Press n or j to go to the next uncovered block, b, p or k for the previous block.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 | 1x 374x 374x 374x 374x 374x 374x 374x 374x 374x 374x 374x 1x 1x 1x 1x 1x 88x 1x 1x 1x 92x 1x 1x 35x 35x 35x 35x 35x 18x 17x 35x 1x 22x 22x 22x 24x 24x 24x 22x 22x 22x 24x 24x 4x 24x 24x 22x 1x 21x 21x 21x 21x 1x 1x 403x 403x 403x 403x 403x 403x 1x 36x 36x 1x 1x 1x 1x 1x 44x | /*! * VisualEditor UserInterface Context class. * * @copyright See AUTHORS.txt */ /** * UserInterface context. * * @class * @abstract * @extends OO.ui.Element * @mixes OO.EventEmitter * @mixes OO.ui.mixin.GroupElement * * @constructor * @param {ve.ui.Surface} surface * @param {Object} [config] Configuration options */ ve.ui.Context = function VeUiContext( surface, config ) { // Parent constructor ve.ui.Context.super.call( this, config ); // Mixin constructors OO.EventEmitter.call( this ); OO.ui.mixin.GroupElement.call( this, config ); // Properties this.surface = surface; this.visible = false; this.choosing = false; this.$focusTrapBefore = $( '<div>' ).prop( 'tabIndex', 0 ); this.$focusTrapAfter = $( '<div>' ).prop( 'tabIndex', 0 ); this.$focusTrapBefore.add( this.$focusTrapAfter ).on( 'focus', () => { surface.getView().activate(); } ); // Initialization // Hide element using a class, not this.toggle, as child implementations // of toggle may require the instance to be fully constructed before running. this.$group.addClass( 've-ui-context-menu' ); this.$element .addClass( 've-ui-context ve-ui-context-hidden' ) .append( this.$focusTrapBefore, this.$group, this.$focusTrapAfter ); }; /* Inheritance */ OO.inheritClass( ve.ui.Context, OO.ui.Element ); OO.mixinClass( ve.ui.Context, OO.EventEmitter ); OO.mixinClass( ve.ui.Context, OO.ui.mixin.GroupElement ); /* Events */ /** * @event ve.ui.Context#resize */ /* Static Properties */ /** * Context is for mobile devices. * * @static * @inheritable * @property {boolean} */ ve.ui.Context.static.isMobile = false; /* Methods */ /** * Check if context is for mobile devices * * @return {boolean} Context is for mobile devices */ ve.ui.Context.prototype.isMobile = function () { return this.constructor.static.isMobile; }; /** * Check if context is visible. * * @return {boolean} Context is visible */ ve.ui.Context.prototype.isVisible = function () { return this.visible; }; /** * Get related item sources. * * Result is cached, and cleared when the model or selection changes. * * @abstract * @return {Object[]} List of objects containing `type`, `name`, and `model` or `data` properties, * `type` is either `item`, `tool` or `persistent` * `name` is the symbolic name of the item or tool * `model` is the model the item or tool is compatible with (for `item` or `tool`) * `data` is additional data, for `persistent` context items */ ve.ui.Context.prototype.getRelatedSources = null; /** * Get the surface the context is being used with. * * @return {ve.ui.Surface} */ ve.ui.Context.prototype.getSurface = function () { return this.surface; }; /** * Hide the context while it has valid items in the menu * * This could be triggered by clicking the close button on * mobile or by pressing escape. */ ve.ui.Context.prototype.hide = function () { const surfaceModel = this.surface.getModel(); this.toggleMenu( false ); this.toggle( false ); // Desktop: Ensure the next cursor movement re-evaluates the context, // e.g. if moving within a link, the context is re-shown. surfaceModel.once( 'select', () => { surfaceModel.emitContextChange(); } ); // Mobile: Clear last-known contexedAnnotations so that clicking the annotation // again just brings up this context item. (T232172) this.getSurface().getView().contexedAnnotations = []; }; /** * Toggle the menu. * * @param {boolean} [show] Show the menu, omit to toggle * @return {ve.ui.Context} * @chainable */ ve.ui.Context.prototype.toggleMenu = function ( show ) { show = show === undefined ? !this.choosing : !!show; Eif ( show !== this.choosing ) { this.choosing = show; this.$element.toggleClass( 've-ui-context-choosing', show ); if ( show ) { this.setupMenuItems(); } else { this.teardownMenuItems(); } } return this; }; /** * Setup menu items. * * @protected * @param {ve.ui.ContextItem[]} [previousItems] if a context is being refreshed, this will * be the previously-open items for comparison * @return {ve.ui.Context} * @chainable */ ve.ui.Context.prototype.setupMenuItems = function ( previousItems ) { const sources = this.getRelatedSources(), items = []; let i, len; for ( i = 0, len = sources.length; i < len; i++ ) { const source = sources[ i ]; if ( source.type === 'item' ) { items.push( ve.ui.contextItemFactory.create( sources[ i ].name, this, sources[ i ].model ) ); } else Eif ( source.type === 'tool' ) { items.push( new ve.ui.ToolContextItem( this, sources[ i ].model, ve.ui.toolFactory.lookup( sources[ i ].name ) ) ); } else if ( source.type === 'persistent' ) { items.push( ve.ui.contextItemFactory.create( sources[ i ].name, this, sources[ i ].data ) ); } } items.sort( ( a, b ) => a.constructor.static.sortOrder - b.constructor.static.sortOrder ); this.addItems( items ); for ( i = 0, len = items.length; i < len; i++ ) { const item = items[ i ]; const isRefreshing = previousItems && previousItems.some( // We treat it as refreshing if they're exactly equal, or if either is null. // Null here probably means we're dealing with a persistent fragment that's // between text-selections currently. ( oldItem ) => oldItem.equals( item ) || oldItem.getFragment().isNull() || item.getFragment().isNull() ); item.connect( this, { command: 'onContextItemCommand' } ); item.setup( isRefreshing ); } return this; }; /** * Teardown menu items. * * @protected * @return {ve.ui.Context} * @chainable */ ve.ui.Context.prototype.teardownMenuItems = function () { for ( let i = 0, len = this.items.length; i < len; i++ ) { this.items[ i ].teardown(); } this.clearItems(); return this; }; /** * Handle command events from context items */ ve.ui.Context.prototype.onContextItemCommand = function () {}; /** * Toggle the visibility of the context. * * @param {boolean} [show] Show the context, omit to toggle * @return {jQuery.Promise} Promise resolved when context is finished showing/hiding * @fires ve.ui.Context#resize */ ve.ui.Context.prototype.toggle = function ( show ) { show = show === undefined ? !this.visible : !!show; Eif ( show !== this.visible ) { this.visible = show; this.$element.toggleClass( 've-ui-context-hidden', !this.visible ); } this.emit( 'resize' ); return ve.createDeferred().resolve().promise(); }; /** * Update the size and position of the context. * * @return {ve.ui.Context} * @chainable * @fires ve.ui.Context#resize */ ve.ui.Context.prototype.updateDimensions = function () { // Override in subclass if context is positioned relative to content this.emit( 'resize' ); return this; }; /** * Destroy the context, removing all DOM elements. * * @return {ve.ui.Context} * @chainable */ ve.ui.Context.prototype.destroy = function () { // Disconnect events this.surface.getModel().disconnect( this ); this.$element.remove(); return this; }; /** * Get an object describing the amount of padding the context adds to the surface. * * For example the mobile context, which is fixed to the bottom of the viewport, * will add bottom padding, whereas the floating desktop context will add none. * * @return {ve.ui.Surface.Padding|null} Padding object, or null */ ve.ui.Context.prototype.getSurfacePadding = function () { return null; }; |