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.
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);
The most common reason behind the error "Uncaught ReferenceError: $ is not defined" is executing the jQuery code before the jQuery library file has loaded. Therefore make sure that you're executing the jQuery code only after jQuery library file has finished loading.
onclick is not a function" error occurs, because there is no onclick() function in jQuery. To solve the error, use the click function instead, e.g. $('#btn'). click(function () {} .
Reference errors in Javascript are mainly thrown when an attempt is made to reference a variable that does not exist or is out of scope. Therefore, in the majority of cases, a ReferenceError can be fixed by making sure that the referenced variable is defined correctly and is being called in the correct scope.
You're Calling the Function Before It's Defined If the code that calls your JavaScript function precedes that function's definition in your HTML document, you will come across the function is not defined error.
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;
}
.outerHTML
or .innerHTML
, you trash any event handlers on the affected nodes. If you use this method beware of that fact.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>
I think you put the function in the $(document).ready....... The functions are always provided out the $(document).ready.......
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