I have the following fiddle which I have been trying to modify:
Fiddle
I am trying to get this functionality:
1> User clicks pick image button and file is uploaded (working now)
2> User clicks pick image button again and existing file is replaced with new.
3> User clicks remove button and the file is removed.
I'm struggling to work out how to do this. The code looks like this:
$(document).ready(function() {
var uploader = new plupload.Uploader({
runtimes : 'html5,flash,silverlight',
browse_button : 'pick-files',
max_file_size : '1mb',
multi_selection: false,
max_file_count: 1,
unique_names : true,
autostart: true,
url: "/echo/json",
flash_swf_url : 'http://rawgithub.com/moxiecode/moxie/master/bin/flash/Moxie.cdn.swf',
silverlight_xap_url : 'http://rawgithub.com/moxiecode/moxie/master/bin/silverlight/Moxie.cdn.xap',
filters : [
{title : "Image files", extensions : "jpg,png"}
],
init: {
PostInit: function() {
document.getElementById('pick-files').style.visibility = 'visible';
},
FilesAdded: function(up, files) {
plupload.each(files, function(file) {
if(uploader.files.length > 1){
//uploader.removeFile(uploader.getFile(this.id));
console.log(file.id);
// return;
}
var img = new o.Image();
img.onload = function() {
// create a thumb placeholder
var li = document.createElement('li');
li.id = this.uid;
document.getElementById('gallery').appendChild(li);
// embed the actual thumbnail
this.embed(li.id, {
width: 100,
height: 60,
crop: true
});
};
img.load(file.getSource());
});
},
Error: function(up, err) {
document.getElementById('console').innerHTML += "\nError #" + err.code + ": " + err.message;
}
}
});
uploader.init();
});
I had a shot at this. You were on the right path but it looks like you were removing the file you were adding when there was already one in the queue. You also don't want to "return" when uploader.files.length > 1. That takes you out of the "each" and the rest of the code wasn't running.
The third part is to remove the file. For that I've bound the buttons click event to remove the file.
Here's a Fiddle.
And here are some relevant code snippets.
FilesAdded: function(up, files) {
plupload.each(files, function(file) {
if(uploader.files.length > 1){
removeImage(); //Call the removeImage() function and then continue
}
And then to remove the Image, this is what I've done.
uploader.init(); //<-- After initialising
document.getElementById('remove').onclick = function () {
removeImage();
};
function removeImage(){
if(uploader.files.length > 0){
uploader.removeFile(uploader.files[0].id);
document.getElementById('gallery').innerHTML = ''; //This will remove it from the page
}
}
That is just to quickly remove it for your case where there's only one picture. There may be better ways to reset the gallery but I've found that just calling removeFile doesn't remove it from the page, you need to reset the innerHTML or splice it from the list, etc.
Related
I'm currently building an app for iOS using Phonegap/Cordova and jQuerymobile. The idea is to take photos with camera and store the captured image for future use. I would like to store the path/filename into my local database and to move the picture file to a persistent place in the iPhone.
Could someone provide me with an example ?
Ok, here is the solution.
in the Html file
I have an image tag for displaying the picture taken by the camera :
I have a button that runs a function for taking photo :
Capture Photo
The function to capture photo is (when the photo is taken, the scr of the 'smallImage' id is populated with the path of the photo)
function capturePhoto() {
// Take picture using device camera and retrieve image as base64-encoded string
navigator.camera.getPicture(onPhotoDataSuccess, onFail, { quality: 50 });
}
//Callback function when the picture has been successfully taken
function onPhotoDataSuccess(imageData) {
// Get image handle
var smallImage = document.getElementById('smallImage');
// Unhide image elements
smallImage.style.display = 'block';
smallImage.src = imageData;
}
//Callback function when the picture has not been successfully taken
function onFail(message) {
alert('Failed to load picture because: ' + message);
}
Now I want to move the picture in a permanent folder and then save the link into my database :
function movePic(file){
window.resolveLocalFileSystemURI(file, resolveOnSuccess, resOnError);
}
//Callback function when the file system uri has been resolved
function resolveOnSuccess(entry){
var d = new Date();
var n = d.getTime();
//new file name
var newFileName = n + ".jpg";
var myFolderApp = "EasyPacking";
window.requestFileSystem(LocalFileSystem.PERSISTENT, 0, function(fileSys) {
//The folder is created if doesn't exist
fileSys.root.getDirectory( myFolderApp,
{create:true, exclusive: false},
function(directory) {
entry.moveTo(directory, newFileName, successMove, resOnError);
},
resOnError);
},
resOnError);
}
//Callback function when the file has been moved successfully - inserting the complete path
function successMove(entry) {
//I do my insert with "entry.fullPath" as for the path
}
function resOnError(error) {
alert(error.code);
}
My file has been saved in the database to display it, i put "file://" front of the row that contains the image src
Hope this help.
J.
P.S. :
- many thanks to Simon Mac Donald (http://hi.im/simonmacdonald) for his post on googledocs.
Jerome's answer works like a charm.. the only thing to point out to people when they want to use the file don't use entry.fullPath as this can sometimes cause issues, use entry.toURL() as this will give you the full path without having to add "file://" to the path as well as bypassing issues such as SD card storage..
if (index == '0')
{
var options = {
quality: 50,
destinationType: Camera.DestinationType.FILE_URI,
sourceType: Camera.PictureSourceType.CAMERA,
allowEdit: false,
encodingType: Camera.EncodingType.JPEG,
popoverOptions: CameraPopoverOptions,
saveToPhotoAlbum: false,
correctOrientation:true
};
$cordovaCamera.getPicture(options).then(movePic,function(imageData) {
$rootScope.imageUpload=imageData;
}, function(err) {
console.error(err);
});
function movePic(imageData){
console.log("move pic");
console.log(imageData);
window.resolveLocalFileSystemURL(imageData, resolveOnSuccess, resOnError);
}
function resolveOnSuccess(entry){
console.log("resolvetosuccess");
//new file name
var newFileName = itemID + ".jpg";
var myFolderApp = "ImgFolder";
window.requestFileSystem(LocalFileSystem.PERSISTENT, 0, function(fileSys) {
console.log("folder create");
//The folder is created if doesn't exist
fileSys.root.getDirectory( myFolderApp,
{create:true, exclusive: false},
function(directory) {
console.log("move to file..");
entry.moveTo(directory, newFileName, successMove, resOnError);
console.log("release");
},
resOnError);
},
resOnError);
}
function successMove(entry) {
//I do my insert with "entry.fullPath" as for the path
console.log("success");
//this is file path, customize your path
console.log(entry);
}
function resOnError(error) {
console.log("failed");
}
}
I just did a that works with promises, based on Jérôme's answer above:
function moveFile(file){
var deferred = $q.defer();
window.resolveLocalFileSystemURL(file,
function resolveOnSuccess(entry){
var dateTime = moment.utc(new Date).format('YYYYMMDD_HHmmss');
var newFileName = dateTime + ".jpg";
var newDirectory = "photos";
window.requestFileSystem(LocalFileSystem.PERSISTENT, 0, function(fileSys) {
//The folder is created if doesn't exist
fileSys.root.getDirectory( newDirectory,
{create:true, exclusive: false},
function(directory) {
entry.moveTo(directory, newFileName, function (entry) {
//Now we can use "entry.toURL()" for the img src
console.log(entry.toURL());
deferred.resolve(entry);
}, resOnError);
},
resOnError);
},
resOnError);
}, resOnError);
return deferred.promise;
}
function resOnError(error) {
console.log('Awwww shnap!: ' + error.code);
}
There are 3 steps:
Get the photo. Apple has a good example for this on the iPhone dev site
Get your Documents directory, like so:
NSArray *arrayPaths = NSSearchPathForDirectoriesInDomains(
NSDocumentDirectory,
NSUserDomainMask,
YES);
NSString *docDir = [arrayPaths objectAtIndex:0];
And finally, storing the UIImage you got in step 1 out to disk:
NSString *filename = #"mypic.png";
NSString *fullpath = [docDir stringByAppendingPathComponent:filename];
[UIImagePNGRepresentation(image) writeToFile:fullpath atomically:YES];
In Protractor, I am trying to write a function to simulate clicking a responsive navigation menu item (i.e. menu is either a bar of dropdowns across the top or a hamburger link if mobile). The structure of the bar is defined by MEANJS with a few id="" attributes mixed in.
It seems to work exactly as I want when I run it one spec at a time, like so:
protractor app/tests/e2e/conf.js --suite mySuite
but when I run with the full test (that only has 4 tests in it), like so:
protractor app/tests/e2e/conf.js
I start to get this error intermittently (source of error is in 2 places below):
Failed: element not visible
Here's my function
commonPOs.clickNavBar = function(mainTab, linkUrl) {
var deferred = protractor.promise.defer();
var hamburger = element(by.id('nav-hamburger'));
var linkCssExpression = 'a[href*="' + linkUrl + '"]';
hamburger.isDisplayed().then(function(result) {
if ( result ) {
hamburger.click().then(function() {
var navBar = hamburger
.element(by.xpath('../..'))
.element(by.id('myapp-navbar'));
return clickItNow(mainTab, linkUrl, navBar);
});
} else {
return clickItNow(mainTab, linkUrl, element(by.id('myapp-navbar')));
}
});
return deferred.promise;
function clickItNow(mainTab, linkUrl, navBar) {
var link;
if(mainTab) {
// if mainTab was passed, need to
// click the parent first to expose the link
var parentLink;
if (mainTab == 'ACCTADMIN') {
parentLink = navBar.element(by.id('account-admin-menu'));
}
else {
parentLink = navBar.element(by.linkText(mainTab));
}
expect(parentLink.isPresent()).toBeTruthy();
parentLink.click(); // FIRST PLACE ERROR HAPPENS
link = parentLink.element(by.xpath('..')).element(by.css(linkCssExpression));
}
else {
link = navBar.element(by.css(linkCssExpression));
}
expect(link.isPresent()).toBeTruthy();
link.click(); // SECOND PLACE ERROR HAPPENS
return deferred.fulfill();
}
};
I have tried to use both of these but neither work:
browser.sleep(500);
browser.driver.wait(protractor.until.elementIsVisible(parentLink));
What NOOB async error am I making?
Self answer... but any better answer will win the green check mark!!!
EDITED - After more problems, found a nice 'waitReady()' contribution from elgalu.
There were a few obvious problems with my original code, but fixing them did not solve the problem. After working through what I could, the solution seemed to be the expect(navBar.waitReady()).toBeTruthy(); lines I added. I also had to split the nested function out. Anyway, here is the new code that seems to be working now. A better (comprehensive) answer will get the green checkmark! I'm pretty sure there's a flaw or 2 here.
commonPOs.clickNavBar = function(mainTab, linkUrl) {
var deferred = protractor.promise.defer();
var hamburger = element(by.id('nav-hamburger'));
hamburger.isDisplayed().then(function(result) {
if ( result ) {
hamburger.click().then(function() {
var navBar = hamburger
.element(by.xpath('../..'))
.element(by.id('myapp-navbar'));
return clickItNow(mainTab, linkUrl, navBar, deferred);
});
} else {
return clickItNow(mainTab, linkUrl, element(by.id('myapp-navbar')), deferred);
}
});
return deferred.promise;
};
function clickItNow(mainTab, linkUrl, navBar, deferred) {
var targetLink;
var linkCssExpression = 'a[href*="' + linkUrl + '"]';
expect(navBar.waitReady()).toBeTruthy();
if(mainTab) {
// if mainTab was passed, neet to
// click the parent first to expose the link
var parentTabLink;
if (mainTab == 'ACCTADMIN') {
parentTabLink = navBar.element(by.id('account-admin-menu'));
}
else {
parentTabLink = navBar.element(by.id('main-menu-' + mainTab));
}
// expect(parentTabLink.isDisplayed()).toBeTruthy();
expect(parentTabLink.waitReady()).toBeTruthy();
parentTabLink.click();
targetLink = parentTabLink.element(by.xpath('..')).element(by.css(linkCssExpression));
}
else {
targetLink = navBar.element(by.css(linkCssExpression));
}
expect(targetLink.isDisplayed()).toBeTruthy();
targetLink.click().then(function() {
return deferred.fulfill();
});
}
Depending on the use case, how do I constrain the number of files that dropzone.js will allow?
For example, I might need to only allow 1, 2, or 4 files uploaded.
It's not uploadMultiple. Unfortunately, uploadMultiple only applies to the number of files handled per request.
I achieved this a slightly different way. I just remove the old dropped file any time a new file is added. It acts as overwriting the file which was the user experience I was going for here.
Dropzone.options.myAwesomeDropzone = {
accept: function(file, done) {
console.log("uploaded");
done();
},
init: function() {
this.on("addedfile", function() {
if (this.files[1]!=null){
this.removeFile(this.files[0]);
}
});
}
};
Nowell pointed it out that this has been addressed as of August 6th, 2013. A working example using this form might be:
<form class="dropzone" id="my-awesome-dropzone"></form>
You could use this JavaScript:
Dropzone.options.myAwesomeDropzone = {
maxFiles: 1,
accept: function(file, done) {
console.log("uploaded");
done();
},
init: function() {
this.on("maxfilesexceeded", function(file){
alert("No more files please!");
});
}
};
The dropzone element even gets a special style, so you can do things like:
<style>
.dz-max-files-reached {background-color: red};
</style>
I thought that the most intuitive single file upload process was to replace the previous file upon a new entry.
$(".drop-image").dropzone({
url: '/cart?upload-engraving=true',
maxFiles: 1,
maxfilesexceeded: function(file) {
this.removeAllFiles();
this.addFile(file);
}
})
maxFiles: 1 does the job but if you also want to remove the additional files you can use this sample code taken from the Wiki page:
How can I limit the number of files?
You're in luck! Starting with 3.7.0 Dropzone supports the maxFiles
option. Simply set it to the desired quantity and you're good to go.
If you don't want the rejected files to be viewed, simply register for
the maxfilesexceeded event, and remove the file immediately:
myDropzone.on("maxfilesexceeded", function(file)
{
this.removeFile(file);
});
Alternative solution that worked really well for me:
init: function() {
this.on("addedfile", function(event) {
while (this.files.length > this.options.maxFiles) {
this.removeFile(this.files[0]);
}
});
}
You can limit the number of files uploaded by changing in dropezone.js
Dropzone.prototype.defaultOptions = {
maxFiles: 10,
}
Set maxFiles Count: maxFiles: 1
In maxfilesexceeded event, clear all files and add a new file:
event: Called for each file that has been rejected because the number
of files exceeds the maxFiles limit.
var myDropzone = new Dropzone("div#yourDropzoneID", { url: "/file/post",
uploadMultiple: false, maxFiles: 1 });
myDropzone.on("maxfilesexceeded", function (file) {
myDropzone.removeAllFiles();
myDropzone.addFile(file);
});
it looks like maxFiles is the parameter you are looking for.
https://github.com/enyo/dropzone/blob/master/src/dropzone.coffee#L667
Why do not you just use CSS to disable the click event. When max files is reached, Dropzone will automatically add a class of dz-max-files-reached.
Use css to disable click on dropzone:
.dz-max-files-reached {
pointer-events: none;
cursor: default;
}
Credit: this answer
The problem with the solutions provided is that you can only upload 1 file ever. In my case I needed to upload only 1 file at a time (on click or on drop).
This was my solution..
Dropzone.options.myDropzone = {
maxFiles: 2,
init: function() {
this.handleFiles = function(files) {
var file, _i, _len, _results;
_results = [];
for (_i = 0, _len = files.length; _i < _len; _i++) {
file = files[_i];
_results.push(this.addFile(file));
// Make sure we don't handle more files than requested
if (this.options.maxFiles != null && this.options.maxFiles > 0 && _i >= (this.options.maxFiles - 1)) {
break;
}
}
return _results;
};
this._addFilesFromItems = function(items) {
var entry, item, _i, _len, _results;
_results = [];
for (_i = 0, _len = items.length; _i < _len; _i++) {
item = items[_i];
if ((item.webkitGetAsEntry != null) && (entry = item.webkitGetAsEntry())) {
if (entry.isFile) {
_results.push(this.addFile(item.getAsFile()));
} else if (entry.isDirectory) {
_results.push(this._addFilesFromDirectory(entry, entry.name));
} else {
_results.push(void 0);
}
} else if (item.getAsFile != null) {
if ((item.kind == null) || item.kind === "file") {
_results.push(this.addFile(item.getAsFile()));
} else {
_results.push(void 0);
}
} else {
_results.push(void 0);
}
// Make sure we don't handle more files than requested
if (this.options.maxFiles != null && this.options.maxFiles > 0 && _i >= (this.options.maxFiles - 1)) {
break;
}
}
return _results;
};
}
};
Hope this helps ;)
I'd like to point out. maybe this just happens to me, HOWEVER, when I use this.removeAllFiles() in dropzone, it fires the event COMPLETE and this blows, what I did was check if the fileData was empty or not so I could actually submit the form.
You can also add in callbacks - here I'm using Dropzone for Angular
dzCallbacks = {
'addedfile' : function(file){
$scope.btSend = false;
$scope.form.logoFile = file;
},
'success' : function(file, xhr){
$scope.btSend = true;
console.log(file, xhr);
},
'maxfilesexceeded': function(file) {
$timeout(function() {
file._removeLink.click();
}, 2000);
}
}
Dropzone.options.dpzSingleFile = {
paramName: "file", // The name that will be used to transfer the file
maxFiles: 1,
init: function() {
this.on("maxfilesexceeded", function(file) {
this.removeAllFiles();
this.addFile(file);
});
}
};
I need to get a count of all selected files using Telerik MVC Upload Control. Can anyone tell me how can i do that. I tried code like this.
var count = e.files.length;
But its counting always as one.
try this code
[function onSelect(e) {
var selectedFiles = e.files.length;
totalFiles += selectedFiles;
}
function UploadRemove(e) {
totalFiles--;
if (totalFiles > 0) {
// Write true block code here.
}
else if (totalFiles == 0) {
// Write your false block code here.
}
}]
You could do this in your upload event handler:
upload: function (e) {
// File Count:
var fileCount = this.wrapper.find(".k-file").length;
// File Index:
var uid = e.files[0].uid;
var file = this.wrapper.find(".k-file[data-uid='" + uid + "']");
var fileIndex = file.index();
}
Well basically im looking on this problem, i have many components with dinamic stuff that is written in the server side with PHP.
Depending on the user my components will change, based on the role of the user.
So i need to know any ways/examples/info on how to do this.
1- I used the load function EXTJS has, but it clearly says i wont load script only plain text.
2- i used eval() but im a bit scared o this approach, like this example crate layout component (static)
var contentPanel = new Ext.Panel({
frame: true,
style: {marginTop: '10px'},
height: 315,
border: true,
bodyBorder: false,
layout: 'fit',
id: 'contentPanel'
});
var mainPanel = new Ext.Panel({
title: 'Panel Principal',
id: 'mainPanel',
border: true,
frame: true,
width: '50%',
style: {margin: '50px auto 0 auto'},
height: 400,
renderTo: Ext.getBody(),
items: [
{
html: 'Panel 1'
},
{
html: 'Panel 2'
},
contentPanel
]
})
and update the content of the layout with js files written on the server
function receiveContent(options, success, response)
{
var respuesta = response.responseText;
//console.log(respuesta);
eval(respuesta);
//console.log(options.url);
url = options.url;
url = url.substring(0,(url.search(/(\.)/)));
var contenedor = Ext.getCmp('contentPanel');
contenedor.removeAll();
var contenido = Ext.getCmp(url);
contenedor.add(contenido);
contenedor.doLayout();
}
function requestContent(panel)
{
//panel es el nombre del archivo que quiero
Ext.Ajax.request({
url: panel+'.js',
callback: receiveContent
});
}
any other way for this to be done, what i DONT want to do is making a million different components and load them ALL at login time like many people seem to say
To address your questions:
The .load method WILL load script and evaluate it once the content has finished loading, however to accomplish this you will need to set the scripts:true option, an example may be:
my_panel.load({
url: 'url_to_load.php/hmt/html/asp...',
params: {param1: param1value, param2: param2value...etc},
nocache: true,
timeout: 30,
scripts: true
});
Using eval() is fine...but seeing as the scripts:true config option above accomplishes this for javascript in the source file, you shouldnt need to use this.
Hope this helps
You might load JavaScript dynamically using something like like below - there are a hundred variations on the web. In this way, you would avoid the AJAX call and handling the response (and subsequent eval).
var aHeadNode = document.getElementById('head')[0];
var aScript = document.createElement('script');
aScript.type = 'text/javascript';
aScript.src = "someFile.js";
aHeadNode.appendChild(oScript);
What I understood from your question is that, you are looking for dynamic JS file loader with a callback handler i.e. the callback function will be called only when the file is loaded fully. I also faced similar problems at start and after searching a lot and doing some research, I developed the following code, it provides absolute Dynamic JS and CSS file loading functionality :
Class ScriptLoader: (Put it in a separate file and load it at first)
ScriptLoader = function() {
this.timeout = 30;
this.scripts = [];
this.disableCaching = false;
};
ScriptLoader.prototype = {
processSuccess : function(response) {
this.scripts[response.argument.url] = true;
window.execScript ? window.execScript(response.responseText) : window
.eval(response.responseText);
if (response.argument.options.scripts.length == 0) {
}
if (typeof response.argument.callback == 'function') {
response.argument.callback.call(response.argument.scope);
}
},
processFailure : function(response) {
Ext.MessageBox.show({
title : 'Application Error',
msg : 'Script library could not be loaded.',
closable : false,
icon : Ext.MessageBox.ERROR,
minWidth : 200
});
setTimeout(function() {
Ext.MessageBox.hide();
}, 3000);
},
load : function(url, callback) {
var cfg, callerScope;
if (typeof url == 'object') { // must be config object
cfg = url;
url = cfg.url;
callback = callback || cfg.callback;
callerScope = cfg.scope;
if (typeof cfg.timeout != 'undefined') {
this.timeout = cfg.timeout;
}
if (typeof cfg.disableCaching != 'undefined') {
this.disableCaching = cfg.disableCaching;
}
}
if (this.scripts[url]) {
if (typeof callback == 'function') {
callback.call(callerScope || window);
}
return null;
}
Ext.Ajax.request({
url : url,
success : this.processSuccess,
failure : this.processFailure,
scope : this,
timeout : (this.timeout * 1000),
disableCaching : this.disableCaching,
argument : {
'url' : url,
'scope' : callerScope || window,
'callback' : callback,
'options' : cfg
}
});
}
};
ScriptLoaderMgr = function() {
this.loader = new ScriptLoader();
this.load = function(o) {
if (!Ext.isArray(o.scripts)) {
o.scripts = [o.scripts];
}
o.url = o.scripts.shift();
if (o.scripts.length == 0) {
this.loader.load(o);
} else {
o.scope = this;
this.loader.load(o, function() {
this.load(o);
});
}
};
this.loadCss = function(scripts) {
var id = '';
var file;
if (!Ext.isArray(scripts)) {
scripts = [scripts];
}
for (var i = 0; i < scripts.length; i++) {
file = scripts[i];
id = '' + Math.floor(Math.random() * 100);
Ext.util.CSS.createStyleSheet('', id);
Ext.util.CSS.swapStyleSheet(id, file);
}
};
this.addAsScript = function(o) {
var count = 0;
var script;
var files = o.scripts;
if (!Ext.isArray(files)) {
files = [files];
}
var head = document.getElementsByTagName('head')[0];
Ext.each(files, function(file) {
script = document.createElement('script');
script.type = 'text/javascript';
if (Ext.isFunction(o.callback)) {
script.onload = function() {
count++;
if (count == files.length) {
o.callback.call();
}
}
}
script.src = file;
head.appendChild(script);
});
}
};
ScriptMgr = new ScriptLoaderMgr();
Now it can be used this way:
For CSS files loading :
ScriptMgr.loadCss([first.css', 'second.css']);
That is you just need to provide css files path in an array and pass that array to loadCss() function as an argument. No callback is required for CSS files.
For JS file loading :
ScriptMgr.load({
scripts : ['lib/jquery-1.4.2.min.js','lib/jquery.touch-gallery-1.0.0.min.js'],
callback : function() {
//Here you will do those staff needed after the files get loaded
},
scope : this
});
In this case, the same way you entered CSS files, here you just need to put that array of JS files in scripts option. The callback function is called only when all the JS files are loaded successfully. Also, if in any case, the JS files are already loaded in the browser (i.e. already this code is run once), then the control will automatically go to the callback function.