lion/packages/field/src/InteractionStateMixin.js
Joren Broekema e397f8d68b feat(field): align (pre)filled and empty, fix filled not working
BREAKING: _isPrefilled was removed in favor of _isEmpty. We used to have both, but we decided to align, because they basically do the same thing but opposite. If you were using _isPrefilled, switch to using _isEmpty and just use it in reverse. This change also makes _isEmpty available to all things that implement FormControlMixin. Lastly, filled is available now on all fields that implement InteractionStateMixin
2020-03-25 17:02:10 +01:00

156 lines
5.1 KiB
JavaScript

import { dedupeMixin } from '@lion/core';
import { FormControlMixin } from './FormControlMixin.js';
/**
* @desc `InteractionStateMixin` adds meta information about touched and dirty states, that can
* be read by other form components (ing-uic-input-error for instance, uses the touched state
* to determine whether an error message needs to be shown).
* Interaction states will be set when a user:
* - leaves a form field(blur) -> 'touched' will be set to true. 'prefilled' when a
* field is left non-empty
* - on keyup (actually, on the model-value-changed event) -> 'dirty' will be set to true
* @param {HTMLElement} superclass
*/
export const InteractionStateMixin = dedupeMixin(
superclass =>
// eslint-disable-next-line no-unused-vars, no-shadow
class InteractionStateMixin extends FormControlMixin(superclass) {
static get properties() {
return {
/**
* True when user has focused and left(blurred) the field.
*/
touched: {
type: Boolean,
reflect: true,
},
/**
* True when user has changed the value of the field.
*/
dirty: {
type: Boolean,
reflect: true,
},
/**
* True when the modelValue is non-empty (see _isEmpty in FormControlMixin)
*/
filled: {
type: Boolean,
reflect: true,
},
/**
* True when user has left non-empty field or input is prefilled.
* The name must be seen from the point of view of the input field:
* once the user enters the input field, the value is non-empty.
*/
prefilled: {
type: Boolean,
},
/**
* True when user has attempted to submit the form, e.g. through a button
* of type="submit"
*/
submitted: {
type: Boolean,
},
};
}
_requestUpdate(name, oldVal) {
super._requestUpdate(name, oldVal);
if (name === 'touched' && this.touched !== oldVal) {
this._onTouchedChanged();
}
if (name === 'modelValue') {
// We do this in _requestUpdate because we don't want to fire another re-render (e.g. when doing this in updated)
// Furthermore, we cannot do it on model-value-changed event because it isn't fired initially.
this.filled = !this._isEmpty();
}
if (name === 'dirty' && this.dirty !== oldVal) {
this._onDirtyChanged();
}
}
constructor() {
super();
this.touched = false;
this.dirty = false;
this.prefilled = false;
this.filled = false;
this._leaveEvent = 'blur';
this._valueChangedEvent = 'model-value-changed';
this._iStateOnLeave = this._iStateOnLeave.bind(this);
this._iStateOnValueChange = this._iStateOnValueChange.bind(this);
}
/**
* Register event handlers and validate prefilled inputs
*/
connectedCallback() {
if (super.connectedCallback) {
super.connectedCallback();
}
this.addEventListener(this._leaveEvent, this._iStateOnLeave);
this.addEventListener(this._valueChangedEvent, this._iStateOnValueChange);
this.initInteractionState();
}
disconnectedCallback() {
if (super.disconnectedCallback) {
super.disconnectedCallback();
}
this.removeEventListener(this._leaveEvent, this._iStateOnLeave);
this.removeEventListener(this._valueChangedEvent, this._iStateOnValueChange);
}
/**
* Evaluations performed on connectedCallback. Since some components can be out of sync
* (due to interdependence on light children that can only be processed
* after connectedCallback and affect the initial value).
* This method is exposed, so it can be called after they are initialized themselves.
* Since this method will be called twice in last mentioned scenario, it must stay idempotent.
*/
initInteractionState() {
this.dirty = false;
this.prefilled = !this._isEmpty();
}
/**
* Sets touched value to true
* Reevaluates prefilled state.
* When false, on next interaction, user will start with a clean state.
* @protected
*/
_iStateOnLeave() {
this.touched = true;
this.prefilled = !this._isEmpty();
}
/**
* Sets dirty value and validates when already touched or invalid
* @protected
*/
_iStateOnValueChange() {
this.dirty = true;
}
/**
* Resets touched and dirty, and recomputes prefilled
*/
resetInteractionState() {
this.touched = false;
this.dirty = false;
this.prefilled = !this._isEmpty();
}
_onTouchedChanged() {
this.dispatchEvent(new CustomEvent('touched-changed', { bubbles: true, composed: true }));
}
_onDirtyChanged() {
this.dispatchEvent(new CustomEvent('dirty-changed', { bubbles: true, composed: true }));
}
},
);