more stuff inherit from ve.Element (long live this.$$)
* Use the correct document or window anywhere it was being assumed to be
the top level one
* Resolve stacking order issues by removing the excessive use of z-index
and introducing global and local overlay elements for each editor
* Add a surface to the reference dialog, load up the reference contents
and save them back on apply
* Actually destroy what we create in ce and ui surfaces
* Add recursive frame offset calculation method to ve.Element
* Moved ve.ce.Surface's getSelectionRect method to the prototype
Bonus:
* Move ve.ce.DocumentNode.css contents to ve.ce.Node.css (not sure why it
was separate in the first place, but I'm likely the one to blame)
* Fix blatant lies in documentation
* Whitespace cleanup here and there
* Get rid of ve.ui.Window overlays - not used or needed
Change-Id: Iede83e7d24f7cb249b6ba3dc45d770445b862e08
2013-05-20 22:45:50 +00:00
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this.$localOverlay
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.addClass( 've-ui-surface-overlay ve-ui-surface-overlay-local' )
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2013-06-27 18:24:26 +00:00
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.append( this.$localOverlayBlockers )
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.append( this.$localOverlayControls )
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.append( this.$localOverlayMenus );
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this.$localOverlayMenus
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2013-11-01 19:45:59 +00:00
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.append( this.context.$element );
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The Great ve.ui.Surface refactor of 2013
Prologue:
Farewell ve.Editor my good chap… Oh, hey there HTML frames - I didn't
see you there! In a world where iframes are outlaws, and symbols like
document and window are global, there were more than a few assumptions
about which document or window was being used. But fear not - for this
commit (probably) tracks them all down, leaving a trail of
iframe-compatible awesomeness in its wake. With the great ve.ui.Surface
now able to be used inside of iframes, let the reference editing
commence. But there, lurking in the darkness is a DM issue so fierce it
may take Roan and/or Ed up to 3 whole hours to sort it out.
Note to Roan and/or Ed:
Editing references seems to work fine, but when saving the page there
are "no changes" which is a reasonable indication to the contrary.
Objectives:
* Make it possible to have multiple surfaces be instantiated, get along
nicely, and be embedded inside of iframes if needed.
* Make reference content editable within a dialog
Approach:
* Move what's left of ve.Editor to ve.ui.Surface and essentially
obliterate all use of it
* Make even more stuff inherit from ve.Element (long live this.$$)
* Use the correct document or window anywhere it was being assumed to be
the top level one
* Resolve stacking order issues by removing the excessive use of z-index
and introducing global and local overlay elements for each editor
* Add a surface to the reference dialog, load up the reference contents
and save them back on apply
* Actually destroy what we create in ce and ui surfaces
* Add recursive frame offset calculation method to ve.Element
* Moved ve.ce.Surface's getSelectionRect method to the prototype
Bonus:
* Move ve.ce.DocumentNode.css contents to ve.ce.Node.css (not sure why it
was separate in the first place, but I'm likely the one to blame)
* Fix blatant lies in documentation
* Whitespace cleanup here and there
* Get rid of ve.ui.Window overlays - not used or needed
Change-Id: Iede83e7d24f7cb249b6ba3dc45d770445b862e08
2013-05-20 22:45:50 +00:00
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this.$globalOverlay
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.addClass( 've-ui-surface-overlay ve-ui-surface-overlay-global' )
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2013-11-01 19:45:59 +00:00
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.append( this.dialogs.$element );
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2013-05-14 23:45:42 +00:00
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// Make instance globally accessible for debugging
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ve.instances.push( this );
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};
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/* Inheritance */
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2013-10-09 20:09:59 +00:00
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OO.inheritClass( ve.ui.Surface, OO.ui.Element );
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2013-05-14 23:45:42 +00:00
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2013-10-15 11:58:04 +00:00
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OO.mixinClass( ve.ui.Surface, OO.EventEmitter );
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2013-06-20 00:28:51 +00:00
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/* Events */
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2013-07-31 20:15:33 +00:00
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/**
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* When the surface changes its position (only if it happens
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* after initialize has already been called).
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*
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* @event position
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*/
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2013-10-23 23:27:12 +00:00
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/**
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* When a command is added to the surface.
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*
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* @event addCommand
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* @param {string} name Symbolic name of command and trigger
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* @param {ve.ui.Command} command Command that's been registered
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* @param {ve.ui.Trigger} trigger Trigger to associate with command
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*/
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2013-05-14 23:45:42 +00:00
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/* Methods */
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2013-10-23 23:27:12 +00:00
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/**
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* Initialize surface.
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*
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* This must be called after the surface has been attached to the DOM.
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*/
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2013-05-14 23:45:42 +00:00
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ve.ui.Surface.prototype.initialize = function () {
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2013-11-01 19:45:59 +00:00
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this.view.$element.after( this.$localOverlay );
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this.$( 'body' ).append( this.$globalOverlay );
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2013-06-27 17:25:28 +00:00
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2013-05-14 23:45:42 +00:00
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this.view.initialize();
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// By re-asserting the current selection and forcing a poll we force selection to be something
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// reasonable - otherwise in Firefox, the initial selection is (0,0), causing bug 42277
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this.model.getFragment().select();
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2013-09-07 01:03:10 +00:00
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this.view.surfaceObserver.pollOnce();
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2013-05-14 23:45:42 +00:00
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this.model.startHistoryTracking();
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};
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/**
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* Check if editing is enabled.
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*
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* @method
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* @returns {boolean} Editing is enabled
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*/
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ve.ui.Surface.prototype.isEnabled = function () {
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return this.enabled;
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};
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/**
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* Get the surface model.
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*
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* @method
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* @returns {ve.dm.Surface} Surface model
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*/
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ve.ui.Surface.prototype.getModel = function () {
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return this.model;
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};
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/**
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* Get the surface view.
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*
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* @method
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* @returns {ve.ce.Surface} Surface view
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*/
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ve.ui.Surface.prototype.getView = function () {
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return this.view;
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};
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/**
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* Get the context menu.
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*
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* @method
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* @returns {ve.ui.Context} Context user interface
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*/
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ve.ui.Surface.prototype.getContext = function () {
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return this.context;
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};
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/**
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The Great ve.ui.Surface refactor of 2013
Prologue:
Farewell ve.Editor my good chap… Oh, hey there HTML frames - I didn't
see you there! In a world where iframes are outlaws, and symbols like
document and window are global, there were more than a few assumptions
about which document or window was being used. But fear not - for this
commit (probably) tracks them all down, leaving a trail of
iframe-compatible awesomeness in its wake. With the great ve.ui.Surface
now able to be used inside of iframes, let the reference editing
commence. But there, lurking in the darkness is a DM issue so fierce it
may take Roan and/or Ed up to 3 whole hours to sort it out.
Note to Roan and/or Ed:
Editing references seems to work fine, but when saving the page there
are "no changes" which is a reasonable indication to the contrary.
Objectives:
* Make it possible to have multiple surfaces be instantiated, get along
nicely, and be embedded inside of iframes if needed.
* Make reference content editable within a dialog
Approach:
* Move what's left of ve.Editor to ve.ui.Surface and essentially
obliterate all use of it
* Make even more stuff inherit from ve.Element (long live this.$$)
* Use the correct document or window anywhere it was being assumed to be
the top level one
* Resolve stacking order issues by removing the excessive use of z-index
and introducing global and local overlay elements for each editor
* Add a surface to the reference dialog, load up the reference contents
and save them back on apply
* Actually destroy what we create in ce and ui surfaces
* Add recursive frame offset calculation method to ve.Element
* Moved ve.ce.Surface's getSelectionRect method to the prototype
Bonus:
* Move ve.ce.DocumentNode.css contents to ve.ce.Node.css (not sure why it
was separate in the first place, but I'm likely the one to blame)
* Fix blatant lies in documentation
* Whitespace cleanup here and there
* Get rid of ve.ui.Window overlays - not used or needed
Change-Id: Iede83e7d24f7cb249b6ba3dc45d770445b862e08
2013-05-20 22:45:50 +00:00
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* Get dialogs window set.
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2013-05-14 23:45:42 +00:00
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*
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* @method
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2013-10-09 20:09:59 +00:00
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* @returns {OO.ui.WindowSet} Dialogs window set
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2013-05-14 23:45:42 +00:00
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*/
|
The Great ve.ui.Surface refactor of 2013
Prologue:
Farewell ve.Editor my good chap… Oh, hey there HTML frames - I didn't
see you there! In a world where iframes are outlaws, and symbols like
document and window are global, there were more than a few assumptions
about which document or window was being used. But fear not - for this
commit (probably) tracks them all down, leaving a trail of
iframe-compatible awesomeness in its wake. With the great ve.ui.Surface
now able to be used inside of iframes, let the reference editing
commence. But there, lurking in the darkness is a DM issue so fierce it
may take Roan and/or Ed up to 3 whole hours to sort it out.
Note to Roan and/or Ed:
Editing references seems to work fine, but when saving the page there
are "no changes" which is a reasonable indication to the contrary.
Objectives:
* Make it possible to have multiple surfaces be instantiated, get along
nicely, and be embedded inside of iframes if needed.
* Make reference content editable within a dialog
Approach:
* Move what's left of ve.Editor to ve.ui.Surface and essentially
obliterate all use of it
* Make even more stuff inherit from ve.Element (long live this.$$)
* Use the correct document or window anywhere it was being assumed to be
the top level one
* Resolve stacking order issues by removing the excessive use of z-index
and introducing global and local overlay elements for each editor
* Add a surface to the reference dialog, load up the reference contents
and save them back on apply
* Actually destroy what we create in ce and ui surfaces
* Add recursive frame offset calculation method to ve.Element
* Moved ve.ce.Surface's getSelectionRect method to the prototype
Bonus:
* Move ve.ce.DocumentNode.css contents to ve.ce.Node.css (not sure why it
was separate in the first place, but I'm likely the one to blame)
* Fix blatant lies in documentation
* Whitespace cleanup here and there
* Get rid of ve.ui.Window overlays - not used or needed
Change-Id: Iede83e7d24f7cb249b6ba3dc45d770445b862e08
2013-05-20 22:45:50 +00:00
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ve.ui.Surface.prototype.getDialogs = function () {
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return this.dialogs;
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2013-05-14 23:45:42 +00:00
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};
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/**
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2013-10-23 23:27:12 +00:00
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* Get list of commands keyed by trigger string.
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2013-05-14 23:45:42 +00:00
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*
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* @method
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2013-10-23 23:27:12 +00:00
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* @returns {Object.<string,ve.ui.Command>} Commands
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2013-05-14 23:45:42 +00:00
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*/
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The Great ve.ui.Surface refactor of 2013
Prologue:
Farewell ve.Editor my good chap… Oh, hey there HTML frames - I didn't
see you there! In a world where iframes are outlaws, and symbols like
document and window are global, there were more than a few assumptions
about which document or window was being used. But fear not - for this
commit (probably) tracks them all down, leaving a trail of
iframe-compatible awesomeness in its wake. With the great ve.ui.Surface
now able to be used inside of iframes, let the reference editing
commence. But there, lurking in the darkness is a DM issue so fierce it
may take Roan and/or Ed up to 3 whole hours to sort it out.
Note to Roan and/or Ed:
Editing references seems to work fine, but when saving the page there
are "no changes" which is a reasonable indication to the contrary.
Objectives:
* Make it possible to have multiple surfaces be instantiated, get along
nicely, and be embedded inside of iframes if needed.
* Make reference content editable within a dialog
Approach:
* Move what's left of ve.Editor to ve.ui.Surface and essentially
obliterate all use of it
* Make even more stuff inherit from ve.Element (long live this.$$)
* Use the correct document or window anywhere it was being assumed to be
the top level one
* Resolve stacking order issues by removing the excessive use of z-index
and introducing global and local overlay elements for each editor
* Add a surface to the reference dialog, load up the reference contents
and save them back on apply
* Actually destroy what we create in ce and ui surfaces
* Add recursive frame offset calculation method to ve.Element
* Moved ve.ce.Surface's getSelectionRect method to the prototype
Bonus:
* Move ve.ce.DocumentNode.css contents to ve.ce.Node.css (not sure why it
was separate in the first place, but I'm likely the one to blame)
* Fix blatant lies in documentation
* Whitespace cleanup here and there
* Get rid of ve.ui.Window overlays - not used or needed
Change-Id: Iede83e7d24f7cb249b6ba3dc45d770445b862e08
2013-05-20 22:45:50 +00:00
|
|
|
ve.ui.Surface.prototype.getCommands = function () {
|
|
|
|
return this.commands;
|
2013-05-14 23:45:42 +00:00
|
|
|
};
|
|
|
|
|
2013-10-23 23:27:12 +00:00
|
|
|
/**
|
|
|
|
* Get list of triggers keyed by symbolic name.
|
|
|
|
*
|
|
|
|
* @method
|
|
|
|
* @returns {Object.<string,ve.ui.Trigger>} Triggers
|
|
|
|
*/
|
|
|
|
ve.ui.Surface.prototype.getTriggers = function () {
|
|
|
|
return this.triggers;
|
|
|
|
};
|
|
|
|
|
2013-05-14 23:45:42 +00:00
|
|
|
/**
|
|
|
|
* Destroy the surface, releasing all memory and removing all DOM elements.
|
|
|
|
*
|
|
|
|
* @method
|
|
|
|
* @returns {ve.ui.Context} Context user interface
|
|
|
|
*/
|
|
|
|
ve.ui.Surface.prototype.destroy = function () {
|
|
|
|
ve.instances.splice( ve.instances.indexOf( this ), 1 );
|
2013-10-06 12:59:42 +00:00
|
|
|
this.view.destroy();
|
2013-11-01 19:45:59 +00:00
|
|
|
this.$element.remove();
|
The Great ve.ui.Surface refactor of 2013
Prologue:
Farewell ve.Editor my good chap… Oh, hey there HTML frames - I didn't
see you there! In a world where iframes are outlaws, and symbols like
document and window are global, there were more than a few assumptions
about which document or window was being used. But fear not - for this
commit (probably) tracks them all down, leaving a trail of
iframe-compatible awesomeness in its wake. With the great ve.ui.Surface
now able to be used inside of iframes, let the reference editing
commence. But there, lurking in the darkness is a DM issue so fierce it
may take Roan and/or Ed up to 3 whole hours to sort it out.
Note to Roan and/or Ed:
Editing references seems to work fine, but when saving the page there
are "no changes" which is a reasonable indication to the contrary.
Objectives:
* Make it possible to have multiple surfaces be instantiated, get along
nicely, and be embedded inside of iframes if needed.
* Make reference content editable within a dialog
Approach:
* Move what's left of ve.Editor to ve.ui.Surface and essentially
obliterate all use of it
* Make even more stuff inherit from ve.Element (long live this.$$)
* Use the correct document or window anywhere it was being assumed to be
the top level one
* Resolve stacking order issues by removing the excessive use of z-index
and introducing global and local overlay elements for each editor
* Add a surface to the reference dialog, load up the reference contents
and save them back on apply
* Actually destroy what we create in ce and ui surfaces
* Add recursive frame offset calculation method to ve.Element
* Moved ve.ce.Surface's getSelectionRect method to the prototype
Bonus:
* Move ve.ce.DocumentNode.css contents to ve.ce.Node.css (not sure why it
was separate in the first place, but I'm likely the one to blame)
* Fix blatant lies in documentation
* Whitespace cleanup here and there
* Get rid of ve.ui.Window overlays - not used or needed
Change-Id: Iede83e7d24f7cb249b6ba3dc45d770445b862e08
2013-05-20 22:45:50 +00:00
|
|
|
this.$globalOverlay.remove();
|
|
|
|
this.$localOverlay.remove();
|
2013-05-14 23:45:42 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Disable editing.
|
|
|
|
*
|
|
|
|
* @method
|
|
|
|
*/
|
|
|
|
ve.ui.Surface.prototype.disable = function () {
|
|
|
|
this.view.disable();
|
|
|
|
this.model.disable();
|
|
|
|
this.enabled = false;
|
|
|
|
};
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Enable editing.
|
|
|
|
*
|
|
|
|
* @method
|
|
|
|
*/
|
|
|
|
ve.ui.Surface.prototype.enable = function () {
|
|
|
|
this.enabled = true;
|
|
|
|
this.view.enable();
|
|
|
|
this.model.enable();
|
|
|
|
};
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Execute an action or command.
|
|
|
|
*
|
|
|
|
* @method
|
|
|
|
* @param {ve.ui.Trigger|string} action Trigger or symbolic name of action
|
|
|
|
* @param {string} [method] Action method name
|
|
|
|
* @param {Mixed...} [args] Additional arguments for action
|
|
|
|
* @returns {boolean} Action or command was executed
|
|
|
|
*/
|
|
|
|
ve.ui.Surface.prototype.execute = function ( action, method ) {
|
The Great ve.ui.Surface refactor of 2013
Prologue:
Farewell ve.Editor my good chap… Oh, hey there HTML frames - I didn't
see you there! In a world where iframes are outlaws, and symbols like
document and window are global, there were more than a few assumptions
about which document or window was being used. But fear not - for this
commit (probably) tracks them all down, leaving a trail of
iframe-compatible awesomeness in its wake. With the great ve.ui.Surface
now able to be used inside of iframes, let the reference editing
commence. But there, lurking in the darkness is a DM issue so fierce it
may take Roan and/or Ed up to 3 whole hours to sort it out.
Note to Roan and/or Ed:
Editing references seems to work fine, but when saving the page there
are "no changes" which is a reasonable indication to the contrary.
Objectives:
* Make it possible to have multiple surfaces be instantiated, get along
nicely, and be embedded inside of iframes if needed.
* Make reference content editable within a dialog
Approach:
* Move what's left of ve.Editor to ve.ui.Surface and essentially
obliterate all use of it
* Make even more stuff inherit from ve.Element (long live this.$$)
* Use the correct document or window anywhere it was being assumed to be
the top level one
* Resolve stacking order issues by removing the excessive use of z-index
and introducing global and local overlay elements for each editor
* Add a surface to the reference dialog, load up the reference contents
and save them back on apply
* Actually destroy what we create in ce and ui surfaces
* Add recursive frame offset calculation method to ve.Element
* Moved ve.ce.Surface's getSelectionRect method to the prototype
Bonus:
* Move ve.ce.DocumentNode.css contents to ve.ce.Node.css (not sure why it
was separate in the first place, but I'm likely the one to blame)
* Fix blatant lies in documentation
* Whitespace cleanup here and there
* Get rid of ve.ui.Window overlays - not used or needed
Change-Id: Iede83e7d24f7cb249b6ba3dc45d770445b862e08
2013-05-20 22:45:50 +00:00
|
|
|
var trigger, obj, ret;
|
|
|
|
|
2013-05-14 23:45:42 +00:00
|
|
|
if ( !this.enabled ) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( action instanceof ve.ui.Trigger ) {
|
2013-10-23 23:27:12 +00:00
|
|
|
// Lookup command by trigger
|
2013-05-14 23:45:42 +00:00
|
|
|
trigger = action.toString();
|
The Great ve.ui.Surface refactor of 2013
Prologue:
Farewell ve.Editor my good chap… Oh, hey there HTML frames - I didn't
see you there! In a world where iframes are outlaws, and symbols like
document and window are global, there were more than a few assumptions
about which document or window was being used. But fear not - for this
commit (probably) tracks them all down, leaving a trail of
iframe-compatible awesomeness in its wake. With the great ve.ui.Surface
now able to be used inside of iframes, let the reference editing
commence. But there, lurking in the darkness is a DM issue so fierce it
may take Roan and/or Ed up to 3 whole hours to sort it out.
Note to Roan and/or Ed:
Editing references seems to work fine, but when saving the page there
are "no changes" which is a reasonable indication to the contrary.
Objectives:
* Make it possible to have multiple surfaces be instantiated, get along
nicely, and be embedded inside of iframes if needed.
* Make reference content editable within a dialog
Approach:
* Move what's left of ve.Editor to ve.ui.Surface and essentially
obliterate all use of it
* Make even more stuff inherit from ve.Element (long live this.$$)
* Use the correct document or window anywhere it was being assumed to be
the top level one
* Resolve stacking order issues by removing the excessive use of z-index
and introducing global and local overlay elements for each editor
* Add a surface to the reference dialog, load up the reference contents
and save them back on apply
* Actually destroy what we create in ce and ui surfaces
* Add recursive frame offset calculation method to ve.Element
* Moved ve.ce.Surface's getSelectionRect method to the prototype
Bonus:
* Move ve.ce.DocumentNode.css contents to ve.ce.Node.css (not sure why it
was separate in the first place, but I'm likely the one to blame)
* Fix blatant lies in documentation
* Whitespace cleanup here and there
* Get rid of ve.ui.Window overlays - not used or needed
Change-Id: Iede83e7d24f7cb249b6ba3dc45d770445b862e08
2013-05-20 22:45:50 +00:00
|
|
|
if ( trigger in this.commands ) {
|
2013-10-23 23:27:12 +00:00
|
|
|
// Have command call execute with action arguments
|
|
|
|
return this.commands[trigger].execute( this );
|
2013-05-14 23:45:42 +00:00
|
|
|
}
|
|
|
|
} else if ( typeof action === 'string' && typeof method === 'string' ) {
|
|
|
|
// Validate method
|
|
|
|
if ( ve.ui.actionFactory.doesActionSupportMethod( action, method ) ) {
|
|
|
|
// Create an action object and execute the method on it
|
|
|
|
obj = ve.ui.actionFactory.create( action, this );
|
|
|
|
ret = obj[method].apply( obj, Array.prototype.slice.call( arguments, 2 ) );
|
|
|
|
return ret === undefined || !!ret;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
};
|
The Great ve.ui.Surface refactor of 2013
Prologue:
Farewell ve.Editor my good chap… Oh, hey there HTML frames - I didn't
see you there! In a world where iframes are outlaws, and symbols like
document and window are global, there were more than a few assumptions
about which document or window was being used. But fear not - for this
commit (probably) tracks them all down, leaving a trail of
iframe-compatible awesomeness in its wake. With the great ve.ui.Surface
now able to be used inside of iframes, let the reference editing
commence. But there, lurking in the darkness is a DM issue so fierce it
may take Roan and/or Ed up to 3 whole hours to sort it out.
Note to Roan and/or Ed:
Editing references seems to work fine, but when saving the page there
are "no changes" which is a reasonable indication to the contrary.
Objectives:
* Make it possible to have multiple surfaces be instantiated, get along
nicely, and be embedded inside of iframes if needed.
* Make reference content editable within a dialog
Approach:
* Move what's left of ve.Editor to ve.ui.Surface and essentially
obliterate all use of it
* Make even more stuff inherit from ve.Element (long live this.$$)
* Use the correct document or window anywhere it was being assumed to be
the top level one
* Resolve stacking order issues by removing the excessive use of z-index
and introducing global and local overlay elements for each editor
* Add a surface to the reference dialog, load up the reference contents
and save them back on apply
* Actually destroy what we create in ce and ui surfaces
* Add recursive frame offset calculation method to ve.Element
* Moved ve.ce.Surface's getSelectionRect method to the prototype
Bonus:
* Move ve.ce.DocumentNode.css contents to ve.ce.Node.css (not sure why it
was separate in the first place, but I'm likely the one to blame)
* Fix blatant lies in documentation
* Whitespace cleanup here and there
* Get rid of ve.ui.Window overlays - not used or needed
Change-Id: Iede83e7d24f7cb249b6ba3dc45d770445b862e08
2013-05-20 22:45:50 +00:00
|
|
|
|
|
|
|
/**
|
|
|
|
* Add all commands from initialization options.
|
|
|
|
*
|
2013-10-23 23:27:12 +00:00
|
|
|
* Commands and triggers must be registered under the same name prior to adding them to the surface.
|
|
|
|
*
|
The Great ve.ui.Surface refactor of 2013
Prologue:
Farewell ve.Editor my good chap… Oh, hey there HTML frames - I didn't
see you there! In a world where iframes are outlaws, and symbols like
document and window are global, there were more than a few assumptions
about which document or window was being used. But fear not - for this
commit (probably) tracks them all down, leaving a trail of
iframe-compatible awesomeness in its wake. With the great ve.ui.Surface
now able to be used inside of iframes, let the reference editing
commence. But there, lurking in the darkness is a DM issue so fierce it
may take Roan and/or Ed up to 3 whole hours to sort it out.
Note to Roan and/or Ed:
Editing references seems to work fine, but when saving the page there
are "no changes" which is a reasonable indication to the contrary.
Objectives:
* Make it possible to have multiple surfaces be instantiated, get along
nicely, and be embedded inside of iframes if needed.
* Make reference content editable within a dialog
Approach:
* Move what's left of ve.Editor to ve.ui.Surface and essentially
obliterate all use of it
* Make even more stuff inherit from ve.Element (long live this.$$)
* Use the correct document or window anywhere it was being assumed to be
the top level one
* Resolve stacking order issues by removing the excessive use of z-index
and introducing global and local overlay elements for each editor
* Add a surface to the reference dialog, load up the reference contents
and save them back on apply
* Actually destroy what we create in ce and ui surfaces
* Add recursive frame offset calculation method to ve.Element
* Moved ve.ce.Surface's getSelectionRect method to the prototype
Bonus:
* Move ve.ce.DocumentNode.css contents to ve.ce.Node.css (not sure why it
was separate in the first place, but I'm likely the one to blame)
* Fix blatant lies in documentation
* Whitespace cleanup here and there
* Get rid of ve.ui.Window overlays - not used or needed
Change-Id: Iede83e7d24f7cb249b6ba3dc45d770445b862e08
2013-05-20 22:45:50 +00:00
|
|
|
* @method
|
2013-10-23 23:27:12 +00:00
|
|
|
* @param {string[]} names List of symbolic names of commands in the command registry
|
|
|
|
* @throws {Error} If command has not been registered
|
|
|
|
* @throws {Error} If trigger has not been registered
|
|
|
|
* @throws {Error} If trigger is not complete
|
The Great ve.ui.Surface refactor of 2013
Prologue:
Farewell ve.Editor my good chap… Oh, hey there HTML frames - I didn't
see you there! In a world where iframes are outlaws, and symbols like
document and window are global, there were more than a few assumptions
about which document or window was being used. But fear not - for this
commit (probably) tracks them all down, leaving a trail of
iframe-compatible awesomeness in its wake. With the great ve.ui.Surface
now able to be used inside of iframes, let the reference editing
commence. But there, lurking in the darkness is a DM issue so fierce it
may take Roan and/or Ed up to 3 whole hours to sort it out.
Note to Roan and/or Ed:
Editing references seems to work fine, but when saving the page there
are "no changes" which is a reasonable indication to the contrary.
Objectives:
* Make it possible to have multiple surfaces be instantiated, get along
nicely, and be embedded inside of iframes if needed.
* Make reference content editable within a dialog
Approach:
* Move what's left of ve.Editor to ve.ui.Surface and essentially
obliterate all use of it
* Make even more stuff inherit from ve.Element (long live this.$$)
* Use the correct document or window anywhere it was being assumed to be
the top level one
* Resolve stacking order issues by removing the excessive use of z-index
and introducing global and local overlay elements for each editor
* Add a surface to the reference dialog, load up the reference contents
and save them back on apply
* Actually destroy what we create in ce and ui surfaces
* Add recursive frame offset calculation method to ve.Element
* Moved ve.ce.Surface's getSelectionRect method to the prototype
Bonus:
* Move ve.ce.DocumentNode.css contents to ve.ce.Node.css (not sure why it
was separate in the first place, but I'm likely the one to blame)
* Fix blatant lies in documentation
* Whitespace cleanup here and there
* Get rid of ve.ui.Window overlays - not used or needed
Change-Id: Iede83e7d24f7cb249b6ba3dc45d770445b862e08
2013-05-20 22:45:50 +00:00
|
|
|
*/
|
2013-10-23 23:27:12 +00:00
|
|
|
ve.ui.Surface.prototype.addCommands = function ( names ) {
|
|
|
|
var i, len, key, command, trigger;
|
The Great ve.ui.Surface refactor of 2013
Prologue:
Farewell ve.Editor my good chap… Oh, hey there HTML frames - I didn't
see you there! In a world where iframes are outlaws, and symbols like
document and window are global, there were more than a few assumptions
about which document or window was being used. But fear not - for this
commit (probably) tracks them all down, leaving a trail of
iframe-compatible awesomeness in its wake. With the great ve.ui.Surface
now able to be used inside of iframes, let the reference editing
commence. But there, lurking in the darkness is a DM issue so fierce it
may take Roan and/or Ed up to 3 whole hours to sort it out.
Note to Roan and/or Ed:
Editing references seems to work fine, but when saving the page there
are "no changes" which is a reasonable indication to the contrary.
Objectives:
* Make it possible to have multiple surfaces be instantiated, get along
nicely, and be embedded inside of iframes if needed.
* Make reference content editable within a dialog
Approach:
* Move what's left of ve.Editor to ve.ui.Surface and essentially
obliterate all use of it
* Make even more stuff inherit from ve.Element (long live this.$$)
* Use the correct document or window anywhere it was being assumed to be
the top level one
* Resolve stacking order issues by removing the excessive use of z-index
and introducing global and local overlay elements for each editor
* Add a surface to the reference dialog, load up the reference contents
and save them back on apply
* Actually destroy what we create in ce and ui surfaces
* Add recursive frame offset calculation method to ve.Element
* Moved ve.ce.Surface's getSelectionRect method to the prototype
Bonus:
* Move ve.ce.DocumentNode.css contents to ve.ce.Node.css (not sure why it
was separate in the first place, but I'm likely the one to blame)
* Fix blatant lies in documentation
* Whitespace cleanup here and there
* Get rid of ve.ui.Window overlays - not used or needed
Change-Id: Iede83e7d24f7cb249b6ba3dc45d770445b862e08
2013-05-20 22:45:50 +00:00
|
|
|
|
2013-10-23 23:27:12 +00:00
|
|
|
for ( i = 0, len = names.length; i < len; i++ ) {
|
|
|
|
command = ve.ui.commandRegistry.lookup( names[i] );
|
The Great ve.ui.Surface refactor of 2013
Prologue:
Farewell ve.Editor my good chap… Oh, hey there HTML frames - I didn't
see you there! In a world where iframes are outlaws, and symbols like
document and window are global, there were more than a few assumptions
about which document or window was being used. But fear not - for this
commit (probably) tracks them all down, leaving a trail of
iframe-compatible awesomeness in its wake. With the great ve.ui.Surface
now able to be used inside of iframes, let the reference editing
commence. But there, lurking in the darkness is a DM issue so fierce it
may take Roan and/or Ed up to 3 whole hours to sort it out.
Note to Roan and/or Ed:
Editing references seems to work fine, but when saving the page there
are "no changes" which is a reasonable indication to the contrary.
Objectives:
* Make it possible to have multiple surfaces be instantiated, get along
nicely, and be embedded inside of iframes if needed.
* Make reference content editable within a dialog
Approach:
* Move what's left of ve.Editor to ve.ui.Surface and essentially
obliterate all use of it
* Make even more stuff inherit from ve.Element (long live this.$$)
* Use the correct document or window anywhere it was being assumed to be
the top level one
* Resolve stacking order issues by removing the excessive use of z-index
and introducing global and local overlay elements for each editor
* Add a surface to the reference dialog, load up the reference contents
and save them back on apply
* Actually destroy what we create in ce and ui surfaces
* Add recursive frame offset calculation method to ve.Element
* Moved ve.ce.Surface's getSelectionRect method to the prototype
Bonus:
* Move ve.ce.DocumentNode.css contents to ve.ce.Node.css (not sure why it
was separate in the first place, but I'm likely the one to blame)
* Fix blatant lies in documentation
* Whitespace cleanup here and there
* Get rid of ve.ui.Window overlays - not used or needed
Change-Id: Iede83e7d24f7cb249b6ba3dc45d770445b862e08
2013-05-20 22:45:50 +00:00
|
|
|
if ( !command ) {
|
2013-10-23 23:27:12 +00:00
|
|
|
throw new Error( 'No command registered by that name: ' + names[i] );
|
The Great ve.ui.Surface refactor of 2013
Prologue:
Farewell ve.Editor my good chap… Oh, hey there HTML frames - I didn't
see you there! In a world where iframes are outlaws, and symbols like
document and window are global, there were more than a few assumptions
about which document or window was being used. But fear not - for this
commit (probably) tracks them all down, leaving a trail of
iframe-compatible awesomeness in its wake. With the great ve.ui.Surface
now able to be used inside of iframes, let the reference editing
commence. But there, lurking in the darkness is a DM issue so fierce it
may take Roan and/or Ed up to 3 whole hours to sort it out.
Note to Roan and/or Ed:
Editing references seems to work fine, but when saving the page there
are "no changes" which is a reasonable indication to the contrary.
Objectives:
* Make it possible to have multiple surfaces be instantiated, get along
nicely, and be embedded inside of iframes if needed.
* Make reference content editable within a dialog
Approach:
* Move what's left of ve.Editor to ve.ui.Surface and essentially
obliterate all use of it
* Make even more stuff inherit from ve.Element (long live this.$$)
* Use the correct document or window anywhere it was being assumed to be
the top level one
* Resolve stacking order issues by removing the excessive use of z-index
and introducing global and local overlay elements for each editor
* Add a surface to the reference dialog, load up the reference contents
and save them back on apply
* Actually destroy what we create in ce and ui surfaces
* Add recursive frame offset calculation method to ve.Element
* Moved ve.ce.Surface's getSelectionRect method to the prototype
Bonus:
* Move ve.ce.DocumentNode.css contents to ve.ce.Node.css (not sure why it
was separate in the first place, but I'm likely the one to blame)
* Fix blatant lies in documentation
* Whitespace cleanup here and there
* Get rid of ve.ui.Window overlays - not used or needed
Change-Id: Iede83e7d24f7cb249b6ba3dc45d770445b862e08
2013-05-20 22:45:50 +00:00
|
|
|
}
|
2013-10-23 23:27:12 +00:00
|
|
|
// Normalize trigger key
|
|
|
|
trigger = ve.ui.triggerRegistry.lookup( names[i] );
|
|
|
|
if ( !trigger ) {
|
|
|
|
throw new Error( 'No trigger registered by that name: ' + names[i] );
|
|
|
|
}
|
|
|
|
key = trigger.toString();
|
|
|
|
// Validate trigger
|
|
|
|
if ( key.length === 0 ) {
|
|
|
|
throw new Error( 'Incomplete trigger: ' + trigger );
|
The Great ve.ui.Surface refactor of 2013
Prologue:
Farewell ve.Editor my good chap… Oh, hey there HTML frames - I didn't
see you there! In a world where iframes are outlaws, and symbols like
document and window are global, there were more than a few assumptions
about which document or window was being used. But fear not - for this
commit (probably) tracks them all down, leaving a trail of
iframe-compatible awesomeness in its wake. With the great ve.ui.Surface
now able to be used inside of iframes, let the reference editing
commence. But there, lurking in the darkness is a DM issue so fierce it
may take Roan and/or Ed up to 3 whole hours to sort it out.
Note to Roan and/or Ed:
Editing references seems to work fine, but when saving the page there
are "no changes" which is a reasonable indication to the contrary.
Objectives:
* Make it possible to have multiple surfaces be instantiated, get along
nicely, and be embedded inside of iframes if needed.
* Make reference content editable within a dialog
Approach:
* Move what's left of ve.Editor to ve.ui.Surface and essentially
obliterate all use of it
* Make even more stuff inherit from ve.Element (long live this.$$)
* Use the correct document or window anywhere it was being assumed to be
the top level one
* Resolve stacking order issues by removing the excessive use of z-index
and introducing global and local overlay elements for each editor
* Add a surface to the reference dialog, load up the reference contents
and save them back on apply
* Actually destroy what we create in ce and ui surfaces
* Add recursive frame offset calculation method to ve.Element
* Moved ve.ce.Surface's getSelectionRect method to the prototype
Bonus:
* Move ve.ce.DocumentNode.css contents to ve.ce.Node.css (not sure why it
was separate in the first place, but I'm likely the one to blame)
* Fix blatant lies in documentation
* Whitespace cleanup here and there
* Get rid of ve.ui.Window overlays - not used or needed
Change-Id: Iede83e7d24f7cb249b6ba3dc45d770445b862e08
2013-05-20 22:45:50 +00:00
|
|
|
}
|
2013-10-23 23:27:12 +00:00
|
|
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this.commands[key] = command;
|
|
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this.triggers[names[i]] = trigger;
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this.emit( 'addCommand', names[i], command, trigger );
|
The Great ve.ui.Surface refactor of 2013
Prologue:
Farewell ve.Editor my good chap… Oh, hey there HTML frames - I didn't
see you there! In a world where iframes are outlaws, and symbols like
document and window are global, there were more than a few assumptions
about which document or window was being used. But fear not - for this
commit (probably) tracks them all down, leaving a trail of
iframe-compatible awesomeness in its wake. With the great ve.ui.Surface
now able to be used inside of iframes, let the reference editing
commence. But there, lurking in the darkness is a DM issue so fierce it
may take Roan and/or Ed up to 3 whole hours to sort it out.
Note to Roan and/or Ed:
Editing references seems to work fine, but when saving the page there
are "no changes" which is a reasonable indication to the contrary.
Objectives:
* Make it possible to have multiple surfaces be instantiated, get along
nicely, and be embedded inside of iframes if needed.
* Make reference content editable within a dialog
Approach:
* Move what's left of ve.Editor to ve.ui.Surface and essentially
obliterate all use of it
* Make even more stuff inherit from ve.Element (long live this.$$)
* Use the correct document or window anywhere it was being assumed to be
the top level one
* Resolve stacking order issues by removing the excessive use of z-index
and introducing global and local overlay elements for each editor
* Add a surface to the reference dialog, load up the reference contents
and save them back on apply
* Actually destroy what we create in ce and ui surfaces
* Add recursive frame offset calculation method to ve.Element
* Moved ve.ce.Surface's getSelectionRect method to the prototype
Bonus:
* Move ve.ce.DocumentNode.css contents to ve.ce.Node.css (not sure why it
was separate in the first place, but I'm likely the one to blame)
* Fix blatant lies in documentation
* Whitespace cleanup here and there
* Get rid of ve.ui.Window overlays - not used or needed
Change-Id: Iede83e7d24f7cb249b6ba3dc45d770445b862e08
2013-05-20 22:45:50 +00:00
|
|
|
}
|
|
|
|
};
|
2013-07-22 20:55:32 +00:00
|
|
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|
2013-09-30 13:26:33 +00:00
|
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/**
|
|
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* Get sanitization rules for rich paste
|
|
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*
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* @returns {Object} Paste rules
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*/
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ve.ui.Surface.prototype.getPasteRules = function () {
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return this.pasteRules;
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};
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/**
|
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* Set sanitization rules for rich paste
|
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*
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* @param {Object} pasteRules Paste rules
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* @param {string[]} [pasteRules.blacklist] Blacklist of model types which aren't allowed
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* @param {boolean} [pasteRules.removeHtmlAttributes] Remove all left over HTML attributes
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*/
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ve.ui.Surface.prototype.setPasteRules = function ( pasteRules ) {
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this.pasteRules = pasteRules;
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};
|
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2013-07-22 20:55:32 +00:00
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/**
|
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* Surface 'dir' property (GUI/User-Level Direction)
|
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* @returns {string} 'ltr' or 'rtl'
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*/
|
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ve.ui.Surface.prototype.getDir = function () {
|
2013-11-01 19:45:59 +00:00
|
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return this.$element.css( 'direction' );
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2013-07-22 20:55:32 +00:00
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};
|