Garry's Mod Wiki

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Panel:RunJavascript#562742

<function name="RunJavascript" parent="Panel" type="classfunc"> <realm>Client and Menu</realm> <description> Runs/Executes a string as JavaScript code in a panel. <note>This function does **NOT** evaluate expression (i.e. allow you to pass variables from JavaScript (JS) to Lua context).<br/>Because a return value is nil/no value (a.k.a. void).<br/>If you wish to pass/return values from JS to Lua, you may want to use <page>DHTML:AddFunction</page> function to accomplish that job.</note>⤶ <note>The Awesomium web renderer automatically delays the code execution if the document is not ready, but the Chromium web renderer does not!⤶ ⤶ This means that with Chromium, you cannot JavaScript run code immediatly after calling <page>Panel:SetHTML</page> or <page>DHTML:OpenURL</page>. You should wait for the events <page>PANEL:OnDocumentReady</page> or <page>PANEL:OnFinishLoadingDocument</page> to be triggered before proceeding, otherwise you may manipulate an empty / incomplete document.</note>⤶ Executes a string as JavaScript code on a web document panel. ⤶ <note>This function does **NOT** allow you to pass variables from JavaScript (JS) to Lua context. ⤶ If you wish to pass/return values from JS to Lua, you may want to use <page>DHTML:AddFunction</page> function to accomplish that job.</note>⤶ ⤶ <note>The Awesomium web renderer automatically delays the code execution if the document is not ready, but the Chromium web renderer does not!⤶ ⤶ This means that with Chromium, you cannot JavaScript run code immediatly after calling <page>Panel:SetHTML</page> or <page>Panel:OpenURL</page>. You should wait for the events <page>PANEL:OnDocumentReady</page> or <page>PANEL:OnFinishLoadingDocument</page> to be triggered before proceeding, otherwise you may manipulate an empty / incomplete document.</note>⤶ </description> <args> <arg name="js" type="string">Specify JavaScript code to be executed.</arg> </args> </function> <example> <description>Shows how to change [document.body.innerHTML](http://www.w3schools.com/jsref/prop_html_innerhtml.asp) property by calling this function on panel.</description> <code> -- First we create a container, in this case it is a full-screen Derma Frame window. local dframe = vgui.Create( 'DFrame' ) dframe:SetSize( ScrW(), ScrH() ) dframe:SetTitle( "Garry's Mod Wiki" ) dframe:Center() dframe:MakePopup() -- Enable keyboard and mouse interaction for DFrame panel. -- Create a new DHTML panel as a child of dframe, and dock-fill it. local dhtml = vgui.Create( 'DHTML', dframe ) dhtml:Dock( FILL ) -- Navigate to Garry's Mod wikipedia website. dhtml:OpenURL( 'https://wiki.garrysmod.com/index.php' ) -- Run JavaScript code. dhtml:RunJavascript( [[document.body.innerHTML = 'HTML changed from Lua using JavaScript!';]] ) ⤶ -- Navigate to Garry's Mod wikipedia website. dhtml:OpenURL( 'https://wiki.facepunch.com/gmod/' ) ⤶ -- Wait for the document to load... dhtml.OnDocumentReady = function() -- Run JavaScript code.⤶ dhtml:RunJavascript( [[console.log("hello world"); document.body.innerHTML = 'HTML changed from Lua using JavaScript!';]] )⤶ end⤶ -- This does not throw an error/exception, but instead returns nil/no value. -- That means you can't pass/return values from JavaScript back to Lua context using this function. local number = dhtml:Call( '22;' ) print( number ) </code> print( number ) </code> <output>Inner HTML of document body in DHTML panel is now set to "HTML changed from Lua using JavaScript!".</output> </example>