How to add Orchard shape to start of body? - orchardcms

I'm just getting started with Orchard and writing a module for Google Tag Manager which means I need to add a JavaScript snippet at the start of the body tag for every page in our site.
In my FilterProvider OnResultExecuting I've got
var context = _workContextAccessor.GetContext();
var tags = context.Layout.Body;
var snippet = Shape.Snippet();
snippet.ContainerId = containerId;
tags.Add(snippet);
where Shape is the DefaultShapeFactory. I know that Shape.Add has a second argument for position, but I've tried ":before", ".5", "1" with no success. It always gets rendered at the end of the body, using the ThemeMachine theme with no modifications.
If I modify the theme and add a new zone to either the Document or Layout view at the start of the body and then add my shape to that it obviously appears there which is my solution for now, but this means that we'll have to ensure that any theme we build has that zone in the correct place.
How do I add shape in code to the Body and control its position?

This code works:
context.Layout.Body.Items.Insert(0, snippet)
Your code does not work because of
Body shape is created by the CoreShapes class and then Specific Shape
is added to it with default (null) position.
Sorting shapes inside body take place by the FlatPositionComparer
class and null position be converted to "before" position.
So Specific Shape has the highest priority and is the first place in
the list. And nothing could move it.

Related

Alternate shape for EditorTemplate of Field is not being recognized

I need an alternate for the EditorTemplate of an Enumerator Field that's used when the Field has a particular name (PublishingMethod).
Based on the docs, I created a view with the pattern [ShapeType__FieldName] in the same folder as the original shape:
This is not working and still uses the original. I've thought of changing the Editor method in the Driver, but I think that defeats the purpose of alternates, which is that Orchard automatically detects the correct shape as I understand from the docs:
The Orchard framework automatically creates many alternates that you can use in your application. However, you can create templates for these alternate shapes.
Note: I can't use the Shape Tracing module, it never worked even with a clean Orchard install.
The editors in Orchard work different to how Display works. I guess it is so you get a MVC-style experience. Basically, the actual shape returned is of type EditorTemplate, which then binds your model and prefix then renders a partial view with the template name you gave it. What this means is alternates wont work as expected, or as the docs state. The alternates for your field name are actually added to the EditorTemplate shape. So what you can do is add a view called EditorTemplate-PublishingMethod.cshtml with contents like:
#{
var m = (Orchard.Fields.Fields.EnumerationField)Model.Model;
}
#Html.Partial("PublishingMethodEditor", m, new ViewDataDictionary {
TemplateInfo = new TemplateInfo { HtmlFieldPrefix = Model.Prefix }
})
Then add another view called PublishingMethodEditor.cshtml with the overrides you want for your editor. All these views should go in the root of your Views folder.
Another approach would be to implement the IShapeTableProvider interface and adjust the TemplateName property on a certain condition but, meh, that requires code...
Edit 1
If you have that field name on other content types that you don't want to override you can use the override EditorTemplate-ContentTypeName-PublishingMethod.cshtml

OrchardCMS: How to access Content Menu Item boolean field in cshtml view

In orchard, I've added a boolean field called "IsDone" to the built in Content Menu Item content part via that Admin interface. I've then picked an item in Navigation and set the option to "yes" for the corresponding field i added.
In my custom theme, I've copied over MenuItem.cshtml.
How would I get the value of my custom "IsDone" field here?
I've tried something like
dynamic item = Model.ContentItem;
var myValue = item.MenuItem.IsDone.Value;
but I'm pretty sure my syntax is incorrect (because i get null binding errors at runtime).
thanks in advance!
First i suggest you use the shape alternate MenuItemLink-ContentMenuItem.cshtml instead of MenuItem.cshtml to target the content menu item directly.
Secondly, the field is attached to the ContentPart of the menu item. The following code retrieves the boolean field from this content part:
#using Orchard.ContentManagement;
#using System.Linq;
#{
Orchard.ContentManagement.ContentItem lContentItem = Model.Content.ContentItem;
var lBooleanField = lContentItem
.Parts
.Where(p => p.PartDefinition.Name == "ContentMenuItem") // *1
.SelectMany(p => p.Fields.Where(f => f.Name == "IsDone"))
.FirstOrDefault() as Orchard.Fields.Fields.BooleanField;
if (lBooleanField != null)
{
bool? v = lBooleanField.Value;
if (v.HasValue)
{
if (v.Value)
{
#("done")
}
else
{
#("not done")
}
}
else
{
#("not done")
}
}
}
*1
Sadly you cannot simply write lContentItem.As<Orchard.ContentManagement.ContentPart>() here as the first part in the part list is derived from this type, thus you would receive the wrong part.
While #ViRuSTriNiTy's answer is probably correct, it doesn't take advantage of the power of the dynamic objects that Orchard provides.
This is working for me but is a much shorter version:
#Model.Text
#{
bool? IsDone = Model.Content.ContentMenuItem.IsDone.Value;
var IsItDoneThough = (IsDone.HasValue ? IsDone.Value : false);
}
<p>Is it done? #IsItDoneThough</p>
You can see that in the first line I pull in the IsDone field using the dynamic nature of the Model.
For some reason (I'm sure there is a good one somewhere) the BooleanField uses a bool? as its backing value. This means that if you create the new menu item and just leave the checkbox blank it will be null when you query it. After you have saved it as checked it will be true and then if you go back and uncheck it then it will have the value false.
The second line that I've provided IsItDoneThough checks if it has a value yet. If it does then it uses that, otherwise it assumes it to be false.
Shape Alternate
#ViRuSTriNiTy's other advice, to change it to use the MenuItemLink-ContentMenuItem.cshtml instead of MenuItem.cshtml is also important.
The field doesn't exist on other menu items so it will crash if you try to access it. Just rename the .cshtml file to fix this.
Dynamic Model
Just to wrap this up with a little bit of insight as to how I got there (I'm still learning this as well) the way I figured it out is as follows:
.Content is a way of casting the current content item to dynamic, so you can use the dynamic advantages with the rest of line;
When you add the field in the admin panel it looks like it should be right there on the ContentItem, however it actually creates an invisible ContentPart to contain them and calls it whatever the ContentItem's type is.
So if you had added this field to a Page content type you would have used Model.Content.Page.IsDone.Value. If you had made a new content type called banana it would be Model.Content.Banana.IsDone.Value, etc.
Once you are inside the "invisible" part which holds the fields you can finally get at IsDone. This won't give you the actual value yet though. Each Field has its own properties which you can look up in the source code. the IsDone is actually a BooleanField and it exposes its data via the Value property.
Try doing a solution-wide search for : ContentField to see the classes for each of the fields you have available.
Hopefully this will have explained things clearly but I have actually written about using fields in a blog post and as part of my getting started with modules course over on the official docs (its way down in part 3 if you're curious).
Using built-in features instead of IsDone
This seems like a strange approach to do it this way. If you have a Content Item like a Page then you can just use the "Show on a menu" setting on the page.
Go to admin > content > open the page > down near the bottom you will find "Show on a menu":
This will automatically put it into your navigation and then you can move it around to where you want:
After it "IsDone" you can just go back and untick the "Show on a menu" option.
Setting up the alternative .cshtml
To clarify your comments about how to use the alternative, you need to
Copy the file you have at Orchard.Core/Shapes/Views/MenuItem.cshtml over to your theme's view folder so its /Views/MenuItem.cshtml
Rename the copy in your theme to MenuItem-ContentMenuItem.cshtml
Delete probably everything in it and paste in my sample at the start of this post. You don't want most of the original MenuItem.cshtml code in there as it is doing some special tricks to change itself into a different shape which isn't what you want.
Reset your original Orchard.Core/Shapes/Views/MenuItem.cshtml back to the factory default, grab it from the official Orchard repository
Understanding the view names
From your comments you asked about creating more specific views (known as alternates). You can use something call the Shape Tracer to view these. The name of them follows a certain pattern which makes them more and more specific.
You can learn about the alternates on the official docs site:
Accessing and Rendering Shapes
Alternates
To figure out what shape is being used and what alternates are available you can use the shape tracing module which is documented here:
Getting Started with Shape Tracing

Kentico 9 - Add content to an Editable Image Region (CMSEditableImage) programatically

We are looking for information on how to add content to an Editable Image programatically (with the Kentico C# API). Essentially, the equivalent of this Editable Region article for an Editable Image.
Any suggestions?
Thanks,
Victor
References:
CMSEditableImage Docs
Devnet Update EditableRegion Programatically
CMSEditableImage Class
You Sure Can
Each individual editable cms page control is stored in the document's DocumentContent field and can be accessed using an indexer field. For example:
TreeNode document = DocumentContext.CurrentDocument;
string editableImageControlId = "EditableImage1";
// get the field value
string editableImageContent = document.DocumentContent.EditableRegions[editableImageControlId];
// set it to something new
document.DocumentContent.EditableRegions[editableImageControlId] = newValue;
HOWEVER
If you look at the DocumentContent field in CMS_Document in the database you'll notice that all of the content is XML. That's because each control is serialized into XML and then nested inside this field. Thus, in this case, the value of the editableImageContent variable is an XML string:
<image>
<property name="imagepath">
~/Folder/ImageName.png
</property>
</image>
I wouldn't recommend trying to modify this directly since there's no telling if Kentico would ever change this code, or the individual control would ever change its serialization output.
But if you really must
You've got a couple of options:
1. Per #josh, you could create a new control that wraps the existing one and do some method override magic so that the control continues to do the serialization on your behalf and you just modify it after the fact. However this requires that the control is currently loading.
2. You could just hard code the beast and deal with it if it ever changes (which it likely will). Try:
// get the node from wherever you need to get the node
TreeNode document = DocumentHelper.GetDocuments().TopN(1).FirstObject;
var relativeMediaFilePath = "~/NewImage.png";
var xmlImage = string.Format("<image><property name=\"imagepath\">{0}</property></image>", relativeMediaFilePath);
var cmsControlId = "editableImage1";
if (document.DocumentContent.EditableRegions.ContainsKey(cmsControlId)) {
document.DocumentContent.EditableRegions[cmsControlId] = xmlImage;
}
else {
document.DocumentContent.EditableRegions.Add(cmsControlId, xmlImage);
}
// a little hack to get this field to be indicated as updated
document.SetValue("DocumentContent", document.DocumentContent.GetContentXml());
document.Update(true);
You could clone the editableimage webpart and then work in the prerender or change the override for the GetContent() method and add your own part of the string or do a string replace and add your code.
What is that you want to add to an Editable Image? - image path?! Not sure why you'd do that, but I'd take another direction: I'd add a field to a page type, which makes it much easier to work with through API. Having this field set up with API is should be quite easy to get it on the page... e.g. place editable image and use a macro to get field value.
Use
node.DocumentContent.EditableWebParts
and
node.DocumentContent.EditableRegions
collections to programmatically update editable content.
The best code example can be spotted at \CMS\CMSModules\Content\CMSDesk\Properties\Advanced\EditableContent\Main.aspx.cs
It's the dialog under Pages->General->Advanced->Edit regions & web parts.

Unity2D: Add text to rigidbody2D element

I'm new to Unity and I started with the Catch Game Tutorial to learn to create a 2D game. Everything is working now but for my needs, I would like to add different textboxes to each of the fallen elements (in the tutorial the bowling balls) Those texts should move with the objects. I know I can change text dynamically in the code, but I couldn't figure out how to correctly add the element.
I tried to add a text object as a child of the gameobject and also tried to create a new gameobject which contains a text, but I can't position the element in front of the background and above my wished element (I can't choose a sorting layer for this)
Imagine this is the object which has to be collected and I would like to show a text like this:
My Questions are:
1. How can I add a text to be displayed in the correct position (GUIText, text in a gameobject, only text or something else?
2. How can I make this text dynamically move with the fallen object?
3. Can I set a background to my text as displayed above?
Thank you in advance!
I found a solution for my problem and did the following thing:
I created a Sprite with my wished background (black rectangle) and added it to the scene
I created a 3D Text and added it as a child to the created Sprite (and scaled it and positioned it)
I added a Script to the 3d Text with the following content:
void Start () {
this.gameObject.GetComponent<Renderer>().sortingLayerName = "[MyLayerName]";
this.gameObject.GetComponent<Renderer>().sortingOrder = 3;
}
I added the Sprite (with the text as child) to my gameObject (ananas)
A renewed the object in the Prefabs folder
Maybe my solution helps other people facing a similar problem.

How to change grid row color in wicket?

I want to change grid row color when I click a row in Wicket.
Do you have any suggestion?
Without actually seeing your code it's difficult to tell what is the more suitable way of doing this for you.
If you want to change to a specific color known at page generation time, do it client-side (javascript).
Make sure the grid row has a wicket:id so that Wicket can have control over it. Add it as a WebMarkupContainer if you haven't got it. Add a SimpleAttributeModifier for the onclick attribute that will change the css class of the element. For instance:
rowMarkupContainer = new WebMarkupContainer("row");
String javascript = "this.setAttribute('class', 'myClass');";
rowMarkupContainer.add(new SimpleAttributeModifier("onclick", javascript);
Where myClass is a CSS class that uses a new color.
Alternatively, you can always hardcode the onclick event handler in the HTML without specifying a wicket:id.

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