Commit graph

10 commits

Author SHA1 Message Date
Trevor Parscal 143b086c74 Scroll into view support
Objectives:

* Scroll when needed to show highlighted (with keyboard) or selected (by
  any means) options in select widgets
* Allow clipping and automatic scrolling for certain elements when they
  are otherwise going to be rendered partially out of view

Changes:

*.php
* Add links to new file

ve.ui.Widget.css, ve.ui.Dialog.css
* Removed unneeded x-axis overflow rules

ve.ui.ClippableElement.js, ve.ui.Element.css
* New mixin, adds visible area clipping support to an element

ve.ui.PopupToolGroup.js, ve.ui.MenuWidget.js
* Mixin clippable element

ve.ui.OptionWidget.js, ve.ui.OutlineItemWidget.js
* Add scroll-into-view configuration for option widgets

ve.ui.SearchWidget.js
* Scroll items into view when highlighting with keyboard

ve.Element.js
* Add getBorders, getDimensions, getClosestScrollableContainer and
  scrollIntoView static methods
* Add getClosestScrollableElementContainer and scrollElementIntoView
  methods

Bug: 53610
Change-Id: Ie21faa973a68f517c7cfce8bd879b5317f536365
2013-09-16 16:46:58 -07:00
Timo Tijhof d3b0d94d27 doc: Add missing @static to static ve.Element methods
They were incorrectly showing up in generated documentation
as instance methods.

Change-Id: I3668311d9e6bc25d63a1f49cc7a1abe4f6f350aa
2013-08-02 08:49:53 +02:00
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
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
Ed Sanders 2352613b66 Code style fix: (X) -> ( X )
Change-Id: I7f3ac95621f70d9a89e70e9a51905673240cb51f
2013-06-24 18:51:59 +01:00
Trevor Parscal 42f0321b84 Element fixes
Objectives:

* Make get$$ work with empty jQuery selections
* Reset the $items selection when clearing a group

Changes:

ve.Element.js
* Add existing context property to possible solutions

ve.GroupElement.js
* Reset this.$items after detaching them

Change-Id: I73b46649d7ecd5045941086c4e1bb3241c8f4ef3
2013-06-18 11:35:07 -07:00
Ed Sanders dcbea2328c Code style fix: @return -> @returns
Change-Id: I26daca6313bf09055af8f980ba0065782257fd54
2013-06-17 11:50:24 +01:00
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
Timo Tijhof d28e10d830 ve.Element: Add unit tests
Follows-up c2defc9.

Change-Id: I2045e40567de01f6b44beffe760b6a6287754f75
2013-05-21 19:18:46 +02:00
Trevor Parscal c2defc9783 ve.Element refactor
Objectives:

* Move ve.ui.Element to ve.Element
* Make CE nodes inherit from ve.Element

Changes:

ve.ui.Element.js, ve.Element.js
* Move and rename
* Move ve.ui.get$$ to ve.Element.static.get$$
* Add static getDocument and getWindow methods
* Add instance getElementDocument and getElementWindow methods
* Add getTagName method, which by default reads the static tagName property, but when overridden can return a tag name based on other factors

*.php
* Updated file link

ve.ce.*Annotation.js, ve.ce.*Node.js, ve.ce.View.js, ve.ce.Document
* Added config options pass through
* Replaced passing elements through constructor with defining static tag names
* Added getTagName overrides where needed that derive tag name from model
* Refactore dom wrapper methods, now consistently using getTagName

ve.ce.Surface.js
* Removed static initialization (not needed)

ve.dm.Model.js, ve.ui.Window.js
* Added missing docs

ve.ui.GroupElement.js, ve.ui.Layout.js, ve.ui.Widget.js,
* Updated class name for elements

ve.ui.Frame.js, ve.ui.LookupInputWidget.js
* Updated location of get$$

ve.ui.js
* Move get$$ to ve.Element

ve.js
* Add auto-init of static properties to mixinClass

Change-Id: I39ae14966456903728e4d9e53f806ddce9ca2b70
2013-05-14 19:47:32 +00:00