mediawiki-extensions-Visual.../modules/ve/ce/ve.ce.SurfaceObserver.js

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/*global rangy */
JSDuck: Generated code documentation! See CODING.md for how to run it. Mistakes fixed: * Warning: Unknown type function -> Function * Warning: Unknown type DOMElement -> HTMLElement * Warning: Unknown type DOM Node -> HTMLElement * Warning: Unknown type Integer -> Mixed * Warning: Unknown type Command -> ve.Command * Warning: Unknown type any -> number * Warning: Unknown type ve.Transaction -> ve.dm.Transaction * Warning: Unknown type ve.dm.AnnotationSet -> ve.AnnotationSet * Warning: Unknown type false -> boolean * Warning: Unknown type ve.dm.AlienNode ve.dm doesn't have a generic AlienNode like ve.ce -> Unknown type ve.dm.AlienInlineNode|ve.dm.AlienBlockNode * Warning: Unknown type ve.ve.Surface -> ve.ce.Surface * ve.example.lookupNode: -> Last @param should be @return * ve.dm.Transaction.prototype.pushReplace: -> @param {Array] should be @param {Array} * Warning: ve.BranchNode.js:27: {@link ve.Node#hasChildren} links to non-existing member -> (removed) * Warning: ve.LeafNode.js:21: {@link ve.Node#hasChildren} links to non-existing member -> (removed) Differences fixed: * Variadic arguments are like @param {Type...} [name] instead of @param {Type} [name...] * Convert all file headers from /** to /*! because JSDuck tries to parse all /** blocks and fails to parse with all sorts of errors for "Global property", "Unnamed property", and "Duplicate property". Find: \/\*\*([^@]+)(@copyright) Replace: /*!$1$2 * Indented blocks are considered code examples. A few methods had documentation with numbered lists that were indented, which have now been updated to not be intended. * The free-form text descriptions are parsed with Markdown, which requires lists to be separated from paragraphs by an empty line. And we should use `backticks` instead of {braces} for inline code in text paragraphs. * Doc blocks for classes and their constructor have to be in the correct order (@constructor, @param, @return must be before @class, @abstract, @extends etc.) * `@extends Class` must not have Class {wrapped} * @throws must start with a {Type} * @example means something else. It is used for an inline demo iframe, not code block. For that simply indent with spaces. * @member means something else. Non-function properties are marked with @property, not @member. * To create a link to a class or member, in most cases the name is enough to create a link. E.g. Foo, Foo.bar, Foo.bar#quux, where a hash stands for "instance member", so Foo.bar#quux, links to Foo.bar.prototype.quux (the is not supported, as "prototype" is considered an implementation detail, it only indexes class name and method name). If the magic linker doesn't work for some case, the verbose syntax is {@link #target label}. * @property can't have sub-properties (nested @param and @return values are supported, only @static @property can't be nested). We only have one case of this, which can be worked around by moving those in a new virtual class. The code is unaltered (only moved down so that it isn't with the scope of the main @class block). ve.dm.TransactionProcessor.processors. New: * @mixins: Classes mixed into the current class. * @event: Events that can be emitted by a class. These are also inherited by subclasses. (+ @param, @return and @preventable). So ve.Node#event-attach is inherited to ve.dm.BreakNode, just like @method is. * @singleton: Plain objects such as ve, ve.dm, ve.ce were missing documentation causing a tree error. Documented those as a JSDuck singleton, which they but just weren't documented yet. NB: Members of @singleton don't need @static (if present, triggers a compiler warning). * @chainable: Shorthand for "@return this". We were using "@return {classname}" which is ambiguous (returns the same instance or another instance?), @chainable is specifically for "@return this". Creates proper labels in the generated HTML pages. Removed: * @mixin: (not to be confused with @mixins). Not supported by JSDuck. Every class is standalone anyway. Where needed marked them @class + @abstract instead. Change-Id: I6a7c9e8ee8f995731bc205d666167874eb2ebe23
2013-01-04 08:54:17 +00:00
/*!
* VisualEditor ContentEditable Surface class.
*
* @copyright 2011-2013 VisualEditor Team and others; see AUTHORS.txt
* @license The MIT License (MIT); see LICENSE.txt
*/
/**
* ContentEditable surface observer.
*
* @class
* @mixins ve.EventEmitter
*
* @constructor
* @param {ve.ce.Document} documentView Document to observe
*/
ve.ce.SurfaceObserver = function VeCeSurfaceObserver( documentView ) {
// Mixin constructors
ve.EventEmitter.call( this );
// Properties
this.documentView = documentView;
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.domDocument = null;
this.polling = false;
this.locked = false;
this.timeoutId = null;
this.frequency = 250; // ms
// Initialization
this.clear();
};
/* Inheritance */
ve.mixinClass( ve.ce.SurfaceObserver, ve.EventEmitter );
/* Events */
/**
* When #poll sees a change this event is emitted (before the
* properties are updated).
*
* @event contentChange
* @param {HTMLElement} node DOM node the change occured in
* @param {Object} previous Old data
* @param {Object} previous.text Old plain text content
* @param {Object} previous.hash Old DOM hash
* @param {ve.Range} previous.range Old selection
* @param {Object} next New data
* @param {Object} next.text New plain text content
* @param {Object} next.hash New DOM hash
* @param {ve.Range} next.range New selection
*/
/**
* When #poll observes a change in the document and the new
* selection does not equal as the last known selection, this event
* is emitted (before the properties are updated).
*
* @event selectionChange
* @param {ve.Range} oldRange
* @param {ve.Range} newRange
*/
/* Methods */
/**
* Clear polling data.
*
* @method
Fix even more inspector issues, and some ce ones as well ve.dm.SurfaceFragment * Removed flawed implementation of word mode for expandRange method and made use of new getNearestWordBoundary method in the document model ve.dm.Surface * Got rid of useInsertionAnnotations, which allowed disabling and enabling of insertion annotations - this isn't needed anymore because it was just a dirty hack around the improper starting and stopping of surface observer that's now solved more elegantly by emitting lock and unlock before committing or rolling back transactions * Get annotations from the first character of the selection if the selection is not collapsed * Only emit annotationChange events if it really changed ve.dm.Document * Added getNearestWordBoundary method which performs the work behind the surface fragment expandRange word method ve.ce.SurfaceObserver * Allow using an initial selection to avoid the observer thinking the selection has changed just because it started out with null * Only emit selectionChange event if there was a meaningful change ve.ce.Surface * (bug 42279) Only annotate characters if insertion annotations are not empty * Remove manual locking and unlocking, this is now done inside the change method of surface model * Provide an initial selection to surface observer when we clear it * Remove enabling and disabling of insertionAnnotations, this isn't needed anymore * Stop/start observer on key presses that execute actions as well as those that have no special handling ve.ce.Document * Make getNodeFromOffsetand getSlugAtOffset return null when given -1 as an offset Change-Id: Ibf6b26de299e54ae8688a2653bf5d5538927f8c3
2012-11-21 21:22:29 +00:00
* @param {ve.Range} range Initial range to use
*/
Fix even more inspector issues, and some ce ones as well ve.dm.SurfaceFragment * Removed flawed implementation of word mode for expandRange method and made use of new getNearestWordBoundary method in the document model ve.dm.Surface * Got rid of useInsertionAnnotations, which allowed disabling and enabling of insertion annotations - this isn't needed anymore because it was just a dirty hack around the improper starting and stopping of surface observer that's now solved more elegantly by emitting lock and unlock before committing or rolling back transactions * Get annotations from the first character of the selection if the selection is not collapsed * Only emit annotationChange events if it really changed ve.dm.Document * Added getNearestWordBoundary method which performs the work behind the surface fragment expandRange word method ve.ce.SurfaceObserver * Allow using an initial selection to avoid the observer thinking the selection has changed just because it started out with null * Only emit selectionChange event if there was a meaningful change ve.ce.Surface * (bug 42279) Only annotate characters if insertion annotations are not empty * Remove manual locking and unlocking, this is now done inside the change method of surface model * Provide an initial selection to surface observer when we clear it * Remove enabling and disabling of insertionAnnotations, this isn't needed anymore * Stop/start observer on key presses that execute actions as well as those that have no special handling ve.ce.Document * Make getNodeFromOffsetand getSlugAtOffset return null when given -1 as an offset Change-Id: Ibf6b26de299e54ae8688a2653bf5d5538927f8c3
2012-11-21 21:22:29 +00:00
ve.ce.SurfaceObserver.prototype.clear = function ( range ) {
this.rangyRange = null;
Fix even more inspector issues, and some ce ones as well ve.dm.SurfaceFragment * Removed flawed implementation of word mode for expandRange method and made use of new getNearestWordBoundary method in the document model ve.dm.Surface * Got rid of useInsertionAnnotations, which allowed disabling and enabling of insertion annotations - this isn't needed anymore because it was just a dirty hack around the improper starting and stopping of surface observer that's now solved more elegantly by emitting lock and unlock before committing or rolling back transactions * Get annotations from the first character of the selection if the selection is not collapsed * Only emit annotationChange events if it really changed ve.dm.Document * Added getNearestWordBoundary method which performs the work behind the surface fragment expandRange word method ve.ce.SurfaceObserver * Allow using an initial selection to avoid the observer thinking the selection has changed just because it started out with null * Only emit selectionChange event if there was a meaningful change ve.ce.Surface * (bug 42279) Only annotate characters if insertion annotations are not empty * Remove manual locking and unlocking, this is now done inside the change method of surface model * Provide an initial selection to surface observer when we clear it * Remove enabling and disabling of insertionAnnotations, this isn't needed anymore * Stop/start observer on key presses that execute actions as well as those that have no special handling ve.ce.Document * Make getNodeFromOffsetand getSlugAtOffset return null when given -1 as an offset Change-Id: Ibf6b26de299e54ae8688a2653bf5d5538927f8c3
2012-11-21 21:22:29 +00:00
this.range = range || null;
this.node = null;
this.text = null;
this.hash = null;
};
/**
* Start the setTimeout synchronisation loop
*
* @method
*/
ve.ce.SurfaceObserver.prototype.startTimerLoop = function () {
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.domDocument = this.documentView.getDocumentNode().getElementDocument();
this.polling = true;
this.timerLoop( true ); // will not sync immediately, because timeoutId should be null
};
/**
* Loop once with `setTimeout`
* @method
* @param {boolean} firstTime Wait before polling
*/
ve.ce.SurfaceObserver.prototype.timerLoop = function ( firstTime ) {
if ( this.timeoutId ) {
// in case we're not running from setTimeout
clearTimeout( this.timeoutId );
this.timeoutId = null;
}
if ( !firstTime && !this.locked ) {
this.pollOnce();
}
// only reach this point if pollOnce does not throw an exception
this.timeoutId = setTimeout( ve.bind( this.timerLoop, this ), this.frequency );
};
/**
* Stop polling
*
* @method
*/
ve.ce.SurfaceObserver.prototype.stopTimerLoop = function () {
if ( this.polling === true ) {
this.polling = false;
clearTimeout( this.timeoutId );
this.timeoutId = null;
}
};
/**
* Poll for changes.
*
* TODO: fixing selection in certain cases, handling selection across multiple nodes in Firefox
*
* FIXME: Does not work well (selectionChange is not emitted) when cursor is placed inside a slug
* with a mouse.
*
* @method
* @emits contentChange
* @emits selectionChange
*/
ve.ce.SurfaceObserver.prototype.pollOnce = function () {
this.pollOnceInternal( true );
};
/**
* Poll to update SurfaceObserver, but don't emit change events
*
* @method
*/
ve.ce.SurfaceObserver.prototype.pollOnceNoEmit = function () {
this.pollOnceInternal( false );
};
/**
* Poll for changes.
*
* TODO: fixing selection in certain cases, handling selection across multiple nodes in Firefox
*
* FIXME: Does not work well (selectionChange is not emitted) when cursor is placed inside a slug
* with a mouse.
*
* @method
* @private
* @param {boolean} emitChanges Emit change events if selection changed
* @emits contentChange
* @emits selectionChange
*/
ve.ce.SurfaceObserver.prototype.pollOnceInternal = function ( emitChanges ) {
var $nodeOrSlug, node, text, hash, range, rangyRange;
range = this.range;
node = this.node;
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
rangyRange = ve.ce.DomRange.newFromDomSelection( rangy.getSelection( this.domDocument ) );
if ( !rangyRange.equals( this.rangyRange ) ) {
this.rangyRange = rangyRange;
node = null;
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
$nodeOrSlug = $( rangyRange.anchorNode ).closest( '.ve-ce-branchNode, .ve-ce-branchNode-slug' );
if ( $nodeOrSlug.length ) {
range = rangyRange.getRange();
ve.ce.ProtectedNode Objective: Generalize the shield and phantom magic, so we can use it for pretty much any node we like. Usually this will be used with generated content nodes, but also with aliens (of course) and possible other stuff in the future. Bonus: Also fixes a bug in DM that would crash VE when you selected to the end and hit backspace. Changes: *.php * Added links to files aliens.html * Added attributes to aliens to make them aliens again ve.ce.AlienNode.js * Moved shield and phantom functionality to ve.ce.ProtectedNode ve.ce.AlienNode.js, ve.ce.MWReferenceListNode.js, ve.ce.MWReferenceNode.js, ve.ce.MWTemplateNode.js * Mixed in ve.ce.ProtectedNode ve.ce.Node.css * Reorganized styles and updated class names * Added simple light blue hover with outline (using inset box shadow) for protected nodes, same style as before for aliens ve.ce.Surface.css * Moved phantom styles to ve.ce.Node.css ve.ce.BranchNode.js * Moved call to setLive(false) to happen before detach() so that the surface object is still available and events can be disconnected ve.ce.BranchNode.js, ve.ce.Document.js, ve.ce.js, ve.ce.Surface.js, ve.ce.SurfaceObserver.js * Adjusted CSS class names ve.ce.Node.js * Moved shield template to ve.ce.ProtectedNode ve.ce.ProtectedNode.js * New class, mix into another class to protect it from editing ve.ce.RelocatableNode.js * Renamed temporary surface property to relocatingSurface to avoid confusion when debugging ve.ce.Surface.js * Moved phantom template to ve.ce.ProtectedNode ve.dm.Transaction.js * Fixed bug where most of the internal list was being deleted when the end of the document was selected and the user pressed backspace Change-Id: I2468b16e1ba6785ad298e38190e33493135719c3
2013-05-07 00:07:01 +00:00
if ( !$nodeOrSlug.hasClass( 've-ce-branchNode-slug' ) ) {
node = $nodeOrSlug.data( 'view' );
}
}
}
if ( this.node !== node ) {
if ( node === null ) {
this.text = null;
this.hash = null;
this.node = null;
} else {
this.text = ve.ce.getDomText( node.$[0] );
this.hash = ve.ce.getDomHash( node.$[0] );
this.node = node;
}
} else if ( node !== null ) {
text = ve.ce.getDomText( node.$[0] );
hash = ve.ce.getDomHash( node.$[0] );
if ( this.text !== text || this.hash !== hash ) {
if ( emitChanges ) {
this.emit(
'contentChange',
node,
{ 'text': this.text, 'hash': this.hash,
'range': this.range },
{ 'text': text, 'hash': hash, 'range': range }
);
}
this.text = text;
this.hash = hash;
}
}
Fix even more inspector issues, and some ce ones as well ve.dm.SurfaceFragment * Removed flawed implementation of word mode for expandRange method and made use of new getNearestWordBoundary method in the document model ve.dm.Surface * Got rid of useInsertionAnnotations, which allowed disabling and enabling of insertion annotations - this isn't needed anymore because it was just a dirty hack around the improper starting and stopping of surface observer that's now solved more elegantly by emitting lock and unlock before committing or rolling back transactions * Get annotations from the first character of the selection if the selection is not collapsed * Only emit annotationChange events if it really changed ve.dm.Document * Added getNearestWordBoundary method which performs the work behind the surface fragment expandRange word method ve.ce.SurfaceObserver * Allow using an initial selection to avoid the observer thinking the selection has changed just because it started out with null * Only emit selectionChange event if there was a meaningful change ve.ce.Surface * (bug 42279) Only annotate characters if insertion annotations are not empty * Remove manual locking and unlocking, this is now done inside the change method of surface model * Provide an initial selection to surface observer when we clear it * Remove enabling and disabling of insertionAnnotations, this isn't needed anymore * Stop/start observer on key presses that execute actions as well as those that have no special handling ve.ce.Document * Make getNodeFromOffsetand getSlugAtOffset return null when given -1 as an offset Change-Id: Ibf6b26de299e54ae8688a2653bf5d5538927f8c3
2012-11-21 21:22:29 +00:00
// Only emit selectionChange event if there's a meaningful range difference
if ( ( this.range && range ) ? !this.range.equals( range ) : ( this.range !== range ) ) {
if ( emitChanges ) {
this.emit(
'selectionChange',
this.range,
range
);
}
this.range = range;
}
};