Signal between QML with Repeater - connection

I have the following qml files, the main.qml creates TestWindow.qml elements.
I would like to connect a signal in TestWindow.qml (click on a button mySignalToMainWindow() ) to a function in main.qml, testConnection().
main.qml
Window {
id: _component
property int instances: 3
width: 200
height: Screen.height / 2
visible: true
Component.onCompleted: {
x = 40
y = 40
}
Repeater {
id: _windows
model: instances
TestWindow {
index: model.index
leftOffset: _component.width
}
}
Column {
Repeater {
model: instances
Button {
text: "Window " + index
onClicked:{ _windows.itemAt(index).window.raise();
}
}
}
}
function testConnection(){console.log("Subwindow To Main Window")}
}
And TestWindow.qml :
Item {
id: _windowItem
property int index
property int leftOffset
property alias window: _window
signal mySignalToMainWindow()
Window {
id: _window
visible: true
title: "SubWindowText " + index
Component.onCompleted: {
x = leftOffset
y = 40
width = Screen.width - leftOffset
height = Screen.height / 2
}
Text {
id: windowText
text: qsTr("SubWindowText")
}
Button {
text: "SubWindow " + index
onClicked: {console.log("TestWindow::Button onClicked "+_window);
_windowItem.mySignalToMainWindow();
}
}
}
}
I tested those two :
How to bind to a signal from a delegate component within a ListView in QML
and
How to access dynamically/randomly loaded Repeater items in QML?
with no success.
So, how to do that?
Thanks

You have multiple options there. The first is to define the binding, when creating the Component for the delegate:
Repeater {
id: _windows
model: instances
TestWindow {
index: model.index
leftOffset: _component.width
onMySignalToMainWindow: testConnection() <--- Here you can connect it.
}
}
Another option is to use the onItemAdded and onItemRemoved-Handlers and connect the function there (mySignalToMainWindow.connect(functionToConnect)) and the respective disconnect, when it gets destroyed.
I'd recommend the former, if you want the connection to be permanent, and the latter if you might want to disconnect at some time.
The onItemAdded/onRemoved handlers are especially important if you don't declare a delegate for the Repeater. This happens for example if you use a DelegateModel or an ObjectModel. As with those models, you can't be sure, the objects are instantiated or destroyed when the Repeater adds or removes them, you could not use the often mentioned: Component.onCompleted/onDestruction, so I consider the itemAdded/Removed-signals superior/more general for the use with a Repeater.

Related

How to make a GUI to visually add Mattertags into a Matterport scene?

There are 2 examples in the Matterport SDK for Embeds documentation to show how to place Mattertags in a scene:
The Intersection Inspector which only allows you to see coordinates for placing a Mattertag where the cursor is if you wait a little bit ... Not very user friendly, you need to copy the coordinates manually in your program.
The Transient Tags Editor which enable you to interactively place multiple Mattertags visually, edit them and then to extract them easily in a JSON file ...
I was wondering how to reproduce the Transient Tags Editor visual UX as I would like to use it in an application.
Insert Mattertags into the model visually
The source code of the app of the Transient Tags Editor is privately hosted on github (Maybe because it doesn't run perfectly on Firefox?), unlike the source code of the Intersection Inspector which is publicly hosted on JSFiddle.
But the user friendliness of the Transient Tags Editor intrigued me and I wanted to understand the difference between the two tools Matterport SDK provides to find out Mattertags coordinates.
How the Intersection Inspector works
The Intersection Inspector uses a timer to display a button at the position of the Pointer when the user does not move the pointer for more than one second. The user can then click the button to see the Mattertag coordinates and copy them manually ...
To achieve that, it needs the current Camera position, which it obtains by observing the camera's pose property:
var poseCache;
mpSdk.Camera.pose.subscribe(function(pose) {
poseCache = pose;
});
Also, it needs the current Pointer position, which it obtains by observing the pointer's intersection property:
var intersectionCache;
mpSdk.Pointer.intersection.subscribe(function(intersection) {
intersectionCache = intersection;
intersectionCache.time = new Date().getTime();
button.style.display = 'none';
buttonDisplayed = false;
});
※ An intersection event is triggered the user moves the pointer, so we hide the button to make sure it is not displayed before the one second delay is over.
Then, a timer is set up using setInterval() to display the button at the right time:
setInterval(() => {
// ...
}, 16);
In the timer callback, we check wether all the conditions to display the button are met ...
First, check we have the information we need:
setInterval(() => {
if (!intersectionCache || !poseCache) {
return;
}
// ...
}, 16);
Then, check one second has elapsed since the last intersection event was received, or we wait the next tick to check again:
var delayBeforeShow = 1000;
setInterval(() => {
if (!intersectionCache || !poseCache) {
return;
}
const nextShow = intersectionCache.time + delayBeforeShow;
if (new Date().getTime() > nextShow) {
// ...
}
}, 16);
Finally, we check the button is not already being displayed:
var delayBeforeShow = 1000;
var buttonDisplayed = false;
setInterval(() => {
if (!intersectionCache || !poseCache) {
return;
}
const nextShow = intersectionCache.time + delayBeforeShow;
if (new Date().getTime() > nextShow) {
if (buttonDisplayed) {
return;
}
// ...
}
}, 16);
Once the conditions are met, we can display the button using Conversion.worldToScreen() to get the screen coordinate of the pointer :
// ...
setInterval(() => {
// ...
if (new Date().getTime() > nextShow) {
// ...
var size = {
w: iframe.clientWidth,
h: iframe.clientHeight,
};
var coord = mpSdk.Conversion.worldToScreen(intersectionCache.position, poseCache, size);
button.style.left = `${coord.x - 25}px`;
button.style.top = `${coord.y - 22}px`;
button.style.display = 'block';
buttonDisplayed = true;
}
}, 16);
The button is a simple HTML button hidden by default using display: none; and positioned relative to the body with position: absolute;.
When the user clicks the button, the current coordinates of the pointer are displayed in a <div> tag above the <iframe> and the button is hidden:
button.addEventListener('click', function() {
text.innerHTML = `position: ${pointToString(intersectionCache.position)}\nnormal: ${pointToString(intersectionCache.normal)}\nfloorId: ${intersectionCache.floorId}`;
button.style.display = 'none';
iframe.focus();
});
The coordinates are formatted using the following function:
function pointToString(point) {
var x = point.x.toFixed(3);
var y = point.y.toFixed(3);
var z = point.z.toFixed(3);
return `{ x: ${x}, y: ${y}, z: ${z} }`;
}
Now, let's see how the easier-to-use and user-friendlier Transient Tags Editor interface works ...
How the Transient Tag Editor works
The Intersection Inspector is enough if you just have a few __Mattertag__s to set permanently in a few models in your application. But if you need your users to set tags interactively in models, something like the Transient Tags Editor's GUI is a better starting point.
The main advantage of using the Transient Tags Editor is that you can see how the Mattertag will be displayed before creating it and! That allows you to place the tag precisely without trial and error ...
To add a tag, you must click on the "Place New Tag" button to enter the "add tag" mode, then you can place one new tag anywhere you want.
We will only focus on that aspect of the editor and produce a simplified code sample that only add tags:
As the user move a tag along the pointer when in "add tag" mode, the first step is to create a new tag and place it. Let's create a function for that using Mattertag.add():
function addTag() {
if(!tag){
mpSdk.Mattertag.add([{
label: "Matterport Tag",
description: "",
anchorPosition: {x: 0, y: 0, z: 0},
stemVector: {x:0, y: 0, z: 0},
color: {r: 1, g: 0, b: 0},
}])
.then((sid) => {
tag = sid[0];
})
.catch( (e) => {
console.error(e);
})
}
}
Then we will have to place the tag at a position near the pointer, and update its position as the user moves the pointer, so let's create a function for that using Mattertag.editPosition():
function updateTagPos(newPos, newNorm=undefined, scale=undefined){
if(!newPos) return;
if(!scale) scale = .33;
if(!newNorm) newNorm = {x: 0, y: 1, z: 0};
mpSdk.Mattertag.editPosition(tag, {
anchorPosition: newPos,
stemVector: {
x: scale * newNorm.x,
y: scale * newNorm.y,
z: scale * newNorm.z,
}
})
.catch(e =>{
console.error(e);
tag = null;
});
}
As you can see the updateTagPos() function takes 3 parameters:
newPos: the new anchor position for the Mattertag.
newNorm: an optional new stem vector for the Mattertag.
scale: an optional new scale for the stem of the Mattertag.
To update the tag position as the user moves the pointer, let's observe the pointer's intersection property to call updateTagPos():
mpSdk.Pointer.intersection.subscribe(intersectionData => {
if(tag){
if(intersectionData.object === 'intersectedobject.model' || intersectionData.object === 'intersectedobject.sweep'){
updateTagPos(intersectionData.position, intersectionData.normal);
}
}
});
To place the new tag, the user simply clicks their mouse button, the Transient Tags Editor provides its own version of the document.activeElement method for intercepting clicks on the <iframe> (but does not work with Firefox so the editor use a quite complex workaround):
function focusDetect(){
const eventListener = window.addEventListener('blur', function() {
if (document.activeElement === iframe) {
placeTag(); //function you want to call on click
setTimeout(function(){ window.focus(); }, 0);
}
window.removeEventListener('blur', eventListener );
});
}
But, we will use our version which works better with Firefox (But still stop working after the first click in Firefox for whatever reason):
window.addEventListener('blur',function(){
window.setTimeout(function () {
if (document.activeElement === iframe) {
placeTag(); //function you want to call on click
window.focus()
addTag();
}
}, 0);
});
Finally, let's the function that navigates to the new tag and opens its billboard, usingMattertag.navigateToTag()
function placeTag(){
if(tag) mpSdk.Mattertag.navigateToTag(tag, mpSdk.Mattertag.Transition.INSTANT);
tag = null;
}
Simple Editor Code Sample
First, the complete JavaScript source code:
"use strict";
const sdkKey = "aaaaXaaaXaaaXaaaXaaaXaaa"
const modelSid = "iL4RdJqi2yK";
let iframe;
let tag;
document.addEventListener("DOMContentLoaded", () => {
iframe = document.querySelector('.showcase');
iframe.setAttribute('src', `https://my.matterport.com/show/?m=${modelSid}&help=0&play=1&qs=1&gt=0&hr=0`);
iframe.addEventListener('load', () => showcaseLoader(iframe));
});
function showcaseLoader(iframe){
try{
window.MP_SDK.connect(iframe, sdkKey, '3.10')
.then(loadedShowcaseHandler)
.catch(console.error);
} catch(e){
console.error(e);
}
}
function loadedShowcaseHandler(mpSdk){
addTag()
function placeTag(){
if(tag) mpSdk.Mattertag.navigateToTag(tag, mpSdk.Mattertag.Transition.INSTANT);
tag = null;
}
window.addEventListener('blur',function(){
window.setTimeout(function () {
if (document.activeElement === iframe) {
placeTag(); //function you want to call on click
window.focus()
addTag();
}
}, 0);
});
function updateTagPos(newPos, newNorm=undefined, scale=undefined){
if(!newPos) return;
if(!scale) scale = .33;
if(!newNorm) newNorm = {x: 0, y: 1, z: 0};
mpSdk.Mattertag.editPosition(tag, {
anchorPosition: newPos,
stemVector: {
x: scale * newNorm.x,
y: scale * newNorm.y,
z: scale * newNorm.z,
}
})
.catch(e =>{
console.error(e);
tag = null;
});
}
mpSdk.Pointer.intersection.subscribe(intersectionData => {
if(tag){
if(intersectionData.object === 'intersectedobject.model' || intersectionData.object === 'intersectedobject.sweep'){
updateTagPos(intersectionData.position, intersectionData.normal);
}
}
});
function addTag() {
if(!tag){
mpSdk.Mattertag.add([{
label: "Matterport Tag",
description: "",
anchorPosition: {x: 0, y: 0, z: 0},
stemVector: {x:0, y: 0, z: 0},
color: {r: 1, g: 0, b: 0},
}])
.then((sid) => {
tag = sid[0];
})
.catch( (e) => {
console.error(e);
})
}
}
} // loadedShowcaseHandler
The HTML source code:
<!DOCTYPE html>
<html>
<head>
<title>Transient Tag Editor</title>
<style>
#showcase {
width: 100%;
height: 100vh;
}
</style>
<script src="https://static.matterport.com/showcase-sdk/2.0.1-0-g64e7e88/sdk.js"></script>
<script src="/js/app-editor.js" type="text/javascript" defer></script>
</head>
<body>
<iframe id="showcase" frameborder="0" allowFullScreen allow="xr-spatial-tracking"></iframe>
</body>
</html>
It works!
Complete Code
The complete code for this sample and others is available on github:
github.com/loic-meister-guild/pj-matterport-sdk-2021-tutorial
See Also
Matterport SDK 2021 Tutorial
Node.js + Express Tutorial for 2021
How to detect a click event on a cross domain iframe

Custom Components in Crafty.js

I am new to Crafty.js. I am currently working a 2D Top Down RPG using this frame work. I am trying to create a custom component that will contain the Unit's information such as Health, Mana, Name etc. My component's code are as follows:
Crafty.c("UnitInfo", {
init: function() {
this.bind("EnterFrame", function(){
console.log("Custom Component Test: " + this.message);
});
},
unitinfo: function(message) {
this.message = message;
}
});
Then I added this component to a unit which is in my case, an Enemy entity:
enemy1 = Crafty.e('Enemy, 2D, Canvas, Color, enemy_default, SpriteAnimation, Solid, Collision, UnitInfo')
.attr({x: (screenWidth/2) + 150, y: (screenHeight/2) + 150, w: spriteBaseW, h: spriteBaseH, curHealth: 100 })
.checkHits("Skill")
.unitinfo("Random Msg")
.bind("HitOn", function() {
var rndDmg = 0;
if(currentSkill==1) rndDmg = skillDamage.skill1;
else if(currentSkill==2) rndDmg = skillDamage.skill2;
else if(currentSkill==3) rndDmg = skillDamage.skill3;
else if(currentSkill==4) rndDmg = skillDamage.skill4;
rndDmg = randomRange(rndDmg-9,rndDmg);
this.curHealth -= rndDmg;
Crafty.e("2D, DOM, Text, Tween")
.attr({x: this.x, y: this.y})
.textColor("white")
.text(rndDmg)
.textFont({size: "20px"})
.tween({y: this.y-30, alpha: 0.0}, 2000)
.bind("TweenEnd", function(){
this.destroy();
});
if(this.curHealth<=0) {
//this.destroy();
//console.log("An Enemy was killed!!!!");
}else{
console.log("Enemy HP: " + this.curHealth + ", Damage Taken: " + rndDmg);
}
})
.bind("EnterFrame", function() {
enemyAI(this);
});
When I execute the code, it shows me this error:
console error
I believe that the unitinfo() is properly working as the "Random Msg" is appearing on the console logs and it is being executed every frame. I just don't understand why "this" is being recognized as undefined. Can someone help me on this?
This is because you're attempting to call bind on the result of unitinfo(), but that method doesn't return the entity.
This is a fundamental aspect of javascript, but it's definitely a gotcha when implementing custom components in Crafty. From the docs
Keep in mind that the method chaining technique (calling e.place().color()) is only possible because we explicitly return this from our custom method. Forgetting to do so can be a common source of errors, so keep that in mind if you get a hard-to-pin-down "method undefined" message.
i.e. when you define a method, you have to explicitly return this to use it in this manner.

Blackberry 10 Cascades - search-ahead drop-down + tag field

My question is related to Filipe Figueiredo's query (see: Blackberry 10 Cascades - Images inside Text Area)
My Cascades BB10 App requires a search-ahead drop-down with the ability to have multiple items selected and displayed as Tag Fields. Look & feel and behavior same as BB10 email composer's "To" address field - but with different data (e.g. country names).
Questions:
Is there a way to do this using Cascades components / controls?
(FlowListLayout does not meet exact requirements)
Can we achieve this using QML + javascript?
Or is there a way using C++ and QML for achieving this?
Is there a Component market Place for procuring custom controls for Cascades?
My development is stalled. Please help.
It should be possible. This is a prototype. It doesn't work well, but it's an idea. This is how it looks:
Code (yeah, it's bad. but it should work out of the box):
import bb.cascades 1.2
Page {
Container {
ListView {
id: tagList
dataModel: tagModel
layout: FlowListLayout {
headerMode: ListHeaderMode.None
}
preferredHeight: 200
function itemType(data, indexPath) {
return (data.add == 1 ? 'add' : '');
}
function mload(text) {
myList.load(text);
}
function showDropDown() {
myList.visible = true;
}
listItemComponents: [
ListItemComponent {
type: "add"
Container {
id: myAdd
TextField {
id: searchBox
preferredWidth: 300
onTextChanging: {
myAdd.ListItem.view.mload(searchBox.text);
}
onFocusedChanged: {
if (focused)
myAdd.ListItem.view.showDropDown();
}
}
}
},
ListItemComponent {
Container {
background: Color.create("#660000FF")
leftPadding: 10
rightPadding: 10
topPadding: 10
bottomPadding: 10
leftMargin: 10
bottomMargin: 10
Label {
id: country
textStyle.fontSize: FontSize.Medium
text: ListItemData.country
}
}
}
]
onTriggered: {
//todo: make it possible to remove a tag
console.log("item touched.. yay!")
}
attachedObjects: [
ArrayDataModel {
id: tagModel
}
]
}
ListView {
id: myList
visible: false
dataModel: mdataModel
preferredHeight: 400
attachedObjects: [
ArrayDataModel {
id: mdataModel
}
]
onTriggered: {
var selected = dataModel.data(indexPath);
var tmp = new Object();
tmp.country = selected;
tagModel.insert(tagModel.size() - 1, tmp);
console.log("removing: " + (tagModel.size() - 1 ) + " at size " + tagModel.size())
visible = false;
}
function load(text) {
var cities = [ "Slovenia", "Italy", "Slovakia", "Croatia", "Sweden", "Norway", "Poland", "Finland", "Spain",
"Indonesia", "Ireland" ]
var tmp = [];
for (var i = 0; i < cities.length; i ++)
if (cities[i].toLowerCase().indexOf(text.toLowerCase()) >= 0)
tmp.push(cities[i]);
mdataModel.clear();
mdataModel.insert(0, tmp);
}
function insertEdit() {
var edit = new Object();
edit["add"] = "1";
tagModel.insert(tagModel.size(), edit);
}
}
}
onCreationCompleted: {
myList.load("");
myList.insertEdit(); // insert item with TextField
}
}

Angular view gets out of sync with model when dragging items from one list to another

I have created a custom directive that allows me to connect multiple sortable lists via drag and drop using angular js and jquery ui. The way it should work is the following:
When drag starts, keep track of the initial position of the item in the array and the value of ng-model for that sortable
When the drag ends, if the item is received to a different list, keep track of the ng-model of that list and the target position of the element
Broadcast an event with that data so that the controller can change the positions of the items from one array to another
The problem is that once I move one item from one list to another, even though the items in the arrays go where they should, in the view some HTML elements disappear.
Here is the sortable directive:
app.directive('mySortable',function(){
return {
link:function(scope,el,attrs){
var options = {};
if(attrs.connectWith)
{
options.connectWith = attrs.connectWith;
}
el.sortable(options);
el.disableSelection();
el.on("sortstart", function(event, ui){
var from_index = angular.element(ui.item).scope()?angular.element(ui.item).scope().$index : 0;
var from_model = angular.element(ui.item.parent()).attr('ng-model');
ui.item.scope().sortableData = {from_index: from_index, from_model: from_model};
});
el.on("sortreceive", function(event, ui){
ui.item.scope().sortableData.to_index = el.children().index(ui.item);
ui.item.scope().sortableData.to_model = angular.element(el).attr('ng-model');
});
el.on( "sortdeactivate", function( event, ui ) {
var to_model = angular.element(el).attr('ng-model');
var from = angular.element(ui.item).scope()?angular.element(ui.item).scope().$index : 0;
var to = el.children().index(ui.item);
if(to>=0){
scope.$apply(function(){
if(from>=0){
scope.$emit('list-sorted', {from:from,to:to}, ui.item.scope());
}else{
scope.$emit('list-appended', {to:to, name:ui.item.text()});
ui.item.remove();
}
})
}
} );
}
}
})
And here is the controller logic that handles it's event:
$scope.$on('list-sorted', function(ev, val, task_scope){
var sd = task_scope.sortableData;
if(sd.to_model)
{
$timeout(function(){
$scope[sd.to_model].splice(sd.to_index, 0, $scope[sd.from_model].splice(sd.from_index, 1)[0]);
});
}
else
{
$timeout(function(){
$scope[sd.from_model].splice(val.to, 0, $scope[sd.from_model].splice(val.from, 1)[0]);
});
}
console.log($scope);
});
What's wrong?
Example JS Fiddle
It seems that the controller logic comports an error.
Is it fine like this:
var sd = item_scope.sortableData;
// If the item is supposed to be dropped to a different list, move it from one list to another
if(sd.to_model)
{
console.log("to a different list", val)
$timeout(function(){
$scope[sd.to_model].splice(val.to, 0, $scope[sd.from_model].splice(sd.from_index, 0));
});
}
else
{
console.log("to the same list")
$timeout(function(){
$scope[sd.from_model].splice(val.to, 0, $scope[sd.from_model].splice(val.from, 1)[0]);
});
}

UIACollectionView cells vs visibleCells

I'm trying to write a test script using automation in xcode 4.5.
I have a UICollectionView and I want to click on some cell not currently visible.
Per documentation, I should expect cells to return all cells in the collection view, and visibleCells to return only the currently visible ones.
Instead what I'm seeing is that cells returns only the currently visible cells, and calling visibleCells stops the script on 'undefined' is not a function (evaluating 'collection.visibleCells()')
var target = UIATarget.localTarget();
var collection = target.frontMostApp().mainWindow().collectionViews()[0];
UIALogger.logMessage("Looking in collection: " + collection);
UIALogger.logMessage("Cells: " + collection.cells() + " length " + collection.cells().length);
UIALogger.logMessage("Visible cells: " + collection.visibleCells());
The code above returns the right UICollectionView, second log line prints:
Cells: [object UIAElementArray] length 12
although I have 100 items in the collection view, and third log line crashes script.
Is this a documentation/UIACollectionView bug?
Any ideas how can I tell the automation to scroll until it sees a cell with the name "My cell"?
I've tried using someCell.scrollToVisible, but I need to have the cell to do that, and I don't since I can't get it from cells.
EDIT:
As suggested by Jonathan I've implemented a scroll-till-found function.
it's a bit implementation specific, so you'll probably need to tweak isCellWithName.
I'm also looking to add a break in case we didn't find the needed cell in the while loop, if anyone has ideas, feel free to edit this.
function isCellWithName(cell, name) {
return (cell.staticTexts()[0].name() == name);
}
function getCellWithName(array, name) {
for (var i = 0; i < array.length; i++) {
if (isCellWithName(array[i], name)) {
return array[i];
}
}
return false;
}
function scrollToName(collection, name) {
var found = getCellWithName(collection.cells(), name);
while (found === false) {
collection.dragInsideWithOptions({startOffset:{x:0.2, y:0.99}, endOffset:{x:0.2, y:0},duration:1.0});
found = getCellWithName(collection.cells(), name);
}
return found;
}
The documentation is apparently incorrect. There is no visibleCells() method on UIACollectionView. I figured this out by looping over all the collection view elements properties and printing out their names:
var target = UIATarget.localTarget();
var window = target.frontMostApp().mainWindow();
var collectionView = window.collectionViews()[0];
for (var i in collectionView) {
UIALogger.logMessage(i);
}
Table view elements, on the other hand, do list all the cells with the cells() method. I'm wondering if they choose not to do this because of the much more complicated nature of collection views. It could be very expensive to actually fetch all the collection view cells, build their representations and frames, and return the elements if you had a lot of them. That's what UI Automation does when it asks table views for all the cells. They have to all be instantiated and calculated in order to get the element representations.
But, to answer your larger question, how to scroll to a specific cell. Can you consistently scroll it into view with a swipe gesture? It's not the most convenient way to do it and we're "spoiled" by the ability to scroll to non-visible elements with table views. But from a user behavior testing standpoint, swiping a certain amount is what the user would have to do anyway. Could the test be structured to reflect this and would it address your need?
I couldn't get the the #marmor dragInsideWithOptions() bit to work in a generic fashion. Instead, I'm using the collectionView's value() function to get an index of the current page vs. last page, as in "page 3 of 11". Then I use collectionView's scrollUp() and scrollDown() methods to walk through the pages until we find what we're after. I wrote an extension for TuneUp's uiautomation-ext.js that seem to do the trick, and more:
function animationDelay() {
UIATarget.localTarget().delay(.2);
}
extend(UIACollectionView.prototype, {
/**
* Apple's bug in UIACollectionView.cells() -- only returns *visible* cells
*/
pageCount: function() {
var pageStatus = this.value();
var words = pageStatus.split(" ");
var lastPage = words[3];
return lastPage;
},
currentPage: function() {
var pageStatus = this.value();
var words = pageStatus.split(" ");
var currentPage = words[1];
//var lastPage = words[3];
return currentPage;
},
scrollToTop: function() {
var current = this.currentPage();
while (current != 1) {
this.scrollUp();
animationDelay();
current = this.currentPage();
}
},
scrollToBottom: function() {
var current = this.currentPage();
var lastPage = this.pageCount();
while (current != lastPage) {
this.scrollDown();
animationDelay();
current = this.currentPage();
}
},
cellCount: function() {
this.scrollToTop();
var current = this.currentPage();
var lastPage = this.pageCount();
var cellCount = this.cells().length;
while (current != lastPage) {
this.scrollDown();
animationDelay();
current = this.currentPage();
cellCount += this.cells().length;
}
return cellCount;
},
currentPageCellNamed: function(name) {
var array = this.cells();
for (var i = 0; i < array.length; i++) {
var cell = array[i];
if (cell.name() == name) {
return cell;
}
}
return false;
},
cellNamed: function(name) {
// for performance, look on the current page first
var foundCell = this.currentPageCellNamed(name);
if (foundCell != false) {
return foundCell;
}
if (this.currentPage() != 1) {
// scroll up and check out the first page before we iterate
this.scrollToTop();
foundCell = this.currentPageCellNamed(name);
if (foundCell != false) {
return foundCell;
}
}
var current = this.currentPage();
var lastPage = this.pageCount();
while (current != lastPage) {
this.scrollDown();
animationDelay();
current = this.currentPage();
foundCell = this.currentPageCellNamed(name);
if (foundCell != false) {
return foundCell;
}
}
return false;
},
/**
* Asserts that this collection view has a cell with the name (accessibility identifier)
* matching the given +name+ argument.
*/
assertCellNamed: function(name) {
assertNotNull(this.cellNamed(name), "No collection cell found named '" + name + "'");
}
});

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