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<sect1 id="javascript_console">
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<title>JavaScript Console</title>
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<indexterm>
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<primary>JavaScript Console</primary>
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</indexterm>
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<para>
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<keycombo action="simul">&Alt;&Ctrl;
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<keycap>j</keycap></keycombo> opens the JavaScript console.
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(only available if libkjsembed is present at compile- and
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runtime)</para>
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<para>The JavaScript console is an interface to the embedded
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JS-Interpreter which can be used for amusement or
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testing.</para>
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</sect1>
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<sect1 id="javascript_interface">
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<title>JavaScript interface</title>
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<indexterm>
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<primary>JavaScript interface</primary>
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</indexterm>
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<para>
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<emphasis role="bold">Warning:</emphasis> The JS-Support is
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quite stable, and you can not lose any data by using it. However,
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your scripts may not work with future versions of
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&krusader;, as the JS-Support is changing.</para>
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<tip>
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<para>Please
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<link linkend="help_krusader">upload your favorite JavaScript
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Extensions</link> so that they become available for the
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&krusader; community. Thanks!</para>
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</tip>
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<para>JavaScript applications usually have 2 files
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<filename>foo.js</filename>and
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<filename>foo.ui</filename>. They will be installed in
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<filename>~/.trinity/share/apps/krusader/js/</filename>, a
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user action with a "%_Script" action will start the
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Javascripting. Currently we have 2 JS demos
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<filename>root-mount-extension.tar.bz2</filename> and
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<filename>js-demo-calc.tar.bz2</filename> that will be more
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explanatory.</para>
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<para>When a script is executed, the script doesn't know its
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origin (or maybe there is a way to do so that we do not know of)
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and all relative paths are relative to the current working-dir.
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But this dir is (normally) not the one where the script is
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located but the current dir of the active Panel of Krusader.
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This needs to stay like this. However, for referencing
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additional files like .ui (Userinterface, exported by
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&TQt;'s Designer) one needs the path of the script.
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The alternative where absolute paths are used is more than
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unhandy. For this reason the Variable "scriptDir" was
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introduced. If a Script wants to load a &GUI; from a
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.ui-file this can be done this way:
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<emphasis>var ui = Factory.loadui( scriptDir + 'filename.ui'
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);</emphasis> I recommend using Dialog as a base when designing
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&GUI;s to be used with JS. Execute the dialog with:
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<emphasis>ui.exec();</emphasis> The elements of the
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&GUI; may be accessed in the following way:
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<emphasis>ui.child('widgetName')</emphasis></para>
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<para>Currently only the objects 'Krusader' and
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'PanelManager' are exposed C++ objects without a logic
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behind them. They can be inspected using the JS-Console and the
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functions 'properties()', 'children()' and 'slots()'. The
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children can be accessed with the function
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'child("nameOfChild")' with returns an object itself. Currently, the Variable scriptDir is more useful. Following the root-mount
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extension it is already possible to create advanced
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&GUI;s for command line tools</para>
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<para>You can play around with 'Krusader.setCaption("Hey Ho,
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Let's go!");', 'Krusader.children();',
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'Krusader.child("help").slots();',
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'alert(Krusader.properties())' or
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'Krusader.child("help").show();'.... In addition, a new
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placeholder for the &useractions-lnk;, %_Script()%,
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will execute an external file.</para>
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<para>NOTE: The object 'Krusader' will change. We have not made
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decisions about the JS-interface yet (at the time of the
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1.70.0-release). Any ideas are welcome. Plase use our
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&kruforum-url; for feedback.</para>
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<para>The JavaScript-support is based on
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&kjsembed-url;. Some examples which show the power
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of this library can be found
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<ulink url="http://xmelegance.org/kjsembed/examples/index.html">
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here</ulink>. Support for all of TDE's ground-laying technologies
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such as DCOP or KParts is provided. You can even load whole
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GUIs from .ui-files, created with &TQt;'s Designer.
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An example extension making use of this can be found
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<ulink url="http://www.krusader.org/phpBB/viewtopic.php?p=4832#4832">
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here</ulink>.</para>
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</sect1>
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