I want to know how to add a custom event to a instance of a class and call it for that instance.
My code right now:
var event = document.createEvent('event');
event.initEvent('build', true, true);
class link {
constructor(Href, Text = "Click me", Target = "__blank") {
this.href = Href;
this.text = Text
this.target = Target;
this.eventElm = document.createElement("event");
//this.event = document.createEvent('event');
//this.event.initEvent('build', true, true);
}
}
class creator {
constructor(Objs) {
for(var i in Objs) {
window.document.body.innerHTML += ""+Objs[i].text+"<br>";
if(Objs[i].href == "#") {
Objs[i].eventElm.dispatchEvent(event);
}
}
}
}
var l = new link("#");
var lo = new link("#");
var ar = [];
ar.push(l);
ar.push(lo);
l.eventElm.addEventListener('build', function(e) {
console.log(e);
}, false);
//l.eventElm.dispatchEvent(event);
window.onload = function () {
var crea = new creator(ar);
console.log(l.href);
}
This code returns the error
eventtest.html:24 Uncaught DOMException: Failed to execute 'dispatchEvent' on 'EventTarget': The event is already being dispatched.
at new creator (http://localhost/eventtest.html:24:25)
at window.onload (http://localhost/eventtest.html:44:16)
I want to do this in plain javascript no jquery. Thanks for taking the time to read this and hopefully help me.
You're declaring a global event variable. But most browsers (IE, Edge, Chrome) already have a global event variable (the currently-being-dispatched event). So you end up trying to re-dispatch the load event that's being handled.
This is one of the many reasons not to put your code at global scope. Instead, wrap it in a scoping function:
(function() {
// Your code here...
})();
Now, your event variable isn't conflicting with the global event.
Live Example:
(function() {
var event = document.createEvent('event');
event.initEvent('build', true, true);
class link {
constructor(Href, Text = "Click me", Target = "__blank") {
this.href = Href;
this.text = Text
this.target = Target;
this.eventElm = document.createElement("event");
//this.event = document.createEvent('event');
//this.event.initEvent('build', true, true);
}
}
class creator {
constructor(Objs) {
for(var i in Objs) {
window.document.body.innerHTML += ""+Objs[i].text+"<br>";
if(Objs[i].href == "#") {
Objs[i].eventElm.dispatchEvent(event);
}
}
}
}
var l = new link("#");
var lo = new link("#");
var ar = [];
ar.push(l);
ar.push(lo);
l.eventElm.addEventListener('build', function(e) {
console.log(e);
}, false);
//l.eventElm.dispatchEvent(event);
window.onload = function () {
var crea = new creator(ar);
console.log(l.href);
}
})();
Separately: You probably want to create a new event object each time you dispatch your event, rather than having that single global-to-your-code event variable.
Related
is there any way, how can I globally (in service) disable and enable all ng-click and ng-submit events?
For example when user is offline I want to disable all actions till he gets connection back..
I tried to bind all elements with an onClick event which will call stopImmediatePropagation but it didn't work..
$('*[ng-click]').click(function( event ) {
event.stopImmediatePropagation();
});
Also this question is a little bit different from this one:
Disable ng-click on certain conditions of application for all types of element
I'd like to disable/enable all events in APP globally from service, I'm not able to modify all ng-* calls on all elements in the APP..
Try including a return false too:
$('*[ng-click]').click(function( event ) {
event.stopImmediatePropagation();
return false;
});
Snippet
The below snippet demonstrates that multiple event handlers attached to a single <a> works too.
$(function () {
$("a").click(function () {
alert("Hello!");
return false;
});
$("a").click(function () {
alert("Bye!");
return false;
});
});
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.9.1/jquery.min.js"></script>
Click Me
So finally I end up with temporarily disabling all events on the page using jquery..
I got inspired from this plugin http://ignitersworld.com/lab/eventPause.html which for some reason did not work (without any error)
So I took main parts and put it to this class which is working now using jquery v2.1.1:
var EventManager = function() {
var self = this;
var nullFun=function(){};
var getIndex = function(array,value){
for(var i=0; i< array.length; i++){
if(array[i]==value){
return i;
}
}
return -1;
};
this.pauseEvent = function(elm,eventAry){
var events = $._data(elm, "events");
if (events) {
$.each(events, function(type, definition) {
if((getIndex(eventAry,type)!=-1)||(eventAry=='')){
$.each(definition, function(index, event) {
if (event.handler.toString() != nullFun.toString()){
if(!$._iwEventPause) $._iwEventPause = {};
$._iwEventPause["iw-event" + event.guid] = event.handler;
event.handler = nullFun;
}
})
}
})
}
};
this.activeEvent = function(elm,eventAry){
var events = $._data(elm, "events");
if (events) {
$.each(events, function(type, definition) {
if((getIndex(eventAry,type)!=-1)||(eventAry=='')){
$.each(definition, function(index, event) {
if (event.handler.toString() == nullFun.toString()){
event.handler = $._iwEventPause["iw-event" + event.guid];
}
})
}
})
}
};
this.disableAll = function(el) {
el = el || $('*');
el.each(function() {
self.pauseEvent($(this)[0], '');
});
self.pauseEvent($(window)[0], '');
};
this.enableAll = function(el) {
el = el || $('*');
el.each(function() {
self.activeEvent($(this)[0], '');
});
self.activeEvent($(window)[0], '');
};
return this;
};
var eManager = new EventManager();
eManager.disableAll();
eManager.enableAll();
This will go through window object and all elements on the page, move their event handlers away to _iwEventPause object and replace handlers with dummy function.. When enabling, it will move handlers back so they get normally called..
This solution does not handle event handlers added after disabling..
I would like to convert the event handler to a jquery style click event but it doesnt seem to like passing the event through, perhaps its because its not an anonymous function anymore?
// variables
var faqOne = document.getElementById("faqOne");
var $hiddenOne = $(".faqOneHidden");
// javascript event handler works!
faqOne.addEventListener("click", function(e){
showFaqOne.showClickedFaq(e);
}, false);
// javascript event handle - doesnt work!
$("#faqOne").click(function(){
showFaqOne.showClickedFaq(e);
});
// constructor
function DisplayQFaqs(link, faq){
this.link = link;
this.faq = faq;
}
// method prototype
DisplayQFaqs.prototype.showClickedFaq = function(e){
var el = e.currentTarget;
if(el === this.link) {
this.faq.toggle("slow", function(){
});
}
};
// new DisplayQFaqs Objects
var showFaqOne = new DisplayQFaqs(faqOne,$hiddenOne);
Your e is undefined inside
$("#faqOne").click(function(){
showFaqOne.showClickedFaq(e);
});
Change it to
$("#faqOne").click(function(e){//Now e is there
showFaqOne.showClickedFaq(e);
});
I'm currently working on counting the number of opened tabs on my application. but my problem is it seems that my script won't detect events onload. Here is my code.
I'm using HTML5 web storage and native js. I'm not using jQuery to understand more on native js.
(function(w) {
function Tabz(win, key) {
this.name = '';
this.storageKey = key;
if(win.name != '')
this.name = win.name;
else {
var windowArr = JSON.parse(localStorage.getItem(key)) || [];
this.name = "tabz_"+ windowArr.length;
win.name = this.name;
windowArr.push(this.name);
localStorage.setItem(this.storageKey, JSON.stringify(windowArr) );
}
}
Tabz.prototype.getStorage = function() {
return localStorage.getItem(this.storageKey);
}
Tabz.prototype.removeWindow = function() {
//remove window function here
}
var newWindow = new Tabz(w, 'counter');
window.load = function() {
var count = JSON.parse(newWindow.getStorage()).length;
alert(count!); // this wont execute so that I can check the count.
}
})(window);
Your issue is on this line:
window.load = function() {
This will add a load property to the window, not add an event listener. I think you are looking for onload.
window.onload = function() {
Incidentally, using event properties is considered bad-practice. Using addEventListener would be better.
window.addEventListener("load", function(){
//Do stuff...
});
Im struggling with this code:
Within 'swapFunc' function, I append an addEventListener to 'tEleBaby' element, immediately after which, I trigger the addEventListener by replacing the class of 'tEleBaby'.
The problem is with the code within 'setTimeout', which needs to run after the 'animListener' function has completed. Im not keen on using setTimeout so would prefer a more sensible / correct way of dealing with this.
swapFunc: function swapFunc(tEle, swapEle) {
var tEle = document.getElementById(tEle);
var tEleBaby = tEle.children[0];
tEleBaby.addEventListener("animationend", this.animListener, false);
tEleBaby.classList.add("animFadeOut");
// I want to remove the setTimeout; i.e. the animListener func should feedback to swapFunc
setTimeout(function () {
tEle.id = swapEle;
tEle.setAttribute("data-action", dataAction);
tEle.setAttribute("data-tooltip", dataTooltip);
}, 500);
},
animListener: function animListener(ev) {
if (ev.type.toLowerCase().indexOf("animationend") >= 0) {
var eventTarget = ev.target;
eventTarget.className = "animFadeIn cFBIcons";
}
},
Try it this way :
swapFunc: function swapFunc(tEle, swapEle) {
var tEle = document.getElementById(tEle);
var tEleBaby = tEle.children[0];
tEleBaby.addEventListener("animationend", listener, false);
tEleBaby.classList.add("animFadeOut");
function listener(ev) {
animListener(ev, callMe);
}
function callMe() {
tEle.id = swapEle;
tEle.setAttribute("data-action", dataAction);
tEle.setAttribute("data-tooltip", dataTooltip);
}
},
animListener: function animListener(ev, callback) {
if (ev.type.toLowerCase().indexOf("animationend") >= 0) {
var eventTarget = ev.target;
eventTarget.className = "animFadeIn cFBIcons";
}
callback();
},
Why don't you simply put that code in the event handler?
var self = this;
tEleBaby.addEventListener ("animationend" , function (ev) {
self.animListener(ev);
//rest of code
} , false);
when using the ckeditor link dialog, I have custom code for some extra options. I would also like to grab the selected text to use - so I have called:
selectedContents = CKEDITOR.instances['my_editor'].getSelection().getSelectedText();
I want this to happen when the dialog is loaded. So I wrote an "onShow()" handler function... but that messes up the customizations that I have made to the dialog. I'm guessing that my onShow is grabbing the normal process for that event - how can I continue with the normal processing at that point?
dialogDefinition.onShow = function(evt)
{
contents = CKEDITOR.instances['my_editor'].getSelection().getSelectedText();
// now here, continue as you were...
}
Ok, I still have some issues, but the answer to this question is to grab the existing "onShow" handler before overwriting it. Use a global, then it can be called within the new handler:
var dialogDefinition = ev.data.definition;
var oldOnShow = dialogDefinition.onShow;
dialogDefinition.onShow = function(evt) {
// do some stuff
// do some more stuff
// call old function
oldOnShow();
}
Depending on Andy Wallace code:
var oldOnShow = dialogDefinition.onShow;
var newOnShow = function () {
//your code
}
and then:
dialogDefinition.onShow = function(){
oldOnShow.call(this, arguments);
newOnShow.call(this, arguments);
}
It helps me!
Correct syntax is:
/* if new picture, then open the Upload tab */
CKEDITOR.on('dialogDefinition', function(ev) {
var dialogName = ev.data.name;
var dialogDefinition = ev.data.definition;
var dialog = dialogDefinition.dialog;
if (dialogName == 'image2') {
dialogDefinition.onShow = CKEDITOR.tools.override(dialogDefinition.onShow, function(original) {
return function() {
original.call(this);
CKEDITOR.tools.setTimeout( function() {
if (dialog.getContentElement('info', 'src').getValue() == '') {
dialog.selectPage('Upload');
}
}, 0);
}
});
}
});