No, normally the class should define these events. You can however patch
any class using a Mixin which can be dynamically included. You can put
your custom code also into this Mixin.
Sebastian
Hugh Gibson schrieb:
>> Yes, the affected class needs the following:
>>
>> events : {
>> "editor-ready" : "qx.event.type.Event"
>> }
>>
>> All events which are dispatched by a class must be registered in
>> the qx.Class.define phase.
>
> Hmmm. Is it possible to do that programmatically? I've got a little
> extension for our FCKEditor installation whereby a list of accelerator
> keys are registered with the FCKEditor, resulting in a defined event
> being thrown (code below, for 0.6.6) by the encapsulating qooxdoo widget.
>
>
> For 0.7 is there a way of automatically registering the events for the
> parent class?
>
> Hugh
>
> //
> // Create a command handler with given name.
> // When executed, it sends the named command event to
> // any qooxdoo listener.
> //
> function _GetCommandHandler(sName)
> {
> var oFunction = function()
> {
> this.Name = sName;
> }
> oFunction.prototype.Execute = function()
> {
> getParentWidget().createDispatchEvent(sName);
> }
> return new oFunction
> }
> //
> // This is called when loading is completed.
> //
> function FCKeditor_OnComplete(editorInstance)
> {
> loaded = true;
> //
> // Set up keyboard commands
> //
> var CTRL = 1000; // from fckconstants.js
> var SHIFT = 2000;
> var ALT = 4000;
> var llCommands = [[CTRL + SHIFT + 68, 'AblingDraft'],
> [9, 'AblingTab'],
> [SHIFT + 9, 'AblingTabShift']];
> for (var nCmd = 0; nCmd < llCommands.length; nCmd++)
> {
> editorInstance.KeystrokeHandler.SetKeystrokes(llCommands[nCmd]);
> editorInstance.Commands.RegisterCommand(llCommands[nCmd][1],
> _GetCommandHandler(llCommands[nCmd][1]));
> }
> }
>
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