mirror of
https://gerrit.wikimedia.org/r/mediawiki/extensions/VisualEditor
synced 2024-12-02 01:46:47 +00:00
255 lines
7.2 KiB
JavaScript
255 lines
7.2 KiB
JavaScript
/**
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* Creates an es.SurfaceModel object.
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*
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* @class
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* @constructor
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* @extends {es.EventEmitter}
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* @param {es.DocumentModel} doc Document model to create surface for
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*/
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es.SurfaceModel = function( doc ) {
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// Inheritance
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es.EventEmitter.call( this );
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// Properties
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this.doc = doc;
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this.selection = new es.Range();
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this.states = [[]];
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this.initializeState( this.states.length - 1 );
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// Configuration
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this.distanceLimit = 24;
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this.lengthDifferenceLimit = 24;
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};
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/* Methods */
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es.SurfaceModel.prototype.initializeState = function( stateIndex ) {
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if ( this.states[stateIndex] === undefined ) {
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throw 'Invalid state index error. State index our of range: ' + stateIndex;
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}
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this.currentStateIndex = stateIndex;
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this.currentState = this.states[stateIndex];
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this.currentStateDistance = 0;
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this.currentStateLengthDifference = 0;
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};
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/**
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* Gets the document model of the surface.
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*
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* @method
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* @returns {es.DocumentModel} Document model of the surface
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*/
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es.SurfaceModel.prototype.getDocument = function() {
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return this.doc;
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};
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/**
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* Gets the selection for the current state.
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*
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* @method
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* @returns {es.Range} Current state's selection
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*/
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es.SurfaceModel.prototype.getSelection = function() {
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return this.selection;
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};
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/**
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* Changes the selection.
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*
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* If changing the selection at a high frequency (such as while dragging) use the combine argument
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* to avoid them being split up into multiple states.
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*
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* @method
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* @param {es.Range} selection
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* @param {Boolean} combine Whether to prevent this transaction from causing a state push
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*/
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es.SurfaceModel.prototype.select = function( selection ) {
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selection.normalize();
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// Filter out calls to select if they do not change the selection values
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var selectionChanged = !this.selection || (
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this.selection.from !== selection.from ||
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this.selection.to !== selection.to
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);
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if ( selectionChanged ) {
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var lastAction = this.states[this.states.length - 1];
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if ( lastAction instanceof es.Range ) {
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this.currentStateDistance += Math.abs(
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selection.from - this.states[this.states.length - 1].from
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);
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}
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this.selection = selection;
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if ( selectionChanged ) {
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this.emit( 'select', this.selection.clone() );
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}
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}
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};
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/**
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* Applies a series of transactions to the content data.
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*
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* If committing multiple transactions which are the result of a single user action and need to be
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* part of a single state, use the combine argument for all but the last one to avoid them being
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* split up into multple states.
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*
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* @method
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* @param {es.TransactionModel} transactions Tranasction to apply to the document
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* @param {Boolean} combine Whether to prevent this transaction from causing a state push
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*/
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es.SurfaceModel.prototype.transact = function( transaction, combine ) {
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if ( !combine && this.shouldPushState( transaction ) ) {
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this.pushState();
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}
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this.currentStateLengthDifference += transaction.getLengthDifference();
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this.doc.commit( transaction );
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this.currentState.push( transaction );
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this.emit( 'transact', transaction );
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};
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/**
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* Reverses one or more states.
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* We assume the user wants to undo some visible change to the document, so we only count
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* states that contain at least one transaction that changed the document somehow.
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*
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* @method
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* @param {Integer} Number of document-changing states to reverse
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*/
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es.SurfaceModel.prototype.undo = function( transactionsToUndo ) {
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while ( transactionsToUndo ) {
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var hadTransaction = false;
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var state = this.currentState;
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var i = state.length - 1;
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while ( i-- ) {
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if ( state[i] instanceof es.TransactionModel ) {
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hadTransaction = true;
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this.doc.rollback( state[i] );
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}
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}
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this.emit( 'undo', state );
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if ( hadTransaction ) {
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transactionsToUndo--;
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}
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// do we also want all the effects of initializeState? currentStateDistance to be 0, currentStateLengthDifference?
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this.initializeState( this.currentStateIndex - 1 );
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}
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};
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/**
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* Repeats one or more selections and transactions.
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*
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* @method
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* @param {Integer} steps Number of steps to repeat
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*/
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es.SurfaceModel.prototype.redo = function( steps ) {
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// TODO: Implement me!
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this.emit( 'redo'/*, transaction/selection*/ );
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};
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/**
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* Checks if it's an appropriate time to push the state.
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*
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* @method
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* @returns {Boolean} Whether the state should be pushed
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*/
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es.SurfaceModel.prototype.shouldPushState = function( nextAction ) {
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// Never push a new state if the current one is empty
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if ( !this.currentState.length ) {
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return false;
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}
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var lastAction = this.currentState[this.currentState.length - 1],
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nextDirection,
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lastDirection;
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if (
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// Check that types match
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nextAction instanceof es.Range && lastAction instanceof es.Range
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) {
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if (
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// 2 or more select actions in a row are required to detect a direction
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this.states.length >= 2 && this.states[this.states.length - 2] instanceof es.Range
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) {
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// Check we haven't changed directions
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lastDirection = this.states[this.states.length - 2].from - lastAction.from;
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nextDirection = lastAction.from - nextAction.from;
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if (
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// Both movements are in the same direction
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( lastDirection < 0 && nextDirection < 0 ) ||
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( lastDirection > 0 && nextDirection > 0 )
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) {
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// Check we are still within the distance threshold
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if (
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Math.abs( nextAction.from - lastAction.from ) + this.currentStateDistance <
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this.distanceLimit
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) {
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return false;
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}
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}
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}
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} else if (
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// Check that types match
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nextAction instanceof es.TransactionModel && lastAction instanceof es.TransactionModel
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) {
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// Check if we've changed directions (insert vs remove)
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lastLengthDifference = lastAction.getLengthDifference();
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nextLengthDifference = nextAction.getLengthDifference();
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if (
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// Both movements are in the same direction
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( lastLengthDifference < 0 && nextLengthDifference < 0 ) ||
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( lastLengthDifference > 0 && nextLengthDifference > 0 )
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) {
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// Check we are still within the length difference threshold
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if (
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nextLengthDifference + this.currentStateLengthDifference <
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this.lengthDifferenceLimit
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) {
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return false;
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}
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}
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}
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return true;
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};
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/**
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* Removes any undone states and pushes a new state to the stack.
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*
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* @method
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*/
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es.SurfaceModel.prototype.pushState = function() {
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// Automatically drop undone states - we are now moving in a new direction
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if ( this.states[this.states.length - 1] !== this.currentState ) {
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for ( var i = this.states.length - 1; i > this.currentStateIndex; i-- ) {
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this.emit( 'popState', this.states.pop() );
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}
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}
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// Push a new state to the stack
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this.optimizeState( this.states.length - 1 );
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this.states.push( [] );
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this.initializeState( this.states.length - 1 );
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this.emit( 'pushState' );
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};
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/**
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* Remove irrelevant selection actions from a given state
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* TODO: replace this with code to remove irrelevant selections as they are pushed
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* (for instance, between two insertions).
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* @param {Integer}
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*/
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es.SurfaceModel.prototype.optimizeState = function( stateIndex ) {
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var skipSelects = false,
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newState = [];
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for ( var i = this.states[stateIndex].length - 1; i >= 0; i-- ) {
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var action = this.states[stateIndex][i];
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if ( !( action instanceof es.Range && skipSelects ) ) {
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newState.push( action );
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skipSelects = true;
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}
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}
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this.states[stateIndex] = newState;
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};
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/* Inheritance */
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es.extendClass( es.SurfaceModel, es.EventEmitter );
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