189 lines
6.1 KiB
JavaScript
189 lines
6.1 KiB
JavaScript
import { dedupeMixin } from '@lion/core';
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import { FormControlMixin } from './FormControlMixin.js';
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/**
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* @typedef {import('../types/InteractionStateMixinTypes').InteractionStateMixin} InteractionStateMixin
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*/
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/**
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* @desc `InteractionStateMixin` adds meta information about touched and dirty states, that can
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* be read by other form components (ing-uic-input-error for instance, uses the touched state
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* to determine whether an error message needs to be shown).
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* Interaction states will be set when a user:
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* - leaves a form field(blur) -> 'touched' will be set to true. 'prefilled' when a
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* field is left non-empty
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* - on keyup (actually, on the model-value-changed event) -> 'dirty' will be set to true
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*
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* @type {InteractionStateMixin}
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* @param {import('@open-wc/dedupe-mixin').Constructor<import('@lion/core').LitElement>} superclass
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*/
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const InteractionStateMixinImplementation = superclass =>
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class InteractionStateMixin extends FormControlMixin(superclass) {
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static get properties() {
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return {
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/**
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* True when user has focused and left(blurred) the field.
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*/
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touched: {
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type: Boolean,
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reflect: true,
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},
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/**
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* True when user has changed the value of the field.
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*/
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dirty: {
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type: Boolean,
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reflect: true,
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},
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/**
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* True when the modelValue is non-empty (see _isEmpty in FormControlMixin)
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*/
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filled: {
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type: Boolean,
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reflect: true,
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},
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/**
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* True when user has left non-empty field or input is prefilled.
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* The name must be seen from the point of view of the input field:
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* once the user enters the input field, the value is non-empty.
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*/
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prefilled: {
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attribute: false,
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},
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/**
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* True when user has attempted to submit the form, e.g. through a button
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* of type="submit"
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*/
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submitted: {
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attribute: false,
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},
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};
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}
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/**
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*
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* @param {PropertyKey} name
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* @param {*} oldVal
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*/
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requestUpdateInternal(name, oldVal) {
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super.requestUpdateInternal(name, oldVal);
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if (name === 'touched' && this.touched !== oldVal) {
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this._onTouchedChanged();
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}
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if (name === 'modelValue') {
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// We do this in requestUpdateInternal because we don't want to fire another re-render (e.g. when doing this in updated)
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// Furthermore, we cannot do it on model-value-changed event because it isn't fired initially.
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this.filled = !this._isEmpty();
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}
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if (name === 'dirty' && this.dirty !== oldVal) {
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this._onDirtyChanged();
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}
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}
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constructor() {
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super();
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this.touched = false;
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this.dirty = false;
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this.prefilled = false;
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this.filled = false;
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/** @type {string} */
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this._leaveEvent = 'blur';
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/** @type {string} */
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this._valueChangedEvent = 'model-value-changed';
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/** @type {EventHandlerNonNull} */
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this._iStateOnLeave = this._iStateOnLeave.bind(this);
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/** @type {EventHandlerNonNull} */
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this._iStateOnValueChange = this._iStateOnValueChange.bind(this);
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}
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/**
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* Register event handlers and validate prefilled inputs
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*/
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connectedCallback() {
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super.connectedCallback();
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this.addEventListener(this._leaveEvent, this._iStateOnLeave);
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this.addEventListener(this._valueChangedEvent, this._iStateOnValueChange);
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this.initInteractionState();
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}
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disconnectedCallback() {
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super.disconnectedCallback();
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this.removeEventListener(this._leaveEvent, this._iStateOnLeave);
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this.removeEventListener(this._valueChangedEvent, this._iStateOnValueChange);
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}
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/**
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* Evaluations performed on connectedCallback. Since some components can be out of sync
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* (due to interdependence on light children that can only be processed
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* after connectedCallback and affect the initial value).
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* This method is exposed, so it can be called after they are initialized themselves.
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* Since this method will be called twice in last mentioned scenario, it must stay idempotent.
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*/
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initInteractionState() {
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this.dirty = false;
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this.prefilled = !this._isEmpty();
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}
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/**
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* Sets touched value to true
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* Reevaluates prefilled state.
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* When false, on next interaction, user will start with a clean state.
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* @protected
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*/
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_iStateOnLeave() {
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this.touched = true;
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this.prefilled = !this._isEmpty();
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}
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/**
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* Sets dirty value and validates when already touched or invalid
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* @protected
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*/
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_iStateOnValueChange() {
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this.dirty = true;
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}
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/**
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* Resets touched and dirty, and recomputes prefilled
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*/
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resetInteractionState() {
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this.touched = false;
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this.submitted = false;
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this.dirty = false;
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this.prefilled = !this._isEmpty();
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}
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_onTouchedChanged() {
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this.dispatchEvent(new CustomEvent('touched-changed', { bubbles: true, composed: true }));
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}
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_onDirtyChanged() {
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this.dispatchEvent(new CustomEvent('dirty-changed', { bubbles: true, composed: true }));
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}
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/**
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* Show the validity feedback when one of the following conditions is met:
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*
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* - submitted
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* If the form is submitted, always show the error message.
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*
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* - prefilled
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* the user already filled in something, or the value is prefilled
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* when the form is initially rendered.
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*
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* - touched && dirty
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* When a user starts typing for the first time in a field with for instance `required`
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* validation, error message should not be shown until a field becomes `touched`
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* (a user leaves(blurs) a field).
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* When a user enters a field without altering the value(making it `dirty`),
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* an error message shouldn't be shown either.
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*/
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_showFeedbackConditionFor() {
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return (this.touched && this.dirty) || this.prefilled || this.submitted;
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}
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};
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export const InteractionStateMixin = dedupeMixin(InteractionStateMixinImplementation);
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