I have created my own fieldtype ( extension of TreelistEx ).
For this extension i added a second context menu item ( by default TreelistEx already has a "edit" menu item ).
I started off with linking this menu item with a command. This works fine but it doesn't realy answer to my requirements. I would need the menu item to execute a method located in the fieldtype.
TreelistEx works like this with the "edit" menu item. There is no reference to a command ( i checked Commands.config and plenty of other config files ) yet it reaches the Edit method in TreelistEx.cs
Does anyone know how i can achieve the same result ?
( Alternativly: is there a way to pass the source property of the fieldtype to a command )
In the core database you have define a
/sitecore/system/Field types/List Types/YOURTreelistEx
provide a control and set in the web.config below <controlSources>
or provide a class and Assembly, i guess you have done this?
you need to make your own control, or class
And you have in the core db create the item
/sitecore/system/Field types/List Types/YOURTreelistEx/Menu/YOURButton
In the Message field set yourfield:yourbutton
Modify the void IMessageHandler.HandleMessage(Message message) there is also the Command call to the Edit
public override void HandleMessage(Message message)
{
Assert.ArgumentNotNull((object) message, "message");
if (!(message["id"] == this.ID))
return;
switch (message.Name)
{
case "treelist:edit":
Context.ClientPage.Start((object) this, "Edit");
break;
case "yourfield:yourbutton":
//Call Your code;
break;
}
}
See for Example Creating a custom Sitecore Field
Related
I have a window editor that holds nodes. I would like to open a custom inspector when one of these nodes is selected. The node class is a custom serializable class. Is this possible?.
It seems that custom inspectors can be created manually through the Editor.CreateEditor method but can't see how to let it appear docked like an usual inspector in the unity inspector window.
I would like to achieve the same behaviour that we have when we select a gameobject in sceneview that inmediately show properties for the object (Components, etc...) in the unity inspector.
Cheers
As I'm not sure what you're asking, here are multiple different solutions;
Selection
If you just want your nodes to become the focus of the hierarchy, then in your custom window's OnGUI method, use the code below;
[CustomEditor(typeof(NodeManager))]
public class NodeManager : EditorWindow
{
private static NodeManager window;
private Node[] m_nodes;
[MenuItem("Custom Windows/Node Inspector")]
public static void Init()
{
if(window == null)
window = GetWindow<NodeManager>("Node Manager", true, typeof(SceneView));
}
public void OnGUI()
{
m_nodes = GameObject.FindObjectsOfType<Node>();
foreach(Node node in m_nodes)
{
GUILayout.BeginHorizontal();
{
GUILayout.Label(node.name);
if (GUILayout.Button("Select"))
Selection.objects = new Object[] { node.gameObject };
}
GUILayout.EndHorizontal();
}
}
}
This adds a Button for each object in your custom window view, that will then select that object in the hierarchy.
Auto-Docking
I originally found the second response to this question, which goes into the details of parameters of the GetWindow method, and with this you can clearly see how to dock the window (I've converted it from JS to C# below).
(I looked fairly extensively in UnityEditor and UnityEditorInternal namespaces but couldn't find the Hierarchy or the Inspector).
GetWindow<T>(string title, bool focus, params System.Type[] desiredDockNextTo)
Which we can write for this example as;
EditorWindow.GetWindow<NodeInspector>("Node Test", true, typeof(SceneView));
This example docks the windows next to the SceneView window. This functionality can be combined with a custom inspector's OnInspectorGUI method, to automatically launch the custom node window, if it's not already open.
[CustomEditor(typeof(Node))]
public class NodeInspector : Editor
{
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
NodeManager.Init();
}
}
Sorry if this isn't what you are looking for, if it's not then please give more details and I will amend my answer to better suit the question.
Hope this helped.
Has a possibility, you can make a custom ScriptableObject and Custom Editor for It, and when open the node inspector, just find a instance of the scriptable object and use Selection.selectedObject = scriptableObject, and in the custom editor, make a static field called 'editor' to draw inside.
It will work.
I'm creating a new form in Axapta.
How can I make a Show-->Line View to be activated by clicking on New--> Item?
Should I do this by X++ override methods or it is possible not to use code?
I think it can only be done with code. Override your datasource's create() method and then call the button clicked() method. Note that to call directly the button's Auto declaration propery need to be set to Yes.
For instance in a SalesTable form you could overwrite SalesTable.create() method :
void create(boolean append = true)
{
SalesTable newSalesTable;
EditDetailsButton.clicked();
// rest code goes here
}
So here's my screnario. I have a toolbar at the top (office style), with buttons. This is hosted in a shell. Some of those buttons are applicable only to certain child view models as they get loaded. Ideally what I would like to happen is have the buttons action.target repositioned to child view model as it gets created (I kind of got this working by settings Action.Target="ActiveItem" on them. This doesn't solve the problem fully though:
a) When the child viewmodel is closed and there is no active item, I want them to reposition to Shell as the target so they can be set to "default" state.
b) I noticed that when child viewmodel is closed and the shell being the conductor has it ActiveItem=null, the hooks from the action are still bound to the living instance of the last viewmodel, so doesn't looks like it got disposed of. Memory leak?
Any suggestions how to implement this scenario?
What about adding a property to your ShellViewModel which points to the action target and updating it when stuff gets activated/deactivated:
e.g.
public class ShellViewModel
{
public object ActionTarget
{
get { return _actionTarget; }
set
{
_actionTarget = value;
NotifyOfPropertyChange(() => ActionTarget);
}
}
// Then when the active item changes just update the target:
public override NotifyOfPropertyChange(string propertyName)
{
if(propertyName == "ActiveItem")
{
if(ActiveItem == null) ActionTarget = this;
else ActionTarget = ActiveItem;
}
}
}
Now bind to that:
<SomeMenu cal:Action.Target="{Binding ActionTarget}" />
Not sure if that will work or not but I'm sure I've done something similar in the past. (You may also have to explicitly call NPC on your actions before they will update after you have changed ActiveItem)
Is there any way in which I can search the attachments and show the attached documents in the search result? My search result should show only the attachments in which the search text is contained. Right now I can search the attachments and the page in which the attachment contains search text is shown.
Say, I have a Page Home and attachment myattachment.docx as its attachment. While searching Background as search text in the Site search, which is contained only in the myattachment.docx (not contained in Home page) , the search result show Home page as a search result. What I am intending is to return something like Home/ myattachment.docx as a result instead of Home page. My page may any number of attachments.
Thanks In Advance!
The info on this is a little bit sketch. See below for the documentation I used.
Create a custom global event handler in AppCode (or Old_App_Code), make sure it is a partial class of CMSModule Loader.
Add your custom event handler in the overriden Init() The one you want is DocumentEvents.GetContent.Execute.
The sender object should be the current TreeNode being indexed for search. You can then use that node to access the relevant attachments and modify the event args e.content to add your document text to the search.
[CustomDocumentEvents]
public partial class CMSModuleLoader
{
private class CustomDocumentEventsAttribute : CMSLoaderAttribute
{
public override void Init()
{
// Assigns custom handlers to the appropriate events
DocumentEvents.GetContent.Execute += Document_GetContent;
}
private void Document_GetContent(object sender, DocumentEventArgs e)
{
TreeNode node = sender as TreeNode;
if (node != null)
{
//Note, this is psuedo code, this isnt the way to iterate over TreeNode.Attachments
foreach( attachment in node.Attachments ) {
e.Content += attachment.content;
}
}
}
}
}
More info
See http://devnet.kentico.com/docs/devguide/index.html?event_handlers_overview.htm for implementing custom events in general in version 7.
See this for custom search in version 5
http://devnet.kentico.com/Knowledge-Base/Search/How-to-search-for-documents-using-assigned-categor.aspx
See http://devnet.kentico.com/Knowledge-Base/API-and-Internals/Custom-Handler-Library-compatibility.aspx for the updated event name for version 7 referred to in the version 5 custom search example.
I need to programmatically remove an alert.
This is why:
My application uses BrowserManager to enable deep linking based off of the content in the #hash part of the url. If an alert is currently up, and the user hits the back button, the application will revert back to its previous state. But the Alert will still be up, and in many cases irrelevant at that point.
So is there a way to programmatically remove the Alert? so when the hash fragment changes I can remove it.
Thanks!
It turns out the Alert.show function returns an Alert reference and then just uses PopUpManager to add it to the display list. so if you capture the return reference when you call Alert.show you can tell PopUpManager to remove it. :)
You can do this by keeping the Alert object as member data, and then setting its visible property to false when you're done with it. Next time you need to show an Alert, don't create a new one - grab the one you've already created and set its properties, then set visible to true again.
private var myAlert : Alert;
public void showAlert( message: String, title : String ) : void
{
hideAlert();
myAlert = Alert.show( message, title, Alert.OK | Alert.NONMODAL );
}
public void hideAlert() : void
{
if( myAlert != null && myAlert.visible ) {
myAlert.visible = false;
}
}
I don't think that is possible.
You can create your own alert component subclassing TitleWindow and then use PopupManager to show/hide them.