/** * The Drag & Drop Utility allows you to create a draggable interface efficiently, * buffering you from browser-level abnormalities and enabling you to focus on the interesting * logic surrounding your particular implementation. This component enables you to create a * variety of standard draggable objects with just a few lines of code and then, * using its extensive API, add your own specific implementation logic. * @module dd * @main dd * @submodule dd-constrain */ /** * Plugin for the dd-drag module to add the constraining methods to it. * It supports constraining to a node or viewport. It supports tick based moves and XY axis constraints. * @class DDConstrained * @extends Base * @constructor * @namespace Plugin */ var DRAG_NODE = 'dragNode', OFFSET_HEIGHT = 'offsetHeight', OFFSET_WIDTH = 'offsetWidth', HOST = 'host', TICK_X_ARRAY = 'tickXArray', TICK_Y_ARRAY = 'tickYArray', DDM = Y.DD.DDM, TOP = 'top', RIGHT = 'right', BOTTOM = 'bottom', LEFT = 'left', VIEW = 'view', proto = null, /** * Fires when this node is aligned with the tickX value. * @event drag:tickAlignX * @param {EventFacade} event An Event Facade object * @type {CustomEvent} */ EV_TICK_ALIGN_X = 'drag:tickAlignX', /** * Fires when this node is aligned with the tickY value. * @event drag:tickAlignY * @param {EventFacade} event An Event Facade object * @type {CustomEvent} */ EV_TICK_ALIGN_Y = 'drag:tickAlignY', C = function() { this._lazyAddAttrs = false; C.superclass.constructor.apply(this, arguments); }; C.NAME = 'ddConstrained'; /** * The Constrained instance will be placed on the Drag instance under the con namespace. * @property NS * @default con * @readonly * @protected * @static * @type {String} */ C.NS = 'con'; C.ATTRS = { host: { }, /** * Stick the drag movement to the X-Axis. Default: false * @attribute stickX * @type Boolean */ stickX: { value: false }, /** * Stick the drag movement to the Y-Axis * @type Boolean * @attribute stickY */ stickY: { value: false }, /** * The X tick offset the drag node should snap to on each drag move. False for no ticks. Default: false * @type Number/false * @attribute tickX */ tickX: { value: false }, /** * The Y tick offset the drag node should snap to on each drag move. False for no ticks. Default: false * @type Number/false * @attribute tickY */ tickY: { value: false }, /** * An array of page coordinates to use as X ticks for drag movement. * @type Array * @attribute tickXArray */ tickXArray: { value: false }, /** * An array of page coordinates to use as Y ticks for drag movement. * @type Array * @attribute tickYArray */ tickYArray: { value: false }, /** * CSS style string for the gutter of a region (supports negative values): '5 0' * (sets top and bottom to 5px, left and right to 0px), '1 2 3 4' (top 1px, right 2px, bottom 3px, left 4px) * @attribute gutter * @type String */ gutter: { value: '0', setter: function(gutter) { return Y.DD.DDM.cssSizestoObject(gutter); } }, /** * Will attempt to constrain the drag node to the boundaries. Arguments:<br> * 'view': Contrain to Viewport<br> * '#selector_string': Constrain to this node<br> * '{Region Object}': An Object Literal containing a valid region (top, right, bottom, left) of page positions * @attribute constrain * @type {String/Object/Node} */ constrain: { value: VIEW, setter: function(con) { var node = Y.one(con); if (node) { con = node; } return con; } }, /** * An Object Literal containing a valid region (top, right, bottom, left) of page positions to constrain the drag node to. * @deprecated * @attribute constrain2region * @type Object */ constrain2region: { setter: function(r) { return this.set('constrain', r); } }, /** * Will attempt to constrain the drag node to the boundaries of this node. * @deprecated * @attribute constrain2node * @type Object */ constrain2node: { setter: function(n) { return this.set('constrain', Y.one(n)); } }, /** * Will attempt to constrain the drag node to the boundaries of the viewport region. * @deprecated * @attribute constrain2view * @type Object */ constrain2view: { setter: function() { return this.set('constrain', VIEW); } }, /** * Should the region be cached for performace. Default: true * @attribute cacheRegion * @type Boolean */ cacheRegion: { value: true } }; proto = { _lastTickXFired: null, _lastTickYFired: null, initializer: function() { this._createEvents(); this._eventHandles = [ this.get(HOST).on('drag:end', Y.bind(this._handleEnd, this)), this.get(HOST).on('drag:start', Y.bind(this._handleStart, this)), this.get(HOST).after('drag:align', Y.bind(this.align, this)), this.get(HOST).after('drag:drag', Y.bind(this.drag, this)) ]; }, destructor: function() { Y.Array.each( this._eventHandles, function(handle) { handle.detach(); } ); this._eventHandles.length = 0; }, /** * This method creates all the events for this Event Target and publishes them so we get Event Bubbling. * @private * @method _createEvents */ _createEvents: function() { var ev = [ EV_TICK_ALIGN_X, EV_TICK_ALIGN_Y ]; Y.Array.each(ev, function(v) { this.publish(v, { type: v, emitFacade: true, bubbles: true, queuable: false, prefix: 'drag' }); }, this); }, /** * Fires on drag:end * @private * @method _handleEnd */ _handleEnd: function() { this._lastTickYFired = null; this._lastTickXFired = null; }, /** * Fires on drag:start and clears the _regionCache * @private * @method _handleStart */ _handleStart: function() { this.resetCache(); }, /** * Store a cache of the region that we are constraining to * @private * @property _regionCache * @type Object */ _regionCache: null, /** * Get's the region and caches it, called from window.resize and when the cache is null * @private * @method _cacheRegion */ _cacheRegion: function() { this._regionCache = this.get('constrain').get('region'); }, /** * Reset the internal region cache. * @method resetCache */ resetCache: function() { this._regionCache = null; }, /** * Standardizes the 'constraint' attribute * @private * @method _getConstraint */ _getConstraint: function() { var con = this.get('constrain'), g = this.get('gutter'), region; if (con) { if (con instanceof Y.Node) { if (!this._regionCache) { this._eventHandles.push(Y.on('resize', Y.bind(this._cacheRegion, this), Y.config.win)); this._cacheRegion(); } region = Y.clone(this._regionCache); if (!this.get('cacheRegion')) { this.resetCache(); } } else if (Y.Lang.isObject(con)) { region = Y.clone(con); } } if (!con || !region) { con = VIEW; } if (con === VIEW) { region = this.get(HOST).get(DRAG_NODE).get('viewportRegion'); } Y.Object.each(g, function(i, n) { if ((n === RIGHT) || (n === BOTTOM)) { region[n] -= i; } else { region[n] += i; } }); return region; }, /** * Get the active region: viewport, node, custom region * @method getRegion * @param {Boolean} inc Include the node's height and width * @return {Object} The active region. */ getRegion: function(inc) { var r = {}, oh = null, ow = null, host = this.get(HOST); r = this._getConstraint(); if (inc) { oh = host.get(DRAG_NODE).get(OFFSET_HEIGHT); ow = host.get(DRAG_NODE).get(OFFSET_WIDTH); r[RIGHT] = r[RIGHT] - ow; r[BOTTOM] = r[BOTTOM] - oh; } return r; }, /** * Check if xy is inside a given region, if not change to it be inside. * @private * @method _checkRegion * @param {Array} _xy The XY to check if it's in the current region, if it isn't * inside the region, it will reset the xy array to be inside the region. * @return {Array} The new XY that is inside the region */ _checkRegion: function(_xy) { var oxy = _xy, r = this.getRegion(), host = this.get(HOST), oh = host.get(DRAG_NODE).get(OFFSET_HEIGHT), ow = host.get(DRAG_NODE).get(OFFSET_WIDTH); if (oxy[1] > (r[BOTTOM] - oh)) { _xy[1] = (r[BOTTOM] - oh); } if (r[TOP] > oxy[1]) { _xy[1] = r[TOP]; } if (oxy[0] > (r[RIGHT] - ow)) { _xy[0] = (r[RIGHT] - ow); } if (r[LEFT] > oxy[0]) { _xy[0] = r[LEFT]; } return _xy; }, /** * Checks if the XY passed or the dragNode is inside the active region. * @method inRegion * @param {Array} xy Optional XY to check, if not supplied this.get('dragNode').getXY() is used. * @return {Boolean} True if the XY is inside the region, false otherwise. */ inRegion: function(xy) { xy = xy || this.get(HOST).get(DRAG_NODE).getXY(); var _xy = this._checkRegion([xy[0], xy[1]]), inside = false; if ((xy[0] === _xy[0]) && (xy[1] === _xy[1])) { inside = true; } return inside; }, /** * Modifies the Drag.actXY method from the after drag:align event. This is where the constraining happens. * @method align */ align: function() { var host = this.get(HOST), _xy = [host.actXY[0], host.actXY[1]], r = this.getRegion(true); if (this.get('stickX')) { _xy[1] = (host.startXY[1] - host.deltaXY[1]); } if (this.get('stickY')) { _xy[0] = (host.startXY[0] - host.deltaXY[0]); } if (r) { _xy = this._checkRegion(_xy); } _xy = this._checkTicks(_xy, r); host.actXY = _xy; }, /** * Fires after drag:drag. Handle the tickX and tickX align events. * @method drag */ drag: function() { var host = this.get(HOST), xt = this.get('tickX'), yt = this.get('tickY'), _xy = [host.actXY[0], host.actXY[1]]; if ((Y.Lang.isNumber(xt) || this.get(TICK_X_ARRAY)) && (this._lastTickXFired !== _xy[0])) { this._tickAlignX(); this._lastTickXFired = _xy[0]; } if ((Y.Lang.isNumber(yt) || this.get(TICK_Y_ARRAY)) && (this._lastTickYFired !== _xy[1])) { this._tickAlignY(); this._lastTickYFired = _xy[1]; } }, /** * This method delegates the proper helper method for tick calculations * @private * @method _checkTicks * @param {Array} xy The XY coords for the Drag * @param {Object} r The optional region that we are bound to. * @return {Array} The calced XY coords */ _checkTicks: function(xy, r) { var host = this.get(HOST), lx = (host.startXY[0] - host.deltaXY[0]), ly = (host.startXY[1] - host.deltaXY[1]), xt = this.get('tickX'), yt = this.get('tickY'); if (xt && !this.get(TICK_X_ARRAY)) { xy[0] = DDM._calcTicks(xy[0], lx, xt, r[LEFT], r[RIGHT]); } if (yt && !this.get(TICK_Y_ARRAY)) { xy[1] = DDM._calcTicks(xy[1], ly, yt, r[TOP], r[BOTTOM]); } if (this.get(TICK_X_ARRAY)) { xy[0] = DDM._calcTickArray(xy[0], this.get(TICK_X_ARRAY), r[LEFT], r[RIGHT]); } if (this.get(TICK_Y_ARRAY)) { xy[1] = DDM._calcTickArray(xy[1], this.get(TICK_Y_ARRAY), r[TOP], r[BOTTOM]); } return xy; }, /** * Fires when the actXY[0] reach a new value respecting the tickX gap. * @private * @method _tickAlignX */ _tickAlignX: function() { this.fire(EV_TICK_ALIGN_X); }, /** * Fires when the actXY[1] reach a new value respecting the tickY gap. * @private * @method _tickAlignY */ _tickAlignY: function() { this.fire(EV_TICK_ALIGN_Y); } }; Y.namespace('Plugin'); Y.extend(C, Y.Base, proto); Y.Plugin.DDConstrained = C; Y.mix(DDM, { /** * Helper method to calculate the tick offsets for a given position * @for DDM * @namespace DD * @private * @method _calcTicks * @param {Number} pos The current X or Y position * @param {Number} start The start X or Y position * @param {Number} tick The X or Y tick increment * @param {Number} off1 The min offset that we can't pass (region) * @param {Number} off2 The max offset that we can't pass (region) * @return {Number} The new position based on the tick calculation */ _calcTicks: function(pos, start, tick, off1, off2) { var ix = ((pos - start) / tick), min = Math.floor(ix), max = Math.ceil(ix); if ((min !== 0) || (max !== 0)) { if ((ix >= min) && (ix <= max)) { pos = (start + (tick * min)); if (off1 && off2) { if (pos < off1) { pos = (start + (tick * (min + 1))); } if (pos > off2) { pos = (start + (tick * (min - 1))); } } } } return pos; }, /** * This method is used with the tickXArray and tickYArray config options * @for DDM * @namespace DD * @private * @method _calcTickArray * @param {Number} pos The current X or Y position * @param {Number} ticks The array containing our custom tick positions. * @param {Number} off1 The min offset that we can't pass (region) * @param {Number} off2 The max offset that we can't pass (region) * @return The tick position */ _calcTickArray: function(pos, ticks, off1, off2) { var i = 0, len = ticks.length, next = 0, diff1, diff2, ret; if (!ticks || (ticks.length === 0)) { return pos; } if (ticks[0] >= pos) { return ticks[0]; } for (i = 0; i < len; i++) { next = (i + 1); if (ticks[next] && ticks[next] >= pos) { diff1 = pos - ticks[i]; diff2 = ticks[next] - pos; ret = (diff2 > diff1) ? ticks[i] : ticks[next]; if (off1 && off2) { if (ret > off2) { if (ticks[i]) { ret = ticks[i]; } else { ret = ticks[len - 1]; } } } return ret; } } return ticks[ticks.length - 1]; } });