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574 lines
20 KiB
JavaScript
574 lines
20 KiB
JavaScript
/* ***** BEGIN LICENSE BLOCK *****
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* Version: MPL 1.1/GPL 2.0/LGPL 2.1
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*
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* The contents of this file are subject to the Mozilla Public License Version
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* 1.1 (the "License"); you may not use this file except in compliance with
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* the License. You may obtain a copy of the License at
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* http://www.mozilla.org/MPL/
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*
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* Software distributed under the License is distributed on an "AS IS" basis,
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* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
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* for the specific language governing rights and limitations under the
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* License.
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*
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* The Original Code is trench.js.
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*
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* The Initial Developer of the Original Code is
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* Michael Yoshitaka Erlewine <mitcho@mitcho.com>.
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* Portions created by the Initial Developer are Copyright (C) 2010
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* the Initial Developer. All Rights Reserved.
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*
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* Contributor(s):
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* Ian Gilman <ian@iangilman.com>
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*
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* Alternatively, the contents of this file may be used under the terms of
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* either the GNU General Public License Version 2 or later (the "GPL"), or
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* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
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* in which case the provisions of the GPL or the LGPL are applicable instead
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* of those above. If you wish to allow use of your version of this file only
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* under the terms of either the GPL or the LGPL, and not to allow others to
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* use your version of this file under the terms of the MPL, indicate your
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* decision by deleting the provisions above and replace them with the notice
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* and other provisions required by the GPL or the LGPL. If you do not delete
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* the provisions above, a recipient may use your version of this file under
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* the terms of any one of the MPL, the GPL or the LGPL.
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*
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* ***** END LICENSE BLOCK ***** */
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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 (Group 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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var Trench = function(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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// 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.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: 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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// Variable: radius
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// (integer) radius is how far away we should snap from
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this.radius = Trenches.defaultRadius;
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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: 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_setPos(position, range, minRange) {
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this.position = position;
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// optionally, set the range.
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if (isRange(range)) {
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this.range = range;
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}
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// if there's a minRange, set that too.
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if (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" ) // horizontal
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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
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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_setActiveRect(activeRange) {
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if (!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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else
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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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},
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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 (!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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// If <Trenches.showDebug> is true, we will draw the trench.
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//
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// Active portions are drawn with 0.5 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 (!Trenches.showDebug) {
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this.hide();
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return;
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}
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if (!this.visibleTrench)
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this.visibleTrench = iQ("<div/>").css({position: 'absolute', zIndex:-102, opacity: 0.05, id: 'visibleTrench'+this.id});
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var visibleTrench = this.visibleTrench;
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if (!this.activeVisibleTrench) {
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this.activeVisibleTrench = iQ("<div/>").css({position: 'absolute', zIndex:-101, id: 'activeVisibleTrench'+this.id});
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}
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var activeVisibleTrench = this.activeVisibleTrench;
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if (this.active)
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activeVisibleTrench.css({opacity: 0.45});
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else
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activeVisibleTrench.css({opacity: 0});
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if (this.type == "border") {
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visibleTrench.css({backgroundColor:'red'});
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activeVisibleTrench.css({backgroundColor:'red'});
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} else {
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visibleTrench.css({backgroundColor:'blue'});
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activeVisibleTrench.css({backgroundColor:'blue'});
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}
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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() {
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if (this.visibleTrench)
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this.visibleTrench.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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// 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,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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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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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 && position <= this.position + this.radius
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&& this.activeRange.contains(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 <Groups> around.
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// This makes it so trenches' active ranges don't extend through other groups.
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calculateActiveRange: function Trench_calculateActiveRange() {
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// only guide-type trenches need to set an active rect
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if (this.type != 'guide')
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return;
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// first, reset the activeRange
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this.setActiveRange(this.range);
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var groups = Groups.groups;
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var trench = this;
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groups.forEach(function( group ) {
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if (group.isDragging) // floating groups don't block trenches
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return;
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if (group.isNewTabsGroup())
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return;
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if (trench.el == group.container) // groups don't block their own trenches
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return;
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var bounds = group.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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nextId: 0,
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showDebug: false,
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defaultRadius: 10,
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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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preferLeft: true,
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activeTrenches: {},
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trenches: [],
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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 - (boolean) 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: unregister
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// Unregister one or more <Trench>es.
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//
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// Parameters:
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// ids - (integer) a single <Trench> ID or (array) a list of <Trench> IDs.
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unregister: function Trenches_unregister(ids) {
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if (!iQ.isArray(ids))
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ids = [ids];
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var self = this;
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ids.forEach(function(id){
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self.trenches[id].hide();
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delete self.trenches[id];
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});
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},
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// ---------
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// Function: activateOthersTrenches
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// Activate all <Trench>es other than those projected by the current element.
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//
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// Parameters:
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// element - (DOMElement) the DOM element of the Item being dragged or resized.
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activateOthersTrenches: function Trenches_activateOthersTrenches(element) {
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this.trenches.forEach(function(t) {
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if (t.el === element)
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return;
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t.active = true;
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t.calculateActiveRange();
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t.show(); // debug
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});
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},
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// ---------
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// Function: disactivate
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// After <activateOthersTrenches>, disactivates all the <Trench>es again.
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disactivate: function Trenches_disactivate() {
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this.trenches.forEach(function(t) {
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t.active = false;
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t.show();
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});
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},
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|
|
|
// ---------
|
|
// 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
|
|
// 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,assumeConstantSize,keepProportional) {
|
|
var aT = this.activeTrenches;
|
|
|
|
var updated = false;
|
|
var updatedX = false;
|
|
var updatedY = false;
|
|
|
|
for (let 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,assumeConstantSize,keepProportional);
|
|
|
|
if (newRect) {
|
|
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;
|
|
|
|
// 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)
|
|
return rect;
|
|
else
|
|
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();
|
|
}
|
|
};
|