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PhotonUI

A javascript framework to create user interfaces

Create a Custom Widget

Creating a PhotonUI widget is not difficult, but you will need to learn a few things about how PhotonUI is built and works behind the scene, especially the Class system, the widgets hierarchy and the automagical functionality of the Base PhotonUI class (photonui.Base).

Also, I recommend you take a look at the class reference documentation and the existing widgets to have a better understanding of how widgets work.

Abitbol: The Heart of The PhotonUI Class System

Abitbol is a tiny javascript library that provides an handful (es5) class système.

Dealing With Classes

Declaring a class using Abitbol is very simple:

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var MyClass = photonui.lib.Class.$extend({

__init__: function(param1, param2) {
// Constructor code here...
},

myMethod: function(param1, param2) {
// Code of myMethod here...
}
});

… and using it is straightforward:

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var foo = new MyClass(param1, param2);
foo.myMethod(param1, param2);

Extending an existing class is also simple:

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var MySecondClass = MyClass.$extend({

myMethod: function(param1, param2) {
this.$super(param1, param2); // Call the myMethod of the parent class
// Some more stuff...
},

mySecondMethod: function() {
// Code for mySecondMethod...
}
});

Automagical Properties

Abitbol automatically creates properties from available getters and setters. To understand the principle, let’s study a simple example:

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var Person = photonui.lib.Class.$extend({

_firstName: "", // !!!!!! NOTE¹

getFirstName: function() {
return this._firstName;
},

setFirstName: function(firstName) {
this._firstName = firstName.toLocaleLowerCase();
}

});

There are many ways to get and set the firstName of the Person class:

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// When instantiating the class
var p = new Person({firstName: "Anakin"});

// Using getter and setter
p.setFirstName("Leia");
var name = p.getFirstName();

// Using the automagically created property
p.firstName = "Han";
var name = p.firstName;

NOTE¹: Pay attention to the underscore when we defined the _firstName attribute. Since the firstName property will be automatically created by the abitbol class, you will create an infinite loop if you name your private property the same way.

Going Deeper With Abitbol

Abitbol provides a lot of other interesting functionalities like annotations, “mixin” and class vars… For more information read the Abitbol documentation.

The “photonui.Base” Class

In PhotonUI, no widget directly extends the Abitbol’s Class. All widgets extend at least the photonui.Base class, and most often, the photonui.Widget class.

About The Constructor Method

The constructor method of all PhotonUI widgets always calls the constructor method of the photonui.Base class, generally using the this.$super(params). The constructor method of each widgets also always takes one argument: a parameter object that should be passed to the photonui.Base class constructor.

A simple example to understand:

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var MyWidget = photonui.Widget.$extend({

__init__: function(params) {
this.$super(params);
// Your constructor code here...
}

});

Choosing The Right Base Class

When you create a PhotonUI widget, you will extend different classes depending on what kind of widget you want to create.

There are 5 main types of widgets in PhotonUI:

Of course, if you want to build a more specific widget, you can extend more specialized classes.

Minimal Widget Templates

Depending on what kind of widget you want to create, you will inherit from different classes, and you will have to define different methods to make things work.

Template for “Non-Visual” Widgets

Non-visual widgets have no specific method to override to make things work:

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var MyWidget = photonui.Base.$extend({

// Your methods and attributes here

});

You can however override the destroy method if it is relevant:

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destroy: function() {
// Clean things here...
this.$super();
}

Template for “Interactive” and “Visual-Only” Widgets

For interactive and visual widgets, you should at least implement the getHtml and the _buildHtml methods:

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var MyWidget = photonui.Widget.$extend({

__init__: function(params) {
this.$super(params);
// Widget constructor...
},

getHtml: function() {
// Return the outer HTML element of the widget
return this.__html.div;
},

_buildHtml: function() {
// We build the widget's HTML in this method.

// All the HTML nodes go in the "this.__html" object
this.__html.div = document.createElement("div");

// All PhotonUI Widget have the "photonui-wiget" class on their
// outer HTML elements
this.__html.div.className = "photonui-widget photonui-mywidget";
}

});

Template for “Container” Widgets

The container widgets have the same methods as the interactive and visual widgets plus getContainerNode:

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var MyWidget = photonui.Container.$extend({

__init__: function(params) {
this.$super(params);
// Widget constructor
},

getHtml: function() {
return null; // Return the outer HTML element of the widget
},

getContainerNode: function() {
return null; // Return the HTML node that will contain the child
},

_buildHtml: function() {
// Build the HTML here
}

});

Template for “Layout” Widgets

The layout widgets are the most difficult to build: in addition to getHtml and _buildHtml methods, you have to implement the _updateLayout method which will have to build the HTML that glues children widgets together in the layout.

You can look at the photonui.BoxLayout code if you want a simple example of a layout widget.

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var MyWidget = photonui.Layout.$extend({

__init__: function(params) {
this.$super(params);
// Widget constructor...
},

getHtml: function() {
return null; // Return the outer HTML element of the widget
},

_buildHtml: function() {
// Build the base HTML here
},

_updateLayout: function() {
// Build / Update the HTML layout with the widgets listed in
// this.children
},

});

Example: Creating a Simple Button Widget

No more theory, let’s build a real widget: a simple button with a text property to define… the button’s text, a click wEvent, and even the internationalisation support.

HTML and Basic Code

Here we just apply everything we saw before to create the visual part of the button. You can also add a bit of CSS to make it look better, but that’s not the topic.

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var SimpleButton = photonui.Widget.$extend({

__init__: function(params) {
this.$super(params);
},

getHtml: function() {
return this.__html.button;
},

_buildHtml: function() {
this.__html.button = document.createElement("button");
this.__html.button.className = "photonui-widget photonui-simplebutton";
}

});

The “text” Property

Then we add our text property that allows to set the button’s text:

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_text: "Button",

getText: function() {
return this._text;
},

setText: function(text) {
this._text = text;
photonui.Helpers.cleanNode(this.__html.button);
this.__html.button.appendChild(document.createTextNode(text));
}

NOTE: The code as we wrote it here works, but if the user never sets the text property, the widget will not display the default text defined in the class (in the _text attribute) since the setter is never called. To force properties to be refreshed even when not set, you must use the @photonui-update annotation:

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getText: function() {
"@photonui-update";
return this._text;
},

This abitbol’s annotation can go either in the getter function or in the setter function. It must be at the top of the function code.

Adding Interactivity (wEvent)

There are two kinds of events to deal with when you build a PhotonUI widget:

  • The native javascript events, that will be used only behind the scene by the widget,

  • and the wEvents, that are exposed through the widget API

So the widget binds native js event to its DOM elements and can expose a corresponding wEvent if required.

First, we have to declare the available wEvents of the widget. This can be done with the _registerWEvents:

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__init__: function(params) {
...
this._registerWEvents(["click"]);
}

Then, we have to bind the native javascript click event to the button. To bind native js events, PhotonUI provides an event manager that will automatically unbind the events when the widget is destroyed; you can use it through two methods: _bindEvent and _unbindEvent.

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__init__: function(params) {
...
this._bindEvent(
"button-click", // id (any string you want, unique in the widget)
this.__html.button, // HTML element
"click", // Native event name
this.__onButtonClicked.bind(this) // Internal (private) callback
);
}

Finally we create our internal callback that will be in charge of calling the callbacks of our wEvent using the _callCallbacks method:

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__onButtonClicked: function(event) {
this._callCallbacks(
"click", // wEvent name
[event] // List of additionnal params passed to the callbacks
);
}

NOTE: The first argument of all the wEvent callbacks is always the widget that called it:

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function myWEventCallback( widget [, additionalParam1 [, additionalParam2 [, ...]]] ) {
// Callback code here
}

The Final Code

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var SimpleButton = photonui.Widget.$extend({

__init__: function(params) {
// /!\ WARNING: we have to register wEvents BEFORE calling
// the parent constructor, otherwise the declarative syntax will
// fail to register the callbacks...
this._registerWEvents(["click"]);

this.$super(params);

this._bindEvent(
"button-click",
this.__html.button,
"click",
this.__onButtonClicked.bind(this)
);
},

_text: "Button",

getText: function() {
"@photonui-update";
return this._text;
},

setText: function(text) {
this._text = text;
photonui.Helpers.cleanNode(this.__html.button);
this.__html.button.appendChild(document.createTextNode(text));
},

getHtml: function() {
return this.__html.button;
},

_buildHtml: function() {
this.__html.button = document.createElement("button");
this.__html.button.className = "photonui-widget photonui-simplebutton";
},

__onButtonClicked: function(event) {
this._callCallbacks("click", [event]);
}

});


// A bit of code to test our widget
var btn = new SimpleButton({
text: "My First Widget",
callbacks: {
click: function(widget, event) {
alert("Button clicked!");
}
}
});

photonui.domInsert(btn, "demo");

Here We Are

Voilà, you created your first PhotonUI widget. Not too difficult right ? ;)