EditorUI
A class providing the minimal interface that is required to successfully bootstrap any editor UI.
Properties
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ariaLiveAnnouncer : AriaLiveAnnouncerreadonlymodule:ui/editorui/editorui~EditorUI#ariaLiveAnnouncerA helper that manages the content of an
aria-liveregions used by editor features to announce status changes to screen readers. -
componentFactory : ComponentFactoryreadonlymodule:ui/editorui/editorui~EditorUI#componentFactoryAn instance of the
ComponentFactory, a registry used by plugins to register factories of specific UI components. -
module:ui/editorui/editorui~EditorUI#editorThe editor that the UI belongs to.
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element : null | HTMLElementreadonlymodule:ui/editorui/editorui~EditorUI#elementThe main (outermost) DOM element of the editor UI.
For example, in
ClassicEditorit is a<div>which wraps the editable element and the toolbar. InInlineEditorit is the editable element itself (as there is no other wrapper). However, inDecoupledEditorit is set tonullbecause this editor does not come with a single "main" HTML element (its editable element and toolbar are separate).This property can be understood as a shorthand for retrieving the element that a specific editor integration considers to be its main DOM element.
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evaluationBadge : EvaluationBadgereadonlymodule:ui/editorui/editorui~EditorUI#evaluationBadgeA helper that enables the "evaluation badge" feature in the editor.
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focusTracker : FocusTrackerreadonlymodule:ui/editorui/editorui~EditorUI#focusTrackerStores the information about the editor UI focus and propagates it so various plugins and components are unified as a focus group.
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isReady : booleanreadonlymodule:ui/editorui/editorui~EditorUI#isReadyIndicates the UI is ready. Set
trueafter event-ready event is fired.Defaults to
false -
module:ui/editorui/editorui~EditorUI#poweredByA helper that enables the "powered by" feature in the editor and renders a link to the project's webpage.
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tooltipManager : TooltipManagerreadonlymodule:ui/editorui/editorui~EditorUI#tooltipManagerManages the tooltips displayed on mouseover and focus across the UI.
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view : EditorUIViewreadonlymodule:ui/editorui/editorui~EditorUI#view -
module:ui/editorui/editorui~EditorUI#viewportOffsetStores viewport offsets from every direction.
Viewport offset can be used to constrain balloons or other UI elements into an element smaller than the viewport. This can be useful if there are any other absolutely positioned elements that may interfere with editor UI.
Example
editor.ui.viewportOffsetreturns:{ top: 50, right: 50, bottom: 50, left: 50, visualTop: 50 }Copy codeThis property can be overriden after editor already being initialized:
editor.ui.viewportOffset = { top: 100, right: 0, bottom: 0, left: 0 };Copy code -
_domEmitter : DomEmitter | undefinedprivatemodule:ui/editorui/editorui~EditorUI#_domEmitterThe DOM emitter instance used for visual viewport watching.
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_editableElementsMap : Map<string, HTMLElement>privatemodule:ui/editorui/editorui~EditorUI#_editableElementsMapStores all editable elements used by the editor instance.
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_extraMenuBarElements : Array<MenuBarConfigAddedItem | MenuBarConfigAddedGroup | MenuBarConfigAddedMenu>privatemodule:ui/editorui/editorui~EditorUI#_extraMenuBarElementsAll additional menu bar items, groups or menus that have their default location defined.
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_focusableToolbarDefinitions : Array<FocusableToolbarDefinition>privatemodule:ui/editorui/editorui~EditorUI#_focusableToolbarDefinitionsAll available & focusable toolbars.
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_lastFocusedForeignElement : null | HTMLElementprivatemodule:ui/editorui/editorui~EditorUI#_lastFocusedForeignElementThe last focused element to which focus should return on
Escpress.
Methods
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constructor( editor )module:ui/editorui/editorui~EditorUI#constructor -
addToolbar( toolbarView, options ) → voidmodule:ui/editorui/editorui~EditorUI#addToolbarAdds a toolbar to the editor UI. Used primarily to maintain the accessibility of the UI.
Focusable toolbars can be accessed (focused) by users by pressing the Alt + F10 keystroke. Successive keystroke presses navigate over available toolbars.
Parameters
toolbarView : ToolbarViewA instance of the toolbar to be registered.
options : FocusableToolbarOptions-
Defaults to
{}
Returns
void
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bind( bindProperties ) → ObservableMultiBindChaininheritedmodule:ui/editorui/editorui~EditorUI#bind:MANY_BINDBinds observable properties to other objects implementing the
Observableinterface.Read more in the dedicated guide covering the topic of property bindings with some additional examples.
Consider two objects: a
buttonand an associatedcommand(bothObservable).A simple property binding could be as follows:
button.bind( 'isEnabled' ).to( command, 'isEnabled' );Copy codeor even shorter:
button.bind( 'isEnabled' ).to( command );Copy codewhich works in the following way:
button.isEnabledinstantly equalscommand.isEnabled,- whenever
command.isEnabledchanges,button.isEnabledwill immediately reflect its value.
Note: To release the binding, use
unbind.You can also "rename" the property in the binding by specifying the new name in the
to()chain:button.bind( 'isEnabled' ).to( command, 'isWorking' );Copy codeIt is possible to bind more than one property at a time to shorten the code:
button.bind( 'isEnabled', 'value' ).to( command );Copy codewhich corresponds to:
button.bind( 'isEnabled' ).to( command ); button.bind( 'value' ).to( command );Copy codeThe binding can include more than one observable, combining multiple data sources in a custom callback:
button.bind( 'isEnabled' ).to( command, 'isEnabled', ui, 'isVisible', ( isCommandEnabled, isUIVisible ) => isCommandEnabled && isUIVisible );Copy codeUsing a custom callback allows processing the value before passing it to the target property:
button.bind( 'isEnabled' ).to( command, 'value', value => value === 'heading1' );Copy codeIt is also possible to bind to the same property in an array of observables. To bind a
buttonto multiple commands (alsoObservables) so that each and every one of them must be enabled for the button to become enabled, use the following code:button.bind( 'isEnabled' ).toMany( [ commandA, commandB, commandC ], 'isEnabled', ( isAEnabled, isBEnabled, isCEnabled ) => isAEnabled && isBEnabled && isCEnabled );Copy codeParameters
bindProperties : Array<'off' | 'set' | 'bind' | 'unbind' | 'decorate' | 'stopListening' | 'on' | 'once' | 'listenTo' | 'fire' | 'delegate' | 'stopDelegating' | 'element' | 'view' | 'viewportOffset' | 'destroy' | 'update' | 'focusTracker' | 'poweredBy' | 'componentFactory' | 'editor' | 'tooltipManager' | 'evaluationBadge' | 'ariaLiveAnnouncer' | 'isReady' | 'setEditableElement' | 'removeEditableElement' | 'getEditableElement' | 'getEditableElementsNames' | 'addToolbar' | 'extendMenuBar' | 'initMenuBar'>Observable properties that will be bound to other observable(s).
Returns
ObservableMultiBindChainThe bind chain with the
to()andtoMany()methods.
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bind( bindProperty1, bindProperty2 ) → ObservableDualBindChain<K1, EditorUI[ K1 ], K2, EditorUI[ K2 ]>inheritedmodule:ui/editorui/editorui~EditorUI#bind:DUAL_BINDBinds observable properties to other objects implementing the
Observableinterface.Read more in the dedicated guide covering the topic of property bindings with some additional examples.
Consider two objects: a
buttonand an associatedcommand(bothObservable).A simple property binding could be as follows:
button.bind( 'isEnabled' ).to( command, 'isEnabled' );Copy codeor even shorter:
button.bind( 'isEnabled' ).to( command );Copy codewhich works in the following way:
button.isEnabledinstantly equalscommand.isEnabled,- whenever
command.isEnabledchanges,button.isEnabledwill immediately reflect its value.
Note: To release the binding, use
unbind.You can also "rename" the property in the binding by specifying the new name in the
to()chain:button.bind( 'isEnabled' ).to( command, 'isWorking' );Copy codeIt is possible to bind more than one property at a time to shorten the code:
button.bind( 'isEnabled', 'value' ).to( command );Copy codewhich corresponds to:
button.bind( 'isEnabled' ).to( command ); button.bind( 'value' ).to( command );Copy codeThe binding can include more than one observable, combining multiple data sources in a custom callback:
button.bind( 'isEnabled' ).to( command, 'isEnabled', ui, 'isVisible', ( isCommandEnabled, isUIVisible ) => isCommandEnabled && isUIVisible );Copy codeUsing a custom callback allows processing the value before passing it to the target property:
button.bind( 'isEnabled' ).to( command, 'value', value => value === 'heading1' );Copy codeIt is also possible to bind to the same property in an array of observables. To bind a
buttonto multiple commands (alsoObservables) so that each and every one of them must be enabled for the button to become enabled, use the following code:button.bind( 'isEnabled' ).toMany( [ commandA, commandB, commandC ], 'isEnabled', ( isAEnabled, isBEnabled, isCEnabled ) => isAEnabled && isBEnabled && isCEnabled );Copy codeType parameters
K1K2
Parameters
bindProperty1 : K1Observable property that will be bound to other observable(s).
bindProperty2 : K2Observable property that will be bound to other observable(s).
Returns
ObservableDualBindChain<K1, EditorUI[ K1 ], K2, EditorUI[ K2 ]>The bind chain with the
to()andtoMany()methods.
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bind( bindProperty ) → ObservableSingleBindChain<K, EditorUI[ K ]>inheritedmodule:ui/editorui/editorui~EditorUI#bind:SINGLE_BINDBinds observable properties to other objects implementing the
Observableinterface.Read more in the dedicated guide covering the topic of property bindings with some additional examples.
Consider two objects: a
buttonand an associatedcommand(bothObservable).A simple property binding could be as follows:
button.bind( 'isEnabled' ).to( command, 'isEnabled' );Copy codeor even shorter:
button.bind( 'isEnabled' ).to( command );Copy codewhich works in the following way:
button.isEnabledinstantly equalscommand.isEnabled,- whenever
command.isEnabledchanges,button.isEnabledwill immediately reflect its value.
Note: To release the binding, use
unbind.You can also "rename" the property in the binding by specifying the new name in the
to()chain:button.bind( 'isEnabled' ).to( command, 'isWorking' );Copy codeIt is possible to bind more than one property at a time to shorten the code:
button.bind( 'isEnabled', 'value' ).to( command );Copy codewhich corresponds to:
button.bind( 'isEnabled' ).to( command ); button.bind( 'value' ).to( command );Copy codeThe binding can include more than one observable, combining multiple data sources in a custom callback:
button.bind( 'isEnabled' ).to( command, 'isEnabled', ui, 'isVisible', ( isCommandEnabled, isUIVisible ) => isCommandEnabled && isUIVisible );Copy codeUsing a custom callback allows processing the value before passing it to the target property:
button.bind( 'isEnabled' ).to( command, 'value', value => value === 'heading1' );Copy codeIt is also possible to bind to the same property in an array of observables. To bind a
buttonto multiple commands (alsoObservables) so that each and every one of them must be enabled for the button to become enabled, use the following code:button.bind( 'isEnabled' ).toMany( [ commandA, commandB, commandC ], 'isEnabled', ( isAEnabled, isBEnabled, isCEnabled ) => isAEnabled && isBEnabled && isCEnabled );Copy codeType parameters
K
Parameters
bindProperty : KObservable property that will be bound to other observable(s).
Returns
ObservableSingleBindChain<K, EditorUI[ K ]>The bind chain with the
to()andtoMany()methods.
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decorate( methodName ) → voidinheritedmodule:ui/editorui/editorui~EditorUI#decorateTurns the given methods of this object into event-based ones. This means that the new method will fire an event (named after the method) and the original action will be plugged as a listener to that event.
Read more in the dedicated guide covering the topic of decorating methods with some additional examples.
Decorating the method does not change its behavior (it only adds an event), but it allows to modify it later on by listening to the method's event.
For example, to cancel the method execution the event can be stopped:
class Foo extends ObservableMixin() { constructor() { super(); this.decorate( 'method' ); } method() { console.log( 'called!' ); } } const foo = new Foo(); foo.on( 'method', ( evt ) => { evt.stop(); }, { priority: 'high' } ); foo.method(); // Nothing is logged.Copy codeNote: The high priority listener has been used to execute this particular callback before the one which calls the original method (which uses the "normal" priority).
It is also possible to change the returned value:
foo.on( 'method', ( evt ) => { evt.return = 'Foo!'; } ); foo.method(); // -> 'Foo'Copy codeFinally, it is possible to access and modify the arguments the method is called with:
method( a, b ) { console.log( `${ a }, ${ b }` ); } // ... foo.on( 'method', ( evt, args ) => { args[ 0 ] = 3; console.log( args[ 1 ] ); // -> 2 }, { priority: 'high' } ); foo.method( 1, 2 ); // -> '3, 2'Copy codeParameters
methodName : 'off' | 'set' | 'bind' | 'unbind' | 'decorate' | 'stopListening' | 'on' | 'once' | 'listenTo' | 'fire' | 'delegate' | 'stopDelegating' | 'element' | 'view' | 'viewportOffset' | 'destroy' | 'update' | 'focusTracker' | 'poweredBy' | 'componentFactory' | 'editor' | 'tooltipManager' | 'evaluationBadge' | 'ariaLiveAnnouncer' | 'isReady' | 'setEditableElement' | 'removeEditableElement' | 'getEditableElement' | 'getEditableElementsNames' | 'addToolbar' | 'extendMenuBar' | 'initMenuBar'Name of the method to decorate.
Returns
void
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delegate( events ) → EmitterMixinDelegateChaininheritedmodule:ui/editorui/editorui~EditorUI#delegateDelegates selected events to another
Emitter. For instance:emitterA.delegate( 'eventX' ).to( emitterB ); emitterA.delegate( 'eventX', 'eventY' ).to( emitterC );Copy codethen
eventXis delegated (fired by)emitterBandemitterCalong withdata:emitterA.fire( 'eventX', data );Copy codeand
eventYis delegated (fired by)emitterCalong withdata:emitterA.fire( 'eventY', data );Copy codeParameters
events : Array<string>Event names that will be delegated to another emitter.
Returns
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destroy() → voidmodule:ui/editorui/editorui~EditorUI#destroy -
extendMenuBar( config ) → voidmodule:ui/editorui/editorui~EditorUI#extendMenuBarRegisters an extra menu bar element, which could be a single item, a group of items, or a menu containing groups.
// Register a new menu bar item. editor.ui.extendMenuBar( { item: 'menuBar:customFunctionButton', position: 'after:menuBar:bold' } ); // Register a new menu bar group. editor.ui.extendMenuBar( { group: { groupId: 'customGroup', items: [ 'menuBar:customFunctionButton' ] }, position: 'start:help' } ); // Register a new menu bar menu. editor.ui.extendMenuBar( { menu: { menuId: 'customMenu', label: 'customMenu', groups: [ { groupId: 'customGroup', items: [ 'menuBar:customFunctionButton' ] } ] }, position: 'after:help' } );Copy codeParameters
Returns
void
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fire( eventOrInfo, args ) → GetEventInfo<TEvent>[ 'return' ]inheritedmodule:ui/editorui/editorui~EditorUI#fireFires an event, executing all callbacks registered for it.
The first parameter passed to callbacks is an
EventInfoobject, followed by the optionalargsprovided in thefire()method call.Type parameters
Parameters
eventOrInfo : GetNameOrEventInfo<TEvent>The name of the event or
EventInfoobject if event is delegated.args : TEvent[ 'args' ]Additional arguments to be passed to the callbacks.
Returns
GetEventInfo<TEvent>[ 'return' ]By default the method returns
undefined. However, the return value can be changed by listeners through modification of theevt.return's property (the event info is the first param of every callback).
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getEditableElement( rootName ) → undefined | HTMLElementmodule:ui/editorui/editorui~EditorUI#getEditableElementReturns the editable editor element with the given name or null if editable does not exist.
Parameters
rootName : stringThe editable name.
Defaults to
'main'
Returns
undefined | HTMLElement
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getEditableElementsNames() → IterableIterator<string>module:ui/editorui/editorui~EditorUI#getEditableElementsNamesReturns array of names of all editor editable elements.
Returns
IterableIterator<string>
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initMenuBar( menuBarView ) → voidmodule:ui/editorui/editorui~EditorUI#initMenuBar -
listenTo( emitter, event, callback, [ options ] ) → voidinheritedmodule:ui/editorui/editorui~EditorUI#listenTo:BASE_EMITTERRegisters a callback function to be executed when an event is fired in a specific (emitter) object.
Events can be grouped in namespaces using
:. When namespaced event is fired, it additionally fires all callbacks for that namespace.// myEmitter.on( ... ) is a shorthand for myEmitter.listenTo( myEmitter, ... ). myEmitter.on( 'myGroup', genericCallback ); myEmitter.on( 'myGroup:myEvent', specificCallback ); // genericCallback is fired. myEmitter.fire( 'myGroup' ); // both genericCallback and specificCallback are fired. myEmitter.fire( 'myGroup:myEvent' ); // genericCallback is fired even though there are no callbacks for "foo". myEmitter.fire( 'myGroup:foo' );Copy codeAn event callback can stop the event and set the return value of the
firemethod.Type parameters
Parameters
emitter : EmitterThe object that fires the event.
event : TEvent[ 'name' ]The name of the event.
callback : GetCallback<TEvent>The function to be called on event.
[ options ] : GetCallbackOptions<TEvent>Additional options.
Returns
void
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off( event, callback ) → voidinheritedmodule:ui/editorui/editorui~EditorUI#offStops executing the callback on the given event. Shorthand for
this.stopListening( this, event, callback ).Parameters
event : stringThe name of the event.
callback : FunctionThe function to stop being called.
Returns
void
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on( event, callback, [ options ] ) → voidinheritedmodule:ui/editorui/editorui~EditorUI#onRegisters a callback function to be executed when an event is fired.
Shorthand for
this.listenTo( this, event, callback, options )(it makes the emitter listen on itself).Type parameters
Parameters
event : TEvent[ 'name' ]The name of the event.
callback : GetCallback<TEvent>The function to be called on event.
[ options ] : GetCallbackOptions<TEvent>Additional options.
Returns
void
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once( event, callback, [ options ] ) → voidinheritedmodule:ui/editorui/editorui~EditorUI#onceRegisters a callback function to be executed on the next time the event is fired only. This is similar to calling
onfollowed byoffin the callback.Type parameters
Parameters
event : TEvent[ 'name' ]The name of the event.
callback : GetCallback<TEvent>The function to be called on event.
[ options ] : GetCallbackOptions<TEvent>Additional options.
Returns
void
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removeEditableElement( rootName ) → voidmodule:ui/editorui/editorui~EditorUI#removeEditableElementRemoves the editable from the editor UI. Removes all handlers added by
setEditableElement.Parameters
rootName : stringThe name of the editable element to remove.
Returns
void
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set( values ) → voidinheritedmodule:ui/editorui/editorui~EditorUI#set:OBJECTCreates and sets the value of an observable properties of this object. Such a property becomes a part of the state and is observable.
It accepts a single object literal containing key/value pairs with properties to be set.
This method throws the
observable-set-cannot-overrideerror if the observable instance already has a property with the given property name. This prevents from mistakenly overriding existing properties and methods, but means thatfoo.set( 'bar', 1 )may be slightly slower thanfoo.bar = 1.In TypeScript, those properties should be declared in class using
declarekeyword. In example:public declare myProp1: number; public declare myProp2: string; constructor() { this.set( { 'myProp1: 2, 'myProp2: 'foo' } ); }Copy codeParameters
values : objectAn object with
name=>valuepairs.
Returns
void
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set( name, value ) → voidinheritedmodule:ui/editorui/editorui~EditorUI#set:KEY_VALUECreates and sets the value of an observable property of this object. Such a property becomes a part of the state and is observable.
This method throws the
observable-set-cannot-overrideerror if the observable instance already has a property with the given property name. This prevents from mistakenly overriding existing properties and methods, but means thatfoo.set( 'bar', 1 )may be slightly slower thanfoo.bar = 1.In TypeScript, those properties should be declared in class using
declarekeyword. In example:public declare myProp: number; constructor() { this.set( 'myProp', 2 ); }Copy codeType parameters
K
Parameters
name : KThe property's name.
value : EditorUI[ K ]The property's value.
Returns
void
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setEditableElement( rootName, domElement ) → voidmodule:ui/editorui/editorui~EditorUI#setEditableElementStores the native DOM editable element used by the editor under a unique name.
Also, registers the element in the editor to maintain the accessibility of the UI. When the user is editing text in a focusable editable area, they can use the Alt + F10 keystroke to navigate over editor toolbars. See
addToolbar.Parameters
rootName : stringThe unique name of the editable element.
domElement : HTMLElementThe native DOM editable element.
Returns
void
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stopDelegating( [ event ], [ emitter ] ) → voidinheritedmodule:ui/editorui/editorui~EditorUI#stopDelegatingStops delegating events. It can be used at different levels:
- To stop delegating all events.
- To stop delegating a specific event to all emitters.
- To stop delegating a specific event to a specific emitter.
Parameters
[ event ] : stringThe name of the event to stop delegating. If omitted, stops it all delegations.
[ emitter ] : Emitter(requires
event) The object to stop delegating a particular event to. If omitted, stops delegation ofeventto all emitters.
Returns
void
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stopListening( [ emitter ], [ event ], [ callback ] ) → voidinheritedmodule:ui/editorui/editorui~EditorUI#stopListening:BASE_STOPStops listening for events. It can be used at different levels:
- To stop listening to a specific callback.
- To stop listening to a specific event.
- To stop listening to all events fired by a specific object.
- To stop listening to all events fired by all objects.
Parameters
[ emitter ] : EmitterThe object to stop listening to. If omitted, stops it for all objects.
[ event ] : string(Requires the
emitter) The name of the event to stop listening to. If omitted, stops it for all events fromemitter.[ callback ] : Function(Requires the
event) The function to be removed from the call list for the givenevent.
Returns
void
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unbind( unbindProperties ) → voidinheritedmodule:ui/editorui/editorui~EditorUI#unbindRemoves the binding created with
bind.// Removes the binding for the 'a' property. A.unbind( 'a' ); // Removes bindings for all properties. A.unbind();Copy codeParameters
unbindProperties : Array<'off' | 'set' | 'bind' | 'unbind' | 'decorate' | 'stopListening' | 'on' | 'once' | 'listenTo' | 'fire' | 'delegate' | 'stopDelegating' | 'element' | 'view' | 'viewportOffset' | 'destroy' | 'update' | 'focusTracker' | 'poweredBy' | 'componentFactory' | 'editor' | 'tooltipManager' | 'evaluationBadge' | 'ariaLiveAnnouncer' | 'isReady' | 'setEditableElement' | 'removeEditableElement' | 'getEditableElement' | 'getEditableElementsNames' | 'addToolbar' | 'extendMenuBar' | 'initMenuBar'>Observable properties to be unbound. All the bindings will be released if no properties are provided.
Returns
void
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update() → voidmodule:ui/editorui/editorui~EditorUI#updateFires the
updateevent.This method should be called when the editor UI (e.g. positions of its balloons) needs to be updated due to some environmental change which CKEditor 5 is not aware of (e.g. resize of a container in which it is used).
Returns
void
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_bindBodyCollectionWithFocusTracker() → voidprivatemodule:ui/editorui/editorui~EditorUI#_bindBodyCollectionWithFocusTrackerEnsures that the focus tracker is aware of all views' DOM elements in the body collection.
Returns
void
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_focusFocusableCandidateToolbar( candidateToolbarDefinition ) → booleanprivatemodule:ui/editorui/editorui~EditorUI#_focusFocusableCandidateToolbarFocuses a focusable toolbar candidate using its definition.
Parameters
candidateToolbarDefinition : FocusableToolbarDefinitionA definition of the toolbar to focus.
Returns
booleantruewhen the toolbar candidate was focused.falseotherwise.
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_getCurrentFocusedToolbarDefinition() → null | FocusableToolbarDefinitionprivatemodule:ui/editorui/editorui~EditorUI#_getCurrentFocusedToolbarDefinitionReturns a definition of the toolbar that is currently visible and focused (one of its children has focus).
nullis returned when no toolbar is currently focused.Returns
null | FocusableToolbarDefinition
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_getFocusableCandidateToolbarDefinitions() → Array<FocusableToolbarDefinition>privatemodule:ui/editorui/editorui~EditorUI#_getFocusableCandidateToolbarDefinitionsReturns definitions of toolbars that could potentially be focused, sorted by their importance for the user.
Focusable toolbars candidates are either:
- already visible,
- have
beforeFocus()set in their definition that suggests that they might show up when called. Keep in mind that determining whether a toolbar will show up (and become focusable) is impossible at this stage because it depends on its implementation, that in turn depends on the editing context (selection).
Note: Contextual toolbars take precedence over regular toolbars.
Returns
Array<FocusableToolbarDefinition>
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_getVisualViewportTopOffset( viewportOffset = { [viewportOffset.top] } ) → numberprivatemodule:ui/editorui/editorui~EditorUI#_getVisualViewportTopOffsetCalculate the viewport top offset according to the visible part of it (visual viewport).
Parameters
viewportOffset : object-
Properties
[ viewportOffset.top ] : number
Returns
number
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_handleScrollToTheSelection( evt, data ) → voidprivatemodule:ui/editorui/editorui~EditorUI#_handleScrollToTheSelectionProvides an integration between
viewportOffsetandscrollViewportToShowTarget. It allows the UI-agnostic engine method to consider user-configured viewport offsets specific for the integration.Parameters
evt : EventInfo<'scrollToTheSelection'>The
scrollToTheSelectionevent info.data : ViewScrollToTheSelectionEventDataThe payload carried by the
scrollToTheSelectionevent.
Returns
void
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_initFocusTracking() → voidprivatemodule:ui/editorui/editorui~EditorUI#_initFocusTrackingStarts listening for Alt + F10 and Esc keystrokes in the context of focusable editable elements and toolbars to allow users navigate across the UI.
Returns
void
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_initViewportOffset( viewportOffsetConfig ) → voidprivatemodule:ui/editorui/editorui~EditorUI#_initViewportOffsetSet initial viewport offset and setup visualTop augmentation.
Parameters
viewportOffsetConfig : ViewportOffsetConfig
Returns
void
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_initVisualViewportSupport() → voidprivatemodule:ui/editorui/editorui~EditorUI#_initVisualViewportSupportListen to visual viewport changes and update the viewportOffset with the visualTop property according to the visible part of it (visual viewport).
Returns
void
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_readViewportOffsetFromConfig() → ViewportOffsetConfigprivatemodule:ui/editorui/editorui~EditorUI#_readViewportOffsetFromConfigReturns viewport offsets object:
{ top: Number, right: Number, bottom: Number, left: Number }Copy codeOnly top property is currently supported.
Returns
-
_saveLastFocusedForeignElement() → voidprivatemodule:ui/editorui/editorui~EditorUI#_saveLastFocusedForeignElementSaves last focused element that doen not belong to editing view to restore focus on
Esc.Returns
void
Events
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change:viewportOffset( eventInfo, name, value, oldValue )module:ui/editorui/editorui~EditorUI#event:change:viewportOffsetFired when the
viewportOffsetproperty changed value.Parameters
eventInfo : EventInfoAn object containing information about the fired event.
name : stringName of the changed property (
viewportOffset).value : ViewportOffsetNew value of the
viewportOffsetproperty with given key ornull, if operation should remove property.oldValue : ViewportOffsetOld value of the
viewportOffsetproperty with given key ornull, if property was not set before.
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change:{property}( eventInfo, name, value, oldValue )inheritedmodule:ui/editorui/editorui~EditorUI#event:change:{property}Fired when a property changed value.
observable.set( 'prop', 1 ); observable.on<ObservableChangeEvent<number>>( 'change:prop', ( evt, propertyName, newValue, oldValue ) => { console.log( `${ propertyName } has changed from ${ oldValue } to ${ newValue }` ); } ); observable.prop = 2; // -> 'prop has changed from 1 to 2'Copy codeParameters
eventInfo : EventInfoAn object containing information about the fired event.
name : stringThe property name.
value : TValueThe new property value.
oldValue : TValueThe previous property value.
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ready( eventInfo )module:ui/editorui/editorui~EditorUI#event:readyFired when the editor UI is ready.
Fired before event-ready.
Parameters
eventInfo : EventInfoAn object containing information about the fired event.
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set:viewportOffset( eventInfo, name, value, oldValue )module:ui/editorui/editorui~EditorUI#event:set:viewportOffsetFired when the
viewportOffsetproperty is going to be set but is not set yet (before thechangeevent is fired).Parameters
eventInfo : EventInfoAn object containing information about the fired event.
name : stringName of the changed property (
viewportOffset).value : ViewportOffsetNew value of the
viewportOffsetproperty with given key ornull, if operation should remove property.oldValue : ViewportOffsetOld value of the
viewportOffsetproperty with given key ornull, if property was not set before.
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set:{property}( eventInfo, name, value, oldValue )inheritedmodule:ui/editorui/editorui~EditorUI#event:set:{property}Fired when a property value is going to be set but is not set yet (before the
changeevent is fired).You can control the final value of the property by using the event's
returnproperty.observable.set( 'prop', 1 ); observable.on<ObservableSetEvent<number>>( 'set:prop', ( evt, propertyName, newValue, oldValue ) => { console.log( `Value is going to be changed from ${ oldValue } to ${ newValue }` ); console.log( `Current property value is ${ observable[ propertyName ] }` ); // Let's override the value. evt.return = 3; } ); observable.on<ObservableChangeEvent<number>>( 'change:prop', ( evt, propertyName, newValue, oldValue ) => { console.log( `Value has changed from ${ oldValue } to ${ newValue }` ); } ); observable.prop = 2; // -> 'Value is going to be changed from 1 to 2' // -> 'Current property value is 1' // -> 'Value has changed from 1 to 3'Copy codeNote: The event is fired even when the new value is the same as the old value.
Parameters
eventInfo : EventInfoAn object containing information about the fired event.
name : stringThe property name.
value : TValueThe new property value.
oldValue : TValueThe previous property value.
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update( eventInfo )module:ui/editorui/editorui~EditorUI#event:updateFired whenever the UI (all related components) should be refreshed.
Note:: The event is fired after each event-layoutChanged. It can also be fired manually via the
updatemethod.Parameters
eventInfo : EventInfoAn object containing information about the fired event.