An Enactor is an Infusion component that "acts upon" a preference setting, making whatever adjustments that are necessary to enact the preference.
Requirements
There are only a few requirements for an Enactor, since its nature is determined by the preference it acts upon. For example:
- the 'text size' enactor provided by the Preferences Framework defines functions that adjust CSS on the page;
- a 'self-voicing' enactor defined for the GPII Exploration Tool defines functions that use a server-based text-to-speech engine to speak text found on the page.
Enactors defaults must include certain things:
Each of these is explained below.
Grade
Enactors must be defined using the fluid.prefs.enactor
grade, as shown in the following code
block:
fluid.defaults("my.pref.enactor", {
gradeNames: ["fluid.prefs.enactor"]
// ...
});
Enactors are, by default, model components, so they automatically provide support for a model and
for events. If other support is needed, other grades can be added. For example, if the enactor will be operating on the
DOM, the
fluid.viewComponent
grade should be used, and the selectors
option should be provided, as shown in the following example:
fluid.defaults("my.pref.enactor", {
gradeNames: ["fluid.viewComponent", "fluid.prefs.enactor"],
selectors: {
// selectors as required
}
// ...
});
If you are defining several enactors which share common functionality, you can create a single grade that includes that
functionality and uses the fluid.prefs.enactor
grade, then use your common grade for your enactors, as illustrated in
the following code sample:
// shared grade, defining common functionality
fluid.defaults("my.pref.enactorGrade", {
gradeNames: ["fluid.prefs.enactor"]
// common defaults
});
// one specific enactor, which uses the shared grade
fluid.defaults("my.pref.enactor1", {
gradeNames: ["my.pref.enactorGrade"]
// defaults specific to enactor 1
});
// another specific enactor, which uses the shared grade
fluid.defaults("my.pref.enactor2", {
gradeNames: ["my.pref.enactorGrade"]
// defaults specific to enactor 2
});
Preference Map (Schema Only)
IMPORTANT NOTE: Preference Maps are only required if you are working with schemas. If you are using grades instead (only necessary in rare cases), you do not need a preference map.
A Preference Map is an option that allows you to map the information in the Primary Schema into your Enactor. For each relevant preference defined in the primary schema, the preference map specifies where in the current component's options the value should be store. This is used to pull the default preference value into the Enactor's model, as well as any other relevant information.
The format of a preference map is shown in the follow code sample:
preferenceMap: {
<key from primary schema>: {
<path in enactor's defaults where value should be held>: <key in primary schema where value held>,
<path in enactor's defaults where value should be held>: <key in primary schema where value held>
// ...
},
<key from primary schema>: {
<path in enactor's defaults where value should be held>: <key in primary schema where value held>
}
// ...
}
Typically, an enactor will work with only a single preference and will only be concerned with the default value, so the preference map will be quite simple. The following example shows the preference map used in the Preference Framework's text font enactor:
fluid.defaults("fluid.prefs.enactor.textFont", {
gradeNames: ["fluid.prefs.enactor.classSwapper"],
preferenceMap: {
"fluid.prefs.textFont": {
"model.value": "value"
}
}
});
Models and Model Changes
Enactors are Infusion model components: They automatically
have a top-level property called model
which holds the Enactor's internal model representing the preference it acts
upon. It is not necessary for you to define this property directly; its structure will be inferred from the preferences
map. If you are working with grades instead of with schemas, the model will be inferred from the rules supplied for the
Panel.
Examples
Example: Enactor that calls a setter function when the model changes
fluid.defaults("gpii.enactor.fontSize", {
gradeNames: ["fluid.viewComponent", "fluid.prefs.enactor"],
preferenceMap: {
"gpii.primarySchema.fontSize": {
"model.value": "value"
}
},
selectors: {
cursorDiv: ".gpiic-increaseSize-previewPerSettingCursorDiv"
},
invokers: {
set: {
funcName: "gpii.enactor.fontSize.set",
args: ["{arguments}.0", "{that}.dom.cursorDiv"]
}
},
modelListeners: {
value: {
funcName: "{that}.set",
args: ["{change}.value"]
}
}
});
gpii.enactor.fontSize.set = function (times, cursorDiv) {
cursorDiv.css("font-size", times + "em");
};
Example: Enactor that uses a speak enactor to self-voice a page
fluid.defaults("fluid.prefs.enactor.selfVoicing", {
gradeNames: ["fluid.viewComponent", "fluid.prefs.enactor.speak"],
modelListeners: {
"enabled": {
funcName: "{that}.handleSelfVoicing",
args: ["{change}.value"]
}
},
invokers: {
handleSelfVoicing: {
funcName: "fluid.prefs.enactor.selfVoicing.handleSelfVoicing",
// Pass in invokers to force them to be resolved
args: ["{that}.options.strings.welcomeMsg", "{that}.queueSpeech", "{that}.readFromDOM", "{that}.cancel", "{arguments}.0"]
},
readFromDOM: {
funcName: "fluid.prefs.enactor.selfVoicing.readFromDOM",
args: ["{that}", "{that}.container"]
}
},
strings: {
welcomeMsg: "text to speech enabled"
}
});
fluid.prefs.enactor.selfVoicing.handleSelfVoicing = function (welcomeMsg, queueSpeech, readFromDOM, cancel, enabled) {
if (enabled) {
queueSpeech(welcomeMsg, true);
readFromDOM();
} else {
cancel();
}
};
// Constants representing DOM node types.
fluid.prefs.enactor.selfVoicing.nodeType = {
ELEMENT_NODE: 1,
TEXT_NODE: 3
};
fluid.prefs.enactor.selfVoicing.readFromDOM = function (that, elm) {
elm = $(elm);
var nodes = elm.contents();
fluid.each(nodes, function (node) {
if (node.nodeType === fluid.prefs.enactor.selfVoicing.nodeType.TEXT_NODE && node.nodeValue) {
that.queueSpeech(node.nodeValue);
}
if (node.nodeType === fluid.prefs.enactor.selfVoicing.nodeType.ELEMENT_NODE && window.getComputedStyle(node).display !== "none") {
if (node.nodeName === "IMG") {
var altText = node.getAttribute("alt");
if (altText) {
that.queueSpeech(altText);
}
} else {
fluid.prefs.enactor.selfVoicing.readFromDOM(that, node);
}
}
});
};