Catch events in each class/form
Hi, i'm developing an ADD-ON with VB6 and SAP B1 2005 A.
I instantiate a public SAPbouiCOM.Application object.
I'd like to pass it to my classes(one for each form) to manage in each class only events regarding that form to keep code cleaner.
So i did:
'In my class/form named 'clsSAPUI_Turni'
Private WithEvents m_SAP_Application As SAPbouiCOM.Application
Public Property Let SAP_Application(ByVal pSAP_Application As SAPbouiCOM.Application)
Set m_SAP_Application = pSAP_Application
End Property
Private Sub m_SAP_Application_ItemEvent(ByVal FormUID As String, pVal As SAPbouiCOM.IItemEvent, BubbleEvent As Boolean)
End Sub
'Externally:
Set oForm = New clsSAPUI_Turni
oForm.SAP_Application = SBOFormApplication
oForm.Show
The ItemEvent event only triggers for LOAD, GOTFOCUS and ACTIVATE events but suddenly i receive no more notifications. For example click event doesn't fire.
I didn't make any event filters yet.
On the other side, events on my SBOFormApplication public object they all trigger.
Why?
Can anybody help me?
Thanks
Paolo
Sorry,
i did a stupid mistake.
I declared locally class instance variable....
sorry for wasting you time.
Paolo
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POINTS WILL BE AWARDED,
REGARDS,
jagrut bharatkumar Shuklahi,
some links.
www.sapgenie.com
www.abap4u.com
http://help.sap.com/saphelp_nw2004s/helpdata/en/5e/88d440e14f8431e10000000a1550b0/frameset.htm
download the PDF from following link.
http://help.sap.com/printdocu/core/Print46c/en/data/pdf/BCSRVALV/BCSRVALV.pdf
The ALV object Grid methods allow the same functionality as ALV grid report function modules but are displayed within
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programs as detailed below:
BCALV_EDIT_01 This report illustrates the simplest case of using an editable/noneditable ALV Grid Control.
BCALV_EDIT_02 This report illustrates how to set chosen cells of an ALV Grid Control editable.
BCALV_EDIT_03 In this example the user may change values of fields SEATSOCC (occupied seats) and/or PLANETYPE.
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BCALV_EDIT_04 This report illustrates how to add and remove lines to a table using the ALV Grid Control and how to
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BCALV_EDIT_06 This example shows how to define a dropdown listbox for all cells of one column in an editable ALV
Grid Control.
BCALV_EDIT_07 This example shows how to define dropdown listboxes for particular cells of your output table.
BCALV_EDIT_08 This report implements an ALV Grid Control with an application specific F4 help. The following aspects
are dealt with:
(1) how to replace the standard f4 help
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Anversha -
Switching touch events from symbols/classes to the main stage?
For previous threads:
http://forums.adobe.com/thread/864057
http://forums.adobe.com/thread/863566
http://forums.adobe.com/thread/864262
http://forums.adobe.com/thread/863597
Bug ID #2940816
I have an app that wasn't compiling correctly. I sent the bug to Adobe who responded with a workaround. However, I can't figure out how to make their stated workaround work in my code.
I have puzzle pieces on the stage. Each is assigned to a separate class. Inside the class I have touch events defining multiple touch events for each piece.
I have another spot on the stage where, when it is touched, a puzzle piece appears. These are also each linked to a separate class. Inside this class I also have touch events defining multiple touch events for each piece.
Though it works fine on my computer, it wasn't working on an iPad. Adobe said that I needed to switch the touch events so that they were assigned to the main stage instead of to each individual object.
However, the code they gave me didn't really make sense in context and I'm confused how to implement it.
This is the code in the class for each piece that is created when you touch the stage:
public function GeoPiece(): void {
if (PuzzleGlobals.currentLevel == "Name") {
this.gotoAndStop("wholeName");
else if (PuzzleGlobals.currentLevel == "Abbrev") {
this.gotoAndStop("abbrev");
else if (PuzzleGlobals.currentLevel == "Shape") {
this.gotoAndStop("shape");
this.addEventListener(TouchEvent.TOUCH_MOVE, geoPieceBegin);
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PuzzleGlobals.pieceActive = true;
e.target.startTouchDrag(e.touchPointID, false);
e.target.addEventListener(TouchEvent.TOUCH_END, geoPieceEnd);
e.target.interactionBegin();
MovieClip(this.parent.parent).nameDisplay.gotoAndStop(e.target.abbrev);
PuzzleGlobals.currentPiece = e.target.abbrev;
public function geoPieceEnd (e:TouchEvent): void {
PuzzleGlobals.pieceActive = false;
if (currentObjOver.isLocked == true) {
currentObjOver.gotoAndStop ("Lock");
else {
currentObjOver.gotoAndStop ("Out");
MovieClip(this.parent.parent).nameDisplay.gotoAndStop(PuzzleGlobals.chosenPuzzle);
e.target.stopTouchDrag(e.touchPointID);
if (this.dropTarget.parent is GeoPuzzle) {
if (GeoPuzzle(this.dropTarget.parent).abbrev == e.target.abbrev) {
PuzzleGlobals.statesCompletedUSA++;
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GeoPuzzle(this.dropTarget.parent).gotoAndStop("Lock");
e.target.parent.removeChild(DisplayObject(e.target));
else {
//play BOOP sound indicated wrong drop;
if (PuzzleGlobals.statesCompletedUSA == PuzzleGlobals.TOTAL_NUMBER_USA) {
//play fireworks game
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if (this.dropTarget != null && this.dropTarget.parent is GeoPuzzle) { //check to make sure it's over a puzzle piece
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if (lastObjOver != currentObjOver) {
if (lastObjOver.isLocked == true) {
lastObjOver.gotoAndStop("Lock");
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lastObjOver = currentObjOver;
This is the code in the class for each piece that's already on the stage:
public function GeoPuzzle(): void {
if (this.isLocked == true) {
this.gotoAndStop ("Lock");
if (PuzzleGlobals.pieceActive == true) {
this.addEventListener(TouchEvent.TOUCH_BEGIN, geoPuzzleBegin);
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e.target.addEventListener(TouchEvent.TOUCH_END, geoPuzzleEnd);
e.target.gotoAndStop("Over");
MovieClip(this.parent).nameDisplay.gotoAndStop(e.target.abbrev);
public function geoPuzzleEnd (e:TouchEvent): void {
if (e.target.isLocked == false) {
e.target.gotoAndStop("Off");
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e.target.gotoAndStop("Lock");
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You can see that each piece (whether it's already locked on the stage or movable) reacts differently to different touch events. However, this is the code that Adobe gave me as a workaround:
this.stage.addEventListener(TouchEvent.TOUCH_BEGIN, onTouchEvent);
this.stage.addEventListener(TouchEvent.TOUCH_MOVE, onTouchEvent);
this.stage.addEventListener(TouchEvent.TOUCH_END, onTouchEvent);
var beginCount:uint=0;
var moveCount:uint=0;
var endCount:uint=0;
function onTouchEvent(event:TouchEvent):void{
switch (event.type){
case TouchEvent.TOUCH_BEGIN:
trace("BEGIN")
beginCount++;
square.x = event.stageX;
square.y = event.stageY;
square.startTouchDrag(event.touchPointID, false);
break;
case TouchEvent.TOUCH_MOVE:
trace("MOVE")
moveCount++;
break;
case TouchEvent.TOUCH_END:
trace("END")
endCount++;
square.stopTouchDrag(event.touchPointID);
break;
trace("begin: "+beginCount+" move: "+moveCount+" end: "+endCount);
// countText.text = "begin: "+beginCount+" move: "+moveCount+" end: "+endCount;
This doesn't make any sense to me because it seems that it would only work if touching the stage had to react in just a single way. I have multiple pieces that need to each react differently.
1. The pieces that are locked to the stage need to highlight when touched and display their name.
2. These pieces also need to keep themselves highlighted and their names displayed when the touch is dragged off of them instead of just removed.
3. Each piece needs to be created when touching the Puzzle Piece button the stage. As these pieces are dragged, they need to highlight the pieces underneath them and unhighlight them when they are dragged off. They also need to display their own names, and lock into place when they are dragged over the correct piece.
My questions are:
1. Why don't touch events work in the compiler?
2. How can I translate my current working code's touch events to all be directly linked to the stage instead of their objects?
Thanks so much!
AmberI am going to copy and paste this answer into all of the forums I've asked this question in case some noob like me comes along and needs the answer.
I found the problem! After 3 months I finally figured out what was wrong and why my app was working in Device Central when exported as Flash 10.1 and not on my iPad when exported as AIR for iOS.
The problem is that in the Flash runtime, if a line of code returns a bug, the flash runtime says "Error, shmerror, try again next time." So I had one if, else statement that was executing when it wasn't supposed to be - only once, at the very beginning of the program. It was throwing an error. When I exported as Flash, flash didn't care, and still executed the code later when it was supposed to. But Apple won't let their programs crash. So instead of just trying that code again, Apple decided, after the first error was thrown, that it would then COMPLETELY IGNORE that line of code. So the error was in the line where the states would unhighlight themselves. Apple just shut down that line of code, that's why it wouldn't execute properly.
I ended up changing this line of code
if (lastObjOver != null && lastObjOver.isLocked == true)
which threw an error when the piece was FIRST dragged over the puzzle, to to this
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which wouldn't throw the error.
Problem solved!
If anyone else is having this problem, I suggest you do what I did. Change all your touch events to mouse events so you can run the program in the adc debugger. That's when I discovered the error being thrown. -
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A.NOM_TESTE
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I create the java class for prepare assign values to View Object as:
//Nome da Package da Tela Detail
package br.com.siadem.siaed.ed00010;
// Importa as Bibliotecas necessárias
import oracle.jbo.ViewObject;
import oracle.cabo.servlet.BajaContext;
import oracle.cabo.servlet.Page;
import oracle.cabo.servlet.event.PageEvent;
import oracle.cabo.servlet.event.EventResult;
import oracle.cabo.data.jbo.servlet.bind.*;
import oracle.cabo.ui.data.BoundValue;
import oracle.cabo.ui.data.DataBoundValue;
import br.com.siadem.siaed.util.*;
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public static EventResult FunConfiguraQuery(BajaContext context, Page page, PageEvent event) throws Throwable
TrataDadosSessao varDadosSessao = new TrataDadosSessao();
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String valor1 = varDadosSessao.getCodCliente();
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return new EventResult(page);
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<bc4j:findViewObject name="TesteView1" >
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<bc4j:exampleRow ignoreCase="true" >
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method="FunConfiguraQuery"/>
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</bc4j:findViewObject>
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Hi everybody!
Do you know event for ALV, which work as event "delayed_callback" but faster.
I want find event which triggered in moment move from one cell to another.
P.S. sorry for my englishHi,
you need to SET The pf status using the PFstatus option,
here you have to set the OKCODE for the Green tick button
that is related to enter.
say ENTR for the Green Tick button and catch it in User Command form.
you need to have two forms
one for pf status, one for user_command.
Regards
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Hi,
l am using 'REUSE_ALV_GRID_DISPLAY'.
I am able to catch event, from ALV list, example DBLCLICK.
I would like to catch command from key pad also, example ENTER.
How can l do?Hi,
you need to SET The pf status using the PFstatus option,
here you have to set the OKCODE for the Green tick button
that is related to enter.
say ENTR for the Green Tick button and catch it in User Command form.
you need to have two forms
one for pf status, one for user_command.
Regards
vijay -
Bug fix requires switching touch events from symbols/classes to the main stage?
Also posted in Mobile Development, I'm still not sure which forum I should be in.
For previous threads:
http://forums.adobe.com/thread/864057
http://forums.adobe.com/thread/863566
http://forums.adobe.com/thread/864262
http://forums.adobe.com/thread/863597
Bug ID #2940816
I have an app that wasn't compiling correctly. I sent the bug to Adobe who responded with a workaround. However, I can't figure out how to make their stated workaround work in my code.
I have puzzle pieces on the stage. Each is assigned to a separate class. Inside the class I have touch events defining multiple touch events for each piece.
I have another spot on the stage where, when it is touched, a puzzle piece appears. These are also each linked to a separate class. Inside this class I also have touch events defining multiple touch events for each piece.
Though it works fine on my computer, it wasn't working on an iPad. Adobe said that I needed to switch the touch events so that they were assigned to the main stage instead of to each individual object.
However, the code they gave me didn't really make sense in context and I'm confused how to implement it.
This is the code in the class for each piece that is created when you touch the stage:
public function GeoPiece(): void {
if (PuzzleGlobals.currentLevel == "Name") {
this.gotoAndStop("wholeName");
else if (PuzzleGlobals.currentLevel == "Abbrev") {
this.gotoAndStop("abbrev");
else if (PuzzleGlobals.currentLevel == "Shape") {
this.gotoAndStop("shape");
this.addEventListener(TouchEvent.TOUCH_MOVE, geoPieceBegin);
public function geoPieceBegin (e:TouchEvent): void {
PuzzleGlobals.pieceActive = true;
e.target.startTouchDrag(e.touchPointID, false);
e.target.addEventListener(TouchEvent.TOUCH_END, geoPieceEnd);
e.target.interactionBegin();
MovieClip(this.parent.parent).nameDisplay.gotoAndStop(e.target.abbrev );
PuzzleGlobals.currentPiece = e.target.abbrev;
public function geoPieceEnd (e:TouchEvent): void {
PuzzleGlobals.pieceActive = false;
if (currentObjOver.isLocked == true) {
currentObjOver.gotoAndStop ("Lock");
else {
currentObjOver.gotoAndStop ("Out");
MovieClip(this.parent.parent).nameDisplay.gotoAndStop(PuzzleGlobals.c hosenPuzzle);
e.target.stopTouchDrag(e.touchPointID);
if (this.dropTarget.parent is GeoPuzzle) {
if (GeoPuzzle(this.dropTarget.parent).abbrev == e.target.abbrev) {
PuzzleGlobals.statesCompletedUSA++;
GeoPuzzle(this.dropTarget.parent).isLocked = true;
GeoPuzzle(this.dropTarget.parent).gotoAndStop("Lock");
e.target.parent.removeChild(DisplayObject(e.target));
else {
//play BOOP sound indicated wrong drop;
if (PuzzleGlobals.statesCompletedUSA == PuzzleGlobals.TOTAL_NUMBER_USA) {
//play fireworks game
else {
//do nothing
e.target.removeEventListener(TouchEvent.TOUCH_END, geoPieceEnd);
public function interactionBegin () {
if (this.dropTarget != null && this.dropTarget.parent is GeoPuzzle) { //check to make sure it's over a puzzle piece
currentObjOver = GeoPuzzle(this.dropTarget.parent);
currentObjOver.gotoAndStop("Over");
if (lastObjOver != currentObjOver) {
if (lastObjOver.isLocked == true) {
lastObjOver.gotoAndStop("Lock");
else {
lastObjOver.gotoAndStop("Out");
lastObjOver = currentObjOver;
This is the code in the class for each piece that's already on the stage:
public function GeoPuzzle(): void {
if (this.isLocked == true) {
this.gotoAndStop ("Lock");
if (PuzzleGlobals.pieceActive == true) {
this.addEventListener(TouchEvent.TOUCH_BEGIN, geoPuzzleBegin);
public function geoPuzzleBegin (e:TouchEvent): void {
e.target.addEventListener(TouchEvent.TOUCH_END, geoPuzzleEnd);
e.target.gotoAndStop("Over");
MovieClip(this.parent).nameDisplay.gotoAndStop(e.target.abbrev);
public function geoPuzzleEnd (e:TouchEvent): void {
if (e.target.isLocked == false) {
e.target.gotoAndStop("Off");
else if (e.target.isLocked == true) {
e.target.gotoAndStop("Lock");
MovieClip(this.parent).nameDisplay.gotoAndStop(PuzzleGlobals.chosenPu zzle);
e.target.removeEventListener(TouchEvent.TOUCH_END, geoPuzzleEnd);
You can see that each piece (whether it's already locked on the stage or movable) reacts differently to different touch events. However, this is the code that Adobe gave me as a workaround:
this.stage.addEventListener(TouchEvent.TOUCH_BEGIN, onTouchEvent);
this.stage.addEventListener(TouchEvent.TOUCH_MOVE, onTouchEvent);
this.stage.addEventListener(TouchEvent.TOUCH_END, onTouchEvent);
var beginCount:uint=0;
var moveCount:uint=0;
var endCount:uint=0;
function onTouchEvent(event:TouchEvent):void{
switch (event.type){
case TouchEvent.TOUCH_BEGIN:
&nbs p; &n bsp; trace("BEGIN")
&nbs p; &n bsp; beginCount++;
&nbs p; &n bsp; square.x = event.stageX;
&nbs p; &n bsp; square.y = event.stageY;
&nbs p; &n bsp; square.startTouchDrag(event.touchPointID, false);
&nbs p; &n bsp; break;
case TouchEvent.TOUCH_MOVE:
&nbs p; &n bsp; trace("MOVE")
&nbs p; &n bsp; moveCount++;
&nbs p; &n bsp; break;
case TouchEvent.TOUCH_END:
&nbs p; &n bsp; trace("END")
&nbs p; &n bsp; endCount++;
&nbs p; &n bsp; square.stopTouchDrag(event.touchPointID);
&nbs p; &n bsp; break;
trace("begin: "+beginCount+" move: "+moveCount+" end: "+endCount);
// countText.text = "begin: "+beginCount+" move: "+moveCount+" end: "+endCount;
This doesn't make any sense to me because it seems that it would only work if touching the stage had to react in just a single way. I have multiple pieces that need to each react differently.
1. The pieces that are locked to the stage need to highlight when touched and display their name.
2. These pieces also need to keep themselves highlighted and their names displayed when the touch is dragged off of them instead of just removed.
3. Each piece needs to be created when touching the Puzzle Piece button the stage. As these pieces are dragged, they need to highlight the pieces underneath them and unhighlight them when they are dragged off. They also need to display their own names, and lock into place when they are dragged over the correct piece.
My questions are:
1. Why don't touch events work in the compiler?
2. How can I translate my current working code's touch events to all be directly linked to the stage instead of their objects?
Thanks so much!
AmberSure!
I haven't changed much. I've been playing around and I think I know where the problem is coming from now. I just can't figure out how to fix it.
This it the only code I've modified:
public function interactionBegin () {
trace ("Current: " + currentObjOver);
trace ("Last: " + lastObjOver);
if (this.dropTarget != null && this.dropTarget.parent is GeoPuzzle) { //check to make sure it's over a puzzle piece
currentObjOver = GeoPuzzle(this.dropTarget.parent); //make "currentObjOver" assigned to the puzzle piece the finger is currently touching
currentObjOver.gotoAndStop("Over"); //highlight the current piece
if (currentObjOver != lastObjOver) { //if your finger moves and you're now touching a different state
if (lastObjOver != null && lastObjOver.isLocked == true) { //if the previous state you were touching has been solved
lastObjOver.gotoAndStop("Lock"); //lock this state into place
else if (lastObjOver != null && lastObjOver.isLocked == false) { //if the previous state you were touching wasn't solved
lastObjOver.gotoAndStop("Off"); //unhighlight that state
lastObjOver = currentObjOver; //assign the current state to be the last state you were touching
lastObjOver and currentObjOver are always assigned the same object. I can't figure out why, I've run it line by line but I can't figure out where I'm going wrong. -
Dispatching events between different classes
Im trying to dispatch and event from an XML class.
dispatchEvent(new Event (XMLClass.INDEX_CHANGED));
and catch it in the display class
import AS.XMLClass;
private var _xml = new XMLClass();
_xml.addEventListener(XMLClass.XML_LOADED, swapImage);
I know that im missing something because the application works
and the function runs but its not dispatching the event the event
or maybe it's not catching the event in the display class, even though everything else is working
and im not gettin' any errors.that's exactly what i did.
i have 3 classes
AS.XMLClass
AS.ControlClass
AS.DisplayClass
It's like a slideshow thing.
I have a button on stage thats connected to the control class and every time you press it
it changes the index of the image in the xmlclass and everytime that the index is changed the xmlclass needs to
dispatch and event that the index has changed and the display class is going to catch the event and change the image
everything is working except the xmlclass dispatch event or the displayclass catch event
XMLCLASS
public static const INDEX_CHANGED:String = "indexChanged";
private function dataLoaded(event:Event):void{
trace("xml file is loaded");
data = new XML(loader.data);
dispatchEvent(new Event(XMLClass.XML_LOADED));
totalItems = data.images.photo.length();
setCurrentIndex(currentIndex);
CONTROL CLASS
import AS.XMLClass;
private var _xml = new XMLClass();
public function leftButtonClicked(){
_xml.setCurrentIndex(_xml.currentIndex = _xml.currentIndex - 1);
public function rightButtonClicked(){
_xml.setCurrentIndex(_xml.currentIndex = _xml.currentIndex + 1);
DISPLAY CLASS
import AS.XMLClass;
private var _xml = new XMLClass();
_xml.addEventListener(XMLClass.XML_LOADED, swapImage);
public function swapImage(event:Event){
trace("working...."); -
Hello
I want to know if is possible to catch event ctrl + V, because I need that when the user presses this combination of keys on textbox, changes the mode of form.
I hope that they can help me, thanks.HI
You can use the SAPbouiCOM.BoEventTypes.et_KEY_DOWN event and the pVal.CharPressed to catch the key pressed. I do not know if you can actually catch a combination of the two and/or the key code for the CTRL button.
On the other hand, when you press the CTRL + V combination, you are executing the Paste menu event, and that you can capture on the SBO_Application_MenuEvent rutine with the statement ...
Select Case pVal.MenuUID
Case "773" 'Code of the Paste command under the Edit menu.
End Select -
Calling Portal event from ABAP class
Hi Experts,
I need a following clarificatrion, Please help,
1. Is it possible to call a webdynpro method from a normal ABAP class?
2. If no, we need a functionality of a class 'CL_WDR_HTTP_EXT_MIME_HANDLER' having method 'DO_DOMAIN_RELAX_HTML'.
Is there any alternative method which can be used in ABAP having the same functionality.
3. Is there any ways with which we can call portal event from ABAP class?
Thanks,
Shabir>1. Is it possible to call a webdynpro method from a normal ABAP class?
I wouldn't necessarily recommend this approach. You shouldn't try to trigger events or any of the standard WDDO* methods from outside the WD Component itself. That said, you can pass the object reference (like the WD_COMP_CONTROLLER object reference or the View Object Reference) into methods of normal classes. Be careful if you are finding yourself calling a lot of your added methods from outside WD. This is probably a sign that these methods should be in the Assistance Class or some other Class functioning as a Model Object.
>2. If no, we need a functionality of a class 'CL_WDR_HTTP_EXT_MIME_HANDLER' having method 'DO_DOMAIN_RELAX_HTML'.
Is there any alternative method which can be used in ABAP having the same functionality.
What exactly do you want to do here? Do you just want to get the relaxation script? For what purpose? You should never need to inject the relaxation script into WDA.
>3. Is there any ways with which we can call portal event from ABAP class?
To what purpose. Do you just want to delegate the triggering of the event that is inside WD Component to be called from a class? If so you can pass the portal API object reference into a class from the WD Component. However this only works while running within WD.
How is this class used? Are you running in WD? Are you trying to generate some HTML code that runs in the portal independent of WD?
Maybe you are looking for
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