gsap draggable auto sliding - javascript

I am using Greensock Draggable, to build a draggable slider control. for example, let's say I have a 3 pages slider, when the position is scrolled to 1/3, turns to the second page.
let myDraggable = new Draggable(dragger, {
//trigger:ufo,
type:'x',
bounds:{minX:0, maxX:maxDrag},
throwProps:true,
//cursor:'auto',
/* liveSnap:function(value){
return Math.round(value / step) * step;
}, */
onPress:onPress,
onRelease:onRelease,
onThrowComplete:function(){isDragging = false},
overshootTolerance:0
})
everything works fine so far, by defining onRelease function, I built the functionality completely.
but then I want to build auto-scrolling, not the one mentioned in documentation, but, use setInterval to gradually scroll to 1/3, 2/3... but draggable does not seem to support customise x position dragging, which I failed to look up for a function that takes x position and drag the element there.
is there a draggable api that takes one position and drags the element there? if it doesn't, do I have to build a untrusted drag event? if so how can I do that?
sorry that I did a lot relative research but failed to work out solution. I will be more than glad if you can give me a hand, or just something to read for another direction.

Related

Improving Performance on Background Parallax Scrolling

Hello StackOverflow Community,
what I am trying to achieve is a header that can be moved with the mouse.
You klick into the header and drag the mouse and the elements inside the header will move with different speeds.
I achieved the parallaxing part but the performance is not really good. It is partially a bit laggy while dragging the backgrounds.
My question now is: what can be changed in the code to get a performance boost?
That's the part of the code that takes care of parallaxing. On every mousemove a each loop is executed which I think is the reason for the performance beeing so laggy:
var dragging = false;
var clickMouseX;
//Our object for the layers
//each layer has a different scrolling speed
var movingObjects = {
'#header-l1' : {'speed': 1},
'#header-l2' : {'speed': 1.4},
'#header-l3' : {'speed': 1.85},
'#header-l4' : {'speed': 2.2},
};
$('#header-wrapper').mousedown(function(e){
dragging = true;
//Get initial mouse position when clicked
clickMouseX = e.pageX;
$(this).mousemove(function(mme){
//execute only if mousedown
if(dragging){
//iterate through all layers which have to be parallaxed
$.each(movingObjects, function(el, opt){
var element = $(el);
//get difference of initial mouse position and current mouse position
var diff = clickMouseX - mme.pageX;
//scroll-position left speed 1
if(diff < 0) diff = -1;
//scroll position right speed 1
if(diff >= 0) diff = 1;
//get current position of layer
currLeft = parseInt(element.css('left'));
//get current layer width
elWidth = element.width();
//if right border is reached don't scroll further
if(currLeft < -(elWidth - 810)){
element.css('left', -(elWidth - 810));
}
//so do with left border
if(currLeft > 0){
element.css('left', 0);
}
//parallax it! Subtract the scroll position speed multiplied by the speed of the desired
//layer from the current left property
element.css('left', parseInt(element.css('left')) - diff*opt.speed);
});
}
});
/* Cursor */
$(this).css('cursor', 'pointer');
return false;
});
I also put a fiddle up:
http://jsfiddle.net/yWGDz/
Thanks in advance,
Thomas
P.S. maybe someone even finds out why layer two and three have the same scroll speed while having different speeds defined.
I worked at this a bit, and came up with this: http://jsfiddle.net/amqER/2/
This works a lot faster than the original (especially in firefox, where it performs a whole lot better, chrome it's still pretty slow). I also changed up some of the logic in your code, to make it make more sense.
A list of things that I did:
Minify your pngs
2 of your png files were over 2 megs, so I threw them into a png compressor (tinypng) and that reduced the size a lot. This helps with loading time and overall snappiness.
Re-use values as much as possible
In your original code, you wrote to and then subsequently read from the css left property a couple times in your code. Doing this is going to make it a lot slower. Instead, I kept an left property, and would only touch $.css when I absolutely needed to. Likewise for reading each element's width each update.
Also, like I said, I modified your logic to (I think) make more sense, given what you were trying to accomplish. It calculates a new diff each update, and tries to move according to that. Also, it doesn't try to keep moving once one of the images falls off (which yours does if you move all the way to the right, and it looks really weird). You can also look at this: http://jsfiddle.net/amqER/5/, which maybe is more like the control scheme you wanted.
Just some quick performance tips.
Try not to use $(this).mousemove instead save $(this) into a variable and use that.
var th = $(this);
th.mousemove...
Try to avoid using $.each. This is probably the part that's slowing your code down.
You can replace it with a for loop, but I would suggest, in this case, sending in each element one by one.
var parallax = function(img){
};
parallax(img1);
parallax(img2);
instantly-increase-your-jquery-performance
Whilst Xymostech's answer does greatly improve upon the original poster's original code; the performance is hardly improved for me in Chrome.
Whilst inspecting the page FPS, the solution posted here runs at 15FPS for me on a Retina MacBook Pro.
I made a very simple change to the code, altering it to use translate3d properties instead of left. Now, it runs at 55-60 FPS for me. I'd call that a massive performance boost.
If 'show paint rectangles' are turned on in Chrome, you'll see the previously posted solution is continually painting changes to the dom whilst the parallax is in motion. With the translate3d solution, there's simply zero painting done the whole time the parallax is in motion.
http://jsfiddle.net/LG47e/

Fake scroll bars in browser

I want to provide the user with the experience of scrolling through content, but I would like to load the content dynamically so the content in their viewing area is what they would expect, but there is no data above or below what they are looking at. For performance reasons, I don't want that data loaded. So when they scroll down new data gets loaded into their view, and data previously in their view is discarded. Likewise when scrolling up. The scroll bar should represent their location within the entire content though, so using "infinite scrolling" or "lazy loading" does not look like what I need.
My solution may be that I need to re-architect things. As of now, my project is a hex-viewer that allows you to drop a binary file onto it. I create html elements for every byte. This causes performance issues when you end up with a 1MB file (1,000,000+ DOM elements). One solution would be to not use DOM elements/byte but I think this will make other features harder, so I'd like to just not display as many DOM elements at once.
Make a div, set overflow to scroll or auto. As user scrolls you can change the content of the div.
You could look at yahoo mail (the JavaScript based one) to see how they do it (they add rows with email as you scroll).
You don't necessarily need custom scroll bars.
You could look for some code here for custom scroll bars:
http://www.java2s.com/Code/JavaScript/GUI-Components/Scrolltextwithcustomscollbar.htm
or here:
http://www.dyn-web.com/code/scroll/
I'm looking for an answer to this question as well so I'll share where I'm at with it.
I have a large amount of content I want to display vertically and have the user scroll through it. I can load it all into the DOM and scroll normally but that initial creation phase is horribly slow and scrolling can awfully slow also. Also, I will dynamically add to it as I stream more data in.
So I want the same thing which is to be able to dynamically populate and update a non-scrolling area with content. I want to make it seem as if the user is scrolling through that content and have a model (which has lots of data) that is kept off the DOM until it would be seen.
I figure I'll use a queue concept for managing the visible DOM elements. I'd store queueHeadIndex and queueTailIndex to remember what off-DOM elements are shown in the DOM. When the user scrolls down, I'd work out what whether the head of queue falls off the screen and if it does update queueHeadIndex and remove it's DOM element. Secondly I'd then work out whether I need to update queueTailIndex and add a new element to the DOM. For the elements currently in the DOM I'd need to move them (not sure if they need animation here or not yet).
UPDATE:
I've found this which seems to have some promise http://jsfiddle.net/GdsEa/
My current thinking is that there are two parts to the problem.
Firstly, I think I want to disable scrolling and have some sort of virtual scrolling. I've just started looking at http://www.everyday3d.com/blog/index.php/2014/08/18/smooth-scrolling-with-virtualscroll/ for this. This would capture all the events and enable me to programmatically adjust what's currently visible etc. but the browser wouldn't actually be scrolling anything. This seems to provide mouse wheel driven scrolling.
Secondly, I think I need to display a scroll bar. I've had a look at http://codepen.io/chriscoyier/pen/gzBsA and I'm searching around more for something that looks more native. I just want it to visually display where the scroll is and allow the user to adjust the scroll position by dragging the scroller.
Stackoverflow is insisting I paste code so here is some code from that codepen link above
var elem = document.getElementById('scroll-area'),
track = elem.children[1],
thumb = track.children[0],
height = parseInt(elem.offsetHeight, 10),
cntHeight = parseInt(elem.children[0].offsetHeight, 10),
trcHeight = parseInt(track.offsetHeight, 10),
distance = cntHeight - height,
mean = 50, // For multiplier (go faster or slower)
current = 0;
elem.children[0].style.top = current + "px";
thumb.style.height = Math.round(trcHeight * height / cntHeight) + 'px';
var doScroll = function (e) {
// cross-browser wheel delta
e = window.event || e;
var delta = Math.max(-1, Math.min(1, (e.wheelDelta || -e.detail)));
// (1 = scroll-up, -1 = scroll-down)
if ((delta == -1 && current * mean >= -distance) || (delta == 1 && current * mean < 0)) {
current = current + delta;
}
// Move element up or down by updating the `top` value
elem.children[0].style.top = (current * mean) + 'px';
thumb.style.top = 0 - Math.round(trcHeight * (current * mean) / cntHeight) + 'px';
e.preventDefault();
};
if (elem.addEventListener) {
elem.addEventListener("mousewheel", doScroll, false);
elem.addEventListener("DOMMouseScroll", doScroll, false);
} else {
elem.attachEvent("onmousewheel", doScroll);
}
I imagine I'll have one class that listens to scroll events by either the virtual scroll method or the ui and then updates the ui scroller and the ui of the content I'm managing.
Anyway, I'll update this if I find anything more useful.
I think avoiding using DOM elements/byte is going to be the easier solution for me than creating a fake scrolling experience.
UPDATE: I ultimately solved this as explained here: Javascript "infinite" scrolling for finite content?
You're taking about using some serious javascript, specifically AJAX and JSON type elements. There is no easy answer to your questions. You'd need to do a lot of R&D on the subject.

Parallax 'background-image/position/attachment' jQuery animation is jittery

Here's the breakdown...
wrapper (position:relative; overflow:hidden; )
section-container (position:absolute)
multiple child sections
I attach a mousewheel event listener and animate (with easing) the 'top' position of 'section-container'. As this position changes, the 'background-position' of each section moves vertically based on the position of 'section-container's 'top' property (continually updated through a setTimeout()).
All of that works as it should, except as the 'background-position' changes, the image has a bit of a jitter. This doesn't happen if the 'background-attachment' is set to 'fixed'... but I don't want that.
Can anyone explain this, with a possible fix? I continually refer to the https://victoriabeckham.landrover.com/ site and can't figure out what they're doing differently to get theirs operating so efficiently.
You can check this out, i believe its where they do most of the animating:
https://victoriabeckham.landrover.com/js/ScrollAnimator.js?v=471
I would have to say they have some kind of framework that they are using to accomplish this.
EDIT: Sorry didn't see the new answer above mine, seems like a good starting point.
-Ken
If you inspect this website carefully, you will able to use it like landrover site.
You need to use: scrollTo plugin and parallax plugin
And document jQuery should be like this:
$(document).ready(function(){
$('#nav').localScroll(800);
//.parallax(xPosition, speedFactor, outerHeight) options:
//xPosition - Horizontal position of the element
//inertia - speed to move relative to vertical scroll. Example: 0.1 is one tenth the speed of scrolling, 2 is twice the speed of scrolling
//outerHeight (true/false) - Whether or not jQuery should use it's outerHeight option to determine when a section is in the viewport
$('#intro').parallax("50%", 0.1);
$('#second').parallax("50%", 0.1);
$('.bg').parallax("50%", 0.4);
$('#third').parallax("50%", 0.3);
});
Ok. So I figured out my issue was when trying to animate() the 'section-container' on the 'top' property. I was using a "+=" to allow it to increment from its current position. Not a good idea when using 'mousewheel' events. I changed it to a hard-set variable that is continually incremented/decremented.

How to solve element flicker while scrolling with parallax effect in JavaScript?

I am trying to re-create website with parallax effect using JavaScript. That means that I have two or more layers, that are moving different speeds while scrolling.
In my case I'm moving only one layer, the other one remains static:
layer 1 = website text;
layer 2 = element background;
for this I'm using simple source code (with jQuery 1.6.4):
var docwindow = $(window);
function newpos(pos, adjust, ratio){
return ((pos - adjust) * ratio) + "px";
}
function move(){
var pos = docwindow.scrollTop();
element.css({'top' : newpos(pos, 0, 0.5)});
}
$(window).scroll(function(){
move();
});
The Problem:
- All calculations are done right and the effect "works" as expected. But there is some performance glitch under some browsers (Chrome MAC/Windows, Opera MAC, IE, paradoxically not Safari).
What do I see during scrolling?
- While scrolling the background moves in one direction together with scroll, but it seems to occasionally jump few pixels back and then forth, which creates very disturbing effect (not fluid).
Solutions that I tried:
- adding a timer to limit scroll events
- using .animate() method with short duration instead of .css() method.
I've also observed, that the animation is smooth when using .scrollTo method (scrollTo jQuery plugin). So I suspect that there is something wrong with firing scroll events (too fast).
Have you observed the same behavior?
Do you know, how to fix it?
Can you post a better solution?
Thanks for all responses
EDIT #1:
Here you can find jsfiddle demonstration (with timer): http://jsfiddle.net/4h9Ye/1/
I think you should be using scrollTop() instead and change the background position to fixed. The problem is that setting it to absolute will make it move by default when you scroll up or down.
The flicker occurs because the position is updated as part of the default browser scroll and updated again as part of your script. This will render both positions instead of just the one you want. With fixed, the background will never move unless you tell it so.
I've created a demo for you at http://jsfiddle.net/4h9Ye/2/ .

Synching animations, or calling at the halfway point of an animation

I have a somewhat difficult animation to do in JQuery, and I haven't found a good way to handle it. I have a mobile site with a scene on the screen which displays a series of choices. When a choice is made, the choices slide off screen, and simultaneously a new scene of a city is brought in (it's supposed to simulate driving) - and this scene, instead of stopping in the center of the screen, it passes all the way through the opposite end of the screen. The problem is, when it gets to the center, I want to trigger a new div to come in just behind it, matching the speed, etc, so everything appears in synch.
If I set the animation for the city scene to be in two parts, once to the center where it could trigger the new choice scene coming in, and once to go off screen, there is a noticeable jerk. And I haven't found a way to trigger a delay, because at the end of the delay I need to make a call to a custom function, not a jquery function. So this is my code:
Driving Scene (called when choices begin animating out):
$('#interlude').animate({marginLeft: -viewportW + "px"},3000,'linear',function(){
$('#interlude').remove();
displayScene(sceneID); //need to figure out how to call this at the halfway point
});
Use setTimeout() right before your animation to trigger the second animation halfway through the first animation.
var animateTime = 3000;
setTimeout("displayScene(" + sceneId + ")", animateTime / 2);
$('#interlude').animate({marginLeft: -viewportW + "px"},animateTime,'linear',function(){
$('#interlude').remove();
});

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