--- /dev/null
+/**
+ * SWFUpload v2.0 by Jacob Roberts, Nov 2007, http://www.swfupload.org, http://linebyline.blogspot.com
+ * -------- -------- -------- -------- -------- -------- -------- --------
+ * SWFUpload is (c) 2006 Lars Huring and Mammon Media and is released under the MIT License:
+ * http://www.opensource.org/licenses/mit-license.php
+ *
+ * See Changelog.txt for version history
+ *
+ * Development Notes:
+ * * This version of SWFUpload requires Flash Player 9.0.28 and should autodetect the correct flash version.
+ * * In Linux Flash Player 9 setting the post file variable name does not work. It is always set to "Filedata".
+ * * There is a lot of repeated code that could be refactored to single functions. Feel free.
+ * * It's dangerous to do "circular calls" between Flash and JavaScript. I've taken steps to try to work around issues
+ * by having the event calls pipe through setTimeout. However you should still avoid calling in to Flash from
+ * within the event handler methods. Especially the "startUpload" event since it cannot use the setTimeout hack.
+ */
+
+
+/* *********** */
+/* Constructor */
+/* *********** */
+
+var SWFUpload = function (init_settings) {
+ this.initSWFUpload(init_settings);
+};
+
+SWFUpload.prototype.initSWFUpload = function (init_settings) {
+ // Remove background flicker in IE (read this: http://misterpixel.blogspot.com/2006/09/forensic-analysis-of-ie6.html)
+ // This doesn't have anything to do with SWFUpload but can help your UI behave better in IE.
+ try {
+ document.execCommand('BackgroundImageCache', false, true);
+ } catch (ex1) {
+ }
+
+
+ try {
+ this.customSettings = {}; // A container where developers can place their own settings associated with this instance.
+ this.settings = {};
+ this.eventQueue = [];
+ this.movieName = "SWFUpload_" + SWFUpload.movieCount++;
+ this.movieElement = null;
+
+ // Setup global control tracking
+ SWFUpload.instances[this.movieName] = this;
+
+ // Load the settings. Load the Flash movie.
+ this.initSettings(init_settings);
+ this.loadFlash();
+
+ this.displayDebugInfo();
+
+ } catch (ex2) {
+ this.debug(ex2);
+ }
+}
+
+/* *************** */
+/* Static thingies */
+/* *************** */
+SWFUpload.instances = {};
+SWFUpload.movieCount = 0;
+SWFUpload.QUEUE_ERROR = {
+ QUEUE_LIMIT_EXCEEDED : -100,
+ FILE_EXCEEDS_SIZE_LIMIT : -110,
+ ZERO_BYTE_FILE : -120,
+ INVALID_FILETYPE : -130
+};
+SWFUpload.UPLOAD_ERROR = {
+ HTTP_ERROR : -200,
+ MISSING_UPLOAD_URL : -210,
+ IO_ERROR : -220,
+ SECURITY_ERROR : -230,
+ UPLOAD_LIMIT_EXCEEDED : -240,
+ UPLOAD_FAILED : -250,
+ SPECIFIED_FILE_ID_NOT_FOUND : -260,
+ FILE_VALIDATION_FAILED : -270,
+ FILE_CANCELLED : -280,
+ UPLOAD_STOPPED : -290
+};
+SWFUpload.FILE_STATUS = {
+ QUEUED : -1,
+ IN_PROGRESS : -2,
+ ERROR : -3,
+ COMPLETE : -4,
+ CANCELLED : -5
+};
+
+
+/* ***************** */
+/* Instance Thingies */
+/* ***************** */
+// init is a private method that ensures that all the object settings are set, getting a default value if one was not assigned.
+
+SWFUpload.prototype.initSettings = function (init_settings) {
+ // Upload backend settings
+ this.addSetting("upload_url", init_settings.upload_url, "");
+ this.addSetting("file_post_name", init_settings.file_post_name, "Filedata");
+ this.addSetting("post_params", init_settings.post_params, {});
+
+ // File Settings
+ this.addSetting("file_types", init_settings.file_types, "*.*");
+ this.addSetting("file_types_description", init_settings.file_types_description, "All Files");
+ this.addSetting("file_size_limit", init_settings.file_size_limit, "1024");
+ this.addSetting("file_upload_limit", init_settings.file_upload_limit, "0");
+ this.addSetting("file_queue_limit", init_settings.file_queue_limit, "0");
+
+ // Flash Settings
+ this.addSetting("flash_url", init_settings.flash_url, "swfupload.swf");
+ this.addSetting("flash_width", init_settings.flash_width, "1px");
+ this.addSetting("flash_height", init_settings.flash_height, "1px");
+ this.addSetting("flash_color", init_settings.flash_color, "#FFFFFF");
+
+ // Debug Settings
+ this.addSetting("debug_enabled", init_settings.debug, false);
+
+ // Event Handlers
+ this.flashReady_handler = SWFUpload.flashReady; // This is a non-overrideable event handler
+ this.swfUploadLoaded_handler = this.retrieveSetting(init_settings.swfupload_loaded_handler, SWFUpload.swfUploadLoaded);
+
+ this.fileDialogStart_handler = this.retrieveSetting(init_settings.file_dialog_start_handler, SWFUpload.fileDialogStart);
+ this.fileQueued_handler = this.retrieveSetting(init_settings.file_queued_handler, SWFUpload.fileQueued);
+ this.fileQueueError_handler = this.retrieveSetting(init_settings.file_queue_error_handler, SWFUpload.fileQueueError);
+ this.fileDialogComplete_handler = this.retrieveSetting(init_settings.file_dialog_complete_handler, SWFUpload.fileDialogComplete);
+
+ this.uploadStart_handler = this.retrieveSetting(init_settings.upload_start_handler, SWFUpload.uploadStart);
+ this.uploadProgress_handler = this.retrieveSetting(init_settings.upload_progress_handler, SWFUpload.uploadProgress);
+ this.uploadError_handler = this.retrieveSetting(init_settings.upload_error_handler, SWFUpload.uploadError);
+ this.uploadSuccess_handler = this.retrieveSetting(init_settings.upload_success_handler, SWFUpload.uploadSuccess);
+ this.uploadComplete_handler = this.retrieveSetting(init_settings.upload_complete_handler, SWFUpload.uploadComplete);
+
+ this.debug_handler = this.retrieveSetting(init_settings.debug_handler, SWFUpload.debug);
+
+ // Other settings
+ this.customSettings = this.retrieveSetting(init_settings.custom_settings, {});
+};
+
+// loadFlash is a private method that generates the HTML tag for the Flash
+// It then adds the flash to the "target" or to the body and stores a
+// reference to the flash element in "movieElement".
+SWFUpload.prototype.loadFlash = function () {
+ var html, target_element, container;
+
+ // Make sure an element with the ID we are going to use doesn't already exist
+ if (document.getElementById(this.movieName) !== null) {
+ return false;
+ }
+
+ // Get the body tag where we will be adding the flash movie
+ try {
+ target_element = document.getElementsByTagName("body")[0];
+ if (typeof(target_element) === "undefined" || target_element === null) {
+ this.debug('Could not find the BODY element. SWFUpload failed to load.');
+ return false;
+ }
+ } catch (ex) {
+ return false;
+ }
+
+ // Append the container and load the flash
+ container = document.createElement("div");
+ container.style.width = this.getSetting("flash_width");
+ container.style.height = this.getSetting("flash_height");
+
+ target_element.appendChild(container);
+ container.innerHTML = this.getFlashHTML(); // Using innerHTML is non-standard but the only sensible way to dynamically add Flash in IE (and maybe other browsers)
+};
+
+// Generates the embed/object tags needed to embed the flash in to the document
+SWFUpload.prototype.getFlashHTML = function () {
+ var html = "";
+
+ // Create Mozilla Embed HTML
+ if (navigator.plugins && navigator.mimeTypes && navigator.mimeTypes.length) {
+ // Build the basic embed html
+ html = '<embed type="application/x-shockwave-flash" src="' + this.getSetting("flash_url") + '" width="' + this.getSetting("flash_width") + '" height="' + this.getSetting("flash_height") + '"';
+ html += ' id="' + this.movieName + '" name="' + this.movieName + '" ';
+ html += 'bgcolor="' + this.getSetting("flash_color") + '" quality="high" menu="false" flashvars="';
+
+ html += this.getFlashVars();
+
+ html += '" />';
+
+ // Create IE Object HTML
+ } else {
+
+ // Build the basic Object tag
+ html = '<object id="' + this.movieName + '" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" width="' + this.getSetting("flash_width") + '" height="' + this.getSetting("flash_height") + '">';
+ html += '<param name="movie" value="' + this.getSetting("flash_url") + '">';
+
+ html += '<param name="bgcolor" value="' + this.getSetting("flash_color") + '" />';
+ html += '<param name="quality" value="high" />';
+ html += '<param name="menu" value="false" />';
+
+ html += '<param name="flashvars" value="' + this.getFlashVars() + '" />';
+ html += '</object>';
+ }
+
+ return html;
+};
+
+// This private method builds the parameter string that will be passed
+// to flash.
+SWFUpload.prototype.getFlashVars = function () {
+ // Build a string from the post param object
+ var param_string = this.buildParamString();
+
+ // Build the parameter string
+ var html = "";
+ html += "movieName=" + encodeURIComponent(this.movieName);
+ html += "&uploadURL=" + encodeURIComponent(this.getSetting("upload_url"));
+ html += "¶ms=" + encodeURIComponent(param_string);
+ html += "&filePostName=" + encodeURIComponent(this.getSetting("file_post_name"));
+ html += "&fileTypes=" + encodeURIComponent(this.getSetting("file_types"));
+ html += "&fileTypesDescription=" + encodeURIComponent(this.getSetting("file_types_description"));
+ html += "&fileSizeLimit=" + encodeURIComponent(this.getSetting("file_size_limit"));
+ html += "&fileUploadLimit=" + encodeURIComponent(this.getSetting("file_upload_limit"));
+ html += "&fileQueueLimit=" + encodeURIComponent(this.getSetting("file_queue_limit"));
+ html += "&debugEnabled=" + encodeURIComponent(this.getSetting("debug_enabled"));
+
+ return html;
+};
+
+SWFUpload.prototype.getMovieElement = function () {
+ if (typeof(this.movieElement) === "undefined" || this.movieElement === null) {
+ this.movieElement = document.getElementById(this.movieName);
+
+ // Fix IEs "Flash can't callback when in a form" issue (http://www.extremefx.com.ar/blog/fixing-flash-external-interface-inside-form-on-internet-explorer)
+ // Removed because Revision 6 always adds the flash to the body (inside a containing div)
+ // If you insist on adding the Flash file inside a Form then in IE you have to make you wait until the DOM is ready
+ // and run this code to make the form's ID available from the window object so Flash and JavaScript can communicate.
+ //if (typeof(window[this.movieName]) === "undefined" || window[this.moveName] !== this.movieElement) {
+ // window[this.movieName] = this.movieElement;
+ //}
+ }
+
+ return this.movieElement;
+};
+
+SWFUpload.prototype.buildParamString = function () {
+ var post_params = this.getSetting("post_params");
+ var param_string_pairs = [];
+ var i, value, name;
+
+ // Retrieve the user defined parameters
+ if (typeof(post_params) === "object") {
+ for (name in post_params) {
+ if (post_params.hasOwnProperty(name)) {
+ if (typeof(post_params[name]) === "string") {
+ param_string_pairs.push(encodeURIComponent(name) + "=" + encodeURIComponent(post_params[name]));
+ }
+ }
+ }
+ }
+
+ return param_string_pairs.join("&");
+};
+
+// Saves a setting. If the value given is undefined or null then the default_value is used.
+SWFUpload.prototype.addSetting = function (name, value, default_value) {
+ if (typeof(value) === "undefined" || value === null) {
+ this.settings[name] = default_value;
+ } else {
+ this.settings[name] = value;
+ }
+
+ return this.settings[name];
+};
+
+// Gets a setting. Returns empty string if not found.
+SWFUpload.prototype.getSetting = function (name) {
+ if (typeof(this.settings[name]) === "undefined") {
+ return "";
+ } else {
+ return this.settings[name];
+ }
+};
+
+// Gets a setting, if the setting is undefined then return the default value
+// This does not affect or use the interal setting object.
+SWFUpload.prototype.retrieveSetting = function (value, default_value) {
+ if (typeof(value) === "undefined" || value === null) {
+ return default_value;
+ } else {
+ return value;
+ }
+};
+
+
+// It loops through all the settings and displays
+// them in the debug Console.
+SWFUpload.prototype.displayDebugInfo = function () {
+ var key, debug_message = "";
+
+ debug_message += "----- SWFUPLOAD SETTINGS ----\nID: " + this.moveName + "\n";
+
+ debug_message += this.outputObject(this.settings);
+
+ debug_message += "----- SWFUPLOAD SETTINGS END ----\n";
+ debug_message += "\n";
+
+ this.debug(debug_message);
+};
+SWFUpload.prototype.outputObject = function (object, prefix) {
+ var output = "", key;
+
+ if (typeof(prefix) !== "string") {
+ prefix = "";
+ }
+ if (typeof(object) !== "object") {
+ return "";
+ }
+
+ for (key in object) {
+ if (object.hasOwnProperty(key)) {
+ if (typeof(object[key]) === "object") {
+ output += (prefix + key + ": { \n" + this.outputObject(object[key], "\t" + prefix) + prefix + "}" + "\n");
+ } else {
+ output += (prefix + key + ": " + object[key] + "\n");
+ }
+ }
+ }
+
+ return output;
+};
+
+/* *****************************
+ -- Flash control methods --
+ Your UI should use these
+ to operate SWFUpload
+ ***************************** */
+
+SWFUpload.prototype.selectFile = function () {
+ var movie_element = this.getMovieElement();
+ if (movie_element !== null && typeof(movie_element.SelectFile) === "function") {
+ try {
+ movie_element.SelectFile();
+ }
+ catch (ex) {
+ this.debug("Could not call SelectFile: " + ex);
+ }
+ } else {
+ this.debug("Could not find Flash element");
+ }
+
+};
+
+SWFUpload.prototype.selectFiles = function () {
+ var movie_element = this.getMovieElement();
+ if (movie_element !== null && typeof(movie_element.SelectFiles) === "function") {
+ try {
+ movie_element.SelectFiles();
+ }
+ catch (ex) {
+ this.debug("Could not call SelectFiles: " + ex);
+ }
+ } else {
+ this.debug("Could not find Flash element");
+ }
+
+};
+
+
+/* Start the upload. If a file_id is specified that file is uploaded. Otherwise the first
+ * file in the queue is uploaded. If no files are in the queue then nothing happens.
+ * This call uses setTimeout since Flash will be calling back in to JavaScript
+ */
+SWFUpload.prototype.startUpload = function (file_id) {
+ var self = this;
+ var movie_element = this.getMovieElement();
+ if (movie_element !== null && typeof(movie_element.StartUpload) === "function") {
+ setTimeout(
+ function () {
+ try {
+ movie_element.StartUpload(file_id);
+ }
+ catch (ex) {
+ self.debug("Could not call StartUpload: " + ex);
+ }
+ }, 0
+ );
+ } else {
+ this.debug("Could not find Flash element");
+ }
+
+};
+
+/* Cancels a the file upload. You must specify a file_id */
+SWFUpload.prototype.cancelUpload = function (file_id) {
+ var movie_element = this.getMovieElement();
+ if (movie_element !== null && typeof(movie_element.CancelUpload) === "function") {
+ try {
+ movie_element.CancelUpload(file_id);
+ }
+ catch (ex) {
+ this.debug("Could not call CancelUpload: " + ex);
+ }
+ } else {
+ this.debug("Could not find Flash element");
+ }
+
+};
+
+// Stops the current upload. The file is re-queued. If nothing is currently uploading then nothing happens.
+SWFUpload.prototype.stopUpload = function () {
+ var movie_element = this.getMovieElement();
+ if (movie_element !== null && typeof(movie_element.StopUpload) === "function") {
+ try {
+ movie_element.StopUpload();
+ }
+ catch (ex) {
+ this.debug("Could not call StopUpload: " + ex);
+ }
+ } else {
+ this.debug("Could not find Flash element");
+ }
+
+};
+
+/* ************************
+ * Settings methods
+ * These methods change the settings inside SWFUpload
+ * They shouldn't need to be called in a setTimeout since they
+ * should not call back from Flash to JavaScript (except perhaps in a Debug call)
+ * and some need to return data so setTimeout won't work.
+ */
+
+/* Gets the file statistics object. It looks like this (where n = number):
+ {
+ files_queued: n,
+ complete_uploads: n,
+ upload_errors: n,
+ uploads_cancelled: n,
+ queue_errors: n
+ }
+*/
+SWFUpload.prototype.getStats = function () {
+ var movie_element = this.getMovieElement();
+ if (movie_element !== null && typeof(movie_element.GetStats) === "function") {
+ try {
+ return movie_element.GetStats();
+ }
+ catch (ex) {
+ this.debug("Could not call GetStats");
+ }
+ } else {
+ this.debug("Could not find Flash element");
+ }
+};
+SWFUpload.prototype.setStats = function (stats_object) {
+ var movie_element = this.getMovieElement();
+ if (movie_element !== null && typeof(movie_element.SetStats) === "function") {
+ try {
+ movie_element.SetStats(stats_object);
+ }
+ catch (ex) {
+ this.debug("Could not call SetStats");
+ }
+ } else {
+ this.debug("Could not find Flash element");
+ }
+};
+
+SWFUpload.prototype.setCredentials = function(name, password) {
+ var movie_element = this.getMovieElement();
+ if (movie_element !== null && typeof(movie_element.SetCredentials) === "function") {
+ try {
+ return movie_element.SetCredentials(name, password);
+ }
+ catch (ex) {
+ this.debug("Could not call SetCredentials");
+ }
+ } else {
+ this.debug("Could not find Flash element");
+ }
+};
+
+SWFUpload.prototype.getFile = function (file_id) {
+ var movie_element = this.getMovieElement();
+ if (typeof(file_id) === "number") {
+ if (movie_element !== null && typeof(movie_element.GetFileByIndex) === "function") {
+ try {
+ return movie_element.GetFileByIndex(file_id);
+ }
+ catch (ex) {
+ this.debug("Could not call GetFileByIndex");
+ }
+ } else {
+ this.debug("Could not find Flash element");
+ }
+ } else {
+ if (movie_element !== null && typeof(movie_element.GetFile) === "function") {
+ try {
+ return movie_element.GetFile(file_id);
+ }
+ catch (ex) {
+ this.debug("Could not call GetFile");
+ }
+ } else {
+ this.debug("Could not find Flash element");
+ }
+ }
+};
+
+SWFUpload.prototype.addFileParam = function (file_id, name, value) {
+ var movie_element = this.getMovieElement();
+ if (movie_element !== null && typeof(movie_element.AddFileParam) === "function") {
+ try {
+ return movie_element.AddFileParam(file_id, name, value);
+ }
+ catch (ex) {
+ this.debug("Could not call AddFileParam");
+ }
+ } else {
+ this.debug("Could not find Flash element");
+ }
+};
+
+SWFUpload.prototype.removeFileParam = function (file_id, name) {
+ var movie_element = this.getMovieElement();
+ if (movie_element !== null && typeof(movie_element.RemoveFileParam) === "function") {
+ try {
+ return movie_element.RemoveFileParam(file_id, name);
+ }
+ catch (ex) {
+ this.debug("Could not call AddFileParam");
+ }
+ } else {
+ this.debug("Could not find Flash element");
+ }
+
+};
+
+SWFUpload.prototype.setUploadURL = function (url) {
+ var movie_element = this.getMovieElement();
+ if (movie_element !== null && typeof(movie_element.SetUploadURL) === "function") {
+ try {
+ this.addSetting("upload_url", url);
+ movie_element.SetUploadURL(this.getSetting("upload_url"));
+ }
+ catch (ex) {
+ this.debug("Could not call SetUploadURL");
+ }
+ } else {
+ this.debug("Could not find Flash element in setUploadURL");
+ }
+};
+
+SWFUpload.prototype.setPostParams = function (param_object) {
+ var movie_element = this.getMovieElement();
+ if (movie_element !== null && typeof(movie_element.SetPostParams) === "function") {
+ try {
+ this.addSetting("post_params", param_object);
+ movie_element.SetPostParams(this.getSetting("post_params"));
+ }
+ catch (ex) {
+ this.debug("Could not call SetPostParams");
+ }
+ } else {
+ this.debug("Could not find Flash element in SetPostParams");
+ }
+};
+
+SWFUpload.prototype.setFileTypes = function (types, description) {
+ var movie_element = this.getMovieElement();
+ if (movie_element !== null && typeof(movie_element.SetFileTypes) === "function") {
+ try {
+ this.addSetting("file_types", types);
+ this.addSetting("file_types_description", description);
+ movie_element.SetFileTypes(this.getSetting("file_types"), this.getSetting("file_types_description"));
+ }
+ catch (ex) {
+ this.debug("Could not call SetFileTypes");
+ }
+ } else {
+ this.debug("Could not find Flash element in SetFileTypes");
+ }
+};
+
+SWFUpload.prototype.setFileSizeLimit = function (file_size_limit) {
+ var movie_element = this.getMovieElement();
+ if (movie_element !== null && typeof(movie_element.SetFileSizeLimit) === "function") {
+ try {
+ this.addSetting("file_size_limit", file_size_limit);
+ movie_element.SetFileSizeLimit(this.getSetting("file_size_limit"));
+ }
+ catch (ex) {
+ this.debug("Could not call SetFileSizeLimit");
+ }
+ } else {
+ this.debug("Could not find Flash element in SetFileSizeLimit");
+ }
+};
+
+SWFUpload.prototype.setFileUploadLimit = function (file_upload_limit) {
+ var movie_element = this.getMovieElement();
+ if (movie_element !== null && typeof(movie_element.SetFileUploadLimit) === "function") {
+ try {
+ this.addSetting("file_upload_limit", file_upload_limit);
+ movie_element.SetFileUploadLimit(this.getSetting("file_upload_limit"));
+ }
+ catch (ex) {
+ this.debug("Could not call SetFileUploadLimit");
+ }
+ } else {
+ this.debug("Could not find Flash element in SetFileUploadLimit");
+ }
+};
+
+SWFUpload.prototype.setFileQueueLimit = function (file_queue_limit) {
+ var movie_element = this.getMovieElement();
+ if (movie_element !== null && typeof(movie_element.SetFileQueueLimit) === "function") {
+ try {
+ this.addSetting("file_queue_limit", file_queue_limit);
+ movie_element.SetFileQueueLimit(this.getSetting("file_queue_limit"));
+ }
+ catch (ex) {
+ this.debug("Could not call SetFileQueueLimit");
+ }
+ } else {
+ this.debug("Could not find Flash element in SetFileQueueLimit");
+ }
+};
+
+SWFUpload.prototype.setFilePostName = function (file_post_name) {
+ var movie_element = this.getMovieElement();
+ if (movie_element !== null && typeof(movie_element.SetFilePostName) === "function") {
+ try {
+ this.addSetting("file_post_name", file_post_name);
+ movie_element.SetFilePostName(this.getSetting("file_post_name"));
+ }
+ catch (ex) {
+ this.debug("Could not call SetFilePostName");
+ }
+ } else {
+ this.debug("Could not find Flash element in SetFilePostName");
+ }
+};
+
+SWFUpload.prototype.setDebugEnabled = function (debug_enabled) {
+ var movie_element = this.getMovieElement();
+ if (movie_element !== null && typeof(movie_element.SetDebugEnabled) === "function") {
+ try {
+ this.addSetting("debug_enabled", debug_enabled);
+ movie_element.SetDebugEnabled(this.getSetting("debug_enabled"));
+ }
+ catch (ex) {
+ this.debug("Could not call SetDebugEnabled");
+ }
+ } else {
+ this.debug("Could not find Flash element in SetDebugEnabled");
+ }
+};
+
+/* *******************************
+ Internal Event Callers
+ Don't override these! These event callers ensure that your custom event handlers
+ are called safely and in order.
+******************************* */
+
+/* This is the callback method that the Flash movie will call when it has been loaded and is ready to go.
+ Calling this or showUI() "manually" will bypass the Flash Detection built in to SWFUpload.
+ Use a ui_function setting if you want to control the UI loading after the flash has loaded.
+*/
+SWFUpload.prototype.flashReady = function () {
+ // Check that the movie element is loaded correctly with its ExternalInterface methods defined
+ var movie_element = this.getMovieElement();
+ if (movie_element === null || typeof(movie_element.StartUpload) !== "function") {
+ this.debug("ExternalInterface methods failed to initialize.");
+ return;
+ }
+
+ var self = this;
+ if (typeof(self.flashReady_handler) === "function") {
+ this.eventQueue[this.eventQueue.length] = function() { self.flashReady_handler(); };
+ setTimeout(function () { self.executeNextEvent();}, 0);
+ } else {
+ this.debug("flashReady_handler event not defined");
+ }
+};
+
+/*
+ Event Queue. Rather can call events directly from Flash they events are
+ are placed in a queue and then executed. This ensures that each event is
+ executed in the order it was called which is not guarenteed when calling
+ setTimeout. Out of order events was especially problematic in Safari.
+*/
+SWFUpload.prototype.executeNextEvent = function () {
+ var f = this.eventQueue.shift();
+ if (typeof(f) === "function") {
+ f();
+ }
+}
+
+/* This is a chance to do something before the browse window opens */
+SWFUpload.prototype.fileDialogStart = function () {
+ var self = this;
+ if (typeof(self.fileDialogStart_handler) === "function") {
+ this.eventQueue[this.eventQueue.length] = function() { self.fileDialogStart_handler(); };
+ setTimeout(function () { self.executeNextEvent();}, 0);
+ } else {
+ this.debug("fileDialogStart event not defined");
+ }
+};
+
+
+/* Called when a file is successfully added to the queue. */
+SWFUpload.prototype.fileQueued = function (file) {
+ var self = this;
+ if (typeof(self.fileQueued_handler) === "function") {
+ this.eventQueue[this.eventQueue.length] = function() { self.fileQueued_handler(file); };
+ setTimeout(function () { self.executeNextEvent();}, 0);
+ } else {
+ this.debug("fileQueued event not defined");
+ }
+};
+
+
+/* Handle errors that occur when an attempt to queue a file fails. */
+SWFUpload.prototype.fileQueueError = function (file, error_code, message) {
+ var self = this;
+ if (typeof(self.fileQueueError_handler) === "function") {
+ this.eventQueue[this.eventQueue.length] = function() { self.fileQueueError_handler(file, error_code, message); };
+ setTimeout(function () { self.executeNextEvent();}, 0);
+ } else {
+ this.debug("fileQueueError event not defined");
+ }
+};
+
+/* Called after the file dialog has closed and the selected files have been queued.
+ You could call startUpload here if you want the queued files to begin uploading immediately. */
+SWFUpload.prototype.fileDialogComplete = function (num_files_selected) {
+ var self = this;
+ if (typeof(self.fileDialogComplete_handler) === "function") {
+ this.eventQueue[this.eventQueue.length] = function() { self.fileDialogComplete_handler(num_files_selected); };
+ setTimeout(function () { self.executeNextEvent();}, 0);
+ } else {
+ this.debug("fileDialogComplete event not defined");
+ }
+};
+
+/* Gets called when a file upload is about to be started. Return true to continue the upload. Return false to stop the upload.
+ If you return false then uploadError and uploadComplete are called (like normal).
+
+ This is a good place to do any file validation you need.
+ */
+SWFUpload.prototype.uploadStart = function (file) {
+ var self = this;
+ if (typeof(self.fileDialogComplete_handler) === "function") {
+ this.eventQueue[this.eventQueue.length] = function() { self.returnUploadStart(self.uploadStart_handler(file)); };
+ setTimeout(function () { self.executeNextEvent();}, 0);
+ } else {
+ this.debug("uploadStart event not defined");
+ }
+};
+
+/* Note: Internal use only. This function returns the result of uploadStart to
+ flash. Since returning values in the normal way can result in Flash/JS circular
+ call issues we split up the call in a Timeout. This is transparent from the API
+ point of view.
+*/
+SWFUpload.prototype.returnUploadStart = function (return_value) {
+ var movie_element = this.getMovieElement();
+ if (movie_element !== null && typeof(movie_element.ReturnUploadStart) === "function") {
+ try {
+ movie_element.ReturnUploadStart(return_value);
+ }
+ catch (ex) {
+ this.debug("Could not call ReturnUploadStart");
+ }
+ } else {
+ this.debug("Could not find Flash element in returnUploadStart");
+ }
+};
+
+
+
+/* Called during upload as the file progresses. Use this event to update your UI. */
+SWFUpload.prototype.uploadProgress = function (file, bytes_complete, bytes_total) {
+ var self = this;
+ if (typeof(self.uploadProgress_handler) === "function") {
+ this.eventQueue[this.eventQueue.length] = function() { self.uploadProgress_handler(file, bytes_complete, bytes_total); };
+ setTimeout(function () { self.executeNextEvent();}, 0);
+ } else {
+ this.debug("uploadProgress event not defined");
+ }
+};
+
+/* Called when an error occurs during an upload. Use error_code and the SWFUpload.UPLOAD_ERROR constants to determine
+ which error occurred. The uploadComplete event is called after an error code indicating that the next file is
+ ready for upload. For files cancelled out of order the uploadComplete event will not be called. */
+SWFUpload.prototype.uploadError = function (file, error_code, message) {
+ var self = this;
+ if (typeof(this.uploadError_handler) === "function") {
+ this.eventQueue[this.eventQueue.length] = function() { self.uploadError_handler(file, error_code, message); };
+ setTimeout(function () { self.executeNextEvent();}, 0);
+ } else {
+ this.debug("uploadError event not defined");
+ }
+};
+
+/* This gets called when a file finishes uploading and the server-side upload script has completed and returned a 200
+status code. Any text returned by the server is available in server_data.
+**NOTE: The upload script MUST return some text or the uploadSuccess and uploadComplete events will not fire and the
+upload will become 'stuck'. */
+SWFUpload.prototype.uploadSuccess = function (file, server_data) {
+ var self = this;
+ if (typeof(self.uploadSuccess_handler) === "function") {
+ this.eventQueue[this.eventQueue.length] = function() { self.uploadSuccess_handler(file, server_data); };
+ setTimeout(function () { self.executeNextEvent();}, 0);
+ } else {
+ this.debug("uploadSuccess event not defined");
+ }
+};
+
+/* uploadComplete is called when the file is uploaded or an error occurred and SWFUpload is ready to make the next upload.
+ If you want the next upload to start to automatically you can call startUpload() from this event. */
+SWFUpload.prototype.uploadComplete = function (file) {
+ var self = this;
+ if (typeof(self.uploadComplete_handler) === "function") {
+ this.eventQueue[this.eventQueue.length] = function() { self.uploadComplete_handler(file); };
+ setTimeout(function () { self.executeNextEvent();}, 0);
+ } else {
+ this.debug("uploadComplete event not defined");
+ }
+};
+
+/* Called by SWFUpload JavaScript and Flash functions when debug is enabled. By default it writes messages to the
+ internal debug console. You can override this event and have messages written where you want. */
+SWFUpload.prototype.debug = function (message) {
+ var self = this;
+ if (typeof(self.debug_handler) === "function") {
+ this.eventQueue[this.eventQueue.length] = function() { self.debug_handler(message); };
+ setTimeout(function () { self.executeNextEvent();}, 0);
+ } else {
+ this.eventQueue[this.eventQueue.length] = function() { self.debugMessage(message); };
+ setTimeout(function () { self.executeNextEvent();}, 0);
+ }
+};
+
+
+/* **********************************
+ Default Event Handlers.
+ These event handlers are used by default if an overriding handler is
+ not defined in the SWFUpload settings object.
+
+ JS Note: even though these are defined on the SWFUpload object (rather than the prototype) they
+ are attached (read: copied) to a SWFUpload instance and 'this' is given the proper context.
+ ********************************** */
+
+/* This is a special event handler that has no override in the settings. Flash calls this when it has
+ been loaded by the browser and is ready for interaction. You should not override it. If you need
+ to do something with SWFUpload has loaded then use the swfupload_loaded_handler setting.
+*/
+SWFUpload.flashReady = function () {
+ try {
+ this.debug("Flash called back and is ready.");
+
+ if (typeof(this.swfUploadLoaded_handler) === "function") {
+ this.swfUploadLoaded_handler();
+ }
+ } catch (ex) {
+ this.debug(ex);
+ }
+};
+
+/* This is a chance to something immediately after SWFUpload has loaded.
+ Like, hide the default/degraded upload form and display the SWFUpload form. */
+SWFUpload.swfUploadLoaded = function () {
+};
+
+/* This is a chance to do something before the browse window opens */
+SWFUpload.fileDialogStart = function () {
+};
+
+
+/* Called when a file is successfully added to the queue. */
+SWFUpload.fileQueued = function (file) {
+};
+
+
+/* Handle errors that occur when an attempt to queue a file fails. */
+SWFUpload.fileQueueError = function (file, error_code, message) {
+ try {
+ switch (error_code) {
+ case SWFUpload.QUEUE_ERROR.FILE_EXCEEDS_SIZE_LIMIT:
+ this.debug("Error Code: File too big, File name: " + file.name + ", File size: " + file.size + ", Message: " + message);
+ break;
+ case SWFUpload.QUEUE_ERROR.ZERO_BYTE_FILE:
+ this.debug("Error Code: Zero Byte File, File name: " + file.name + ", File size: " + file.size + ", Message: " + message);
+ break;
+ case SWFUpload.QUEUE_ERROR.QUEUE_LIMIT_EXCEEDED:
+ this.debug("Error Code: Upload limit reached, File name: " + file.name + ", File size: " + file.size + ", Message: " + message);
+ break;
+ case SWFUpload.QUEUE_ERROR.INVALID_FILETYPE:
+ this.debug("Error Code: File extension is not allowed, Message: " + message);
+ break;
+ default:
+ this.debug("Error Code: Unhandled error occured. Errorcode: " + error_code);
+ }
+ } catch (ex) {
+ this.debug(ex);
+ }
+};
+
+/* Called after the file dialog has closed and the selected files have been queued.
+ You could call startUpload here if you want the queued files to begin uploading immediately. */
+SWFUpload.fileDialogComplete = function (num_files_selected) {
+};
+
+/* Gets called when a file upload is about to be started. Return true to continue the upload. Return false to stop the upload.
+ If you return false then the uploadError callback is called and then uploadComplete (like normal).
+
+ This is a good place to do any file validation you need.
+
+ This is the only function that cannot be called on a setTimeout because it must return a value to Flash.
+ You SHOULD NOT make any calls in to Flash (e.i, changing settings, getting stats, etc). Flash Player bugs prevent
+ calls in to Flash from working reliably.
+*/
+SWFUpload.uploadStart = function (file) {
+ return true;
+};
+
+// Called during upload as the file progresses
+SWFUpload.uploadProgress = function (file, bytes_complete, bytes_total) {
+ this.debug("File Progress: " + file.id + ", Bytes: " + bytes_complete + ". Total: " + bytes_total);
+};
+
+/* This gets called when a file finishes uploading and the upload script has completed and returned a 200 status code. Any text returned by the
+server is available in server_data. The upload script must return some text or uploadSuccess will not fire (neither will uploadComplete). */
+SWFUpload.uploadSuccess = function (file, server_data) {
+ this.debug("Upload Success: " + file.id + ", Server: " + server_data);
+};
+
+/* This is called last. The file is uploaded or an error occurred and SWFUpload is ready to make the next upload.
+ If you want to automatically start the next file just call startUpload from here.
+*/
+SWFUpload.uploadComplete = function (file) {
+ this.debug("Upload Complete: " + file.id);
+};
+
+// Called by SWFUpload JavaScript and Flash functions when debug is enabled.
+// Override this method in your settings to call your own debug message handler
+SWFUpload.debug = function (message) {
+ if (this.getSetting("debug_enabled")) {
+ this.debugMessage(message);
+ }
+};
+
+/* Called when an upload occurs during upload. For HTTP errors 'message' will contain the HTTP STATUS CODE */
+SWFUpload.uploadError = function (file, errcode, msg) {
+ try {
+ switch (errcode) {
+ case SWFUpload.UPLOAD_ERROR.SPECIFIED_FILE_ID_NOT_FOUND:
+ this.debug("Error Code: File ID specified for upload was not found, Message: " + msg);
+ break;
+ case SWFUpload.UPLOAD_ERROR.HTTP_ERROR:
+ this.debug("Error Code: HTTP Error, File name: " + file.name + ", Message: " + msg);
+ break;
+ case SWFUpload.UPLOAD_ERROR.MISSING_UPLOAD_URL:
+ this.debug("Error Code: No backend file, File name: " + file.name + ", Message: " + msg);
+ break;
+ case SWFUpload.UPLOAD_ERROR.IO_ERROR:
+ this.debug("Error Code: IO Error, File name: " + file.name + ", Message: " + msg);
+ break;
+ case SWFUpload.UPLOAD_ERROR.SECURITY_ERROR:
+ this.debug("Error Code: Security Error, File name: " + file.name + ", Message: " + msg);
+ break;
+ case SWFUpload.UPLOAD_ERROR.UPLOAD_LIMIT_EXCEEDED:
+ this.debug("Error Code: Upload limit reached, File name: " + file.name + ", File size: " + file.size + ", Message: " + msg);
+ break;
+ case SWFUpload.UPLOAD_ERROR.UPLOAD_FAILED:
+ this.debug("Error Code: Upload Initialization exception, File name: " + file.name + ", File size: " + file.size + ", Message: " + msg);
+ break;
+ case SWFUpload.UPLOAD_ERROR.FILE_VALIDATION_FAILED:
+ this.debug("Error Code: uploadStart callback returned false, File name: " + file.name + ", File size: " + file.size + ", Message: " + msg);
+ break;
+ case SWFUpload.UPLOAD_ERROR.FILE_CANCELLED:
+ this.debug("Error Code: The file upload was cancelled, File name: " + file.name + ", File size: " + file.size + ", Message: " + msg);
+ break;
+ case SWFUpload.UPLOAD_ERROR.UPLOAD_STOPPED:
+ this.debug("Error Code: The file upload was stopped, File name: " + file.name + ", File size: " + file.size + ", Message: " + msg);
+ break;
+ default:
+ this.debug("Error Code: Unhandled error occured. Errorcode: " + errcode);
+ }
+ } catch (ex) {
+ this.debug(ex);
+ }
+};
+
+
+
+/* **********************************
+ Debug Console
+ The debug console is a self contained, in page location
+ for debug message to be sent. The Debug Console adds
+ itself to the body if necessary.
+
+ The console is automatically scrolled as messages appear.
+
+ You can override this console (to use FireBug's console for instance) by setting the debug event method to your own function
+ that handles the debug message
+ ********************************** */
+SWFUpload.prototype.debugMessage = function (message) {
+ var exception_message, exception_values;
+
+ if (typeof(message) === "object" && typeof(message.name) === "string" && typeof(message.message) === "string") {
+ exception_message = "";
+ exception_values = [];
+ for (var key in message) {
+ exception_values.push(key + ": " + message[key]);
+ }
+ exception_message = exception_values.join("\n");
+ exception_values = exception_message.split("\n");
+ exception_message = "EXCEPTION: " + exception_values.join("\nEXCEPTION: ");
+ SWFUpload.Console.writeLine(exception_message);
+ } else {
+ SWFUpload.Console.writeLine(message);
+ }
+};
+
+SWFUpload.Console = {};
+SWFUpload.Console.writeLine = function (message) {
+ var console, documentForm;
+
+ try {
+ console = document.getElementById("SWFUpload_Console");
+
+ if (!console) {
+ documentForm = document.createElement("form");
+ document.getElementsByTagName("body")[0].appendChild(documentForm);
+
+ console = document.createElement("textarea");
+ console.id = "SWFUpload_Console";
+ console.style.fontFamily = "monospace";
+ console.setAttribute("wrap", "off");
+ console.wrap = "off";
+ console.style.overflow = "auto";
+ console.style.width = "700px";
+ console.style.height = "350px";
+ console.style.margin = "5px";
+ documentForm.appendChild(console);
+ }
+
+ console.value += message + "\n";
+
+ console.scrollTop = console.scrollHeight - console.clientHeight;
+ } catch (ex) {
+ alert("Exception: " + ex.name + " Message: " + ex.message);
+ }
+};