I'm using the Yeoman Webapp generator to build my static website.
For my preloader, I have the following snippet (I'm using requireJS for the JS, if that matters).
for(var i = 1; i <= config.numSlides; i++) {
images.push(config.imageBase + i + '.jpg');
}
As you can see, I just generate a path with a number and add .jpg to it. My images are simply called 1, 2, 3, ... .jpg.
However, since Yeoman uses grunt-usemin.. It renames my image files to something like: 7f181706.3.jpg. Because of this, my script cannot find the correct image anymore. Is there a way to solve this?
I was looking through the docs and found something like this:
assetsDir: 'images',
patterns: {
js: [[/(image\.png)/, 'Replacing reference to image.jpg']]
}
would that be an option? I tried it without luck. Not sure what the correct pattern would be.
You can have a better code sample in the test files of this library, concretely: https://github.com/yeoman/grunt-usemin/blob/master/test/test-usemin.js#L233
Where you can find the following code:
it('should allow for additional replacement patterns', function () {
grunt.file.mkdir('images');
grunt.file.write('images/image.2132.png', 'foo');
grunt.log.muted = true;
grunt.config.init();
grunt.config('usemin', {
js: 'misc.js',
options: {
assetsDirs: 'images',
patterns: {
js: [
[/referenceToImage = '([^\']+)'/, 'Replacing image']
]
}
}
});
grunt.file.copy(path.join(__dirname, 'fixtures/misc.js'), 'misc.js');
grunt.task.run('usemin');
grunt.task.start();
var changed = grunt.file.read('misc.js');
// Check replace has performed its duty
assert.ok(changed.match(/referenceToImage = 'image\.2132\.png'/));
});
I hope that helps!
Related
Every time I insert links of the vendors in the .html file, htmlreplace / htmlreplaceblock not working/ not replacing "app.min.css" and "app.min.js" in the dest .html. is there any easy way to pipe vendors to folders? or is there any other way to pipe vendors? please help.
// vendor task
gulp.task('vendor', gulp.parallel('vendor:fonts', 'vendor:bootstrap', 'vendor:purecounterjs', 'vendor:aos', 'vendor:popperjs', 'vendor:swiper', 'vendor:glightbox'));
// Copy vendor's to /dist
gulp.task('vendor:build', function() {
var jsStream = gulp.src([
'./assets/vendors/**/*'
])
.pipe(gulp.dest('./dist/assets/vendors'));
var fontStream = gulp.src(['./assets/fonts/bootstrap-icons/**/*.*']).pipe(gulp.dest('./dist/assets/fonts/bootstrap-icons'));
return merge (jsStream, fontStream);
})
// Replace HTML block for Js and Css file to min version upon build and copy to /dist
gulp.task('replaceHtmlBlock', function () {
return gulp.src(['*.html'])
.pipe(htmlreplace({
'js': 'assets/js/app.min.js',
'css': 'assets/css/app.min.css'
}))
.pipe(gulp.dest('dist/'));
});
I have implemented a custom math plugin and integrated it into ck5. this plugin will convert math latex to image equation and I'm able to render the converted math equation image into a ck5 editor using the below code.
editor.model.change(writer => {
const imageElement = writer.createElement('image', {
src: data.detail.imgURL
});
editor.model.insertContent(imageElement, selection);
});
Still here everything is working fine. when i'm trying to store original latex equation value in image tag as custom attribute (attribute name is data-mathml ). It strips out custom attributes.
So I have gone through the documentation and tried but was not able to add the custom attribute.
Below is my code :
class InsertImage extends Plugin {
init() {
const editor = this.editor;
const view = editor.editing.view;
const viewDocument = view.document;
// Somewhere in your plugin's init() callback:
view.addObserver( ClickObserver );
editor.ui.componentFactory.add('insertImage', locale => {
const view = new ButtonView(locale);
view.set({
label: 'Add Equations',
withText: true,
tooltip: true
});
// Callback executed once the image is clicked.
this.listenTo(view, 'execute', () => {
openModel();
});
return view;
});
window.addEventListener('setDatatoCK', function(data){
const selection = editor.model.document.selection;
editor.model.change( writer => {
const imageElement = writer.createElement( 'image', {
src: data.detail.imgURL,
'data-mthml': data.detail.latexFrmla,
} );
editor.model.insertContent( imageElement, selection );
} );
})
this.listenTo( editor.editing.view.document, 'click', ( evt, data ) => {
if ( data.domEvent.detail == 2 ) {
editorToPopupdoubleClickHandler( data.domTarget, data.domEvent );
evt.stop();
}
}, { priority: 'highest' } );
}
};
I want to add multiple attributes to the image tag. What should I do to add multiple attributes?
(Note: I'm able to create a new custom tag (tag named "math") with multiple attributes but not for image tag)
Please help me with this. this blocker for me.
Methods tried:
In order to achieve this, I have created one custom tag with multiple attributes and append image tags under this custom tag. It's working fine as expected but I want to add multiple attributes to image tag not with the custom tag.
✔️ Expected result
❌ Actual result
📃 Other details
Browser: Google Chrome Version 78.0.3904.108 (Official Build) (64-bit)
OS: macOS Mojave 10.14.6
CKEditor version: CKEditor 5
Installed CKEditor plugins: ckeditor5-editor-classic,ckeditor5-image,ckeditor5-essentials,ckeditor5-basic-styles,ckeditor5-core,ckeditor5-ui
Hope you've already found a solution to this answer. After spending several hours on searching a solution to a similar problem, I've made it working. See below:
// you have to import the insertImage fn to be able to override default imageinsert fn
import { insertImage } from '#ckeditor/ckeditor5-image/src/image/utils.js'
// this method HAVE to be automatically called when ckeditor is onready.
// You can add custom eventlistener or on the html tag just define listener:
// in Vue2 we used to do like this: <ckeditor #ready="someFnOnCkEditorReadyState()" />
someFnOnCkEditorReadyState() {
// as for img tag the options supported by ckeditor is very limited, we must define our properties to extend the used schema
editor.model.schema.extend('image', { allowAttributes: ['data-mathml'] })
// add conversion for downcast
editor.conversion.for('downcast').add(modelToViewAttributeConverter('data-mathml'))
// add conversion for upcast
editor.conversion.for('upcast').attributeToAttribute({
view: {
name: 'image',
key: 'data-mathml',
},
model: 'data-mathml',
})
}
// then you have to implement your custom image insert method
// from now on this will be your default insertImage fn
// this modification might require other modifications for example to add a custom image browser button to the toolbar
otherFnToInsertImg() {
insertImage(editor.model, {
src: image.url,
'data-mathml': 'here comes the magic',
})
}
Hope it helps someone to save some hours. ;)
We have an application running that currently works with both 3D and 2D files, and do not experience any issues when loading 3D files and DWG.
But when trying to load a PDF neither my "onItemLoadSuccess" or "onItemLoadFail" gets run
Autodesk.Viewing.Initializer(options, function onInitialized() {
// Select the container for the viewer
viewerApp = new Autodesk.Viewing.ViewingApplication(container);
// Load settings, i.e extension manager
viewerApp.registerViewer(viewerApp.k3D,
Autodesk.Viewing.Private.GuiViewer3D, { extensions: [ 'ExtensionManager'] });
// Select model to load defined by URN
viewerApp.loadDocument(documentId, onDocumentLoadSuccess, onDocumentLoadFailure);
});
}
function onDocumentLoadSuccess(doc) {
var viewables = viewerApp.bubble.search({ 'type': 'geometry' });
if (viewables.length === 0) {
console.error('Document contains no viewables.');
return;
}
// Choose any of the avialble viewables
viewerApp.selectItem(viewables[0], onItemLoadSuccess, onItemLoadFail);
}
function onItemLoadSuccess(viewer, item) {
console.log('onItemLoadSuccess()!');
}
function onItemLoadFail(errorCode) {
console.error('onItemLoadFail() - errorCode:' + errorCode);
}
The PDF file will still open and load, so I am wondering if there might be a different way to run an onItemLoadSuccess function, or we have to do something a bit differently to ensure that our PDF's also gets loaded correctly.
Any help is highly appreciated!
Starting from Viewer v6.3 you can load PDF directly with Autodesk.PDF and pass in callbacks to loadModel like you do other models:
Autodesk.Viewing.Initializer(options, function() {
viewer.start()
viewer.loadExtension('Autodesk.PDF').then(function() {
viewer.loadModel('/path/to/pdf', { page: 1 }, onLoadSuccess, onLoadFail);
});
});
See release notes here: https://forge.autodesk.com/blog/viewer-release-notes-v-63
(Adding to Bryan's answer...)
I wrote a blog post about this. Take a look at the DEMO and sample code to help answer your question about 'onItemLoadSuccess / onItemLoadFail' events.
BLOG: https://forge.autodesk.com/blog/fast-pdf-viewingmarkup-inside-forge-viewer
DEMO: https://wallabyway.github.io/offline-pdf-markup/
Hope that helps!
I'm trying to work with this library (RPG.js) because it looks very powerfull, I looked at the official tutorial but i don't understand a lot of things, State 4 : "Initialize the canvas in your JS file :", whitch one ?
Is any one already used this library or know an other powerfull ?
Thanks for all.
Well, actually it was not so simple; I struggled I bit until I got a minimal functional game. What I did was not the "optimal" approach, but at least worked for me (I was using Mozilla Firefox in a Windows 7 OS). If someone knows how to improve what I did, I would be happy to know (since I'm a newbie in this library too), but since I was not able to find a good a simple starter tutorial in the net, I want to share what I did, in the hope I can help someone.
Before anything, create a HTML file, and call the libs inside the <head> tag:
<script src="canvasengine-X.Y.Z.all.min.js"></script>
<script src="rpgjs-X.Y.Z.min.js"></script>
And the canvas inside the <body> tag:
<canvas id="canvas_id" width="640" height="480"></canvas>
There's a 'sample' folder inside the github project (see https://github.com/RSamaium/RPG-JS), and inside this folder there is a functional game, and you can open it in the browser by the file quick.html. The idea is that if the sample game can work, then you can make your game work too, so I started trying to use the same graphics, data etc. of the sample.
First, you need to create in the root of your project the following folders and subfolders:
core
core\scene
Data
Data\Maps
Graphics
To have a minimal functional game, you need 1) a map to walk with your character, and 2) a character to control. So, you need to have graphics for some tiles to build your map and the walking model for your character. Create the subfolders below:
Graphics\Characters
Graphics\Tilesets
Graphics\Windowskins
And then copy the following files from the corresponding sample subfolder to these folders you created:
Graphics\Characters\event1.png
Graphics\Tilesets\tileset.png
Graphics\Windowskins\window.png #this file will be necessary for some of the js files below, even if not used; to remove this necessity, you'll need to edit these files - not what we want to do in the start.
In the 'core/scene' folder, you'll have some js files to load scenes (like the scene of your walking in the map, the gameover scene). I needed to copy all the js files inside the corresponding folder in the 'sample' project to the 'core/scene' folder of your game. This folder is not inside the 'sample' folder, but in the root of the github project. I only got my game working when I added all the 7 js files (without some work inside the codes you can remove the scenes you don't want, but since what we want is just to be able to run a simple game, let's copy them for now):
Scene_Gameover.js
Scene_Generated.js
Scene_Load.js
Scene_Map.js
Scene_Menu.js
Scene_Title.js
Scene_Window.js
Now, I added the following code inside a <script> tag on the html. This is more or less the same that was in the documentation. These codes will create an "actor" (a character), a "map", and the tiles you'll use in the map
For more details on maps or tiles, you should read the documentation (the same you linked in your question).
RPGJS.Materials = {
"characters": {
"1": "event1.png"
},
"tilesets": {
"1": "tileset.png"
}
};
RPGJS.Database = {
"actors": {
"1": {
"graphic": "1"
}
},
"tilesets": {
"1": {
"graphic": "1"
}
},
"map_infos": {
"1": {
"tileset_id": "1"
}
}
};
RPGJS.defines({
canvas: "canvas_id",
autoload: false
}).ready(function() {
RPGJS.Player.init({
actor: 1,
start: {x: 10, y: 10, id: 1} // Here, map id doesn't exist
});
RPGJS.Scene.map();
Lastly, create the json file setting every tile of your map. I just copied the MAP-1.json file from the 'sample' folder to inside the Data\Maps folder.
Then you'll be able to walk with your character in an empty map! Open the html file in your browser and try it!
Printscreen from the game running in a browser
Of course to have a real game you'll need to change a lot of this (as creating a database.json file and a materials.json file where you'll put most of the code you put in the <script> tag), but with the basics I hope you can work from that!
The tutorial is very clear
3. Add this code in your page :
<!DOCTYPE html>
<script src="canvasengine-X.Y.Z.all.min.js"></script>
<script src="rpgjs-X.Y.Z.min.js"></script>
<canvas id="canvas_id" width="640" height="480"></canvas>
That's "the canvas" ^
Brian Hellekin post a great tutorial. If you want see all the power of this library you must modify your html file in this way:
<!DOCTYPE html>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<script src="http://canvasengine.net/cdn/dev/canvasengine-latest.all.min.js"></script>
<script src="http://rpgjs.com/cdn/rpgjs-2.0.0.min.js"></script>
<script src="plugins/gamepad.js"></script>
<script src="plugins/virtualjoystick.js"></script>
<script src="plugins/soundmanager2-jsmin.js"></script>
<script>
var Data = null;
if (Data) {
Data.database._scenes = Data.menus;
Data.database.system = Data.settings;
}
RPGJS.defines({
canvas: "canvas",
plugins: ["/rpgjs/plugins/Hub", "/rpgjs/plugins/Arpg", "/rpgjs/plugins/MenuGenerated"],
scene_path: "/rpgjs/",
soundmanager: {
url: "/rpgjs/swf/",
},
autoload: Data == null,
ignoreLoadError: true
}).ready(function(rpg) {
var material_json = {};
var m, type;
if (Data) {
for (var i in Data.materials) {
m = Data.materials[i];
type = m['type'] + "s";
if (!material_json[type]) {
material_json[type] = {};
}
material_json[type][m['material_id']] = RPGJS_Canvas.Materials.getFilename(m['path'], true);
}
var m, e;
var map_info = Data.maps, info;
for (var id in Data.data_maps) {
m = Data.data_maps[id];
this.setMap(id, m.map.map);
info = map_info[id];
info.tileset_id = info.tileset;
info.autotiles_id = info.autotiles;
info.events = [];
info.dynamic_event = [];
for (var i=0 ; i < m.events.length ; i++) {
e = m.events[i];
if (e.data_event.type == "event" ) {
var format =
[
{
"id" : e.event_id,
"x" : e.position_x,
"y" : e.position_y,
"name" : 'EV-' + e.event_id
},
e.data_event.data.pages
];
this.setEvent(id, 'EV-' + e.event_id, format);
info.events.push('EV-' + e.event_id);
}
else {
var name, _id;
for(var key in e.data_event.data) {
_id = e.data_event.data[key];
name = key;
break;
}
info.dynamic_event.push({
"x" : e.position_x,
"y" : e.position_y,
"name" : name,
"id" : _id
});
}
}
}
Data.database.map_infos = map_info;
global.materials = material_json;
global.data = Data.database;
global.game_player.init();
}
var scene = this.scene.call("Scene_Title", {
overlay: true
});
scene.zIndex(0);
});
</script>
<style>
body {
padding: 0;
margin: 0;
overflow: hidden;
background: black;
}
canvas {
-webkit-user-select : none;
-moz-user-select : none;
overflow : hidden;
}
#font-face{
font-family : "RPG";
src : url("Graphics/Fonts/Philosopher-Regular.ttf");
}
#font-face{
font-family : "Megadeth";
src : url("Graphics/Fonts/Elementary_Gothic_Bookhand.ttf");
}
</style>
<div id="game">
<canvas id="canvas" width="640" height="480"></canvas>
</div>
Note:
/rpgjs/ is the folder where i put my project in my local server. For play the game i go to http://localhost/rpgjs/
For work you need to modify the JS file in /plugins/ directory.
/Hub/Sprite_Hub.js
use this path:
array.push(RPGJS.Path.getFile("pictures", "../Pictures/hub.png", "hub"));
array.push(RPGJS.Path.getFile("pictures", "../Pictures/hp_meter.png", "hp_meter"));
array.push(RPGJS.Path.getFile("pictures", "../Pictures/hp_number.png", "hp_number"));
array.push(RPGJS.Path.getFile("pictures", "../Pictures/Hero_Face.png", "hero_face"));
array.push(RPGJS.Path.getFile("pictures", "../Pictures/button_A.png", "button_a"));
array.push(RPGJS.Path.getFile("pictures", "../Pictures/button_B.png", "button_b"));
is very useful debug in the first time with developer tool of google chrome. When you see 404 error on a img resourse just go to your project and search the file name. Find what js script load it and fix path.
And not...the tutorial inside library project is not clear and isn't complete...they just want sell his rpgeditor and js library is put only for promotion purpose i think.
you can see here: http://rpgworld.altervista.org/rpgjs/ my final working project. Is just a try... but you can see the power of this library.
this demo load:
1- a welcome page with new and load came
2- a custom map with one event
3- a working event: a chest that if you open you will find 30 gold
4- a player manu: just click ESC button on keyboard
i don't know how use arpg plugin for a realtime combat event but i working on for understand of to use it.
I'd like to change language labels used in TinyMCE. E.g. "Überschrift 2" -> "Überschrift".
Im using the jQuery plugins version of TinyMCE.
Is there a way to overwrite those labels without editing the label files?
Just found this question and I did it in the following way (using tinyMCE 4.1.x):
tinymce.init({
language : 'en_GB',
init_instance_callback : function(editor) {
tinymce.i18n.data.en_GB['New window'] = 'Open in new tab or window';
tinymce.i18n.data.en_GB.Target = 'Options';
}
});
What this does is override the defaults with your text after the editor has been initialised. No need to edit any lang files
yeah look for the 'langs' folder edit de.js.
It is possible.
I've tested it at least for my own localization strings, using helpers geti18nstring() and set18nstring() handling tinymce.i18n property.
BTW, Here is the 'full' documentation http://www.tinymce.com/wiki.php/API3:property.tinymce.i18n of property. :)
The rest of snippet is done using well-known agile pattern 'trust-the-source-Luke'.
// folder: plugins/mycustomtinymceplugin
//
// file: ./langs/en_dlg.js
tinyMCE.addI18n('en.mycustomtinymceplugin_dlg',{charts:"Some charts"});
// file: mycustomtinymceplugin.html <-- opened by ./editor_plugin.js#init ed.windowManager.open({file : url + '/mycustomtinymceplugin.html'
<script>
function geti18nstring( id )
{
return tinymce.i18n[ tinymce.activeEditor.settings.language + '.mycustomtinymceplugin_dlg.' + id ];
}
function seti18nstring( id, i18nstring )
{
//just for curiosity if you wan't to modify something in a plugin which is killed after modification
if( geti18nString( id ) == i18nstring )
{
alert( 'id['+id+'] was replaced already with [' + i18nstring +'].' );
}
else
{
tinymce.i18n[ tinymce.activeEditor.settings.language + '.mycustomtinymceplugin_dlg.' + id ] = i18nstring;
}
}
function dostuffonpluginstart()
{
//to get localized strings
var charts_text = geti18nstring('charts');
$('#chartlist').append( charts_text );
...
//to manipulate localized strings
seti18nstring( 'charts', 'karamba' );
charts_text = geti18nstring('charts');
$('#chartlist').append( charts_text )
}
</script>
...
<div id"chartlist"></div>