I'm trying to make a userscript for a website to add custom emotes. However, I've been getting a lot of errors.
Here is the function:
function saveEmotes() {
removeLineBreaks();
EmoteNameLines = EmoteName.value.split("\n");
EmoteURLLines = EmoteURL.value.split("\n");
EmoteUsageLines = EmoteUsage.value.split("\n");
if (EmoteNameLines.length == EmoteURLLines.length && EmoteURLLines.length == EmoteUsageLines.length) {
for (i = 0; i < EmoteURLLines.length; i++) {
if (checkIMG(EmoteURLLines[i])) {
localStorage.setItem("nameEmotes", JSON.stringify(EmoteNameLines));
localStorage.setItem("urlEmotes", JSON.stringify(EmoteURLLines));
localStorage.setItem("usageEmotes", JSON.stringify(EmoteUsageLines));
if (i == 0) {
console.log(resetSlot());
}
emoteTab[2].innerHTML += '<span style="cursor:pointer;" onclick="appendEmote(\'' + EmoteUsageLines[i] + '\')"><img src="' + EmoteURLLines[i] + '" /></span>';
} else {
alert("The maximum emote(" + EmoteNameLines[i] + ") size is (36x36)");
}
}
} else {
alert("You have an unbalanced amount of emote parameters.");
}
}
The span tag's onclick calls this function:
function appendEmote(em) {
shoutdata.value += em;
}
Every time I click a button that has an onclick attribute, I get this error:
Uncaught ReferenceError: function is not defined.
Update
I tried using:
emoteTab[2].innerHTML += '<span style="cursor:pointer;" id="'+ EmoteNameLines[i] +'"><img src="' + EmoteURLLines[i] + '" /></span>';
document.getElementById(EmoteNameLines[i]).addEventListener("click", appendEmote(EmoteUsageLines[i]), false);
But I got an undefined error.
Here is the script.
I tried doing this to test if listeners work and they don't for me:
emoteTab[2].innerHTML = '<td class="trow1" width="12%" align="center"><a id="togglemenu" style="cursor: pointer;">Custom Icons</a></br><a style="cursor: pointer;" id="smilies" onclick=\'window.open("misc.php?action=smilies&popup=true&editor=clickableEditor","Smilies","scrollbars=yes, menubar=no,width=460,height=360,toolbar=no");\' original-title="">Smilies</a><br><a style="cursor: pointer;" onclick=\'window.open("shoutbox.php","Shoutbox","scrollbars=yes, menubar=no,width=825,height=449,toolbar=no");\' original-title="">Popup</a></td></br>';
document.getElementById("togglemenu").addEventListener("click", changedisplay,false);
-
1The link to your complete script is always appropriate and appreciated, in addition to relevant code snippets which should be in your post.Brock Adams– Brock Adams2013年06月29日 09:10:24 +00:00Commented Jun 29, 2013 at 9:10
9 Answers 9
Never use .onclick(), or similar attributes from a userscript! (It's also poor practice in a regular web page).
The reason is that userscripts operate in a sandbox ("isolated world"), and onclick operates in the target-page scope and cannot see any functions your script creates.
Always use addEventListener()Doc (or an equivalent library function, like jQuery .on()).
So instead of code like:
something.outerHTML += '<input onclick="resetEmotes()" id="btnsave" ...>'
You would use:
something.outerHTML += '<input id="btnsave" ...>'
document.getElementById ("btnsave").addEventListener ("click", resetEmotes, false);
For the loop, you can't pass data to an event listener like that See the doc. Plus every time you change innerHTML like that, you destroy the previous event listeners!
Without refactoring your code much, you can pass data with data attributes. So use code like this:
for (i = 0; i < EmoteURLLines.length; i++) {
if (checkIMG (EmoteURLLines[i])) {
localStorage.setItem ("nameEmotes", JSON.stringify (EmoteNameLines));
localStorage.setItem ("urlEmotes", JSON.stringify (EmoteURLLines));
localStorage.setItem ("usageEmotes", JSON.stringify (EmoteUsageLines));
if (i == 0) {
console.log (resetSlot ());
}
emoteTab[2].innerHTML += '<span style="cursor:pointer;" id="'
+ EmoteNameLines[i]
+ '" data-usage="' + EmoteUsageLines[i] + '">'
+ '<img src="' + EmoteURLLines[i] + '" /></span>'
;
} else {
alert ("The maximum emote (" + EmoteNameLines[i] + ") size is (36x36)");
}
}
//-- Only add events when innerHTML overwrites are done.
var targetSpans = emoteTab[2].querySelectorAll ("span[data-usage]");
for (var J in targetSpans) {
targetSpans[J].addEventListener ("click", appendEmote, false);
}
Where appendEmote is like:
function appendEmote (zEvent) {
//-- this and the parameter are special in event handlers. see the linked doc.
var emoteUsage = this.getAttribute ("data-usage");
shoutdata.value += emoteUsage;
}
WARNINGS:
- Your code reuses the same id for several elements. Don't do this, it's invalid. A given ID should occur only once per page.
- Every time you use
.outerHTMLor.innerHTML, you trash any event handlers on the affected nodes. If you use this method beware of that fact.
8 Comments
Make sure you are using Javascript module or not?!
if using js6 modules your html events attributes won't work.
in that case you must bring your function from global scope to module scope. Just add this to your javascript file:
window.functionName= functionName;
example:
<h1 onClick="functionName">some thing</h1>
1 Comment
I think you put the function in the $(document).ready....... The functions are always provided out the $(document).ready.......
2 Comments
I got this resolved in angular with (click) = "someFuncionName()" in the .html file for the specific component.
Comments
Check the casing of your functions.
onclick="sillyLongFunctionName"
and
function sillylongFunctionName() { ...
Are not identical. Hard to spot sometimes!
Comments
for me I've just put the function out of pageReady scope and it works jQuery(document).ready(function(){ don't the function here }
put your function here with script tag
1 Comment
I got this resolved by solving the bugs in the Javascript, it could be the js file cannot be loaded, causing the function not able to be reached
Comments
If the function is not defined when using that function in html, such as onclick = ‘function () ', it means function is in a callback, in my case is 'DOMContentLoaded'.
1 Comment
See that your function is not in a callback function if you are using an external js file. Removing the callback function would do the trick
(function() { //comment this out
//your code
})(); //comment this out