mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
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659 lines
22 KiB
JavaScript
659 lines
22 KiB
JavaScript
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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// **********
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// Title: trench.js
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// ##########
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// Class: Trench
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//
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// Class for drag-snapping regions; called "trenches" as they are long and narrow.
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// Constructor: Trench
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//
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// Parameters:
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// element - the DOM element for Item (GroupItem or TabItem) from which the trench is projected
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// xory - either "x" or "y": whether the trench's <position> is along the x- or y-axis.
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// In other words, if "x", the trench is vertical; if "y", the trench is horizontal.
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// type - either "border" or "guide". Border trenches mark the border of an Item.
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// Guide trenches extend out (unless they are intercepted) and act as "guides".
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// edge - which edge of the Item that this trench corresponds to.
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// Either "top", "left", "bottom", or "right".
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function Trench(element, xory, type, edge) {
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//----------
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// Variable: id
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// (integer) The id for the Trench. Set sequentially via <Trenches.nextId>
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this.id = Trenches.nextId++;
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// ---------
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// Variables: Initial parameters
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// element - (DOMElement)
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// parentItem - <Item> which projects this trench; to be set with setParentItem
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// xory - (string) "x" or "y"
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// type - (string) "border" or "guide"
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// edge - (string) "top", "left", "bottom", or "right"
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this.el = element;
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this.parentItem = null;
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this.xory = xory; // either "x" or "y"
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this.type = type; // "border" or "guide"
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this.edge = edge; // "top", "left", "bottom", or "right"
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this.$el = iQ(this.el);
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//----------
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// Variable: dom
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// (array) DOM elements for visible reflexes of the Trench
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this.dom = [];
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//----------
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// Variable: showGuide
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// (boolean) Whether this trench will project a visible guide (dotted line) or not.
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this.showGuide = false;
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//----------
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// Variable: active
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// (boolean) Whether this trench is currently active or not.
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// Basically every trench aside for those projected by the Item currently being dragged
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// all become active.
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this.active = false;
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this.gutter = Items.defaultGutter;
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//----------
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// Variable: position
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// (integer) position is the position that we should snap to.
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this.position = 0;
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//----------
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// Variables: some Ranges
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// range - (<Range>) explicit range; this is along the transverse axis
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// minRange - (<Range>) the minimum active range
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// activeRange - (<Range>) the currently active range
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this.range = new Range(0,10000);
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this.minRange = new Range(0,0);
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this.activeRange = new Range(0,10000);
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};
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Trench.prototype = {
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// ----------
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// Function: toString
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// Prints [Trench edge type (parentItem)] for debug use
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toString: function Trench_toString() {
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return "[Trench " + this.edge + " " + this.type +
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(this.parentItem ? " (" + this.parentItem + ")" : "") +
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"]";
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},
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//----------
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// Variable: radius
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// (integer) radius is how far away we should snap from
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get radius() this.customRadius || Trenches.defaultRadius,
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setParentItem: function Trench_setParentItem(item) {
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if (!item.isAnItem) {
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Utils.assert(false, "parentItem must be an Item");
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return false;
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}
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this.parentItem = item;
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return true;
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},
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//----------
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// Function: setPosition
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// set the trench's position.
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//
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// Parameters:
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// position - (integer) px center position of the trench
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// range - (<Range>) the explicit active range of the trench
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// minRange - (<Range>) the minimum range of the trench
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setPosition: function Trench_setPosition(position, range, minRange) {
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this.position = position;
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var page = Items.getPageBounds(true);
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// optionally, set the range.
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if (Utils.isRange(range)) {
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this.range = range;
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} else {
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this.range = new Range(0, (this.xory == 'x' ? page.height : page.width));
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}
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// if there's a minRange, set that too.
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if (Utils.isRange(minRange))
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this.minRange = minRange;
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// set the appropriate bounds as a rect.
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if (this.xory == "x") // vertical
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this.rect = new Rect(this.position - this.radius, this.range.min, 2 * this.radius, this.range.extent);
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else // horizontal
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this.rect = new Rect(this.range.min, this.position - this.radius, this.range.extent, 2 * this.radius);
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this.show(); // DEBUG
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},
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//----------
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// Function: setActiveRange
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// set the trench's currently active range.
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//
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// Parameters:
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// activeRange - (<Range>)
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setActiveRange: function Trench_setActiveRange(activeRange) {
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if (!Utils.isRange(activeRange))
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return false;
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this.activeRange = activeRange;
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if (this.xory == "x") { // horizontal
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this.activeRect = new Rect(this.position - this.radius, this.activeRange.min, 2 * this.radius, this.activeRange.extent);
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this.guideRect = new Rect(this.position, this.activeRange.min, 0, this.activeRange.extent);
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} else { // vertical
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this.activeRect = new Rect(this.activeRange.min, this.position - this.radius, this.activeRange.extent, 2 * this.radius);
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this.guideRect = new Rect(this.activeRange.min, this.position, this.activeRange.extent, 0);
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}
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return true;
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},
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//----------
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// Function: setWithRect
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// Set the trench's position using the given rect. We know which side of the rect we should match
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// because we've already recorded this information in <edge>.
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//
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// Parameters:
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// rect - (<Rect>)
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setWithRect: function Trench_setWithRect(rect) {
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if (!Utils.isRect(rect))
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Utils.error('argument must be Rect');
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// First, calculate the range for this trench.
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// Border trenches are always only active for the length of this range.
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// Guide trenches, however, still use this value as its minRange.
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if (this.xory == "x")
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var range = new Range(rect.top - this.gutter, rect.bottom + this.gutter);
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else
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var range = new Range(rect.left - this.gutter, rect.right + this.gutter);
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if (this.type == "border") {
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// border trenches have a range, so set that too.
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if (this.edge == "left")
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this.setPosition(rect.left - this.gutter, range);
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else if (this.edge == "right")
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this.setPosition(rect.right + this.gutter, range);
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else if (this.edge == "top")
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this.setPosition(rect.top - this.gutter, range);
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else if (this.edge == "bottom")
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this.setPosition(rect.bottom + this.gutter, range);
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} else if (this.type == "guide") {
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// guide trenches have no range, but do have a minRange.
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if (this.edge == "left")
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this.setPosition(rect.left, false, range);
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else if (this.edge == "right")
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this.setPosition(rect.right, false, range);
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else if (this.edge == "top")
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this.setPosition(rect.top, false, range);
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else if (this.edge == "bottom")
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this.setPosition(rect.bottom, false, range);
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}
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},
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//----------
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// Function: show
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//
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// Show guide (dotted line), if <showGuide> is true.
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//
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// If <Trenches.showDebug> is true, we will draw the trench. Active portions are drawn with 0.5
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// opacity. If <active> is false, the entire trench will be
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// very translucent.
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show: function Trench_show() { // DEBUG
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if (this.active && this.showGuide) {
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if (!this.dom.guideTrench)
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this.dom.guideTrench = iQ("<div/>").addClass('guideTrench').css({id: 'guideTrench'+this.id});
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var guideTrench = this.dom.guideTrench;
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guideTrench.css(this.guideRect);
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iQ("body").append(guideTrench);
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} else {
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if (this.dom.guideTrench) {
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this.dom.guideTrench.remove();
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delete this.dom.guideTrench;
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}
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}
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if (!Trenches.showDebug) {
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this.hide(true); // true for dontHideGuides
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return;
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}
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if (!this.dom.visibleTrench)
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this.dom.visibleTrench = iQ("<div/>")
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.addClass('visibleTrench')
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.addClass(this.type) // border or guide
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.css({id: 'visibleTrench'+this.id});
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var visibleTrench = this.dom.visibleTrench;
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if (!this.dom.activeVisibleTrench)
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this.dom.activeVisibleTrench = iQ("<div/>")
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.addClass('activeVisibleTrench')
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.addClass(this.type) // border or guide
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.css({id: 'activeVisibleTrench'+this.id});
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var activeVisibleTrench = this.dom.activeVisibleTrench;
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if (this.active)
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activeVisibleTrench.addClass('activeTrench');
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else
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activeVisibleTrench.removeClass('activeTrench');
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visibleTrench.css(this.rect);
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activeVisibleTrench.css(this.activeRect || this.rect);
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iQ("body").append(visibleTrench);
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iQ("body").append(activeVisibleTrench);
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},
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//----------
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// Function: hide
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// Hide the trench.
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hide: function Trench_hide(dontHideGuides) {
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if (this.dom.visibleTrench)
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this.dom.visibleTrench.remove();
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if (this.dom.activeVisibleTrench)
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this.dom.activeVisibleTrench.remove();
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if (!dontHideGuides && this.dom.guideTrench)
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this.dom.guideTrench.remove();
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},
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//----------
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// Function: rectOverlaps
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// Given a <Rect>, compute whether it overlaps with this trench. If it does, return an
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// adjusted ("snapped") <Rect>; if it does not overlap, simply return false.
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//
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// Note that simply overlapping is not all that is required to be affected by this function.
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// Trenches can only affect certain edges of rectangles... for example, a "left"-edge guide
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// trench should only affect left edges of rectangles. We don't snap right edges to left-edged
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// guide trenches. For border trenches, the logic is a bit different, so left snaps to right and
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// top snaps to bottom.
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//
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// Parameters:
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// rect - (<Rect>) the rectangle in question
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// stationaryCorner - which corner is stationary? by default, the top left.
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// "topleft", "bottomleft", "topright", "bottomright"
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// assumeConstantSize - (boolean) whether the rect's dimensions are sacred or not
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// keepProportional - (boolean) if we are allowed to change the rect's size, whether the
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// dimensions should scaled proportionally or not.
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//
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// Returns:
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// false - if rect does not overlap with this trench
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// newRect - (<Rect>) an adjusted version of rect, if it is affected by this trench
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rectOverlaps: function Trench_rectOverlaps(rect,stationaryCorner,assumeConstantSize,keepProportional) {
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var edgeToCheck;
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if (this.type == "border") {
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if (this.edge == "left")
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edgeToCheck = "right";
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else if (this.edge == "right")
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edgeToCheck = "left";
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else if (this.edge == "top")
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edgeToCheck = "bottom";
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else if (this.edge == "bottom")
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edgeToCheck = "top";
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} else { // if trench type is guide or barrier...
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edgeToCheck = this.edge;
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}
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rect.adjustedEdge = edgeToCheck;
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switch (edgeToCheck) {
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case "left":
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if (this.ruleOverlaps(rect.left, rect.yRange)) {
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if (stationaryCorner.indexOf('right') > -1)
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rect.width = rect.right - this.position;
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rect.left = this.position;
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return rect;
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}
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break;
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case "right":
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if (this.ruleOverlaps(rect.right, rect.yRange)) {
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if (assumeConstantSize) {
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rect.left = this.position - rect.width;
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} else {
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var newWidth = this.position - rect.left;
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if (keepProportional)
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rect.height = rect.height * newWidth / rect.width;
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rect.width = newWidth;
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}
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return rect;
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}
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break;
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case "top":
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if (this.ruleOverlaps(rect.top, rect.xRange)) {
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if (stationaryCorner.indexOf('bottom') > -1)
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rect.height = rect.bottom - this.position;
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rect.top = this.position;
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return rect;
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}
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break;
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case "bottom":
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if (this.ruleOverlaps(rect.bottom, rect.xRange)) {
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if (assumeConstantSize) {
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rect.top = this.position - rect.height;
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} else {
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var newHeight = this.position - rect.top;
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if (keepProportional)
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rect.width = rect.width * newHeight / rect.height;
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rect.height = newHeight;
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}
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return rect;
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}
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}
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return false;
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},
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//----------
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// Function: ruleOverlaps
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// Computes whether the given "rule" (a line segment, essentially), given by the position and
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// range arguments, overlaps with the current trench. Note that this function assumes that
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// the rule and the trench are in the same direction: both horizontal, or both vertical.
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//
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// Parameters:
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// position - (integer) a position in px
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// range - (<Range>) the rule's range
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ruleOverlaps: function Trench_ruleOverlaps(position, range) {
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return (this.position - this.radius < position &&
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position < this.position + this.radius &&
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this.activeRange.overlaps(range));
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},
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//----------
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// Function: adjustRangeIfIntercept
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// Computes whether the given boundary (given as a position and its active range), perpendicular
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// to the trench, intercepts the trench or not. If it does, it returns an adjusted <Range> for
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// the trench. If not, it returns false.
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//
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// Parameters:
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// position - (integer) the position of the boundary
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// range - (<Range>) the target's range, on the trench's transverse axis
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adjustRangeIfIntercept: function Trench_adjustRangeIfIntercept(position, range) {
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if (this.position - this.radius > range.min && this.position + this.radius < range.max) {
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var activeRange = new Range(this.activeRange);
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// there are three ways this can go:
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// 1. position < minRange.min
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// 2. position > minRange.max
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// 3. position >= minRange.min && position <= minRange.max
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if (position < this.minRange.min) {
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activeRange.min = Math.min(this.minRange.min,position);
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} else if (position > this.minRange.max) {
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activeRange.max = Math.max(this.minRange.max,position);
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} else {
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// this should be impossible because items can't overlap and we've already checked
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// that the range intercepts.
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}
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return activeRange;
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}
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return false;
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},
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//----------
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// Function: calculateActiveRange
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// Computes and sets the <activeRange> for the trench, based on the <GroupItems> around.
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// This makes it so trenches' active ranges don't extend through other groupItems.
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calculateActiveRange: function Trench_calculateActiveRange() {
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// set it to the default: just the range itself.
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this.setActiveRange(this.range);
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// only guide-type trenches need to set a separate active range
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if (this.type != 'guide')
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return;
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var groupItems = GroupItems.groupItems;
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var trench = this;
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groupItems.forEach(function(groupItem) {
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if (groupItem.isDragging) // floating groupItems don't block trenches
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return;
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if (trench.el == groupItem.container) // groupItems don't block their own trenches
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return;
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var bounds = groupItem.getBounds();
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var activeRange = new Range();
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if (trench.xory == 'y') { // if this trench is horizontal...
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activeRange = trench.adjustRangeIfIntercept(bounds.left, bounds.yRange);
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if (activeRange)
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trench.setActiveRange(activeRange);
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activeRange = trench.adjustRangeIfIntercept(bounds.right, bounds.yRange);
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if (activeRange)
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trench.setActiveRange(activeRange);
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} else { // if this trench is vertical...
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activeRange = trench.adjustRangeIfIntercept(bounds.top, bounds.xRange);
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if (activeRange)
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trench.setActiveRange(activeRange);
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activeRange = trench.adjustRangeIfIntercept(bounds.bottom, bounds.xRange);
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if (activeRange)
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trench.setActiveRange(activeRange);
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}
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});
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}
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};
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// ##########
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// Class: Trenches
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// Singelton for managing all <Trench>es.
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var Trenches = {
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// ---------
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// Variables:
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// nextId - (integer) a counter for the next <Trench>'s <Trench.id> value.
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// showDebug - (boolean) whether to draw the <Trench>es or not.
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// defaultRadius - (integer) the default radius for new <Trench>es.
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// disabled - (boolean) whether trench-snapping is disabled or not.
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nextId: 0,
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showDebug: false,
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defaultRadius: 10,
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disabled: false,
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// ---------
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// Variables: snapping preferences; used to break ties in snapping.
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// preferTop - (boolean) prefer snapping to the top to the bottom
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// preferLeft - (boolean) prefer snapping to the left to the right
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preferTop: true,
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get preferLeft() { return !UI.rtl; },
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trenches: [],
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// ----------
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// Function: toString
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// Prints [Trenches count=count] for debug use
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toString: function Trenches_toString() {
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return "[Trenches count=" + this.trenches.length + "]";
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},
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// ---------
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// Function: getById
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// Return the specified <Trench>.
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//
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// Parameters:
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// id - (integer)
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getById: function Trenches_getById(id) {
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return this.trenches[id];
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},
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// ---------
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// Function: register
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// Register a new <Trench> and returns the resulting <Trench> ID.
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//
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// Parameters:
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// See the constructor <Trench.Trench>'s parameters.
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//
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// Returns:
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// id - (int) the new <Trench>'s ID.
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register: function Trenches_register(element, xory, type, edge) {
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var trench = new Trench(element, xory, type, edge);
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this.trenches[trench.id] = trench;
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return trench.id;
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},
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// ---------
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// Function: registerWithItem
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// Register a whole set of <Trench>es using an <Item> and returns the resulting <Trench> IDs.
|
|
//
|
|
// Parameters:
|
|
// item - the <Item> to project trenches
|
|
// type - either "border" or "guide"
|
|
//
|
|
// Returns:
|
|
// ids - array of the new <Trench>es' IDs.
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|
registerWithItem: function Trenches_registerWithItem(item, type) {
|
|
var container = item.container;
|
|
var ids = {};
|
|
ids.left = Trenches.register(container,"x",type,"left");
|
|
ids.right = Trenches.register(container,"x",type,"right");
|
|
ids.top = Trenches.register(container,"y",type,"top");
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|
ids.bottom = Trenches.register(container,"y",type,"bottom");
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|
|
|
this.getById(ids.left).setParentItem(item);
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|
this.getById(ids.right).setParentItem(item);
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|
this.getById(ids.top).setParentItem(item);
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|
this.getById(ids.bottom).setParentItem(item);
|
|
|
|
return ids;
|
|
},
|
|
|
|
// ---------
|
|
// Function: unregister
|
|
// Unregister one or more <Trench>es.
|
|
//
|
|
// Parameters:
|
|
// ids - (integer) a single <Trench> ID or (array) a list of <Trench> IDs.
|
|
unregister: function Trenches_unregister(ids) {
|
|
if (!Array.isArray(ids))
|
|
ids = [ids];
|
|
var self = this;
|
|
ids.forEach(function(id) {
|
|
self.trenches[id].hide();
|
|
delete self.trenches[id];
|
|
});
|
|
},
|
|
|
|
// ---------
|
|
// Function: activateOthersTrenches
|
|
// Activate all <Trench>es other than those projected by the current element.
|
|
//
|
|
// Parameters:
|
|
// element - (DOMElement) the DOM element of the Item being dragged or resized.
|
|
activateOthersTrenches: function Trenches_activateOthersTrenches(element) {
|
|
this.trenches.forEach(function(t) {
|
|
if (t.el === element)
|
|
return;
|
|
if (t.parentItem && (t.parentItem.isAFauxItem || t.parentItem.isDragging))
|
|
return;
|
|
t.active = true;
|
|
t.calculateActiveRange();
|
|
t.show(); // debug
|
|
});
|
|
},
|
|
|
|
// ---------
|
|
// Function: disactivate
|
|
// After <activateOthersTrenches>, disactivates all the <Trench>es again.
|
|
disactivate: function Trenches_disactivate() {
|
|
this.trenches.forEach(function(t) {
|
|
t.active = false;
|
|
t.showGuide = false;
|
|
t.show();
|
|
});
|
|
},
|
|
|
|
// ---------
|
|
// Function: hideGuides
|
|
// Hide all guides (dotted lines) en masse.
|
|
hideGuides: function Trenches_hideGuides() {
|
|
this.trenches.forEach(function(t) {
|
|
t.showGuide = false;
|
|
t.show();
|
|
});
|
|
},
|
|
|
|
// ---------
|
|
// Function: snap
|
|
// Used to "snap" an object's bounds to active trenches and to the edge of the window.
|
|
// If the meta key is down (<Key.meta>), it will not snap but will still enforce the rect
|
|
// not leaving the safe bounds of the window.
|
|
//
|
|
// Parameters:
|
|
// rect - (<Rect>) the object's current bounds
|
|
// stationaryCorner - which corner is stationary? by default, the top left.
|
|
// "topleft", "bottomleft", "topright", "bottomright"
|
|
// assumeConstantSize - (boolean) whether the rect's dimensions are sacred or not
|
|
// keepProportional - (boolean) if we are allowed to change the rect's size, whether the
|
|
// dimensions should scaled proportionally or not.
|
|
//
|
|
// Returns:
|
|
// (<Rect>) - the updated bounds, if they were updated
|
|
// false - if the bounds were not updated
|
|
snap: function Trenches_snap(rect,stationaryCorner,assumeConstantSize,keepProportional) {
|
|
// hide all the guide trenches, because the correct ones will be turned on later.
|
|
Trenches.hideGuides();
|
|
|
|
var updated = false;
|
|
var updatedX = false;
|
|
var updatedY = false;
|
|
|
|
var snappedTrenches = {};
|
|
|
|
for (var i in this.trenches) {
|
|
var t = this.trenches[i];
|
|
if (!t.active)
|
|
continue;
|
|
// newRect will be a new rect, or false
|
|
var newRect = t.rectOverlaps(rect,stationaryCorner,assumeConstantSize,keepProportional);
|
|
|
|
if (newRect) { // if rectOverlaps returned an updated rect...
|
|
|
|
if (assumeConstantSize && updatedX && updatedY)
|
|
break;
|
|
if (assumeConstantSize && updatedX && (newRect.adjustedEdge == "left"||newRect.adjustedEdge == "right"))
|
|
continue;
|
|
if (assumeConstantSize && updatedY && (newRect.adjustedEdge == "top"||newRect.adjustedEdge == "bottom"))
|
|
continue;
|
|
|
|
rect = newRect;
|
|
updated = true;
|
|
|
|
// register this trench as the "snapped trench" for the appropriate edge.
|
|
snappedTrenches[newRect.adjustedEdge] = t;
|
|
|
|
// if updatedX, we don't need to update x any more.
|
|
if (newRect.adjustedEdge == "left" && this.preferLeft)
|
|
updatedX = true;
|
|
if (newRect.adjustedEdge == "right" && !this.preferLeft)
|
|
updatedX = true;
|
|
|
|
// if updatedY, we don't need to update x any more.
|
|
if (newRect.adjustedEdge == "top" && this.preferTop)
|
|
updatedY = true;
|
|
if (newRect.adjustedEdge == "bottom" && !this.preferTop)
|
|
updatedY = true;
|
|
|
|
}
|
|
}
|
|
|
|
if (updated) {
|
|
rect.snappedTrenches = snappedTrenches;
|
|
return rect;
|
|
}
|
|
return false;
|
|
},
|
|
|
|
// ---------
|
|
// Function: show
|
|
// <Trench.show> all <Trench>es.
|
|
show: function Trenches_show() {
|
|
this.trenches.forEach(function(t) {
|
|
t.show();
|
|
});
|
|
},
|
|
|
|
// ---------
|
|
// Function: toggleShown
|
|
// Toggle <Trenches.showDebug> and trigger <Trenches.show>
|
|
toggleShown: function Trenches_toggleShown() {
|
|
this.showDebug = !this.showDebug;
|
|
this.show();
|
|
}
|
|
};
|