break #151 to fix #214 and #288. Use m.redraw.strategy("none") to resolve double-redraws in onkeypress+oninput

This commit is contained in:
Leo Horie 2014-10-01 22:22:23 -04:00
parent a0ab0d1943
commit 586591c8b2

View file

@ -314,14 +314,7 @@ Mithril = m = new function app(window, undefined) {
//- list and form are typically used as strings, but are DOM element references in js
//- when using CSS selectors (e.g. `m("[style='']")`), style is used as a string, but it's an object in js
else if (attrName in node && !(attrName == "list" || attrName == "style" || attrName == "form")) {
//FIXME: don't clobber value if still typing (see #151 and #214)
//it appears browsers work like this:
//- user types, updates UI immediately
//- event handler, however, does NOT fire immediately if there's javascript running (because js is single threaded)
//- once js finishes, then it runs rAF callback, which clobbers the input if we're using naive bidirectional bindings
//- THEN it fires the event handler with the new input value
//so if the input value is updated during the small window between registering a UI change natively and the end of non-idle js time, the input loses the value update from that event
if (!(node === window.document.activeElement && attrName == "value")) node[attrName] = dataAttr
node[attrName] = dataAttr
}
else node.setAttribute(attrName, dataAttr)
}
@ -388,9 +381,6 @@ Mithril = m = new function app(window, undefined) {
m.startComputation()
try {return callback.call(object, e)}
finally {
//FIXME: force asynchronous redraw for event handlers, to prevent double redraw in cases like onkeypress+oninput (#151)
//this solution isn't ideal because it creates a small window of opportunity for events to get lost (see #214).
if (!lastRedrawId) lastRedrawId = -1
m.endComputation()
}
}
@ -482,7 +472,6 @@ Mithril = m = new function app(window, undefined) {
var cancel = window.cancelAnimationFrame || window.clearTimeout
var defer = window.requestAnimationFrame || window.setTimeout
//lastRedrawId is a positive number if a second redraw is requested before the next animation frame
//lastRedrawId is -1 if the redraw is the first one in a event handler (see #151)
//lastRedrawID is null if it's the first redraw and not an event handler
if (lastRedrawId && force !== true) {
//when setTimeout: only reschedule redraw if time between now and previous redraw is bigger than a frame, otherwise keep currently scheduled timeout