egroupware/phpgwapi/js/egw_action/egw_action.js

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/**
* eGroupWare egw_action framework - egw action framework
*
* @link http://www.egroupware.org
* @author Andreas Stöckel <as@stylite.de>
* @copyright 2011 by Andreas Stöckel
* @license http://opensource.org/licenses/gpl-license.php GPL - GNU General Public License
* @package egw_action
2011-02-23 21:18:56 +01:00
* @version $Id$
*/
/** egwActionHandler Interface **/
/**
* Constructor for the egwActionHandler interface which (at least) should have the
* execute function implemented.
*/
function egwActionHandler(_executeEvent)
{
//Copy the executeEvent parameter
this.execute = _executeEvent;
}
/** egwAction Object **/
/**
* Associative array where action classes may register themselves
*/
if (typeof window._egwActionClasses == "undefined")
window._egwActionClasses = {}
_egwActionClasses["default"] = {
"actionConstructor": egwAction,
"implementation": null
};
function egwAction(_parent, _id, _caption, _iconUrl, _onExecute, _allowOnMultiple)
{
//Default and check the values
if (_parent && (typeof _id != "string" || !_id))
throw "egwAction _id must be a non-empty string!";
if (typeof _caption == "undefined")
_caption = "";
if (typeof _iconUrl == "undefined")
_iconUrl = "";
if (typeof _onExecute == "undefined")
_onExecute = null;
if (typeof _allowOnMultiple == "undefined")
_allowOnMultiple = true;
this.id = _id;
this.caption = _caption;
this.iconUrl = _iconUrl;
this.allowOnMultiple = _allowOnMultiple;
this.enabled = true;
this.type = "default"; //All derived classes have to override this!
this.canHaveChildren = false; //Has to be overwritten by inherited action classes
this.parent = _parent;
this.children = [];
this.execJSFnct = null;
this.execHandler = false;
this.set_onExecute(_onExecute);
}
/**
* Searches for a specific action with the given id
*/
egwAction.prototype.getActionById = function(_id)
{
// If the current action object has the given id, return this object
if (this.id == _id)
{
return this;
}
// If this element is capable of having children, search those for the given
// action id
if (this.canHaveChildren)
{
for (var i = 0; i < this.children.length; i++)
{
var elem = this.children[i].getActionById(_id);
if (elem)
{
return elem;
}
}
}
return null;
}
/**
* Adds a new action to the child elements.
*/
egwAction.prototype.addAction = function(_type, _id, _caption, _iconUrl,
_onExecute, _allowOnMultiple)
{
//Get the constructor for the given action type
if (!_type)
{
_type = "default";
}
// Only allow adding new actions, if this action class allows it.
if (this.canHaveChildren)
{
var constructor = _egwActionClasses[_type].actionConstructor;
if (typeof constructor == "function")
{
var action = new constructor(this, _id, _caption, _iconUrl, _onExecute,
_allowOnMultiple);
this.children.push(action);
return action;
}
else
{
throw "Given action type not registered.";
}
}
else
{
throw "This action does not allow child elements!"
}
}
/**
* Updates the children of this element
*/
egwAction.prototype.updateActions = function(_actions)
{
if (this.canHaveChildren)
{
for (var i = 0 ; i < _actions.length; i++)
{
//Check whether the given action is already part of this action manager instance
var elem = _actions[i];
if (typeof elem == "object" && typeof elem.id == "string" && elem.id)
{
//Check whether the action already exists, and if no, add it to the
//actions list
var action = this.getActionById(elem.id);
if (!action)
{
if (typeof elem.type == "undefined")
elem.type = "default";
var constructor = null;
// Check whether the given type is inside the "canHaveChildren"
// array
if (this.canHaveChildren !== true && this.canHaveChildren.indexOf(elem.type) == -1)
{
throw "This child type '" + elem.type + "' is not allowed!"
}
if (typeof _egwActionClasses[elem.type] != "undefined")
constructor = _egwActionClasses[elem.type].actionConstructor;
if (typeof constructor == "function" && constructor)
action = new constructor(this, elem.id);
else
throw "Given action type \"" + elem.type + "\" not registered.";
this.children.push(action);
}
action.updateAction(elem);
// Add sub-actions to the action
if (elem.children)
{
action.updateActions(elem.children);
}
}
}
}
else
{
throw "This action element cannot have children!";
}
}
/**
* Executes this action by using the method specified in the onExecute setter.
*
* @param array_senders array with references to the objects which caused the action
* //TODO: With DragDrop we don't only have senders but also one(!) target.
*/
egwAction.prototype.execute = function(_senders)
{
if (this.execJSFnct && typeof this.execJSFnct == "function")
{
this.execJSFnct(this, _senders);
}
else if (this.execHandler)
{
//this.handler.execute(this, _senders); TODO
}
}
/**
* The set_onExecute function is the setter function for the onExecute event of
* the egwAction object. There are three possible types the passed "_value" may
* take:
* 1. _value may be a string with the word "javaScript:" prefixed. The function
* which is specified behind the colon and which has to be in the global scope
* will be executed.
* 2. _value may be a boolean, which specifies whether the external onExecute handler
* (passed as "_handler" in the constructor) will be used.
* 3. _value may be a JS functino which will then be called.
* In all possible situation, the called function will get the following parameters:
* 1. A reference to this action
* 2. The senders, an array of all objects (JS)/object ids (PHP) which evoked the event
*/
egwAction.prototype.set_onExecute = function(_value)
{
//Reset the onExecute handlers
this.execJSFnct = null;
this.execHandler = false;
if (typeof _value == "string")
{
// Check whether the given string contains a javaScript function which
// should be called upon executing the action
if (_value.substr(0, 11) == "javaScript:")
{
//Check whether the given function exists
var fnct = _value.substr(11);
if (typeof window[fnct] == "function")
{
this.execJSFnct = window[fnct];
}
}
}
else if (typeof _value == "boolean")
{
// There is no direct reference to the PHP code which should be executed,
// as the PHP code has knowledge about this.
this.execHandler = _value;
}
else if (typeof _value == "function")
{
//The JS function has been passed directly
this.execJSFnct = _value;
}
}
egwAction.prototype.set_caption = function(_value)
{
this.caption = _value;
}
egwAction.prototype.set_iconUrl = function(_value)
{
this.iconUrl = _value;
}
egwAction.prototype.set_enabled = function(_value)
{
this.enabled = _value;
}
egwAction.prototype.set_allowOnMultiple = function(_value)
{
this.allowOnMultiple = _value;
}
egwAction.prototype.updateAction = function(_data)
{
egwActionStoreJSON(_data, this, true);
}
function _egwActionTreeContains(_tree, _elem)
{
for (var i = 0; i < _tree.length; i++)
{
if (_tree[i].action == _elem)
{
return _tree[i];
}
if (typeof _tree[i].children != "undefined")
{
var elem = _egwActionTreeContains(_tree[i].children, _elem);
if (elem)
{
return elem;
}
}
}
return null;
}
/**
* The appendToGraph function generates an action tree which automatically contains
* all parent elements. If the appendToGraph function is called for a
*
* @param array _tree contains the tree structure - pass an object containing
* the empty array "root" to this function {"root": []}. The result will be stored in
* this array.
* @param boolean _addChildren is used internally to prevent parent elements from
* adding their children automatically to the tree.
*/
egwAction.prototype.appendToTree = function(_tree, _addChildren)
{
if (typeof _addChildren == "undefined")
{
_addChildren = true;
}
if (typeof _addParent == "undefined")
{
_addParent = true;
}
// Preset some variables
var root = _tree.root;
var parent_cntr = null;
var cntr = {
"action": this,
"children": []
};
if (this.parent)
{
// Check whether the parent container has already been added to the tree
parent_cntr = _egwActionTreeContains(root, this.parent);
if (!parent_cntr)
{
parent_cntr = this.parent.appendToTree(_tree, false);
}
// Check whether this element has already been added to the parent container
var added = false;
for (var i = 0; i < parent_cntr.children.length; i++)
{
if (parent_cntr.children[i].action == this)
{
cntr = parent_cntr.children[i];
added = true;
break;
}
}
if (!added)
{
parent_cntr.children.push(cntr);
}
}
else
{
var added = false;
for (var i = 0; i < root.length; i++)
{
if (root[i].action == this)
{
cntr = root[i];
added = true;
break;
}
}
if (!added)
{
// Add this element to the root if it has no parent
root.push(cntr);
}
}
if (_addChildren)
{
for (var i = 0; i < this.children.length; i++)
{
this.children[i].appendToTree(_tree, true);
}
}
return cntr;
}
/** egwActionManager Object **/
/**
* egwActionManager manages a list of actions - it overwrites the egwAction class
* and allows child actions to be added to it.
*/
function egwActionManager()
{
var action = new egwAction(null, false);
action.type = "actionManager";
action.canHaveChildren = true;
return action;
}
/** egwActionImplementation Interface **/
/**
* Abstract interface for the egwActionImplementation object. The egwActionImplementation
* object is responsible for inserting the actual action representation (context menu,
* drag-drop code) into the DOM Tree by using the egwActionObjectInterface object
* supplied by the object.
* To write a "class" which derives from this object, simply write a own constructor,
* which replaces "this" with a "new egwActionImplementation" and implement your
* code in "doRegisterAction" und "doUnregisterAction".
* Register your own implementation within the _egwActionClasses object.
*/
function egwActionImplementation()
{
this.doRegisterAction = function() {throw "Abstract function call: registerAction"};
this.doUnregisterAction = function() {throw "Abstract function call: unregisterAction"};
this.doExecuteImplementation = function() {throw "Abstract function call: executeImplementation"};
this.type = "";
}
/**
* Injects the implementation code into the DOM tree by using the supplied
* actionObjectInterface.
*
* @param object _actionObjectInterface is the AOI in which the implementation
* should be registered.
* @param function _triggerCallback is the callback function which will be triggered
* when the user triggeres this action implementatino (e.g. starts a drag-drop or
* right-clicks on an object.)
* @param object context in which the triggerCallback should get executed.
* @returns true if the Action had been successfully registered, false if it
* had not.
*/
egwActionImplementation.prototype.registerAction = function(_actionObjectInterface, _triggerCallback, _context)
{
if (typeof _context == "undefined")
_context = null;
return this.doRegisterAction(_actionObjectInterface, _triggerCallback, _context);
}
/**
* Unregister action will be called before an actionObjectInterface is destroyed,
* which gives the egwActionImplementation the opportunity to remove the previously
* injected code.
*
* @returns true if the Action had been successfully unregistered, false if it
* had not.
*/
egwActionImplementation.prototype.unregisterAction = function(_actionObjectInterface)
{
return this.doUnregisterAction(_actionObjectInterface);
}
egwActionImplementation.prototype.executeImplementation = function(_context, _selected, _links)
{
return this.doExecuteImplementation(_context, _selected, _links);
}
/** egwActionLink Object **/
/**
* The egwActionLink is used to interconnect egwActionObjects and egwActions.
* This gives each action object the possibility to decide, whether the action
* should be active in this context or not.
*
* @param _manager is a reference to the egwActionManager whic contains the action
* the object wants to link to.
*/
function egwActionLink(_manager)
{
this.enabled = true;
this.visible = true;
this.actionId = "";
this.actionObj = null;
this.manager = _manager;
}
egwActionLink.prototype.updateLink = function (_data)
{
egwActionStoreJSON(_data, this, true);
}
egwActionLink.prototype.set_enabled = function(_value)
{
this.enabled = _value;
}
egwActionLink.prototype.set_visible = function(_value)
{
this.visible = _value;
}
egwActionLink.prototype.set_actionId = function(_value)
{
this.actionId = _value;
this.actionObj = this.manager.getActionById(_value);
if (!this.actionObj)
throw "Given action object does not exist!"
}
/** egwActionObject Object **/
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//State bitmask (only use powers of two for new states!)
var EGW_AO_STATE_NORMAL = 0x00;
var EGW_AO_STATE_SELECTED = 0x01;
var EGW_AO_STATE_FOCUSED = 0x02;
var EGW_AO_STATE_VISIBLE = 0x04; //< Can only be set by the AOI, means that the object is attached to the DOM-Tree and visible
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var EGW_AO_EVENT_DRAG_OVER_ENTER = 0x00;
var EGW_AO_EVENT_DRAG_OVER_LEAVE = 0x01;
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// No shift key is pressed
var EGW_AO_SHIFT_STATE_NONE = 0x00;
// A shift key, which allows multiselection is pressed (usually CTRL on a PC keyboard)
var EGW_AO_SHIFT_STATE_MULTI = 0x01;
// A shift key is pressed, which forces blockwise selection (SHIFT on a PC keyboard)
var EGW_AO_SHIFT_STATE_BLOCK = 0x02;
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// If this flag is set, this object will not be returned as "focused". If this
// flag is not applied to container objects, it may lead to some strange behaviour.
var EGW_AO_FLAG_IS_CONTAINER = 0x01;
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/**
* The egwActionObject represents an abstract object to which actions may be
* applied. Communication with the DOM tree is established by using the
* egwActionObjectInterface (AOI), which is passed in the constructor.
* egwActionObjects are organized in a tree structure.
*
* @param string _id is the identifier of the object which
* @param object _parent is the parent object in the hirachy. This may be set to NULL
* @param object _iface is the egwActionObjectInterface which connects the object
* to the outer world.
* @param object _manager is the action manager this object is connected to
* this object to the DOM tree. If the _manager isn't supplied, the parent manager
* is taken.
* @param int _flags a set of additional flags being applied to the object,
* defaults to 0
*/
function egwActionObject(_id, _parent, _iface, _manager, _flags)
{
//Preset some parameters
if (typeof _manager == "undefined" && typeof _parent == "object" && _parent)
_manager = _parent.manager;
if (typeof _flags == "undefined")
_flags = 0;
this.id = _id;
this.parent = _parent;
this.children = [];
this.actionLinks = [];
this.manager = _manager;
this.flags = _flags;
this.data = null;
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this.registeredImpls = [];
// Two variables which help fast travelling through the object tree, when
// searching for the selected/focused object.
this.selectedChildren = [];
this.focusedChild = null;
this.setAOI(_iface);
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}
/**
* Sets the action object interface - if "NULL" is given, the iface is set
* to a dummy interface which is used to store the temporary data.
*/
egwActionObject.prototype.setAOI = function(_aoi)
{
if (_aoi == null)
{
_aoi = new egwActionObjectDummyInterface();
}
// Copy the state from the old interface
if (this.iface)
{
_aoi.setState(this.iface.getState());
}
// Replace the interface object
this.iface = _aoi;
this.iface.setStateChangeCallback(this._ifaceCallback, this);
this.iface.setReconnectActionsCallback(this._reconnectCallback, this);
}
/**
* Returns the object from the tree with the given ID
*/
//TODO: Add search function to egw_action_commons.js
egwActionObject.prototype.getObjectById = function(_id)
{
if (this.id == _id)
{
return this;
}
for (var i = 0; i < this.children.length; i++)
{
var obj = this.children[i].getObjectById(_id);
if (obj)
{
return obj;
}
}
return null;
}
/**
* Adds an object as child to the actionObject and returns it - if the supplied
* parameter is a object, the object will be added directly, otherwise an object
* with the given id will be created.
*
* @param string/object _id Id of the object which will be created or the object
* that will be added.
* @param object if _id was an string, _interface defines the interface which
* will be connected to the newly generated object.
* @param int _flags are the flags will which be supplied to the newly generated
* object. May be omitted.
* @returns object the generated object
*/
egwActionObject.prototype.addObject = function(_id, _interface, _flags)
{
return this.insertObject(false, _id, _interface, _flags);
}
/**
* Inserts an object as child to the actionObject and returns it - if the supplied
* parameter is a object, the object will be added directly, otherwise an object
* with the given id will be created.
*
* @param int _index Position where the object will be inserted, "false" will add it
* to the end of the list.
* @param string/object _id Id of the object which will be created or the object
* that will be added.
* @param object _iface if _id was an string, _iface defines the interface which
* will be connected to the newly generated object.
* @param int _flags are the flags will which be supplied to the newly generated
* object. May be omitted.
* @returns object the generated object
*/
egwActionObject.prototype.insertObject = function(_index, _id, _iface, _flags)
{
if (_index === false)
_index = this.children.length;
var obj = null;
if (typeof _id == "object")
{
obj = _id;
// Set the parent to null and reset the focus of the object
obj.parent = null;
obj.setFocused(false);
// Set the parent to this object
obj.parent = this;
}
else if (typeof _id == "string")
{
obj = new egwActionObject(_id, this, _iface, this.manager, _flags)
}
if (obj)
{
// Add the element to the children
this.children.splice(_index, 0, obj);
}
else
{
throw "Error while adding new element to the ActionObjects!"
}
return obj;
}
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/**
* Searches for the root object in the action object tree and returns it.
*/
egwActionObject.prototype.getRootObject = function()
{
if (this.parent === null)
{
return this;
}
else
{
return this.parent.getRootObject();
}
}
/**
* Returns a list with all parents of this object.
*/
egwActionObject.prototype.getParentList = function()
{
if (this.parent === null)
{
return [];
}
else
{
var list = this.parent.getParentList();
list.unshift(this.parent);
return list;
}
}
/**
* Returns the first parent which has the container flag
*/
egwActionObject.prototype.getContainerRoot = function()
{
if (egwBitIsSet(this.flags, EGW_AO_FLAG_IS_CONTAINER) || this.parent === null)
{
return this;
}
else
{
return this.parent.getContainerRoot();
}
}
/**
* Returns all selected objects which are in the current subtree.
*
* @param function _test is a function, which gets an object and checks whether
* it will be added to the list.
* @param array _list is internally used to fetch all selected elements, please
* omit this parameter when calling the function.
*/
egwActionObject.prototype.getSelectedObjects = function(_test, _list)
{
if (typeof _test == "undefined")
_test = null;
if (typeof _list == "undefined")
{
_list = {"elements": []}
}
if ((!_test || _test(this)) && this.getSelected())
_list.elements.push(this);
if (this.selectedChildren)
{
for (var i = 0; i < this.selectedChildren.length; i++)
{
this.selectedChildren[i].getSelectedObjects(_test, _list)
}
}
return _list.elements;
}
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/**
* Returns whether all objects in this tree are selected
*/
egwActionObject.prototype.getAllSelected = function()
{
if (this.children.length == this.selectedChildren.length)
{
for (var i = 0; i < this.children.length; i++)
{
if (!this.children[i].getAllSelected())
return false;
}
return true;
}
return false;
}
/**
* Toggles the selection of all objects.
*
* @param _select boolean specifies whether the objects should get selected or not.
* If this parameter is not supplied, the selection will be toggled.
*/
egwActionObject.prototype.toggleAllSelected = function(_select)
{
if (typeof _select == "undefined")
{
_select = !this.getAllSelected();
}
this.setAllSelected(_select);
}
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/**
* Creates a list which contains all items of the element tree.
*
* @param object _obj is used internally to pass references to the array inside
* the object.
*/
egwActionObject.prototype.flatList = function(_obj)
{
if (typeof(_obj) == "undefined")
{
_obj = {
"elements": []
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}
}
_obj.elements.push(this);
for (var i = 0; i < this.children.length; i++)
{
this.children[i].flatList(_obj);
}
return _obj.elements;
}
/**
* Returns a traversal list with all objects which are in between the given object
* and this one. The operation returns an empty list, if a container object is
* found on the way.
*/
//TODO: Remove flatList here!
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egwActionObject.prototype.traversePath = function(_to)
{
var contRoot = this.getContainerRoot();
if (contRoot)
{
// Get a flat list of all the hncp elements and search for this object
// and the object supplied in the _to parameter.
var flatList = contRoot.flatList();
var thisId = flatList.indexOf(this);
var toId = flatList.indexOf(_to);
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// Check whether both elements have been found in this part of the tree,
// return the slice of that list.
if (thisId !== -1 && toId !== -1)
{
var from = Math.min(thisId, toId);
var to = Math.max(thisId, toId);
return flatList.slice(from, to + 1);
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}
}
return [];
}
/**
* Returns the index of this object in the children list of the parent object.
*/
egwActionObject.prototype.getIndex = function()
{
if (this.parent === null)
{
return 0;
}
else
{
return this.parent.children.indexOf(this);
}
}
/**
* Returns the deepest object which is currently focused. Objects with the
* "container"-flag will not be returned.
*/
egwActionObject.prototype.getFocusedObject = function()
{
var cr = this.getContainerRoot();
return cr ? cr.focusedChild : null;
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}
/**
* Internal function which is connected to the ActionObjectInterface associated
* with this object in the constructor. It gets called, whenever the object
* gets (de)selected.
*
* @param int _newState is the new state of the object
* @param int _shiftState is the status of extra keys being pressed during the
* selection process.
*/
egwActionObject.prototype._ifaceCallback = function(_newState, _changedBit, _shiftState)
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{
if (typeof _shiftState == "undefined")
_shiftState = EGW_AO_SHIFT_STATE_NONE;
var selected = egwBitIsSet(_newState, EGW_AO_STATE_SELECTED);
var visible = egwBitIsSet(_newState, EGW_AO_STATE_VISIBLE);
// Check whether the visibility of the object changed
if (_changedBit == EGW_AO_STATE_VISIBLE && visible != this.getVisible())
{
// Deselect the object
if (!visible)
{
this.setSelected(false);
this.setFocused(false);
return EGW_AO_STATE_NORMAL;
}
else
{
// Auto-register the actions attached to this object
this.registerActions();
}
}
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// Remove the focus from all children on the same level
if (this.parent && visible && _changedBit == EGW_AO_STATE_SELECTED)
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{
var selected = egwBitIsSet(_newState, EGW_AO_STATE_SELECTED);
var objs = [];
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if (selected)
{
// Search the index of this object
var id = this.parent.children.indexOf(this);
// Deselect all other objects inside this container, if the "MULTI" shift-
// state is not set
if (!egwBitIsSet(_shiftState, EGW_AO_SHIFT_STATE_MULTI))
{
var lst = this.getContainerRoot().setAllSelected(false);
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}
// If the LIST state is active, get all objects inbetween this one and the focused one
// and set their select state.
if (egwBitIsSet(_shiftState, EGW_AO_SHIFT_STATE_BLOCK))
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{
var focused = this.getFocusedObject();
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if (focused)
{
objs = this.traversePath(focused);
for (var i = 0; i < objs.length; i++)
{
objs[i].setSelected(true);
}
}
}
}
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// If the focused element didn't belong to this container, or the "list"
// shift-state isn't active, set the focus to this element.
if (objs.length == 0 || !egwBitIsSet(_shiftState, EGW_AO_SHIFT_STATE_BLOCK))
{
this.setFocused(true);
_newState = egwSetBit(EGW_AO_STATE_FOCUSED, _newState, true);
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}
this.setSelected(selected);
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}
return _newState;
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}
/**
* Returns whether the object is currently selected.
*/
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egwActionObject.prototype.getSelected = function()
{
return egwBitIsSet(this.getState(), EGW_AO_STATE_SELECTED);
}
/**
* Returns whether the object is currently focused.
*/
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egwActionObject.prototype.getFocused = function()
{
return egwBitIsSet(this.getState(), EGW_AO_STATE_FOCUSED);
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}
/**
* Returns whether the object currently is visible - visible means, that the
* AOI has a dom node and is visible.
*/
egwActionObject.prototype.getVisible = function()
{
return egwBitIsSet(this.getState(), EGW_AO_STATE_VISIBLE);
}
/**
* Returns the complete state of the object.
*/
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egwActionObject.prototype.getState = function()
{
return this.iface.getState();
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}
/**
* Sets the focus of the element. The formerly focused element in the tree will
* be de-focused.
*
* @param boolean _focused - whether to remove or set the focus. Defaults to true
*/
egwActionObject.prototype.setFocused = function(_focused)
{
if (typeof _focused == "undefined")
_focused = true;
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var state = this.iface.getState();
if (egwBitIsSet(state, EGW_AO_STATE_FOCUSED) != _focused)
{
// Un-focus the currently focused object
var currentlyFocused = this.getFocusedObject();
if (currentlyFocused && currentlyFocused != this)
{
currentlyFocused.setFocused(false);
}
this.iface.setState(egwSetBit(state, EGW_AO_STATE_FOCUSED, _focused));
if (this.parent)
{
this.parent.updateFocusedChild(this, _focused);
}
}
}
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/**
* Sets the selected state of the element.
* TODO: Callback
*/
egwActionObject.prototype.setSelected = function(_selected)
{
var state = this.iface.getState();
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if ((egwBitIsSet(state, EGW_AO_STATE_SELECTED) != _selected) &&
egwBitIsSet(state, EGW_AO_STATE_VISIBLE))
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{
this.iface.setState(egwSetBit(state, EGW_AO_STATE_SELECTED, _selected));
if (this.parent)
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{
this.parent.updateSelectedChildren(this, _selected || this.selectedChildren.length > 0);
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}
}
}
/**
* Sets the selected state of all elements, including children
*/
egwActionObject.prototype.setAllSelected = function(_selected, _informParent)
{
if (typeof _informParent == "undefined")
_informParent = true;
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var state = this.iface.getState();
// Update this element
if (egwBitIsSet(state, EGW_AO_STATE_SELECTED) != _selected)
{
this.iface.setState(egwSetBit(state, EGW_AO_STATE_SELECTED, _selected));
if (_informParent && this.parent)
{
this.parent.updateSelectedChildren(this, _selected);
}
}
// Update the children if the should be selected or if they should be
// deselected and there are selected children.
if (_selected || this.selectedChildren.length > 0)
{
for (var i = 0; i < this.children.length; i++)
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{
this.children[i].setAllSelected(_selected, false);
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}
}
// Copy the selected children list
this.selectedChildren = _selected ? this.children : [];
}
/**
* Updates the selectedChildren array each actionObject has in order to determine
* all selected children in a very fast manner.
* TODO: Has also to be updated, if an child is added/removed!
*/
egwActionObject.prototype.updateSelectedChildren = function(_child, _selected)
{
var id = this.selectedChildren.indexOf(_child); // TODO Replace by binary search, insert children sorted by index!
var wasEmpty = this.selectedChildren.length == 0;
// Add or remove the given child from the selectedChildren list
if (_selected && id == -1)
{
this.selectedChildren.push(_child);
}
else if (!_selected && id != -1)
{
this.selectedChildren.splice(id, 1);
}
// If the emptieness of the selectedChildren array has changed, update the
// parent selected children array.
if (wasEmpty != this.selectedChildren.length == 0 && this.parent)
{
this.parent.updateSelectedChildren(this, wasEmpty);
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}
}
/**
* Updates the focusedChild up to the container boundary.
*/
egwActionObject.prototype.updateFocusedChild = function(_child, _focused)
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{
if (_focused)
{
this.focusedChild = _child;
}
else
{
if (this.focusedChild == _child)
{
this.focusedChild = null;
}
}
if (this.parent && !egwBitIsSet(this.flags, EGW_AO_FLAG_IS_CONTAINER))
{
this.parent.updateFocusedChild(_child, _focused);
}
}
/**
* Updates the actionLinks of the given ActionObject.
*
* @param array _actionLinks contains the information about the actionLinks which
* should be updated as an array of objects. Example
* [
* {
* "actionId": "file_delete",
* "enabled": true
* }
* ]
* If an supplied link doesn't exist yet, it will be created (if _doCreate is true)
* and added to the list. Otherwise the information will just be updated.
* @param boolean _recursive If true, the settings will be applied to all child
* object (default false)
* @param boolean _doCreate If true, not yet existing links will be created (default true)
*/
egwActionObject.prototype.updateActionLinks = function(_actionLinks, _recursive, _doCreate)
{
if (typeof _recursive == "undefined")
_recursive = false;
if (typeof _doCreate == "undefined")
_doCreate = true;
for (var i = 0; i < _actionLinks.length; i++)
{
var elem = _actionLinks[i];
// Allow single strings for simple action links.
if (typeof elem == "string")
{
elem = {"actionId": elem};
}
if (typeof elem.actionId != "undefined" && elem.actionId)
{
//Get the action link object, if it doesn't exist yet, create it
var actionLink = this.getActionLink(elem.actionId);
if (!actionLink && _doCreate)
{
actionLink = new egwActionLink(this.manager);
this.actionLinks.push(actionLink);
}
//Set the supplied data
if (actionLink)
{
actionLink.updateLink(elem);
}
}
}
if (_recursive)
{
for (var i = 0; i < this.children.length; i++)
{
this.children[i].updateActionLinks(_actionLinks, true, _doCreate);
}
}
if (this.getVisible() && this.iface != null)
{
this.registerActions();
}
}
/**
* Reconnects the actions.
*/
egwActionObject.prototype._reconnectCallback = function()
{
this.registeredImpls = [];
this.registerActions();
}
/**
* Registers the action implementations inside the DOM-Tree.
*/
egwActionObject.prototype.registerActions = function()
{
var groups = this.getActionImplementationGroups();
for (group in groups)
{
// Get the action implementation for each group
if (typeof _egwActionClasses[group] != "undefined" &&
_egwActionClasses[group].implementation &&
this.iface)
{
var impl = _egwActionClasses[group].implementation();
if (this.registeredImpls.indexOf(impl) == -1)
{
// Register a handler for that action with the interface of that object,
// the callback and this object as context for the callback
if (impl.registerAction(this.iface, this.executeActionImplementation, this))
{
this.registeredImpls.push(impl);
}
}
}
}
}
/**
* Calls the onBeforeTrigger function - if it is set - or returns false.
*/
egwActionObject.prototype.triggerCallback = function()
{
if (this.onBeforeTrigger)
{
return this.onBeforeTrigger();
}
return true;
}
/**
* Executes the action implementation which is associated to the given action type.
*
* @param object _implContext is data which should be delivered to the action implementation.
* E.g. in case of the popup action implementation, the x and y coordinates where the
* menu should open are transmitted.
* @param string _implType is the action type for which the implementation should be
* executed.
*/
egwActionObject.prototype.executeActionImplementation = function(_implContext, _implType)
{
if (typeof _implType == "string")
_implType = _egwActionClasses[_implType].implementation();
if (typeof _implType == "object" && _implType)
{
this.forceSelection();
var selectedActions = this.getSelectedLinks(_implType.type);
if (selectedActions.selected.length > 0 && egwObjectLength(selectedActions.links) > 0)
{
return _implType.executeImplementation(_implContext,
selectedActions.selected, selectedActions.links);
}
}
return false;
}
/**
* Forces the object to be inside the currently selected objects. If this is
* not the case, the object will select itself and deselect all other objects.
*/
egwActionObject.prototype.forceSelection = function()
{
var selected = this.getContainerRoot().getSelectedObjects();
// Check whether this object is in the list
var thisInList = selected.indexOf(this) != -1;
// If not, select it
if (!thisInList)
{
this.getContainerRoot().setAllSelected(false);
this.setSelected(true);
}
this.setFocused(true);
}
/**
* Returns all selected objects, and all action links of those objects, which are
* of the given implementation type, wheras actionLink properties such as
* "enabled" and "visible" are accumulated.
*
* Objects have the chance to change their action links or to deselect themselves
* in the onBeforeTrigger event, which is evaluated by the triggerCallback function.
*
* @param _actionType is the action type for which the actionLinks should be collected.
* @returns object An object which contains a "links" and a "selected" section with
* an array of links/selected objects-
*/
egwActionObject.prototype.getSelectedLinks = function(_actionType)
{
// Get all objects in this container which are currently selected
var selected = this.getContainerRoot().getSelectedObjects();
var actionLinks = {};
var testedSelected = [];
for (var i = 0; i < selected.length; i++)
{
var obj = selected[i];
if (obj.triggerCallback())
{
testedSelected.push(obj);
for (var j = 0; j < obj.actionLinks.length; j++)
{
var olink = obj.actionLinks[j]; //object link
// Test whether the action type is of the given implementation type
if (olink.actionObj.type == _actionType)
{
if (typeof actionLinks[olink.actionId] == "undefined")
{
actionLinks[olink.actionId] = {
"actionObj": olink.actionObj,
"enabled": (testedSelected.length == 1),
"visible": false,
"cnt": 0
}
}
// Accumulate the action link properties
var llink = actionLinks[olink.actionId];
llink.enabled = olink.actionObj.enabled && llink.enabled &&
olink.enabled && olink.visible;
llink.visible = llink.visible || olink.visible;
llink.cnt++;
}
}
}
}
// Check whether all objects supported the action
for (k in actionLinks)
{
actionLinks[k].enabled = actionLinks[k].enabled &&
(actionLinks[k].cnt >= testedSelected.length) &&
(actionLinks[k].actionObj.allowOnMultiple ||
actionLinks[k].cnt == 1);
}
// Return an object which contains the accumulated actionLinks and all selected
// objects.
return {
"selected": testedSelected,
"links": actionLinks
}
}
/**
* Returns the action link, which contains the association to the action with
* the given actionId.
*
* @param string _actionId name of the action associated to the link
*/
egwActionObject.prototype.getActionLink = function(_actionId)
{
for (var i = 0; i < this.actionLinks.length; i++)
{
if (this.actionLinks[i].actionObj.id == _actionId)
{
return this.actionLinks[i];
}
}
return null;
}
/**
* Returns all actions associated to the object tree, grouped by type.
*
* @param function _test gets an egwActionObject and should return, whether the
* actions of this object are added to the result. Defaults to a "always true"
* function.
* @param object _groups is an internally used parameter, may be omitted.
*/
egwActionObject.prototype.getActionImplementationGroups = function(_test, _groups)
{
// If the _groups parameter hasn't been given preset it to an empty object
// (associative array).
if (typeof _groups == "undefined")
_groups = {};
if (typeof _test == "undefined")
_test = function(_obj) {return true};
for (var i = 0; i < this.actionLinks.length; i++)
{
var action = this.actionLinks[i].actionObj;
if (typeof action != "undefined" && _test(this))
{
if (typeof _groups[action.type] == "undefined")
{
_groups[action.type] = [];
}
_groups[action.type].push(
{
"object": this,
"link": this.actionLinks[i]
}
);
}
}
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// Recursively add the actions of the children to the result (as _groups is
// an object, only the reference is passed).
for (var i = 0; i < this.children.length; i++)
{
this.children[i].getActionImplementationGroups(_test, _groups);
}
return _groups;
}
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/** egwActionObjectInterface Interface **/
/**
* The egwActionObjectInterface has to be implemented for each actual object in
* the browser. E.g. for the object "DataGridRow", there has to be an
* egwActionObjectInterface which is responsible for returning the outer DOMNode
* of the object to which JS-Events may be attached by the egwActionImplementation
* object, and to do object specific stuff like highlighting the object in the
* correct way and to route state changes (like: "object has been selected")
* to the egwActionObject object the interface is associated to.
*/
function egwActionObjectInterface()
{
//Preset the interface functions
this.doGetDOMNode = function() {return null};
// _outerCall may be used to determine, whether the state change has been
// evoked from the outside and the stateChangeCallback has to be called
// or not.
this.doSetState = function(_state, _outerCall) {};
this._state = EGW_AO_STATE_NORMAL || EGW_AO_STATE_VISIBLE;
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this.stateChangeCallback = null;
this.stateChangeContext = null;
this.reconnectActionsCallback = null;
this.reconnectActionsContext = null;
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}
/**
* Sets the callback function which will be called when a user interaction changes
* state of the object.
*/
egwActionObjectInterface.prototype.setStateChangeCallback = function(_callback, _context)
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{
this.stateChangeCallback = _callback;
this.stateChangeContext = _context;
}
/**
* Sets the reconnectActions callback, which will be called by the AOI if its
* DOM-Node has been replaced and the actions have to be re-registered.
*/
egwActionObjectInterface.prototype.setReconnectActionsCallback = function(_callback, _context)
{
this.reconnectActionsCallback = _callback;
this.reconnectActionsContext = _context;
}
/**
* Will be called by the aoi if the actions have to be re-registered due to a
* DOM-Node exchange.
*/
egwActionObjectInterface.prototype.reconnectActions = function()
{
if (this.reconnectActionsCallback)
{
this.reconnectActionsCallback.call(this.reconnectActionsContext);
}
}
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/**
* Internal function which should be used whenever the select status of the object
* has been changed by the user. This will automatically calculate the new state of
* the object and call the stateChangeCallback (if it has been set)
*
* @param int _stateBit is the bit in the state bit which should be changed
* @param boolean _set specifies whether the state bit should be set or not
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*/
egwActionObjectInterface.prototype.updateState = function(_stateBit, _set, _shiftState)
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{
// Calculate the new state
var newState = egwSetBit(this._state, _stateBit, _set);
// Call the stateChangeCallback if the state really changed
if (this.stateChangeCallback)
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{
this._state = this.stateChangeCallback.call(this.stateChangeContext, newState,
_stateBit, _shiftState);
}
else
{
this._state = newState;
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}
}
/**
* Returns the DOM-Node the ActionObject is actually a representation of.
* Calls the internal "doGetDOMNode" function, which has to be overwritten
* by implementations of this class.
*/
egwActionObjectInterface.prototype.getDOMNode = function()
{
return this.doGetDOMNode();
}
/**
* Sets the state of the object.
* Calls the internal "doSetState" function, which has to be overwritten
* by implementations of this class. The state-change callback must not be evoked!
*
* @param _state is the state of the object.
*/
egwActionObjectInterface.prototype.setState = function(_state)
{
//Call the doSetState function with the new state (if it has changed at all)
if (_state != this._state)
{
this._state = _state;
this.doSetState(_state);
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}
}
/**
* Returns the current state of the object. The state is maintained by the
* egwActionObjectInterface and implementations do not have to overwrite this
* function as long as they call the _selectChange function.
*/
egwActionObjectInterface.prototype.getState = function()
{
return this._state;
}
/** -- egwActionObjectDummyInterface Class -- **/
var egwActionObjectDummyInterface = egwActionObjectInterface;
/** egwActionObjectManager Object **/
/**
* The egwActionObjectManager is a dummy class which only contains a dummy
* AOI. It may be used as root object or as object containers.
*/
function egwActionObjectManager(_id, _manager)
{
var ao = new egwActionObject(_id, null, new egwActionObjectInterface(),
_manager, EGW_AO_FLAG_IS_CONTAINER);
// The object manager doesn't allow selections and cannot perform actions
ao.triggerCallback = function() {return false;};
return ao;
}