diff options
| author | Stephen Blott | 2015-01-15 11:35:09 +0000 | 
|---|---|---|
| committer | Stephen Blott | 2015-01-15 15:30:33 +0000 | 
| commit | 455ee7fcdea7baf1aeaed67603ec87004c1c8cce (patch) | |
| tree | b6276a5e230d93e03664bd1e920daae5cae79b82 /content_scripts/mode.coffee | |
| parent | 0afb3d08d58e45d8392ed153f7043726125d7a45 (diff) | |
| download | vimium-455ee7fcdea7baf1aeaed67603ec87004c1c8cce.tar.bz2 | |
Modes; yet more teaks and fiddles.
Diffstat (limited to 'content_scripts/mode.coffee')
| -rw-r--r-- | content_scripts/mode.coffee | 84 | 
1 files changed, 33 insertions, 51 deletions
diff --git a/content_scripts/mode.coffee b/content_scripts/mode.coffee index d14778a8..9f820469 100644 --- a/content_scripts/mode.coffee +++ b/content_scripts/mode.coffee @@ -1,14 +1,14 @@  # -# A mode implements a number of keyboard event handlers which are pushed onto the handler stack when the mode -# is activated, and popped off when it is deactivated.  The Mode class constructor takes a single argument, -# options, which can define (amongst other things): +# A mode implements a number of keyboard (and possibly other) event handlers which are pushed onto the handler +# stack when the mode is activated, and popped off when it is deactivated.  The Mode class constructor takes a +# single argument "options" which can define (amongst other things):  #  # name:  #   A name for this mode.  #  # badge:  #   A badge (to appear on the browser popup). -#   Optional.  Define a badge if the badge is constant; for example, in insert mode the badge is always "I". +#   Optional.  Define a badge if the badge is constant; for example, in find mode the badge is always "/".  #   Otherwise, do not define a badge, but instead override the chooseBadge method; for example, in passkeys  #   mode, the badge may be "P" or "", depending on the configuration state.  Or, if the mode *never* shows a  #   badge, then do neither. @@ -26,35 +26,23 @@  #     "focus": (event) => ....  # Any such handlers are removed when the mode is deactivated.  # -# To activate a mode, use: -#   myMode = new MyMode() -# -# Or (usually better) just: -#   new MyMode() -# It is usually not necessary to retain a reference to the mode object. -# -# To deactivate a mode, use: -#   @exit()       # internally triggered (more common). -#   myMode.exit() # externally triggered. -# -# For debug only. +# Debug only.  count = 0  class Mode -  # If Mode.debug is true, then we generate a trace of modes being activated and deactivated on the console, along -  # with a list of the currently active modes. +  # If Mode.debug is true, then we generate a trace of modes being activated and deactivated on the console.    debug: true    @modes: [] -  # Constants; short, readable names for handlerStack event-handler return values. +  # Constants; short, readable names for the return values expected by handlerStack.bubbleEvent.    continueBubbling: true    suppressEvent: false    stopBubblingAndTrue: handlerStack.stopBubblingAndTrue    stopBubblingAndFalse: handlerStack.stopBubblingAndFalse    restartBubbling: handlerStack.restartBubbling -  constructor: (@options={}) -> +  constructor: (@options = {}) ->      @handlers = []      @exitHandlers = []      @modeIsActive = true @@ -71,14 +59,12 @@ class Mode        keyup: @options.keyup || null        updateBadge: (badge) => @alwaysContinueBubbling => @chooseBadge badge -    # Some modes are singletons: there may be at most one instance active at any one time.  A mode is a -    # singleton if @options.singleton is truthy.  The value of @options.singleton should be the key which is -    # required to be unique.  See PostFindMode for an example. -    # New instances deactivate existing instances as they themselves are activated. +    # Some modes are singletons: there may be at most one instance active at any time.  A mode is a singleton +    # if @options.singleton is truthy.  The value of @options.singleton should be the key which is required to +    # be unique.  New instances deactivate existing instances.      @registerSingleton @options.singleton if @options.singleton -    # If @options.exitOnEscape is truthy, then the mode will exit when the escape key is pressed.  The -    # triggering keyboard event will be passed to the mode's @exit() method. +    # If @options.exitOnEscape is truthy, then the mode will exit when the escape key is pressed.      if @options.exitOnEscape        # Note. This handler ends up above the mode's own key handlers on the handler stack, so it takes        # priority. @@ -110,12 +96,11 @@ class Mode        @passKeys = ""        @push          _name: "mode-#{@id}/registerStateChange" -        "registerStateChange": ({ enabled: enabled, passKeys: passKeys }) => -          @alwaysContinueBubbling => -            if enabled != @enabled or passKeys != @passKeys -              @enabled = enabled -              @passKeys = passKeys -              @registerStateChange?() +        "registerStateChange": ({ enabled: enabled, passKeys: passKeys }) => @alwaysContinueBubbling => +          if enabled != @enabled or passKeys != @passKeys +            @enabled = enabled +            @passKeys = passKeys +            @registerStateChange?()      Mode.modes.push @      Mode.updateBadge() @@ -150,11 +135,10 @@ class Mode    # Shorthand for an otherwise long name.  This wraps a handler with an arbitrary return value, and always    # yields @continueBubbling instead.  This simplifies handlers if they always continue bubbling (a common -  # case), because they do not need to be concerned with their return value (which helps keep code concise and -  # clear). +  # case), because they do not need to be concerned with the value they yield.    alwaysContinueBubbling: handlerStack.alwaysContinueBubbling -  # User for sometimes suppressing badge updates. +  # Used for sometimes suppressing badge updates.    @badgeSuppressor: new Utils.Suppressor()    # Static method.  Used externally and internally to initiate bubbling of an updateBadge event and to send @@ -171,11 +155,11 @@ class Mode    registerSingleton: do ->      singletons = {} # Static.      (key) -> -      # We're currently installing a new mode. So we'll be updating the badge shortly.  Therefore, we can -      # suppress badge updates while exiting any existing active singleton.  This prevents the badge from -      # flickering in some cases.        if singletons[key]          @log "singleton:", "deactivating #{singletons[key].id}" if @debug +        # We're currently installing a new mode. So we'll be updating the badge shortly.  Therefore, we can +        # suppress badge updates while deactivating the existing singleton.  This prevents the badge from +        # flickering in some cases.          Mode.badgeSuppressor.runSuppresed -> singletons[key].exit()        singletons[key] = @ @@ -184,28 +168,26 @@ class Mode    # Debugging routines.    logStack: ->      @log "active modes (top to bottom):" -    for mode in Mode.modes[..].reverse() -      @log " ",  mode.id +    @log " ", mode.id for mode in Mode.modes[..].reverse()    log: (args...) ->      console.log args... -  # Return the name of the must-recently activated mode. +  # Return the must-recently activated mode (only used in tests).    @top: ->      @modes[@modes.length-1] -# UIMode is a mode for Vimium UI components.  They share a common singleton, so new UI components displace -# previously-active UI components.  For example, the FocusSelector mode displaces PostFindMode. -class UIMode extends Mode +# InputController is a super-class for modes which control insert mode: PostFindMode and FocusSelector.  It's +# a singleton, so no two instances may be active at the same time. +class InputController extends Mode    constructor: (options) ->      defaults = -      singleton: UIMode +      singleton: InputController      super extend defaults, options  # BadgeMode is a pseudo mode for triggering badge updates on focus changes and state updates. It sits at the  # bottom of the handler stack, and so it receives state changes *after* all other modes, and can override the -# badge choice of the other active modes. -# Note.  We create the the one-and-only instance here. +# badge choice of the other modes.  We create the the one-and-only instance here.  new class BadgeMode extends Mode    constructor: () ->      super @@ -213,14 +195,14 @@ new class BadgeMode extends Mode        trackState: true      # FIXME(smblott) BadgeMode is currently triggering an updateBadge event on every focus event.  That's a -    # lot, considerably more than is necessary.  Really, it only needs to trigger when we change frame, or -    # when we change tab. +    # lot, considerably more than necessary.  Really, it only needs to trigger when we change frame, or when +    # we change tab.      @push        _name: "mode-#{@id}/focus"        "focus": => @alwaysContinueBubbling -> Mode.updateBadge()    chooseBadge: (badge) -> -    # If we're not enabled, then post an empty badge.  BadgeMode is last, so this takes priority. +    # If we're not enabled, then post an empty badge.      badge.badge = "" unless @enabled    # When the registerStateChange event bubbles to the bottom of the stack, all modes have been notified.  So @@ -230,4 +212,4 @@ new class BadgeMode extends Mode  root = exports ? window  root.Mode = Mode -root.UIMode = UIMode +root.InputController = InputController  | 
