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by Alexander
01:59
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tcms/static/js/lib/tablednd.js (11 issues)

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// ===================================================================
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// Copyright Denis Howlett <[email protected]>
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// http://www.isocra.com/
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//
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// This code is free software; you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as
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// published by the Free Software Foundation; either version 2.1 of the
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// License, or (at your option) any later version.
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//
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// This code is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
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// Lesser General Public License for more details.
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//
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// Copies of the GNU Lesser General Public License are available at
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// http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html
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// http://www.gnu.org/licenses/lgpl.html
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// ===================================================================
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/** Keep hold of the current table being dragged */
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var currenttable = null;
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/** Capture the onmousemove so that we can see if a row from the current
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 *  table if any is being dragged.
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 * @param ev the event (for Firefox and Safari, otherwise we use window.event for IE)
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 */
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document.onmousemove = function(ev){
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    if (currenttable && currenttable.dragObject) {
0 ignored issues
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Complexity Best Practice introduced by
There is no return statement if currenttable && currenttable.dragObject is false. Are you sure this is correct? If so, consider adding return; explicitly.

This check looks for functions where a return statement is found in some execution paths, but not in all.

Consider this little piece of code

function isBig(a) {
    if (a > 5000) {
        return "yes";
    }
}

console.log(isBig(5001)); //returns yes
console.log(isBig(42)); //returns undefined

The function isBig will only return a specific value when its parameter is bigger than 5000. In any other case, it will implicitly return undefined.

This behaviour may not be what you had intended. In any case, you can add a return undefined to the other execution path to make the return value explicit.

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        ev   = ev || window.event;
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        var mousePos = currenttable.mouseCoords(ev);
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        var y = mousePos.y - currenttable.mouseOffset.y;
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        if (y != currenttable.oldY) {
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            // work out if we're going up or down...
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            var movingDown = y > currenttable.oldY;
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            // update the old value
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            currenttable.oldY = y;
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            // update the style to show we're dragging
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            currenttable.dragObject.style.backgroundColor = "#eee";
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            // If we're over a row then move the dragged row to there so that the user sees the
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            // effect dynamically
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            var currentRow = currenttable.findDropTargetRow(y);
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            if (currentRow) {
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                if (movingDown && currenttable.dragObject != currentRow) {
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                    currenttable.dragObject.parentNode.insertBefore(currenttable.dragObject, currentRow.nextSibling);
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                } else if (! movingDown && currenttable.dragObject != currentRow) {
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                    currenttable.dragObject.parentNode.insertBefore(currenttable.dragObject, currentRow);
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                }
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            }
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        }
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        return false;
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    }
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}
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// Similarly for the mouseup
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document.onmouseup   = function(ev){
0 ignored issues
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The parameter ev is not used and could be removed.

This check looks for parameters in functions that are not used in the function body and are not followed by other parameters which are used inside the function.

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    if (currenttable && currenttable.dragObject) {
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        var droppedRow = currenttable.dragObject;
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        // If we have a dragObject, then we need to release it,
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        // The row will already have been moved to the right place so we just reset stuff
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        droppedRow.style.backgroundColor = 'transparent';
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        currenttable.dragObject   = null;
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        // And then call the onDrop method in case anyone wants to do any post processing
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        currenttable.onDrop(currenttable.table, droppedRow);
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        currenttable = null; // let go of the table too
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    }
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}
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/** get the source element from an event in a way that works for IE and Firefox and Safari
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 * @param evt the source event for Firefox (but not IE--IE uses window.event) */
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function getEventSource(evt) {
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    if (window.event) {
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        evt = window.event; // For IE
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        return evt.srcElement;
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    } else {
0 ignored issues
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Comprehensibility introduced by
else is not necessary here since all if branches return, consider removing it to reduce nesting and make code more readable.
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        return evt.target; // For Firefox
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    }
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}
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/**
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 * Encapsulate table Drag and Drop in a class. We'll have this as a Singleton
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 * so we don't get scoping problems.
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 */
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function TableDnD() {
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    /** Keep hold of the current drag object if any */
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    this.dragObject = null;
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    /** The current mouse offset */
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    this.mouseOffset = null;
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    /** The current table */
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    this.table = null;
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    /** Remember the old value of Y so that we don't do too much processing */
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    this.oldY = 0;
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    /** Initialise the drag and drop by capturing mouse move events */
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    this.init = function(table) {
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        this.table = table;
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        var rows = table.tBodies[0].rows; //getElementsByTagName("tr")
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        for (var i=0; i<rows.length; i++) {
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			// John Tarr: added to ignore rows that I've added the NoDnD attribute to (Category and Header rows)
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			var nodrag = rows[i].getAttribute("NoDrag")
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			if (nodrag == null || nodrag == "undefined") { //There is no NoDnD attribute on rows I want to drag
0 ignored issues
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Comparing nodrag to null using the == operator is not safe. Consider using === instead.
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				this.makeDraggable(rows[i]);
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			}
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        }
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    }
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    /** This function is called when you drop a row, so redefine it in your code
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        to do whatever you want, for example use Ajax to update the server */
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    this.onDrop = function(table, droppedRow) {
0 ignored issues
show
The parameter droppedRow is not used and could be removed.

This check looks for parameters in functions that are not used in the function body and are not followed by other parameters which are used inside the function.

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The parameter table is not used and could be removed.

This check looks for parameters in functions that are not used in the function body and are not followed by other parameters which are used inside the function.

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        // Do nothing for now
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    }
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	/** Get the position of an element by going up the DOM tree and adding up all the offsets */
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    this.getPosition = function(e){
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        var left = 0;
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        var top  = 0;
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		/** Safari fix -- thanks to Luis Chato for this! */
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		if (e.offsetHeight == 0) {
0 ignored issues
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Comparing e.offsetHeight to 0 using the == operator is not safe. Consider using === instead.
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			/** Safari 2 doesn't correctly grab the offsetTop of a table row
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			    this is detailed here:
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			    http://jacob.peargrove.com/blog/2006/technical/table-row-offsettop-bug-in-safari/
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			    the solution is likewise noted there, grab the offset of a table cell in the row - the firstChild.
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			    note that firefox will return a text node as a first child, so designing a more thorough
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			    solution may need to take that into account, for now this seems to work in firefox, safari, ie */
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			e = e.firstChild; // a table cell
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		}
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        while (e.offsetParent){
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            left += e.offsetLeft;
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            top  += e.offsetTop;
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            e     = e.offsetParent;
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        }
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        left += e.offsetLeft;
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        top  += e.offsetTop;
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        return {x:left, y:top};
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    }
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	/** Get the mouse coordinates from the event (allowing for browser differences) */
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    this.mouseCoords = function(ev){
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        if(ev.pageX || ev.pageY){
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            return {x:ev.pageX, y:ev.pageY};
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        }
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        return {
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            x:ev.clientX + document.body.scrollLeft - document.body.clientLeft,
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            y:ev.clientY + document.body.scrollTop  - document.body.clientTop
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        };
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    }
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	/** Given a target element and a mouse event, get the mouse offset from that element.
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		To do this we need the element's position and the mouse position */
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    this.getMouseOffset = function(target, ev){
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        ev = ev || window.event;
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        var docPos    = this.getPosition(target);
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        var mousePos  = this.mouseCoords(ev);
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        return {x:mousePos.x - docPos.x, y:mousePos.y - docPos.y};
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    }
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	/** Take an item and add an onmousedown method so that we can make it draggable */
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    this.makeDraggable = function(item) {
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        if(!item) return;
0 ignored issues
show
Coding Style Best Practice introduced by
Curly braces around statements make for more readable code and help prevent bugs when you add further statements.

Consider adding curly braces around all statements when they are executed conditionally. This is optional if there is only one statement, but leaving them out can lead to unexpected behaviour if another statement is added later.

Consider:

if (a > 0)
    b = 42;

If you or someone else later decides to put another statement in, only the first statement will be executed.

if (a > 0)
    console.log("a > 0");
    b = 42;

In this case the statement b = 42 will always be executed, while the logging statement will be executed conditionally.

if (a > 0) {
    console.log("a > 0");
    b = 42;
}

ensures that the proper code will be executed conditionally no matter how many statements are added or removed.

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        var self = this; // Keep the context of the TableDnd inside the function
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        item.onmousedown = function(ev) {
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            // Need to check to see if we are an input or not, if we are an input, then
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            // return true to allow normal processing
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            var target = getEventSource(ev);
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            if (target.tagName == 'INPUT' || target.tagName == 'SELECT') return true;
0 ignored issues
show
Coding Style Best Practice introduced by
Curly braces around statements make for more readable code and help prevent bugs when you add further statements.

Consider adding curly braces around all statements when they are executed conditionally. This is optional if there is only one statement, but leaving them out can lead to unexpected behaviour if another statement is added later.

Consider:

if (a > 0)
    b = 42;

If you or someone else later decides to put another statement in, only the first statement will be executed.

if (a > 0)
    console.log("a > 0");
    b = 42;

In this case the statement b = 42 will always be executed, while the logging statement will be executed conditionally.

if (a > 0) {
    console.log("a > 0");
    b = 42;
}

ensures that the proper code will be executed conditionally no matter how many statements are added or removed.

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            currenttable = self;
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            self.dragObject  = this;
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            self.mouseOffset = self.getMouseOffset(this, ev);
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            return false;
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        }
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        item.style.cursor = "move";
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    }
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    /** We're only worried about the y position really, because we can only move rows up and down */
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    this.findDropTargetRow = function(y) {
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        var rows = this.table.tBodies[0].rows;
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		for (var i=0; i<rows.length; i++) {
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			var row = rows[i];
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			// John Tarr added to ignore rows that I've added the NoDnD attribute to (Header rows)
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			var nodrop = row.getAttribute("NoDrop");
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			if (nodrop == null || nodrop == "undefined") {  //There is no NoDnD attribute on rows I want to drag
0 ignored issues
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Comparing nodrop to null using the == operator is not safe. Consider using === instead.
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				var rowY    = this.getPosition(row).y;
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				var rowHeight = parseInt(row.offsetHeight)/2;
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				if (row.offsetHeight == 0) {
0 ignored issues
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Comparing row.offsetHeight to 0 using the == operator is not safe. Consider using === instead.
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					rowY = this.getPosition(row.firstChild).y;
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					rowHeight = parseInt(row.firstChild.offsetHeight)/2;
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				}
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				// Because we always have to insert before, we need to offset the height a bit
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				if ((y > rowY - rowHeight) && (y < (rowY + rowHeight))) {
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					// that's the row we're over
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					return row;
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				}
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			}
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		}
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		return null;
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	}
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}
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