/** * @class Ext.state.Stateful * A mixin for being able to save the state of an object to an underlying * {@link Ext.state.Provider}. */Ext.define('Ext.state.Stateful', { mixinId: 'state', requires: [ 'Ext.state.Manager', 'Ext.util.TaskRunner' ], config: { /** * @cfg {Boolean/Object} [stateful=false] * A flag which causes the object to attempt to restore the state of * internal properties from a saved state on startup. The object must have * a {@link #stateId} for state to be managed. * * Auto-generated ids are not guaranteed to be stable across page loads and * cannot be relied upon to save and restore the same state for a object. * * For state saving to work, the state manager's provider must have been * set to an implementation of {@link Ext.state.Provider} which overrides the * {@link Ext.state.Provider#set set} and {@link Ext.state.Provider#get get} * methods to save and recall name/value pairs. A built-in implementation, * {@link Ext.state.CookieProvider} is available. * * To set the state provider for the current page: * * Ext.state.Manager.setProvider(new Ext.state.CookieProvider({ * expires: new Date(new Date().getTime()+(1000*60*60*24*7)), //7 days from now * })); * * A stateful object attempts to save state when one of the events * listed in the {@link #stateEvents} configuration fires. * * To save state, a stateful object first serializes its state by * calling *{@link #getState}*. * * The Component base class implements {@link #getState} to save its width and * height within the state only if they were initially configured, and have * changed from the configured value. * * The Panel class saves its collapsed state in addition to that. * * The Grid class saves its column state and store state (sorters and filters and grouper) in addition to its superclass state. * * If there is more application state to be save, the developer must provide an implementation which * first calls the superclass method to inherit the above behaviour, and then injects new properties * into the returned object. * * The value yielded by `getState` is passed to {@link Ext.state.Manager#set} * which uses the configured {@link Ext.state.Provider} to save the object * keyed by the {@link #stateId}. * * During construction, a stateful object attempts to *restore* its state by calling * {@link Ext.state.Manager#get} passing the {@link #stateId} * * The resulting object is passed to {@link #applyState}*. The default implementation of * {@link #applyState} simply copies properties into the object, but a developer may * override this to support restoration of more complex application state. * * You can perform extra processing on state save and restore by attaching * handlers to the {@link #beforestaterestore}, {@link #staterestore}, * {@link #beforestatesave} and {@link #statesave} events. In some simple cases, * passing an object for the `stateful` config may suffice. If an object is * provided, the properties of that object are used to include or exclude stateful * properties returned by `getState`. For example: * * stateful: { * height: false, // never persist the height * width: true // always persist the width * } * * The above is roughly equivalent to the following: * * getState: function () { * var state = this.callParent(); * * delete state.height; * state.width = this.width; * * return state; * } */ stateful: null }, /** * @cfg {String} stateId * The unique id for this object to use for state management purposes. * * See {@link #stateful} for an explanation of saving and restoring state. */ /** * @cfg {String[]} stateEvents * An array of events that, when fired, should trigger this object to * save its state. `stateEvents` defaults to the `stateEvents` associated with the * component you are using. Any events you statically set will be appended to that list. * `stateEvents` may be any type of event supported by this object, including * browser or custom events (e.g., `['click', 'customerchange']`). * * See `{@link #stateful}` for an explanation of saving and * restoring object state. */ /** * @cfg {Number} saveDelay * A buffer to be applied if many state events are fired within a short period. */ saveDelay: 100, /** * @event beforestaterestore * Fires before the state of the object is restored. Return false from an event handler to stop the restore. * @param {Ext.state.Stateful} this * @param {Object} state The hash of state values returned from the StateProvider. If this * event is not vetoed, then the state object is passed to *`applyState`*. By default, * that simply copies property values into this object. The method maybe overriden to * provide custom state restoration. */ /** * @event staterestore * Fires after the state of the object is restored. * @param {Ext.state.Stateful} this * @param {Object} state The hash of state values returned from the StateProvider. This is passed * to *`applyState`*. By default, that simply copies property values into this * object. The method maybe overridden to provide custom state restoration. */ /** * @event beforestatesave * Fires before the state of the object is saved to the configured state provider. Return false to stop the save. * @param {Ext.state.Stateful} this * @param {Object} state The hash of state values. This is determined by calling * *`getState()`* on the object. This method must be provided by the * developer to return whatever representation of state is required, by default, Ext.state.Stateful * has a null implementation. */ /** * @event statesave * Fires after the state of the object is saved to the configured state provider. * @param {Ext.state.Stateful} this * @param {Object} state The hash of state values. This is determined by calling * *`getState()`* on the object. This method must be provided by the * developer to return whatever representation of state is required, by default, Ext.state.Stateful * has a null implementation. */ constructor: function() { var me = this; if (!me.stateEvents) { me.stateEvents = []; } // NOTE: The stateful config will be initConfig'd before we get here, so the // stateful property will be correct... if (me.stateful) { me.addStateEvents(me.stateEvents); me.initState(); } }, /** * Add events that will trigger the state to be saved. If the first argument is an * array, each element of that array is the name of a state event. Otherwise, each * argument passed to this method is the name of a state event. * * @param {String/String[]} events The event name or an array of event names. */ addStateEvents: function (events) { var me = this, i, event, stateEventsByName, eventArray; if (me.stateful && me.getStateId()) { eventArray = (typeof events === 'string') ? arguments : events; stateEventsByName = me.stateEventsByName || (me.stateEventsByName = {}); for (i = eventArray.length; i--; ) { event = eventArray[i]; if (event && !stateEventsByName[event]) { stateEventsByName[event] = 1; me.on(event, me.onStateChange, me); } } } }, /** * This method is called when any of the {@link #stateEvents} are fired. * @private */ onStateChange: function(){ var me = this, delay = me.saveDelay, statics, runner; if (!me.stateful) { return; } if (delay) { if (!me.stateTask) { statics = Ext.state.Stateful; runner = statics.runner || (statics.runner = new Ext.util.TaskRunner()); me.stateTask = runner.newTask({ run: me.saveState, scope: me, interval: delay, repeat: 1, fireIdleEvent: false }); } me.stateTask.start(); } else { me.saveState(); } }, /** * Saves the state of the object to the persistence store. */ saveState: function() { var me = this, stateful = me.getStateful(), id = stateful && me.getStateId(), hasListeners = me.hasListeners, cfg, configs, plugins, plugin, i, len, state, pluginState; if (id) { state = me.getState() || {}; //pass along for custom interactions if (Ext.isObject(stateful)) { configs = me.self.getConfigurator(); configs = configs.configs; // configs[name]: Ext.Config(name) for (i in stateful) { if (stateful[i]) { if (!(i in state)) { cfg = configs[i]; // if class declared this as a config state[i] = cfg ? me[cfg.get]() : me[i]; } } else { delete state[i]; } } } /* * Gather state from those plugins that implement a getState method */ plugins = me.getPlugins() || []; for (i = 0, len = plugins.length; i < len; i++) { plugin = plugins[i]; if (plugin && plugin.getState) { pluginState = plugin.getState(state); if (pluginState && !state[plugin.ptype]) { //first duplicate plugin wins state[plugin.ptype] = pluginState; } } } if (!hasListeners.beforestatesave || me.fireEvent('beforestatesave', me, state) !== false) { Ext.state.Manager.set(id, state); if (hasListeners.statesave) { me.fireEvent('statesave', me, state); } } } }, /** * Gets the current state of the object. By default this function returns null, * it should be overridden in subclasses to implement methods for getting the state. * @return {Object} The current state */ getState: function(){ return null; }, /** * Applies the state to the object. This should be overridden in subclasses to do * more complex state operations. By default it applies the state properties onto * the current object. * @param {Object} state The state */ applyState: function(state) { if (state) { Ext.apply(this, state); } }, /** * Gets the state id for this object. * @return {String} The 'stateId' or the implicit 'id' specified by component configuration. * @private */ getStateId: function() { var me = this; return me.stateId || (me.autoGenId ? null : me.id); }, /** * Initializes the state of the object upon construction. * @private */ initState: function(){ var me = this, id = me.stateful && me.getStateId(), hasListeners = me.hasListeners, state, combinedState, i, len, plugins, plugin, pluginType; if (id) { combinedState = Ext.state.Manager.get(id); if (combinedState) { state = Ext.apply({}, combinedState); if (!hasListeners.beforestaterestore || me.fireEvent('beforestaterestore', me, combinedState) !== false) { //Notify all plugins FIRST (if interested) in new state plugins = me.getPlugins() || []; for (i = 0, len = plugins.length; i < len; i++) { plugin = plugins[i]; if (plugin) { pluginType = plugin.ptype; if (plugin.applyState) { plugin.applyState(state[pluginType], combinedState); } delete state[pluginType]; //clean to prevent unwanted props on the component in final phase } } me.applyState(state); if (hasListeners.staterestore) { me.fireEvent('staterestore', me, combinedState); } } } } }, /** * Conditionally saves a single property from this object to the given state object. * The idea is to only save state which has changed from the initial state so that * current software settings do not override future software settings. Only those * values that are user-changed state should be saved. * * @param {String} propName The name of the property to save. * @param {Object} state The state object in to which to save the property. * @param {String} stateName (optional) The name to use for the property in state. * @return {Boolean} True if the property was saved, false if not. */ savePropToState: function (propName, state, stateName) { var me = this, value = me[propName], config = me.initialConfig; if (me.hasOwnProperty(propName)) { if (!config || config[propName] !== value) { if (state) { state[stateName || propName] = value; } return true; } } return false; }, /** * Gathers additional named properties of the instance and adds their current values * to the passed state object. * @param {String/String[]} propNames The name (or array of names) of the property to save. * @param {Object} state The state object in to which to save the property values. * @return {Object} state */ savePropsToState: function (propNames, state) { var me = this, i, n; if (typeof propNames === 'string') { me.savePropToState(propNames, state); } else { for (i = 0, n = propNames.length; i < n; ++i) { me.savePropToState(propNames[i], state); } } return state; }, /** * Destroys this stateful object. */ destroy: function() { var task = this.stateTask; if (task) { task.destroy(); this.stateTask = null; } // No callParent() here, it's a mixin. }});