Documentation for a historical release of Infusion: 1.3
Please view the Infusion Documentation site for the latest documentation.
If you're looking for Fluid Project coordination, design, communication, etc, try the Fluid Project Wiki.
Beginning in version 1.3 of Infusion, we will be migrating our documentation over to our new Documentation space. These Renderer pages are being revamped in the new space, and we encourage you to refer to them. The new pages are not yet as comprehensive as these pages, but they are more focused, and include direct guidance on the recommended way to use the Renderer. They also include information about the new ProtoComponents.
For example, if your UI is going to allow users to select from a number of choices, your component tree will define the choices, but will be independent of whether or not the selection is rendered using checkboxes, a pull-down list, or some other method.
The Renderer includes a number of utility functions to generate component trees, but it is useful to have an understanding of the structure and purpose of the component tree. This page attempts to provide that understanding.
A component tree is a tree of objects that represent the data to be rendered. The root node of the tree is typically an array of objects representing nodes in the tree, called children:
The Renderer categorizes component into different types depending on the nature of the data that is to be rendered. Different component types will have different fields, but in general, the tree for a component will contain either the actual data or a reference to a data model containing the data (see Renderer Data Binding for more information). The component types are not stated explicitly in the object, but the type is inferred by the Renderer based on the presence of the require fields.
Alternatively, if you prefer not to place rsf:id attributes into the HTML template, you can map selectors to rsf ids.
This will require a selector map, which is an array of objects having selector and id keys. These objects are typically called "cutpoints" and you will see this name in the API documentation. This cutpoints array is passed into the renderer via the cutpoints option of the render function.