Dyanmically Adding Buttons to Toolbar in Addon SDK - button

In my script I am reading from a json file and building sdk menu buttons from the data there. This works just fine, but I am having trouble adding these buttons to my sdk toolbar.
So, in the loop where I load the data from the json file, I am creating a button from the data and I add the button to an array like this:
var alltheButtons = [];
...
alltheButtons.push(jsondata[key].button);
In the loop where I create the buttons, I am adding
var myToolbar = Toolbar({
title: "My toolbar",
items: [alltheButtons]
});
However, what happens is that the script errors out when trying to add alltheButtons to the toolbar (whence they end up on the regular navbar since they are not attached to any specific toolbar).
The error is this:
Message: TypeError: aId.startsWith is not a function
So, how do I specify an array of buttons to the toolbar's items attribute?

Try this:
var myToolbar = Toolbar({
title: "My toolbar",
items: alltheButtons
});
items is supposed to be an Array but you are giving it Array<Array>
Alternatively you could make use the ES2015 spread operator:
var myToolbar = Toolbar({
title: "My toolbar",
items: [...alltheButtons, oneMoreButton]
});

Related

How do you add a custom button to the Elementor Text Editor widget toolbar?

I'm trying to add a custom button into the Elementor text widget toolbar next to other buttons like Bold, Italic, Underline etc. It seems that the ability to customize the instance using PHP may be disabled but that it is possible to do so using JavaScript instead.
I can get back the view by using the following code but I'm unable to get back the editor instance.
elementor.hooks.addAction( 'panel/open_editor/widget/text-editor', function( panel, model, view ) {}
I've tried the following suggestions but none seem to return anything after that.
// get active instances of the editor
let editor = tinymce.activeEditor;
var editor = elementor.editors.get(0).getEditModel().get('editor');
var activeEditor = view.getOption('editor');
The rest of the suggested code after getting the editor instance is as follows but I don't get this far.
// add a button to the editor buttons
editor.addButton('tooltip', {
text: 'tooltip',
icon: false,
onclick: (editor) => {
tooltipCallback(editor);
}
});
// the button now becomes
let button=editor.buttons['tooltip'];
// find the buttongroup in the toolbar found in the panel of the theme
let bg=editor.theme.panel.find('toolbar buttongroup')[0];
// without this, the buttons look weird after that
bg._lastRepaintRect=bg._layoutRect;
// append the button to the group
bg.append(button);

How to get patterns widgets to work in an iframe overlay

I have some "classic" tiles on a Plone 4.3.6 site, which contain a richtext field and two RelationChoice fields using plone.formwidget.contenttree widgets.
I have installed plone.app.widgets 1.8.0 (along with p.a.contenttypes), and I can't get the new TinyMCE and the new relateditems pattern widget to work properly. If I load the tile view URL directly (at the ##edit-tile/.... URL), the widgets actually show up and work properly. But in the iframe/overlay, they don't.
The prep-overlay looks like this:
jQuery('.tile-editable').each(function () {
jQuery(this).find('a.tile-edit-link, a.tile-delete-link').
prepOverlay({
subtype: 'iframe',
config: {
onLoad: function (e) {
jQuery('body').addClass('noscroll');
return true;
},
onClose: function() {
jQuery('body').removeClass('noscroll');
location.reload();
}
}
});
});
The iframe loads ++resource++plone.app.widgets.js in the header, and the fields are given the pat-relateditems and pat-tinymce classes as expected. But the init method inside the relateditems pattern is never called. I suppose the iframe DOM is not parsed for patterns, but I don't know where to look for the cause of this.
FWIW, there is an error in the console:
Uncaught Error: Mismatched anonymous define() module: function (){return eb}
http://requirejs.org/docs/errors.html#mismatch
in plone.app.widgets.js:166, but I don't know where that's coming from, or if it matters.
Are there any tricks to getting mockup widgets to work in an ifram overlay?
To reinitialise all patterns you can do:
var registry = require("pat-registry");
registry.scan(SELECTOR); // document or iframe or wherever you want to rescan all patterns.
IMHO you could do this on the onLoad method.

Meteor controlling copying and pasting in a text field

I am trying to prevent copying and pasting white spaces in the username field inside my Meteor app template but I am always getting an error as shown below, can someone please tell me what I am doing wrong / missing and is there any other way to control content pasted in a text field in Meteor template? Thanks
Template.UserRegisteration.events({
'input #username':function(e,t){
this.value = this.value.replace(/\s/g,'');
}
});
Error:
Uncaught TypeError: Cannot read property 'replace' of undefined
this is the context is the data context where the input id="username field is.
To get the field's DOM element use e.currentTarget instead of this.
As Akshat mentioned to get field DOM element use e.currentTarget instead of this, back to your question code sample please try the following
Template.UserRegisteration.events({
'input #username':function(e,t){
var text = e.currentTarget.value;
e.currentTarget.value = text.replace(/\s/g,'');
}
});
The following example sets out how to extract and set the value of a DOM element within a Meteor event:
https://www.meteor.com/try/4
Template.body.events({
"submit .new-task": function (event) {
// This function is called when the new task form is submitted
var text = event.target.text.value;
Tasks.insert({
text: text,
createdAt: new Date() // current time
});
// Clear form
event.target.text.value = "";
// Prevent default form submit
return false;
}
});
Within a Meteor events block, "this" is not the DOM element so you cannot call a value on it.

Bootboxjs: how to render a Meteor template as dialog body

I have the following template:
<template name="modalTest">
{{session "modalTestNumber"}} <button id="modalTestIncrement">Increment</button>
</template>
That session helper simply is a go-between with the Session object. I have that modalTestNumber initialized to 0.
I want this template to be rendered, with all of it's reactivity, into a bootbox modal dialog. I have the following event handler declared for this template:
Template.modalTest.events({
'click #modalTestIncrement': function(e, t) {
console.log('click');
Session.set('modalTestNumber', Session.get('modalTestNumber') + 1);
}
});
Here are all of the things I have tried, and what they result in:
bootbox.dialog({
message: Template.modalTest()
});
This renders the template, which appears more or less like 0 Increment (in a button). However, when I change the Session variable from the console, it doesn't change, and the event handler isn't called when I click the button (the console.log doesn't even happen).
message: Meteor.render(Template.modalTest())
message: Meteor.render(function() { return Template.modalTest(); })
These both do exactly the same thing as the Template call by itself.
message: new Handlebars.SafeString(Template.modalTest())
This just renders the modal body as empty. The modal still pops up though.
message: Meteor.render(new Handlebars.SafeString(Template.modalTest()))
Exactly the same as the Template and pure Meteor.render calls; the template is there, but it has no reactivity or event response.
Is it maybe that I'm using this less packaging of bootstrap rather than a standard package?
How can I get this to render in appropriately reactive Meteor style?
Hacking into Bootbox?
I just tried hacked into the bootbox.js file itself to see if I could take over. I changed things so that at the bootbox.dialog({}) layer I would simply pass the name of the Template I wanted rendered:
// in bootbox.js::exports.dialog
console.log(options.message); // I'm passing the template name now, so this yields 'modalTest'
body.find(".bootbox-body").html(Meteor.render(Template[options.message]));
body.find(".bootbox-body").html(Meteor.render(function() { return Template[options.message](); }));
These two different versions (don't worry they're two different attempts, not at the same time) these both render the template non-reactively, just like they did before.
Will hacking into bootbox make any difference?
Thanks in advance!
I am giving an answer working with the current 0.9.3.1 version of Meteor.
If you want to render a template and keep reactivity, you have to :
Render template in a parent node
Have the parent already in the DOM
So this very short function is the answer to do that :
renderTmp = function (template, data) {
var node = document.createElement("div");
document.body.appendChild(node);
UI.renderWithData(template, data, node);
return node;
};
In your case, you would do :
bootbox.dialog({
message: renderTmp(Template.modalTest)
});
Answer for Meteor 1.0+:
Use Blaze.render or Blaze.renderWithData to render the template into the bootbox dialog after the bootbox dialog has been created.
function openMyDialog(fs){ // this can be tied to an event handler in another template
<! do some stuff here, like setting the data context !>
bootbox.dialog({
title: 'This will populate with content from the "myDialog" template',
message: "<div id='dialogNode'></div>",
buttons: {
do: {
label: "ok",
className: "btn btn-primary",
callback: function() {
<! take some actions !>
}
}
}
});
Blaze.render(Template.myDialog,$("#dialogNode")[0]);
};
This assumes you have a template defined:
<template name="myDialog">
Content for my dialog box
</template>
Template.myDialog is created for every template you're using.
$("#dialogNode")[0] selects the DOM node you setup in
message: "<div id='dialogNode'></div>"
Alternatively you can leave message blank and use $(".bootbox-body") to select the parent node.
As you can imagine, this also allows you to change the message section of a bootbox dialog dynamically.
Using the latest version of Meteor, here is a simple way to render a doc into a bootbox
let box = bootbox.dialog({title:'',message:''});
box.find('.bootbox-body').remove();
Blaze.renderWithData(template,MyCollection.findOne({_id}),box.find(".modal-body")[0]);
If you want the dialog to be reactive use
let box = bootbox.dialog({title:'',message:''});
box.find('.bootbox-body').remove();
Blaze.renderWithData(template,function() {return MyCollection.findOne({_id})},box.find(".modal-body")[0]);
In order to render Meteor templates programmatically while retaining their reactivity you'll want to use Meteor.render(). They address this issue in their docs under templates.
So for your handlers, etc. to work you'd use:
bootbox.dialog({
message: Meteor.render(function() { return Template.modalTest(); })
});
This was a major gotcha for me too!
I see that you were really close with the Meteor.render()'s. Let me know if it still doesn't work.
This works for Meteor 1.1.0.2
Assuming we have a template called changePassword that has two fields named oldPassword and newPassword, here's some code to pop up a dialog box using the template and then get the results.
bootbox.dialog({
title: 'Change Password',
message: '<span/>', // Message can't be empty, but we're going to replace the contents
buttons: {
success: {
label: 'Change',
className: 'btn-primary',
callback: function(event) {
var oldPassword = this.find('input[name=oldPassword]').val();
var newPassword = this.find('input[name=newPassword]').val();
console.log("Change password from " + oldPassword + " to " + newPassword);
return false; // Close the dialog
}
},
'Cancel': {
className: 'btn-default'
}
}
});
// .bootbox-body is the parent of the span, so we can replace the contents
// with our template
// Using UI.renderWithData means we can pass data in to the template too.
UI.insert(UI.renderWithData(Template.changePassword, {
name: "Harry"
}), $('.bootbox-body')[0]);

Wordpress Media Uploader Frame Multiple Item Selection Clear/Edit Tool

As part of a WP plugin I am creating, I am using Wordpress' Javascript/AJAX modal Uploader/gallery browser for multiple item selection. I am using this JS code;
file_frame = wp.media.frames.file_frame = wp.media({
multiple: true,
library: {
type: 'image'
},
});
This creates the frame as expected, but removes the left hand side bar, and the bottom edit/clear selection tool. Does anyone know how I can get these 2 things back?

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