this question is similar to VueJS re-compile HTML in an inline-template component and also to How to make Vue js directive working in an appended html element
Unfortunately the solution in that question can't be used anymore for the current VueJS implementation as $compile was removed.
My use case is the following:
I have to use third party code which manipulates the page and fires an event afterwards. Now after that event was fired I would like to let VueJS know that it should reinitialize the current DOM.
(The third party which is written in pure javascript allows an user to add new widgets to a page)
https://jsfiddle.net/5y8c0u2k/
HTML
<div id="app">
<my-input inline-template>
<div class="wrapper">
My inline template<br>
<input v-model="value">
<my-element inline-template :value="value">
<button v-text="value" #click="click"></button>
</my-element>
</div>
</my-input>
</div>
Javascript - VueJS 2.2
Vue.component('my-input', {
data() {
return {
value: 1000
};
}
});
Vue.component('my-element', {
props: {
value: String
},
methods: {
click() {
console.log('Clicked the button');
}
}
});
new Vue({
el: '#app',
});
// Pseudo code
setInterval(() => {
// Third party library adds html:
var newContent = document.createElement('div');
newContent.innerHTML = `<my-element inline-template :value="value">
<button v-text="value" #click="click"></button>
</my-element>`; document.querySelector('.wrapper').appendChild(newContent)
//
// How would I now reinialize the app or
// the wrapping component to use the click handler and value?
//
}, 5000)
After further investigation I reached out to the VueJs team and got the feedback that the following approach could be a valid solution:
/**
* Content change handler
*/
function handleContentChange() {
const inlineTemplates = document.querySelector('[inline-template]');
for (var inlineTemplate of inlineTemplates) {
processNewElement(inlineTemplate);
}
}
/**
* Tell vue to initialize a new element
*/
function processNewElement(element) {
const vue = getClosestVueInstance(element);
new Vue({
el: element,
data: vue.$data
});
}
/**
* Returns the __vue__ instance of the next element up the dom tree
*/
function getClosestVueInstance(element) {
if (element) {
return element.__vue__ || getClosestVueInstance(element.parentElement);
}
}
You can try it in the following fiddle
Generally when I hear questions like this, they seem to always be resolved by using some of Vue's more intimate and obscured inner beauty :)
I have used quite a few third party libs that 'insist on owning the data', which they use to modify the DOM - but if you can use these events, you can proxy the changes to a Vue owned object - or, if you can't have a vue-owned object, you can observe an independent data structure through computed properties.
window.someObjectINeedtoObserve = {...}
yourLib.on('someEvent', (data) => {
// affect someObjectINeedtoObserve...
})
new Vue ({
// ...
computed: {
myObject () {
// object now observed and bound and the dom will react to changes
return window.someObjectINeedtoObserve
}
}
})
If you could clarify the use case and libraries, we might be able to help more.
So basically what I am doing is iterating through an array of data and making some kind of list. What I want to achieve here is on clicking on a particular list item a css class should get attached.
Iteration to make a list
var sports = allSports.sportList.map((sport) => {
return (
<SportItem icon= {sport.colorIcon} text = {sport.name} onClick={this.handleClick()} key= {sport.id}/>
)
})
A single list item
<div className="display-type icon-pad ">
<div className="icons link">
<img className="sport-icon" src={icon}/>
</div>
<p className="text-center">{text}</p>
</div>
I am not able to figure out what to do with handleClick so that If I click on a particular list it gets highlighted.
If you want to highlight the particular list item it's way better to call the handleClick function on the list item itself, and you can add CSS classes more accurately with this approach,
here is my sample code to implement the single list component
var SingleListItem = React.createClass({
getInitialState: function() {
return {
isClicked: false
};
},
handleClick: function() {
this.setState({
isClicked: true
})
},
render: function() {
var isClicked = this.state.isClicked;
var style = {
'background-color': ''
};
if (isClicked) {
style = {
'background-color': '#D3D3D3'
};
}
return (
<li onClick={this.handleClick} style={style}>{this.props.text}</li>
);
}
});
Keep a separate state variable for every item that can be selected and use classnames library to conditionally manipulate classes as facebook recommends.
Edit: ok, you've mentioned that only 1 element can be selected at a time,it means that we only need to store which one of them was selected (I'm going to use the selected item's id). And also I've noticed a typo in your code, you need to link the function when you declare a component, not call it
<SportItem onClick={this.handleClick} ...
(notice how handleClick no longer contains ()).
And now we're going to pass the element's id along with the event to the handleClick handler using partial application - bind method:
<SportItem onClick={this.handleClick.bind(this,sport.id} ...
And as I said we want to store the selected item's id in the state, so the handleClick could look like:
handleClick(id,event){
this.setState({selectedItemId: id})
...
}
Now we need to pass the selectedItemId to SportItem instances so they're aware of the current selection: <SportItem selectedItemId={selectedItemId} ....Also, don't forget to attach the onClick={this.handleClick} callback to where it needs to be, invoking which is going to trigger the change of the state in the parent:
<div onClick={this.props.onClick} className={classNames('foo', { myClass: this.props.selectedItemId == this.props.key}); // => the div will always have 'foo' class but 'myClass' will be added only if this is the element that's currently selected}>
</div>
This is a rendering / performance problem.
I've built a basic React App using Firebase. It basically works, with one notable anomalous behavior: rendering doesn't occur entirely on its own.
Specifically, I retrieve a list of groups to which a user belongs, and want to be able to add/remove groups, triggering a re-render. I'm using Firebase's .on('value'), .on('child_added'), and .on('child_removed') functions to bind references to these events.
Adding and removing groups works, however the group list disappears (especially noticed on remove), and I have to to click on a button (literally, any button in the UI) to bring it back (it pops up immediately, with all the correct data based on user action).
So - I'm clearly missing something somewhere, although I've been testing various fixes and have yet to be able to understand the issue. Components are:
Main Admin Component:
var React = require('react'),
groupRef = new Firebase('http://my-url/groups'), //list of groups
userRef = new Firebase('http://my-url/users'), //list of users
groupListArray = [];
var AdminContainer = React.createClass({
mixins: [ReactFireMixin],
getInitialState: function() {
return {
groups: []
}
},
buildGroupList: function (dataSnapshot) {
groupListArray = [];
var groupList = dataSnapshot.val();
/* The group ids are saved as children in the db
* under users/$userid/groups to reflect which groups a user can
* access - here I get the group ids and then iterate over the
* actual groups to get their names and other associated data under
* groups/<misc info>
*/
for (var key in groupList) {
if (groupList.hasOwnProperty(key)) {
groupRef.child(key).once('value', function(snapShot2) {
groupListArray.push(snapShot2);
});
}
}
this.setState({
groups: groupListArray
});
},
componentWillMount: function() {
userRef.child(auth.uid).child('groups').on('value', this.buildGroupList);
userRef.child(auth.uid).child('groups').on('child_removed', this.buildGroupList);
userRef.child(auth.uid).child('groups').on('child_added', this.buildGroupList);
},
handleRemoveGroup: function(groupKey){
userRef.child(auth.uid).child('groups').child(groupKey).remove();
},
render: function() {
<div id="groupAdminDiv">
<table id="groupAdminTable">
<thead>
<tr>
<th>Group Name</th>
<th>Action</th>
</tr>
</thead>
<GroupList groups={this.state.groups} remove={this.handleRemoveGroup} />
</table>
</div>
}
});
module.exports = AdminContainer;
Then the GroupList Component:
var React = require('react');
var GroupList = React.createClass({
render: function() {
var listGroups = this.props.groups.map((group, index) => {
if (group != null) {
return (
<tr key={index} className="u-full-width">
<td>
{group.val().group_name}
</td>
<td>
<button className="button" onClick={this.props.remove.bind(null, group.key())}>Remove</button>
</td>
</tr>
)
} else {
return (
<tr>
<td>You have not added any Groups.</td>
</tr>
)
}
});
return (
<tbody>
{listGroups}
</tbody>
)
}
});
module.exports = GroupList;
Any help much appreciated!!
You appear to already understand what you need. In your componentWillMount method you register for various userRef events. You just need to register for the groupRef events, using the same callback. React re-renders whenever a components setState method is called, which you are doing inside buildGroupList. You just need to call buildGroupList after the groupRef updates.
componentWillMount: function() {
var events = ['value', 'child_removed', 'child_added'];
var refs = [groupRef, userRef.child(auth.uid).child('groups')];
var callback = this.buildGroupList;
refs.forEach(function(ref) {
events.forEach(function(e) {
ref.on(e, callback);
});
});
},
I believe this was caused by use of .once(). As per Firebase's documentation, .once() is used to query a database location without attaching an enduring listener such as .on('value', callBack). However, when I changed the instances in my code where I was calling .once() to use .on() (even though I didn't want to attach a listener there but instead simply retrieve data one time), all the erratic behavior stopped and my app updated this.state and components as I had originally expected it to.
The only thing I can take away from this experience is that .once() does not function as intended / stated and that .on() (plus appropriate .off() references) should be used instead.
I have an app where I need to set the height of an element (lets say "app-content") dynamically. It takes the height of the "chrome" of the app and subtracts it and then sets the height of the "app-content" to fit 100% within those constraints. This is super simple with vanilla JS, jQuery, or Backbone views, but I'm struggling to figure out what the right process would be for doing this in React?
Below is an example component. I want to be able to set app-content's height to be 100% of the window minus the size of the ActionBar and BalanceBar, but how do I know when everything is rendered and where would I put the calculation stuff in this React Class?
/** #jsx React.DOM */
var List = require('../list');
var ActionBar = require('../action-bar');
var BalanceBar = require('../balance-bar');
var Sidebar = require('../sidebar');
var AppBase = React.createClass({
render: function () {
return (
<div className="wrapper">
<Sidebar />
<div className="inner-wrapper">
<ActionBar title="Title Here" />
<BalanceBar balance={balance} />
<div className="app-content">
<List items={items} />
</div>
</div>
</div>
);
}
});
module.exports = AppBase;
componentDidMount()
This method is called once after your component is rendered. So your code would look like so.
var AppBase = React.createClass({
componentDidMount: function() {
var $this = $(ReactDOM.findDOMNode(this));
// set el height and width etc.
},
render: function () {
return (
<div className="wrapper">
<Sidebar />
<div className="inner-wrapper">
<ActionBar title="Title Here" />
<BalanceBar balance={balance} />
<div className="app-content">
<List items={items} />
</div>
</div>
</div>
);
}
});
One drawback of using componentDidUpdate, or componentDidMount is that they are actually executed before the dom elements are done being drawn, but after they've been passed from React to the browser's DOM.
Say for example if you needed set node.scrollHeight to the rendered node.scrollTop, then React's DOM elements may not be enough. You need to wait until the elements are done being painted to get their height.
Solution:
Use requestAnimationFrame to ensure that your code is run after the painting of your newly rendered object
scrollElement: function() {
// Store a 'this' ref, and
var _this = this;
// wait for a paint before running scrollHeight dependent code.
window.requestAnimationFrame(function() {
var node = _this.getDOMNode();
if (node !== undefined) {
node.scrollTop = node.scrollHeight;
}
});
},
componentDidMount: function() {
this.scrollElement();
},
// and or
componentDidUpdate: function() {
this.scrollElement();
},
// and or
render: function() {
this.scrollElement()
return [...]
In my experience window.requestAnimationFrame wasn't enough to ensure that the DOM had been fully rendered / reflow-complete from componentDidMount. I have code running that accesses the DOM immediately after a componentDidMount call and using solely window.requestAnimationFrame would result in the element being present in the DOM; however, updates to the element's dimensions aren't reflected yet since a reflow hasn't yet occurred.
The only truly reliable way for this to work was to wrap my method in a setTimeout and a window.requestAnimationFrame to ensure React's current call stack gets cleared before registering for the next frame's render.
function onNextFrame(callback) {
setTimeout(function () {
requestAnimationFrame(callback)
})
}
If I had to speculate on why this is occurring / necessary I could see React batching DOM updates and not actually applying the changes to the DOM until after the current stack is complete.
Ultimately, if you're using DOM measurements in the code you're firing after the React callbacks you'll probably want to use this method.
Just to update a bit this question with the new Hook methods, you can simply use the useEffect hook:
import React, { useEffect } from 'react'
export default function App(props) {
useEffect(() => {
// your post layout code (or 'effect') here.
...
},
// array of variables that can trigger an update if they change. Pass an
// an empty array if you just want to run it once after component mounted.
[])
}
Also if you want to run before the layout paint use the useLayoutEffect hook:
import React, { useLayoutEffect } from 'react'
export default function App(props) {
useLayoutEffect(() => {
// your pre layout code (or 'effect') here.
...
}, [])
}
You can change the state and then do your calculations in the setState callback. According to the React documentation, this is "guaranteed to fire after the update has been applied".
This should be done in componentDidMount or somewhere else in the code (like on a resize event handler) rather than in the constructor.
This is a good alternative to window.requestAnimationFrame and it does not have the issues some users have mentioned here (needing to combine it with setTimeout or call it multiple times). For example:
class AppBase extends React.Component {
state = {
showInProcess: false,
size: null
};
componentDidMount() {
this.setState({ showInProcess: true }, () => {
this.setState({
showInProcess: false,
size: this.calculateSize()
});
});
}
render() {
const appStyle = this.state.showInProcess ? { visibility: 'hidden' } : null;
return (
<div className="wrapper">
...
<div className="app-content" style={appStyle}>
<List items={items} />
</div>
...
</div>
);
}
}
I feel that this solution is dirty, but here we go:
componentDidMount() {
this.componentDidUpdate()
}
componentDidUpdate() {
// A whole lotta functions here, fired after every render.
}
Now I am just going to sit here and wait for the down votes.
React has few lifecycle methods which help in these situations, the lists including but not limited to getInitialState, getDefaultProps, componentWillMount, componentDidMount etc.
In your case and the cases which needs to interact with the DOM elements, you need to wait till the dom is ready, so use componentDidMount as below:
/** #jsx React.DOM */
var List = require('../list');
var ActionBar = require('../action-bar');
var BalanceBar = require('../balance-bar');
var Sidebar = require('../sidebar');
var AppBase = React.createClass({
componentDidMount: function() {
ReactDOM.findDOMNode(this).height = /* whatever HEIGHT */;
},
render: function () {
return (
<div className="wrapper">
<Sidebar />
<div className="inner-wrapper">
<ActionBar title="Title Here" />
<BalanceBar balance={balance} />
<div className="app-content">
<List items={items} />
</div>
</div>
</div>
);
}
});
module.exports = AppBase;
Also for more information about lifecycle in react you can have look the below link:
https://facebook.github.io/react/docs/state-and-lifecycle.html
I ran into the same problem.
In most scenarios using the hack-ish setTimeout(() => { }, 0) in componentDidMount() worked.
But not in a special case; and I didn't want to use the ReachDOM findDOMNode since the documentation says:
Note: findDOMNode is an escape hatch used to access the underlying DOM
node. In most cases, use of this escape hatch is discouraged because
it pierces the component abstraction.
(Source: findDOMNode)
So in that particular component I had to use the componentDidUpdate() event, so my code ended up being like this:
componentDidMount() {
// feel this a little hacky? check this: http://stackoverflow.com/questions/26556436/react-after-render-code
setTimeout(() => {
window.addEventListener("resize", this.updateDimensions.bind(this));
this.updateDimensions();
}, 0);
}
And then:
componentDidUpdate() {
this.updateDimensions();
}
Finally, in my case, I had to remove the listener created in componentDidMount:
componentWillUnmount() {
window.removeEventListener("resize", this.updateDimensions.bind(this));
}
There is actually a lot simpler and cleaner version than using request animationframe or timeouts. Iam suprised no one brought it up:
the vanilla-js onload handler.
If you can, use component did mount, if not, simply bind a function on the onload hanlder of the jsx component. If you want the function to run every render, also execute it before returning you results in the render function. the code would look like this:
runAfterRender = () =>
{
const myElem = document.getElementById("myElem")
if(myElem)
{
//do important stuff
}
}
render()
{
this.runAfterRender()
return (
<div
onLoad = {this.runAfterRender}
>
//more stuff
</div>
)
}
}
I'm actually having a trouble with similar behaviour, I render a video element in a Component with it's id attribute so when RenderDOM.render() ends it loads a plugin that needs the id to find the placeholder and it fails to find it.
The setTimeout with 0ms inside the componentDidMount() fixed it :)
componentDidMount() {
if (this.props.onDidMount instanceof Function) {
setTimeout(() => {
this.props.onDidMount();
}, 0);
}
}
After render, you can specify the height like below and can specify the height to corresponding react components.
render: function () {
var style1 = {height: '100px'};
var style2 = { height: '100px'};
//window. height actually will get the height of the window.
var hght = $(window).height();
var style3 = {hght - (style1 + style2)} ;
return (
<div className="wrapper">
<Sidebar />
<div className="inner-wrapper">
<ActionBar style={style1} title="Title Here" />
<BalanceBar style={style2} balance={balance} />
<div className="app-content" style={style3}>
<List items={items} />
</div>
</div>
</div>
);`
}
or you can specify the height of the each react component using sass. Specify first 2 react component main div's with fixed width and then the third component main div's height with auto. So based on the third div's content the height will be assigned.
For me, no combination of window.requestAnimationFrame or setTimeout produced consistent results. Sometimes it worked, but not always—or sometimes it would be too late.
I fixed it by looping window.requestAnimationFrame as many times as necessary.
(Typically 0 or 2-3 times)
The key is diff > 0: here we can ensure exactly when the page updates.
// Ensure new image was loaded before scrolling
if (oldH > 0 && images.length > prevState.images.length) {
(function scroll() {
const newH = ref.scrollHeight;
const diff = newH - oldH;
if (diff > 0) {
const newPos = top + diff;
window.scrollTo(0, newPos);
} else {
window.requestAnimationFrame(scroll);
}
}());
}
For me, componentDidUpdate alone or window.requestAnimationFrame alone didn't solve the problem, but the following code worked.
// Worked but not succinct
componentDidUpdate(prevProps, prevState, snapshot) {
if (this.state.refreshFlag) { // in the setState for which you want to do post-rendering stuffs, set this refreshFlag to true at the same time, to enable this block of code.
window.requestAnimationFrame(() => {
this.setState({
refreshFlag: false // Set the refreshFlag back to false so this only runs once.
});
something = this.scatterChart.current.canvas
.toDataURL("image/png"); // Do something that need to be done after rendering is finished. In my case I retrieved the canvas image.
});
}
}
And later I tested with requestAnimationFrame commented, it still worked perfectly:
// The best solution I found
componentDidUpdate(prevProps, prevState, snapshot) {
if (this.state.refreshFlag) { // in the setState for which you want to do post-rendering stuffs, set this refreshFlag to true at the same time, to enable this block of code.
// window.requestAnimationFrame(() => {
this.setState({
refreshFlag: false // Set the refreshFlag back to false so this only runs once.
});
something = this.scatterChart.current.canvas
.toDataURL("image/png"); // Do something that need to be done after rendering is finished. In my case I retrieved the canvas image.
// });
}
}
I'm not sure whether it's just a coincidence that the extra setState induced a time delay, so that when retrieving the image, the drawing is already done (I will get the old canvas image if I remove the setState).
Or more possibly, it was because setState is required to be executed after everything is rendered, so it forced the waiting for the rendering to finish.
-- I tend to believe the latter, because in my experience, calling setState consecutively in my code will result in each one triggered only after the last rendering finished.
Lastly, I tested the following code. If this.setState({}); doesn't update the component, but wait till the rendering finishes, this would be the ultimate best solution, I thought. However, it failed. Even when passing an empty {}, setState() still updates the component.
// This one failed!
componentDidUpdate(prevProps, prevState, snapshot) {
// if (this.state.refreshFlag) {
// window.requestAnimationFrame(() => {
this.setState({});
something = this.scatterChart.current.canvas
.toDataURL("image/png");
// });
// }
}
I recommend that you make use of hooks.
They are available from version 16.8.0 onwards.
You can check the behavior of this hook in the official react documentation.
Something like this:
import React, { useEffect } from 'react'
const AppBase = ({ }) => {
useEffect(() => {
// set el height and width etc.
}, [])
return (
<div className="wrapper">
<Sidebar />
<div className="inner-wrapper">
<ActionBar title="Title Here" />
<BalanceBar balance={balance} />
<div className="app-content">
<List items={items} />
</div>
</div>
</div>
);
}
export default AppBase
I had weird situation when i need to print react component which receives big amount of data and paint in on canvas. I've tried all mentioned approaches, non of them worked reliably for me, with requestAnimationFrame inside setTimeout i get empty canvas in 20% of the time, so i did the following:
nRequest = n => range(0,n).reduce(
(acc,val) => () => requestAnimationFrame(acc), () => requestAnimationFrame(this.save)
);
Basically i made a chain of requestAnimationFrame's, not sure is this good idea or not but this works in 100% of the cases for me so far (i'm using 30 as a value for n variable).
I am not going to pretend I know why this particular function works, however window.getComputedStyle works 100% of the time for me whenever I need to access DOM elements with a Ref in a useEffect — I can only presume it will work with componentDidMount as well.
I put it at the top of the code in a useEffect and it appears as if it forces the effect to wait for the elements to be painted before it continues with the next line of code, but without any noticeable delay such as using a setTimeout or an async sleep function. Without this, the Ref element returns as undefined when I try to access it.
const ref = useRef(null);
useEffect(()=>{
window.getComputedStyle(ref.current);
// Next lines of code to get element and do something after getComputedStyle().
});
return(<div ref={ref}></div>);
for functional components you can react-use-call-onnext-render, its a custom hook that allows schedule callback on a later render.
It is used successfully on one of my other projects.
for requiring dimension of a dom element,
see this example,its the third example on react-use-call-onnext-render examples:
let's say we want to get dimensions of a removable DOM element,lets say div that is controlled by showBox state
variable. for that we can use getBoundingClientRect(). however, we want to call this function only after the element
mounted into the dom, so will schedule this call one render after the variable responsible for showing this element
in the dom has changed,and this variable is showBox, so he will be dependency of useCallOnNextRender:
const YourComponent = () => {
const [showBox, setShowBox] = useState(false)
const divRef = useRef()
const callOnNextShowBoxChange = useCallOnNextRender()
return (
<>
<div style={canvasStyle} id="canvas">
<button style={boxStyle} onClick={() => {
setShowBox(!showBox)
callOnNextShowBoxChange(() => console.log(divRef.current.getBoundingClientRect())) //right value
}}>toggle show box
</button>
<div style={{border: "black solid 1px"}} ref={divRef}>
{showBox ? <div style={boxStyle}>box2</div> : null}
</div>
</div>
</>
);
};
After trying all the suggested solutions above with no luck I found one of my elements in the middle had CSS transition, that's why I failed to get correct computed geometry after props changed.
So I had to use onTransitionEnd listener to wait for a moment when to try getting the computed by DOM height of container element.
Hope this will save someone's work day lol.
From the ReactDOM.render() documentation:
If the optional callback is provided, it will be executed after the
component is rendered or updated.
A little bit of update with ES6 classes instead of React.createClass
import React, { Component } from 'react';
class SomeComponent extends Component {
constructor(props) {
super(props);
// this code might be called when there is no element avaliable in `document` yet (eg. initial render)
}
componentDidMount() {
// this code will be always called when component is mounted in browser DOM ('after render')
}
render() {
return (
<div className="component">
Some Content
</div>
);
}
}
Also - check React component lifecycle methods:The Component Lifecycle
Every component have a lot of methods similar to componentDidMount eg.
componentWillUnmount() - component is about to be removed from browser DOM
i am using the ARCGIS Javascript API and trying to override the default right click behavior of the vertex points of a shape.
in ESRI's help it does list the onVertexClick event however from here it seems there is no way to determine if this is a right or left click event so i cannot override just the rightclick.
https://developers.arcgis.com/javascript/jsapi/edit.html
I am trying to set the right click behavour to just delete the current node/vertex instead of showing a menu with the option Delete.
EDIT
Here is the current event that exists within the ARCGIS api.
this.eventsList.push(dojo.connect(this._editToolbar, 'onVertexClick', $.proxy(this.addCustomVertexClickEvent, this)));
this event is already in the api however it does not return any way for me to determine left/right click.
your comment "listen for the click event then test the button attribute of the MouseEvent object" would work however i cant actually add a click event to the vertex points directly as these are inside the ARCGIS api code.
For anyone else who is looking for a way to do this without hacking around. You can listen to "contextmenu" (right click) events on the body, set a flag in the "contextmenu" handler to let the application know the current state. Simulate a click event to the "vertex handle" with a "mousedown", "mouseup" combination. In the "vertex-click" handler check for the right click flag set in the "contextmenu" handler
var editToolbar = new Edit(map, options);
var rightClick;
$('body').on('contextmenu', function(e) {
var target = e.target;
if(target.tagName === 'circle') {
// We only care about this event if it targeted a vertex
// which is visualized with an SVG circle element
// Set flag for right click
rightClick = true;
// Simulate click on vertex to allow esri vertex-click
// to fill in the data for us
var mouseDownEvt = new MouseEvent('mousedown', e.originalEvent);
target.dispatchEvent(mouseDownEvt);
var mouseUpEvt = new MouseEvent('mouseup', e.originalEvent);
target.dispatchEvent(mouseUpEvt);
// Since this event will be handled by us lets prevent default
// and stop propagation so the browser context menu doesnt appear
e.preventDefault();
e.stopPropagation();
}
});
editToolbar.on('vertex-click', function(e) {
if(rightClick) {
// Handle the right click on a vertex
rightClick = null;
}
});
after hearing back from ESRI it seems they do not provide this detail in their API so this is not possible yet.
I ended up doing this differently. I wanted to add a UI so the user could enter the XY of the point
// setup to allow editing
this.editToolbar = new EditToolbar(this.map, { allowDeleteVertices: false });
const rcMenuForGraphics = new RightClickVertexContextMenu();
const menu = rcMenuForGraphics.createMenu();
// bind to the map graphics as this is where the vertex editor is
this.map.graphics.on("mouse-over", (evt)=> {
// bind to the graphic underneath the mouse cursor
menu.bindDomNode(evt.graphic.getDojoShape().getNode());
});
this.map.graphics.on("mouse-out", (evt)=> {
menu.unBindDomNode(evt.graphic.getDojoShape().getNode());
});
this.editToolbar.on("vertex-click", (evt2) => {
rcMenuForGraphics.setCurrentTarget(evt2);
// evt2.vertexinfo.graphic.geometry.setX(evt2.vertexinfo.graphic.geometry.x - 1000);
})
// when the graphics layer is clicked start editing
gl.on("click", (evt: any) => {
this.map.setInfoWindowOnClick(false);
// tslint:disable-next-line: no-bitwise
const t: any = EditToolbar.MOVE | EditToolbar.EDIT_VERTICES;
this.editToolbar.deactivate();
this.editToolbar.activate(t, evt.graphic);
})
The code for the menu uses esri's vertex editor to grab the point, change its XY and then manually call the events to refresh the geometry. Only tested with polygon
import Menu = require("dijit/Menu");
import MenuItem = require("dijit/MenuItem");
import Graphic = require("esri/graphic");
import Edit = require("esri/toolbars/edit");
import Point = require("esri/geometry/Point");
class RightClickVertexContextMenu {
private curentTarget: { graphic: Graphic; vertexinfo: any; target: Edit; };
public createMenu() {
const menuForGraphics = new Menu({});
menuForGraphics.addChild(new MenuItem({
label: "Edit",
onClick: () => {
// this is a bit hooky. We grab the verx mover, change the x/y and then call the _moveStopHandler
console.log(this.curentTarget.vertexinfo);
const e: any = this.curentTarget.target;
const mover = e._vertexEditor._findMover(this.curentTarget.vertexinfo.graphic);
const g: Graphic = mover.graphic;
// add in a UI here to allow the user to set the new value. This just shifts the point to the left
g.setGeometry(new Point(mover.point.x - 1000, mover.point.y ))
e._vertexEditor._moveStopHandler(mover, {dx: 15});
this.curentTarget.target.refresh();
}
}));
menuForGraphics.addChild(new MenuItem({
label: "Delete",
onClick: () => {
// call the vertex delete handler
const ct: any = this.curentTarget.target;
ct._vertexEditor._deleteHandler(this.curentTarget.graphic)
}
}));
return menuForGraphics;
}
public setCurrentTarget(evt: { graphic: Graphic; vertexinfo: any; target: Edit; }) {
this.curentTarget = evt;
}
}
export = RightClickVertexContextMenu;