wiki.techinc.nl/resources/lib/ooui/oojs-ui-windows.js
Anne Tomasevich 816e44f199 Update OOUI to v0.51.2
Release notes:https://gerrit.wikimedia.org/g/oojs/ui/+/v0.51.2/History.md

Bug: T210534
Bug: T324382
Bug: T376276
Depends-On: I50ec27302347203170cb14c7228b6c3d3264b24c
Change-Id: Iea7cbc00d988504660754e8728707d0021ae37d7
(cherry picked from commit eb6a4ea1ae271668a0ef78e86ccc180d84614e68)
2024-11-13 20:20:25 +00:00

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/*!
* OOUI v0.51.2
* https://www.mediawiki.org/wiki/OOUI
*
* Copyright 20112024 OOUI Team and other contributors.
* Released under the MIT license
* http://oojs.mit-license.org
*
* Date: 2024-11-13T16:37:10Z
*/
( function ( OO ) {
'use strict';
/**
* An ActionWidget is a {@link OO.ui.ButtonWidget button widget} that executes an action.
* Action widgets are used with OO.ui.ActionSet, which manages the behavior and availability
* of the actions.
*
* Both actions and action sets are primarily used with {@link OO.ui.Dialog Dialogs}.
* Please see the [OOUI documentation on MediaWiki][1] for more information
* and examples.
*
* [1]: https://www.mediawiki.org/wiki/OOUI/Windows/Process_Dialogs#Action_sets
*
* @class
* @extends OO.ui.ButtonWidget
* @mixes OO.ui.mixin.PendingElement
*
* @constructor
* @param {Object} [config] Configuration options
* @param {string} [config.action=''] Symbolic name of the action (e.g., continue or cancel).
* @param {string[]} [config.modes=[]] Symbolic names of the modes (e.g., edit or read) in which the
* action should be made available. See the action set's {@link OO.ui.ActionSet#setMode setMode}
* method for more information about setting modes.
* @param {boolean} [config.framed=false] Render the action button with a frame
*/
OO.ui.ActionWidget = function OoUiActionWidget( config ) {
// Configuration initialization
config = Object.assign( { framed: false }, config );
// Parent constructor
OO.ui.ActionWidget.super.call( this, config );
// Mixin constructors
OO.ui.mixin.PendingElement.call( this, config );
// Properties
this.action = config.action || '';
this.modes = config.modes || [];
this.width = 0;
this.height = 0;
// Initialization
this.$element.addClass( 'oo-ui-actionWidget' );
};
/* Setup */
OO.inheritClass( OO.ui.ActionWidget, OO.ui.ButtonWidget );
OO.mixinClass( OO.ui.ActionWidget, OO.ui.mixin.PendingElement );
/* Methods */
/**
* Check if the action is configured to be available in the specified `mode`.
*
* @param {string} mode Name of mode
* @return {boolean} The action is configured with the mode
*/
OO.ui.ActionWidget.prototype.hasMode = function ( mode ) {
return this.modes.indexOf( mode ) !== -1;
};
/**
* Get the symbolic name of the action (e.g., continue or cancel).
*
* @return {string}
*/
OO.ui.ActionWidget.prototype.getAction = function () {
return this.action;
};
/**
* Get the symbolic name of the mode or modes for which the action is configured to be available.
*
* The current mode is set with the action set's {@link OO.ui.ActionSet#setMode setMode} method.
* Only actions that are configured to be available in the current mode will be visible.
* All other actions are hidden.
*
* @return {string[]}
*/
OO.ui.ActionWidget.prototype.getModes = function () {
return this.modes.slice();
};
/* eslint-disable no-unused-vars */
/**
* ActionSets manage the behavior of the {@link OO.ui.ActionWidget action widgets} that
* comprise them.
* Actions can be made available for specific contexts (modes) and circumstances
* (abilities). Action sets are primarily used with {@link OO.ui.Dialog Dialogs}.
*
* ActionSets contain two types of actions:
*
* - Special: Special actions are the first visible actions with special flags, such as 'safe' and
* 'primary', the default special flags. Additional special flags can be configured in subclasses
* with the static #specialFlags property.
* - Other: Other actions include all non-special visible actions.
*
* See the [OOUI documentation on MediaWiki][1] for more information.
*
* [1]: https://www.mediawiki.org/wiki/OOUI/Windows/Process_Dialogs#Action_sets
*
* @example
* // Example: An action set used in a process dialog
* function MyProcessDialog( config ) {
* MyProcessDialog.super.call( this, config );
* }
* OO.inheritClass( MyProcessDialog, OO.ui.ProcessDialog );
* MyProcessDialog.static.title = 'An action set in a process dialog';
* MyProcessDialog.static.name = 'myProcessDialog';
* // An action set that uses modes ('edit' and 'help' mode, in this example).
* MyProcessDialog.static.actions = [
* {
* action: 'continue',
* modes: 'edit',
* label: 'Continue',
* flags: [ 'primary', 'progressive' ]
* },
* { action: 'help', modes: 'edit', label: 'Help' },
* { modes: 'edit', label: 'Cancel', flags: 'safe' },
* { action: 'back', modes: 'help', label: 'Back', flags: 'safe' }
* ];
*
* MyProcessDialog.prototype.initialize = function () {
* MyProcessDialog.super.prototype.initialize.apply( this, arguments );
* this.panel1 = new OO.ui.PanelLayout( { padded: true, expanded: false } );
* this.panel1.$element.append( '<p>This dialog uses an action set (continue, help, ' +
* 'cancel, back) configured with modes. This is edit mode. Click \'help\' to see ' +
* 'help mode.</p>' );
* this.panel2 = new OO.ui.PanelLayout( { padded: true, expanded: false } );
* this.panel2.$element.append( '<p>This is help mode. Only the \'back\' action widget ' +
* 'is configured to be visible here. Click \'back\' to return to \'edit\' mode.' +
* '</p>' );
* this.stackLayout = new OO.ui.StackLayout( {
* items: [ this.panel1, this.panel2 ]
* } );
* this.$body.append( this.stackLayout.$element );
* };
* MyProcessDialog.prototype.getSetupProcess = function ( data ) {
* return MyProcessDialog.super.prototype.getSetupProcess.call( this, data )
* .next( () => {
* this.actions.setMode( 'edit' );
* } );
* };
* MyProcessDialog.prototype.getActionProcess = function ( action ) {
* if ( action === 'help' ) {
* this.actions.setMode( 'help' );
* this.stackLayout.setItem( this.panel2 );
* } else if ( action === 'back' ) {
* this.actions.setMode( 'edit' );
* this.stackLayout.setItem( this.panel1 );
* } else if ( action === 'continue' ) {
* return new OO.ui.Process( () => {
* this.close();
* } );
* }
* return MyProcessDialog.super.prototype.getActionProcess.call( this, action );
* };
* MyProcessDialog.prototype.getBodyHeight = function () {
* return this.panel1.$element.outerHeight( true );
* };
* const windowManager = new OO.ui.WindowManager();
* $( document.body ).append( windowManager.$element );
* const dialog = new MyProcessDialog( {
* size: 'medium'
* } );
* windowManager.addWindows( [ dialog ] );
* windowManager.openWindow( dialog );
*
* @abstract
* @class
* @mixes OO.EventEmitter
*
* @constructor
* @param {Object} [config] Configuration options
*/
OO.ui.ActionSet = function OoUiActionSet( config ) {
// Mixin constructors
OO.EventEmitter.call( this );
// Properties
this.list = [];
this.categories = {
actions: 'getAction',
flags: 'getFlags',
modes: 'getModes'
};
this.categorized = {};
this.special = {};
this.others = [];
this.organized = false;
this.changing = false;
this.changed = false;
};
/* eslint-enable no-unused-vars */
/* Setup */
OO.mixinClass( OO.ui.ActionSet, OO.EventEmitter );
/* Static Properties */
/**
* Symbolic name of the flags used to identify special actions. Special actions are displayed in the
* header of a {@link OO.ui.ProcessDialog process dialog}.
* See the [OOUI documentation on MediaWiki][2] for more information and examples.
*
* [2]:https://www.mediawiki.org/wiki/OOUI/Windows/Process_Dialogs
*
* @abstract
* @static
* @property {string}
*/
OO.ui.ActionSet.static.specialFlags = [ 'safe', 'primary' ];
/* Events */
/**
* A 'click' event is emitted when an action is clicked.
*
* @event OO.ui.ActionSet#click
* @param {OO.ui.ActionWidget} action Action that was clicked
*/
/**
* An 'add' event is emitted when actions are {@link OO.ui.ActionSet#add added} to the action set.
*
* @event OO.ui.ActionSet#add
* @param {OO.ui.ActionWidget[]} added Actions added
*/
/**
* A 'remove' event is emitted when actions are {@link OO.ui.ActionSet#remove removed}
* or {@link OO.ui.ActionSet#clear cleared}.
*
* @event OO.ui.ActionSet#remove
* @param {OO.ui.ActionWidget[]} added Actions removed
*/
/**
* A 'change' event is emitted when actions are {@link OO.ui.ActionSet#add added}, {@link OO.ui.ActionSet#clear cleared},
* or {@link OO.ui.ActionSet#remove removed} from the action set or when the {@link OO.ui.ActionSet#setMode mode}
* is changed.
*
* @event OO.ui.ActionSet#change
*/
/* Methods */
/**
* Handle action change events.
*
* @private
* @fires OO.ui.ActionSet#change
*/
OO.ui.ActionSet.prototype.onActionChange = function () {
this.organized = false;
if ( this.changing ) {
this.changed = true;
} else {
this.emit( 'change' );
}
};
/**
* Check if an action is one of the special actions.
*
* @param {OO.ui.ActionWidget} action Action to check
* @return {boolean} Action is special
*/
OO.ui.ActionSet.prototype.isSpecial = function ( action ) {
for ( const flag in this.special ) {
if ( action === this.special[ flag ] ) {
return true;
}
}
return false;
};
/**
* Get action widgets based on the specified filter: actions, flags, modes, visible,
* or disabled.
*
* @param {Object} [filters] Filters to use, omit to get all actions
* @param {string|string[]} [filters.actions] Actions that action widgets must have
* @param {string|string[]} [filters.flags] Flags that action widgets must have (e.g., 'safe')
* @param {string|string[]} [filters.modes] Modes that action widgets must have
* @param {boolean} [filters.visible] Visibility that action widgets must have, omit to get both
* visible and invisible
* @param {boolean} [filters.disabled] Disabled state that action widgets must have, omit to get
* both enabled and disabled
* @return {OO.ui.ActionWidget[]} Action widgets matching all criteria
*/
OO.ui.ActionSet.prototype.get = function ( filters ) {
if ( filters ) {
this.organize();
let i, len;
// Collect candidates for the 3 categories "actions", "flags" and "modes"
const matches = [];
for ( const category in this.categorized ) {
let list = filters[ category ];
if ( list ) {
if ( !Array.isArray( list ) ) {
list = [ list ];
}
for ( i = 0, len = list.length; i < len; i++ ) {
const actions = this.categorized[ category ][ list[ i ] ];
if ( Array.isArray( actions ) ) {
matches.push.apply( matches, actions );
}
}
}
}
let match;
// Remove by boolean filters
for ( i = 0, len = matches.length; i < len; i++ ) {
match = matches[ i ];
if (
( filters.visible !== undefined && match.isVisible() !== filters.visible ) ||
( filters.disabled !== undefined && match.isDisabled() !== filters.disabled )
) {
matches.splice( i, 1 );
len--;
i--;
}
}
// Remove duplicates
for ( i = 0, len = matches.length; i < len; i++ ) {
match = matches[ i ];
let index = matches.lastIndexOf( match );
while ( index !== i ) {
matches.splice( index, 1 );
len--;
index = matches.lastIndexOf( match );
}
}
return matches;
}
return this.list.slice();
};
/**
* Get 'special' actions.
*
* Special actions are the first visible action widgets with special flags, such as 'safe' and
* 'primary'.
* Special flags can be configured in subclasses by changing the static #specialFlags property.
*
* @return {OO.ui.ActionWidget[]|null} 'Special' action widgets.
*/
OO.ui.ActionSet.prototype.getSpecial = function () {
this.organize();
return Object.assign( {}, this.special );
};
/**
* Get 'other' actions.
*
* Other actions include all non-special visible action widgets.
*
* @return {OO.ui.ActionWidget[]} 'Other' action widgets
*/
OO.ui.ActionSet.prototype.getOthers = function () {
this.organize();
return this.others.slice();
};
/**
* Set the mode (e.g., edit or view). Only {@link OO.ui.ActionWidget#modes actions} configured
* to be available in the specified mode will be made visible. All other actions will be hidden.
*
* @param {string} mode The mode. Only actions configured to be available in the specified
* mode will be made visible.
* @chainable
* @return {OO.ui.ActionSet} The widget, for chaining
* @fires OO.ui.Widget#toggle
* @fires OO.ui.ActionSet#change
*/
OO.ui.ActionSet.prototype.setMode = function ( mode ) {
this.changing = true;
for ( let i = 0, len = this.list.length; i < len; i++ ) {
const action = this.list[ i ];
action.toggle( action.hasMode( mode ) );
}
this.organized = false;
this.changing = false;
this.emit( 'change' );
return this;
};
/**
* Set the abilities of the specified actions.
*
* Action widgets that are configured with the specified actions will be enabled
* or disabled based on the boolean values specified in the `actions`
* parameter.
*
* @param {Object.<string,boolean>} actions A list keyed by action name with boolean
* values that indicate whether or not the action should be enabled.
* @chainable
* @return {OO.ui.ActionSet} The widget, for chaining
*/
OO.ui.ActionSet.prototype.setAbilities = function ( actions ) {
for ( let i = 0, len = this.list.length; i < len; i++ ) {
const item = this.list[ i ];
const action = item.getAction();
if ( actions[ action ] !== undefined ) {
item.setDisabled( !actions[ action ] );
}
}
return this;
};
/**
* Executes a function once per action.
*
* When making changes to multiple actions, use this method instead of iterating over the actions
* manually to defer emitting a #change event until after all actions have been changed.
*
* @param {Object|null} filter Filters to use to determine which actions to iterate over; see #get
* @param {Function} callback Callback to run for each action; callback is invoked with three
* arguments: the action, the action's index, the list of actions being iterated over
* @chainable
* @return {OO.ui.ActionSet} The widget, for chaining
*/
OO.ui.ActionSet.prototype.forEach = function ( filter, callback ) {
this.changed = false;
this.changing = true;
this.get( filter ).forEach( callback );
this.changing = false;
if ( this.changed ) {
this.emit( 'change' );
}
return this;
};
/**
* Add action widgets to the action set.
*
* @param {OO.ui.ActionWidget[]} actions Action widgets to add
* @chainable
* @return {OO.ui.ActionSet} The widget, for chaining
* @fires OO.ui.ActionSet#add
* @fires OO.ui.ActionSet#change
*/
OO.ui.ActionSet.prototype.add = function ( actions ) {
this.changing = true;
for ( let i = 0, len = actions.length; i < len; i++ ) {
const action = actions[ i ];
action.connect( this, {
click: [ 'emit', 'click', action ],
toggle: [ 'onActionChange' ]
} );
this.list.push( action );
}
this.organized = false;
this.emit( 'add', actions );
this.changing = false;
this.emit( 'change' );
return this;
};
/**
* Remove action widgets from the set.
*
* To remove all actions, you may wish to use the #clear method instead.
*
* @param {OO.ui.ActionWidget[]} actions Action widgets to remove
* @chainable
* @return {OO.ui.ActionSet} The widget, for chaining
* @fires OO.ui.ActionSet#remove
* @fires OO.ui.ActionSet#change
*/
OO.ui.ActionSet.prototype.remove = function ( actions ) {
this.changing = true;
for ( let i = 0, len = actions.length; i < len; i++ ) {
const action = actions[ i ];
const index = this.list.indexOf( action );
if ( index !== -1 ) {
action.disconnect( this );
this.list.splice( index, 1 );
}
}
this.organized = false;
this.emit( 'remove', actions );
this.changing = false;
this.emit( 'change' );
return this;
};
/**
* Remove all action widgets from the set.
*
* To remove only specified actions, use the {@link OO.ui.ActionSet#remove remove} method instead.
*
* @chainable
* @return {OO.ui.ActionSet} The widget, for chaining
* @fires OO.ui.ActionSet#remove
* @fires OO.ui.ActionSet#change
*/
OO.ui.ActionSet.prototype.clear = function () {
const removed = this.list.slice();
this.changing = true;
for ( let i = 0, len = this.list.length; i < len; i++ ) {
const action = this.list[ i ];
action.disconnect( this );
}
this.list = [];
this.organized = false;
this.emit( 'remove', removed );
this.changing = false;
this.emit( 'change' );
return this;
};
/**
* Organize actions.
*
* This is called whenever organized information is requested. It will only reorganize the actions
* if something has changed since the last time it ran.
*
* @private
* @chainable
* @return {OO.ui.ActionSet} The widget, for chaining
*/
OO.ui.ActionSet.prototype.organize = function () {
const specialFlags = this.constructor.static.specialFlags;
if ( !this.organized ) {
this.categorized = {};
this.special = {};
this.others = [];
for ( let i = 0, iLen = this.list.length; i < iLen; i++ ) {
const action = this.list[ i ];
let j, jLen;
// Populate the 3 categories "actions", "flags" and "modes"
for ( const category in this.categories ) {
if ( !this.categorized[ category ] ) {
this.categorized[ category ] = {};
}
/**
* This calls one of these getters. All return strings or arrays of strings.
* {@see OO.ui.ActionWidget.getAction}
* {@see OO.ui.FlaggedElement.getFlags}
* {@see OO.ui.ActionWidget.getModes}
*/
let list = action[ this.categories[ category ] ]();
if ( !Array.isArray( list ) ) {
list = [ list ];
}
for ( j = 0, jLen = list.length; j < jLen; j++ ) {
const item = list[ j ];
if ( !this.categorized[ category ][ item ] ) {
this.categorized[ category ][ item ] = [];
}
this.categorized[ category ][ item ].push( action );
}
}
if ( action.isVisible() ) {
// Populate special/others
let special = false;
for ( j = 0, jLen = specialFlags.length; j < jLen; j++ ) {
const flag = specialFlags[ j ];
if ( !this.special[ flag ] && action.hasFlag( flag ) ) {
this.special[ flag ] = action;
special = true;
break;
}
}
if ( !special ) {
this.others.push( action );
}
}
}
this.organized = true;
}
return this;
};
/**
* Errors contain a required message (either a string or jQuery selection) that is used to describe
* what went wrong in a {@link OO.ui.Process process}. The error's #recoverable and #warning
* configurations are used to customize the appearance and functionality of the error interface.
*
* The basic error interface contains a formatted error message as well as two buttons: 'Dismiss'
* and 'Try again' (i.e., the error is 'recoverable' by default). If the error is not recoverable,
* the 'Try again' button will not be rendered and the widget that initiated the failed process will
* be disabled.
*
* If the error is a warning, the error interface will include a 'Dismiss' and a 'Continue' button,
* which will try the process again.
*
* For an example of error interfaces, please see the [OOUI documentation on MediaWiki][1].
*
* [1]: https://www.mediawiki.org/wiki/OOUI/Windows/Process_Dialogs#Processes_and_errors
*
* @class
*
* @constructor
* @param {string|jQuery} message Description of error
* @param {Object} [config] Configuration options
* @param {boolean} [config.recoverable=true] Error is recoverable.
* By default, errors are recoverable, and users can try the process again.
* @param {boolean} [config.warning=false] Error is a warning.
* If the error is a warning, the error interface will include a
* 'Dismiss' and a 'Continue' button. It is the responsibility of the developer to ensure that the
* warning is not triggered a second time if the user chooses to continue.
*/
OO.ui.Error = function OoUiError( message, config ) {
// Allow passing positional parameters inside the config object
if ( OO.isPlainObject( message ) && config === undefined ) {
config = message;
message = config.message;
}
// Configuration initialization
config = config || {};
// Properties
this.message = message instanceof $ ? message : String( message );
this.recoverable = config.recoverable === undefined || !!config.recoverable;
this.warning = !!config.warning;
};
/* Setup */
OO.initClass( OO.ui.Error );
/* Methods */
/**
* Check if the error is recoverable.
*
* If the error is recoverable, users are able to try the process again.
*
* @return {boolean} Error is recoverable
*/
OO.ui.Error.prototype.isRecoverable = function () {
return this.recoverable;
};
/**
* Check if the error is a warning.
*
* If the error is a warning, the error interface will include a 'Dismiss' and a 'Continue' button.
*
* @return {boolean} Error is warning
*/
OO.ui.Error.prototype.isWarning = function () {
return this.warning;
};
/**
* Get error message as DOM nodes.
*
* @return {jQuery} Error message in DOM nodes
*/
OO.ui.Error.prototype.getMessage = function () {
return this.message instanceof $ ?
this.message.clone() :
$( '<div>' ).text( this.message ).contents();
};
/**
* Get the error message text.
*
* @return {string} Error message
*/
OO.ui.Error.prototype.getMessageText = function () {
return this.message instanceof $ ? this.message.text() : this.message;
};
/**
* A Process is a list of steps that are called in sequence. The step can be a number, a
* promise (jQuery, native, or any other “thenable”), or a function:
*
* - **number**: the process will wait for the specified number of milliseconds before proceeding.
* - **promise**: the process will continue to the next step when the promise is successfully
* resolved or stop if the promise is rejected.
* - **function**: the process will execute the function. The process will stop if the function
* returns either a boolean `false` or a promise that is rejected; if the function returns a
* number, the process will wait for that number of milliseconds before proceeding.
*
* If the process fails, an {@link OO.ui.Error error} is generated. Depending on how the error is
* configured, users can dismiss the error and try the process again, or not. If a process is
* stopped, its remaining steps will not be performed.
*
* @class
*
* @constructor
* @param {number|jQuery.Promise|Function} step Number of milliseconds to wait before proceeding,
* promise that must be resolved before proceeding, or a function to execute. See #createStep for
* more information. See #createStep for more information.
* @param {Object} [context=null] Execution context of the function. The context is ignored if the
* step is a number or promise.
*/
OO.ui.Process = function ( step, context ) {
// Properties
this.steps = [];
// Initialization
if ( step !== undefined ) {
this.next( step, context );
}
};
/* Setup */
OO.initClass( OO.ui.Process );
/* Methods */
/**
* Start the process.
*
* @return {jQuery.Promise} Promise that is resolved when all steps have successfully completed.
* If any of the steps return a promise that is rejected or a boolean false, this promise is
* rejected and any remaining steps are not performed.
*/
OO.ui.Process.prototype.execute = function () {
/**
* Continue execution.
*
* @ignore
* @param {Array} step A function and the context it should be called in
* @return {Function} Function that continues the process
*/
function proceed( step ) {
return function () {
// Execute step in the correct context
const result = step.callback.call( step.context );
if ( result === false ) {
// Use rejected promise for boolean false results
return $.Deferred().reject( [] ).promise();
}
if ( typeof result === 'number' ) {
if ( result < 0 ) {
throw new Error( 'Cannot go back in time: flux capacitor is out of service' );
}
// Use a delayed promise for numbers, expecting them to be in milliseconds
const deferred = $.Deferred();
setTimeout( deferred.resolve, result );
return deferred.promise();
}
if ( result instanceof OO.ui.Error ) {
// Use rejected promise for error
return $.Deferred().reject( [ result ] ).promise();
}
if ( Array.isArray( result ) && result.length && result[ 0 ] instanceof OO.ui.Error ) {
// Use rejected promise for list of errors
return $.Deferred().reject( result ).promise();
}
// Duck-type the object to see if it can produce a promise
if ( result && typeof result.then === 'function' ) {
// Use a promise generated from the result
return $.when( result ).promise();
}
// Use resolved promise for other results
return $.Deferred().resolve().promise();
};
}
let promise;
if ( this.steps.length ) {
// Generate a chain reaction of promises
promise = proceed( this.steps[ 0 ] )();
for ( let i = 1, len = this.steps.length; i < len; i++ ) {
promise = promise.then( proceed( this.steps[ i ] ) );
}
} else {
promise = $.Deferred().resolve().promise();
}
return promise;
};
/**
* Create a process step.
*
* @private
* @param {number|jQuery.Promise|Function} step
*
* - Number of milliseconds to wait before proceeding
* - Promise that must be resolved before proceeding
* - Function to execute
* - If the function returns a boolean false the process will stop
* - If the function returns a promise, the process will continue to the next
* step when the promise is resolved or stop if the promise is rejected
* - If the function returns a number, the process will wait for that number of
* milliseconds before proceeding
* @param {Object} [context=null] Execution context of the function. The context is
* ignored if the step is a number or promise.
* @return {Object} Step object, with `callback` and `context` properties
*/
OO.ui.Process.prototype.createStep = function ( step, context ) {
if ( typeof step === 'number' || typeof step.then === 'function' ) {
return {
callback: function () {
return step;
},
context: null
};
}
if ( typeof step === 'function' ) {
return {
callback: step,
context: context
};
}
throw new Error( 'Cannot create process step: number, promise or function expected' );
};
/**
* Add step to the beginning of the process.
*
* @inheritdoc #createStep
* @return {OO.ui.Process} this
* @chainable
*/
OO.ui.Process.prototype.first = function ( step, context ) {
this.steps.unshift( this.createStep( step, context ) );
return this;
};
/**
* Add step to the end of the process.
*
* @inheritdoc #createStep
* @return {OO.ui.Process} this
* @chainable
*/
OO.ui.Process.prototype.next = function ( step, context ) {
this.steps.push( this.createStep( step, context ) );
return this;
};
/**
* A window instance represents the life cycle for one single opening of a window
* until its closing.
*
* While OO.ui.WindowManager will reuse OO.ui.Window objects, each time a window is
* opened, a new lifecycle starts.
*
* For more information, please see the [OOUI documentation on MediaWiki][1].
*
* [1]: https://www.mediawiki.org/wiki/OOUI/Windows
*
* @class
*
* @constructor
*/
OO.ui.WindowInstance = function OoUiWindowInstance() {
const deferreds = {
opening: $.Deferred(),
opened: $.Deferred(),
closing: $.Deferred(),
closed: $.Deferred()
};
/**
* @private
* @property {Object}
*/
this.deferreds = deferreds;
// Set these up as chained promises so that rejecting of
// an earlier stage automatically rejects the subsequent
// would-be stages as well.
/**
* @property {jQuery.Promise}
*/
this.opening = deferreds.opening.promise();
/**
* @property {jQuery.Promise}
*/
this.opened = this.opening.then( () => deferreds.opened );
/**
* @property {jQuery.Promise}
*/
this.closing = this.opened.then( () => deferreds.closing );
/**
* @property {jQuery.Promise}
*/
this.closed = this.closing.then( () => deferreds.closed );
};
/* Setup */
OO.initClass( OO.ui.WindowInstance );
/**
* Check if window is opening.
*
* @return {boolean} Window is opening
*/
OO.ui.WindowInstance.prototype.isOpening = function () {
return this.deferreds.opened.state() === 'pending';
};
/**
* Check if window is opened.
*
* @return {boolean} Window is opened
*/
OO.ui.WindowInstance.prototype.isOpened = function () {
return this.deferreds.opened.state() === 'resolved' &&
this.deferreds.closing.state() === 'pending';
};
/**
* Check if window is closing.
*
* @return {boolean} Window is closing
*/
OO.ui.WindowInstance.prototype.isClosing = function () {
return this.deferreds.closing.state() === 'resolved' &&
this.deferreds.closed.state() === 'pending';
};
/**
* Check if window is closed.
*
* @return {boolean} Window is closed
*/
OO.ui.WindowInstance.prototype.isClosed = function () {
return this.deferreds.closed.state() === 'resolved';
};
/**
* Window managers are used to open and close {@link OO.ui.Window windows} and control their
* presentation. Managed windows are mutually exclusive. If a new window is opened while a current
* window is opening or is opened, the current window will be closed and any on-going
* {@link OO.ui.Process process} will be cancelled. Windows
* themselves are persistent and—rather than being torn down when closed—can be repopulated with the
* pertinent data and reused.
*
* Over the lifecycle of a window, the window manager makes available three promises: `opening`,
* `opened`, and `closing`, which represent the primary stages of the cycle:
*
* **Opening**: the opening stage begins when the window managers #openWindow or a windows
* {@link OO.ui.Window#open open} method is used, and the window manager begins to open the window.
*
* - an `opening` event is emitted with an `opening` promise
* - the #getSetupDelay method is called and the returned value is used to time a pause in execution
* before the windows {@link OO.ui.Window#method-setup setup} method is called which executes
* OO.ui.Window#getSetupProcess.
* - a `setup` progress notification is emitted from the `opening` promise
* - the #getReadyDelay method is called the returned value is used to time a pause in execution
* before the windows {@link OO.ui.Window#method-ready ready} method is called which executes
* OO.ui.Window#getReadyProcess.
* - a `ready` progress notification is emitted from the `opening` promise
* - the `opening` promise is resolved with an `opened` promise
*
* **Opened**: the window is now open.
*
* **Closing**: the closing stage begins when the window manager's #closeWindow or the
* window's {@link OO.ui.Window#close close} methods is used, and the window manager begins
* to close the window.
*
* - the `opened` promise is resolved with `closing` promise and a `closing` event is emitted
* - the #getHoldDelay method is called and the returned value is used to time a pause in execution
* before the window's {@link OO.ui.Window#getHoldProcess getHoldProcess} method is called on the
* window and its result executed
* - a `hold` progress notification is emitted from the `closing` promise
* - the #getTeardownDelay() method is called and the returned value is used to time a pause in
* execution before the window's {@link OO.ui.Window#getTeardownProcess getTeardownProcess} method
* is called on the window and its result executed
* - a `teardown` progress notification is emitted from the `closing` promise
* - the `closing` promise is resolved. The window is now closed
*
* See the [OOUI documentation on MediaWiki][1] for more information.
*
* [1]: https://www.mediawiki.org/wiki/OOUI/Windows/Window_managers
*
* @class
* @extends OO.ui.Element
* @mixes OO.EventEmitter
*
* @constructor
* @param {Object} [config] Configuration options
* @param {OO.Factory} [config.factory] Window factory to use for automatic instantiation
* Note that window classes that are instantiated with a factory must have
* a {@link OO.ui.Dialog.static.name static name} property that specifies a symbolic name.
* @param {boolean} [config.modal=true] Prevent interaction outside the current window
* @param {boolean} [config.forceTrapFocus] Force the trapping of focus within windows. This is done
* automatically for modal window managers and full screen windows.
*/
OO.ui.WindowManager = function OoUiWindowManager( config ) {
// Configuration initialization
config = config || {};
// Parent constructor
OO.ui.WindowManager.super.call( this, config );
// Mixin constructors
OO.EventEmitter.call( this );
// Properties
this.factory = config.factory;
this.modal = config.modal === undefined || !!config.modal;
this.windows = {};
// Deprecated placeholder promise given to compatOpening in openWindow()
// that is resolved in closeWindow().
this.compatOpened = null;
this.preparingToOpen = null;
this.preparingToClose = null;
this.currentWindow = null;
this.lastSize = null;
this.globalEvents = false;
this.$returnFocusTo = null;
this.isolated = false;
this.$ariaHidden = null;
this.$inert = null;
this.onWindowResizeTimeout = null;
this.onWindowResizeHandler = this.onWindowResize.bind( this );
this.afterWindowResizeHandler = this.afterWindowResize.bind( this );
this.onWindowFocusHandler = this.onWindowFocus.bind( this );
// Initialization
this.$element
.addClass( 'oo-ui-windowManager' )
.toggleClass( 'oo-ui-windowManager-modal', this.isModal() )
.toggleClass( 'oo-ui-windowManager-forceTrapFocus', !!config.forceTrapFocus );
if ( this.isModal() ) {
this.$element
.attr( 'aria-hidden', 'true' )
.attr( 'inert', '' );
}
};
/* Setup */
OO.inheritClass( OO.ui.WindowManager, OO.ui.Element );
OO.mixinClass( OO.ui.WindowManager, OO.EventEmitter );
/* Events */
/**
* An 'opening' event is emitted when the window begins to be opened.
*
* @event OO.ui.WindowManager#opening
* @param {OO.ui.Window} win Window that's being opened
* @param {jQuery.Promise} opened A promise resolved with a value when the window is opened
* successfully. This promise also emits `setup` and `ready` notifications. When this promise is
* resolved, the first argument of the value is an 'closed' promise, the second argument is the
* opening data.
* @param {Object} data Window opening data
*/
/**
* A 'closing' event is emitted when the window begins to be closed.
*
* @event OO.ui.WindowManager#closing
* @param {OO.ui.Window} win Window that's being closed
* @param {jQuery.Promise} closed A promise resolved with a value when the window is closed
* successfully. This promise also emits `hold` and `teardown` notifications. When this promise is
* resolved, the first argument of its value is the closing data.
* @param {Object} data Window closing data
*/
/**
* A 'resize' event is emitted when a window is resized.
*
* @event OO.ui.WindowManager#resize
* @param {OO.ui.Window} win Window that was resized
*/
/* Static Properties */
/**
* Map of the symbolic name of each window size and its CSS properties.
*
* Symbolic name must be valid as a CSS class name suffix.
*
* @static
* @property {Object}
*/
OO.ui.WindowManager.static.sizes = {
small: {
width: 300
},
medium: {
width: 500
},
large: {
width: 700
},
larger: {
width: 900
},
full: {
// These can be non-numeric because they are never used in calculations
width: '100%',
height: '100%'
}
};
/**
* Symbolic name of the default window size.
*
* The default size is used if the window's requested size is not recognized.
*
* @static
* @property {string}
*/
OO.ui.WindowManager.static.defaultSize = 'medium';
/* Methods */
/**
* Check if the window manager is modal, preventing interaction outside the current window
*
* @return {boolean} The window manager is modal
*/
OO.ui.WindowManager.prototype.isModal = function () {
return this.modal;
};
/**
* Handle window resize events.
*
* @private
* @param {jQuery.Event} e Window resize event
*/
OO.ui.WindowManager.prototype.onWindowResize = function () {
clearTimeout( this.onWindowResizeTimeout );
this.onWindowResizeTimeout = setTimeout( this.afterWindowResizeHandler, 200 );
};
/**
* Handle window focus events.
*
* @private
* @param {jQuery.Event} e Window focus event
*/
OO.ui.WindowManager.prototype.onWindowFocus = function () {
const currentWindow = this.getCurrentWindow();
if (
// This event should only be bound while a window is open
currentWindow &&
// Focus can be moved outside the window focus traps but pressing tab
// from the address bar (T307995). When this happens move focus back
// to the start of the current window.
!OO.ui.contains( currentWindow.$element[ 0 ], document.activeElement )
) {
currentWindow.focus();
}
};
/**
* Handle window resize events.
*
* @private
* @param {jQuery.Event} e Window resize event
*/
OO.ui.WindowManager.prototype.afterWindowResize = function () {
const currentFocusedElement = document.activeElement;
if ( this.currentWindow ) {
this.updateWindowSize( this.currentWindow );
// Restore focus to the original element if it has changed.
// When a layout change is made on resize inputs lose focus
// on Android (Chrome and Firefox), see T162127.
if ( currentFocusedElement !== document.activeElement ) {
currentFocusedElement.focus();
}
}
};
/**
* Check if window is opening.
*
* @param {OO.ui.Window} win Window to check
* @return {boolean} Window is opening
*/
OO.ui.WindowManager.prototype.isOpening = function ( win ) {
return win === this.currentWindow && !!this.lifecycle &&
this.lifecycle.isOpening();
};
/**
* Check if window is closing.
*
* @param {OO.ui.Window} win Window to check
* @return {boolean} Window is closing
*/
OO.ui.WindowManager.prototype.isClosing = function ( win ) {
return win === this.currentWindow && !!this.lifecycle &&
this.lifecycle.isClosing();
};
/**
* Check if window is opened.
*
* @param {OO.ui.Window} win Window to check
* @return {boolean} Window is opened
*/
OO.ui.WindowManager.prototype.isOpened = function ( win ) {
return win === this.currentWindow && !!this.lifecycle &&
this.lifecycle.isOpened();
};
/**
* Check if a window is being managed.
*
* @param {OO.ui.Window} win Window to check
* @return {boolean} Window is being managed
*/
OO.ui.WindowManager.prototype.hasWindow = function ( win ) {
for ( const name in this.windows ) {
if ( this.windows[ name ] === win ) {
return true;
}
}
return false;
};
/**
* Get the number of milliseconds to wait after opening begins before executing the setup process.
*
* @param {OO.ui.Window} win Window being opened
* @param {Object} [data] Window opening data
* @return {number} Milliseconds to wait
*/
OO.ui.WindowManager.prototype.getSetupDelay = function () {
return 0;
};
/**
* Get the number of milliseconds to wait after setup has finished before executing the ready
* process.
*
* @param {OO.ui.Window} win Window being opened
* @param {Object} [data] Window opening data
* @return {number} Milliseconds to wait
*/
OO.ui.WindowManager.prototype.getReadyDelay = function () {
return this.isModal() ? OO.ui.theme.getDialogTransitionDuration() : 0;
};
/**
* Get the number of milliseconds to wait after closing has begun before executing the 'hold'
* process.
*
* @param {OO.ui.Window} win Window being closed
* @param {Object} [data] Window closing data
* @return {number} Milliseconds to wait
*/
OO.ui.WindowManager.prototype.getHoldDelay = function () {
return 0;
};
/**
* Get the number of milliseconds to wait after the hold process has finished before
* executing the teardown process.
*
* @param {OO.ui.Window} win Window being closed
* @param {Object} [data] Window closing data
* @return {number} Milliseconds to wait
*/
OO.ui.WindowManager.prototype.getTeardownDelay = function () {
return this.isModal() ? OO.ui.theme.getDialogTransitionDuration() : 0;
};
/**
* Get a window by its symbolic name.
*
* If the window is not yet instantiated and its symbolic name is recognized by a factory, it will
* be instantiated and added to the window manager automatically. Please see the [OOUI documentation
* on MediaWiki][3] for more information about using factories.
* [3]: https://www.mediawiki.org/wiki/OOUI/Windows/Window_managers
*
* @param {string} name Symbolic name of the window
* @return {jQuery.Promise} Promise resolved with matching window, or rejected with an OO.ui.Error
* @throws {Error} An error is thrown if the symbolic name is not recognized by the factory.
* @throws {Error} An error is thrown if the named window is not recognized as a managed window.
*/
OO.ui.WindowManager.prototype.getWindow = function ( name ) {
const deferred = $.Deferred();
let win = this.windows[ name ];
if ( !( win instanceof OO.ui.Window ) ) {
if ( this.factory ) {
if ( !this.factory.lookup( name ) ) {
deferred.reject( new OO.ui.Error(
'Cannot auto-instantiate window: symbolic name is unrecognized by the factory'
) );
} else {
win = this.factory.create( name );
this.addWindows( [ win ] );
deferred.resolve( win );
}
} else {
deferred.reject( new OO.ui.Error(
'Cannot get unmanaged window: symbolic name unrecognized as a managed window'
) );
}
} else {
deferred.resolve( win );
}
return deferred.promise();
};
/**
* Get current window.
*
* @return {OO.ui.Window|null} Currently opening/opened/closing window
*/
OO.ui.WindowManager.prototype.getCurrentWindow = function () {
return this.currentWindow;
};
/**
* Open a window.
*
* @param {OO.ui.Window|string} win Window object or symbolic name of window to open
* @param {Object} [data] Window opening data
* @param {jQuery|null} [data.$returnFocusTo] Element to which the window will return focus when
* closed. Defaults the current activeElement. If set to null, focus isn't changed on close.
* @param {OO.ui.WindowInstance} [lifecycle] Used internally
* @param {jQuery.Deferred} [compatOpening] Used internally
* @return {OO.ui.WindowInstance} A lifecycle object representing this particular
* opening of the window. For backwards-compatibility, then object is also a Thenable that is
* resolved when the window is done opening, with nested promise for when closing starts. This
* behaviour is deprecated and is not compatible with jQuery 3, see T163510.
* @fires OO.ui.WindowManager#opening
*/
OO.ui.WindowManager.prototype.openWindow = function ( win, data, lifecycle, compatOpening ) {
data = data || {};
// Internal parameter 'lifecycle' allows this method to always return
// a lifecycle even if the window still needs to be created
// asynchronously when 'win' is a string.
lifecycle = lifecycle || new OO.ui.WindowInstance();
compatOpening = compatOpening || $.Deferred();
// Turn lifecycle into a Thenable for backwards-compatibility with
// the deprecated nested-promise behaviour, see T163510.
[ 'state', 'always', 'catch', 'pipe', 'then', 'promise', 'progress', 'done', 'fail' ]
.forEach( ( method ) => {
lifecycle[ method ] = function () {
OO.ui.warnDeprecation(
'Using the return value of openWindow as a promise is deprecated. ' +
'Use .openWindow( ... ).opening.' + method + '( ... ) instead.'
);
return compatOpening[ method ].apply( this, arguments );
};
} );
// Argument handling
if ( typeof win === 'string' ) {
this.getWindow( win ).then(
( w ) => {
this.openWindow( w, data, lifecycle, compatOpening );
},
( err ) => {
lifecycle.deferreds.opening.reject( err );
}
);
return lifecycle;
}
// Error handling
let error;
if ( !this.hasWindow( win ) ) {
error = 'Cannot open window: window is not attached to manager';
} else if ( this.lifecycle && this.lifecycle.isOpened() ) {
error = 'Cannot open window: another window is open';
} else if ( this.preparingToOpen || ( this.lifecycle && this.lifecycle.isOpening() ) ) {
error = 'Cannot open window: another window is opening';
}
if ( error ) {
compatOpening.reject( new OO.ui.Error( error ) );
lifecycle.deferreds.opening.reject( new OO.ui.Error( error ) );
return lifecycle;
}
// If a window is currently closing, wait for it to complete
this.preparingToOpen = $.when( this.lifecycle && this.lifecycle.closed );
// Ensure handlers get called after preparingToOpen is set
this.preparingToOpen.done( () => {
if ( this.isModal() ) {
this.toggleGlobalEvents( true, win );
this.toggleIsolation( true );
}
this.$returnFocusTo = data.$returnFocusTo !== undefined ?
data.$returnFocusTo :
$( document.activeElement );
this.currentWindow = win;
this.lifecycle = lifecycle;
this.preparingToOpen = null;
this.emit( 'opening', win, compatOpening, data );
lifecycle.deferreds.opening.resolve( data );
setTimeout( () => {
this.compatOpened = $.Deferred();
win.setup( data ).then( () => {
compatOpening.notify( { state: 'setup' } );
setTimeout( () => {
win.ready( data ).then( () => {
compatOpening.notify( { state: 'ready' } );
lifecycle.deferreds.opened.resolve( data );
compatOpening.resolve( this.compatOpened.promise(), data );
this.togglePreventIosScrolling( true );
}, ( dataOrErr ) => {
lifecycle.deferreds.opened.reject();
compatOpening.reject();
this.closeWindow( win );
if ( dataOrErr instanceof Error ) {
setTimeout( () => {
throw dataOrErr;
} );
}
} );
}, this.getReadyDelay() );
}, ( dataOrErr ) => {
lifecycle.deferreds.opened.reject();
compatOpening.reject();
this.closeWindow( win );
if ( dataOrErr instanceof Error ) {
setTimeout( () => {
throw dataOrErr;
} );
}
} );
}, this.getSetupDelay() );
} );
return lifecycle;
};
/**
* Close a window.
*
* @param {OO.ui.Window|string} win Window object or symbolic name of window to close
* @param {Object} [data] Window closing data
* @return {OO.ui.WindowInstance} A lifecycle object representing this particular
* opening of the window. For backwards-compatibility, the object is also a Thenable that is
* resolved when the window is done closing, see T163510.
* @fires OO.ui.WindowManager#closing
*/
OO.ui.WindowManager.prototype.closeWindow = function ( win, data ) {
const compatClosing = $.Deferred();
let lifecycle = this.lifecycle;
// Argument handling
if ( typeof win === 'string' ) {
win = this.windows[ win ];
} else if ( !this.hasWindow( win ) ) {
win = null;
}
// Error handling
let error;
if ( !lifecycle ) {
error = 'Cannot close window: no window is currently open';
} else if ( !win ) {
error = 'Cannot close window: window is not attached to manager';
} else if ( win !== this.currentWindow || this.lifecycle.isClosed() ) {
error = 'Cannot close window: window already closed with different data';
} else if ( this.preparingToClose || this.lifecycle.isClosing() ) {
error = 'Cannot close window: window already closing with different data';
}
if ( error ) {
// This function was called for the wrong window and we don't want to mess with the current
// window's state.
lifecycle = new OO.ui.WindowInstance();
// Pretend the window has been opened, so that we can pretend to fail to close it.
lifecycle.deferreds.opening.resolve( {} );
lifecycle.deferreds.opened.resolve( {} );
}
// Turn lifecycle into a Thenable for backwards-compatibility with
// the deprecated nested-promise behaviour, see T163510.
[ 'state', 'always', 'catch', 'pipe', 'then', 'promise', 'progress', 'done', 'fail' ]
.forEach( ( method ) => {
lifecycle[ method ] = function () {
OO.ui.warnDeprecation(
'Using the return value of closeWindow as a promise is deprecated. ' +
'Use .closeWindow( ... ).closed.' + method + '( ... ) instead.'
);
return compatClosing[ method ].apply( this, arguments );
};
} );
if ( error ) {
compatClosing.reject( new OO.ui.Error( error ) );
lifecycle.deferreds.closing.reject( new OO.ui.Error( error ) );
return lifecycle;
}
// If the window is currently opening, close it when it's done
this.preparingToClose = $.when( this.lifecycle.opened );
// Ensure handlers get called after preparingToClose is set
this.preparingToClose.always( () => {
this.preparingToClose = null;
this.emit( 'closing', win, compatClosing, data );
lifecycle.deferreds.closing.resolve( data );
const compatOpened = this.compatOpened;
this.compatOpened = null;
compatOpened.resolve( compatClosing.promise(), data );
this.togglePreventIosScrolling( false );
setTimeout( () => {
win.hold( data ).then( () => {
compatClosing.notify( { state: 'hold' } );
setTimeout( () => {
win.teardown( data ).then( () => {
compatClosing.notify( { state: 'teardown' } );
if ( this.isModal() ) {
this.toggleGlobalEvents( false );
this.toggleIsolation( false );
}
if ( this.$returnFocusTo && this.$returnFocusTo.length ) {
this.$returnFocusTo[ 0 ].focus();
}
this.currentWindow = null;
this.lifecycle = null;
lifecycle.deferreds.closed.resolve( data );
compatClosing.resolve( data );
} );
}, this.getTeardownDelay() );
} );
}, this.getHoldDelay() );
} );
return lifecycle;
};
/**
* Add windows to the window manager.
*
* Windows can be added by reference, symbolic name, or explicitly defined symbolic names.
* See the [OOUI documentation on MediaWiki][2] for examples.
* [2]: https://www.mediawiki.org/wiki/OOUI/Windows/Window_managers
*
* This function can be called in two manners:
*
* 1. `.addWindows( [ winA, winB, ... ] )` (where `winA`, `winB` are OO.ui.Window objects)
*
* This syntax registers windows under the symbolic names defined in their `.static.name`
* properties. For example, if `windowA.constructor.static.name` is `'nameA'`, calling
* `.openWindow( 'nameA' )` afterwards will open the window `windowA`. This syntax requires the
* static name to be set, otherwise an exception will be thrown.
*
* This is the recommended way, as it allows for an easier switch to using a window factory.
*
* 2. `.addWindows( { nameA: winA, nameB: winB, ... } )`
*
* This syntax registers windows under the explicitly given symbolic names. In this example,
* calling `.openWindow( 'nameA' )` afterwards will open the window `windowA`, regardless of what
* its `.static.name` is set to. The static name is not required to be set.
*
* This should only be used if you need to override the default symbolic names.
*
* Example:
*
* const windowManager = new OO.ui.WindowManager();
* $( document.body ).append( windowManager.$element );
*
* // Add a window under the default name: see OO.ui.MessageDialog.static.name
* windowManager.addWindows( [ new OO.ui.MessageDialog() ] );
* // Add a window under an explicit name
* windowManager.addWindows( { myMessageDialog: new OO.ui.MessageDialog() } );
*
* // Open window by default name
* windowManager.openWindow( 'message' );
* // Open window by explicitly given name
* windowManager.openWindow( 'myMessageDialog' );
*
* @param {Object.<string,OO.ui.Window>|OO.ui.Window[]} windows An array of window objects specified
* by reference, symbolic name, or explicitly defined symbolic names.
* @throws {Error} An error is thrown if a window is added by symbolic name, but has neither an
* explicit nor a statically configured symbolic name.
*/
OO.ui.WindowManager.prototype.addWindows = function ( windows ) {
let list;
if ( Array.isArray( windows ) ) {
// Convert to map of windows by looking up symbolic names from static configuration
list = {};
for ( let i = 0, len = windows.length; i < len; i++ ) {
const name = windows[ i ].constructor.static.name;
if ( !name ) {
throw new Error( 'Windows must have a `name` static property defined.' );
}
list[ name ] = windows[ i ];
}
} else if ( OO.isPlainObject( windows ) ) {
list = windows;
}
// Add windows
for ( const n in list ) {
const win = list[ n ];
this.windows[ n ] = win.toggle( false );
this.$element.append( win.$element );
win.setManager( this );
}
};
/**
* Remove the specified windows from the windows manager.
*
* Windows will be closed before they are removed. If you wish to remove all windows, you may wish
* to use the #clearWindows method instead. If you no longer need the window manager and want to
* ensure that it no longer listens to events, use the #destroy method.
*
* @param {string[]} names Symbolic names of windows to remove
* @return {jQuery.Promise} Promise resolved when window is closed and removed
* @throws {Error} An error is thrown if the named windows are not managed by the window manager.
*/
OO.ui.WindowManager.prototype.removeWindows = function ( names ) {
const cleanup = ( name, win ) => {
delete this.windows[ name ];
win.$element.detach();
};
const promises = names.map( ( name ) => {
const win = this.windows[ name ];
if ( !win ) {
throw new Error( 'Cannot remove window' );
}
const cleanupWindow = cleanup.bind( null, name, win );
return this.closeWindow( name ).closed.then( cleanupWindow, cleanupWindow );
} );
return $.when.apply( $, promises );
};
/**
* Remove all windows from the window manager.
*
* Windows will be closed before they are removed. Note that the window manager, though not in use,
* will still listen to events. If the window manager will not be used again, you may wish to use
* the #destroy method instead. To remove just a subset of windows, use the #removeWindows method.
*
* @return {jQuery.Promise} Promise resolved when all windows are closed and removed
*/
OO.ui.WindowManager.prototype.clearWindows = function () {
return this.removeWindows( Object.keys( this.windows ) );
};
/**
* Set dialog size. In general, this method should not be called directly.
*
* Fullscreen mode will be used if the dialog is too wide to fit in the screen.
*
* @param {OO.ui.Window} win Window to update, should be the current window
* @chainable
* @return {OO.ui.WindowManager} The manager, for chaining
*/
OO.ui.WindowManager.prototype.updateWindowSize = function ( win ) {
// Bypass for non-current, and thus invisible, windows
if ( win !== this.currentWindow ) {
return;
}
const size = win.getSize();
// The following classes are used here
// * oo-ui-windowManager-size-small
// * oo-ui-windowManager-size-medium
// * oo-ui-windowManager-size-large
// * oo-ui-windowManager-size-larger
// * oo-ui-windowManager-size-full
this.$element
.removeClass( 'oo-ui-windowManager-size-' + this.lastSize )
.addClass( 'oo-ui-windowManager-size-' + size );
this.lastSize = size;
// Backwards compatibility
const isFullscreen = size === 'full';
this.$element.toggleClass( 'oo-ui-windowManager-fullscreen', isFullscreen );
this.$element.toggleClass( 'oo-ui-windowManager-floating', !isFullscreen );
win.setDimensions( win.getSizeProperties() );
this.emit( 'resize', win );
return this;
};
/**
* Prevent scrolling of the document on iOS devices that don't respect `body { overflow: hidden; }`.
*
* This function is called when the window is opened (ready), and so the background is covered up,
* and the user won't see that we're doing weird things to the scroll position.
*
* @private
* @param {boolean} [on=false]
* @chainable
* @return {OO.ui.WindowManager} The manager, for chaining
*/
OO.ui.WindowManager.prototype.togglePreventIosScrolling = function ( on ) {
const isIos = /ipad|iphone|ipod/i.test( navigator.userAgent ),
$body = $( this.getElementDocument().body ),
stackDepth = ( $body.data( 'windowManagerGlobalEvents' ) || [] ).length;
// Only if this is the first/last WindowManager (see #toggleGlobalEvents)
if ( !isIos || stackDepth !== 1 ) {
return this;
}
const scrollableRoot = OO.ui.Element.static.getRootScrollableElement( $body[ 0 ] );
if ( on ) {
// We can't apply this workaround for non-fullscreen dialogs, because the user would see the
// scroll position change. If they have content that needs scrolling, you're out of luck…
// Always remember the scroll position in case dialog is closed with different size.
this.iosOrigScrollPosition = scrollableRoot.scrollTop;
if ( this.getCurrentWindow().getSize() === 'full' ) {
$body.add( $body.parent() ).addClass( 'oo-ui-windowManager-ios-modal-ready' );
}
} else {
// Always restore ability to scroll in case dialog was opened with different size.
$body.add( $body.parent() ).removeClass( 'oo-ui-windowManager-ios-modal-ready' );
if ( this.getCurrentWindow().getSize() === 'full' ) {
scrollableRoot.scrollTop = this.iosOrigScrollPosition;
}
}
return this;
};
/**
* Bind or unbind global events for scrolling/focus.
*
* @private
* @param {boolean} [on] Bind global events
* @param {OO.ui.Window} [win] The just-opened window (when turning on events)
* @chainable
* @return {OO.ui.WindowManager} The manager, for chaining
*/
OO.ui.WindowManager.prototype.toggleGlobalEvents = function ( on, win ) {
const $body = $( this.getElementDocument().body );
const $window = $( this.getElementWindow() );
// We could have multiple window managers open so only modify
// the body css at the bottom of the stack
const stack = $body.data( 'windowManagerGlobalEvents' ) || [];
on = on === undefined ? !!this.globalEvents : !!on;
const $bodyAndParent = $body.add( $body.parent() );
if ( on ) {
if ( !this.globalEvents ) {
$window.on( {
// Start listening for top-level window dimension changes
'orientationchange resize': this.onWindowResizeHandler,
focus: this.onWindowFocusHandler
} );
stack.push( win );
this.globalEvents = true;
}
} else if ( this.globalEvents ) {
$window.off( {
// Stop listening for top-level window dimension changes
'orientationchange resize': this.onWindowResizeHandler,
focus: this.onWindowFocusHandler
} );
stack.pop();
this.globalEvents = false;
}
if ( stack.length > 0 ) {
$bodyAndParent.addClass( 'oo-ui-windowManager-modal-active' );
$bodyAndParent.toggleClass( 'oo-ui-windowManager-modal-active-fullscreen', stack.some( ( w ) => w.getSize() === 'full' ) );
} else {
$bodyAndParent.removeClass( 'oo-ui-windowManager-modal-active oo-ui-windowManager-modal-active-fullscreen' );
}
$body.data( 'windowManagerGlobalEvents', stack );
return this;
};
/**
* Toggle isolation of content other than the window manager.
*
* This hides the content from screen readers (aria-hidden) and makes
* it invisible to user input events (inert).
*
* @private
* @param {boolean} [isolate] Make only the window manager visible to screen readers
* @chainable
* @return {OO.ui.WindowManager} The manager, for chaining
*/
OO.ui.WindowManager.prototype.toggleIsolation = function ( isolate ) {
this.isolated = isolate === undefined ? !this.isolated : !!isolate;
if ( this.isolated ) {
// In case previously set by another window manager
this.$element
.removeAttr( 'aria-hidden' )
.removeAttr( 'inert' );
let $el = this.$element;
const ariaHidden = [];
const inert = [];
// Walk up the tree
while ( !$el.is( 'body' ) && $el.length ) {
// Hide all siblings at each level, just leaving the path to the manager visible.
const $siblings = $el.siblings().not( 'script' );
// Ensure the path to this manager is visible, as it may have been hidden by
// another manager.
$el
.removeAttr( 'aria-hidden' )
.removeAttr( 'inert' );
// $ariaHidden/$inert exclude elements which already have aria-hidden/inert set,
// as we wouldn't want to reset those attributes when window closes.
// This will also support multiple window managers opening on top of each other,
// as an element hidden by another manager will not be re-enabled until *that*
// manager closes its window.
ariaHidden.push.apply( ariaHidden, $siblings.not( '[aria-hidden=true]' ).toArray() );
inert.push.apply( inert, $siblings.not( '[inert]' ).toArray() );
$el = $el.parent();
}
// Build lists as plain arrays for performance ($.add is slow)
this.$ariaHidden = $( ariaHidden );
this.$inert = $( inert );
// Hide everything other than the window manager from screen readers
this.$ariaHidden.attr( 'aria-hidden', 'true' );
this.$inert.attr( 'inert', '' );
} else {
// Restore screen reader visibility
this.$ariaHidden.removeAttr( 'aria-hidden' );
this.$inert.removeAttr( 'inert' );
this.$ariaHidden = null;
this.$inert = null;
// and hide the window manager
this.$element
.attr( 'aria-hidden', 'true' )
.attr( 'inert', '' );
}
return this;
};
/**
* Destroy the window manager.
*/
OO.ui.WindowManager.prototype.destroy = function () {
this.clearWindows();
this.$element.remove();
};
/**
* A window is a container for elements that are in a child frame. They are used with
* a window manager (OO.ui.WindowManager), which is used to open and close the window and control
* its presentation. The size of a window is specified using a symbolic name (e.g., small,
* medium, large), which is interpreted by the window manager. If the requested size is not
* recognized, the window manager will choose a sensible fallback.
*
* The lifecycle of a window has three primary stages (opening, opened, and closing) in which
* different processes are executed:
*
* **opening**: The opening stage begins when the window manager's
* {@link OO.ui.WindowManager#openWindow openWindow} or the window's {@link OO.ui.Window#open open} methods are
* used, and the window manager begins to open the window.
*
* - {@link OO.ui.Window#getSetupProcess getSetupProcess} method is called and its result executed
* - {@link OO.ui.Window#getReadyProcess getReadyProcess} method is called and its result executed
*
* **opened**: The window is now open
*
* **closing**: The closing stage begins when the window manager's
* {@link OO.ui.WindowManager#closeWindow closeWindow}
* or the window's {@link OO.ui.Window#close close} methods are used, and the window manager begins to close the
* window.
*
* - {@link OO.ui.Window#getHoldProcess getHoldProcess} method is called and its result executed
* - {@link OO.ui.Window#getTeardownProcess getTeardownProcess} method is called and its result executed. The window is now closed
*
* Each of the window's processes (setup, ready, hold, and teardown) can be extended in subclasses
* by overriding the window's #getSetupProcess, #getReadyProcess, #getHoldProcess and
* #getTeardownProcess methods. Note that each {@link OO.ui.Process process} is executed in series,
* so asynchronous processing can complete. Always assume window processes are executed
* asynchronously.
*
* For more information, please see the [OOUI documentation on MediaWiki][1].
*
* [1]: https://www.mediawiki.org/wiki/OOUI/Windows
*
* @abstract
* @class
* @extends OO.ui.Element
* @mixes OO.EventEmitter
*
* @constructor
* @param {Object} [config] Configuration options
* @param {string} [config.size] Symbolic name of the dialog size: `small`, `medium`, `large`, `larger` or
* `full`. If omitted, the value of the {@link OO.ui.Window.static.size static size} property will be used.
*/
OO.ui.Window = function OoUiWindow( config ) {
// Configuration initialization
config = config || {};
// Parent constructor
OO.ui.Window.super.call( this, config );
// Mixin constructors
OO.EventEmitter.call( this );
// Properties
this.manager = null;
this.size = config.size || this.constructor.static.size;
this.$frame = $( '<div>' );
/**
* Overlay element to use for the `$overlay` configuration option of widgets that support it.
* Things put inside it are overlaid on top of the window and are not bound to its dimensions.
* See <https://www.mediawiki.org/wiki/OOUI/Concepts#Overlays>.
*
* MyDialog.prototype.initialize = function () {
* ...
* const popupButton = new OO.ui.PopupButtonWidget( {
* $overlay: this.$overlay,
* label: 'Popup button',
* popup: {
* $content: $( '<p>Popup content.</p><p>More content.</p><p>Yet more content.</p>' ),
* padded: true
* }
* } );
* ...
* };
*
* @property {jQuery}
*/
this.$overlay = $( '<div>' );
this.$content = $( '<div>' );
/**
* Set focus traps
*
* It is considered best practice to trap focus in a loop within a modal dialog, even
* though with 'inert' support we could allow focus to break out to the browser chrome.
*
* - https://www.w3.org/TR/wai-aria-practices-1.1/examples/dialog-modal/dialog.html#kbd_label
* - https://allyjs.io/tutorials/accessible-dialog.html#reacting-to-kbdtabkbd-and-kbdshift-tabkbd
* - https://developer.mozilla.org/en-US/docs/Web/Accessibility/ARIA/Roles/dialog_role#focus_management
*/
this.$focusTrapBefore = $( '<div>' ).addClass( 'oo-ui-window-focusTrap' ).prop( 'tabIndex', 0 );
this.$focusTrapAfter = this.$focusTrapBefore.clone();
this.$focusTraps = this.$focusTrapBefore.add( this.$focusTrapAfter );
// Initialization
this.$overlay.addClass( 'oo-ui-window-overlay' );
this.$content
.addClass( 'oo-ui-window-content' )
.attr( 'tabindex', -1 );
this.$frame
.addClass( 'oo-ui-window-frame' )
.append( this.$focusTrapBefore, this.$content, this.$focusTrapAfter );
this.$element
.addClass( 'oo-ui-window' )
.append( this.$frame, this.$overlay );
// Initially hidden - using #toggle may cause errors if subclasses override toggle with methods
// that reference properties not initialized at that time of parent class construction
// TODO: Find a better way to handle post-constructor setup
this.visible = false;
this.$element.addClass( 'oo-ui-element-hidden' );
};
/* Setup */
OO.inheritClass( OO.ui.Window, OO.ui.Element );
OO.mixinClass( OO.ui.Window, OO.EventEmitter );
/* Static Properties */
/**
* Symbolic name of the window size: `small`, `medium`, `large`, `larger` or `full`.
*
* The static size is used if no #size is configured during construction.
*
* @static
* @property {string}
*/
OO.ui.Window.static.size = 'medium';
/* Methods */
/**
* Handle mouse down events.
*
* @private
* @param {jQuery.Event} e Mouse down event
* @return {OO.ui.Window} The window, for chaining
*/
OO.ui.Window.prototype.onMouseDown = function ( e ) {
// Prevent clicking on the click-block from stealing focus
if ( e.target === this.$element[ 0 ] ) {
return false;
}
};
/**
* Check if the window has been initialized.
*
* Initialization occurs when a window is added to a manager.
*
* @return {boolean} Window has been initialized
*/
OO.ui.Window.prototype.isInitialized = function () {
return !!this.manager;
};
/**
* Check if the window is visible.
*
* @return {boolean} Window is visible
*/
OO.ui.Window.prototype.isVisible = function () {
return this.visible;
};
/**
* Check if the window is opening.
*
* This method is a wrapper around the window manager's
* {@link OO.ui.WindowManager#isOpening isOpening} method.
*
* @return {boolean} Window is opening
*/
OO.ui.Window.prototype.isOpening = function () {
return this.manager.isOpening( this );
};
/**
* Check if the window is closing.
*
* This method is a wrapper around the window manager's
* {@link OO.ui.WindowManager#isClosing isClosing} method.
*
* @return {boolean} Window is closing
*/
OO.ui.Window.prototype.isClosing = function () {
return this.manager.isClosing( this );
};
/**
* Check if the window is opened.
*
* This method is a wrapper around the window manager's
* {@link OO.ui.WindowManager#isOpened isOpened} method.
*
* @return {boolean} Window is opened
*/
OO.ui.Window.prototype.isOpened = function () {
return this.manager.isOpened( this );
};
/**
* Get the window manager.
*
* All windows must be attached to a window manager, which is used to open
* and close the window and control its presentation.
*
* @return {OO.ui.WindowManager} Manager of window
*/
OO.ui.Window.prototype.getManager = function () {
return this.manager;
};
/**
* Get the symbolic name of the window size (e.g., `small` or `medium`).
*
* @return {string} Symbolic name of the size: `small`, `medium`, `large`, `larger`, `full`
*/
OO.ui.Window.prototype.getSize = function () {
const viewport = OO.ui.Element.static.getDimensions( this.getElementWindow() );
const sizes = this.manager.constructor.static.sizes;
let size = this.size;
if ( !sizes[ size ] ) {
size = this.manager.constructor.static.defaultSize;
}
if ( size !== 'full' && viewport.rect.right - viewport.rect.left < sizes[ size ].width ) {
size = 'full';
}
return size;
};
/**
* Get the size properties associated with the current window size
*
* @return {Object} Size properties
*/
OO.ui.Window.prototype.getSizeProperties = function () {
return this.manager.constructor.static.sizes[ this.getSize() ];
};
/**
* Disable transitions on window's frame for the duration of the callback function, then enable them
* back.
*
* @private
* @param {Function} callback Function to call while transitions are disabled
*/
OO.ui.Window.prototype.withoutSizeTransitions = function ( callback ) {
// Temporarily resize the frame so getBodyHeight() can use scrollHeight measurements.
// Disable transitions first, otherwise we'll get values from when the window was animating.
// We need to build the transition CSS properties using these specific properties since
// Firefox doesn't return anything useful when asked just for 'transition'.
const oldTransition = this.$frame.css( 'transition-property' ) + ' ' +
this.$frame.css( 'transition-duration' ) + ' ' +
this.$frame.css( 'transition-timing-function' ) + ' ' +
this.$frame.css( 'transition-delay' );
this.$frame.css( 'transition', 'none' );
callback();
// Force reflow to make sure the style changes done inside callback
// really are not transitioned
this.$frame.height();
this.$frame.css( 'transition', oldTransition );
};
/**
* Get the height of the full window contents (i.e., the window head, body and foot together).
*
* What constitutes the head, body, and foot varies depending on the window type.
* A {@link OO.ui.MessageDialog message dialog} displays a title and message in its body,
* and any actions in the foot. A {@link OO.ui.ProcessDialog process dialog} displays a title
* and special actions in the head, and dialog content in the body.
*
* To get just the height of the dialog body, use the #getBodyHeight method.
*
* @return {number} The height of the window contents (the dialog head, body and foot) in pixels
*/
OO.ui.Window.prototype.getContentHeight = function () {
const body = this.$body[ 0 ];
const frame = this.$frame[ 0 ];
let bodyHeight;
// Temporarily resize the frame so getBodyHeight() can use scrollHeight measurements.
// Disable transitions first, otherwise we'll get values from when the window was animating.
this.withoutSizeTransitions( () => {
const oldHeight = frame.style.height;
const oldPosition = body.style.position;
const scrollTop = body.scrollTop;
frame.style.height = '1px';
// Force body to resize to new width
body.style.position = 'relative';
bodyHeight = this.getBodyHeight();
frame.style.height = oldHeight;
body.style.position = oldPosition;
body.scrollTop = scrollTop;
} );
return (
// Add buffer for border
( this.$frame.outerHeight() - this.$frame.innerHeight() ) +
// Use combined heights of children
( this.$head.outerHeight( true ) + bodyHeight + this.$foot.outerHeight( true ) )
);
};
/**
* Get the height of the window body.
*
* To get the height of the full window contents (the window body, head, and foot together),
* use #getContentHeight.
*
* When this function is called, the window will temporarily have been resized
* to height=1px, so .scrollHeight measurements can be taken accurately.
*
* @return {number} Height of the window body in pixels
*/
OO.ui.Window.prototype.getBodyHeight = function () {
return this.$body[ 0 ].scrollHeight;
};
/**
* Get the directionality of the frame (right-to-left or left-to-right).
*
* @return {string} Directionality: `'ltr'` or `'rtl'`
*/
OO.ui.Window.prototype.getDir = function () {
return OO.ui.Element.static.getDir( this.$content ) || 'ltr';
};
/**
* Get the 'setup' process.
*
* The setup process is used to set up a window for use in a particular context, based on the `data`
* argument. This method is called during the opening phase of the windows lifecycle (before the
* opening animation). You can add elements to the window in this process or set their default
* values.
*
* Override this method to add additional steps to the setup process the parent method provides
* using the {@link OO.ui.Process#first first} and {@link OO.ui.Process#next next} methods
* of OO.ui.Process.
*
* To add window content that persists between openings, you may wish to use the #initialize method
* instead.
*
* @param {Object} [data] Window opening data
* @return {OO.ui.Process} Setup process
*/
OO.ui.Window.prototype.getSetupProcess = function () {
return new OO.ui.Process();
};
/**
* Get the ready process.
*
* The ready process is used to ready a window for use in a particular context, based on the `data`
* argument. This method is called during the opening phase of the windows lifecycle, after the
* window has been {@link OO.ui.Window#getSetupProcess setup} (after the opening animation). You can focus
* elements in the window in this process, or open their dropdowns.
*
* Override this method to add additional steps to the ready process the parent method
* provides using the {@link OO.ui.Process#first first} and {@link OO.ui.Process#next next}
* methods of OO.ui.Process.
*
* @param {Object} [data] Window opening data
* @return {OO.ui.Process} Ready process
*/
OO.ui.Window.prototype.getReadyProcess = function () {
return new OO.ui.Process();
};
/**
* Get the 'hold' process.
*
* The hold process is used to keep a window from being used in a particular context, based on the
* `data` argument. This method is called during the closing phase of the windows lifecycle (before
* the closing animation). You can close dropdowns of elements in the window in this process, if
* they do not get closed automatically.
*
* Override this method to add additional steps to the 'hold' process the parent method provides
* using the {@link OO.ui.Process#first first} and {@link OO.ui.Process#next next} methods
* of OO.ui.Process.
*
* @param {Object} [data] Window closing data
* @return {OO.ui.Process} Hold process
*/
OO.ui.Window.prototype.getHoldProcess = function () {
return new OO.ui.Process();
};
/**
* Get the teardown process.
*
* The teardown process is used to teardown a window after use. During teardown, user interactions
* within the window are conveyed and the window is closed, based on the `data` argument. This
* method is called during the closing phase of the windows lifecycle (after the closing
* animation). You can remove elements in the window in this process or clear their values.
*
* Override this method to add additional steps to the teardown process the parent method provides
* using the {@link OO.ui.Process#first first} and {@link OO.ui.Process#next next} methods
* of OO.ui.Process.
*
* @param {Object} [data] Window closing data
* @return {OO.ui.Process} Teardown process
*/
OO.ui.Window.prototype.getTeardownProcess = function () {
return new OO.ui.Process();
};
/**
* Set the window manager.
*
* This will cause the window to initialize. Calling it more than once will cause an error.
*
* @param {OO.ui.WindowManager} manager Manager for this window
* @throws {Error} An error is thrown if the method is called more than once
* @chainable
* @return {OO.ui.Window} The window, for chaining
*/
OO.ui.Window.prototype.setManager = function ( manager ) {
if ( this.manager ) {
throw new Error( 'Cannot set window manager, window already has a manager' );
}
this.manager = manager;
this.initialize();
return this;
};
/**
* Set the window size by symbolic name (e.g., 'small' or 'medium')
*
* @param {string} size Symbolic name of size: `small`, `medium`, `large`, `larger` or
* `full`
* @chainable
* @return {OO.ui.Window} The window, for chaining
*/
OO.ui.Window.prototype.setSize = function ( size ) {
this.size = size;
this.updateSize();
return this;
};
/**
* Update the window size.
*
* @throws {Error} An error is thrown if the window is not attached to a window manager
* @chainable
* @return {OO.ui.Window} The window, for chaining
*/
OO.ui.Window.prototype.updateSize = function () {
if ( !this.manager ) {
throw new Error( 'Cannot update window size, must be attached to a manager' );
}
this.manager.updateWindowSize( this );
return this;
};
/**
* Set window dimensions. This method is called by the {@link OO.ui.WindowManager window manager}
* when the window is opening. In general, setDimensions should not be called directly.
*
* To set the size of the window, use the #setSize method.
*
* @param {Object} dim CSS dimension properties
* @param {string|number} [dim.width=''] Width
* @param {string|number} [dim.minWidth=''] Minimum width
* @param {string|number} [dim.maxWidth=''] Maximum width
* @param {string|number} [dim.height] Height, omit to set based on height of contents
* @param {string|number} [dim.minHeight=''] Minimum height
* @param {string|number} [dim.maxHeight=''] Maximum height
* @chainable
* @return {OO.ui.Window} The window, for chaining
*/
OO.ui.Window.prototype.setDimensions = function ( dim ) {
const styleObj = this.$frame[ 0 ].style;
let height;
// Calculate the height we need to set using the correct width
if ( dim.height === undefined ) {
this.withoutSizeTransitions( () => {
const oldWidth = styleObj.width;
this.$frame.css( 'width', dim.width || '' );
height = this.getContentHeight();
styleObj.width = oldWidth;
} );
} else {
height = dim.height;
}
this.$frame.css( {
width: dim.width || '',
minWidth: dim.minWidth || '',
maxWidth: dim.maxWidth || '',
height: height || '',
minHeight: dim.minHeight || '',
maxHeight: dim.maxHeight || ''
} );
return this;
};
/**
* Initialize window contents.
*
* Before the window is opened for the first time, #initialize is called so that content that
* persists between openings can be added to the window.
*
* To set up a window with new content each time the window opens, use #getSetupProcess.
*
* @throws {Error} An error is thrown if the window is not attached to a window manager
* @chainable
* @return {OO.ui.Window} The window, for chaining
*/
OO.ui.Window.prototype.initialize = function () {
if ( !this.manager ) {
throw new Error( 'Cannot initialize window, must be attached to a manager' );
}
// Properties
this.$head = $( '<div>' );
this.$body = $( '<div>' );
this.$foot = $( '<div>' );
this.$document = $( this.getElementDocument() );
// Events
this.$element.on( 'mousedown', this.onMouseDown.bind( this ) );
this.$focusTraps.on( 'focus', this.onFocusTrapFocused.bind( this ) );
// Initialization
this.$head.addClass( 'oo-ui-window-head' );
this.$body.addClass( 'oo-ui-window-body' );
this.$foot.addClass( 'oo-ui-window-foot' );
this.$content.append( this.$head, this.$body, this.$foot );
return this;
};
/**
* Called when someone tries to focus the hidden element at the end of the dialog.
* Sends focus back to the start of the dialog.
*
* @param {jQuery.Event} event Focus event
*/
OO.ui.Window.prototype.onFocusTrapFocused = function ( event ) {
const backwards = this.$focusTrapBefore.is( event.target );
this.focus( backwards );
};
/**
* Focus the window
*
* @param {boolean} [focusLast=false] Focus the last focusable element in the window, instead of the first
* @chainable
* @return {OO.ui.Window} The window, for chaining
*/
OO.ui.Window.prototype.focus = function ( focusLast ) {
const element = OO.ui.findFocusable( this.$content, !!focusLast );
if ( element ) {
// There's a focusable element inside the content, at the front or
// back depending on which focus trap we hit; select it.
element.focus();
} else {
// There's nothing focusable inside the content. As a fallback,
// this.$content is focusable, and focusing it will keep our focus
// properly trapped. It's not a *meaningful* focus, since it's just
// the content-div for the Window, but it's better than letting focus
// escape into the page.
this.$content.trigger( 'focus' );
}
return this;
};
/**
* Open the window.
*
* This method is a wrapper around a call to the window
* managers {@link OO.ui.WindowManager#openWindow openWindow} method.
*
* To customize the window each time it opens, use #getSetupProcess or #getReadyProcess.
*
* @param {Object} [data] Window opening data
* @return {OO.ui.WindowInstance} See OO.ui.WindowManager#openWindow
* @throws {Error} An error is thrown if the window is not attached to a window manager
*/
OO.ui.Window.prototype.open = function ( data ) {
if ( !this.manager ) {
throw new Error( 'Cannot open window, must be attached to a manager' );
}
return this.manager.openWindow( this, data );
};
/**
* Close the window.
*
* This method is a wrapper around a call to the window
* managers {@link OO.ui.WindowManager#closeWindow closeWindow} method.
*
* The window's #getHoldProcess and #getTeardownProcess methods are called during the closing
* phase of the windows lifecycle and can be used to specify closing behavior each time
* the window closes.
*
* @param {Object} [data] Window closing data
* @return {OO.ui.WindowInstance} See OO.ui.WindowManager#closeWindow
* @throws {Error} An error is thrown if the window is not attached to a window manager
*/
OO.ui.Window.prototype.close = function ( data ) {
if ( !this.manager ) {
throw new Error( 'Cannot close window, must be attached to a manager' );
}
return this.manager.closeWindow( this, data );
};
/**
* Setup window.
*
* This is called by OO.ui.WindowManager during window opening (before the animation), and should
* not be called directly by other systems.
*
* @param {Object} [data] Window opening data
* @return {jQuery.Promise} Promise resolved when window is setup
*/
OO.ui.Window.prototype.setup = function ( data ) {
this.toggle( true );
return this.getSetupProcess( data ).execute().then( () => {
this.updateSize();
// Force redraw by asking the browser to measure the elements' widths
this.$element.addClass( 'oo-ui-window-active oo-ui-window-setup' ).width();
this.$content.addClass( 'oo-ui-window-content-setup' ).width();
} );
};
/**
* Ready window.
*
* This is called by OO.ui.WindowManager during window opening (after the animation), and should not
* be called directly by other systems.
*
* @param {Object} [data] Window opening data
* @return {jQuery.Promise} Promise resolved when window is ready
*/
OO.ui.Window.prototype.ready = function ( data ) {
this.$content.trigger( 'focus' );
return this.getReadyProcess( data ).execute().then( () => {
// Force redraw by asking the browser to measure the elements' widths
this.$element.addClass( 'oo-ui-window-ready' ).width();
this.$content.addClass( 'oo-ui-window-content-ready' ).width();
} );
};
/**
* Hold window.
*
* This is called by OO.ui.WindowManager during window closing (before the animation), and should
* not be called directly by other systems.
*
* @param {Object} [data] Window closing data
* @return {jQuery.Promise} Promise resolved when window is held
*/
OO.ui.Window.prototype.hold = function ( data ) {
return this.getHoldProcess( data ).execute().then( () => {
// Get the focused element within the window's content
const $focus = this.$content.find(
OO.ui.Element.static.getDocument( this.$content ).activeElement
);
// Blur the focused element
if ( $focus.length ) {
$focus[ 0 ].blur();
}
// Force redraw by asking the browser to measure the elements' widths
this.$element.removeClass( 'oo-ui-window-ready oo-ui-window-setup' ).width();
this.$content.removeClass( 'oo-ui-window-content-ready oo-ui-window-content-setup' ).width();
} );
};
/**
* Teardown window.
*
* This is called by OO.ui.WindowManager during window closing (after the animation), and should not
* be called directly by other systems.
*
* @param {Object} [data] Window closing data
* @return {jQuery.Promise} Promise resolved when window is torn down
*/
OO.ui.Window.prototype.teardown = function ( data ) {
return this.getTeardownProcess( data ).execute().then( () => {
// Force redraw by asking the browser to measure the elements' widths
this.$element.removeClass( 'oo-ui-window-active' ).width();
this.toggle( false );
} );
};
/**
* The Dialog class serves as the base class for the other types of dialogs.
* Unless extended to include controls, the rendered dialog box is a simple window
* that users can close by hitting the Escape key. Dialog windows are used with OO.ui.WindowManager,
* which opens, closes, and controls the presentation of the window. See the
* [OOUI documentation on MediaWiki][1] for more information.
*
* @example
* // A simple dialog window.
* function MyDialog( config ) {
* MyDialog.super.call( this, config );
* }
* OO.inheritClass( MyDialog, OO.ui.Dialog );
* MyDialog.static.name = 'myDialog';
* MyDialog.prototype.initialize = function () {
* MyDialog.super.prototype.initialize.call( this );
* this.content = new OO.ui.PanelLayout( { padded: true, expanded: false } );
* this.content.$element.append( '<p>A simple dialog window. Press Escape key to ' +
* 'close.</p>' );
* this.$body.append( this.content.$element );
* };
* MyDialog.prototype.getBodyHeight = function () {
* return this.content.$element.outerHeight( true );
* };
* const myDialog = new MyDialog( {
* size: 'medium'
* } );
* // Create and append a window manager, which opens and closes the window.
* const windowManager = new OO.ui.WindowManager();
* $( document.body ).append( windowManager.$element );
* windowManager.addWindows( [ myDialog ] );
* // Open the window!
* windowManager.openWindow( myDialog );
*
* [1]: https://www.mediawiki.org/wiki/OOUI/Windows/Dialogs
*
* @abstract
* @class
* @extends OO.ui.Window
* @mixes OO.ui.mixin.PendingElement
*
* @constructor
* @param {Object} [config] Configuration options
*/
OO.ui.Dialog = function OoUiDialog( config ) {
// Parent constructor
OO.ui.Dialog.super.call( this, config );
// Mixin constructors
OO.ui.mixin.PendingElement.call( this );
// Properties
this.actions = new OO.ui.ActionSet();
this.attachedActions = [];
this.currentAction = null;
this.onDialogKeyDownHandler = this.onDialogKeyDown.bind( this );
// Events
this.actions.connect( this, {
click: 'onActionClick',
change: 'onActionsChange'
} );
// Initialization
this.$element
.addClass( 'oo-ui-dialog' )
.attr( 'role', 'dialog' );
};
/* Setup */
OO.inheritClass( OO.ui.Dialog, OO.ui.Window );
OO.mixinClass( OO.ui.Dialog, OO.ui.mixin.PendingElement );
/* Static Properties */
/**
* Symbolic name of dialog.
*
* The dialog class must have a symbolic name in order to be registered with OO.Factory.
* Please see the [OOUI documentation on MediaWiki][3] for more information.
*
* [3]: https://www.mediawiki.org/wiki/OOUI/Windows/Window_managers
*
* @abstract
* @static
* @property {string}
*/
OO.ui.Dialog.static.name = '';
/**
* The dialog title.
*
* The title can be specified as a plaintext string, a {@link OO.ui.mixin.LabelElement Label} node,
* or a function that will produce a Label node or string. The title can also be specified with data
* passed to the constructor (see #getSetupProcess). In this case, the static value will be
* overridden.
*
* @abstract
* @static
* @property {jQuery|string|Function}
*/
OO.ui.Dialog.static.title = '';
/**
* An array of configured {@link OO.ui.ActionWidget action widgets}.
*
* Actions can also be specified with data passed to the constructor (see #getSetupProcess). In this
* case, the static value will be overridden.
*
* [2]: https://www.mediawiki.org/wiki/OOUI/Windows/Process_Dialogs#Action_sets
*
* @static
* @property {Object[]}
*/
OO.ui.Dialog.static.actions = [];
/**
* Close the dialog when the Escape key is pressed.
*
* @deprecated Have #getEscapeAction return `null` instead
* @static
* @abstract
* @property {boolean}
*/
OO.ui.Dialog.static.escapable = true;
/* Methods */
/**
* The current action to perform if the Escape key is pressed.
*
* The empty string action closes the dialog (see #getActionProcess).
* The make the escape key do nothing, return `null` here.
*
* @return {string|null} Action name, or null if unescapable
*/
OO.ui.Dialog.prototype.getEscapeAction = function () {
return '';
};
/**
* Handle frame document key down events.
*
* @private
* @param {jQuery.Event} e Key down event
*/
OO.ui.Dialog.prototype.onDialogKeyDown = function ( e ) {
if ( e.which === OO.ui.Keys.ESCAPE && this.constructor.static.escapable ) {
const action = this.getEscapeAction();
if ( action !== null ) {
this.executeAction( action );
e.preventDefault();
e.stopPropagation();
}
} else if ( e.which === OO.ui.Keys.ENTER && ( e.ctrlKey || e.metaKey ) ) {
const actions = this.actions.get( { flags: 'primary', visible: true, disabled: false } );
if ( actions.length > 0 ) {
this.executeAction( actions[ 0 ].getAction() );
e.preventDefault();
e.stopPropagation();
}
}
};
/**
* Handle action click events.
*
* @private
* @param {OO.ui.ActionWidget} action Action that was clicked
*/
OO.ui.Dialog.prototype.onActionClick = function ( action ) {
if ( !this.isPending() ) {
this.executeAction( action.getAction() );
}
};
/**
* Handle actions change event.
*
* @private
*/
OO.ui.Dialog.prototype.onActionsChange = function () {
this.detachActions();
if ( !this.isClosing() ) {
this.attachActions();
if ( !this.isOpening() ) {
// If the dialog is currently opening, this will be called automatically soon.
this.updateSize();
}
}
};
/**
* Get the set of actions used by the dialog.
*
* @return {OO.ui.ActionSet}
*/
OO.ui.Dialog.prototype.getActions = function () {
return this.actions;
};
/**
* Get a process for taking action.
*
* When you override this method, you can create a new OO.ui.Process and return it, or add
* additional accept steps to the process the parent method provides using the
* {@link OO.ui.Process#first 'first'} and {@link OO.ui.Process#next 'next'} methods of
* OO.ui.Process.
*
* @param {string} [action] Symbolic name of action
* @return {OO.ui.Process} Action process
*/
OO.ui.Dialog.prototype.getActionProcess = function ( action ) {
return new OO.ui.Process()
.next( () => {
if ( !action ) {
// An empty action always closes the dialog without data, which should always be
// safe and make no changes
this.close();
}
} );
};
/**
* @inheritdoc
*
* @param {Object} [data] Dialog opening data
* @param {jQuery|string|Function|null} [data.title] Dialog title, omit to use
* the {@link OO.ui.Dialog.static.title static title}
* @param {Object[]} [data.actions] List of configuration options for each
* {@link OO.ui.ActionWidget action widget}, omit to use {@link OO.ui.Dialog.static.actions static actions}.
*/
OO.ui.Dialog.prototype.getSetupProcess = function ( data ) {
data = data || {};
// Parent method
return OO.ui.Dialog.super.prototype.getSetupProcess.call( this, data )
.next( () => {
const config = this.constructor.static,
actions = data.actions !== undefined ? data.actions : config.actions,
title = data.title !== undefined ? data.title : config.title;
this.title.setLabel( title );
this.actions.add( this.getActionWidgets( actions ) );
this.$element.on( 'keydown', this.onDialogKeyDownHandler );
} );
};
/**
* @inheritdoc
*/
OO.ui.Dialog.prototype.getTeardownProcess = function ( data ) {
// Parent method
return OO.ui.Dialog.super.prototype.getTeardownProcess.call( this, data )
.first( () => {
this.$element.off( 'keydown', this.onDialogKeyDownHandler );
this.actions.clear();
this.currentAction = null;
} );
};
/**
* @inheritdoc
*/
OO.ui.Dialog.prototype.initialize = function () {
// Parent method
OO.ui.Dialog.super.prototype.initialize.call( this );
// Properties
this.title = new OO.ui.LabelWidget();
// Initialization
this.$content.addClass( 'oo-ui-dialog-content' );
this.$element.attr( 'aria-labelledby', this.title.getElementId() );
this.setPendingElement( this.$head );
};
/**
* Get action widgets from a list of configs
*
* @param {Object[]} actions Action widget configs
* @return {OO.ui.ActionWidget[]} Action widgets
*/
OO.ui.Dialog.prototype.getActionWidgets = function ( actions ) {
const widgets = [];
for ( let i = 0, len = actions.length; i < len; i++ ) {
widgets.push( this.getActionWidget( actions[ i ] ) );
}
return widgets;
};
/**
* Get action widget from config
*
* Override this method to change the action widget class used.
*
* @param {Object} config Action widget config
* @return {OO.ui.ActionWidget} Action widget
*/
OO.ui.Dialog.prototype.getActionWidget = function ( config ) {
return new OO.ui.ActionWidget( this.getActionWidgetConfig( config ) );
};
/**
* Get action widget config
*
* Override this method to modify the action widget config
*
* @param {Object} config Initial action widget config
* @return {Object} Action widget config
*/
OO.ui.Dialog.prototype.getActionWidgetConfig = function ( config ) {
return config;
};
/**
* Attach action actions.
*
* @protected
*/
OO.ui.Dialog.prototype.attachActions = function () {
// Remember the list of potentially attached actions
this.attachedActions = this.actions.get();
};
/**
* Detach action actions.
*
* @protected
* @chainable
* @return {OO.ui.Dialog} The dialog, for chaining
*/
OO.ui.Dialog.prototype.detachActions = function () {
// Detach all actions that may have been previously attached
for ( let i = 0, len = this.attachedActions.length; i < len; i++ ) {
this.attachedActions[ i ].$element.detach();
}
this.attachedActions = [];
return this;
};
/**
* Execute an action.
*
* @param {string} action Symbolic name of action to execute
* @return {jQuery.Promise} Promise resolved when action completes, rejected if it fails
*/
OO.ui.Dialog.prototype.executeAction = function ( action ) {
const actionWidgets = this.actions.get( { actions: [ action ], visible: true } );
// If the action is shown as an ActionWidget, but is disabled, then do nothing.
if ( actionWidgets.length && actionWidgets.every( ( widget ) => widget.isDisabled() ) ) {
return $.Deferred().reject().promise();
}
this.pushPending();
this.currentAction = action;
return this.getActionProcess( action ).execute()
.always( this.popPending.bind( this ) );
};
/**
* MessageDialogs display a confirmation or alert message. By default, the rendered dialog box
* consists of a header that contains the dialog title, a body with the message, and a footer that
* contains any {@link OO.ui.ActionWidget action widgets}. The MessageDialog class is the only type
* of {@link OO.ui.Dialog dialog} that is usually instantiated directly.
*
* There are two basic types of message dialogs, confirmation and alert:
*
* - **confirmation**: the dialog title describes what a progressive action will do and the message
* provides more details about the consequences.
* - **alert**: the dialog title describes which event occurred and the message provides more
* information about why the event occurred.
*
* The MessageDialog class specifies two actions: accept, the primary
* action (e.g., ok) and reject, the safe action (e.g., cancel). Both will close the window,
* passing along the selected action.
*
* For more information and examples, please see the [OOUI documentation on MediaWiki][1].
*
* @example
* // Example: Creating and opening a message dialog window.
* const messageDialog = new OO.ui.MessageDialog();
*
* // Create and append a window manager.
* const windowManager = new OO.ui.WindowManager();
* $( document.body ).append( windowManager.$element );
* windowManager.addWindows( [ messageDialog ] );
* // Open the window.
* windowManager.openWindow( messageDialog, {
* title: 'Basic message dialog',
* message: 'This is the message'
* } );
*
* [1]: https://www.mediawiki.org/wiki/OOUI/Windows/Message_Dialogs
*
* @class
* @extends OO.ui.Dialog
*
* @constructor
* @param {Object} [config] Configuration options
*/
OO.ui.MessageDialog = function OoUiMessageDialog( config ) {
// Parent constructor
OO.ui.MessageDialog.super.call( this, config );
// Properties
this.verticalActionLayout = null;
// Initialization
this.$element.addClass( 'oo-ui-messageDialog' );
};
/* Setup */
OO.inheritClass( OO.ui.MessageDialog, OO.ui.Dialog );
/* Static Properties */
/**
* @static
* @inheritdoc
*/
OO.ui.MessageDialog.static.name = 'message';
/**
* @static
* @inheritdoc
*/
OO.ui.MessageDialog.static.size = 'small';
/**
* Dialog title.
*
* The title of a confirmation dialog describes what a progressive action will do. The
* title of an alert dialog describes which event occurred.
*
* @static
* @property {jQuery|string|Function|null}
*/
OO.ui.MessageDialog.static.title = null;
/**
* The message displayed in the dialog body.
*
* A confirmation message describes the consequences of a progressive action. An alert
* message describes why an event occurred.
*
* @static
* @property {jQuery|string|Function|null}
*/
OO.ui.MessageDialog.static.message = null;
/**
* @static
* @inheritdoc
*/
OO.ui.MessageDialog.static.actions = [
// Note that OO.ui.alert() and OO.ui.confirm() rely on these.
{ action: 'accept', label: OO.ui.deferMsg( 'ooui-dialog-message-accept' ), flags: 'primary' },
{ action: 'reject', label: OO.ui.deferMsg( 'ooui-dialog-message-reject' ), flags: 'safe' }
];
/* Methods */
/**
* Toggle action layout between vertical and horizontal.
*
* @private
* @param {boolean} [value] Layout actions vertically, omit to toggle
* @chainable
* @return {OO.ui.MessageDialog} The dialog, for chaining
*/
OO.ui.MessageDialog.prototype.toggleVerticalActionLayout = function ( value ) {
value = value === undefined ? !this.verticalActionLayout : !!value;
if ( value !== this.verticalActionLayout ) {
this.verticalActionLayout = value;
this.$actions
.toggleClass( 'oo-ui-messageDialog-actions-vertical', value )
.toggleClass( 'oo-ui-messageDialog-actions-horizontal', !value );
}
return this;
};
/**
* @inheritdoc
*/
OO.ui.MessageDialog.prototype.getActionProcess = function ( action ) {
if ( action ) {
return new OO.ui.Process( () => {
this.close( { action: action } );
} );
}
return OO.ui.MessageDialog.super.prototype.getActionProcess.call( this, action );
};
/**
* @inheritdoc
*
* @param {Object} [data] Dialog opening data
* @param {jQuery|string|Function|null} [data.title] Description of the action being confirmed
* @param {jQuery|string|Function|null} [data.message] Description of the action's consequence
* @param {string} [data.size] Symbolic name of the dialog size, see {@link OO.ui.Window}
* @param {Object[]} [data.actions] List of {@link OO.ui.ActionOptionWidget} configuration options for each
* action item
*/
OO.ui.MessageDialog.prototype.getSetupProcess = function ( data ) {
data = data || {};
// Parent method
return OO.ui.MessageDialog.super.prototype.getSetupProcess.call( this, data )
.next( () => {
this.title.setLabel(
data.title !== undefined ? data.title : this.constructor.static.title
);
this.message.setLabel(
data.message !== undefined ? data.message : this.constructor.static.message
);
this.size = data.size !== undefined ? data.size : this.constructor.static.size;
} );
};
/**
* @inheritdoc
*/
OO.ui.MessageDialog.prototype.getReadyProcess = function ( data ) {
data = data || {};
// Parent method
return OO.ui.MessageDialog.super.prototype.getReadyProcess.call( this, data )
.next( () => {
// Focus the primary action button
let actions = this.actions.get();
actions = actions.filter( ( action ) => action.getFlags().indexOf( 'primary' ) > -1 );
if ( actions.length > 0 ) {
actions[ 0 ].focus();
}
} );
};
/**
* @inheritdoc
*/
OO.ui.MessageDialog.prototype.getBodyHeight = function () {
const $scrollable = this.container.$element;
const oldOverflow = $scrollable[ 0 ].style.overflow;
$scrollable[ 0 ].style.overflow = 'hidden';
OO.ui.Element.static.reconsiderScrollbars( $scrollable[ 0 ] );
const bodyHeight = this.text.$element.outerHeight( true );
$scrollable[ 0 ].style.overflow = oldOverflow;
return bodyHeight;
};
/**
* @inheritdoc
*/
OO.ui.MessageDialog.prototype.setDimensions = function ( dim ) {
const $scrollable = this.container.$element;
// Parent method
OO.ui.MessageDialog.super.prototype.setDimensions.call( this, dim );
// Twiddle the overflow property, otherwise an unnecessary scrollbar will be produced.
// Need to do it after transition completes (250ms), add 50ms just in case.
setTimeout( () => {
const oldOverflow = $scrollable[ 0 ].style.overflow,
activeElement = document.activeElement;
$scrollable[ 0 ].style.overflow = 'hidden';
OO.ui.Element.static.reconsiderScrollbars( $scrollable[ 0 ] );
// Check reconsiderScrollbars didn't destroy our focus, as we
// are doing this after the ready process.
if ( activeElement && activeElement !== document.activeElement && activeElement.focus ) {
activeElement.focus();
}
$scrollable[ 0 ].style.overflow = oldOverflow;
}, 300 );
this.fitActions();
// Wait for CSS transition to finish and do it again :(
setTimeout( () => {
this.fitActions();
}, 300 );
return this;
};
/**
* @inheritdoc
*/
OO.ui.MessageDialog.prototype.initialize = function () {
// Parent method
OO.ui.MessageDialog.super.prototype.initialize.call( this );
// Properties
this.$actions = $( '<div>' );
this.container = new OO.ui.PanelLayout( {
scrollable: true, classes: [ 'oo-ui-messageDialog-container' ]
} );
this.text = new OO.ui.PanelLayout( {
padded: true, expanded: false, classes: [ 'oo-ui-messageDialog-text' ]
} );
this.message = new OO.ui.LabelWidget( {
classes: [ 'oo-ui-messageDialog-message' ]
} );
// Initialization
this.title.$element.addClass( 'oo-ui-messageDialog-title' );
this.$content.addClass( 'oo-ui-messageDialog-content' );
this.container.$element.append( this.text.$element );
this.text.$element.append( this.title.$element, this.message.$element );
this.$body.append( this.container.$element );
this.$actions.addClass( 'oo-ui-messageDialog-actions' );
this.$foot.append( this.$actions );
};
/**
* @inheritdoc
*/
OO.ui.MessageDialog.prototype.getActionWidgetConfig = function ( config ) {
// Force unframed
return Object.assign( {}, config, { framed: false } );
};
/**
* @inheritdoc
*/
OO.ui.MessageDialog.prototype.attachActions = function () {
// Parent method
OO.ui.MessageDialog.super.prototype.attachActions.call( this );
const special = this.actions.getSpecial();
const others = this.actions.getOthers();
if ( special.safe ) {
this.$actions.append( special.safe.$element );
special.safe.toggleFramed( true );
}
for ( let i = 0, len = others.length; i < len; i++ ) {
this.$actions.append( others[ i ].$element );
others[ i ].toggleFramed( true );
}
if ( special.primary ) {
this.$actions.append( special.primary.$element );
special.primary.toggleFramed( true );
}
};
/**
* Fit action actions into columns or rows.
*
* Columns will be used if all labels can fit without overflow, otherwise rows will be used.
*
* @private
*/
OO.ui.MessageDialog.prototype.fitActions = function () {
const previous = this.verticalActionLayout;
// Detect clipping
this.toggleVerticalActionLayout( false );
if ( this.$actions[ 0 ].scrollWidth > this.$actions[ 0 ].clientWidth ) {
this.toggleVerticalActionLayout( true );
}
// Move the body out of the way of the foot
this.$body.css( 'bottom', this.$foot.outerHeight( true ) );
if ( this.verticalActionLayout !== previous ) {
// We changed the layout, window height might need to be updated.
this.updateSize();
}
};
/**
* ProcessDialog windows encapsulate a {@link OO.ui.Process process} and all of the code necessary
* to complete it. If the process terminates with an error, a customizable {@link OO.ui.Error error
* interface} alerts users to the trouble, permitting the user to dismiss the error and try again
* when relevant. The ProcessDialog class is always extended and customized with the actions and
* content required for each process.
*
* The process dialog box consists of a header that visually represents the working state of long
* processes with an animation. The header contains the dialog title as well as
* two {@link OO.ui.ActionWidget action widgets}: a safe action on the left (e.g., Cancel) and
* a primary action on the right (e.g., Done).
*
* Like other windows, the process dialog is managed by a
* {@link OO.ui.WindowManager window manager}.
* Please see the [OOUI documentation on MediaWiki][1] for more information and examples.
*
* @example
* // Example: Creating and opening a process dialog window.
* function MyProcessDialog( config ) {
* MyProcessDialog.super.call( this, config );
* }
* OO.inheritClass( MyProcessDialog, OO.ui.ProcessDialog );
*
* MyProcessDialog.static.name = 'myProcessDialog';
* MyProcessDialog.static.title = 'Process dialog';
* MyProcessDialog.static.actions = [
* { action: 'save', label: 'Done', flags: 'primary' },
* { label: 'Cancel', flags: 'safe' }
* ];
*
* MyProcessDialog.prototype.initialize = function () {
* MyProcessDialog.super.prototype.initialize.apply( this, arguments );
* this.content = new OO.ui.PanelLayout( { padded: true, expanded: false } );
* this.content.$element.append( '<p>This is a process dialog window. The header ' +
* 'contains the title and two buttons: \'Cancel\' (a safe action) on the left and ' +
* '\'Done\' (a primary action) on the right.</p>' );
* this.$body.append( this.content.$element );
* };
* MyProcessDialog.prototype.getActionProcess = function ( action ) {
* if ( action ) {
* return new OO.ui.Process( () => {
* this.close( { action: action } );
* } );
* }
* return MyProcessDialog.super.prototype.getActionProcess.call( this, action );
* };
*
* const windowManager = new OO.ui.WindowManager();
* $( document.body ).append( windowManager.$element );
*
* const dialog = new MyProcessDialog();
* windowManager.addWindows( [ dialog ] );
* windowManager.openWindow( dialog );
*
* [1]: https://www.mediawiki.org/wiki/OOUI/Windows/Process_Dialogs
*
* @abstract
* @class
* @extends OO.ui.Dialog
*
* @constructor
* @param {Object} [config] Configuration options
*/
OO.ui.ProcessDialog = function OoUiProcessDialog( config ) {
// Parent constructor
OO.ui.ProcessDialog.super.call( this, config );
// Properties
this.fitOnOpen = false;
// Initialization
this.$element.addClass( 'oo-ui-processDialog' );
if ( OO.ui.isMobile() ) {
this.$element.addClass( 'oo-ui-isMobile' );
}
};
/* Setup */
OO.inheritClass( OO.ui.ProcessDialog, OO.ui.Dialog );
/* Methods */
/**
* Handle dismiss button click events.
*
* Hides errors.
*
* @private
*/
OO.ui.ProcessDialog.prototype.onDismissErrorButtonClick = function () {
this.hideErrors();
};
/**
* Handle retry button click events.
*
* Hides errors and then tries again.
*
* @private
*/
OO.ui.ProcessDialog.prototype.onRetryButtonClick = function () {
this.hideErrors();
this.executeAction( this.currentAction );
};
/**
* @inheritdoc
*/
OO.ui.ProcessDialog.prototype.initialize = function () {
// Parent method
OO.ui.ProcessDialog.super.prototype.initialize.call( this );
// Properties
this.$navigation = $( '<div>' );
this.$location = $( '<div>' );
this.$safeActions = $( '<div>' );
this.$primaryActions = $( '<div>' );
this.$otherActions = $( '<div>' );
this.dismissButton = new OO.ui.ButtonWidget( {
label: OO.ui.msg( 'ooui-dialog-process-dismiss' )
} );
this.retryButton = new OO.ui.ButtonWidget();
this.$errors = $( '<div>' );
this.$errorsTitle = $( '<div>' );
// Events
this.dismissButton.connect( this, {
click: 'onDismissErrorButtonClick'
} );
this.retryButton.connect( this, {
click: 'onRetryButtonClick'
} );
this.title.connect( this, {
labelChange: 'fitLabel'
} );
// Initialization
this.title.$element.addClass( 'oo-ui-processDialog-title' );
this.$location
.append( this.title.$element )
.addClass( 'oo-ui-processDialog-location' );
this.$safeActions.addClass( 'oo-ui-processDialog-actions-safe' );
this.$primaryActions.addClass( 'oo-ui-processDialog-actions-primary' );
this.$otherActions.addClass( 'oo-ui-processDialog-actions-other' );
this.$errorsTitle
.addClass( 'oo-ui-processDialog-errors-title' )
.text( OO.ui.msg( 'ooui-dialog-process-error' ) );
this.$errors
.addClass( 'oo-ui-processDialog-errors oo-ui-element-hidden' )
.append(
this.$errorsTitle,
$( '<div>' ).addClass( 'oo-ui-processDialog-errors-actions' ).append(
this.dismissButton.$element, this.retryButton.$element
)
);
this.$content
.addClass( 'oo-ui-processDialog-content' )
.append( this.$errors );
this.$navigation
.addClass( 'oo-ui-processDialog-navigation' )
// Note: Order of appends below is important. These are in the order
// we want tab to go through them. Display-order is handled entirely
// by CSS absolute-positioning. As such, primary actions like "done"
// should go first.
.append( this.$primaryActions, this.$location, this.$safeActions );
this.$head.append( this.$navigation );
this.$foot.append( this.$otherActions );
};
/**
* @inheritdoc
*/
OO.ui.ProcessDialog.prototype.getActionWidgetConfig = function ( config ) {
function checkFlag( flag ) {
return config.flags === flag ||
( Array.isArray( config.flags ) && config.flags.indexOf( flag ) !== -1 );
}
config = Object.assign( { framed: true }, config );
if ( checkFlag( 'close' ) ) {
// Change close buttons to icon only.
Object.assign( config, {
icon: 'close',
invisibleLabel: true
} );
} else if ( checkFlag( 'back' ) ) {
// Change back buttons to icon only.
Object.assign( config, {
icon: 'previous',
invisibleLabel: true
} );
}
return config;
};
/**
* @inheritdoc
*/
OO.ui.ProcessDialog.prototype.attachActions = function () {
// Parent method
OO.ui.ProcessDialog.super.prototype.attachActions.call( this );
const special = this.actions.getSpecial();
const others = this.actions.getOthers();
if ( special.primary ) {
this.$primaryActions.append( special.primary.$element );
}
for ( let i = 0, len = others.length; i < len; i++ ) {
const other = others[ i ];
this.$otherActions.append( other.$element );
}
if ( special.safe ) {
this.$safeActions.append( special.safe.$element );
}
};
/**
* @inheritdoc
*/
OO.ui.ProcessDialog.prototype.executeAction = function ( action ) {
return OO.ui.ProcessDialog.super.prototype.executeAction.call( this, action )
.fail( ( errors ) => {
this.showErrors( errors || [] );
} );
};
/**
* @inheritdoc
*/
OO.ui.ProcessDialog.prototype.setDimensions = function () {
// Parent method
OO.ui.ProcessDialog.super.prototype.setDimensions.apply( this, arguments );
this.fitLabel();
// If there are many actions, they might be shown on multiple lines. Their layout can change
// when resizing the dialog and when changing the actions. Adjust the height of the footer to
// fit them.
this.$body.css( 'bottom', this.$foot.outerHeight( true ) );
// Wait for CSS transition to finish and do it again :(
setTimeout( () => {
this.$body.css( 'bottom', this.$foot.outerHeight( true ) );
}, 300 );
};
/**
* Fit label between actions.
*
* @private
* @chainable
* @return {OO.ui.MessageDialog} The dialog, for chaining
*/
OO.ui.ProcessDialog.prototype.fitLabel = function () {
const size = this.getSizeProperties();
let navigationWidth;
if ( typeof size.width !== 'number' ) {
if ( this.isOpened() ) {
navigationWidth = this.$head.width() - 20;
} else if ( this.isOpening() ) {
if ( !this.fitOnOpen ) {
// Size is relative and the dialog isn't open yet, so wait.
// FIXME: This should ideally be handled by setup somehow.
this.manager.lifecycle.opened.done( this.fitLabel.bind( this ) );
this.fitOnOpen = true;
}
return;
} else {
return;
}
} else {
navigationWidth = size.width - 20;
}
const safeWidth = this.$safeActions.width();
const primaryWidth = this.$primaryActions.width();
const biggerWidth = Math.max( safeWidth, primaryWidth );
const labelWidth = this.title.$element.width();
let leftWidth, rightWidth;
if ( !OO.ui.isMobile() && 2 * biggerWidth + labelWidth < navigationWidth ) {
// We have enough space to center the label
leftWidth = rightWidth = biggerWidth;
} else {
// Let's hope we at least have enough space not to overlap, because we can't wrap
// the label.
if ( this.getDir() === 'ltr' ) {
leftWidth = safeWidth;
rightWidth = primaryWidth;
} else {
leftWidth = primaryWidth;
rightWidth = safeWidth;
}
}
this.$location.css( { paddingLeft: leftWidth, paddingRight: rightWidth } );
return this;
};
/**
* Handle errors that occurred during accept or reject processes.
*
* @private
* @param {OO.ui.Error[]|OO.ui.Error} errors Errors to be handled
*/
OO.ui.ProcessDialog.prototype.showErrors = function ( errors ) {
const items = [],
abilities = {};
let recoverable = true,
warning = false;
if ( errors instanceof OO.ui.Error ) {
errors = [ errors ];
}
for ( let i = 0, len = errors.length; i < len; i++ ) {
if ( !errors[ i ].isRecoverable() ) {
recoverable = false;
}
if ( errors[ i ].isWarning() ) {
warning = true;
}
items.push( new OO.ui.MessageWidget( {
type: 'error',
label: errors[ i ].getMessage()
} ).$element[ 0 ] );
}
this.$errorItems = $( items );
if ( recoverable ) {
abilities[ this.currentAction ] = true;
// Copy the flags from the first matching action.
const actions = this.actions.get( { actions: this.currentAction } );
if ( actions.length ) {
this.retryButton.clearFlags().setFlags( actions[ 0 ].getFlags() );
}
} else {
abilities[ this.currentAction ] = false;
this.actions.setAbilities( abilities );
}
if ( warning ) {
this.retryButton.setLabel( OO.ui.msg( 'ooui-dialog-process-continue' ) );
} else {
this.retryButton.setLabel( OO.ui.msg( 'ooui-dialog-process-retry' ) );
}
this.retryButton.toggle( recoverable );
this.$errorsTitle.after( this.$errorItems );
this.$errors.removeClass( 'oo-ui-element-hidden' ).scrollTop( 0 );
};
/**
* Hide errors.
*
* @private
*/
OO.ui.ProcessDialog.prototype.hideErrors = function () {
this.$errors.addClass( 'oo-ui-element-hidden' );
if ( this.$errorItems ) {
this.$errorItems.remove();
this.$errorItems = null;
}
};
/**
* @inheritdoc
*/
OO.ui.ProcessDialog.prototype.getTeardownProcess = function ( data ) {
// Parent method
return OO.ui.ProcessDialog.super.prototype.getTeardownProcess.call( this, data )
.first( () => {
// Make sure to hide errors.
this.hideErrors();
this.fitOnOpen = false;
} );
};
/**
* Lazy-initialize and return a global OO.ui.WindowManager instance, used by OO.ui.alert and
* OO.ui.confirm.
*
* @private
* @return {OO.ui.WindowManager}
*/
OO.ui.getWindowManager = function () {
if ( !OO.ui.windowManager ) {
OO.ui.windowManager = new OO.ui.WindowManager();
$( OO.ui.getTeleportTarget() ).append( OO.ui.windowManager.$element );
OO.ui.windowManager.addWindows( [ new OO.ui.MessageDialog() ] );
}
return OO.ui.windowManager;
};
/**
* Display a quick modal alert dialog, using a OO.ui.MessageDialog. While the dialog is open, the
* rest of the page will be dimmed out and the user won't be able to interact with it. The dialog
* has only one action button, labelled "OK", clicking it will simply close the dialog.
*
* A window manager is created automatically when this function is called for the first time.
*
* @example
* OO.ui.alert( 'Something happened!' ).done( function () {
* console.log( 'User closed the dialog.' );
* } );
*
* OO.ui.alert( 'Something larger happened!', { size: 'large' } );
*
* @param {jQuery|string|Function} text Message text to display
* @param {Object} [options] Additional options, see {@link OO.ui.MessageDialog#getSetupProcess}
* @return {jQuery.Promise} Promise resolved when the user closes the dialog
*/
OO.ui.alert = function ( text, options ) {
return OO.ui.getWindowManager().openWindow( 'message', Object.assign( {
message: text,
actions: [ OO.ui.MessageDialog.static.actions[ 0 ] ]
}, options ) ).closed.then( () => undefined );
};
/**
* Display a quick modal confirmation dialog, using a OO.ui.MessageDialog. While the dialog is open,
* the rest of the page will be dimmed out and the user won't be able to interact with it. The
* dialog has two action buttons, one to confirm an operation (labelled "OK") and one to cancel it
* (labelled "Cancel").
*
* A window manager is created automatically when this function is called for the first time.
*
* @example
* OO.ui.confirm( 'Are you sure?' ).done( function ( confirmed ) {
* if ( confirmed ) {
* console.log( 'User clicked "OK"!' );
* } else {
* console.log( 'User clicked "Cancel" or closed the dialog.' );
* }
* } );
*
* @param {jQuery|string|Function} text Message text to display
* @param {Object} [options] Additional options, see {@link OO.ui.MessageDialog#getSetupProcess}
* @return {jQuery.Promise} Promise resolved when the user closes the dialog. If the user chose to
* confirm, the promise will resolve to boolean `true`; otherwise, it will resolve to boolean
* `false`.
*/
OO.ui.confirm = function ( text, options ) {
return OO.ui.getWindowManager().openWindow( 'message', Object.assign( {
message: text
}, options ) ).closed.then( ( data ) => !!( data && data.action === 'accept' ) );
};
/**
* Display a quick modal prompt dialog, using a OO.ui.MessageDialog. While the dialog is open,
* the rest of the page will be dimmed out and the user won't be able to interact with it. The
* dialog has a text input widget and two action buttons, one to confirm an operation
* (labelled "OK") and one to cancel it (labelled "Cancel").
*
* A window manager is created automatically when this function is called for the first time.
*
* @example
* OO.ui.prompt( 'Choose a line to go to', {
* textInput: { placeholder: 'Line number' }
* } ).done( function ( result ) {
* if ( result !== null ) {
* console.log( 'User typed "' + result + '" then clicked "OK".' );
* } else {
* console.log( 'User clicked "Cancel" or closed the dialog.' );
* }
* } );
*
* @param {jQuery|string|Function} text Message text to display
* @param {Object} [options] Additional options, see {@link OO.ui.MessageDialog#getSetupProcess}
* @param {Object} [options.textInput] Additional options for text input widget,
* see {@link OO.ui.TextInputWidget}
* @return {jQuery.Promise} Promise resolved when the user closes the dialog. If the user chose to
* confirm, the promise will resolve with the value of the text input widget; otherwise, it will
* resolve to `null`.
*/
OO.ui.prompt = function ( text, options ) {
const manager = OO.ui.getWindowManager(),
textInput = new OO.ui.TextInputWidget( ( options && options.textInput ) || {} ),
textField = new OO.ui.FieldLayout( textInput, {
align: 'top',
label: text
} );
const instance = manager.openWindow( 'message', Object.assign( {
message: textField.$element
}, options ) );
// TODO: This is a little hacky, and could be done by extending MessageDialog instead.
instance.opened.then( () => {
textInput.on( 'enter', () => {
manager.getCurrentWindow().close( { action: 'accept' } );
} );
textInput.focus();
} );
return instance.closed.then( ( data ) => data && data.action === 'accept' ? textInput.getValue() : null );
};
}( OO ) );
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