254 lines
12 KiB
Plaintext
254 lines
12 KiB
Plaintext
include ../_util-fns
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:marked
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When the user clicks a link, pushes a button, or enters text
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we want to know about it. These user actions all raise DOM events.
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In this chapter we learn to bind to those events using the Angular
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event binding syntax.
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:marked
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## Binding to user input events
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We can use Angular event bindings <!-- PENDING: link to ./template-syntax.html#event-binding -->
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to respond to [any DOM event](https://developer.mozilla.org/en-US/docs/Web/Events).
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The syntax is simple. We surround the DOM event name with
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parentheses and assign a quoted template statement to it.
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As an example, here's an event binding that implements a click handler:
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+makeExample('user-input/dart/lib/click_me_component.dart', 'click-me-button')(format=".", language="html")
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<a id="click"></a>
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:marked
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The `(click)` to the left of the equal sign identifies the button's click event as the **target of the binding**.
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The text within quotes on the right is the **template statement** in which we
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respond to the click event by calling the component's `onClickMe` method. A template statement <!-- PENDING: link to ./template-syntax.html#template-statements --> is a subset
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of Dart with restrictions and a few added tricks.
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When writing a binding we must be aware of a template statement's **execution context**.
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The identifiers appearing within a statement belong to a specific context object.
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That object is usually the Angular component that controls the template ... which it definitely is
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in this case because that snippet of HTML belongs to the following component:
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+makeExample('user-input/dart/lib/click_me_component.dart', 'click-me-component', 'web/click_me_component.dart')(format=".")
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:marked
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When the user clicks the button, Angular calls the component's `onClickMe` method.
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.l-main-section
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:marked
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## Get user input from the $event object
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We can bind to all kinds of events. Let's bind to the keyup event of an input box and replay
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what the user types back onto the screen.
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This time we'll (1) listen to an event and (2) grab the user's input.
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+makeExample('user-input/dart/lib/keyup_components.dart', 'key-up-component-1-template', 'web/keyup_components.dart (template v.1)')(format=".")
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:marked
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Angular makes an event object available in the **`$event`** variable,
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which we pass to the component's `onKey()` method.
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The user data we want is in that variable somewhere.
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important
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.callout.is-important
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header $event vs. \$event
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:marked
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Templates in Dart files need a `\` in front of the `$`.
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If the template is in an HTML file, use `$event` instead of `\$event`.
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+makeExample('user-input/dart/lib/keyup_components.dart', 'key-up-component-1-class-no-type', 'web/keyup_components.dart (class v.1)')(format=".")
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:marked
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The shape of the `$event` object is determined by whatever raises the event.
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The `keyup` event comes from the DOM, so `$event` must be a [standard DOM event object](https://developer.mozilla.org/en-US/docs/Web/API/Event).
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The `$event.target` gives us an
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[`HTMLInputElement`](https://developer.mozilla.org/en-US/docs/Web/API/HTMLInputElement), which
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has a `value` property that contains our user input data.
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The `onKey()` component method is where we extract the user's input
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from the event object, adding that input to the list of user data that we're accumulating in the component's `values` property.
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We then use interpolation <!-- PENDING: link to ./template-syntax.html#interpolation) -->
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to display the accumulating `values` property back on screen.
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Enter the letters "abc", and then backspace to remove them.
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Here's what the UI displays:
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code-example().
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a | ab | abc | ab | a | |
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figure.image-display
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img(src='/resources/images/devguide/user-input/keyup1-anim.gif' alt="key up 1")
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<a id="keyup1"></a>
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.l-sub-section
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:marked
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We cast the `$event` as an `any` type, which means we've abandoned strong typing
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to simplify our code. We generally prefer the strong typing that Dart affords.
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We can rewrite the method, casting to HTML DOM objects like this.
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+makeExample('user-input/dart/lib/keyup_components.dart', 'key-up-component-1-class', 'web/keyup_components.dart (class v.1 - strongly typed )')(format=".")
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:marked
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<br>Strong typing reveals a serious problem with passing a DOM event into the method:
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too much awareness of template details, too little separation of concerns.
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We'll address this problem in our next try at processing user keystrokes.
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:marked
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.l-main-section
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:marked
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## Get user input from a template reference variable
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There's another way to get the user data without the `$event` variable.
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Angular has a syntax feature called [**template reference variables**](./template-syntax.html#ref-vars).
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These variables grant us direct access to an element.
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We declare a template reference variable by preceding an identifier with a hash/pound character (#).
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Here's an example of using a template reference variable
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to implement a clever keystroke loopback in an ultra-simple template.
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+makeExample('user-input/dart/lib/loop_back_component.dart', 'loop-back-component', 'web/loop_back_component.dart')(format=".")
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:marked
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We've declared a template reference variable named `box` on the `<input>` element.
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The `box` variable is a reference to the `<input>` element itself, which means we can
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grab the input element's `value` and display it
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with interpolation between `<p>` tags.
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The template is completely self contained. It doesn't bind to the component,
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and the component does nothing.
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Type in the input box, and watch the display update with each keystroke. *Voila!*
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figure.image-display
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img(src='/resources/images/devguide/user-input/keyup-loop-back-anim.gif' alt="loop back")
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.l-sub-section
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:marked
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**This won't work at all unless we bind to an event**.
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Angular only updates the bindings (and therefore the screen)
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if we do something in response to asynchronous events such as keystrokes.
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That's why we bind the `keyup` event to a statement that does ... well, nothing.
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We're binding to the number 0, the shortest statement we can think of.
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That is all it takes to keep Angular happy. We said it would be clever!
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:marked
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That template reference variable is intriguing. It's clearly easier to get to the textbox with that
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variable than to go through the `$event` object. Maybe we can rewrite our previous
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keyup example so that it uses the variable to get the user's input. Let's give it a try.
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+makeExample('user-input/dart/lib/keyup_components.dart', 'key-up-component-2' ,'web/keyup_components.dart (v2)')(format=".")
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:marked
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That sure seems easier.
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An especially nice aspect of this approach is that our component code gets clean data values from the view.
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It no longer requires knowledge of the `$event` and its structure.
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<a id="key-event"></a>
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.l-main-section
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:marked
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## Key event filtering (with `key.enter`)
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Perhaps we don't care about every keystroke.
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Maybe we're only interested in the input box value when the user presses Enter, and we'd like to ignore all other keys.
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When we bind to the `(keyup)` event, our event handling statement hears *every keystroke*.
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We could filter the keys first, examining every `$event.keyCode`, and update the `values` property only if the key is Enter.
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Angular can filter the key events for us. Angular has a special syntax for keyboard events.
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We can listen for just the Enter key by binding to Angular's `keyup.enter` pseudo-event.
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Only then do we update the component's `values` property. (In this example,
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the update happens inside the event binding statement. A better practice
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would be to put the update code in the component.)
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+makeExample('user-input/dart/lib/keyup_components.dart', 'key-up-component-3' ,'web/keyup_components.dart (v3)')(format=".")
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:marked
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Here's how it works.
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figure.image-display
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img(src='/resources/images/devguide/user-input/keyup3-anim.gif' alt="key up 3")
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.l-main-section
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:marked
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## On blur
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Our previous example won't transfer the current state of the input box if the user mouses away and clicks
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elsewhere on the page. We update the component's `values` property only when the user presses Enter
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while the focus is inside the input box.
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Let's fix that by listening to the input box's blur event as well.
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+makeExample('user-input/dart/lib/keyup_components.dart', 'key-up-component-4' ,'web/keyup_components.dart (v4)')(format=".")
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.l-main-section
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:marked
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## Put it all together
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We learned how to [display data](./displaying-data.html) in the previous chapter.
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We've acquired a small arsenal of event binding techniques in this chapter.
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Let's put it all together in a micro-app
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that can display a list of heroes and add new heroes to that list.
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The user can add a hero by first typing in the input box and then
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pressing Enter, clicking the Add button, or clicking elsewhere on the page.
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figure.image-display
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img(src='/resources/images/devguide/user-input/little-tour-anim.gif' alt="Little Tour of Heroes")
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:marked
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Below is the "Little Tour of Heroes" component.
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We'll call out the highlights after we bask briefly in its minimalist glory.
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+makeExample('user-input/dart/lib/little_tour_component.dart', 'little-tour', 'web/little_tour_component.dart')(format=".")
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:marked
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We've seen almost everything here before. A few things are new or bear repeating.
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### Use template variables to refer to elements
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The `newHero` template variable refers to the `<input>` element.
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We can use `newHero` from any sibling or child of the `<input>` element.
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Getting the element from a template variable makes the button click handler
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simpler. Without the variable, we'd have to use a fancy CSS selector
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to find the input element.
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### Pass values, not elements
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We could have passed the `newHero` into the component's `addHero` method.
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But that would require `addHero` to pick its way through the `<input>` DOM element,
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something we learned to dislike in our first try at a [keyup component](#keyup1).
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Instead, we grab the input box *value* and pass *that* to `addHero`.
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The component knows nothing about HTML or the DOM, which is the way we like it.
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### Keep template statements simple
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We bound `(blur)` to *two* Dart statements.
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We like the first one, which calls `addHero`.
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We do not like the second one, which assigns an empty string to the input box value.
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The second statement exists for a good reason. We have to clear the input box after adding the new hero to the list.
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The component has no way to do that itself because it has no access to the
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input box (our design choice).
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Although the example *works*, we are rightly wary of Dart in HTML.
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Template statements are powerful. We're supposed to use them responsibly.
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Complex Dart in HTML is irresponsible.
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Should we reconsider our reluctance to pass the input box into the component?
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There should be a better third way. And there is, as we'll see when we learn about `NgModel` in the [Forms](forms.html) chapter.
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.l-main-section
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:marked
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## Source code
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Here is all the code we talked about in this chapter.
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+makeTabs(`
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user-input/dart/lib/click_me_component.dart,
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user-input/dart/lib/keyup_components.dart,
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user-input/dart/lib/loop_back_component.dart,
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user-input/dart/lib/little_tour_component.dart
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`,'',
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`click_me_component.dart,
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keyup_components.dart,
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loop_back_component.dart,
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little_tour_component.dart`)
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.l-main-section
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:marked
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## Summary
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We've mastered the basic primitives for responding to user input and gestures.
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As powerful as these primitives are, they are a bit clumsy for handling
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large amounts of user input. We're operating down at the low level of events when
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we should be writing two-way bindings between data entry fields and model properties.
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Angular has a two-way binding called `NgModel`, which we'll learn about
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in the `Forms` chapter.
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