What's very confusing about the inspector is that the area on the right is editable. If properties on the right are not persistable, then the right should probably not be editable. I think I understand better.
So to alter an instance or class of a morph, a user must enter code in the bottom area of the inspector window? And then do what: accept changes? evaluate as JavaScript? On Tue, Feb 24, 2009 at 2:58 AM, Robert Krahn < [email protected]> wrote: > How do I attach a mouse handler to a morph? > > > Open an inspector on a morph then, to attach a new submorph on every click > e.g., type something like this: > > // make sure the Morph really wants the event > this.handlesMouseDown = Functions.True; > // overwrite my onMouseDown method > this.onMouseDown = function (evt) { > var localPoint = this.localize(evt.mousePoint); > var new Morph = Morph.makeRectangle(localPoint.extent(pt(10,10))); > this.addMorph(); // because we manually define a method > }.bind(this); > > Other Mouse handler methods: onMouseMove, onMouseUp > > > Most of the time I have no idea what can be edited in the inspector: for > instance how would I edit [object Object]?. > > > Multiple possibilities, assume x is an object > > - If you have an instance of a class and want to know its methods > x.constructor.functionNames() // constructor is the klass > > - If you have an object (instance or normal JS object) try > Object.keys(x); > Object.values(x); > for (var name in x) { console.log(name + ': ' + x[name]) } > > - If you want to look at the source code open the SystemBrowser > In Core.js e.g. the fundamental parts of Morphic are defined. > You can also hit loadAll. Then enter in a TextMorph 'onMouseDown', select > it and hit alt+w. You will get a list of all occurrences of onMouseDown in > the source code. > > Robert >
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