# Whenever base is required load the dumb responder since it's used inside actions. require File.dirname(__FILE__) + '/dumb_responder.rb' module InheritedResources # Base helpers for InheritedResource work. Some methods here can be overwriten # and you will need to do that to customize your controllers from time to time. # module BaseHelpers protected # This is how the collection is loaded. # # You might want to overwrite this method if you want to add pagination # for example. When you do that, don't forget to cache the result in an # instance_variable: # # def collection # @projects ||= end_of_association_chain.paginate(params[:page]).all # end # def collection get_collection_ivar || set_collection_ivar(end_of_association_chain.find(:all)) end # This is how the resource is loaded. # # You might want to overwrite this method when you are using permalink. # When you do that, don't forget to cache the result in an # instance_variable: # # def resource # @project ||= end_of_association_chain.find_by_permalink!(params[:id]) # end # # You also might want to add the exclamation mark at the end of the method # because it will raise a 404 if nothing can be found. Otherwise it will # probably render a 500 error message. # def resource get_resource_ivar || set_resource_ivar(end_of_association_chain.find(params[:id])) end # This method is responsable for building the object on :new and :create # methods. If you overwrite it, don't forget to cache the result in an # instance variable. # def build_resource get_resource_ivar || set_resource_ivar(end_of_association_chain.send(method_for_build, params[resource_instance_name] || {})) end # Responsible for saving the resource on :create method. Overwriting this # allow you to control the way resource is saved. Let's say you have a # PassworsController who is responsible for finding an user by email and # sent password instructions for him. Instead of overwriting the entire # :create method, you could do something: # # def create_resource(object) # object.send_instructions_by_email # end # def create_resource(object) object.save end # Responsible for updating the resource in :update method. This allow you # to handle how the resource is gona be updated, let's say in a different # way then the usual :update_attributes: # # def update_resource(object, attributes) # object.reset_password!(attributes) # end # def update_resource(object, attributes) object.update_attributes(attributes) end # Handle the :destroy method for the resource. Overwrite it to call your # own method for destroing the resource, as: # # def destroy_resource(object) # object.cancel # end # def destroy_resource(object) object.destroy end # This class allows you to set a instance variable to begin your # association chain. For example, usually your projects belongs to users # and that means that they belong to the current logged in user. So you # could do this: # # def begin_of_association_chain # @current_user # end # # So every time we instantiate a project, we will do: # # @current_user.projects.build(params[:project]) # @current_user.projects.find(params[:id]) # # The variable set in begin_of_association_chain is not sent when building # urls, so this is never going to happen when calling resource_url: # # project_url(@current_user, @project) # # If the user actually scopes the url, you should use belongs_to method # and declare that projects belong to user. # def begin_of_association_chain nil end # Returns if the controller has a parent. When only base helpers are loaded, # it's always false and should not be overwriten. # def parent? false end # Returns the association chain, with all parents (does not include the # current resource). # def association_chain @association_chain ||= symbols_for_association_chain.inject([begin_of_association_chain]) do |chain, symbol| chain << evaluate_parent(symbol, resources_configuration[symbol], chain.last) end.compact.freeze end # Overwrite this method to provide other interpolation options when # the flash message is going to be set. # # def interpolation_options # { } # end private # Fast accessor to resource_collection_name # def resource_collection_name #:nodoc: self.resources_configuration[:self][:collection_name] end # Fast accessor to resource_instance_name # def resource_instance_name #:nodoc: self.resources_configuration[:self][:instance_name] end # This methods gets your begin_of_association_chain, join it with your # parents chain and returns the scoped association. # def end_of_association_chain #:nodoc: if chain = association_chain.last if method_for_association_chain apply_scope_to(chain.send(method_for_association_chain)) else # This only happens when we specify begin_of_association_chain in # a singletion controller without parents. In this case, the chain # is exactly the begin_of_association_chain which is already an # instance and then not scopable. chain end else apply_scope_to(resource_class) end end # Returns the appropriated method to build the resource. # def method_for_build #:nodoc: (begin_of_association_chain || parent?) ? method_for_association_build : :new end # Returns the name of the method used for build the resource in cases # where we have a parent. This is overwritten in singleton scenarios. # def method_for_association_build :build end # Returns the name of the method to be called, before returning the end # of the association chain. This is overwriten by singleton cases # where no method for association chain is called. # def method_for_association_chain #:nodoc: resource_collection_name end # Get resource ivar based on the current resource controller. # def get_resource_ivar #:nodoc: instance_variable_get("@#{resource_instance_name}") end # Set resource ivar based on the current resource controller. # def set_resource_ivar(resource) #:nodoc: instance_variable_set("@#{resource_instance_name}", resource) end # Get collection ivar based on the current resource controller. # def get_collection_ivar #:nodoc: instance_variable_get("@#{resource_collection_name}") end # Set collection ivar based on the current resource controller. # def set_collection_ivar(collection) #:nodoc: instance_variable_set("@#{resource_collection_name}", collection) end # Helper to set flash messages. It's powered by I18n API. # It checks for messages in the following order: # # flash.controller_name.action_name.status # flash.actions.action_name.status # # If none is available, a default message is set. So, if you have # a CarsController, create action, it will check for: # # flash.cars.create.status # flash.actions.create.status # # The statuses can be :notice (when the object can be created, updated # or destroyed with success) or :error (when the objecy cannot be created # or updated). # # Those messages are interpolated by using the resource class human name. # This means you can set: # # flash: # actions: # create: # notice: "Hooray! {{resource_name}} was successfully created!" # # But sometimes, flash messages are not that simple. Going back # to cars example, you might want to say the brand of the car when it's # updated. Well, that's easy also: # # flash: # cars: # update: # notice: "Hooray! You just tuned your {{car_brand}}!" # # Since :car_name is not available for interpolation by default, you have # to overwrite interpolation_options. # # def interpolation_options # { :car_brand => @car.brand } # end # # Then you will finally have: # # 'Hooray! You just tuned your Aston Martin!' # # If your controller is namespaced, for example Admin::CarsController, # the messages will be checked in the following order: # # flash.admin.cars.create.status # flash.admin.actions.create.status # flash.cars.create.status # flash.actions.create.status # def set_flash_message!(status, default_message=nil) return flash[status] = default_message unless defined?(::I18n) resource_name = if resource_class if resource_class.respond_to?(:human_name) resource_class.human_name else resource_class.name.underscore.humanize end else "Resource" end given_options = if self.respond_to?(:interpolation_options) interpolation_options else {} end options = { :default => default_message || '', :resource_name => resource_name }.merge(given_options) defaults = [] slices = controller_path.split('/') while slices.size > 0 defaults << :"flash.#{slices.fill(controller_name, -1).join('.')}.#{action_name}.#{status}" defaults << :"flash.#{slices.fill(:actions, -1).join('.')}.#{action_name}.#{status}" slices.shift end options[:default] = defaults.push(options[:default]) options[:default].flatten! message = ::I18n.t options[:default].shift, options flash[status] = message unless message.blank? end # Used to allow to specify success and failure within just one block: # # def create # create! do |success, failure| # failure.html { redirect_to root_url } # end # end # # It also calculates the response url in case a block without arity is # given and returns it. Otherwise returns nil. # def respond_with_dual_blocks(object, options, success, given_block, &block) #:nodoc: case given_block.try(:arity) when 2 respond_with(object, options) do |responder| dumb_responder = InheritedResources::DumbResponder.new if success given_block.call(responder, dumb_responder) else given_block.call(dumb_responder, responder) end block.try(:call, responder) end when 1 if block respond_with(object, options) do |responder| given_block.call(responder) block.call(responder) end else respond_with(object, options, &given_block) end else options[:location] = given_block.call if given_block respond_with(object, options, &block) end end # Hook to apply scopes. By default returns only the target_object given. # It's extend by HasScopeHelpers. # def apply_scope_to(target_object) #:nodoc: target_object end # Symbols chain in base helpers return nothing. This is later overwriten # by belongs_to and can be complex in polymorphic cases. # def symbols_for_association_chain #:nodoc: [] end end end