mirror of
https://gerrit.wikimedia.org/r/mediawiki/extensions/VisualEditor
synced 2024-11-25 14:56:20 +00:00
2e76271b4e
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
141 lines
2.9 KiB
JavaScript
141 lines
2.9 KiB
JavaScript
/*!
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* VisualEditor UserInterface WindowSet class.
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*
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* @copyright 2011-2013 VisualEditor Team and others; see AUTHORS.txt
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* @license The MIT License (MIT); see LICENSE.txt
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*/
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/**
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* UserInterface window set.
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*
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* @class
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* @extends ve.Element
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* @mixins ve.EventEmitter
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*
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* @constructor
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* @param {ve.ui.Surface} surface
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* @param {ve.Factory} factory Window factory
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* @param {Object} [config] Config options
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*/
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ve.ui.WindowSet = function VeUiWindowSet( surface, factory, config ) {
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// Parent constructor
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ve.Element.call( this, config );
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// Mixin constructors
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ve.EventEmitter.call( this );
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// Properties
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this.surface = surface;
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this.factory = factory;
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this.windows = {};
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this.currentWindow = null;
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// Initialization
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this.$.addClass( 've-ui-windowSet' );
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};
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/* Inheritance */
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ve.inheritClass( ve.ui.WindowSet, ve.Element );
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ve.mixinClass( ve.ui.WindowSet, ve.EventEmitter );
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/* Events */
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/**
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* @event setup
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* @param {ve.ui.Window} win Window that's been setup
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*/
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/**
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* @event open
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* @param {ve.ui.Window} win Window that's been opened
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*/
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/**
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* @event close
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* @param {ve.ui.Window} win Window that's been closed
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* @param {string} action Action that caused the window to be closed
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*/
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/* Methods */
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/**
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* Handle a window being setup.
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*
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* @method
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* @param {ve.ui.Window} win Window that's been setup
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* @emits setup
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*/
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ve.ui.WindowSet.prototype.onWindowSetup = function ( win ) {
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this.emit( 'setup', win );
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};
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/**
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* Handle a window being opened.
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*
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* @method
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* @param {ve.ui.Window} win Window that's been opened
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* @emits open
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*/
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ve.ui.WindowSet.prototype.onWindowOpen = function ( win ) {
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this.currentWindow = win;
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this.emit( 'open', win );
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};
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/**
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* Handle a window being closed.
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*
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* @method
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* @param {ve.ui.Window} win Window that's been opened
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* @param {boolean} accept Changes have been accepted
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* @emits close
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*/
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ve.ui.WindowSet.prototype.onWindowClose = function ( win, accept ) {
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this.currentWindow = null;
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this.emit( 'close', win, accept );
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};
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/**
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* Get the current window.
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*
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* @method
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* @returns {ve.ui.Window} Current window
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*/
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ve.ui.WindowSet.prototype.getCurrent = function () {
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return this.currentWindow;
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};
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/**
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* Opens a given window.
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*
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* Any already open dialog will be closed.
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*
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* @method
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* @param {string} name Symbolic name of window
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* @chainable
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*/
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ve.ui.WindowSet.prototype.open = function ( name ) {
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var win;
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if ( !this.factory.lookup( name ) ) {
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throw new Error( 'Unknown window: ' + name );
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}
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if ( this.currentWindow ) {
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throw new Error( 'Cannot open another window while another one is active' );
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}
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if ( !( name in this.windows ) ) {
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win = this.windows[name] = this.factory.create( name, this.surface );
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win.connect( this, {
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'setup': ['onWindowSetup', win],
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'open': ['onWindowOpen', win],
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'close': ['onWindowClose', win]
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} );
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this.$.append( win.$ );
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}
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this.windows[name].open();
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return this;
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};
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