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// Licensed to the Software Freedom Conservancy (SFC) under one
// or more contributor license agreements. See the NOTICE file
// distributed with this work for additional information
// regarding copyright ownership. The SFC licenses this file
// to you under the Apache License, Version 2.0 (the
// "License"); you may not use this file except in compliance
// with the License. You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing,
// software distributed under the License is distributed on an
// "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
// KIND, either express or implied. See the License for the
// specific language governing permissions and limitations
// under the License.
/**
* @fileoverview Atoms for simulating user actions against the DOM.
* The bot.action namespace is required since these atoms would otherwise form a
* circular dependency between bot.dom and bot.events.
*
*/
goog.provide('bot.action');
goog.require('bot');
goog.require('bot.Device');
goog.require('bot.Error');
goog.require('bot.ErrorCode');
goog.require('bot.Keyboard');
goog.require('bot.Mouse');
goog.require('bot.Touchscreen');
goog.require('bot.dom');
goog.require('bot.events');
goog.require('bot.events.EventType');
goog.require('goog.array');
goog.require('goog.dom.TagName');
goog.require('goog.math.Coordinate');
goog.require('goog.math.Vec2');
goog.require('goog.style');
/**
* Throws an exception if an element is not shown to the user, ignoring its
* opacity.
*
* @param {!Element} element The element to check.
* @see bot.dom.isShown.
* @private
*/
bot.action.checkShown_ = function (element) {
if (!bot.dom.isShown(element, /*ignoreOpacity=*/true)) {
throw new bot.Error(bot.ErrorCode.ELEMENT_NOT_VISIBLE,
'Element is not currently visible and may not be manipulated');
}
};
/**
* Throws an exception if the given element cannot be interacted with.
*
* @param {!Element} element The element to check.
* @throws {bot.Error} If the element cannot be interacted with.
* @see bot.dom.isInteractable.
* @private
*/
bot.action.checkInteractable_ = function (element) {
if (!bot.dom.isInteractable(element)) {
throw new bot.Error(bot.ErrorCode.INVALID_ELEMENT_STATE,
'Element is not currently interactable and may not be manipulated');
}
};
/**
* Clears the given `element` if it is a editable text field.
*
* @param {!Element} element The element to clear.
* @throws {bot.Error} If the element is not an editable text field.
*/
bot.action.clear = function (element) {
bot.action.checkInteractable_(element);
if (!bot.dom.isEditable(element)) {
throw new bot.Error(bot.ErrorCode.INVALID_ELEMENT_STATE,
'Element must be user-editable in order to clear it.');
}
if (element.value) {
bot.action.LegacyDevice_.focusOnElement(element);
if (goog.userAgent.IE && bot.dom.isInputType(element, 'range')) {
var min = element.min ? element.min : 0;
var max = element.max ? element.max : 100;
element.value = (max < min) ? min : min + (max - min) / 2;
} else {
element.value = '';
}
bot.events.fire(element, bot.events.EventType.CHANGE);
if (goog.userAgent.IE) {
bot.events.fire(element, bot.events.EventType.BLUR);
}
var body = bot.getDocument().body;
if (body) {
bot.action.LegacyDevice_.focusOnElement(body);
} else {
throw new bot.Error(bot.ErrorCode.UNKNOWN_ERROR,
'Cannot unfocus element after clearing.');
}
} else if (bot.dom.isElement(element, goog.dom.TagName.INPUT) &&
(element.getAttribute('type') && element.getAttribute('type').toLowerCase() == "number")) {
// number input fields that have invalid inputs
// report their value as empty string with no way to tell if there is a
// current value or not
bot.action.LegacyDevice_.focusOnElement(element);
element.value = '';
} else if (bot.dom.isContentEditable(element)) {
// A single space is required, if you put empty string here you'll not be
// able to interact with this element anymore in Firefox.
bot.action.LegacyDevice_.focusOnElement(element);
if (goog.userAgent.GECKO) {
element.innerHTML = ' ';
} else {
element.textContent = '';
}
var body = bot.getDocument().body;
if (body) {
bot.action.LegacyDevice_.focusOnElement(body);
} else {
throw new bot.Error(bot.ErrorCode.UNKNOWN_ERROR,
'Cannot unfocus element after clearing.');
}
// contentEditable does not generate onchange event.
}
};
/**
* Focuses on the given element if it is not already the active element.
*
* @param {!Element} element The element to focus on.
*/
bot.action.focusOnElement = function (element) {
bot.action.checkInteractable_(element);
bot.action.LegacyDevice_.focusOnElement(element);
};
/**
* Types keys on the given `element` with a virtual keyboard.
*
* <p>Callers can pass in a string, a key in bot.Keyboard.Key, or an array
* of strings or keys. If a modifier key is provided, it is pressed but not
* released, until it is either is listed again or the function ends.
*
* <p>Example:
* bot.keys.type(element, ['ab', bot.Keyboard.Key.LEFT,
* bot.Keyboard.Key.SHIFT, 'cd']);
*
* @param {!Element} element The element receiving the event.
* @param {(string|!bot.Keyboard.Key|!Array.<(string|!bot.Keyboard.Key)>)}
* values Value or values to type on the element.
* @param {bot.Keyboard=} opt_keyboard Keyboard to use; if not provided,
* constructs one.
* @param {boolean=} opt_persistModifiers Whether modifier keys should remain
* pressed when this function ends.
* @throws {bot.Error} If the element cannot be interacted with.
*/
bot.action.type = function (
element, values, opt_keyboard, opt_persistModifiers) {
// If the element has already been brought into focus somehow, typing is
// always allowed to proceed. Otherwise, we require the element be in an
// "interactable" state. For example, an element that is hidden by overflow
// can be typed on, so long as the user first tabs to it or the app calls
// focus() on the element first.
if (element != bot.dom.getActiveElement(element)) {
bot.action.checkInteractable_(element);
bot.action.scrollIntoView(element);
}
var keyboard = opt_keyboard || new bot.Keyboard();
keyboard.moveCursor(element);
function typeValue(value) {
if (goog.isString(value)) {
goog.array.forEach(value.split(''), function (ch) {
var keyShiftPair = bot.Keyboard.Key.fromChar(ch);
var shiftIsPressed = keyboard.isPressed(bot.Keyboard.Keys.SHIFT);
if (keyShiftPair.shift && !shiftIsPressed) {
keyboard.pressKey(bot.Keyboard.Keys.SHIFT);
}
keyboard.pressKey(keyShiftPair.key);
keyboard.releaseKey(keyShiftPair.key);
if (keyShiftPair.shift && !shiftIsPressed) {
keyboard.releaseKey(bot.Keyboard.Keys.SHIFT);
}
});
} else if (goog.array.contains(bot.Keyboard.MODIFIERS, value)) {
if (keyboard.isPressed(/** @type {!bot.Keyboard.Key} */(value))) {
keyboard.releaseKey(value);
} else {
keyboard.pressKey(value);
}
} else {
keyboard.pressKey(value);
keyboard.releaseKey(value);
}
}
// mobile safari (iPhone / iPad). one cannot 'type' in a date field
// chrome implements this, but desktop Safari doesn't, what's webkit again?
if ((!(goog.userAgent.product.SAFARI && !goog.userAgent.MOBILE)) &&
goog.userAgent.WEBKIT && element.type == 'date') {
var val = goog.isArray(values) ? values = values.join("") : values;
var datePattern = /\d{4}-\d{2}-\d{2}/;
if (val.match(datePattern)) {
// The following events get fired on iOS first
if (goog.userAgent.MOBILE && goog.userAgent.product.SAFARI) {
bot.events.fire(element, bot.events.EventType.TOUCHSTART);
bot.events.fire(element, bot.events.EventType.TOUCHEND);
}
bot.events.fire(element, bot.events.EventType.FOCUS);
element.value = val.match(datePattern)[0];
bot.events.fire(element, bot.events.EventType.CHANGE);
bot.events.fire(element, bot.events.EventType.BLUR);
return;
}
}
if (goog.isArray(values)) {
goog.array.forEach(values, typeValue);
} else {
typeValue(values);
}
if (!opt_persistModifiers) {
// Release all the modifier keys.
goog.array.forEach(bot.Keyboard.MODIFIERS, function (key) {
if (keyboard.isPressed(key)) {
keyboard.releaseKey(key);
}
});
}
};
/**
* Submits the form containing the given `element`.
*
* <p>Note this function submits the form, but does not simulate user input
* (a click or key press).
*
* @param {!Element} element The element to submit.
* @deprecated Click on a submit button or type ENTER in a text box instead.
*/
bot.action.submit = function (element) {
var form = bot.action.LegacyDevice_.findAncestorForm(element);
if (!form) {
throw new bot.Error(bot.ErrorCode.NO_SUCH_ELEMENT,
'Element was not in a form, so could not submit.');
}
bot.action.LegacyDevice_.submitForm(element, form);
};
/**
* Moves the mouse over the given `element` with a virtual mouse.
*
* @param {!Element} element The element to click.
* @param {goog.math.Coordinate=} opt_coords Mouse position relative to the
* element.
* @param {bot.Mouse=} opt_mouse Mouse to use; if not provided, constructs one.
* @throws {bot.Error} If the element cannot be interacted with.
*/
bot.action.moveMouse = function (element, opt_coords, opt_mouse) {
var coords = bot.action.prepareToInteractWith_(element, opt_coords);
var mouse = opt_mouse || new bot.Mouse();
mouse.move(element, coords);
};
/**
* Clicks on the given `element` with a virtual mouse.
*
* @param {!Element} element The element to click.
* @param {goog.math.Coordinate=} opt_coords Mouse position relative to the
* element.
* @param {bot.Mouse=} opt_mouse Mouse to use; if not provided, constructs one.
* @param {boolean=} opt_force Whether the release event should be fired even if the
* element is not interactable.
* @throws {bot.Error} If the element cannot be interacted with.
*/
bot.action.click = function (element, opt_coords, opt_mouse, opt_force) {
var coords = bot.action.prepareToInteractWith_(element, opt_coords);
var mouse = opt_mouse || new bot.Mouse();
mouse.move(element, coords);
mouse.pressButton(bot.Mouse.Button.LEFT);
mouse.releaseButton(opt_force);
};
/**
* Right-clicks on the given `element` with a virtual mouse.
*
* @param {!Element} element The element to click.
* @param {goog.math.Coordinate=} opt_coords Mouse position relative to the
* element.
* @param {bot.Mouse=} opt_mouse Mouse to use; if not provided, constructs one.
* @throws {bot.Error} If the element cannot be interacted with.
*/
bot.action.rightClick = function (element, opt_coords, opt_mouse) {
var coords = bot.action.prepareToInteractWith_(element, opt_coords);
var mouse = opt_mouse || new bot.Mouse();
mouse.move(element, coords);
mouse.pressButton(bot.Mouse.Button.RIGHT);
mouse.releaseButton();
};
/**
* Double-clicks on the given `element` with a virtual mouse.
*
* @param {!Element} element The element to click.
* @param {goog.math.Coordinate=} opt_coords Mouse position relative to the
* element.
* @param {bot.Mouse=} opt_mouse Mouse to use; if not provided, constructs one.
* @throws {bot.Error} If the element cannot be interacted with.
*/
bot.action.doubleClick = function (element, opt_coords, opt_mouse) {
var coords = bot.action.prepareToInteractWith_(element, opt_coords);
var mouse = opt_mouse || new bot.Mouse();
mouse.move(element, coords);
mouse.pressButton(bot.Mouse.Button.LEFT);
mouse.releaseButton();
mouse.pressButton(bot.Mouse.Button.LEFT);
mouse.releaseButton();
};
/**
* Double-clicks on the given `element` with a virtual mouse.
*
* @param {!Element} element The element to click.
* @param {goog.math.Coordinate=} opt_coords Mouse position relative to the
* element.
* @param {bot.Mouse=} opt_mouse Mouse to use; if not provided, constructs one.
* @throws {bot.Error} If the element cannot be interacted with.
*/
bot.action.doubleClick2 = function (element, opt_coords, opt_mouse) {
var coords = bot.action.prepareToInteractWith_(element, opt_coords);
var mouse = opt_mouse || new bot.Mouse();
mouse.move(element, coords);
mouse.pressButton(bot.Mouse.Button.LEFT, 2);
mouse.releaseButton(true, 2);
};
/**
* Scrolls the mouse wheel on the given `element` with a virtual mouse.
*
* @param {!Element} element The element to scroll the mouse wheel on.
* @param {number} ticks Number of ticks to scroll the mouse wheel; a positive
* number scrolls down and a negative scrolls up.
* @param {goog.math.Coordinate=} opt_coords Mouse position relative to the
* element.
* @param {bot.Mouse=} opt_mouse Mouse to use; if not provided, constructs one.
* @throws {bot.Error} If the element cannot be interacted with.
*/
bot.action.scrollMouse = function (element, ticks, opt_coords, opt_mouse) {
var coords = bot.action.prepareToInteractWith_(element, opt_coords);
var mouse = opt_mouse || new bot.Mouse();
mouse.move(element, coords);
mouse.scroll(ticks);
};
/**
* Drags the given `element` by (dx, dy) with a virtual mouse.
*
* @param {!Element} element The element to drag.
* @param {number} dx Increment in x coordinate.
* @param {number} dy Increment in y coordinate.
* @param {number=} opt_steps The number of steps that should occur as part of
* the drag, default is 2.
* @param {goog.math.Coordinate=} opt_coords Drag start position relative to the
* element.
* @param {bot.Mouse=} opt_mouse Mouse to use; if not provided, constructs one.
* @throws {bot.Error} If the element cannot be interacted with.
*/
bot.action.drag = function (element, dx, dy, opt_steps, opt_coords, opt_mouse) {
var coords = bot.action.prepareToInteractWith_(element, opt_coords);
var initRect = bot.dom.getClientRect(element);
var mouse = opt_mouse || new bot.Mouse();
mouse.move(element, coords);
mouse.pressButton(bot.Mouse.Button.LEFT);
var steps = goog.isDef(opt_steps) ? opt_steps : 2;
if (steps < 1) {
throw new bot.Error(bot.ErrorCode.UNKNOWN_ERROR,
'There must be at least one step as part of a drag.');
}
for (var i = 1; i <= steps; i++) {
moveTo(Math.floor(i * dx / steps), Math.floor(i * dy / steps));
}
mouse.releaseButton();
function moveTo(x, y) {
var currRect = bot.dom.getClientRect(element);
var newPos = new goog.math.Coordinate(
coords.x + initRect.left + x - currRect.left,
coords.y + initRect.top + y - currRect.top);
mouse.move(element, newPos);
}
};
/**
* Taps on the given `element` with a virtual touch screen.
*
* @param {!Element} element The element to tap.
* @param {goog.math.Coordinate=} opt_coords Finger position relative to the
* target.
* @param {bot.Touchscreen=} opt_touchscreen Touchscreen to use; if not
* provided, constructs one.
* @throws {bot.Error} If the element cannot be interacted with.
*/
bot.action.tap = function (element, opt_coords, opt_touchscreen) {
var coords = bot.action.prepareToInteractWith_(element, opt_coords);
var touchscreen = opt_touchscreen || new bot.Touchscreen();
touchscreen.move(element, coords);
touchscreen.press();
touchscreen.release();
};
/**
* Swipes the given `element` by (dx, dy) with a virtual touch screen.
*
* @param {!Element} element The element to swipe.
* @param {number} dx Increment in x coordinate.
* @param {number} dy Increment in y coordinate.
* @param {number=} opt_steps The number of steps that should occurs as part of
* the swipe, default is 2.
* @param {goog.math.Coordinate=} opt_coords Swipe start position relative to
* the element.
* @param {bot.Touchscreen=} opt_touchscreen Touchscreen to use; if not
* provided, constructs one.
* @throws {bot.Error} If the element cannot be interacted with.
*/
bot.action.swipe = function (element, dx, dy, opt_steps, opt_coords,
opt_touchscreen) {
var coords = bot.action.prepareToInteractWith_(element, opt_coords);
var touchscreen = opt_touchscreen || new bot.Touchscreen();
var initRect = bot.dom.getClientRect(element);
touchscreen.move(element, coords);
touchscreen.press();
var steps = goog.isDef(opt_steps) ? opt_steps : 2;
if (steps < 1) {
throw new bot.Error(bot.ErrorCode.UNKNOWN_ERROR,
'There must be at least one step as part of a swipe.');
}
for (var i = 1; i <= steps; i++) {
moveTo(Math.floor(i * dx / steps), Math.floor(i * dy / steps));
}
touchscreen.release();
function moveTo(x, y) {
var currRect = bot.dom.getClientRect(element);
var newPos = new goog.math.Coordinate(
coords.x + initRect.left + x - currRect.left,
coords.y + initRect.top + y - currRect.top);
touchscreen.move(element, newPos);
}
};
/**
* Pinches the given `element` by the given distance with a virtual touch
* screen. A positive distance moves two fingers inward toward each and a
* negative distances spreads them outward. The optional coordinate is the point
* the fingers move towards (for positive distances) or away from (for negative
* distances); and if not provided, defaults to the center of the element.
*
* @param {!Element} element The element to pinch.
* @param {number} distance The distance by which to pinch the element.
* @param {goog.math.Coordinate=} opt_coords Position relative to the element
* at the center of the pinch.
* @param {bot.Touchscreen=} opt_touchscreen Touchscreen to use; if not
* provided, constructs one.
* @throws {bot.Error} If the element cannot be interacted with.
*/
bot.action.pinch = function (element, distance, opt_coords, opt_touchscreen) {
if (distance == 0) {
throw new bot.Error(bot.ErrorCode.UNKNOWN_ERROR,
'Cannot pinch by a distance of zero.');
}
function startSoThatEndsAtMax(offsetVec) {
if (distance < 0) {
var magnitude = offsetVec.magnitude();
offsetVec.scale(magnitude ? (magnitude + distance) / magnitude : 0);
}
}
var halfDistance = distance / 2;
function scaleByHalfDistance(offsetVec) {
var magnitude = offsetVec.magnitude();
offsetVec.scale(magnitude ? (magnitude - halfDistance) / magnitude : 0);
}
bot.action.multiTouchAction_(element,
startSoThatEndsAtMax,
scaleByHalfDistance,
opt_coords,
opt_touchscreen);
};
/**
* Rotates the given `element` by the given angle with a virtual touch
* screen. A positive angle moves two fingers clockwise and a negative angle
* moves them counter-clockwise. The optional coordinate is the point to
* rotate around; and if not provided, defaults to the center of the element.
*
* @param {!Element} element The element to rotate.
* @param {number} angle The angle by which to rotate the element.
* @param {goog.math.Coordinate=} opt_coords Position relative to the element
* at the center of the rotation.
* @param {bot.Touchscreen=} opt_touchscreen Touchscreen to use; if not
* provided, constructs one.
* @throws {bot.Error} If the element cannot be interacted with.
*/
bot.action.rotate = function (element, angle, opt_coords, opt_touchscreen) {
if (angle == 0) {
throw new bot.Error(bot.ErrorCode.UNKNOWN_ERROR,
'Cannot rotate by an angle of zero.');
}
function startHalfwayToMax(offsetVec) {
offsetVec.scale(0.5);
}
var halfRadians = Math.PI * (angle / 180) / 2;
function rotateByHalfAngle(offsetVec) {
offsetVec.rotate(halfRadians);
}
bot.action.multiTouchAction_(element,
startHalfwayToMax,
rotateByHalfAngle,
opt_coords,
opt_touchscreen);
};
/**
* Performs a multi-touch action with two fingers on the given element. This
* helper function works by manipulating an "offsetVector", which is the vector
* away from the center of the interaction at which the fingers are positioned.
* It computes the maximum offset vector and passes it to transformStart to
* find the starting position of the fingers; it then passes it to transformHalf
* twice to find the midpoint and final position of the fingers.
*
* @param {!Element} element Element to interact with.
* @param {function(goog.math.Vec2)} transformStart Function to transform the
* maximum offset vector to the starting offset vector.
* @param {function(goog.math.Vec2)} transformHalf Function to transform the
* offset vector halfway to its destination.
* @param {goog.math.Coordinate=} opt_coords Position relative to the element
* at the center of the pinch.
* @param {bot.Touchscreen=} opt_touchscreen Touchscreen to use; if not
* provided, constructs one.
* @private
*/
bot.action.multiTouchAction_ = function (element, transformStart, transformHalf,
opt_coords, opt_touchscreen) {
var center = bot.action.prepareToInteractWith_(element, opt_coords);
var size = bot.action.getInteractableSize(element);
var offsetVec = new goog.math.Vec2(
Math.min(center.x, size.width - center.x),
Math.min(center.y, size.height - center.y));
var touchScreen = opt_touchscreen || new bot.Touchscreen();
transformStart(offsetVec);
var start1 = goog.math.Vec2.sum(center, offsetVec);
var start2 = goog.math.Vec2.difference(center, offsetVec);
touchScreen.move(element, start1, start2);
touchScreen.press(/*Two Finger Press*/ true);
var initRect = bot.dom.getClientRect(element);
transformHalf(offsetVec);
var mid1 = goog.math.Vec2.sum(center, offsetVec);
var mid2 = goog.math.Vec2.difference(center, offsetVec);
touchScreen.move(element, mid1, mid2);
var midRect = bot.dom.getClientRect(element);
var movedVec = goog.math.Vec2.difference(
new goog.math.Vec2(midRect.left, midRect.top),
new goog.math.Vec2(initRect.left, initRect.top));
transformHalf(offsetVec);
var end1 = goog.math.Vec2.sum(center, offsetVec).subtract(movedVec);
var end2 = goog.math.Vec2.difference(center, offsetVec).subtract(movedVec);
touchScreen.move(element, end1, end2);
touchScreen.release();
};
/**
* Prepares to interact with the given `element`. It checks if the the
* element is shown, scrolls the element into view, and returns the coordinates
* of the interaction, which if not provided, is the center of the element.
*
* @param {!Element} element The element to be interacted with.
* @param {goog.math.Coordinate=} opt_coords Position relative to the target.
* @return {!goog.math.Vec2} Coordinates at the center of the interaction.
* @throws {bot.Error} If the element cannot be interacted with.
* @private
*/
bot.action.prepareToInteractWith_ = function (element, opt_coords) {
bot.action.checkShown_(element);
bot.action.scrollIntoView(element, opt_coords || undefined);
// NOTE: Ideally, we would check that any provided coordinates fall
// within the bounds of the element, but this has proven difficult, because:
// (1) Browsers sometimes lie about the true size of elements, e.g. when text
// overflows the bounding box of an element, browsers report the size of the
// box even though the true area that can be interacted with is larger; and
// (2) Elements with children styled as position:absolute will often not have
// a bounding box that surrounds all of their children, but it is useful for
// the user to be able to interact with this parent element as if it does.
if (opt_coords) {
return goog.math.Vec2.fromCoordinate(opt_coords);
} else {
var size = bot.action.getInteractableSize(element);
return new goog.math.Vec2(size.width / 2, size.height / 2);
}
};
/**
* Returns the interactable size of an element.
*
* @param {!Element} elem Element.
* @return {!goog.math.Size} size Size of the element.
*/
bot.action.getInteractableSize = function (elem) {
var size = goog.style.getSize(elem);
return ((size.width > 0 && size.height > 0) || !elem.offsetParent) ? size :
bot.action.getInteractableSize(elem.offsetParent);
};
/**
* A Device that is intended to allows access to protected members of the
* Device superclass. A singleton.
*
* @constructor
* @extends {bot.Device}
* @private
*/
bot.action.LegacyDevice_ = function () {
goog.base(this);
};
goog.inherits(bot.action.LegacyDevice_, bot.Device);
goog.addSingletonGetter(bot.action.LegacyDevice_);
/**
* Focuses on the given element. See {@link bot.device.focusOnElement}.
* @param {!Element} element The element to focus on.
* @return {boolean} True if element.focus() was called on the element.
*/
bot.action.LegacyDevice_.focusOnElement = function (element) {
var instance = bot.action.LegacyDevice_.getInstance();
instance.setElement(element);
return instance.focusOnElement();
};
/**
* Submit the form for the element. See {@link bot.device.submit}.
* @param {!Element} element The element to submit a form on.
* @param {!Element} form The form to submit.
*/
bot.action.LegacyDevice_.submitForm = function (element, form) {
var instance = bot.action.LegacyDevice_.getInstance();
instance.setElement(element);
instance.submitForm(form);
};
/**
* Find FORM element that is an ancestor of the passed in element. See
* {@link bot.device.findAncestorForm}.
* @param {!Element} element The element to find an ancestor form.
* @return {Element} form The ancestor form, or null if none.
*/
bot.action.LegacyDevice_.findAncestorForm = function (element) {
return bot.Device.findAncestorForm(element);
};
/**
* Scrolls the given `element` in to the current viewport. Aims to do the
* minimum scrolling necessary, but prefers too much scrolling to too little.
*
* If an optional coordinate or rectangle region is provided, scrolls that
* region relative to the element into view. A coordinate is treated as a 1x1
* region whose top-left corner is positioned at that coordinate.
*
* @param {!Element} element The element to scroll in to view.
* @param {!(goog.math.Coordinate|goog.math.Rect)=} opt_region
* Region relative to the top-left corner of the element.
* @return {boolean} Whether the element is in view after scrolling.
*/
bot.action.scrollIntoView = function (element, opt_region) {
// If the element is already in view, return true; if hidden, return false.
var overflow = bot.dom.getOverflowState(element, opt_region);
if (overflow != bot.dom.OverflowState.SCROLL) {
return overflow == bot.dom.OverflowState.NONE;
}
// Some elements may not have a scrollIntoView function - for example,
// elements under an SVG element. Call those only if they exist.
if (element.scrollIntoView) {
element.scrollIntoView();
if (bot.dom.OverflowState.NONE ==
bot.dom.getOverflowState(element, opt_region)) {
return true;
}
}
// There may have not been a scrollIntoView function, or the specified
// coordinate may not be in view, so scroll "manually".
var region = bot.dom.getClientRegion(element, opt_region);
for (var container = bot.dom.getParentElement(element);
container;
container = bot.dom.getParentElement(container)) {
scrollClientRegionIntoContainerView(container);
}
return bot.dom.OverflowState.NONE ==
bot.dom.getOverflowState(element, opt_region);
function scrollClientRegionIntoContainerView(container) {
// Based largely from goog.style.scrollIntoContainerView.
var containerRect = bot.dom.getClientRect(container);
var containerBorder = goog.style.getBorderBox(container);
// Relative position of the region to the container's content box.
var relX = region.left - containerRect.left - containerBorder.left;
var relY = region.top - containerRect.top - containerBorder.top;
// How much the region can move in the container. Use the container's
// clientWidth/Height, not containerRect, to account for the scrollbar.
var spaceX = container.clientWidth + region.left - region.right;
var spaceY = container.clientHeight + region.top - region.bottom;
// Scroll the element into view of the container.
container.scrollLeft += Math.min(relX, Math.max(relX - spaceX, 0));
container.scrollTop += Math.min(relY, Math.max(relY - spaceY, 0));
}
};