APIs

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This class manages the UI of all blocks within a channel as well as the ability to sort and reorder the content of a channel

Constructor

ChannelListView

() Object

Returns:

Object:

instantiated CompCampaignNavigator

Methods

_createNewChannelBlock

(
  • i_blockID
  • i_resourceID
  • i_sceneID
)
Boolean

Create a new block (player) on the current channel and refresh UI bindings such as properties open events.

Parameters:

  • i_blockID Number
  • i_resourceID Number

    optional param used when creating a block with embedded resource (i.e.: video / image / swf)

  • i_sceneID Number

    optional param used when creating a block with embedded scene

Returns:

Boolean:

false

_createSortable

(
  • i_selector
)

Create a draggable sortable channel list

Parameters:

  • i_selector String

_deleteChannelBlock

()

Delete the selected block from the channel

Returns:

none

_deselectBlocksFromChannel

()

Reset the UI when no block on channel is selected.

_getTotalDurationChannel

() Number

Get the total duration in seconds of the channel

Returns:

Number:

totalChannelLength

_listenAddRemoveBlocks

()

Wire the UI and listen to channel remove and channel add button events.

Returns:

none

_listenBlockLengthChanged

()

Listen to when a block length has changed so we can update all other blocks offset respectively

Returns:

none

_listenBlockSelected

()

Listen when a block is selected, if its properties need to be open than open panel. Also, reference the selected block internally and fire event announcing it was selected. We also load required AMD moduels if this is the first time a block was selected (i.e.: modules were never loaded yet) and when they finish loaded we continue with thread execution.

Returns:

none

_listenChannelBlockSelected

(
  • e
)

When block is selected within a channel, get the resource element so we can select it and fire the BLOCK_SELECTED event

Parameters:

  • e Event

_listenContextMenu

()

Listen to any canvas right click

_listenReset

()

Listen to reset of when switching to different campaign so we forget current state

_listenResourceRemoved

()

Listen to when a resource has been deleted so we can delete the associated block and re calc channel length

Returns:

none

_listenSceneRemoved

()

Listen to when a resource has been deleted so we can delete the associated block and re calc channel length

Returns:

none

_listenStorylineBlockSelected

(
  • e
)

When a block is selected within a storyline get the resource element so we can select it and fire global block selection event

Parameters:

  • e Event

_listenStorylineChannelSelected

()

Listen to when a channel is selected, but through the storyline so we can re-select appropriate block in channel list

_listenTimelineSelected

()

Listen to the BB.EVENTS.ON_VIEWER_SELECTED so we know when a timeline has been selected. Once a timeline selection was done we check if the event if one of a timeline owner or other; if of timeline we populate channel list, if latter reset list.

Returns:

none

_loadChannelBlocks

(
  • i_campaign_timeline_id
  • i_campaign_timeline_chanel_id
)

Load the channel list with its own blocks and refresh the UI.

Parameters:

  • i_campaign_timeline_id Number
  • i_campaign_timeline_chanel_id Number

Returns:

none

_onBlockLengthChanged

(
  • e
)

Listen to when a block on channel is modified with respect to its length

Parameters:

  • e Event

    block changed data

_onContentMenuSelection

(
  • i_command
)

On Scene right click context menu selection command

Parameters:

  • i_command String

_onTimelineDeleted

()

Wire the UI for timeline deletion.

Returns:

none

_openAddBlockWizard

()

Launch the add new block wizard UI component.

Returns:

none

_reOrderChannelBlocks

()

Update the blocks offset times according to current order of LI elements and reorder accordingly in msdb.

Returns:

none

_resetChannel

()

Forget the selected channel and reset channel member references

_selectLastBlockOnChannel

()

Select the last block on the channel (last LI element) and fire a click event on it.

Returns:

none

_sortableDrag

()

Sortable drag channel list

_sortableDragStart

()

Sortable drag channel list on press

_sortablePress

()

Sortable channel list on press

_sortableSnap

()

snap channels to set rounder values

initialize

()

Init the ChannelList component and enable sortable channels UI via drag and drop operations.

moveBlockFirst

()

Move current selected block to be the first to play within the channel

moveBlockLast

()

Move current selected block to be the last to play within the channel