Commit graph

117 commits

Author SHA1 Message Date
Trevor Parscal efafed3231 Remove ve.{inheritClass,mixinClass} and use OO instead
Change-Id: I8df9226a358a76b661eab6e967ff0d63d361f691
2013-10-18 18:58:08 +02:00
Roan Kattouw 5d7673ebc2 ve.ce.Surface.getSelectionRect() can return null
Document this fact and update callers to check for a null return value

Change-Id: I095041157cc0e24e48662f40690b4928bb8d829a
2013-10-08 11:35:17 +02:00
jenkins-bot 1e0c24da49 Merge "Make dialogs, inspectors windows and window sets generic" 2013-10-07 18:55:07 +00:00
Trevor Parscal 4aa86d0f87 Make dialogs, inspectors windows and window sets generic
Objective:
* Remove surface dependencies in dialogs, inspectors, windows and window sets
* Introduce surface-specific versions of dialogs, inspectors and window sets

Change-Id: I2db59127d2085b02e173a3605e174317e419e213
2013-10-07 10:37:47 -07:00
jenkins-bot b4f415ecc4 Merge "Prevent context menu from flickering after FocusableNode redraw" 2013-10-05 00:26:00 +00:00
Trevor Parscal 6ec34a3dee Toolbar action widgetization and UI refactoring
Objectives:

* Use widgets to render toolbar actions
* Remove labels next to help notices and edit notices buttons
* Add a close button to the help notices and edit notices

Overview:

* ve.ui.ButtonWidget is now abstract, use ve.ui.PushButtonWidget instead
* ve.ui.IconButtonWidget now inherits from ve.ui.ButtonWidget
* ve.ui.PopupWidget's display method no longer takes x and y arguments
* Fixup naming issues in MWCategoryPopupWidget
* Fixup naming issues with some ve-init-mw CSS classes
* Rename ve-mw/ui/styles/ve.ui.Widget.css to ve.ui.MWWidget.css
* Change uses of "callout" to "tail"
* Add hyperlink functionality to buttons
* Make buttons accessible through focusing, but make unfocusable by
  clicking
* Add head option to popup for rendering a title and close button

Bug: 52386
Change-Id: Iea2c8df1be64d40f9c039873d89ee540cc56e687
2013-10-04 16:26:13 -07:00
Ed Sanders 241f146c8a Prevent context menu from flickering after FocusableNode redraw
Pass an extra parameter to show() to let it know when the menu is
just being moved, and therefore doesn't need to perform the fade-in
transition.

Change-Id: I2cf2ff07db6cc7d226f3d626755792a06dfcbe54
2013-09-26 21:39:54 +01:00
jenkins-bot 23dd5f9fb9 Merge "'Config' -> 'Configuration' in all comments" 2013-09-26 19:02:30 +00:00
Ed Sanders a69ce9b2b6 Missing param comments in methods updating popup widget
Change-Id: Id90ba76719472fe0b61e9d232b5cf72f086af915
2013-09-26 15:26:54 +01:00
Ed Sanders 81d8699249 Various context menu display issues
* Check the popup fits within the node horizontally as well
  as vertically before embedding.
* Calculate the position of the node relative to the document.
  Previously we assumed the parent was the document and so used
  jQuery#position but this is not the case if a custom $focusable
  is passed to FocusableNode.
* Forcefully re-show the context menu on resizable node mouse up.
  This is apparently done automatically by a redraw event, but if
  the user just clicked on a resize node without dragging the context
  menu would be lost.

Change-Id: Id477a30827c9393a446e9c44466c83dabc7e0ab4
2013-09-25 21:54:59 +01:00
Ed Sanders e6f48c5c93 'Config' -> 'Configuration' in all comments
Because the former isn't a real word.

Change-Id: Ie6ed15f9e390b357bbaa768b57f3c3fd7cf21181
2013-09-25 11:23:16 +01:00
Moriel Schottlender 63056eaa6d Allowing for config data when instantiating dialogs
Currently, WindowSet open method uses the Window factory to call up
the instantiation of a new dialog or inspector class. This commit will
also allow sending further config options to these classes if needed.

Specifically, this will also allow the use of ve.ui.Context.js for
block inspectors that are not dependent on current selection or current
location of the cursor.

It will also let us generalize the dialog/inspector window instantiations
by adding in any needed config settings on call.

Change-Id: If14384d74ab91ef01b1c7641ff84f327f2a12112
2013-09-11 08:36:05 -07:00
Trevor Parscal 416537ecb7 Fix context menu position for small inline nodes
The context menu was being positioned incorrectly for small inline
nodes, such as references or small templates. This fix moves the context
to the bottom, as well as placing it on the right or left in LTR and RTL
directions respectively.

Change-Id: I55de2a6464d0544e32118bf95dbb85c33354f025
2013-09-04 22:22:52 +00:00
Ed Sanders 2d720bd6d9 Allow phantoms and focus areas to be overridden
And actually use this functionality on MWBlockImage to
highlight centred images correctly.

FocusableNode
* Actually use $focusable to render the highlight correctly

ProtectedNode
* Allow a $phantomable element to define which element to
  highlight on mouseenter
* As phatoms are built off shields, make sure a shield is
  given to $phantomable

RelocatableNode
* Allow a $relocatable element to define which element the
  relocatable marker is measured against

ui.Context
* Use $focusable (when available) for positioning the popup

Plus some documentation fixes

Change-Id: I370337239af4fc935cd86757b3ce03011bae5ba8
2013-08-30 14:04:17 -07:00
Moriel Schottlender d4c2374515 Fixing inspector popup position
The inspector popup should appear relative to the position of the related
calling method - either relative to the cursor (like in links and language)
or relative to the focusableNode (like in templates/transclusion).

Bug: 50905
Change-Id: I07f58d0c6561adecbec560fc24bcb6e590f2cd9f
2013-08-28 23:59:36 +00:00
Trevor Parscal 332e31fb00 Toolbar API
Objectives:

* Make it possible to add items to toolbars without having to have all
  toolbars know about the items in advance
* Make it possible to specialize an existing tool and have it be used
  instead of the base implementation

Approach:

* Tools are named using a path-style category/id/ext system, making them
  selectable, the latter component being used to differentiate extended
  tools from their base classes, but is ignored during selection
* Toolbars have ToolGroups, which include or exclude tools by category or
  category/id, and order them by promoting and demoting selections of
  tools by category or category/id

Future:

* Add a way to place available but not yet placed tools in an "overflow"
  group
* Add a mode to ToolGroup to make the tools a multi-column drop-down style
  list with labels so tools with less obvious icons are easier to identify
  - and probably use this as the overflow group

Change-Id: I7625f861435a99ce3d7a2b1ece9731aaab1776f8
2013-08-20 16:08:26 -07:00
Ed Sanders 79b3dbf386 Fix rendering of inspector for embedded buttons
Previously we assumed that embedded icons mean we weren't
dealing with an inspector, but that is not always the case
(e.g. MWExtensionInspector).

Bug: 52845
Change-Id: Ifc5b054568661cb9badf6d7991f512b81e649b36
2013-08-14 18:50:54 +00:00
Trevor Parscal 2717ea1645 Add ve.ui.ToolGroup and use within toolbar setup
Objectives:

* Use a class for toolbar groups to add more functionality later
* Rename addTools method to setup

Changes:

*.php
* Add link to new file
* Move ui element classes up for more general use

ve.init.mw.ViewPageTarget.js, ve.init.sa.Target.js, ve.ui.Context.js,
ve.ui.SurfaceWidget.js
* Update use of addTools method

ve.ui.Tool.css, ve.ui.Toolbar.css
* Move styles between sheets

ve.ui.Toolbar.js
* Rename addTools to setup
* Use ve.ui.ToolGroup objects when building tools

ve.ui.ToolGroup.js
* New class, encapsulates tools

Change-Id: Ic3a643634a80a8ac7d6f6f47f031d001c7efaee7
2013-08-07 05:08:20 +00:00
Trevor Parscal a226716d70 Split ve.ui.Toolbar and ve.ui.SurfaceToolbar
Objective:

* Make it possible to make a toolbar without a surface

Changes:

*.php
* Links to new file

ve.ui.Toolbar.js, ve.ui.SurfaceToolbar.js
* Split toolbar into generic and surface specific classes

*.js
* Update symbol names

Change-Id: Ice063a2fb67b5ce5155cdc96a0d47af49eee48cb
2013-08-02 14:33:25 -07:00
Timo Tijhof 14343c7bf7 ve.ui.Toolbar: Refactor floating logic for performance
== Renamed methods ==

* enableFloating  -> enableFloatable
* disableFloating -> disableFloatable
* setPosition     -> float
* resetPosition   -> unfloat

== Scroll and resize event ==

Timeline for scroll event reduced from about half a dozen
"Recalculate style" and various forced "Paint" down to 0.

New timeline for scroll is clean (for me: from ~35 to ~59 fps):
* 1 Event (scroll)
* 1 Composite Layer

The composite layer action is the browser changing the viewport
to a different portion of the document drawing. Exactly the one
thing a simple scroll should do.

Timeline for resize event is still pretty crowded and low fps,
but it has improved. Further improvement would likely be around
using requestAnimation and going outside ve.ui.Toolbar.

== Changes ==

* New: ve.ui.Toolbar#initialize.
  Similar to what surface has. Users of Toolbar should decide
  whether to call enableFloatable, append it to the DOM at some
  point and then call initialize() once.

* Don't compute offset() every time.
  Eliminated by doing it once in #initialize. These 'top' and
  'left' offsets do not change.

* Don't compute outerWidth() and $window.width() every time.
  Reduced by doing it once in #initialize to compute the 'right'
  offset. Updating it only on resize.

* Don't set 'top' every time.
  This is already in the stylesheet. It was never set to anything
  else so the abstraction for it in #float has been removed.
  This also made it obvious that code for "ve-ui-toolbar-bottom"
  was unused and left behind. Tha class was only ever being
  removed from something (never added).
  The one addClass call for it was in a condition that is always
  false ("if top > 0").

* Don't set 'left' every time.
  Eliminated by doing it once in #float.

* Don't set 'right' every time.
  Reduced by no longer doing it on scroll. Done once in #float,
  and on resize after computing the new value for it.

* Remove no-op style operations.
  Wrapped methods in if-floatable, if-floated etc. to reduce a
  fair amount of easily avoided re-paint overhead.

* Avoid double re-paint in mw.ViewPageTarget.
  Though we prevent a lot of redundant re-paints now, whenever
  we do repaint we want to do it in 1 repaint instead of 2.

  ve.ui.Toolbar emits #toolbarPosition, which tells
  mw.ViewPageTarget to update toolbarTracker which would read
  the new $bar style properties and copy them over to the
  $toolbarTracker. However, this read operation forces the browser
  to do an immediate re-paint half-way just for $bar.

  Browsers only repaint when style properties are changed and
  JS has yielded. The exception to this is JS reading style
  properties: in that case the browser is forced to do those
  deferred repaints directly and reflect the new values.

  We can avoid this double repaint by passing the updated values
  as data instead of requiring the receiver to read the DOM (and
  thus a keep the deferred repaint). Now toolbarTracker can use
  them directly whilst the browser hasn't even repainted $bar yet.

== Clean up ==

* Redundant "border-radius: 0". This would reset something, but
  it never does. None of the things it inherits from set a
  border-radius. There is one subclass where toolbar is used
  with a border-radius (".ve-ui-surfaceWidget .ve-ui-toolbar-bar"
  sets a border-radius) which overrides this on purpose, so the
  default of 0 is redundant.

* Pattern "if ( .. ) addClass() else removeClass()" changed to:
  "toggleClass( , .. )"

Bug: 52014
Change-Id: I9be855148962eee068a77fe83e98eb20bbdcfeec
2013-07-30 01:47:54 +02:00
Moriel Schottlender c81228f8ea Regress RTL fix transclusion icon
The fix to the transclusion icon messed up the way inspectors appear in RTL
wikis. The rtl check/correction (inside 'this.embedded') seems to be the only
rtl fix necessary. Something completely different will have to be done to the
transclusion icon.

Change-Id: I2417e125c99de9b0c5fd922a47de43ed9952d6fd
2013-07-24 20:28:32 -04:00
Moriel Schottlender 5bb15c4332 Quickfix for Transclusion icon in RTL wikis
Added GUI-level and Page-level "getDir()" methods to get the direction
of the GUI and Page respectively in the ve.ui.Surface and ve.ce.Surface
respectively.

The correction to the direction-test condition in ve.ui.Context reflects
the new method of getting these directions, and fixes the problem with
the transclusion icon. The icon position depends on the wiki/page-level
directionality, regardless of the GUI-level direction.

Bug: 51819
Change-Id: I36cef115017542c461e6d757f1c8bfda92074607
2013-07-23 20:31:08 -07:00
Trevor Parscal 0ba331afdc Reset context menu on selection change while inspector is open
Objective:

* Make the inspector close and context menu reset when the selection is
  changed while an inspector is open

Changes:

ve.ui.PopupWidget.js
* Add isVisible method

ve.ui.Context.js
* Check if popup is visible when the selection changes and close the
  inspector and reset the context if it is

ve.ui.AnnotationInspector.js
* Don't update the selection when closing if the selection has changed
  since opening

Bug: 50895
Change-Id: Ie7f0b7ac76b0460b39ec002705172376e4e602dc
2013-07-15 23:51:40 +00:00
Trevor Parscal 3a6e91dfb7 RTL Improvements
Objectives:

* Make option widget icons correctly placed in RTL
* Make embedded context toolbar correctly placed in RTL

Approach:

Use separate elements for icons within option widgets which have more
flexibility when rendering in either LTR or RTL when compared to CSS
background position. The simpler approach, using CSS background
position offsets, isn't cross-browser compatible at this time.

Changes:

ve.ui.OutlineItemWidget.js
* Remove custom icon implementation, using parent class implementation
  instead

ve.ui.OptionWidget.js
* Add icon option, which adds an icon element only if an icon was
  specified

ve.ui.MenuItemWidget.js, ve-mw/ve.ui.MWParameterResultWidget.js
* Add override for icon config option
* Document icon config as private

ve.ui.Context.js
* Add detection and special handling for positioning embedded context
  toolbar when rendering in RTL

ve.ui.Widget.css
* Add styles for option widget's new icon option
* Add styles to make indentation still work for outline item widgets
* Adjust styles for menu item widget as per changes in option widget

ve-mw/ve.ui.Widget.css
* Adjust styles for parameter result widget as per changes in option
  widget

Change-Id: Ibfa4b613e0fd7902f8a2c78b5717de402c5f82b8
2013-07-10 00:09:22 +00:00
MatmaRex 3279029ded Revert "Address error caused by changing focus from context menu to window."
Just a proof-of-concept that this would work on Opera. I'm figuring out
what was this for initially...

This reverts commit 30dadb6c8c.

Bug: 47794
Change-Id: Ie4f1334e0beb7ba7d4f4aa3b42464fa219c4778c
2013-07-03 15:05:50 -07:00
Trevor Parscal 3059cd99cf Add container option to popup widgets
This actually fixes a hack done in a previous commit where an undocumented
surface option was being passed, but not always. And in some cases there
were uses of the popup which didn't really have a surface to pass in.

Change-Id: I08b5dc2dc879f6abd1b16d1d66ac1d8b5624f673
2013-07-03 01:31:04 +00:00
Rob Moen c472b2fe4a Make local overlays local to surface and remove insane z-indexes
ve.ui.Surface.js
* Make local overlay a child of ve-ui-surface and a sibling to
  ve-ce-surface elements.
** This keeps local overlays relative to their surface and eliminates the
   need for insane z-indexes.

ve.ui.PopupWidget.js
* PopupWidget boundaries are now relative to ve-ce-surface and no longer
  protrude out

ve.ce.Node.css, ve.ui.Window.css
* Removal or replacement of insane z-indexes.

ve.ce.FocusableNode.js, ve.ce.ProtectedNode.js, ve.ce.ResizableNode.js,
ve.ui.Context.js
* Translate offsets from local overlay

ve.init.mw.ViewPageTarget-monobook.css,
ve.init.mw.ViewPageTarget-vector.css
* Skin specific z-indexes for global overlay

ve.init.mw.ViewPageTarget.js
* Applied direction specific mw class to ce.Surface vs ui.Surface to
  prevent mw content styles from being applied to ui elements.

ve.ui.Dialog.css
* Adjustments to surface inside of dialog so that relative offsets for
  local overlays can be properly calculated.

ve.ui.Surface.css
* Explicitly force .ve-ui-surface to be relative so that it's children can
  be relatively positioned.

ve.ui.Widget.css
* Removal of unnecessary font-size properties now that local overlay is
  sibling of surface.

ve.js
* Added get relative position helper method to translate position offsets
  from target parent

Bug: 50241
Change-Id: Ibadce404a2286bc5dcec48f0d9da89004dbbd867
2013-07-02 19:35:43 +00:00
Trevor Parscal 6b5310c562 ve.ui.ViewRegistry annihilation
Objectives:
* Associate models with tools, rather than dialogs and inspectors
* Move tool/model association utilities to ve.ui.ToolFactory
* Obliterate the view registry

Notes:

The only special case for leaving modelClasses definitions in place is
for the linkInspector. It uses these for selection expansion.
Because tools can now override the static canEditModel method, we can
dynamically evaluate a model, rather than be restricted to only
comparing classes. This will be useful for disabling editors for models
that are for some reason incomplete or otherwise broken and cannot be
safely edited.

Change-Id: I7adf254990112d90f1f808593a9111afc7a116b5
2013-06-26 16:52:10 -07:00
Ed Sanders 8730a913dc Allow UI context to update when selection is from 0
Previous condition was put in as part of I9ed6f9fb as a
temporary fix for bug 42842. However this code was causing
the popup widget to not appear for items at the start of
the document. It appears the bug it was put in to fix
has since been fixed elsewhere.

Bug: 49421
Change-Id: I8bcdea0f7a6951216bf8368865d23ef6246880ea
2013-06-20 19:33:44 +01:00
Inez Korczyński a886952563 Support for editing captions of block images
Bug: 38129
Change-Id: I02207e78f5c28eaccd9bc97a48baa78280192255
2013-06-18 17:57:10 -07:00
Trevor Parscal 2e76271b4e 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
2013-05-24 14:01:02 +02:00
Ed Sanders 38f199d505 Clicking link button while link inspector is already open throws error
Bug: 48549
Change-Id: Ia97b6e3d862e02f5c55cac3f490fd8f26052027a
2013-05-21 16:26:45 +01:00
Trevor Parscal 3a99b99876 ve.ui.PopupWidget visibility fixes
Objective:

* Context popup would stop opening sometimes "mysteriously" which ended
  up having to do with the automatic closing on blur functionality
  added to popups for use in the category popup widget
* Mousedown event canceling was being applied a little too widely, and
  was causing popup widgets to not allow child elements to be focused
  (unless they contained an iframe, like an inspector)

Changes:

ve.ui.Context.js
* Make use of the popup's show and hide methods within the inspector

ve.ui.MWCategoryPopupWidget.js
* Override autoClose option for category popup widgets

ve.ui.PopupWidget.js
* Add autoClose option to popup widgets
* Move event handler to the top of the methods (convention)
* Only bind blur event if autoClose is enabled
* Inline the getFocusedChild method

Change-Id: I22aedb5fbd51b327ea7ce2ecdd6123e79cbebb9c
2013-05-17 05:49:16 +00:00
Trevor Parscal 55b5f30edb ve.ui.Context: Add embedding feature
Objectives:

* Make the context menu display in the top right corner of the currently
  focused inspectable node (if there is one)
* Prevent clicking on anything to do with the toolbar or popup from doing
  anything at all, ever

Bonus:

* While we are using the clever feature in jQuery's on method which allows
  passing boolean false to cancel the event - may as well do that in
  ve.ui.Dialog as well

Changes:

ve.ui.FocusableNode
* Add ability to specify the focusable element so that dimensions can be
  derived from it

ve.ce.Surface
* Add quotes to object keys

ve.ui.MediaDialog
* Change association from being MW specific to handling images in general

ve.ui.Context
* Add embedded styles for context
* Add embedded mode, which is triggered when the context is a single
  focusable node, and the node is large enough to fit the context
  reasonably

ve.ui.Dialog
* Inline mousedown handler

ve.ui.Toolbar, ve.ui.PopupWidget
* Cancel stray mousedown events

Change-Id: I4b25d33f64b4bcb8a3ecfd7e9728f54a2d4886f3
2013-05-16 11:23:59 -07:00
Trevor Parscal a56e795f58 ve.Editor
Objectives:

* Split ve.Surface into ve.Editor and ve.ui.Surface
* Move actions, triggers and commands to ve.ui
* Move toolbar wrapping, floating, shadow and actions functionality to configurable options of ve.ui.Toolbar
* Make ve.ce.Surface and ve.ui.Surface inherit ve.Element and use this.$$ for iframe friendliness
* Make the toolbar separately initialized so it's possible to have a surface without one, as well as control where the toolbar is

Some change notes:

VisualEditor.php
* Added standalone module for mediawiki integrated unit testing

ve.ce.Surface.js
* Remove requirement to pass in an attached container to construct object
* Inherit ve.Element and use this.$$ instead of $
* Make getSelectionRect iframe friendly
* Move most of the initialize stuff to a new initialize method to be called after the surface is attached to the DOM

ve.init.mw.ViewPageTarget.js
* Merge toolbar functions into setup/teardown methods
* Add toolbar manually (since it's not added by the surface anymore)

ve.init.sa.Target.js
* Update new init procedure for editor, surface and toolbar separately
* Move toolbar floating stuff to ve.Toolbar

Change-Id: If91a9d6e76a8be8d1b5a2566394765a37d29a8a7
2013-05-15 10:39:12 -07:00
Trevor Parscal 7233ea8f1b EventEmitter API cleanup
The EventEmitter API we inherited from Node.js and then bastardized was
getting awkward and cumbersome. The number of uses of ve.bind was getting
out of control, and removing events meant caching the bound method in a
property. Many of the "features" of EventEmitter wasn't even being used,
some causing overhead, others just causing bloat. This change cleans up
how EventEmitter is used throughout the codebase.

The new event emitter API includes:
* emit - identical to the previous API, no longer throws an error if you
  emit error without a handler
* once - identical to the previous API, still introduces a wrapper* on -
  compatible with the previous API but has some new features
* off - identical to removeListener in the previous API
* connect - very similar to addListenerMethods but doesn't wrap callbacks
  in closures anymore
* disconnect - new, basically the opposite of addListenerMethods

Another change that is made in this commit is mixing in rather than
inheriting from EventEmitter.

Finally, there are changes throughout the codebase anywhere
connect/disconnect could be used.

Change-Id: Ic3085d39172a8a719ce7f036690f673e59848d3a
2013-05-02 15:05:59 -07:00
MatmaRex ee241223ae ve.ce.Surface.getSelectionRect() might return null
Protect against this. Also fix misnesting of updateDimensions()
function's body.

Change-Id: I5040d46d51bd59bf4d2fd7d4d8853c8675420ad0
2013-04-29 15:27:31 +02:00
Trevor Parscal 3f3c87ce24 Link inspector fixes
ve.ce.Node.css
* Added prefixes for use of box-sizing

ve.ui.MWLinkInspector.js
* Whitespace

ve.ui.Inspector.css
* Corrected input width, always 100% wide now by using box-sizing

ve.ui.DialogButtonTool.js, ve.ui.Context.js
* Updated use of getViewsForNode

ve.ui.ViewRegistry.js
* Added inheritance-based prioritization for matching views with annotations and nodes

Bug: 47413

Change-Id: I286a28002c1691e58bbd7de04ed08cceb8b3bb07
2013-04-24 18:29:55 -07:00
Ed Sanders 8b09dd7650 The resurrection
By removing the transaction listeners from surface fragments we
no longer have to make sure they are always manually destroyed.

In order to retain the functionality of having fragments update
with transactions elsewhere we keep a pointer to a place in the
new complete history stack in the surface. The complete history
stack records all transactions, even undone ones.

Whenever getRange is called we replay all transactions in the
complete history (in the correct order) since the fragment was
last updated.

Also in this commit:
* Updated Format/IndentationAction to test undo(). This increases
  coverage of surface fragment behaviour.
* .range is always accessed by .getRange now, although as an
  optimisation we can use the noCopy mode when we a sure the
  returned range will not be modified.
* Added undo test to .update (previously .onTransact)

Bug: 47343
Change-Id: I9e9818da1baa8319a3002f6d74fd1aad6732a8f5
2013-04-22 12:50:23 +01:00
Trevor Parscal 1878c7c5a8 Allow node relocation
*.php
* Added links to new file

ve.ce.ImageNode.js
* Added relocatable node mixin
* Added $image reference to the actual img element, so if it's wrapped
  in a sub class the functionality in the parent class  doesn't break.
* Moved drag start event handling to relocatable node
* Removed drag end binding, not needed.

ve.ce.MWImageNode.js
* Moved addClass to initialization section of constructor.
* Copied 'view' data prop from image element to keep stuff working after
  the wrapping.

ve.ce.Node.css
* Switched to default (arrow) cursor for images.

ve.ce.RelocatableNode.js
* New mixing for nodes that should be relocatable
* Added implementation for drag start, which tells the surface to allow
  dragging this node.

ve.ce.Surface.js
* Added relocation support, which is used by relocatable nodes
* Split onDocumentDragDrop into onDocumentDragOver and onDocumentDrop
  which now have implementations that support relocation of nodes

ve.ui.Context.js
* Added relocation tracking to prevent context being shown while
  relocating

Change-Id: I8703adfb707af2c3224431afc3418356ac2c686c
2013-04-19 12:07:18 -07:00
Trevor Parscal bf254f44da UI "Views" refactor
Objective:

Make it possible for inspectors to inspect nodes or annotations, rather
than only annotations. Meanwhile, also make it possible for dialogs to
edit an annotation.

Strategy:

Switch from using type patterns to associate inspectors with annotations
to using arrays of classes, similar to how dialogs already work.
Introduce a view registry which provides lookups for relationships
between models and views. This is more centralized and less repetitive
than implement matching functions for both annotations and nodes in both
the dialog and inspector factories.

Changes:

*.php
* Added links to new file

ve.AnnotationAction.js
* Removed unused parameter to filter annotations using a string or regexp

ve.dm.AnnotationSet.js
* Switched from property/value arguments to callbacks

ve.ui.*(Dialog|Inspector).js
* Replaced type patterns with class lists
* Added class to view registry

ve.ui.*Tool.js, ve.ui.Context.js
* Updated model/view relationship lookup

ve.ui.*Factory.js
* Removed overly-specific lookup functions

ve.ui.Inspector.js
* Removed typePattern property
* Updated model/view relationship lookup

ve.ui.ViewRegistry.js
* New class!
* Migrated node and annotation lookup functions from factories

Change-Id: Ic2bbcf072fdd87e5ce8a03fe1ae3e6d8d50e2593
2013-04-18 15:53:50 -07:00
Trevor Parscal 2419f7638c Death and/or destruction
So. It turns out that the design of SurfaceFragment is a little -
shall we say - wonky.

One of the best things about ve.dm.SurfaceFragment is its magical
ability to retain the intention of its range, even as transactions
are being processed. This ability is granted by each fragment
listening to the surface's change event, and responding by using
translateRange for each transaction that gets processed. Surface
fragments also have these clever methods that allow you to get a
fragment based on another, which makes adjusting the range easy to do
inline without having to manually store multiple fragments or
modifying the original.

This sounded good, and we seemed to all be convinced it was well
designed. But if you add a console.log( 'hello' ); to the first line
of ve.dm.SurfaceFragment.prototype.onTransact, and then start using
the bold tool on various selections of text, you will find that there
may indeed be a flaw. What you will probably realize is that the
number of times that particular line of code is being called is
disturbingly large, and increases each time you do just about anything
in the editor. What's going on? How did we get here? Read on…

It turns out that fragments are immortal. We create them, they listen
to the surface's transact event, we are done with them, but the
surface keeps on emitting events to the now long forgotten about
fragments. They continue to build up over time, never go out of scope,
and bloat the hell out of our program.

The same ended up being true of toolbars - and each time the context
menu fired up a new one the old one was left in limbo, still
responding to events, still taking up memory, but not being visible to
the user.

All of this immortality was causing strange and difficult to track
down problems. This patch fixes this by introducing a destroy method.
This method unbinds events, allowing the object to finally fall out of
scope and die - and more importantly stop receiving notifications of
changes.

This is a hack, but Ed will no doubt get this situation sorted out
properly by making fragments lazy-evaluate their selections by only
storing an identifier of the most recent transaction they were based
on, see bug 47343.

Change-Id: I18bb986001a44732a7871b9d79dc3015eedfb168
2013-04-18 13:56:20 -07:00
Trevor Parscal 7ac32bc0f6 No more confusing boolean argument for closing windows
window.close( true ) thing sucked, and was being named and used
inconsistently throughout the code.

The new approach uses an action string, so it looks more like
window.close( 'accept' ) or window.close( 'back' ). This makes it easy
to steer the behavior at any point in the window close code path.

Most importantly for the link inspector, this allows us to now restore
the previous selection when the user presses escape or clicks the back
button, while still moving the cursor to the end and collapsing the
selection upon pressing enter and allowing removal by clicking the
trash can.

This commit also cleans some things up, like the various ways we have
to close an inspector which all seem useless because we wouldn't want
to just randomly close an inspector on someone. An inspector should
be closed only when the user has dealt with it.

ve.InspectorAction.js
* Removed close method

ve.ui.LinkInspector.js
* Updated documentation
* Passing action to parent method
* Updated logic to deal with change from "remove" to "action" argument
* Added selection restauration on "back" action

ve.ui.Context.js
* Added action to call to close
* Removed closeInspector method

ve.ui.Dialog.js
* Moved event handlers to the top
* Added actions to calls to close
* Added click block event handler to prevent focus changes

ve.ui.Inspector.js
* Added actions to calls to close
* Added storing of previous selection - this is different from
  initialSelection because it's captured before the selection is
  modified by setup

ve.ui.Window.js
* Updated documentation
* Updated argument name from "remove" to "action"

ve.ui.WindowSet.js
* Updated documentation
* Removed auto-close, replaced it with error if trying to open a window
  when another is already open
* Removed close method

Change-Id: Ie8f72504177dd6ba169fdddbb776fd5397b831c4
2013-04-10 12:31:49 -07:00
Trevor Parscal 148b6bf8a8 Media dialog support
*/index.php
* Added links to new files

VisualEditor.php
* Added links to new files
* Removed keys of non-existent messages

ve.ui.ContentDialog.js, ve.ui.MetaDialog.js
* Removed redundant comments

ve.ui.MediaDialog.js
* New dialog, just for media

icons.ai, picture.png, picture.svg, ve.ui.Icons-*.css
* Added picture icon

ve.ui.MediaButtonTool.js
* New button, just for media (shows up in the context toolbar)

ve.ui.DialogButtonTool.js
* New base class for dialog buttons

ve.ui.Context.js
* Added basic support for showing dialog buttons, in addition to
  annotation buttons, in the context toolbar - to test, select only an
  image node

ve.ui.Dialog.js
* Prevent clicks on the click-block from changing focus
* Moved initialize to below the event handlers and updated its
  documentation

ve.ui.DialogFactory.js
* Added a way to get the names of dialogs that can be used to edit a
  node

ve.ui.Inspector.js
* Removed close handler which set focus, this is done already in window

ve.ui.InspectorFactory.js
* Fixed comment so it's not telling lies anymore

ve.ui.Window.js
* Removed auto-focus on frame, it's changing the focus in the parent
  document which blows-away the focus in CE, and it really isn't needed
  as it turns out

VisualEditor.18n.php
* Added media dialog title message
* Added media tool tooltip message

Bug: 37870
Change-Id: I9150c46b3e292910fed899fa60d6da433049ca45
2013-04-05 11:52:57 -07:00
jenkins-bot ff38fcd4ef Merge "New popup widget" 2013-03-27 18:30:37 +00:00
Trevor Parscal d25a04b35b New popup widget
This will make the popup with callout functionality easy to reuse elsewhere - in the first case most likely the popup menus for the category widget.

*.php
* Added links to the new widget

ve.ui.Context.css, ve.ui.Widget.css
* Moved styles to the widget stylesheet

ve.ui.Context.js, ve.ui.PopupWidget
* Moved "popup" specific stuff to the new popup widget

Change-Id: I823c6e2c5e1ec11088898e9621d93e983c3b76f3
2013-03-27 11:27:25 -07:00
Inez Korczyński fe0fdcd67c Small cleanup in CE
Better comments for:
* ve.ce.Document.getRelativeOffset,
* ve.ce.Document.getSiblingWordBoundary.
Convert ve.ce.Surface.getSelectionRect to a static method.
Moved getNodeAndOffset from ve.ce.Surface to ve.ce.Document.

Change-Id: Ic00221fa463205d04c9b52150c0dd15904493b1e
2013-03-27 10:50:02 -07:00
Trevor Parscal fb22e4df50 Group, Select, Option, Outline and MenuSection widgets
Objective: Refactor menu widgets so that the majority of their code can be reused, and then add an outline widget which shares the same base classes.

ve.ui.Dialog.css
* Make dialog a fixed width and have a minimum and maximum height while always being centered in the window.
* Add style for the outline panel
* Add border below the title
* Move font-size adjustment to child elements to preserve layout scale

ve.ui.Inspector.css
* Make inspectors fade in when being opened (will happen after the size transition is complete)
* Add initial size for inspector to prevent the default size of the unfinished contents from making it too large while loading

ve.ui.Tool.css
* Update classes according to changes in labeled widgets

ve.ui.Widget.css
* Add display: block to widget labels to support use of autoEllipsis on them
* Update classes according to changes in labeled widgets
* Add styles for new select, option and outline item widgets
* Remove unused group and items classes for menu widgets (which are now subclasses of the select widget and no longer have grouping built-in)

ve.ui.Window.css.js
* Moved selection disabling rules up to the head to prevent selection drawing around the title

ve.ui.GroupWidget.js
* New widget that manages "items", allowing getting, adding, removing and clearing

ve.ui.MenuSectionItemWidget.js
* New widget that can be used inside a menu to create an unselectable, unhighlightable item that describes a section of the menu

ve.ui.OptionWidget.js
* New widget to be used with select widgets, provides select and highlight functionality

ve.ui.OutlineItemWidget.js
* New widget to be used with outline widgets, extends option and adds support for an icon to be rendered to the left of the label

ve.ui.OutlineWidget.js
* New widget that provides a vertically stacked list of mutually exclusive options, extends select

ve.ui.SelectWidget.js
* New widget that implements most of what menu once did, only now it also handles all the events for it's child elements internally

ve.ui.MetaDialog.js
* Hacked in support for an outline widget in the outline pane
* Added classes for styling purposes

ve.ui.FormatDropDownTool.js
* Modified call to menu item constructor as per changes therein
* Reorganized options config to make construction simpler
* Changed to setLabel after selecting the item to prevent the label from being changed to the wrong value as a side-effect of setting the item

ve.ui.DropDownTool.js
* Added $$ in config for menu widget - just in case later on we use a drop-down inside of a frame
* Using jQuery .text() method to propagate the selected item's text to the label rather than keeping around a plain text copy of the label in a property

ve.ui.Context.js
* Improve context/inspector behavior in regards to initial sizing

ve.ui.js
* Added context property to $$ returned by get$$ so it's easy to get the document object (for event binding) wherever you have a $$

ve.ui.Window.js
* Fixed incorrect case for boolean type in comment
* Added getFrame method

ve.ui.ButtonWidget.js
* Removed extra class being set on label

ve.ui.LabeledWidget.js
* Added class on label
* Added fitLabel method which uses autoEllipsis internally

ve.ui.MenuItemWidget.js
* Moved nearly all of the implementation to option so it could be reused

ve.ui.Menu.js
* Moved most of the implementation to select and group

ve.ui.MWLinkTargetInputWidget
* Prevent aborting and re-querying if the value hasn't actually changed
* Updated populateMenu method as per changes in menu class

*.php
* Added links to new files

Change-Id: I2271b5cc0554973b13cfbff94caf16901c02caa5
2013-03-20 22:55:32 +00:00
Trevor Parscal db6cede4d4 Fix transition animation between context menu/inspector
This removes the "grow from nothing" effect (which may have been a
little overkill) but fixes the situation where the inspector is open
and you click to a new location and it moves to the new location and
then transitions down to the menu (which looks bad).

Change-Id: I19d27da6fea7c36965c83aa73836b1bc870c9bcc
2013-03-20 15:43:32 -07:00
Trevor Parscal 1572ec1569 Context, frame, window, dialog and inspector refactor
This is a major refactor of user interface context, frame, dialog
and inspector classes, including adding several new classes which
generalize managing inspectors/dialogs (which are now subclasses
of window).

New classes:
* ve.ui.Window.js - base class for inspector and dialog classes
* ve.ui.WindowSet.js - manages mutually exclusive windows, used
  by surface and context for dialogs and inspectors respectively
* ve.ui.DialogFactory - generates dialogs
* ve.ui.IconButtonWidget - used in inspector for buttons in the head

Refactored classes:
* ve.ui.Context - moved inspector management to window set
* ve.ui.Frame - made iframes initialize asynchronously
* ve.ui.Dialog and ve.ui.Inspector - moved initialization to async
  initialize method

Other interesting bits:

ve.ui.*Icons*.css, *.svg, *.png, *.ai
* Merged icon stylesheets so all icons are available inside windows
* Renamed inspector icon to window

ve.ui.*.css
* Reorganized styles so that different windows can include only
  what they need
* Moved things to where they belonged (some things were in strange places)

ve.init.Target.js, ve.init.mw.ViewPageTarget.js, ve.init.sa.Target.js
* Removed dialog management - dialogs are managed by the surface now

ve.ui.*Dialog.js
* Renamed title message static property
* Added registration

ve.ui.*Inspector.js
* Switch to accept surface object rather than context, which conforms
  to the more general window class without losing any functionality
  (in fact, most of the time the surface was what we actually wanted)

ve.ui.MenuWidget.js, ve.ui.MWLinkTargetInputWidget.js
* Using surface overly rather than passing an overlay around
  through constructors

Change-Id: Ifd16a1003ff44c48ee7b2c66928cf9cc858b2564
2013-03-14 00:03:31 +00:00