/*! * VisualEditor Surface class. * * @copyright 2011-2013 VisualEditor Team and others; see AUTHORS.txt * @license The MIT License (MIT); see LICENSE.txt */ /** * A surface is a top-level object which contains both a surface model and a surface view. * * @class * * @constructor * @param {ve.init.Target} target Integration target to add views to * @param {HTMLDocument} doc HTML document to edit * @param {Object} [options] Configuration options * @cfg {Object[]} [toolbar] List of toolbar group objects with name and items properties, items * being an array of symbolic tool names * @cfg {String[]|Object[]} [commands] List of symbolic names of commands in the command registry - * Commands must be registered through {ve.commandRegistry} prior to constructing a surface that * uses them * @cfg {jQuery} [$toolbarWrapper=$('
')] Element to append toolbar to */ ve.Surface = function VeSurface( target, doc, options ) { // Options options = ve.extendObject( true, ve.Surface.defaultOptions, options ); // Properties this.$ = $( '
' ); this.$overlay = $( '
' ); this.$toolbar = $( '
' ); this.$toolbarWrapper = options.$toolbarWrapper || $( '
' ); this.target = target; this.documentModel = new ve.dm.Document( doc ); this.model = new ve.dm.Surface( this.documentModel ); this.view = new ve.ce.Surface( this.$, this.model, this ); this.context = new ve.ui.Context( this ); this.dialogs = new ve.ui.WindowSet( this, ve.ui.dialogFactory ); this.toolbar = new ve.ui.Toolbar( this.$toolbar, this, options.toolbar ); this.commands = {}; this.enabled = true; // Initialization this.$ .addClass( 've-surface' ) .appendTo( this.target.$ ); this.$overlay .addClass( 've-surface-overlay' ) .append( this.context.$, this.dialogs.$ ) .appendTo( $( 'body' ) ); this.$toolbar .addClass( 've-ui-toolbar' ) .append( '
' + '
' + '
' ); this.$toolbarWrapper .addClass( 've-ui-toolbar-wrapper' ) .append( this.$toolbar ); if ( !options.$toolbarWrapper ) { this.$.before( this.$toolbarWrapper ); } this.view.getDocument().getDocumentNode().setLive( true ); this.addCommands( options.commands ); // Initialize selection // By re-asserting the current selection and forcing a poll we force selection to be something // reasonable - otherwise in Firefox, the initial selection is (0,0), causing bug 42277 this.model.getFragment().select(); this.view.surfaceObserver.poll(); this.model.startHistoryTracking(); // Make instance globally accessible for debugging ve.instances.push( this ); // Events ve.triggerRegistry.connect( this, { 'register': 'onTriggerRegistryRegister' } ); }; /* Static Properties */ ve.Surface.defaultOptions = { 'toolbar': [ { 'name': 'history', 'items' : ['undo', 'redo'] }, { 'name': 'textStyle', 'items' : ['format'] }, { 'name': 'textStyle', 'items' : ['bold', 'italic', 'link', 'clear'] }, { 'name': 'list', 'items' : ['number', 'bullet', 'outdent', 'indent'] } ], 'commands': ['bold', 'italic', 'link', 'undo', 'redo', 'indent', 'outdent'] }; /* Methods */ /** * Handle trigger registry register events. * * @method * @param {string} name Symbolic name of trigger * @param {ve.Trigger} trigger Trigger */ ve.Surface.prototype.onTriggerRegistryRegister = function ( name, trigger ) { this.addTriggers( [trigger], ve.commandRegistry.lookup( name ) ); }; /** * Check if editing is enabled. * * @method * @returns {boolean} Editing is enabled */ ve.Surface.prototype.isEnabled = function () { return this.enabled; }; /** * Get the surface model. * * @method * @returns {ve.dm.Surface} Surface model */ ve.Surface.prototype.getModel = function () { return this.model; }; /** * Get the surface view. * * @method * @returns {ve.ce.Surface} Surface view */ ve.Surface.prototype.getView = function () { return this.view; }; /** * Get the context menu. * * @method * @returns {ve.ui.Context} Context user interface */ ve.Surface.prototype.getContext = function () { return this.context; }; /** * Destroy the surface, releasing all memory and removing all DOM elements. * * @method * @returns {ve.ui.Context} Context user interface */ ve.Surface.prototype.destroy = function () { ve.instances.splice( ve.instances.indexOf( this ), 1 ); this.$.remove(); this.view.destroy(); this.context.destroy(); }; /** * Disable editing. * * @method */ ve.Surface.prototype.disable = function () { this.view.disable(); this.model.disable(); this.enabled = false; }; /** * Enable editing. * * @method */ ve.Surface.prototype.enable = function () { this.enabled = true; this.view.enable(); this.model.enable(); }; /** * Execute an action or command. * * @method * @param {string|ve.Trigger} action Name of action or command object * @param {string} [method] Name of method * @param {Mixed...} [args] Additional arguments for action * @returns {boolean} Action or command was executed */ ve.Surface.prototype.execute = function ( action, method ) { if ( !this.enabled ) { return; } var trigger, obj, ret; if ( action instanceof ve.Trigger ) { trigger = action.toString(); if ( trigger in this.commands ) { return this.execute.apply( this, this.commands[trigger] ); } } else if ( typeof action === 'string' && typeof method === 'string' ) { // Validate method if ( ve.actionFactory.doesActionSupportMethod( action, method ) ) { // Create an action object and execute the method on it obj = ve.actionFactory.create( action, this ); ret = obj[method].apply( obj, Array.prototype.slice.call( arguments, 2 ) ); return ret === undefined || !!ret; } } return false; }; /** * Add all commands from initialization options. * * @method * @param {string[]|Object[]} commands List of symbolic names of commands in the command registry */ ve.Surface.prototype.addCommands = function ( commands ) { var i, len, command; for ( i = 0, len = commands.length; i < len; i++ ) { command = ve.commandRegistry.lookup( commands[i] ); if ( !command ) { throw new Error( 'No command registered by that name: ' + commands[i] ); } this.addTriggers( [ve.triggerRegistry.lookup( commands[i] )], command ); } }; /** * Add triggers to surface. * * @method * @param {ve.Trigger[]} triggers Triggers to associate with command * @param {Object} command Command to trigger */ ve.Surface.prototype.addTriggers = function ( triggers, command ) { var i, len, trigger; for ( i = 0, len = triggers.length; i < len; i++ ) { // Normalize trigger = triggers[i].toString(); // Validate if ( trigger.length === 0 ) { throw new Error( 'Incomplete trigger: ' + triggers[i] ); } this.commands[trigger] = command.action; } };