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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658
|
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
// **********
// Title: trench.js
// ##########
// Class: Trench
//
// Class for drag-snapping regions; called "trenches" as they are long and narrow.
// Constructor: Trench
//
// Parameters:
// element - the DOM element for Item (GroupItem or TabItem) from which the trench is projected
// xory - either "x" or "y": whether the trench's <position> is along the x- or y-axis.
// In other words, if "x", the trench is vertical; if "y", the trench is horizontal.
// type - either "border" or "guide". Border trenches mark the border of an Item.
// Guide trenches extend out (unless they are intercepted) and act as "guides".
// edge - which edge of the Item that this trench corresponds to.
// Either "top", "left", "bottom", or "right".
function Trench(element, xory, type, edge) {
//----------
// Variable: id
// (integer) The id for the Trench. Set sequentially via <Trenches.nextId>
this.id = Trenches.nextId++;
// ---------
// Variables: Initial parameters
// element - (DOMElement)
// parentItem - <Item> which projects this trench; to be set with setParentItem
// xory - (string) "x" or "y"
// type - (string) "border" or "guide"
// edge - (string) "top", "left", "bottom", or "right"
this.el = element;
this.parentItem = null;
this.xory = xory; // either "x" or "y"
this.type = type; // "border" or "guide"
this.edge = edge; // "top", "left", "bottom", or "right"
this.$el = iQ(this.el);
//----------
// Variable: dom
// (array) DOM elements for visible reflexes of the Trench
this.dom = [];
//----------
// Variable: showGuide
// (boolean) Whether this trench will project a visible guide (dotted line) or not.
this.showGuide = false;
//----------
// Variable: active
// (boolean) Whether this trench is currently active or not.
// Basically every trench aside for those projected by the Item currently being dragged
// all become active.
this.active = false;
this.gutter = Items.defaultGutter;
//----------
// Variable: position
// (integer) position is the position that we should snap to.
this.position = 0;
//----------
// Variables: some Ranges
// range - (<Range>) explicit range; this is along the transverse axis
// minRange - (<Range>) the minimum active range
// activeRange - (<Range>) the currently active range
this.range = new Range(0,10000);
this.minRange = new Range(0,0);
this.activeRange = new Range(0,10000);
};
Trench.prototype = {
// ----------
// Function: toString
// Prints [Trench edge type (parentItem)] for debug use
toString: function Trench_toString() {
return "[Trench " + this.edge + " " + this.type +
(this.parentItem ? " (" + this.parentItem + ")" : "") +
"]";
},
//----------
// Variable: radius
// (integer) radius is how far away we should snap from
get radius() this.customRadius || Trenches.defaultRadius,
setParentItem: function Trench_setParentItem(item) {
if (!item.isAnItem) {
Utils.assert(false, "parentItem must be an Item");
return false;
}
this.parentItem = item;
return true;
},
//----------
// Function: setPosition
// set the trench's position.
//
// Parameters:
// position - (integer) px center position of the trench
// range - (<Range>) the explicit active range of the trench
// minRange - (<Range>) the minimum range of the trench
setPosition: function Trench_setPosition(position, range, minRange) {
this.position = position;
var page = Items.getPageBounds(true);
// optionally, set the range.
if (Utils.isRange(range)) {
this.range = range;
} else {
this.range = new Range(0, (this.xory == 'x' ? page.height : page.width));
}
// if there's a minRange, set that too.
if (Utils.isRange(minRange))
this.minRange = minRange;
// set the appropriate bounds as a rect.
if (this.xory == "x") // vertical
this.rect = new Rect(this.position - this.radius, this.range.min, 2 * this.radius, this.range.extent);
else // horizontal
this.rect = new Rect(this.range.min, this.position - this.radius, this.range.extent, 2 * this.radius);
this.show(); // DEBUG
},
//----------
// Function: setActiveRange
// set the trench's currently active range.
//
// Parameters:
// activeRange - (<Range>)
setActiveRange: function Trench_setActiveRange(activeRange) {
if (!Utils.isRange(activeRange))
return false;
this.activeRange = activeRange;
if (this.xory == "x") { // horizontal
this.activeRect = new Rect(this.position - this.radius, this.activeRange.min, 2 * this.radius, this.activeRange.extent);
this.guideRect = new Rect(this.position, this.activeRange.min, 0, this.activeRange.extent);
} else { // vertical
this.activeRect = new Rect(this.activeRange.min, this.position - this.radius, this.activeRange.extent, 2 * this.radius);
this.guideRect = new Rect(this.activeRange.min, this.position, this.activeRange.extent, 0);
}
return true;
},
//----------
// Function: setWithRect
// Set the trench's position using the given rect. We know which side of the rect we should match
// because we've already recorded this information in <edge>.
//
// Parameters:
// rect - (<Rect>)
setWithRect: function Trench_setWithRect(rect) {
if (!Utils.isRect(rect))
Utils.error('argument must be Rect');
// First, calculate the range for this trench.
// Border trenches are always only active for the length of this range.
// Guide trenches, however, still use this value as its minRange.
if (this.xory == "x")
var range = new Range(rect.top - this.gutter, rect.bottom + this.gutter);
else
var range = new Range(rect.left - this.gutter, rect.right + this.gutter);
if (this.type == "border") {
// border trenches have a range, so set that too.
if (this.edge == "left")
this.setPosition(rect.left - this.gutter, range);
else if (this.edge == "right")
this.setPosition(rect.right + this.gutter, range);
else if (this.edge == "top")
this.setPosition(rect.top - this.gutter, range);
else if (this.edge == "bottom")
this.setPosition(rect.bottom + this.gutter, range);
} else if (this.type == "guide") {
// guide trenches have no range, but do have a minRange.
if (this.edge == "left")
this.setPosition(rect.left, false, range);
else if (this.edge == "right")
this.setPosition(rect.right, false, range);
else if (this.edge == "top")
this.setPosition(rect.top, false, range);
else if (this.edge == "bottom")
this.setPosition(rect.bottom, false, range);
}
},
//----------
// Function: show
//
// Show guide (dotted line), if <showGuide> is true.
//
// If <Trenches.showDebug> is true, we will draw the trench. Active portions are drawn with 0.5
// opacity. If <active> is false, the entire trench will be
// very translucent.
show: function Trench_show() { // DEBUG
if (this.active && this.showGuide) {
if (!this.dom.guideTrench)
this.dom.guideTrench = iQ("<div/>").addClass('guideTrench').css({id: 'guideTrench'+this.id});
var guideTrench = this.dom.guideTrench;
guideTrench.css(this.guideRect);
iQ("body").append(guideTrench);
} else {
if (this.dom.guideTrench) {
this.dom.guideTrench.remove();
delete this.dom.guideTrench;
}
}
if (!Trenches.showDebug) {
this.hide(true); // true for dontHideGuides
return;
}
if (!this.dom.visibleTrench)
this.dom.visibleTrench = iQ("<div/>")
.addClass('visibleTrench')
.addClass(this.type) // border or guide
.css({id: 'visibleTrench'+this.id});
var visibleTrench = this.dom.visibleTrench;
if (!this.dom.activeVisibleTrench)
this.dom.activeVisibleTrench = iQ("<div/>")
.addClass('activeVisibleTrench')
.addClass(this.type) // border or guide
.css({id: 'activeVisibleTrench'+this.id});
var activeVisibleTrench = this.dom.activeVisibleTrench;
if (this.active)
activeVisibleTrench.addClass('activeTrench');
else
activeVisibleTrench.removeClass('activeTrench');
visibleTrench.css(this.rect);
activeVisibleTrench.css(this.activeRect || this.rect);
iQ("body").append(visibleTrench);
iQ("body").append(activeVisibleTrench);
},
//----------
// Function: hide
// Hide the trench.
hide: function Trench_hide(dontHideGuides) {
if (this.dom.visibleTrench)
this.dom.visibleTrench.remove();
if (this.dom.activeVisibleTrench)
this.dom.activeVisibleTrench.remove();
if (!dontHideGuides && this.dom.guideTrench)
this.dom.guideTrench.remove();
},
//----------
// Function: rectOverlaps
// Given a <Rect>, compute whether it overlaps with this trench. If it does, return an
// adjusted ("snapped") <Rect>; if it does not overlap, simply return false.
//
// Note that simply overlapping is not all that is required to be affected by this function.
// Trenches can only affect certain edges of rectangles... for example, a "left"-edge guide
// trench should only affect left edges of rectangles. We don't snap right edges to left-edged
// guide trenches. For border trenches, the logic is a bit different, so left snaps to right and
// top snaps to bottom.
//
// Parameters:
// rect - (<Rect>) the rectangle in question
// 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:
// false - if rect does not overlap with this trench
// newRect - (<Rect>) an adjusted version of rect, if it is affected by this trench
rectOverlaps: function Trench_rectOverlaps(rect,stationaryCorner,assumeConstantSize,keepProportional) {
var edgeToCheck;
if (this.type == "border") {
if (this.edge == "left")
edgeToCheck = "right";
else if (this.edge == "right")
edgeToCheck = "left";
else if (this.edge == "top")
edgeToCheck = "bottom";
else if (this.edge == "bottom")
edgeToCheck = "top";
} else { // if trench type is guide or barrier...
edgeToCheck = this.edge;
}
rect.adjustedEdge = edgeToCheck;
switch (edgeToCheck) {
case "left":
if (this.ruleOverlaps(rect.left, rect.yRange)) {
if (stationaryCorner.indexOf('right') > -1)
rect.width = rect.right - this.position;
rect.left = this.position;
return rect;
}
break;
case "right":
if (this.ruleOverlaps(rect.right, rect.yRange)) {
if (assumeConstantSize) {
rect.left = this.position - rect.width;
} else {
var newWidth = this.position - rect.left;
if (keepProportional)
rect.height = rect.height * newWidth / rect.width;
rect.width = newWidth;
}
return rect;
}
break;
case "top":
if (this.ruleOverlaps(rect.top, rect.xRange)) {
if (stationaryCorner.indexOf('bottom') > -1)
rect.height = rect.bottom - this.position;
rect.top = this.position;
return rect;
}
break;
case "bottom":
if (this.ruleOverlaps(rect.bottom, rect.xRange)) {
if (assumeConstantSize) {
rect.top = this.position - rect.height;
} else {
var newHeight = this.position - rect.top;
if (keepProportional)
rect.width = rect.width * newHeight / rect.height;
rect.height = newHeight;
}
return rect;
}
}
return false;
},
//----------
// Function: ruleOverlaps
// Computes whether the given "rule" (a line segment, essentially), given by the position and
// range arguments, overlaps with the current trench. Note that this function assumes that
// the rule and the trench are in the same direction: both horizontal, or both vertical.
//
// Parameters:
// position - (integer) a position in px
// range - (<Range>) the rule's range
ruleOverlaps: function Trench_ruleOverlaps(position, range) {
return (this.position - this.radius < position &&
position < this.position + this.radius &&
this.activeRange.overlaps(range));
},
//----------
// Function: adjustRangeIfIntercept
// Computes whether the given boundary (given as a position and its active range), perpendicular
// to the trench, intercepts the trench or not. If it does, it returns an adjusted <Range> for
// the trench. If not, it returns false.
//
// Parameters:
// position - (integer) the position of the boundary
// range - (<Range>) the target's range, on the trench's transverse axis
adjustRangeIfIntercept: function Trench_adjustRangeIfIntercept(position, range) {
if (this.position - this.radius > range.min && this.position + this.radius < range.max) {
var activeRange = new Range(this.activeRange);
// there are three ways this can go:
// 1. position < minRange.min
// 2. position > minRange.max
// 3. position >= minRange.min && position <= minRange.max
if (position < this.minRange.min) {
activeRange.min = Math.min(this.minRange.min,position);
} else if (position > this.minRange.max) {
activeRange.max = Math.max(this.minRange.max,position);
} else {
// this should be impossible because items can't overlap and we've already checked
// that the range intercepts.
}
return activeRange;
}
return false;
},
//----------
// Function: calculateActiveRange
// Computes and sets the <activeRange> for the trench, based on the <GroupItems> around.
// This makes it so trenches' active ranges don't extend through other groupItems.
calculateActiveRange: function Trench_calculateActiveRange() {
// set it to the default: just the range itself.
this.setActiveRange(this.range);
// only guide-type trenches need to set a separate active range
if (this.type != 'guide')
return;
var groupItems = GroupItems.groupItems;
var trench = this;
groupItems.forEach(function(groupItem) {
if (groupItem.isDragging) // floating groupItems don't block trenches
return;
if (trench.el == groupItem.container) // groupItems don't block their own trenches
return;
var bounds = groupItem.getBounds();
var activeRange = new Range();
if (trench.xory == 'y') { // if this trench is horizontal...
activeRange = trench.adjustRangeIfIntercept(bounds.left, bounds.yRange);
if (activeRange)
trench.setActiveRange(activeRange);
activeRange = trench.adjustRangeIfIntercept(bounds.right, bounds.yRange);
if (activeRange)
trench.setActiveRange(activeRange);
} else { // if this trench is vertical...
activeRange = trench.adjustRangeIfIntercept(bounds.top, bounds.xRange);
if (activeRange)
trench.setActiveRange(activeRange);
activeRange = trench.adjustRangeIfIntercept(bounds.bottom, bounds.xRange);
if (activeRange)
trench.setActiveRange(activeRange);
}
});
}
};
// ##########
// Class: Trenches
// Singelton for managing all <Trench>es.
var Trenches = {
// ---------
// Variables:
// nextId - (integer) a counter for the next <Trench>'s <Trench.id> value.
// showDebug - (boolean) whether to draw the <Trench>es or not.
// defaultRadius - (integer) the default radius for new <Trench>es.
// disabled - (boolean) whether trench-snapping is disabled or not.
nextId: 0,
showDebug: false,
defaultRadius: 10,
disabled: false,
// ---------
// Variables: snapping preferences; used to break ties in snapping.
// preferTop - (boolean) prefer snapping to the top to the bottom
// preferLeft - (boolean) prefer snapping to the left to the right
preferTop: true,
get preferLeft() { return !UI.rtl; },
trenches: [],
// ----------
// Function: toString
// Prints [Trenches count=count] for debug use
toString: function Trenches_toString() {
return "[Trenches count=" + this.trenches.length + "]";
},
// ---------
// Function: getById
// Return the specified <Trench>.
//
// Parameters:
// id - (integer)
getById: function Trenches_getById(id) {
return this.trenches[id];
},
// ---------
// Function: register
// Register a new <Trench> and returns the resulting <Trench> ID.
//
// Parameters:
// See the constructor <Trench.Trench>'s parameters.
//
// Returns:
// id - (int) the new <Trench>'s ID.
register: function Trenches_register(element, xory, type, edge) {
var trench = new Trench(element, xory, type, edge);
this.trenches[trench.id] = trench;
return trench.id;
},
// ---------
// Function: registerWithItem
// 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.
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");
ids.bottom = Trenches.register(container,"y",type,"bottom");
this.getById(ids.left).setParentItem(item);
this.getById(ids.right).setParentItem(item);
this.getById(ids.top).setParentItem(item);
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();
}
};
|