mediawiki-extensions-Visual.../modules/ve/ve.Surface.js
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

386 lines
10 KiB
JavaScript

/*!
* 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.
*
* @example
* new ve.Surface(
* new ve.init.sa.Target( $( '<div>' ).appendTo( document.body ) ),
* ve.createDocumentFromHTML( '<p>Hello world.</p>' )
* );
*
* @class
*
* @constructor
* @param {ve.init.Target} target Integration target to add views to
* @param {HTMLDocument} doc HTML document to edit
* @param {Object} options Configuration options
*/
ve.Surface = function VeSurface( target, doc, options ) {
// Properties
this.$ = $( '<div>' );
this.$overlay = $( '<div>' );
this.target = target;
this.documentModel = new ve.dm.Document( doc );
this.options = ve.extendObject( true, ve.Surface.defaultOptions, options );
this.model = new ve.dm.Surface( this.documentModel );
this.view = new ve.ce.Surface( this.$, this.model, this );
this.context = new ve.ui.Context( this );
this.dialogs = new ve.ui.WindowSet( this, ve.ui.dialogFactory );
this.toolbars = {};
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( $( 'body' ) );
this.view.getDocument().getDocumentNode().setLive( true );
this.setupToolbars();
this.setupCommands();
this.resetSelection();
ve.instances.push( this );
this.model.startHistoryTracking();
// Turn off native object editing. This must be tried after the surface has been added to DOM.
try {
document.execCommand( 'enableObjectResizing', false, false );
document.execCommand( 'enableInlineTableEditing', false, false );
} catch ( e ) { /* Silently ignore */ }
};
/* Static Properties */
ve.Surface.defaultOptions = {
'toolbars': {
'top': {
'float': true,
'tools': [
{ 'name': 'history', 'items' : ['undo', 'redo'] },
{ 'name': 'textStyle', 'items' : ['format'] },
{ 'name': 'textStyle', 'items' : ['bold', 'italic', 'link', 'clear'] },
{ 'name': 'list', 'items' : ['number', 'bullet', 'outdent', 'indent'] }
]
}
},
// Items can either be symbolic names or objects with trigger and action properties
'commands': ['bold', 'italic', 'link', 'undo', 'redo', 'indent', 'outdent']
};
/* Methods */
/**
* Get the surface model.
*
* @method
* @returns {ve.dm.Surface} Surface model
*/
ve.Surface.prototype.getModel = function () {
return this.model;
};
/**
* Get the document model.
*
* @method
* @returns {ve.dm.Document} Document model
*/
ve.Surface.prototype.getDocumentModel = function () {
return this.documentModel;
};
/**
* Get the surface view.
*
* @method
* @returns {ve.ce.Surface} Surface view
*/
ve.Surface.prototype.getView = function () {
return this.view;
};
/**
* Get the context menu.
*
* @method
* @returns {ve.ui.Context} Context user interface
*/
ve.Surface.prototype.getContext = function () {
return this.context;
};
/**
* Destroy the surface, releasing all memory and removing all DOM elements.
*
* @method
* @returns {ve.ui.Context} Context user interface
*/
ve.Surface.prototype.destroy = function () {
ve.instances.splice( ve.instances.indexOf( this ), 1 );
this.$.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();
};
/**
* Check if editing is enabled.
*
* @method
* @returns {boolean} Editing is enabled
*/
ve.Surface.prototype.isEnabled = function () {
return this.enabled;
};
/**
* Fix up the initial selection.
*
* Reselect the selection and force a poll. This forces the selection to be something reasonable.
* In Firefox, the initial selection is (0,0), which causes problems (bug 42277).
*
* @method
*/
ve.Surface.prototype.resetSelection = function () {
this.model.getFragment().select().destroy();
this.view.surfaceObserver.poll();
};
/**
* 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.
*
* Commands must be registered through {ve.commandRegsitry} prior to constructing the surface.
* Setup Triggers registered through {ve.triggerRegistry} prior to constructing the surface.
* Add listener method to {ve.triggerRegistry} to lazy load triggers.
*
* @method
* @param {string[]} commands Array of symbolic names of registered commands
*/
ve.Surface.prototype.setupCommands = function () {
var i, len, command,
commands = this.options.commands,
surface = this;
function loadTriggers( triggers, command ) {
var i, len, trigger;
if ( !ve.isArray( triggers ) ) {
triggers = [triggers];
}
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] );
}
surface.commands[trigger] = command.action;
}
}
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] );
}
loadTriggers( ve.triggerRegistry.lookup( commands[i] ), command );
}
// Bind register event to lazy load triggers
ve.triggerRegistry.on( 'register', function ( name, trigger ) {
loadTriggers( trigger, ve.commandRegistry.lookup( name ) );
} );
};
/**
* Initialize the toolbar.
*
* This method uses {this.options} for its configuration.
*
* @method
*/
ve.Surface.prototype.setupToolbars = function () {
var name, config, toolbar,
toolbars = this.options.toolbars;
for ( name in toolbars ) {
config = toolbars[name];
if ( ve.isPlainObject( config ) ) {
this.toolbars[name] = toolbar = { '$': $( '<div class="ve-ui-toolbar"></div>' ) };
if ( name === 'top' ) {
// Add extra sections to the toolbar
toolbar.$.append(
'<div class="ve-ui-actions"></div>' +
'<div style="clear:both"></div>' +
'<div class="ve-ui-toolbar-shadow"></div>'
);
// Wrap toolbar for floating
toolbar.$wrapper = $( '<div class="ve-ui-toolbar-wrapper"></div>' )
.append( this.toolbars[name].$ );
// Add toolbar to surface
this.$.before( toolbar.$wrapper );
if ( 'float' in config && config.float === true ) {
// Float top toolbar
this.floatTopToolbar();
}
}
toolbar.instance = new ve.ui.Toolbar( toolbar.$, this, config.tools );
}
}
};
/*
* Move the toolbar to the top of the screen if it would normally be out of view.
*
* TODO: Determine if this would be better in ui.toolbar vs here.
* TODO: This needs to be refactored so that it only works on the main editor top tool bar.
*
* @method
*/
ve.Surface.prototype.floatTopToolbar = function () {
if ( !this.toolbars.top ) {
return;
}
var $wrapper = this.toolbars.top.$wrapper,
$toolbar = this.toolbars.top.$,
$window = $( window );
$window.on( {
'resize': function () {
if ( $wrapper.hasClass( 've-ui-toolbar-wrapper-floating' ) ) {
var toolbarsOffset = $wrapper.offset(),
left = toolbarsOffset.left,
right = $window.width() - $wrapper.outerWidth() - left;
$toolbar.css( {
'left': left,
'right': right
} );
}
},
'scroll': function () {
var left, right,
toolbarsOffset = $wrapper.offset(),
$editorDocument = $wrapper.parent().find('.ve-surface .ve-ce-documentNode'),
$lastBranch = $editorDocument.children( '.ve-ce-branchNode:last' );
if ( $window.scrollTop() > toolbarsOffset.top ) {
left = toolbarsOffset.left;
right = $window.width() - $wrapper.outerWidth() - left;
// If not floating, set float
if ( !$wrapper.hasClass( 've-ui-toolbar-wrapper-floating' ) ) {
$wrapper
.css( 'height', $wrapper.height() )
.addClass( 've-ui-toolbar-wrapper-floating' );
$toolbar.css( {
'left': left,
'right': right
} );
} else {
// Toolbar is floated
if (
// There's at least one branch
$lastBranch.length &&
// Toolbar is at or below the top of last node in the document
$window.scrollTop() + $toolbar.height() >= $lastBranch.offset().top
) {
if ( !$wrapper.hasClass( 've-ui-toolbar-wrapper-bottom' ) ) {
$wrapper
.removeClass( 've-ui-toolbar-wrapper-floating' )
.addClass( 've-ui-toolbar-wrapper-bottom' );
$toolbar.css({
'top': $window.scrollTop() + 'px',
'left': left,
'right': right
});
}
} else { // Unattach toolbar
if ( $wrapper.hasClass( 've-ui-toolbar-wrapper-bottom' ) ) {
$wrapper
.removeClass( 've-ui-toolbar-wrapper-bottom' )
.addClass( 've-ui-toolbar-wrapper-floating' );
$toolbar.css( {
'top': 0,
'left': left,
'right': right
} );
}
}
}
} else { // Return toolbar to top position
if (
$wrapper.hasClass( 've-ui-toolbar-wrapper-floating' ) ||
$wrapper.hasClass( 've-ui-toolbar-wrapper-bottom' )
) {
$wrapper.css( 'height', 'auto' )
.removeClass( 've-ui-toolbar-wrapper-floating' )
.removeClass( 've-ui-toolbar-wrapper-bottom' );
$toolbar.css( {
'top': 0,
'left': 0,
'right': 0
} );
}
}
}
} );
};