I want to get something like this, in textarea. I cant change textarea to contentaditable div. How do I get the position of the selected text? I need this to show this pop-up from above
You should be able to easily convert this into angular code.
This is the basics of what you need to do, its not thoroughly tested but it bare minimum works.
const textarea = document.getElementById('text')
const result = document.getElementById('selected')
const tooltip = document.getElementById('tooltip')
const cols = document.getElementById('text').cols;
const width = document.getElementById('text').clientWidth;
const height = window.getComputedStyle(textarea).lineHeight;
textarea.onclick = function getSelection() {
const pos = {
top: textarea.offsetTop,
left: textarea.offsetLeft,
};
result.textContent = `${textarea.selectionStart}, ${textarea.selectionEnd}`;
let selection
if (textarea.selectionStart) {
selection = textarea.selectionStart;
} else if (document.selection) {
textarea.focus();
const r = document.selection.createRange();
if (r == null) {
selection = 0;
}
let re = textarea.createTextRange();
let rc = re.duplicate();
re.moveToBookmark(r.getBookmark());
rc.setEndPoint('EndToStart', re);
selection = rc.text.length;
} else {
selection = 0
}
const row = Math.floor((selection - 1) / cols);
const col = (selection - (row * cols));
const x = Math.floor((col * (width / cols)));
const y = (parseInt(height) * row);
tooltip.innerHTML = "<b>row: " + row + "<br>columns" + col + "<br>width: " + width + "</b>";
tooltip.style.top = `${pos.top+y}px`;
tooltip.style.left = `${pos.left+x+10}px`;
}
textarea {
height: 80px;
line-height: 12px;
overflow-y: scroll;
display: block;
}
#tooltip {
position: absolute;
background:red;
color: white;
}
<textarea id="text">Lopsum</textarea>
<span id="tooltip"></span>
<span id="selected"></span>
The only way I imagine is create a duplicate of the text area (very similar to this SO, (the Owen Kelvin's response) about highligth words in a text area
As we only need the position, we can split the "texarea" and the "background". Futhermore, using the Yurzui response in this another SO we can control when resize the textarea
We can imagine an .html like
<div class="container">
<div
#backdrop
class="backdrop"
[style.width.px]="textWidth"
[style.height.px]="textHeight"
>
<div
class="highlights"
[innerHTML]="sanitizer.bypassSecurityTrustHtml(highlightedText)"
></div>
</div>
</div>
<textarea
#textarea
spellcheck="false"
(resize)="rect = null;"
(select)="applyHighlights(textarea.value)"
(mousedown)="mouseDown()"
(blur)="rect = null"
[ngModel]="textValue"
(ngModelChange)="textValue = $event; applyHighlights(textarea.value)"
(scroll)="handleScroll(); applyHighlights(textarea.value)"
></textarea>
<div
class="tooltip"
*ngIf="rect"
[style.top.px]="rect.y"
[style.left.px]="rect.x"
></div>
See that the "text" is hidden because we has a div container like
.container {
overflow:hidden;
width:0;
height:0;
}
And we make that the dimensions of "text" are condition by the two variables "textWidth" and "textHeight"
The code is
ngOnInit() {
this.resize();
}
resize() {
const event = {
width: this.$textarea.nativeElement.getBoundingClientRect().width,
height: this.$textarea.nativeElement.getBoundingClientRect().height,
};
this.textWidth = event.width;
this.textHeight = event.height;
}
mouseDown() {
setTimeout(() => {
const start = this.$textarea.nativeElement.selectionStart;
const end = this.$textarea.nativeElement.selectionEnd;
if (start == end) this.rect = null;
});
}
applyHighlights(text: string) {
if (text) {
let start = this.$textarea.nativeElement.selectionStart;
let end = this.$textarea.nativeElement.selectionEnd;
if (start == end) this.highlightedText = text;
else {
const selected = text.substr(start, end - start);
this.toolTipText=this.getTooltipText(selected)
this.highlightedText =
text.substr(0, start) +
"<span id='mark'>" +
selected +
'</span>' +
text.substr(end);
this.resize();
setTimeout(() => {
const recArea = this.$textarea.nativeElement.getBoundingClientRect();
const recText = this.$backdrop.nativeElement.getBoundingClientRect();
const rect = document.getElementById('mark').getBoundingClientRect();
rect.y += window.scrollY;
rect.x+=rect.width/2
this.rect = rect.y - window.scrollY < recArea.y ? null : rect;
});
}
}
}
handleScroll() {
var scrollTop = this.$textarea.nativeElement.scrollTop;
this.$backdrop.nativeElement.scrollTop = scrollTop;
var scrollLeft = this.$textarea.nativeElement.scrollLeft;
this.$backdrop.nativeElement.scrollLeft = scrollLeft;
}
And in the stackblitz I put in a custom form component (the reason is that Owen make this work for me
Related
I have this function that can handle everything I need for my program, but I just need a way to add to the bottom something that can make the function repeat itself.
function main(){
var scoreCounter= 0
var random= Math.floor((Math.random() * 10) + 1)
currentTarget= targets[random]
currentTarget.style.display= "block"
currentTarget.addEventListener("click", function(){
currentTarget.style.display= "none"
scoreCounter+=1
aimHero.innerHTML= "Score: " + scoreCounter
})
}
So in The click call the code to do it again. You are going to have to unbind the event listener so you are not adding multiple clicks to elements when they appear for the second time.
function main() {
var scoreCounter = 0;
var targets = document.querySelectorAll('.target');
var aimHero = document.querySelector('#aimHero');
function nextTarget() {
var random = Math.floor((Math.random() * targets.length));
var currentTarget = targets[random];
currentTarget.style.display = "block";
function performClick() {
currentTarget.style.display = "none";
scoreCounter += 1;
aimHero.innerHTML = "Score: " + scoreCounter;
// remove target
currentTarget.removeEventListener("click", performClick);
// do it again
nextTarget();
}
currentTarget.addEventListener("click", performClick);
}
nextTarget();
}
main();
div {
min-height: 50px;
}
.target {
display:none;
background-color:red;
width: 100px;
height: 100px;
}
<div id="aimHero"></div>
<div><div class="target">1</div></div>
<div><div class="target">2</div></div>
<div><div class="target">3</div></div>
<div><div class="target">4</div></div>
<div><div class="target">5</div></div>
PLEASE delegate
This is so much simpler than removing and adding event handlers
let scoreCounter = 0;
const aimHero = document.querySelector('#aimHero');
const container = document.getElementById("container");
const targets = container.querySelectorAll(".target");
const len = targets.length;
targets.forEach(tgt => tgt.hidden = true)
container.hidden = false;
const nextTarget = () => {
const random = Math.floor((Math.random() * len));
var currentTarget = targets[random];
currentTarget.hidden = false;
}
const performClick = e => {
e.target.closest("div").hidden = true;
scoreCounter += 1;
aimHero.innerHTML = "Score: " + scoreCounter;
nextTarget();
}
container.addEventListener("click", performClick);
nextTarget();
div {
min-height: 50px;
}
.target {
background-color: red;
width: 100px;
height: 100px;
}
<div id="aimHero"></div>
<div id="container" hidden>
<div><div class="target">1</div></div>
<div><div class="target">2</div></div>
<div><div class="target">3</div></div>
<div><div class="target">4</div></div>
<div><div class="target">5</div></div>
</div>
I can use the coloroo function quite well but just for the first time. when I try to do it after the first time, the function cannot compare results properly.
for some reason the chosen right answer does change and beca
help please
function coloroo() {
newColours.addEventListener("click", () => {
let limit = 6;
let check = 0;
while (check < limit) {
let a = random();
let b = random();
let c = random();
square[check].style.backgroundColor = `rgb(${a},${b},${c})`;
check = check + 1;
}
let right = Math.floor((Math.random() * 6));
let answer = square[right];
textColo.innerHTML = `${answer.style.backgroundColor}`;
square.forEach(e => {
e.addEventListener("click", () => {
let choice = e.style.backgroundColor;
let corree = answer.style.backgroundColor;
if (corree == choice) {
messag.innerHTML = "correct";
} else if (corree != choice) {
messag.innerHTML = "try again";
e.style.backgroundColor = "#232323";
}
})
})
})
};
coloroo();
Looking at your code it seems you're building a color quiz is my guess.
I've edit the code and added some. Maybe it will help you for what you are looking for. The compare problem doesn't happen in this example.
const d = document;
const newColours = d.getElementById('new-colours');
const random = () => 0 + Math.floor(Math.random() * (255 - 0 + 1));
const square = [
d.getElementById('item-0'),
d.getElementById('item-1'),
d.getElementById('item-2'),
d.getElementById('item-3'),
d.getElementById('item-4'),
d.getElementById('item-5')
];
const question = d.getElementById('question');
const textColor = d.getElementById('text-color');
const messag = d.getElementById('messag');
const createOptions = () => {
let limit = 6;
let check = 0;
while (check < limit) {
let a = random();
let b = random();
let c = random();
square[check].style.backgroundColor = `rgb(${a},${b},${c})`;
check = check + 1;
}
}
function coloroo() {
let answer, choice, corree;
newColours.addEventListener("click", () => {
question.style.display = 'block';
newColours.innerHTML = 'Refresh';
createOptions();
let right = Math.floor((Math.random() * 6));
answer = square[right];
textColor.innerHTML = `${answer.style.backgroundColor}`;
messag.style.display = 'none';
})
square.forEach(e => {
e.addEventListener("click", () => {
choice = e.style.backgroundColor;
corree = answer.style.backgroundColor;
if (corree == choice) {
messag.innerHTML = "correct";
} else if (corree != choice) {
messag.innerHTML = "try again";
e.style.backgroundColor = "#232323";
}
messag.style.display = 'block';
})
})
// Uncomment the next line to make it start immediately
// newColours.click();
}
coloroo();
.choices {
display: flex;
margin-top: 10px;
}
.choices div {
color: #fff;
cursor: pointer;
height: 40px;
width: 40px;
padding: 10px;
box-sizing: border-box;
margin: 0 10px 10px 0;
}
#question {
display: none;
}
<html>
<body>
<button id="new-colours">Start</button>
<div class="choices">
<div id="item-0"></div>
<div id="item-1"></div>
<div id="item-2"></div>
<div id="item-3"></div>
<div id="item-4"></div>
<div id="item-5"></div>
</div>
<p id="question">Which square has <span id="text-color"></span> as background color value?</p>
<p id="messag"></p>
</body>
</html>
I have this little block that I move around using javascript code. It works all good except if I keep moving it, it can easily get out of the box where it is supposed to be.
Can I prevent this somehow? So no matter how far I want to move it, it will stay stuck inside of the container/box ?
Here's my snippet code:
/// store key codes and currently pressed ones
var keys = {};
keys.UP = 38;
keys.LEFT = 37;
keys.RIGHT = 39;
keys.DOWN = 40;
/// store reference to character's position and element
var character = {
x: 100,
y: 100,
speedMultiplier: 2,
element: document.getElementById("character")
};
var is_colliding = function(div1, div2) {
var d1_height = div1.offsetHeight;
var d1_width = div1.offsetWidth;
var d1_distance_from_top = div1.offsetTop + d1_height;
var d1_distance_from_left = div1.offsetLeft + d1_width;
var d2_height = div2.offsetHeight;
var d2_width = div2.offsetWidth;
var d2_distance_from_top = div2.offsetTop + d2_height;
var d2_distance_from_left = div2.offsetLeft + d2_width;
var not_colliding =
d1_distance_from_top <= div2.offsetTop ||
div1.offsetTop >= d2_distance_from_top ||
d1_distance_from_left <= div2.offsetTop ||
div1.offsetLeft >= d2_distance_from_left;
return !not_colliding;
};
/// key detection (better to use addEventListener, but this will do)
document.body.onkeyup =
document.body.onkeydown = function(e){
if (e.preventDefault) {
e.preventDefault();
}
else {
e.returnValue = false;
}
var kc = e.keyCode || e.which;
keys[kc] = e.type == 'keydown';
};
/// character movement update
var moveCharacter = function(dx, dy){
character.x += (dx||0) * character.speedMultiplier;
character.y += (dy||0) * character.speedMultiplier;
character.element.style.left = character.x + 'px';
character.element.style.top = character.y + 'px';
};
/// character control
var detectCharacterMovement = function(){
if ( keys[keys.LEFT] ) {
moveCharacter(-5, 0);
}
if ( keys[keys.RIGHT] ) {
moveCharacter(5, 0);
}
if ( keys[keys.UP] ) {
moveCharacter(0, -5);
}
if ( keys[keys.DOWN] ) {
moveCharacter(0, 5);
}
};
/// update current position on screen
moveCharacter();
/// game loop
setInterval(function(){
detectCharacterMovement();
}, 1000/24);
body{
display: flex;
justify-content: center;
align-items: center;
}
#character {
position: absolute;
width: 42px;
height: 42px;
background: red;
z-index:99;
}
#container{
width: 400px;
height: 400px;
background: transparent;
border:5px solid rgb(0, 0, 0);
position: relative;
overflow: hidden;
}
<div id="container">
<div id="character"></div>
</div>
PS: You can move the box using keyboard arrows.
Get the container width and height into variable and set a condition on your move
var moveCharacter = function(dx, dy){
let div_width = document.getElementById('container').clientWidth;
let div_height = document.getElementById('container').clientHeight;
if((div_width - character.x) < 50 ){ // 50 = width of character and padding
character.x = div_width - 50;
}
if(character.x < 10){ // Padding
character.x = 11;
}
if((div_height - character.y) < 50 ){
character.y = div_height - 50;
}
if(character.y < 10){
character.y = 11;
}
There are some runner(animation-image) in my program which move from position x to y when clicked on start button, i want to add a (reverse)button on completion that when clicked on that the image moves from y to x.
Here is the link of my js-fiddle: https://jsfiddle.net/o6egL4qr/
I have added the reverse button but when clicked on that the image doesn't move at all.
class raceManager {
raceCount = 0;
races = [];
addRace() {
var mainContainer = document.getElementById('mainContainer');
mainContainer.appendChild(document.createElement('br'));
var race = new raceClass(this.raceCount);
this.races.push(race);
this.raceCount++;
}
}
class raceClass {
runners = [];
count;
runnerCount = 0;
raceDiv = document.createElement('div');
raceNum = document.createElement('div');
startRaceButton = document.createElement('input');
addRunnerButton = document.createElement('input');
revRaceButton = document.createElement('input');
tableDiv = document.createElement('div');
tableNum = document.createElement('div');
startInterval;
startTime;
revStartTime;
reverseInterval;
constructor(number) {
// store the race no.
this.count = number;
// delcare the race div id
this.raceNum.id = 'raceNum' + this.count;
// delcare the table div id
this.tableNum.id = 'tableNum' + this.count;
// Add raceDiv to the race
document.getElementById('races').appendChild(this.raceDiv);
// Add tableDiv to the race
document.getElementById('tables').appendChild(this.tableDiv);
this.applyDivProperty();
this.initializeButtons();
}
applyDivProperty() {
// apply properties to the tableNum
this.tableNum.style.display = "inline-block";
// apply properties to the raceDiv
this.raceDiv.id = "Race" + this.count;
document.getElementById(this.raceDiv.id).classList.add("raceDivClass");
this.raceDiv.appendChild(this.raceNum);
document.getElementById(this.raceNum.id).innerHTML = '<p>Race: ' + this.count + '</p>';
// append the add race button
this.raceDiv.appendChild(this.addRunnerButton);
// apply properties to the tableDiv
this.tableDiv.id = "Table" + this.count;
document.getElementById(this.tableDiv.id).classList.add("tableClass");
this.tableDiv.appendChild(this.tableNum);
document.getElementById(this.tableNum.id).innerHTML = '<p>Table: ' + this.count + '</p>';
}
initializeButtons() {
// initialize add runner button
this.addRunnerButton.type = 'Button';
this.addRunnerButton.value = 'Add Runner';
this.addRunnerButton.id = 'AddRunner' + this.count;
this.addRunnerButton.onclick = this.addRunner.bind(this);
// initialize start race buttton
this.startRaceButton.type = 'Button';
this.startRaceButton.value = 'Start Race';
this.startRaceButton.id = "startRaceButton" + this.count;
this.startRaceButton.onclick = this.startRace.bind(this);
// initialize reverse race buttton
this.revRaceButton.type = 'Button';
this.revRaceButton.value = 'Reverse Race';
this.revRaceButton.id = "revRaceButton" + this.count;
this.revRaceButton.onclick = this.revRace.bind(this);
}
addRunner() {
var track = new Runner(this); //Initialize the runner object
this.runners.push(track); //Store the runner object in runners array of Race class
if (this.runnerCount > 0) {
// append the start race button
this.raceDiv.appendChild(this.startRaceButton);
}
this.runnerCount++;
}
startRace() {
this.startTime = Date.now();
this.startInterval = setInterval(() => {
this.runners.forEach(function(element) {
element.animate();
});
document.getElementById(this.startRaceButton.id).disabled = "true";
document.getElementById(this.addRunnerButton.id).disabled = "true";
}, 50);
}
stop() {
clearInterval(this.startInterval);
// append the start race button
this.raceDiv.appendChild(this.revRaceButton);
}
revRace() {
this.revStartTime = Date.now();
this.reverseInterval = setInterval(() => {
this.runners.forEach(function(element) {
element.animateReverse();
});
document.getElementById(this.revRaceButton.id).disabled = "true";
}, 50);
}
stopRev() {
clearInterval(this.reverseInterval);
}
}
class Runner {
count = 0;
parent;
track;
sprite;
timeTaken;
trackWidth;
element;
speed;
table;
printCount = 1;
stepCount = 1;
trackNum;
tbl;
lastStep;
constructor(race) {
// initialize the divs
this.parent = race;
this.track = document.createElement('div');
this.sprite = document.createElement('div');
this.table = document.createElement('table');
// assigns #id to table and track corresponding with parent div.
this.table.id = race.tableNum.id + '_Table_' + this.parent.runnerCount;
this.track.id = race.raceNum.id + '_Track_' + this.parent.runnerCount;
this.createUI();
this.timeTaken = ((Math.random() * 5) + 3);
this.speed = this.trackWidth / (this.timeTaken * 1000);
console.log(this.trackWidth, this.timeTaken);
console.log(this.timeTaken * 100);
}
createUI() {
this.count = this.parent.runnerCount;
this.createTable();
this.createTrack();
this.createSprite();
}
createTable() {
var parentDiv1 = document.getElementById(this.parent.tableNum.id);
parentDiv1.appendChild(this.table);
this.table.setAttribute = "border"
this.table.border = "1";
document.getElementById(this.table.id).classList.add("tableClass");
this.tbl = document.getElementById(this.table.id);
this.addRow("Track " + (this.count + 1), "");
this.addRow("Time", "Distance");
}
addCell(tr, val) {
var td = document.createElement('td');
td.innerHTML = val;
tr.appendChild(td)
}
addRow(val_1, val_2) {
var tr = document.createElement('tr');
this.addCell(tr, val_1);
this.addCell(tr, val_2);
this.tbl.appendChild(tr)
}
createTrack() {
var parentDiv = document.getElementById(this.parent.raceNum.id);
parentDiv.appendChild(this.track);
this.track.appendChild(this.sprite);
document.getElementById(this.track.id).classList.add("trackClass");
this.trackWidth = this.track.getBoundingClientRect().width;
}
createSprite() {
this.sprite.id = this.track.id + "_Runner";
document.getElementById(this.sprite.id).classList.add("spriteClass");
this.element = document.getElementById(this.sprite.id);
}
animate() {
// declare time variables
var timeNow = Date.now();
var timespent = timeNow - this.parent.startTime;
var diff = Math.floor(this.timeTaken * 100);
// step is position of sprite.
var step = timespent * this.speed;
// Print table for all tracks with 10 laps.
if ((Math.round(timespent / 50) * 50) == (Math.round(((diff - 25) * this.printCount) / 50) * 50)) {
this.addRow(this.printCount + ": " + timespent, (Math.floor(step)));
this.printCount++;
}
// check condition to stop
if (step > this.trackWidth - 23) {
document.getElementById(this.parent.raceNum.id).innerHTML += 'Winner: Runner' + (this.count + 1);
this.parent.stop();
}
this.element.style.left = step + 'px';
// ------------sprite animation----------------
// start position for the image slicer
var position = (3 - (Math.floor(step / 6.5) % 4)) * 25;
// we use the ES6 template literal to insert the variable "position"
this.element.style.backgroundPosition = `${position}px 0px`;
}
animateReverse() {
// declare time variables
var timeNow = Date.now();
var timespent = timeNow - this.parent.revStartTime;
var diff = Math.floor(this.timeTaken * 100);
console.log(this.count + " position of step " + this.element.style.left);
while (this.stepCount < 2) {
this.lastStep = parseFloat(this.element.style.left);
this.stepCount++;
}
console.log(this.count + " this is lastStep " + this.lastStep);
// step is position of sprite.
var step = this.lastStep - (this.speed * timespent);
// Print table for all tracks with 10 laps.
if ((Math.round(timespent / 50) * 50) == (Math.round(((diff - 25) * this.printCount) / 50) * 50)) {
this.addRow(this.printCount + ": " + timespent, (Math.floor(step)));
this.printCount++;
}
// check condition to stop
if (step < 25) {
document.getElementById(this.parent.raceNum.id).innerHTML += 'Winner: Runner' + (this.count + 1);
this.parent.stopRev();
}
this.element.style.left = step + 'px';
// ------------sprite animation----------------
// start position for the image slicer
//var position = (3 - (Math.floor(step / 6.5) % 4)) * 25;
//this.element.style.backgroundPosition = position + 'px 0px';
}
}
manager = new raceManager();
#tableContainer {
float: left;
}
#addRaces {
text-align: center;
}
.raceDivClass {
margin: 1% auto;
width: 60%;
text-align: center;
border: 1px solid;
}
.tableClass {
text-align: center;
border: 1px solid;
margin: 5px;
float: left;
}
.trackClass {
background-color: black;
height: 30px;
width: 98%;
margin: 1%;
position: relative;
}
.spriteClass {
background-image: url('data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAGgAAAAeCAYAAADAZ1t9AAAAAXNSR0IArs4c6QAAAARnQU1BAACxjwv8YQUAAAAJcEhZcwAADsMAAA7DAcdvqGQAAASwSURBVGhD7Zq/axRBFMfv9u4MxATUSgsVm3QWigYbexuxUkiaKIqNoIUiwRSJoJLCxpSCaJoEYimo/4AgQVRIZxdBEIREYwzc5X74vndvlrm5mdnZ3dm9oPnAsDubu52Z93373pvNFQsJOXO9NUKHsU4vZPH90+IXPt/FA2kEmqbDTKcX8pza7K5I/vAtEJghge7zeSrwlDYbtYlmfWuILxWC8uBmUNoz/784wY4WaPRq9SGJcY+7Mt7GEOzUkB0pkGHi4Ci1K53TEK8h7tTE+pPywL6b3JXJQqBcQ7arQwR87AE34ElPUsPE1ZapODsErFHnnD7AfVWb9oylFYjVFcKoQuQC5kD55hB3Qxrbf17RYbHT+/fpCXGSOEmEaYcevofwhkRxXM0/VCi8azXr3+q1Xw8+LRxZ4cte4PneoHaQ2iVck0gVThVbyOhSRM9YOoFMyR9eW6KmLkAGYW6Vmjx47AViUfSkPC5V9p7nS23q1Z9zH+b33+KuF9iAOocUa0lcKFjubQJ2h51D5zbmIAVM9gc1mzgAE0kdFlFaq+JkQYQBV+FYOYoDGy9Tw3dgQ7QxnUBQUHxAtJfUhqllDhbWam4f525mJDCgMynufZFa13d6BILHsOeEjS6PUjMNtsRHFXgExI2V0PN6egiEkTzFMdlJgM/3zMd1H2Tzhjlqa53TLhLFbsvep9Cob70uFsuffbxJoHWZcq1A5CCZyDUZ7gtxotKDCsafdRHIZSFe9j9wBl1xoIJSuxhUVpIK5eB0JiILHo29EouDtVmLBF4IKjIbWOQkfzYVruENn+ESXFe+upBJeDMQVfWiyXQ5fFQV57oQLyLJL0VlsAfi06yJyhMuIOci7Efdqy0ENzxxonVFI22IY0NDHN1mykaX+nHAmKbw1qhtLLVaze8U1o6Jv9OmdaEYlI1lsLQGGVGwmMKbKZ8KXHIQxnUJn062CgVSFmQTRjySpr8n2nlb3lxTztl8W6+u3x0YOlylrpij1Vi0Hl3uxNx/U9MWIYSPtwZxclukSG2B4qreOTV+3skzBBgbuafVrJ0sVYbO8eUe4r5FMAgEbEnbSSC2l/p0grgRB1jHDGKqjt019kkwvoid4okS4D7O+Qji4MmxiQMonI2cGP/qYwMbt6LSAXFEzpCbyYaJcxuKBAwWJQ5EwATCTScLBeUhVGKRTIWBCgQsVYavcdcF8UZEnVveYPwXfIwNBMJCdF/GNeEZCFnahMzX1A0dgEi6MJALigP1SyiMCdu9wZH7sZBzkGpM5zcBljAZGdNPX964UAhKt0vlwbN8SQs2p/Xq2lTSfzU4hvK0OUily4b0PV1etI4Z+SbBFYMBrIPjO1QuT1N+GedLbVC1FYM9Hyk31fgScHYYE5JhD1Dz/r+fKPoqEJAMILAa1VRaU+HwaPnZwBR3vWJwJCDCUSonsKERKHJMrwLFAYbSbUwRyujanawMZfBikPXTEzvCgKhXPZmhe+/W2ZCuTWXpxQbgyWGFmhGILLb8p6V/AmnKa+Qd3783cCDz0JaGvgmEX4jyaRu8W6N8NM/dPGlvvvk8T5ye2r7mIIQ5PEl5/pyXc4FzIeOLZOMWCn8Bh1eBvOSZzIIAAAAASUVORK5CYII=');
position: absolute;
height: 30px;
width: 25px;
}
<!DOCTYPE html>
<html>
<head>
</head>
<body>
<div id="mainContainer">
<div id="addRaces">
<input type="Button" value="Add Race" onclick="manager.addRace()">
</div>
<div id="races">
</div>
<br>
</div>
<div id="tableContainer">
<div id="tables"></div>
</div>
</body>
</html>
I expect it to move from y to x after clicking the reverse button, but it is not moving.
When you run the reverse function the elements are no longer referencing the dom elements.
I am actually not sure why that is, maybe someone else can chime in.
Anyway, this will fix your problem:
Replace this.element.style.left = step + 'px';
With: document.getElementById(this.element.id).style.left = step + 'px';
I need to compare two elements offset positions to find whether one element is placed above on other element.
here i need to check the me is placed on the screen or not by using offset positions.
HTML Code
<div id="screen" style="background-color: olive; height: 120px; width:120px;"></div>
<span id="me" style="position: absolute; left: 44px; top: 86px;">me</span></div>
JavaScript
var a = document.getElementById('screen')
var b = document.getElementById('me');
aOffsetLeft=a.offsetLeft;
aOffsetTop=a.offsetTop;
bOffsetLeft=b.offsetLeft;
bOffsetTop=b.offsetTop;
//Here need to check whether b within a
Please help me
Above code is in jquery, below is javascript code :
https://jsfiddle.net/7xudznea/11/
var a = document.getElementById('screen')
var b = document.getElementById('me');
var c = document.getElementById('abc');
aOffsetLeft = a.offsetLeft;
aOffsetTop = a.offsetTop;
aoffsetHeight = a.offsetHeight;
aoffsetoffsetWidth = a.offsetoffsetWidth;
bOffsetLeft = b.offsetLeft;
bOffsetTop = b.offsetTop;
if ((aoffsetHeight + aOffsetTop >= bOffsetTop) || (aoffsetoffsetWidth + aOffsetLeft >= bOffsetLeft)) {
document.getElementById('abc').innerHTML = 'true';
} else {
document.getElementById('abc').innerHTML = 'false';
}
var $screen = $('#screen');
var $me = $('#me');
if ((($screen.height() + $screen.offset().top) >= $me.offset().top) || ($screen.width() + $screen.offset().left >= $me.offset().left)) {
return true;
} else {
return false;
}
Demo: https://jsfiddle.net/7xudznea/6/