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Interface: DeployDialogOptions

Properties#

assetsToNavigate#

Optional assetsToNavigate: Asset<any>[]

Graphics and Arts app only this one - list of assets to traverse with < > buttons


canNavigate#

Optional canNavigate: boolean

Graphics and Arts app only use this one


detailsType#

Optional detailsType: "graphic" | "art"

The type of presented asset


initialTab#

Optional initialTab: string

by default, other option is 'schedule'


isNew#

Optional isNew: boolean


loadingMessage#

Optional loadingMessage: string

Message to show while the save call is in progress


noDialog#

Optional noDialog: boolean

content approval


requiredAssetProps#

Optional requiredAssetProps: string[]

asset.Value props to validate


scheduleOptions#

Optional scheduleOptions: Object

Schedule tab options. Relevant if showSchedule is true.

Type declaration#

NameTypeDescription
setDefaultDurationForNewImages?booleanGraphics app only this one
showDuration?booleanoption to show duration slider when showDuration is set to true allow user to choose the duration of each asset shown on player
showLimitDays?boolean-
showLimitTime?boolean-
showPriorityPlay?booleanallow user to edit Priority Play flag
showRepeat?booleanallow user to choose the schedule repeat options
showScheduleForLater?boolean-

showDeployDialog#

Optional showDeployDialog: boolean

To force showing the DeployDialog when updating existing asset. It will be always shown when saving a new asset irrespective of this option


showDetails#

Optional showDetails: boolean

Graphics and Arts app only use this one


showReporting#

Optional showReporting: boolean

Graphics and Arts app only use this one


showSchedule#

Optional showSchedule: boolean

Whether to show the schedule tab in the dialog.


showTagsEditor#

Optional showTagsEditor: boolean

allow user to edit assets' tags


singleton#

Optional singleton: boolean

Whether only one app-asset can be deployed to a Display Group When true disables Display Groups with assets from the current app deployed


successMessage#

Optional successMessage: string

Message to show when the save is successful