Selecting objects
By comparison, you have far fewer hoops to jump through to reference a selected object: You only have to
get its outerHTML property, as shown in Listing 33-2.
1021
Customizing Dreamweaver 33
LISTING 33-2
Getting a Selected Object
function replicate() {
var theDom = dreamweaver.getDocumentDOM(???document???);
var offsets = dreamweaver.getSelection();
var selObj =
dreamweaver.offsetsToNode(offsets[0],offsets[1]);
if (selObj.nodeType == Node.TEXT_NODE) {
helpMe2();
window.close();
return;
}
var theCode = selObj.outerHTML;
}
Listing 33-2 also includes a small error routine that checks whether the user??™s selection is text
(selObj.nodeType == Node.TEXT_NODE) and, if so, uses helpMe2() (a custom function that must
be defined elsewhere in the script) to put up an advisory and then closes the window to enable the user to
reselect.
Using a command as an object
Commands offer a tremendous range of power and can perform actions not available to behaviors or
objects. To take advantage of this power with a point-and-click interface, it??™s best to disguise the command
as an object. As an object, the command appears in both the Insert bar and the Insert menu.
A Dreamweaver object usually consists of two files: an HTML file for the code and a GIF image for the button,
all in the Dreamweaver 9\Configuration\Objects\Category folder.
Pages:
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729