How to remove save option from leaflet draw api delete button? - leaflet

My question is similar to leaflet-draw delete button remove "clear all" action but I want to remove save option instead of clear all.

Well, there are no customization provided by draw api to do that. So I have added a custom css to hide it.
Apart from that, we can also customized the plugin as follows :
To change the text :
L.drawLocal.edit.toolbar.actions.clearAll.text = t('Clear');
To overwrite the clear method :
L.EditToolbar.Delete.prototype._enableLayerDelete = function(t) {
me.drawToolbar = this;
(t.layer || t.target || t).on("click", me.clearAllCustom, this)
};

The additional CSS was a good solution for me. I add the code, as it was not provided in the previous answer:
ul.leaflet-draw-actions.leaflet-draw-actions-bottom li a[title="Save changes"],
ul.leaflet-draw-actions.leaflet-draw-actions-bottom li a[title="Cancel editing, discards all changes"] {
display: none;
}

You can retrieve the actions of the EditToolbar via L.EditToolbar.include function and return the actions while not including the save option:
L.EditToolbar.include({
getActions: function (handler) {
var actions = [
{
title: L.drawLocal.edit.toolbar.actions.cancel.title,
text: L.drawLocal.edit.toolbar.actions.cancel.text,
callback: this.disable,
context: this
}
];
if (handler.removeAllLayers) {
actions.push({
title: L.drawLocal.edit.toolbar.actions.clearAll.title,
text: L.drawLocal.edit.toolbar.actions.clearAll.text,
callback: this._clearAllLayers,
context: this
});
}
return actions;
}
});

Related

How to simulate click event for tinyMCE v6x custom toolbar button programmatically

This is simple enough in earlier version of tinyMCE, but I can't find a way to make it work in v6x (suggested answers here only apply to earlier versions, that I can see)
Here's my button:
tinymce.PluginManager.add('newButton', (editor, url) => {
editor.ui.registry.addButton('newButton', {
text: 'Click me',
enabled: true,
onAction: () => {
alert('You clicked me')
}
})
return {
getMetadata: () => ({
name: 'newButton',
url: ''
})
}
});
tinymce.init({
selector: "textarea",
plugins: "newButton",
toolbar1: "newButton"
});
This works fine - click the button and you get an alert telling you you have. What I want to do now is call this click event from code (JaveScript) - I was hoping
tinymce.activeEditor.buttons['newButton'].onclick();
would work, as it does for - say - the "code" plugin; i.e. add this plugin (and button) to the editor and calling
tinymce.activeEditor.buttons['code'].onclick();
simulates clicking the toolbar button. So... how can I "click" my own custon toolbar button?
[edit] well.. that last line did work, I swear it did. Now it doesn't. wt.. :(
This may not be the "right" way (well, I know it isn't!) but I've found a way that works :)
First, I need a way to identify/find my custom button. I figured out tinymce renders them as div elements, and using
var divs = document.querySelectorAll('button');
divs.forEach((div) => {
console.log(div.innerHTML);
})
I am able to identify it and find the HTML used - it is not graced with an id, but we can use the innerHTML property (as identified) to get it and then simulate a click- viz:
var divs = document.querySelectorAll('button');
divs.forEach((div) => {
// NB 'DOC' is the text property of my custom button
if (div.innerHTML === '<span class="tox-tbtn__select-label">DOC</span>') {
// now we can simulate a click on it:
var evt = new MouseEvent("click", {
view: window,
bubbles: true,
cancelable: true
});
div.dispatchEvent(evt);
return;
}
})
(Thanks to the second answer, by Derek, here:
How to simulate a mouse click using JavaScript?
for the simulate click code)
[edit] better to use a for-loop rather than forEach as there's no sensible way to break out of the latter - that "return" doesn't actually do anything.

SAPUI5 using Popover as a tooltip

I'm trying to use the sap.m.Popover as a "rich tooltip" for some controls. This is as per recommendation from SAP because the sap.ui.commons library is now deprecated. We have too much text we want to add to the standard string tooltip. I haven't figured out a way to use the popover directly as a tooltip, which is why I've extended the TooltipBase control to handle the popover.
I've got the popover working fine, However when I interact with my control, I get the following error:
Uncaught Error: failed to load 'myNewToolTip/controls/TooltipBaseRenderer.js' from ../controls/TooltipBaseRenderer.js: 404 - Not Found
I see from these threads that it is because the TooltipBase class is an abstract class and therefore doesn't have a renderer. However, because I'm already using the popover, I don't need to render anything. I've tried to add the TooltipBaseRenderer.js and just have an empty render class. But UI5 really doesn't like that either.
My question is what should I do, I see two options:
There is probably a simple way to use the popover as a tooltip, which I'm just too stupid to figure out (Bear in mind, I'd prefer to bind it directly in the XML view).
Figure out a way to suppress the renderer call as I don't need it.
This is my current source code for the custom control:
sap.ui.define([
"sap/m/Popover"
], function (Popover) {
"use strict";
return sap.ui.core.TooltipBase.extend("myNewToolTip.TooltipBase", {
metadata: {
properties: {
title : {}
},
events: {
"onmouseover" : {},
"onmouseout" : {}
}
},
oView: null,
setView: function(view) {
this.oView = view;
},
onmouseover : function(oEvent) {
var that = this;
if (!this.delayedCall){
this.delayedCall = setTimeout(function() {
if (!that.oPopover){
that._createQuickView();
}
}, 500);
}
},
onmouseout: function(oEvent) {
if (this.oPopover){
this.closePopover();
this.delayedCall = undefined;
}
else{
clearTimeout(this.delayedCall);
this.delayedCall = undefined;
}
},
_createQuickView: function() {
var sTitle = this.getTitle();
this.oPopover = new Popover({
title: sTitle
});
this.oPopover.openBy(this.getParent());
},
closePopover: function(){
this.oPopover.close();
this.oPopover = undefined;
}
});
});
There is no need to create a custom control just to display a popover on mouseover. As you said, there is a simpler way: Adding event delegates.
One of the events that delegates can listen to is onmouseover which can be achieved like this:
this.byId("myTargetControl").addEventDelegate({
onmouseover: function () {
// Open popover here
}
});
Demo: https://embed.plnkr.co/jAFIHK
Extending sap.ui.core.TooltipBase
If you still consider extending TooltipBase (without Popover), take a look at this example: https://embed.plnkr.co/33zFqa?show=control/MyCustomTooltip.js,preview
Keep in mind, though, that tooltips in general shouldn't contain critical information due to its lack of discoverability as Fiori Design Guideline mentions
Tooltips (...) should never contain critical information. They should also not contain redundant information.
Just as a friendly reminder :) Don't make people hover to find things.

Editing an entity's decorated text

We have a Figure decorator which allows us to insert a link which you can hover over to get a preview of an image. We insert this image along with some metadata (caption, etc.) using a modal form. This all works great. However we also want the ability to click the link and pop up the modal to edit it.
Entity.replaceData() works great for updating the metadata, the only problem that remains is the decorated text which comes from the modal too. It appears the Entity knows little to nothing about the content it's decorating.
How can we find and replace the text? Is there a way around this?
(I've tried setting the content in Draft to an arbitrary single character and making the decorator show the content/title (which would be fine), however when trying to delete the figure, Draft seems to jump over the content and delete something before it. I guess it's due to different text lengths. I thought setting it as 'IMMUTABLE' would solve this but that didn't help.)
EDIT:
Here's my decorator:
function LinkedImageDecorator(props: Props) {
Entity.mergeData(props.entityKey, { caption: "hello world" });
const entity = Entity.get(props.entityKey);
const data = entity.getData();
return <LinkedImage data={data} text={props.children} offsetKey={props.offsetKey} />
}
function findLinkedImageEntities(contentBlock: ContentBlock, callback: EntityRangeCallback) {
contentBlock.findEntityRanges((character) => {
const entityKey = character.getEntity();
return (
entityKey != null &&
Entity.get(entityKey).getType() === ENTITY_TYPE.IMAGE
);
}, callback);
}
export default {
strategy: findLinkedImageEntities,
component: LinkedImageDecorator,
editable: false,
};
As you can see, I'm testing out Entity.mergeData which will eventually be the callback of my LinkedImage component (which would open a modal onClick.) So the metadata is easy to update, I just need to be able to update the decorated text which is passed in as props.children.
So I finally solved this with the help of Jiang YD and tobiasandersen. Here goes...
First I inject my decorator with a reference to my editor (which keeps track of EditorState):
const decorators = new CompositeDecorator([{
strategy: findLinkedImageEntities,
component: LinkedImageDecorator,
props: { editor: this }
}];
this.editorState = EditorState.set(this.editorState, { decorator });
From there I can do this in my LinkedImageDecorator:
const { decoratedText, children, offsetKey, entityKey, editor } = this.props;
// This looks messy but seems to work fine
const { startOffset, blockKey } = children['0'].props;
const selectionState = SelectionState.createEmpty(blockKey).merge({
anchorOffset: startOffset,
focusOffset: startOffset + decoratedText.length,
});
const editorState = editor.getEditorState();
let newState = Modifier.replaceText(
editorState.getCurrentContent(),
selectionState,
"my new text",
null,
entityKey,
);
editor.editorState = EditorState.push(editorState, newState, 'insert-fragment');
Not sure if this is the cleanest way of doing this but it seems to work well!
just put the global component instance reference in the decorator props.
const compositeDecorator = new CompositeDecorator([
{
strategy: handleStrategy,
component: HandleSpan,
props: {parent:refToYourComponentWhichContainsTheEditorState}
}
props.parent.state.editorState.getCurrentContent()

VideoJS 5 plugin add button

I looked everywhere on the internet but I couldn't find any clear documentation or some examples to create my verySimplePlugin for videoJS 5 (Since it uses ES6).
I just want to add a button next to the big play button... Can someone help me?
Thanks...
PS: I'm using it in angularJS but I guess this can not a problem
This is how you can add download button to the end of control bar without any plugins or other complicated code:
var vjsButtonComponent = videojs.getComponent('Button');
videojs.registerComponent('DownloadButton', videojs.extend(vjsButtonComponent, {
constructor: function () {
vjsButtonComponent.apply(this, arguments);
},
handleClick: function () {
document.location = '/path/to/your/video.mp4'; //< there are many variants here so it is up to you how to get video url
},
buildCSSClass: function () {
return 'vjs-control vjs-download-button';
},
createControlTextEl: function (button) {
return $(button).html($('<span class="glyphicon glyphicon-download-alt"></span>').attr('title', 'Download'));
}
}));
videojs(
'player-id',
{fluid: true},
function () {
this.getChild('controlBar').addChild('DownloadButton', {});
}
);
I used 'glyphicon glyphicon-download-alt' icon and a title for it so it fits to the player control bar styling.
How it works:
We registering a new component called 'DownloadButton' that extends built-in 'Button' component of video.js lib
In constructor we're calling constructor of the 'Button' component (it is quite complicated for me to understand it 100% but it is similar as calling parent::__construct() in php)
buildCSSClass - set button classes ('vjs-control' is must have!)
createControlTextEl - adds content to the button (in this case - an icon and title for it)
handleClick - does something when user presses this button
After player was initialized we're adding 'DownloadButton' to 'controlBar'
Note: there also should be a way to place your button anywhere within 'controlBar' but I haven't figured out how because download button is ok in the end of the control bar
This is how I created a simple button plugin for videojs 5:
(function() {
var vsComponent = videojs.getComponent('Button');
// Create the button
videojs.SampleButton = videojs.extend(vsComponent, {
constructor: function() {
vsComponent.call(this, videojs, null);
}
});
// Set the text for the button
videojs.SampleButton.prototype.buttonText = 'Mute Icon';
// These are the defaults for this class.
videojs.SampleButton.prototype.options_ = {};
// videojs.Button uses this function to build the class name.
videojs.SampleButton.prototype.buildCSSClass = function() {
// Add our className to the returned className
return 'vjs-mute-button ' + vsComponent.prototype.buildCSSClass.call(this);
};
// videojs.Button already sets up the onclick event handler, we just need to overwrite the function
videojs.SampleButton.prototype.handleClick = function( e ) {
// Add specific click actions here.
console.log('clicked');
};
videojs.SampleButton.prototype.createEl = function(type, properties, attributes) {
return videojs.createEl('button', {}, {class: 'vjs-mute-btn'});
};
var pluginFn = function(options) {
var SampleButton = new videojs.SampleButton(this, options);
this.addChild(SampleButton);
return SampleButton;
};
videojs.plugin('sampleButton', pluginFn);
})();
You can use it this way:
var properties = { "plugins": { "muteBtn": {} } }
var player = videojs('really-cool-video', properties , function() { //do something cool here });
Or this way:
player.sampleButton()

Twitter Bootstrap Modal Form: How to drag and drop?

I would like to be able to move around (on the greyed-out background, by dragging and dropping) the modal form that is provided by Bootstrap 2. Can anyone tell me what the best practice for achieving this is?
The bootstrap doesn't come with any dragging and dropping functionality by default, but you can add a little jQuery UI spice into the mix to get the effect you're looking for. For example, using the draggable interaction from the framework you can target your modal ID to allow it to be dragged around within the modal backdrop.
Try this:
JS
$("#myModal").draggable({
handle: ".modal-header"
});
Demo, edit here.
Update: bootstrap3 demo
Whatever draggable option you go for, you might want to turn off the *-transition properties for .modal.fade in bootstrap’s CSS file, or at least write some JS that temporarily disables them during dragging. Otherwise, the modal doesn’t drag exactly as you would expect.
You can use a little script likes this.
simplified from Draggable without jQuery UI
(function ($) {
$.fn.drags = function (opt) {
opt = $.extend({
handle: "",
cursor: "move"
}, opt);
var $selected = this;
var $elements = (opt.handle === "") ? this : this.find(opt.handle);
$elements.css('cursor', opt.cursor).on("mousedown", function (e) {
var pos_y = $selected.offset().top - e.pageY,
pos_x = $selected.offset().left - e.pageX;
$(document).on("mousemove", function (e) {
$selected.offset({
top: e.pageY + pos_y,
left: e.pageX + pos_x
});
}).on("mouseup", function () {
$(this).off("mousemove"); // Unbind events from document
});
e.preventDefault(); // disable selection
});
return this;
};
})(jQuery);
example : $("#someDlg").modal().drags({handle:".modal-header"});
Building on previous answers utilizing jQuery UI, this, included once, will apply to all your modals and keep the modal on screen, so users don't accidentally move the header off screen so they can no longer access the handle. Also sets the cursor to 'move' for better discoverability.
$(document).on('shown.bs.modal', function(evt) {
let $modal = $(evt.target);
$modal.find('.modal-content').draggable({
handle: ".modal-header",
containment: $modal
});
$modal.find('.modal-header').css('cursor', 'move')
});
evt.target is the .modal which is the translucent overlay behind the actual .modal-content.
jquery UI is large and can conflict with bootstrap.
An alternative is DragDrop.js: http://kbjr.github.io/DragDrop/index.html
DragDrop.bind($('#myModal')[0], {
anchor: $('#myModal .modal-header')
});
You still have to deal with transitions, as #user535673 suggests. I just remove the fade class from my dialog.