/** * Creates an es.SurfaceModel object. * * @class * @constructor * @extends {es.EventEmitter} * @param {es.DocumentModel} doc Document model to create surface for */ es.SurfaceModel = function( doc ) { // Inheritance es.EventEmitter.call( this ); // Properties this.doc = doc; this.selection = new es.Range(); this.states = [[]]; this.initializeState( this.states.length - 1 ); // Configuration this.distanceLimit = 24; this.lengthDifferenceLimit = 24; }; /* Methods */ es.SurfaceModel.prototype.initializeState = function( stateIndex ) { if ( this.states[stateIndex] === undefined ) { throw 'Invalid state index error. State index our of range: ' + stateIndex; } this.currentStateIndex = stateIndex; this.currentState = this.states[stateIndex]; this.currentStateDistance = 0; this.currentStateLengthDifference = 0; }; /** * Gets the document model of the surface. * * @method * @returns {es.DocumentModel} Document model of the surface */ es.SurfaceModel.prototype.getDocument = function() { return this.doc; }; /** * Gets the selection for the current state. * * @method * @returns {es.Range} Current state's selection */ es.SurfaceModel.prototype.getSelection = function() { return this.selection; }; /** * Changes the selection. * * If changing the selection at a high frequency (such as while dragging) use the combine argument * to avoid them being split up into multiple states. * * @method * @param {es.Range} selection * @param {Boolean} combine Whether to prevent this transaction from causing a state push */ es.SurfaceModel.prototype.select = function( selection, combine ) { selection.normalize(); if ( !combine && this.shouldPushState( selection ) ) { this.pushState(); } // Filter out calls to select if they do not change the selection values var selectionChanged = !this.selection || ( this.selection.from !== selection.from || this.selection.to !== selection.to ); if ( !combine || selectionChanged ) { var lastAction = this.states[this.states.length - 1]; if ( lastAction instanceof es.Range ) { this.currentStateDistance += Math.abs( selection.from - this.states[this.states.length - 1].from ); } this.currentState.push( selection ); this.selection = selection; if ( selectionChanged ) { this.emit( 'select', this.selection.clone() ); } } }; /** * Applies a series of transactions to the content data. * * If committing multiple transactions which are the result of a single user action and need to be * part of a single state, use the combine argument for all but the last one to avoid them being * split up into multple states. * * @method * @param {es.TransactionModel} transactions Tranasction to apply to the document * @param {Boolean} combine Whether to prevent this transaction from causing a state push */ es.SurfaceModel.prototype.transact = function( transaction, combine ) { if ( !combine && this.shouldPushState( transaction ) ) { this.pushState(); } this.currentStateLengthDifference += transaction.getLengthDifference(); this.doc.commit( transaction ); this.currentState.push( transaction ); this.emit( 'transact', transaction ); }; /** * Reverses one or more selections and transactions. * * @method * @param {Integer} steps Number of steps to reverse */ es.SurfaceModel.prototype.undo = function( steps ) { // TODO: Implement me! this.emit( 'undo'/*, transaction/selection*/ ); }; /** * Repeats one or more selections and transactions. * * @method * @param {Integer} steps Number of steps to repeat */ es.SurfaceModel.prototype.redo = function( steps ) { // TODO: Implement me! this.emit( 'redo'/*, transaction/selection*/ ); }; /** * Checks if it's an appropriate time to push the state. * * @method * @returns {Boolean} Whether the state should be pushed */ es.SurfaceModel.prototype.shouldPushState = function( nextAction ) { // Never push a new state if the current one is empty if ( !this.currentState.length ) { return false; } var lastAction = this.currentState[this.currentState.length - 1], nextDirection, lastDirection; if ( // Check that types match nextAction instanceof es.Range && lastAction instanceof es.Range ) { if ( // 2 or more select actions in a row are required to detect a direction this.states.length >= 2 && this.states[this.states.length - 2] instanceof es.Range ) { // Check we haven't changed directions lastDirection = this.states[this.states.length - 2].from - lastAction.from; nextDirection = lastAction.from - nextAction.from; if ( // Both movements are in the same direction ( lastDirection < 0 && nextDirection < 0 ) || ( lastDirection > 0 && nextDirection > 0 ) ) { // Check we are still within the distance threshold if ( Math.abs( nextAction.from - lastAction.from ) + this.currentStateDistance < this.distanceLimit ) { return false; } } } } else if ( // Check that types match nextAction instanceof es.TransactionModel && lastAction instanceof es.TransactionModel ) { // Check if we've changed directions (insert vs remove) lastLengthDifference = lastAction.getLengthDifference(); nextLengthDifference = nextAction.getLengthDifference(); if ( // Both movements are in the same direction ( lastLengthDifference < 0 && nextLengthDifference < 0 ) || ( lastLengthDifference > 0 && nextLengthDifference > 0 ) ) { // Check we are still within the length difference threshold if ( nextLengthDifference + this.currentStateLengthDifference < this.lengthDifferenceLimit ) { return false; } } } return true; }; /** * Removes any undone states and pushes a new state to the stack. * * @method */ es.SurfaceModel.prototype.pushState = function() { // Automatically drop undone states - we are now moving in a new direction if ( this.states[this.states.length - 1] !== this.currentState ) { for ( var i = this.states.length - 1; i > this.currentStateIndex; i-- ) { this.emit( 'popState', this.states.pop() ); } } // Push a new state to the stack this.optimizeState( this.states.length - 1 ); this.states.push( [] ); this.initializeState( this.states.length - 1 ); this.emit( 'pushState' ); }; es.SurfaceModel.prototype.optimizeState = function( stateIndex ) { var skipSelects = false, newState = []; for ( var i = this.states[stateIndex].length - 1; i >= 0; i-- ) { var action = this.states[stateIndex][i]; if ( !( action instanceof es.Range && skipSelects ) ) { newState.push( action ); skipSelects = true; } } this.states[stateIndex] = newState; }; /* Inheritance */ es.extendClass( es.SurfaceModel, es.EventEmitter );