Creates an instance of the balloon editor UI class.
The editor instance.
The view of the UI.
ReadonlyariaA helper that manages the content of an aria-live regions used by editor features to announce status changes
to screen readers.
ReadonlycomponentAn instance of the module:ui/componentfactory~ComponentFactory, a registry used by plugins to register factories of specific UI components.
ReadonlyeditorThe editor that the UI belongs to.
ReadonlyevaluationA helper that enables the "evaluation badge" feature in the editor.
ReadonlyfocusStores the information about the editor UI focus and propagates it so various plugins and components are unified as a focus group.
ReadonlyisIndicates the UI is ready. Set true after #event:ready event is fired.
ReadonlypoweredA helper that enables the "powered by" feature in the editor and renders a link to the project's webpage.
ReadonlytooltipManages the tooltips displayed on mouseover and focus across the UI.
ReadonlyviewThe main (top–most) view of the editor UI.
Stores 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.viewportOffset returns:
{
top: 50,
right: 50,
bottom: 50,
left: 50,
visualTop: 50
}
This property can be overriden after editor already being initialized:
editor.ui.viewportOffset = {
top: 100,
right: 0,
bottom: 0,
left: 0
};
The main (outermost) DOM element of the editor UI.
For example, in module:editor-classic/classiceditor~ClassicEditor it is a <div> which
wraps the editable element and the toolbar. In module:editor-inline/inlineeditor~InlineEditor
it is the editable element itself (as there is no other wrapper). However, in
module:editor-decoupled/decouplededitor~DecoupledEditor it is set to null because 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.
Adds 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.
A instance of the toolbar to be registered.
Optionaloptions: FocusableToolbarOptionsBinds #set observable properties to other objects implementing the module:utils/observablemixin~Observable interface.
Read more in the {@glink framework/deep-dive/observables#property-bindings dedicated} guide covering the topic of property bindings with some additional examples.
Consider two objects: a button and an associated command (both Observable).
A simple property binding could be as follows:
button.bind( 'isEnabled' ).to( command, 'isEnabled' );
or even shorter:
button.bind( 'isEnabled' ).to( command );
which works in the following way:
button.isEnabled instantly equals command.isEnabled,command.isEnabled changes, button.isEnabled will immediately reflect its value.Note: To release the binding, use module:utils/observablemixin~Observable#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' );
It is possible to bind more than one property at a time to shorten the code:
button.bind( 'isEnabled', 'value' ).to( command );
which corresponds to:
button.bind( 'isEnabled' ).to( command );
button.bind( 'value' ).to( command );
The 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 );
Using a custom callback allows processing the value before passing it to the target property:
button.bind( 'isEnabled' ).to( command, 'value', value => value === 'heading1' );
It is also possible to bind to the same property in an array of observables.
To bind a button to multiple commands (also Observables) 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 );
Observable property that will be bound to other observable(s).
The bind chain with the to() and toMany() methods.
Binds #set observable properties to other objects implementing the module:utils/observablemixin~Observable interface.
Read more in the {@glink framework/deep-dive/observables#property-bindings dedicated} guide covering the topic of property bindings with some additional examples.
Consider two objects: a button and an associated command (both Observable).
A simple property binding could be as follows:
button.bind( 'isEnabled' ).to( command, 'isEnabled' );
or even shorter:
button.bind( 'isEnabled' ).to( command );
which works in the following way:
button.isEnabled instantly equals command.isEnabled,command.isEnabled changes, button.isEnabled will immediately reflect its value.Note: To release the binding, use module:utils/observablemixin~Observable#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' );
It is possible to bind more than one property at a time to shorten the code:
button.bind( 'isEnabled', 'value' ).to( command );
which corresponds to:
button.bind( 'isEnabled' ).to( command );
button.bind( 'value' ).to( command );
The 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 );
Using a custom callback allows processing the value before passing it to the target property:
button.bind( 'isEnabled' ).to( command, 'value', value => value === 'heading1' );
It is also possible to bind to the same property in an array of observables.
To bind a button to multiple commands (also Observables) 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 );
The bind chain with the to() and toMany() methods.
Binds #set observable properties to other objects implementing the module:utils/observablemixin~Observable interface.
Read more in the {@glink framework/deep-dive/observables#property-bindings dedicated} guide covering the topic of property bindings with some additional examples.
Consider two objects: a button and an associated command (both Observable).
A simple property binding could be as follows:
button.bind( 'isEnabled' ).to( command, 'isEnabled' );
or even shorter:
button.bind( 'isEnabled' ).to( command );
which works in the following way:
button.isEnabled instantly equals command.isEnabled,command.isEnabled changes, button.isEnabled will immediately reflect its value.Note: To release the binding, use module:utils/observablemixin~Observable#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' );
It is possible to bind more than one property at a time to shorten the code:
button.bind( 'isEnabled', 'value' ).to( command );
which corresponds to:
button.bind( 'isEnabled' ).to( command );
button.bind( 'value' ).to( command );
The 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 );
Using a custom callback allows processing the value before passing it to the target property:
button.bind( 'isEnabled' ).to( command, 'value', value => value === 'heading1' );
It is also possible to bind to the same property in an array of observables.
To bind a button to multiple commands (also Observables) 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 );
Observable properties that will be bound to other observable(s).
The bind chain with the to() and toMany() methods.
Turns 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 {@glink framework/deep-dive/observables#decorating-object-methods 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 module:utils/eventinfo~EventInfo#stop 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.
Note: The high module:utils/priorities~PriorityString 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'
Finally, 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'
Name of the method to decorate.
Delegates selected events to another module:utils/emittermixin~Emitter. For instance:
emitterA.delegate( 'eventX' ).to( emitterB );
emitterA.delegate( 'eventX', 'eventY' ).to( emitterC );
then eventX is delegated (fired by) emitterB and emitterC along with data:
emitterA.fire( 'eventX', data );
and eventY is delegated (fired by) emitterC along with data:
emitterA.fire( 'eventY', data );
Event names that will be delegated to another emitter.
Destroys the UI.
Registers 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'
} );
Fires an event, executing all callbacks registered for it.
The first parameter passed to callbacks is an module:utils/eventinfo~EventInfo object,
followed by the optional args provided in the fire() method call.
The type describing the event. See module:utils/emittermixin~BaseEvent.
The name of the event or EventInfo object if event is delegated.
Additional arguments to be passed to the callbacks.
By default the method returns undefined. However, the return value can be changed by listeners
through modification of the module:utils/eventinfo~EventInfo#return evt.return's property (the event info
is the first param of every callback).
Returns the editable editor element with the given name or null if editable does not exist.
OptionalrootName: stringThe editable name.
Returns array of names of all editor editable elements.
Initializes the UI.
Registers 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' );
An event callback can module:utils/eventinfo~EventInfo#stop stop the event and set the module:utils/eventinfo~EventInfo#return return value of the #fire method.
The type describing the event. See module:utils/emittermixin~BaseEvent.
The object that fires the event.
The name of the event.
The function to be called on event.
Optionaloptions: GetCallbackOptions<TEvent>Additional options.
Stops executing the callback on the given event.
Shorthand for #stopListening this.stopListening( this, event, callback ).
The name of the event.
The function to stop being called.
Registers a callback function to be executed when an event is fired.
Shorthand for #listenTo this.listenTo( this, event, callback, options ) (it makes the emitter
listen on itself).
The type descibing the event. See module:utils/emittermixin~BaseEvent.
The name of the event.
The function to be called on event.
Optionaloptions: GetCallbackOptions<TEvent>Additional options.
Registers a callback function to be executed on the next time the event is fired only. This is similar to calling #on followed by #off in the callback.
The type descibing the event. See module:utils/emittermixin~BaseEvent.
The name of the event.
The function to be called on event.
Optionaloptions: GetCallbackOptions<TEvent>Additional options.
Removes the editable from the editor UI. Removes all handlers added by #setEditableElement.
The name of the editable element to remove.
Creates 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-override error if the observable instance already
has a property with the given property name. This prevents from mistakenly overriding existing
properties and methods, but means that foo.set( 'bar', 1 ) may be slightly slower than foo.bar = 1.
In TypeScript, those properties should be declared in class using declare keyword. In example:
public declare myProp: number;
constructor() {
this.set( 'myProp', 2 );
}
The property's name.
The property's value.
Creates 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-override error if the observable instance already
has a property with the given property name. This prevents from mistakenly overriding existing
properties and methods, but means that foo.set( 'bar', 1 ) may be slightly slower than foo.bar = 1.
In TypeScript, those properties should be declared in class using declare keyword. In example:
public declare myProp1: number;
public declare myProp2: string;
constructor() {
this.set( {
'myProp1: 2,
'myProp2: 'foo'
} );
}
An object with name=>value pairs.
OptionaladdToolbar?: unknownOptional ReadonlyariaLiveAnnouncer?: unknownA helper that manages the content of an aria-live regions used by editor features to announce status changes
to screen readers.
Optionalbind?: unknownOptional ReadonlycomponentFactory?: unknownAn instance of the module:ui/componentfactory~ComponentFactory, a registry used by plugins to register factories of specific UI components.
Optionaldecorate?: unknownOptionaldelegate?: unknownOptionaldestroy?: unknownOptional Readonlyeditor?: unknownThe editor that the UI belongs to.
Optionalelement?: unknownOptional ReadonlyevaluationBadge?: unknownA helper that enables the "evaluation badge" feature in the editor.
OptionalextendMenuBar?: unknownOptionalfire?: unknownOptional ReadonlyfocusTracker?: unknownStores the information about the editor UI focus and propagates it so various plugins and components are unified as a focus group.
OptionalgetEditableElement?: unknownOptionalgetEditableElementsNames?: unknownOptionalinit?: unknownOptionalinitMenuBar?: unknownOptional ReadonlyisReady?: unknownIndicates the UI is ready. Set true after #event:ready event is fired.
OptionallistenTo?: unknownOptionaloff?: unknownOptionalon?: unknownOptionalonce?: unknownOptional ReadonlypoweredBy?: unknownA helper that enables the "powered by" feature in the editor and renders a link to the project's webpage.
OptionalremoveEditableElement?: unknownOptionalset?: unknownOptionalsetEditableElement?: unknownOptionalstopDelegating?: unknownOptionalstopListening?: unknownOptional ReadonlytooltipManager?: unknownManages the tooltips displayed on mouseover and focus across the UI.
Optionalunbind?: unknownOptionalupdate?: unknownOptional Readonlyview?: unknownThe main (top–most) view of the editor UI.
Optional ReadonlyviewportOffset?: unknownStores 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.viewportOffset returns:
{
top: 50,
right: 50,
bottom: 50,
left: 50,
visualTop: 50
}
This property can be overriden after editor already being initialized:
editor.ui.viewportOffset = {
top: 100,
right: 0,
bottom: 0,
left: 0
};
Stores 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.
The unique name of the editable element.
The native DOM editable element.
Stops delegating events. It can be used at different levels:
Optionalevent: stringThe name of the event to stop delegating. If omitted, stops it all delegations.
Optionalemitter: Emitter(requires event) The object to stop delegating a particular event to.
If omitted, stops delegation of event to all emitters.
Stops listening for events. It can be used at different levels:
Optionalemitter: EmitterThe object to stop listening to. If omitted, stops it for all objects.
Optionalevent: string(Requires the emitter) The name of the event to stop listening to. If omitted, stops it
for all events from emitter.
Optionalcallback: Function(Requires the event) The function to be removed from the call list for the given
event.
Removes the binding created with #bind.
// Removes the binding for the 'a' property.
A.unbind( 'a' );
// Removes bindings for all properties.
A.unbind();
Observable properties to be unbound. All the bindings will be released if no properties are provided.
Fires the module:ui/editorui/editorui~EditorUI#event:update update event.
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).
The balloon editor UI class.