Saturday, April 21, 2007

pluginTinyMCE development guide

First of all i would really like to make a dedicated button for a certain css class.
Second i need to insert 2 div's one with non editable content and one with editable content. In another topic i read that you could use the handleNodeChange() function to achieve that some content cannot be changed by the user (see: link). It should do something like the code style is doing in the editor on this site

I really don't get the comments in the _template plugin. Maybe we could use this topic to clarify that, because there are a lot of topic with people asking for support with creating plugins and almost non contain hints that people who are making a plugin for the first time could use.

(1) wrote:

/* Import plugin specific language pack */
tinyMCE.importPluginLanguagePack('template', 'en,tr,he,nb,ru,ru_KOI8-R,ru_UTF-8,nn,fi,cy,es,is,pl'); // <- Add a comma separated list of all supported languages

I think there is no need to change any of this?

(2) wrote:

/****
* Steps for creating a plugin from this template:
*
* 1. Change all "template" to the name of your plugin.
* 2. Remove all the callbacks in this file that you don't need.
* 3. Remove the popup.htm file if you don't need any popups.
* 4. Add your custom logic to the callbacks you needed.
* 5. Write documentation in a readme.txt file on how to use the plugin.
* 6. Upload it under the "Plugins" section at sourceforge.
*
****/

This is pretty straight forward, but the example online doesn't replace ALL the instances of "template", so I think it should be good do clarify which one should be changed.

(3) wrote:

// Singleton class
var TinyMCE_TemplatePlugin = {
    /**
     * Returns information about the plugin as a name/value array.
     * The current keys are longname, author, authorurl, infourl and version.
     *
     * @returns Name/value array containing information about the plugin.
     * @type Array
     */
    getInfo : function() {
        return {
            longname : 'Template plugin',
            author : 'Your name',
            authorurl : ' http://www.yoursite.com',
            infourl : 'http://www.yoursite.com/docs/template.html',
            version : " 1.0"
        };
    },

this isnt very important and i think everyone will understand this

(4) wrote:

/**
     * Gets executed when a TinyMCE editor instance is initialized.
     *
     * @param {TinyMCE_Control} Initialized TinyMCE editor control instance.
     */
    initInstance : function(inst) {
        // You can take out plugin specific parameters
        alert("Initialization parameter:" + tinyMCE.getParam("template_someparam", false));

        // Register custom keyboard shortcut
        inst.addShortcut('ctrl', 't', 'lang_ template_desc', 'mceTemplate');
    },

The alert is only for debug use and can be removed later. The other line is to register a keyboard shortcut for this plugin

(5) wrote:

/**
     * Returns the HTML code for a specific control or empty string if this plugin doesn't have that control.
     * A control can be a button, select list or any other HTML item to present in the TinyMCE user interface.
     * The variable {$editor_id} will be replaced with the current editor instance id and {$pluginurl} will be replaced
     * with the URL of the plugin. Language variables such as {$lang_somekey} will also be replaced with contents from
     * the language packs.
     *
     * @param {string} cn Editor control/button name to get HTML for.
     * @return HTML code for a specific control or empty string.
     * @type string
     */
    getControlHTML : function(cn) {
        switch (cn) {
            case "template":
                return tinyMCE.getButtonHTML(cn, 'lang_template _desc', '{$pluginurl}/images/template.gif', 'mceTemplate', true);
        }

        return "";
    },

where is the variable {$editor_id}?!? I don't really get what this doest. Does this function add a button to the GUI and I don't get the what is returns.

(6) wrote:

/**
     * Executes a specific command, this function handles plugin commands.
     *
     * @param {string} editor_id TinyMCE editor instance id that issued the command.
     * @param {HTMLElement} element Body or root element for the editor instance.
     * @param {string} command Command name to be executed.
     * @param {string} user_interface True/false if a user interface should be presented.
     * @param {mixed} value Custom value argument, can be anything.
     * @return true/false if the command was executed by this plugin or not.
     * @type
     */
    execCommand : function(editor_id, element, command, user_interface, value) {
        // Handle commands
        switch (command) {
            // Remember to have the "mce" prefix for commands so they don't intersect with built in ones in the browser.
            case "mce Template":
                // Show UI/Popup
                if (user_interface) {
                    // Open a popup window and send in some custom data in a window argument
                    var template = new Array();

                    template['file'] = '../../plugins/ template/popup.htm'; // Relative to theme
                    template['width'] = 300;
                    template ['height'] = 200;

                    tinyMCE.openWindow(template, {editor_id : editor_id, some_custom_arg : "somecustomdata"});

                    // Let TinyMCE know that something was modified
                    tinyMCE.triggerNodeChange(false);
                } else {
                    // Do a command this gets called from the template popup
                    alert("execCommand: mce Template gets called from popup.");
                }

                return true;
        }

        // Pass to next handler in chain
        return false;
    },

I understand that this opens a popup  window and that the 'changes' get saved using the  triggerNodeChange() function.

(7) wrote:

/**
     * Gets called ones the cursor/selection in a TinyMCE instance changes. This is useful to enable/disable
     * button controls depending on where the user are and what they have selected. This method gets executed
     * alot and should be as performance tuned as possible.
     *
     * @param {string} editor_id TinyMCE editor instance id that was changed.
     * @param {HTMLNode} node Current node location, where the cursor is in the DOM tree.
     * @param {int} undo_index The current undo index, if this is -1 custom undo/redo is disabled.
     * @param {int} undo_levels The current undo levels, if this is -1 custom undo/redo is disabled.
     * @param {boolean} visual_aid Is visual aids enabled/disabled ex: dotted lines on tables.
     * @param {boolean} any_selection Is there any selection at all or is there only a cursor.
     */
    handleNodeChange : function(editor_id, node, undo_index, undo_levels, visual_aid, any_selection) {
        // Select template button if parent node is a strong or b
        if (node.parentNode.nodeName == "STRONG" || node.parentNode.nodeName == "B") {
            tinyMCE.switchClass (editor_id + '_template', 'mceButtonSelected');
            return true;
        }

        // Deselect template button
        tinyMCE.switchClass(editor_id + '_template', 'mceButtonNormal');
    },

I really don't get the point of this function either.

(8) wrote:

/**
     * Gets called when a TinyMCE editor instance gets filled with content on startup.
     *
     * @param {string} editor_id TinyMCE editor instance id that was filled with content.
     * @param {HTMLElement} body HTML body element of editor instance.
     * @param {HTMLDocument} doc HTML document instance.
     */
    setupContent : function(editor_id, body, doc) {
    },

a function to execute on page load to set some initial things.

(9) wrote:

/**
     * Gets called when the contents of a TinyMCE area is modified, in other words when a undo level is
     * added.
     *
     * @param {TinyMCE_Control} inst TinyMCE editor area control instance that got modified.
     */
    onChange : function(inst) {
    },

???

(10) wrote:

/**
     * Gets called when TinyMCE handles events such as keydown, mousedown etc. TinyMCE
     * doesn't listen on all types of events so custom event handling may be required for
     * some purposes.
     *
     * @param {Event} e HTML editor event reference.
     * @return true - pass to next handler in chain, false - stop chain execution
     * @type boolean
     */
    handleEvent : function(e) {
        // Display event type in statusbar
        top.status = "template plugin event: " + e.type;

        return true; // Pass to next handler
    },

an event handler. You can add some other event listeners

(11) wrote:

/**
     * Gets called when HTML contents is inserted or retrived from a TinyMCE editor instance.
     * The type parameter contains what type of event that was performed and what format the content is in.
     * Possible valuses for type is get_from_editor, insert_to_editor, get_from_editor_dom, insert_to_editor_dom.
     *
     * @param {string} type Cleanup event type.
     * @param {mixed} content Editor contents that gets inserted/extracted can be a string or DOM element.
     * @param {TinyMCE_Control} inst TinyMCE editor instance control that performes the cleanup.
     * @return New content or the input content depending on action.
     * @type string
     */
    cleanup : function(type, content, inst) {
        switch (type) {
            case "get_from_editor":
                alert("[FROM] Value HTML string: " + content);

                // Do custom cleanup code here

                break;

            case "insert_to_editor":
                alert("[TO] Value HTML string: " + content);

                // Do custom cleanup code here

                break;

            case "get_from_editor_dom":
                alert("[FROM] Value DOM Element " + content.innerHTML );

                // Do custom cleanup code here

                break;

            case "insert_to_editor_dom":
                alert("[TO] Value DOM Element: " + content.innerHTML );

                // Do custom cleanup code here

                break;
        }

        return content;
    },

can someone explain the use of this?!?

(12) wrote:

// Private plugin internal methods

    /**
     * This is just a internal plugin method, prefix all internal methods with a _ character.
     * The prefix is needed so they doesn't collide with future TinyMCE callback functions.
     *
     * @param {string} a Some arg1.
     * @param {string} b Some arg2.
     * @return Some return.
     * @type string
     */
    _someInternalFunction : function(a, b) {
        return 1;
    }

a place to add internel functions

(13) wrote:

};

// Adds the plugin class to the list of available TinyMCE plugins
tinyMCE.addPlugin ("template", TinyMCE_TemplatePlugin);

This should always be in the file. It registers the plugin with the rest of TinyMCE

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