diff options
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 |
