mediawiki-extensions-Visual.../modules/ve/test/index.php

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<title>VisualEditor Tests</title>
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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
if (
document.createElementNS &&
document.createElementNS( 'http://www.w3.org/2000/svg', 'svg' ).createSVGRect
) {
document.write(
'<link rel="stylesheet" ' +
'href="../../ve/ui/styles/ve.ui.Icons-vector.css">'
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
);
} else {
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
document.write(
'<link rel="stylesheet" ' +
'href="../../ve/ui/styles/ve.ui.Icons-raster.css">'
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
);
}
</script>
</head>
<body>
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<script src="../../jquery.i18n/src/languages/sl.js"></script>
<script src="../../jquery.i18n/src/languages/uk.js"></script>
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<script src="../../ve/init/sa/ve.init.sa.Platform.js"></script>
<script src="../../ve/init/sa/ve.init.sa.Target.js"></script>
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<script>
ve.init.platform.setModulesUrl( '../..' );
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<script src="../../rangy/rangy-core-1.3.js"></script>
<script src="../../rangy/rangy-position-1.3.js"></script>
<script src="../../rangy/rangy-export.js"></script>
<!-- ext.visualEditor.core -->
<script src="../../ve/ve.Range.js"></script>
<script src="../../ve/ve.Node.js"></script>
<script src="../../ve/ve.BranchNode.js"></script>
<script src="../../ve/ve.LeafNode.js"></script>
<script src="../../ve/ve.Document.js"></script>
<script src="../../ve/ve.EventSequencer.js"></script>
<script src="../../ve/dm/ve.dm.js"></script>
<script src="../../ve/dm/ve.dm.Model.js"></script>
<script src="../../ve/dm/ve.dm.ModelRegistry.js"></script>
<script src="../../ve/dm/ve.dm.NodeFactory.js"></script>
<script src="../../ve/dm/ve.dm.AnnotationFactory.js"></script>
<script src="../../ve/dm/ve.dm.AnnotationSet.js"></script>
<script src="../../ve/dm/ve.dm.MetaItemFactory.js"></script>
<script src="../../ve/dm/ve.dm.Node.js"></script>
<script src="../../ve/dm/ve.dm.BranchNode.js"></script>
<script src="../../ve/dm/ve.dm.LeafNode.js"></script>
<script src="../../ve/dm/ve.dm.Annotation.js"></script>
<script src="../../ve/dm/ve.dm.InternalList.js"></script>
<script src="../../ve/dm/ve.dm.MetaItem.js"></script>
<script src="../../ve/dm/ve.dm.MetaList.js"></script>
<script src="../../ve/dm/ve.dm.TransactionProcessor.js"></script>
<script src="../../ve/dm/ve.dm.Transaction.js"></script>
<script src="../../ve/dm/ve.dm.Surface.js"></script>
<script src="../../ve/dm/ve.dm.SurfaceFragment.js"></script>
<script src="../../ve/dm/ve.dm.DataString.js"></script>
<script src="../../ve/dm/ve.dm.Document.js"></script>
Rich paste Allow pasting of rich (HTML) content. ve.ce.Surface * Use a sliced document clone for converting to DM HTML (copy) * Add full context to pasteTarget before copying * Add ve-pasteProtect class to spans to prevent them being dropped * Implement external paste by converting HTML to data and inserting with newFromDocumentInsertion * Remove clipboard key placeholder after read so they aren't picked up by rich paste. Hash no longer includes the placeholder. * Detect the corruption of important spans and fallback to clipboard data HTML if available. ve.dm.LinearData * Add clone method for copy ve.dm.ElementLinearData * Add compareUnannotated for use by context diffing. * Add sanitize method for cleaning data according to a set of rules. ve.dm.Transaction * Add range parameter for inserting a range of a document only, e.g. stripping the paste context. ve.dm.Document * Implement sliced document clone creation so that DM HTML is generated correctly in onCopy ve.dm.DocumentSlice * Replaces LinearDataSlice. Now has two ranges for balanced data and data with a full context. ve.init.Target.js * Define default, loose, paste rules (just remove aliens). ve.init.mw.ViewPageTarget * Define strict MW paste rules: + no links, spans, underlines + no images, divs, aliens + strip extra HTML attribues ve.init.sa.Target, ve.init.mw.ViewPageTarget, ve.ui.Surface * Pass through and store paste rules. Bug: 41193 Bug: 48170 Bug: 50128 Bug: 53828 Change-Id: I38d63e31ee3e3ee11707e3fffed5174e1d633b42
2013-09-30 13:26:33 +00:00
<script src="../../ve/dm/ve.dm.DocumentSlice.js"></script>
<script src="../../ve/dm/ve.dm.LinearData.js"></script>
<script src="../../ve/dm/ve.dm.DocumentSynchronizer.js"></script>
<script src="../../ve/dm/ve.dm.IndexValueStore.js"></script>
<script src="../../ve/dm/ve.dm.Converter.js"></script>
<script src="../../ve/dm/lineardata/ve.dm.FlatLinearData.js"></script>
<script src="../../ve/dm/lineardata/ve.dm.ElementLinearData.js"></script>
<script src="../../ve/dm/lineardata/ve.dm.MetaLinearData.js"></script>
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<script src="../../ve/dm/nodes/ve.dm.AlienNode.js"></script>
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<script src="../../ve/dm/nodes/ve.dm.CenterNode.js"></script>
<script src="../../ve/dm/nodes/ve.dm.DefinitionListItemNode.js"></script>
<script src="../../ve/dm/nodes/ve.dm.DefinitionListNode.js"></script>
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<script src="../../ve/dm/nodes/ve.dm.InternalItemNode.js"></script>
<script src="../../ve/dm/nodes/ve.dm.InternalListNode.js"></script>
<script src="../../ve/dm/nodes/ve.dm.ListItemNode.js"></script>
<script src="../../ve/dm/nodes/ve.dm.ListNode.js"></script>
<script src="../../ve/dm/nodes/ve.dm.ParagraphNode.js"></script>
<script src="../../ve/dm/nodes/ve.dm.PreformattedNode.js"></script>
<script src="../../ve/dm/nodes/ve.dm.TableCaptionNode.js"></script>
<script src="../../ve/dm/nodes/ve.dm.TableCellNode.js"></script>
<script src="../../ve/dm/nodes/ve.dm.TableNode.js"></script>
<script src="../../ve/dm/nodes/ve.dm.TableRowNode.js"></script>
<script src="../../ve/dm/nodes/ve.dm.TableSectionNode.js"></script>
<script src="../../ve/dm/nodes/ve.dm.TextNode.js"></script>
<script src="../../ve/dm/annotations/ve.dm.LinkAnnotation.js"></script>
<script src="../../ve/dm/annotations/ve.dm.TextStyleAnnotation.js"></script>
<script src="../../ve/dm/metaitems/ve.dm.AlienMetaItem.js"></script>
<script src="../../ve/ce/ve.ce.js"></script>
<script src="../../ve/ce/ve.ce.DomRange.js"></script>
Great Annotation Refactor of 2013 This changes the annotation API to be the same as the node API, sans a few boolean flags that don't apply. The APIs were different, but there was really no good reason why, so this makes things simpler for API users. It also means we'll be able to factor a bunch of things out because they're now duplicated between nodes, meta items and annotations. Linear model annotations are now objects with 'type' and 'attributes' properties (rather than 'name' and 'data'), for consistency with elements. They now also contain html/0/* attributes for HTML attribute preservation, which obsoletes the htmlTagName and htmlAttributes properties. dm.Annotation subclasses take a reference to such an object and implement conversion using .static.toDataElement and .static.toDomElements just like nodes do. The custom .getHash() functions are no longer necessary because of the way HTML attribute preservation was reimplemented. CE rendering has been moved out of dm.Annotation (it never made sense to have CE rendering functions in DM classes, this was bothering me) and into separate ce.Annotation subclasses. These are very similar to CE nodes in that they have a this.$ generated based on something in the DM; the main difference is that nodes listen to events and update themselves, whereas annotations are static and are simply destroyed and rebuilt when they change. This change also adds whitelisted HTML attribute rendering for annotations, as well as class="ve-ce-FooAnnotation" attributes. Now that annotation classes produce real DOM nodes rather than weird objects describing HTML tags, we can't generate HTML as a string in ce.ContentBranchNode anymore. getRenderedContents() has been rewritten to be much more similar to the way the converter renders annotations; in fact, significant parts of it were copied from the converter, so that should be factored out in the future. This change actually fixes an annotation rendering discrepancy between ce.ContentBranchNode and dm.Converter; see the diff of ve.ce.ContentBranchNode.test.js. ve.ce.MWEntityNode.js: * Remove stray property ve.dm.MWExternalLinkAnnotation.js: * Store 'rel' attribute ve.dm.TextStyleAnnotation.js: * Put all the conversion logic in the abstract base class ve.dm.Converter.js: * Also feed annotations through getDomElementsFromDataElement() and createDataElement() ve.dm.Node.js: * Fix undocumented property ve.ce.ContentBranchNode.test.js: * Add descriptive messages for each test case * Compare DOM trees, not HTML strings * Compare without all the class="ve-ce-WhateverAnnotation" clutter ve.ui.LinkInspector.js: * Replace direct .getHash() calls (evil!) with ve.getHash() Bug: 46464 Bug: 44808 Change-Id: I31991488579b8cce6d98ed8b29b486ba5ec38cdc
2013-04-02 17:23:33 +00:00
<script src="../../ve/ce/ve.ce.AnnotationFactory.js"></script>
<script src="../../ve/ce/ve.ce.NodeFactory.js"></script>
<script src="../../ve/ce/ve.ce.Document.js"></script>
<script src="../../ve/ce/ve.ce.View.js"></script>
Great Annotation Refactor of 2013 This changes the annotation API to be the same as the node API, sans a few boolean flags that don't apply. The APIs were different, but there was really no good reason why, so this makes things simpler for API users. It also means we'll be able to factor a bunch of things out because they're now duplicated between nodes, meta items and annotations. Linear model annotations are now objects with 'type' and 'attributes' properties (rather than 'name' and 'data'), for consistency with elements. They now also contain html/0/* attributes for HTML attribute preservation, which obsoletes the htmlTagName and htmlAttributes properties. dm.Annotation subclasses take a reference to such an object and implement conversion using .static.toDataElement and .static.toDomElements just like nodes do. The custom .getHash() functions are no longer necessary because of the way HTML attribute preservation was reimplemented. CE rendering has been moved out of dm.Annotation (it never made sense to have CE rendering functions in DM classes, this was bothering me) and into separate ce.Annotation subclasses. These are very similar to CE nodes in that they have a this.$ generated based on something in the DM; the main difference is that nodes listen to events and update themselves, whereas annotations are static and are simply destroyed and rebuilt when they change. This change also adds whitelisted HTML attribute rendering for annotations, as well as class="ve-ce-FooAnnotation" attributes. Now that annotation classes produce real DOM nodes rather than weird objects describing HTML tags, we can't generate HTML as a string in ce.ContentBranchNode anymore. getRenderedContents() has been rewritten to be much more similar to the way the converter renders annotations; in fact, significant parts of it were copied from the converter, so that should be factored out in the future. This change actually fixes an annotation rendering discrepancy between ce.ContentBranchNode and dm.Converter; see the diff of ve.ce.ContentBranchNode.test.js. ve.ce.MWEntityNode.js: * Remove stray property ve.dm.MWExternalLinkAnnotation.js: * Store 'rel' attribute ve.dm.TextStyleAnnotation.js: * Put all the conversion logic in the abstract base class ve.dm.Converter.js: * Also feed annotations through getDomElementsFromDataElement() and createDataElement() ve.dm.Node.js: * Fix undocumented property ve.ce.ContentBranchNode.test.js: * Add descriptive messages for each test case * Compare DOM trees, not HTML strings * Compare without all the class="ve-ce-WhateverAnnotation" clutter ve.ui.LinkInspector.js: * Replace direct .getHash() calls (evil!) with ve.getHash() Bug: 46464 Bug: 44808 Change-Id: I31991488579b8cce6d98ed8b29b486ba5ec38cdc
2013-04-02 17:23:33 +00:00
<script src="../../ve/ce/ve.ce.Annotation.js"></script>
<script src="../../ve/ce/ve.ce.Node.js"></script>
<script src="../../ve/ce/ve.ce.BranchNode.js"></script>
<script src="../../ve/ce/ve.ce.ContentBranchNode.js"></script>
<script src="../../ve/ce/ve.ce.LeafNode.js"></script>
ve.ce.ProtectedNode Objective: Generalize the shield and phantom magic, so we can use it for pretty much any node we like. Usually this will be used with generated content nodes, but also with aliens (of course) and possible other stuff in the future. Bonus: Also fixes a bug in DM that would crash VE when you selected to the end and hit backspace. Changes: *.php * Added links to files aliens.html * Added attributes to aliens to make them aliens again ve.ce.AlienNode.js * Moved shield and phantom functionality to ve.ce.ProtectedNode ve.ce.AlienNode.js, ve.ce.MWReferenceListNode.js, ve.ce.MWReferenceNode.js, ve.ce.MWTemplateNode.js * Mixed in ve.ce.ProtectedNode ve.ce.Node.css * Reorganized styles and updated class names * Added simple light blue hover with outline (using inset box shadow) for protected nodes, same style as before for aliens ve.ce.Surface.css * Moved phantom styles to ve.ce.Node.css ve.ce.BranchNode.js * Moved call to setLive(false) to happen before detach() so that the surface object is still available and events can be disconnected ve.ce.BranchNode.js, ve.ce.Document.js, ve.ce.js, ve.ce.Surface.js, ve.ce.SurfaceObserver.js * Adjusted CSS class names ve.ce.Node.js * Moved shield template to ve.ce.ProtectedNode ve.ce.ProtectedNode.js * New class, mix into another class to protect it from editing ve.ce.RelocatableNode.js * Renamed temporary surface property to relocatingSurface to avoid confusion when debugging ve.ce.Surface.js * Moved phantom template to ve.ce.ProtectedNode ve.dm.Transaction.js * Fixed bug where most of the internal list was being deleted when the end of the document was selected and the user pressed backspace Change-Id: I2468b16e1ba6785ad298e38190e33493135719c3
2013-05-07 00:07:01 +00:00
<script src="../../ve/ce/ve.ce.ProtectedNode.js"></script>
<script src="../../ve/ce/ve.ce.FocusableNode.js"></script>
<script src="../../ve/ce/ve.ce.RelocatableNode.js"></script>
<script src="../../ve/ce/ve.ce.ResizableNode.js"></script>
<script src="../../ve/ce/ve.ce.Surface.js"></script>
<script src="../../ve/ce/ve.ce.SurfaceObserver.js"></script>
<script src="../../ve/ce/nodes/ve.ce.GeneratedContentNode.js"></script>
<script src="../../ve/ce/nodes/ve.ce.AlienNode.js"></script>
<script src="../../ve/ce/nodes/ve.ce.BreakNode.js"></script>
<script src="../../ve/ce/nodes/ve.ce.CenterNode.js"></script>
<script src="../../ve/ce/nodes/ve.ce.DefinitionListItemNode.js"></script>
<script src="../../ve/ce/nodes/ve.ce.DefinitionListNode.js"></script>
<script src="../../ve/ce/nodes/ve.ce.DivNode.js"></script>
<script src="../../ve/ce/nodes/ve.ce.DocumentNode.js"></script>
<script src="../../ve/ce/nodes/ve.ce.HeadingNode.js"></script>
<script src="../../ve/ce/nodes/ve.ce.ImageNode.js"></script>
<script src="../../ve/ce/nodes/ve.ce.InternalItemNode.js"></script>
<script src="../../ve/ce/nodes/ve.ce.InternalListNode.js"></script>
<script src="../../ve/ce/nodes/ve.ce.ListItemNode.js"></script>
<script src="../../ve/ce/nodes/ve.ce.ListNode.js"></script>
<script src="../../ve/ce/nodes/ve.ce.ParagraphNode.js"></script>
<script src="../../ve/ce/nodes/ve.ce.PreformattedNode.js"></script>
<script src="../../ve/ce/nodes/ve.ce.TableCaptionNode.js"></script>
<script src="../../ve/ce/nodes/ve.ce.TableCellNode.js"></script>
<script src="../../ve/ce/nodes/ve.ce.TableNode.js"></script>
<script src="../../ve/ce/nodes/ve.ce.TableRowNode.js"></script>
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Great Annotation Refactor of 2013 This changes the annotation API to be the same as the node API, sans a few boolean flags that don't apply. The APIs were different, but there was really no good reason why, so this makes things simpler for API users. It also means we'll be able to factor a bunch of things out because they're now duplicated between nodes, meta items and annotations. Linear model annotations are now objects with 'type' and 'attributes' properties (rather than 'name' and 'data'), for consistency with elements. They now also contain html/0/* attributes for HTML attribute preservation, which obsoletes the htmlTagName and htmlAttributes properties. dm.Annotation subclasses take a reference to such an object and implement conversion using .static.toDataElement and .static.toDomElements just like nodes do. The custom .getHash() functions are no longer necessary because of the way HTML attribute preservation was reimplemented. CE rendering has been moved out of dm.Annotation (it never made sense to have CE rendering functions in DM classes, this was bothering me) and into separate ce.Annotation subclasses. These are very similar to CE nodes in that they have a this.$ generated based on something in the DM; the main difference is that nodes listen to events and update themselves, whereas annotations are static and are simply destroyed and rebuilt when they change. This change also adds whitelisted HTML attribute rendering for annotations, as well as class="ve-ce-FooAnnotation" attributes. Now that annotation classes produce real DOM nodes rather than weird objects describing HTML tags, we can't generate HTML as a string in ce.ContentBranchNode anymore. getRenderedContents() has been rewritten to be much more similar to the way the converter renders annotations; in fact, significant parts of it were copied from the converter, so that should be factored out in the future. This change actually fixes an annotation rendering discrepancy between ce.ContentBranchNode and dm.Converter; see the diff of ve.ce.ContentBranchNode.test.js. ve.ce.MWEntityNode.js: * Remove stray property ve.dm.MWExternalLinkAnnotation.js: * Store 'rel' attribute ve.dm.TextStyleAnnotation.js: * Put all the conversion logic in the abstract base class ve.dm.Converter.js: * Also feed annotations through getDomElementsFromDataElement() and createDataElement() ve.dm.Node.js: * Fix undocumented property ve.ce.ContentBranchNode.test.js: * Add descriptive messages for each test case * Compare DOM trees, not HTML strings * Compare without all the class="ve-ce-WhateverAnnotation" clutter ve.ui.LinkInspector.js: * Replace direct .getHash() calls (evil!) with ve.getHash() Bug: 46464 Bug: 44808 Change-Id: I31991488579b8cce6d98ed8b29b486ba5ec38cdc
2013-04-02 17:23:33 +00:00
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(bug 43841) Major ve.ui rewrite, especially ve.ui.LinkInspector Objectives: * Make the link inspector easier to use * Try to resolve a few bugs (bug 43841, bug 43063, bug 42986) * Stop using jquery.multiSuggest (which didn't really understand annotations) * Better divide MediaWiki specifics from generic implementations Changes: VisualEditor.php, modules/ve/test/index.php, demos/ve/index.php * Updated links to files ve.Registry * Fixed mistake where registry was initialized as an array - this didn't cause any errors because you can add arbitrary properties to an array and use it like any other object ve.Factory * Removed duplicate initialization of registry property * Added entries property, which is an array that's appended to for tracking the order of registrations ve.CommandRegistry * Added mwLink command which opens the mwLink inspector ve.ui.TextInputWidget * Added basic widget class for text inputs ve.ui.TextInputMenuWidget * Added widget that provides a menu of options for a text input widget ve.ui.MWLinkTargetInputWidget * Added MediaWiki specific link target widget ve.ui.MenuWidget * Converted ve.ui.Menu into a widget * Moved the body of onSelect to onMouseUp ve.ui.LinkTargetInputWidget * Added link target widget which adds link annotation functionality to a normal text input ve.ui.InputWidget * Added generic input widget which emits reliable and instant change events and synchronizes a value property with the DOM value ve.ui.Widget * Added base widget class * Widgets can be used in any frame ve.ui.Tool * Fixed line length issues ve.ui.InspectorFactory * Made use of new entries property for factories to select the most recently added inspector if more than one match a given annotation ve.ui.Inspector * Added auto-focus on the first visible input element on open * Moved afterClose event to after re-focus on document on close * Added documentation ve.ui.Frame * Adjusted documentation * Added binding of $$ to the frame context so it can be passed around * Added documentation ve.ui.Context * Added ve.ui.Widget.css to iframes * Updated code as per moving of ve.ui.Menu to ve.ui.MenuWidget * Removed unused positionBelowOverlay method * Added CSS settings to set overlay left and width properties according to context size * Added documentation ve.ui.DropdownTool * Updated code as per moving of ve.ui.Menu to ve.ui.MenuWidget ve.ui.FormatDropdownTool * Added documentation ve.ui.MWLinkButtonTool * Added MediaWiki specific version of ve.ui.LinkButtonTool, which opens the mwLink inspector ve.ui.Widget.css * Added styles for all widgets ve.ui.Tool.css, ve.init.sa.css, ve.init.mw.ViewPageTarget.css, ve.init.mw.ViewPageTarget-apex.css * Updated code as per moving of ve.ui.Menu to ve.ui.MenuWidget ve.ui.Menu.css * Deleted (merged into ve.ui.Widget.css) ve.ui.Menu.css * Deleted suggest styles (no longer used) pending.gif, pending.psd * Added diagonal stripe animation to indicate a pending request to the API ve.ui.MWLinkInspector * Added MediaWiki specific inspector which uses MediaWiki specific annotations and widgets ve.ui.LinkInspector * Removed mw global hint (not needed anymore) * Switched from comparing targets to annotations (since the target text is ambiguous in some situations) * Switched to using input widget, which is configured using a static property * Removed use of jquery.multiSuggest * Moved MediaWiki specifics to their own class (ve.ui.MWLinkInspector) ve.init.mw.ViewPageTarget * Added MediaWiki specific toolbar and command options Change-Id: I859b5871a9d2f17d970c002067c8ff24f3513e9f
2013-01-09 21:34:23 +00:00
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The great directory split of 2013 Move all MW-specific files into the ve-mw directory, in preparation for moving them out into a separate repo. All MW-specific files were moved into a parallel directory structure in modules/ve-mw . Files with both generic and MW-specific things were split up. Files in ve/init/mw/ were moved to ve-mw/init/ rather than ve-mw/init/mw ; they're still named ve.init.mw.* but we should change that. Some of the test files for core classes had MW-specific test cases, so those were split up and the test runner was duplicated; we should refactor our tests to use data providers so we can add cases more easily. Split files: * ve.ce.Node.css * ve.ce.ContentBranchNode.test.js (MWEntityNode) * ve.ce.Document.test.js (some core test cases genericized) * ve.dm.InternalList.test.js (uses mwReference test document) * ve.dm.SurfaceFragment.test.js, ve.ui.FormatAction.test.js ** Made core tests use heading instead of mwHeading ** Updated core tests because normal headings don't break out of lists ** Moved test runners into ve.test.utils.js * ve.ui.Icons-*.css * ve.ui.Dialog.css (MW parts into ve.ui.MWDialog.css) * ve.ui.Tool.css * ve.ui.Widget.css (move ve-ui-rtl and ve-ui-ltr to ve.ui.css) ve.dm.Converter.test.js: Moved runner functions into ve.test.utils.js ve.dm.example.js: * Refactored createExampleDocument so mwExample can use it * Removed wgExtensionAssetsPath detection, moved into mw-preload.js * Genericized withMeta example document (original version copied to mwExample) * Moved references example document to mwExample ve.dm.mwExample.js: * Move withMeta and references example documents from ve.dm.example.js * Add createExampleDocument function ve-mw/test/index.php: Runner for MW-specific tests only ve-mw/test/mw-preload.js: Sets VE_TESTDIR for Special:JavaScriptTest only ve.ui.Window.js: * Remove magic path interpolation in addLocalStyleSheets() * Pass full(er) paths to addLocalStyleSheets(), here and in subclasses ve.ui.MWDialog.js: Subclass of Dialog that adds MW versions of stylesheets ve.ui.MW*Dialog.js: * Subclass MWDialog rather than Dialog * Load both core and MW versions of stylesheets that have both ve.ui.PagedDialog.js: Converted to a mixin rather than an abstract base class * Don't inherit ve.ui.Dialog * Rather than overriding initialize(), provide initializePages() which the host class is supposed to call from its initialize() * Rename onOutlineSelect to onPageOutlineSelect ve.ui.MWMetaDialog.js, ve.ui.MWTransclusionDialog.js: * Use PagedDialog as a mixin rather than a base class, inherit MWDialog bullet-icon.png: Unused, deleted Stuff we should do later: * Refactor tests to use data providers * Write utility function for SVG compat check * Separate omnibus CSS files such as ve.ui.Widget.css * Separate omnibus RL modules * Use icon classes in ViewPageTarget Change-Id: I1b28f8ba7f2d2513e5c634927a854686fb9dd5a5
2013-07-03 01:30:10 +00:00
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Refactor ve.getHash: Stabilize cross-browser differences; + unit tests * Replaces c8b4a289364966432b58104e975d37cda1fefb84 * Use Object() casting to detect objects instead of .constructor (or instanceof). Both .constructor and instanceof compare by reference the type "Object" which means if the object comes from another window (where there is a different "Object" and "Object.prototype") it will drop out of the system and go freewack. Theory: If a variable casted to an object returns true when strictly compared to the original, the input must be an object. Which is true. It doesn't change the inheritance, it doesn't make it inherit from this window's Object if the object is from another window's object. All it does is cast to an object if not an object already. So e.g. "Object(5) !== 5" because 5 is a primitive value as opposed to an instance of Number. And contrary to "typeof", it doesn't return true for "null". * .constructor also has the problem that it only works this way if the input is a plain object. e.g. a simple construtor function that creates an object also get in the wrong side of the if/else case since it is an instance of Object, but not directly (rather indirectly via another constructor). * Added unit tests for basic getHash usage, as well as regression tests against the above two mentioned problems (these tests fail before this commit). * While at it, also improved other utilities a bit. - Use hasOwnProperty instead of casting to boolean when checking for presence of native support. Thanks to Douglas Crockford for that tip. - Fix documentation for ve.getHash: Parameter is not named "obj". - Add Object-check to ve.getObjectKeys per ES5 Object.keys spec (to match native behavior) - Add Object-check to ve.getObjectValues to match ve.getObjectKeys - Improved performance of ve.getObjectKeys shim. Tried several potential optimizations and compared with jsperf. Using a "static" reference to hasOwn improves performance (by not having to look it up 4 scopes up and 3 property levels deep). Also using [.length] instead of .push() shared off a few ms. - Added unit tests for ve.getObjectValues Change-Id: If24d09405321f201c67f7df75d332bb1171c8a36
2012-08-12 18:27:31 +00:00
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init.Platform: Refactor parsed messages. Rewrite VisualEditorMessagesModule: * Replace copy-paste dump of user-css module with stuff for VisualEditor (class commend and module::$origin). * Remove duplication between getMessages and getScript. * Actually implement getModifiedTime so that the comment in getMessages() about cache invalidation is actually true Fixes bug 42670: ext.visualEditor.specialMessages cache broken ve.init: * Implement addParsedMessages and getParsedMessage so that we don't mix up plain messages with raw html messages (minoredit was previously overloaded in mw.msg storage with a parsed html message and retrieved though ve.msg, which is documented as retuning plain text, not raw html). This is now separated into a different method. * Improved documentation of the other msg methods to emphasise their differences * Removed redundant code in attachSaveDialog() that was (partially) already done in setupSaveDialog() and moved the remaining bits into it as well. Checked all callers of these and they are both only called from ViewPageTarget.prototype.onLoad * Also implement them in the standalone platform implementation, with the html escaper based on mw.html.escape * Update init.platform.getMessage to use undefined instead of discouraged 'if-in' statement. * Add test suite. demos/test: * Re-run makeStaticLoader.php on test to add ve.init.Platform.test * Re-run makeStaticLoader.php on demos and update i18n caller to use ve.init.platform.addParsedMessages (also moved out of the auto-generated block for easier updating) Change-Id: I7f26b47e9467e850c08b9c217c4f1098590de109
2012-12-04 06:56:41 +00:00
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