Files
tubestation/browser/base/content/tabview/drag.js
Ian Gilman 92dd14eadc + TabView actions that require loading the frame (if not loaded) now wait properly until the frame is loaded before continuing. These actions are show, context menu, and "next group" key combo.
+ TabView now has explicit show and hide in addition to toggle
+ Cleaned out unused "ui" parameter to the Item drag callback
2010-08-10 14:23:53 -07:00

297 lines
10 KiB
JavaScript

/* ***** BEGIN LICENSE BLOCK *****
* Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
* http://www.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is drag.js.
*
* The Initial Developer of the Original Code is
* Michael Yoshitaka Erlewine <mitcho@mitcho.com>.
* Portions created by the Initial Developer are Copyright (C) 2010
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
*
* Alternatively, the contents of this file may be used under the terms of
* either the GNU General Public License Version 2 or later (the "GPL"), or
* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
* in which case the provisions of the GPL or the LGPL are applicable instead
* of those above. If you wish to allow use of your version of this file only
* under the terms of either the GPL or the LGPL, and not to allow others to
* use your version of this file under the terms of the MPL, indicate your
* decision by deleting the provisions above and replace them with the notice
* and other provisions required by the GPL or the LGPL. If you do not delete
* the provisions above, a recipient may use your version of this file under
* the terms of any one of the MPL, the GPL or the LGPL.
*
* ***** END LICENSE BLOCK ***** */
// **********
// Title: drag.js
// ----------
// Variable: drag
// The Drag that's currently in process.
var drag = {
info: null,
zIndex: 100
};
// ##########
// Class: Drag (formerly DragInfo)
// Helper class for dragging <Item>s
//
// ----------
// Constructor: Drag
// Called to create a Drag in response to an <Item> draggable "start" event.
// Note that it is also used partially during <Item>'s resizable method as well.
//
// Parameters:
// item - The <Item> being dragged
// event - The DOM event that kicks off the drag
// isResizing - (boolean) is this a resizing instance? or (if false) dragging?
// isFauxDrag - (boolean) true if a faux drag, which is used when simply snapping.
var Drag = function(item, event, isResizing, isFauxDrag) {
try {
Utils.assert(item && (item.isAnItem || item.isAFauxItem),
'must be an item, or at least a faux item');
this.isResizing = isResizing || false;
this.item = item;
this.el = item.container;
this.$el = iQ(this.el);
this.parent = this.item.parent;
this.startPosition = new Point(event.clientX, event.clientY);
this.startTime = Date.now();
this.item.isDragging = true;
this.item.setZ(999999);
this.safeWindowBounds = Items.getSafeWindowBounds();
Trenches.activateOthersTrenches(this.el);
if (!isFauxDrag) {
// When a tab drag starts, make it the focused tab.
if (this.item.isAGroupItem) {
var tab = UI.getActiveTab();
if (!tab || tab.parent != this.item) {
if (this.item._children.length)
UI.setActiveTab(this.item._children[0]);
}
} else if (this.item.isATabItem) {
UI.setActiveTab(this.item);
}
}
} catch(e) {
Utils.log(e);
}
};
Drag.prototype = {
// ----------
// Function: snapBounds
// Adjusts the given bounds according to the currently active trenches. Used by <Drag.snap>
//
// Parameters:
// bounds - (<Rect>) bounds
// stationaryCorner - which corner is stationary? by default, the top left.
// "topleft", "bottomleft", "topright", "bottomright"
// assumeConstantSize - (boolean) whether the bounds' dimensions are sacred or not.
// keepProportional - (boolean) if assumeConstantSize is false, whether we should resize
// proportionally or not
// checkItemStatus - (boolean) make sure this is a valid item which should be snapped
snapBounds: function Drag_snapBounds(bounds, stationaryCorner, assumeConstantSize, keepProportional, checkItemStatus) {
var stationaryCorner = stationaryCorner || 'topleft';
var update = false; // need to update
var updateX = false;
var updateY = false;
var newRect;
var snappedTrenches = {};
// OH SNAP!
if ( // if we aren't holding down the meta key...
!Keys.meta
&& (!checkItemStatus // don't check the item status...
// OR we aren't a tab on top of something else, and there's no drop site...
|| (!(this.item.isATabItem && this.item.overlapsWithOtherItems())
&& !iQ(".acceptsDrop").length))
) {
newRect = Trenches.snap(bounds,stationaryCorner,assumeConstantSize,keepProportional);
if (newRect) { // might be false if no changes were made
update = true;
snappedTrenches = newRect.snappedTrenches || {};
bounds = newRect;
}
}
// make sure the bounds are in the window.
newRect = this.snapToEdge(bounds,stationaryCorner,assumeConstantSize,keepProportional);
if (newRect) {
update = true;
bounds = newRect;
Utils.extend(snappedTrenches,newRect.snappedTrenches);
}
Trenches.hideGuides();
for (var edge in snappedTrenches) {
var trench = snappedTrenches[edge];
if (typeof trench == 'object') {
trench.showGuide = true;
trench.show();
} else if (trench === 'edge') {
// show the edge...?
}
}
return update ? bounds : false;
},
// ----------
// Function: snap
// Called when a drag or mousemove occurs. Set the bounds based on the mouse move first, then
// call snap and it will adjust the item's bounds if appropriate. Also triggers the display of
// trenches that it snapped to.
//
// Parameters:
// stationaryCorner - which corner is stationary? by default, the top left.
// "topleft", "bottomleft", "topright", "bottomright"
// assumeConstantSize - (boolean) whether the bounds' dimensions are sacred or not.
// keepProportional - (boolean) if assumeConstantSize is false, whether we should resize
// proportionally or not
snap: function Drag_snap(stationaryCorner, assumeConstantSize, keepProportional) {
var bounds = this.item.getBounds();
bounds = this.snapBounds(bounds, stationaryCorner, assumeConstantSize, keepProportional, true);
if (bounds) {
this.item.setBounds(bounds,true);
return true;
}
return false;
},
// --------
// Function: snapToEdge
// Returns a version of the bounds snapped to the edge if it is close enough. If not,
// returns false. If <Keys.meta> is true, this function will simply enforce the
// window edges.
//
// Parameters:
// rect - (<Rect>) current bounds of the object
// 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.
snapToEdge: function Drag_snapToEdge(rect, stationaryCorner, assumeConstantSize, keepProportional) {
var swb = this.safeWindowBounds;
var update = false;
var updateX = false;
var updateY = false;
var snappedTrenches = {};
var snapRadius = (Keys.meta ? 0 : Trenches.defaultRadius);
if (rect.left < swb.left + snapRadius ) {
if (stationaryCorner.indexOf('right') > -1)
rect.width = rect.right - swb.left;
rect.left = swb.left;
update = true;
updateX = true;
snappedTrenches.left = 'edge';
}
if (rect.right > swb.right - snapRadius) {
if (updateX || !assumeConstantSize) {
var newWidth = swb.right - rect.left;
if (keepProportional)
rect.height = rect.height * newWidth / rect.width;
rect.width = newWidth;
update = true;
} else if (!updateX || !Trenches.preferLeft) {
rect.left = swb.right - rect.width;
update = true;
}
snappedTrenches.right = 'edge';
delete snappedTrenches.left;
}
if (rect.top < swb.top + snapRadius) {
if (stationaryCorner.indexOf('bottom') > -1)
rect.height = rect.bottom - swb.top;
rect.top = swb.top;
update = true;
updateY = true;
snappedTrenches.top = 'edge';
}
if (rect.bottom > swb.bottom - snapRadius) {
if (updateY || !assumeConstantSize) {
var newHeight = swb.bottom - rect.top;
if (keepProportional)
rect.width = rect.width * newHeight / rect.height;
rect.height = newHeight;
update = true;
} else if (!updateY || !Trenches.preferTop) {
rect.top = swb.bottom - rect.height;
update = true;
}
snappedTrenches.top = 'edge';
delete snappedTrenches.bottom;
}
if (update) {
rect.snappedTrenches = snappedTrenches;
return rect;
}
return false;
},
// ----------
// Function: drag
// Called in response to an <Item> draggable "drag" event.
drag: function(event) {
this.snap('topleft',true);
if (this.parent && this.parent.expanded) {
var now = Date.now();
var distance = this.startPosition.distance(new Point(event.clientX, event.clientY));
if (/* now - this.startTime > 500 || */distance > 100) {
this.parent.remove(this.item);
this.parent.collapse();
}
}
},
// ----------
// Function: stop
// Called in response to an <Item> draggable "stop" event.
stop: function() {
Trenches.hideGuides();
this.item.isDragging = false;
if (this.parent && !this.parent.locked.close && this.parent != this.item.parent
&& this.parent.isEmpty()) {
this.parent.close();
}
if (this.parent && this.parent.expanded)
this.parent.arrange();
if (this.item && !this.item.parent) {
this.item.setZ(drag.zIndex);
drag.zIndex++;
this.item.pushAway();
}
Trenches.disactivate();
}
};