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construct/modules/static/js/room/input.js
2017-12-24 19:26:05 -07:00

176 lines
4 KiB
JavaScript

/*
* IRCd Charybdis 5/Matrix
*
* Copyright (C) 2017 Charybdis Development Team
* Copyright (C) 2017 Jason Volk (jason@zemos.net)
*
* Permission to use, copy, modify, and/or distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice is present in all copies.
*
* THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT,
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT,
* STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING
* IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*
*/
'use strict';
/**************************************
* Input interface.
*
* Functions apropos user input into the form at the bottom
* of the room to submit messages etc.
*/
room.input = {};
/** Primary input dispatch. This is called when the user is finished entering input
* into the room's input box (so only when 'enter' or the 'send' button is explicitly
* pressed).
*
* If the input is a command it is evaluated locally. Otherwise if intended for
* transmission it is passed to this.send suite.
*/
room.input.submit = function(event)
{
let input = this.control.input;
if(empty(input))
return;
if(this.opts.local || (input.startsWith('/') && !input.startsWith("/me")))
{
if(this.input.eval(event, input))
this.input.history.enter(input);
return;
}
this.send(input);
this.input.history.enter(input);
// Unconditionally set typing status to false.
this.typing.set(false);
}
/** Input model change handler. This is called when there's a change to the input box.
* It does not indicate a will to submit the input.
*/
room.input.change = function(event)
{
let input = this.control.input;
if(input[0] == '/')
this.control.evalmode = true;
else
this.control.evalmode = false;
// Re-determine typing state based on changed input state.
this.input.typing();
}
/** Local command handler. This branch is taken for all input which will not be
* transmitted. This is always taken for local pseudo rooms.
*/
room.input.eval = function(event, input)
{
if(this.opts.local) try
{
console.log("" + eval(text));
}
catch(e)
{
console.error(e.name + ": " + e.message);
}
finally
{
return;
}
else try
{
let res = eval(input.slice(1));
switch(typeof(res))
{
case "undefined":
return true;
case "object":
this.console_push(debug.stringify(res, 10));
return true;
default:
this.console_push(JSON.stringify(res));
return true;
}
}
catch(e)
{
this.console_push(e.name + ": " + e.message);
return false;
}
}
/** Intercepts keydown events in the room input box
*/
room.input.keydown = function(event)
{
switch(event.which)
{
case 38: return this.input.history.up(event);
case 40: return this.input.history.down(event);
case 13:
{
this.input.submit(event);
event.preventDefault();
break;
}
}
}
/** Input box lost focus handler.
*/
room.input.blur = function(event)
{
if(this.typing.get())
this.typing.set(false);
};
/** Determines what state the typing indicator should be in
* based on the input state.
*
* this = room.input
*/
room.input.typing = function()
{
let typing = this.typing.get(); // gets my mxid by default
let input = this.control.input;
if(this.control.evalmode)
{
// Rescind any typing status if we find ourselves in local
// mode with typing still set.
if(typing)
this.typing.set(false);
return;
}
if(typing && input.length == 0)
{
this.typing.set(false);
return;
}
if(!typing && input.length)
{
this.typing.set(true);
return;
}
};