I am using this react code for getting a custom cursor following the main cursor. animation is done using gsap and lerp function. But the animation is not seamless and the chrome performance monitor shows the CPU usage is passing 100%. pls help me figure out this problem. I have referred to this video link for getting the cursor animation: https://www.youtube.com/watch?v=MEO6yQLAgKw&list=PLtSHrBhMos7hXeImRWnnC38mdYp_4c333&index=2&t=630s
import gsap from 'gsap';
import React, {Component} from 'react';
import './cursor.scss';
class Cursor extends Component{
constructor(props){
super(props);
this.state={
x : 0,
y : 0
};
this.cursor = React.createRef();
this.cursorConfigs = {
x: { previous: 0, current: 0, amt: 0.2 },
y: { previous: 0, current: 0, amt: 0.2 },
};
this.lerp = (a, b, n) => (1 - n) * a + n * b;
}
componentDidMount(){
window.addEventListener("mousemove", e=> {
this.setState({
x: e.pageX,
y:e.pageY
})
});
this.cursor.current.style.opacity = 0;
this.onMouseMoveEv = () => {
this.cursorConfigs.x.previous = this.cursorConfigs.x.current = this.state.x;
this.cursorConfigs.y.previous = this.cursorConfigs.y.current = this.state.y;
gsap.to(this.cursor.current,{
duration: 1,
ease: "Power4.easeOut",
opacity: 1,
});
window.removeEventListener("mousemove", this.onMouseMoveEv);
requestAnimationFrame(() =>this.render());
};
window.addEventListener("mousemove", this.onMouseMoveEv);
}
render(){
this.cursorConfigs.x.current = this.state.x;
this.cursorConfigs.y.current = this.state.y;
for (const Key in this.cursorConfigs){
this.cursorConfigs[Key].previous = this.lerp(
this.cursorConfigs[Key].previous,
this.cursorConfigs[Key].current,
this.cursorConfigs[Key].amt
);
}
console.log(this.cursorConfigs.x.previous, this.cursorConfigs.x.current)
var styles = {
transform:`translateX(${this.cursorConfigs.x.previous}px) translateY(${this.cursorConfigs.y.previous}px)`
}
requestAnimationFrame(() =>this.render());
return(
<div className="cursor" ref={this.cursor} style={styles}>
<div className="cursor-media">
</div>
</div>
)
}
}
export default Cursor;```
You actualy don't need to update on every mousemove. Consider debounce setState
example:
// delay in ms
function debounced(delay, fn) {
let timerId;
return function (...args) {
if (timerId) {
clearTimeout(timerId);
}
timerId = setTimeout(() => {
fn(...args);
timerId = null;
}, delay);
};
}
function handler(e) {
this.setState({
x: e.pageX,
y: e.pageY,
});
};
window.addEventListener("mousemove", debounced(200, handler));
Related
I want to have a resizeable modal only on height so I did write some code but while trying to grow it to the bottom because it's going fast and out of the element it doesn't have any impact, also I have seen codes like this but they work properly like this I don't know what I'm missing.
also, I want to ask; is it the right way of doing resizeable components in react? I did try to write it with states but I faced some problems like it was growing unexpectedly.
import React, { FC, useCallback, useMemo, useRef } from "react";
import { PrimitivesT } from "../Table/Table";
interface ModalProps {
children: JSX.Element | PrimitivesT;
display: boolean;
width: string;
height: string;
x?: number;
y?: number;
boxShadow?: boolean;
}
const Modal: FC<ModalProps> = ({
children,
display = false,
// initial height
height = "0",
width = "0",
x,
y,
boxShadow = true,
}) => {
const ref = useRef<HTMLDivElement>(null);
const styles = useMemo<React.CSSProperties>(
() => ({
display: display ? "block" : "none",
height: height,
width,
minHeight: "15px",
position: "absolute",
left: x,
top: y,
boxShadow: boxShadow ? "1px 1px 10px 5px var(--gray)" : undefined,
borderRadius: "5px",
backgroundColor: "white",
zIndex: 900,
}),
[display, height, width, x, y, boxShadow]
);
const bottomStyle = useMemo<React.CSSProperties>(
() => ({
cursor: "row-resize",
width: "100%",
position: "absolute",
bottom: "0",
left: "0",
height: "5px",
}),
[]
);
const onMouseDown =
useCallback((): React.MouseEventHandler<HTMLDivElement> => {
let y = 0;
let h = 60;
const onMouseMove = (e: MouseEvent) => {
const YDir = e.clientY - y;
if (ref.current) ref.current.style.height = `${h + YDir}px`;
};
const onMouseUp = () => {
try {
ref.current?.removeEventListener("mousemove", onMouseMove);
ref.current?.removeEventListener("mouseup", onMouseUp);
} catch (err) {
console.error(err);
}
};
return e => {
e.stopPropagation();
const bounding = ref.current?.getBoundingClientRect();
if (bounding?.height) h = bounding?.height;
y = e.clientY;
ref.current?.addEventListener("mousemove", onMouseMove);
ref.current?.addEventListener("mouseup", onMouseUp);
};
}, []);
return (
<div
ref={ref}
style={styles}
data-testid="Modal"
onMouseDown={e => e.stopPropagation()}>
{children}
<div style={bottomStyle} onMouseDown={onMouseDown()}></div>
</div>
);
};
export default Modal;
I think it didn't work that way because it's modal and it has to be fixed or absolute so I change the element that I was attaching event listeners instead of the resizeable target I used document object.
const onMouseDown =
useCallback((): React.MouseEventHandler<HTMLDivElement> => {
let y = 0;
let h = 60;
const onMouseMove = (e: MouseEvent) => {
const YDir = e.clientY - y;
if (ref.current) ref.current.style.height = `${h + YDir}px`;
};
const onMouseUp = () => {
try {
document.removeEventListener("mousemove", onMouseMove);
document.removeEventListener("mouseup", onMouseUp);
} catch (err) {
console.error(err);
}
};
return e => {
e.stopPropagation();
const bounding = ref.current?.getBoundingClientRect();
if (bounding?.height) h = bounding?.height;
y = e.clientY;
document.addEventListener("mousemove", onMouseMove);
document.addEventListener("mouseup", onMouseUp);
};
}, []);
First off, I'm new to asking stack overflow questions, so go easy on me guys.
I am trying to figure out how to detect collision of components; namely, a draggable component containing a button-circle component. Sadly, there appears to be zero information online regarding this. I'm thinking the draggable component may be able to handle some sort of radius tracking, which is computed when the user takes their finger off the screen, but hard tracking the radius would seem to be very resource intensive. I really need some ideas here guys. Relevant code is below.
Draggable.js
import React, { Component } from "react";
import {
PanResponder,
Animated,
} from "react-native";
import CircleButton from 'react-native-circle-button';
export default class Draggable extends Component {
constructor(props) {
super(props);
this.state = {
pan: new Animated.ValueXY(),
scale: new Animated.Value(1),
};
}
//Function to handle animations and button pressing of bubbles.
componentWillMount() {
let finalx = 0;
let finaly = 0;
this._panResponder = PanResponder.create({
onStartShouldSetPanResponder: (evt, gestureState) => true,
onStartShouldSetPanResponderCapture: (evt, gestureState) => false,
onMoveShouldSetPanResponder: (evt, gestureState) => {
return gestureState.dx <= finalx && gestureState.dy <= finaly;
},
onMoveShouldSetPanResponderCapture: (evt, gestureState) => {
return gestureState.dx <= finalx && gestureState.dy <= finaly;
},
onPanResponderGrant: (e, gestureState) => {
this.state.pan.setValue({x: 0, y: 0});
this.finalx = gestureState.dx;
this.finaly = gestureState.dy;
Animated.spring(
this.state.scale,
{ toValue: 1.1, friction: 3 }
).start();
},
onPanResponderMove: Animated.event([
null, {dx: this.state.pan.x, dy: this.state.pan.y},
]),
onPanResponderRelease: (e, {vx, vy}) => {
this.state.pan.flattenOffset();
Animated.spring(
this.state.pan,
{ toValue: {x:0, y:0}},
this.state.scale,
{ toValue: 1, friction: 3 }
).start();
}
});
}
render() {
let { pan } = this.state;
let rotate = '0deg';
let [translateX, translateY] = [pan.x, pan.y];
let moveableStyle = {transform: [{translateX}, {translateY}, {rotate}]};
const panStyle = {
transform: this.state.pan.getTranslateTransform()
}
return (
<Animated.View
{...this._panResponder.panHandlers}
style={[moveableStyle, panStyle]}>
<CircleButton />
</Animated.View>
);
}
}
Homepage.js
<View style={styles.middleContainer}>
{ this.state.bubbles.map((item, key)=>(
<Draggable key={key}> { item }</Draggable>)
)}
</View>
I've playing around with animation implemented with reactjs.
In the app I created a car which drives around a track. On this track there are obstacles, which the car should recognize.
I'm using window.setInterval for the repeating events. Maybe this is not the best option, but actually I don't know how to do else.
Since some changes, there are multiple intervals running.
But actually I don't know the reason for it. Can anybody give me a hint, why the racer component is instantly running in componentdidmount event?
The Racer component is giving the current position and degree / ankle to the Track component. The Track component is storing these values in states and giving it to the Racer component as props. But this should not lead to instantly firing componentdidmount event of Racer component, or?
Here is my code:
App.js
import React, { Component } from 'react';
import Track from './components/track.js';
const uuidv1 = require('uuid/v1');
class App extends Component {
constructor(props) {
super(props);
this.state = {
obstacles: [
{
key: uuidv1(),
position: {
left: 500,
top:10,
},
width: 25,
height: 25,
},
{
key: uuidv1(),
position: {
left: 650,
top:60,
},
width: 25,
height: 25,
}
],
};
}
render() {
return (
<div className="App">
<Track width={800} height={100} obstacles={this.state.obstacles}>
</Track>
</div>
);
}
}
export default App;
Track.js
import React, { Component } from 'react';
import styled from 'styled-components';
import Racer from './racer.js';
import Obstacle from './obstacle';
import centralStrip from '../images/centralStrip.png';
const uuidv1 = require('uuid/v1');
class Track extends Component {
constructor(props) {
super(props);
this.state = {
racerCurrentPosition: {
top: 60,
left:150
},
racerDegree: 0,
};
}
componentDidMount() {
}
handleObstacleCheck(position, racerPosition) {
let obstacleFound = false;
obstacleFound = this.props.obstacles.map((obstacle) => {
let returnValue = false;
let obstacleRect = document.getElementById(obstacle.key).getBoundingClientRect();
if( position.right >= obstacleRect.left && position.right <= obstacleRect.right && racerPosition.top >= obstacleRect.top && racerPosition.bottom <= obstacleRect.bottom) {
returnValue = true;
}
return returnValue;
});
let isObstacleFound = false;
if(obstacleFound.indexOf(true) !== -1) {
isObstacleFound = true;
}
return isObstacleFound;
}
handleRacerPositionChange(position) {
this.setState({
racerCurrentPosition: position,
});
}
handleRacerDegreeChange(newDegree) {
this.setState({
racerDegree: newDegree,
});
}
render() {
return (
<TrackImage key={uuidv1()}
id="track"
width={this.props.width}
height={this.props.height}>
<Racer key={uuidv1()}
position={this.state.racerCurrentPosition}
onRacerPositionChange={this.handleRacerPositionChange.bind(this)}
degree={this.state.racerDegree}
onRacerDegreeChange={this.handleRacerDegreeChange.bind(this)}
obstacleFound={this.state.obstacleFound}
trackWidth={this.props.width}
trackHeight={this.props.height}
onObstacleCheck={this.handleObstacleCheck.bind(this)}
/>
{
this.props.obstacles.map((obstacle) => {
return (
<Obstacle key={obstacle.key}
id={obstacle.key}
position={obstacle.position}
width={obstacle.width}
height={obstacle.height}
/>
);
})
}
</TrackImage>
);
}
}
export default Track;
Racer.js
import React, { Component, Fragment } from 'react';
import styled from 'styled-components';
import HelperDistance from './helpers/distance.js';
import HelperCenterCar from './helpers/centerCar.js';
import racerImage from '../images/racer.png';
const uuidv1 = require('uuid/v1');
class Racer extends Component {
constructor(props) {
super(props);
this.state = {
key: uuidv1(),
intervalId: 0,
speed: 0,
helperForLeftPositioning: 0,
helperForTopPositioning: 0,
isMoving: false,
collision: false,
centerOfCarCoordinates: {
x: 25,
y: 12.5
},
obstacleFound: false,
};
this.start = this.start.bind(this);
this.move = this.move.bind(this);
}
componentDidMount() {
if(this.state.intervalId === 0) {
this.start();
}
}
componentWillUnmount() {
window.clearInterval(this.state.intervalId);
}
start() {
this.setState({
speed: 3,
isMoving: true,
}, () => {
this.createInterval();
});
}
stop() {
this.setState({
speed: 0,
isMoving: false,
}, () => {
window.clearInterval(this.state.intervalId);
});
}
move() {
if(this.state.obstacleFound === true) {
let newDegree;
if(this.props.degree === 0) {
newDegree = 360;
}
newDegree--;
this.props.onRacerDegreeChange(newDegree);
}
this.step();
}
step() {
if(this.state.isMoving) {
//...calculate new position
this.setState({
helperForTopPositioning: helperForTopPositioning,
helperForLeftPositioning: helperForLeftPositioning,
},() => {
let position = {
left: positionNewLeft,
top: positionNewTop
};
this.props.onRacerPositionChange(position);
});
}
}
createInterval = () => {
let intervalId = window.setInterval(() => {
this.move();
console.log("IntervalId: " + intervalId);
},100);
this.setState({
intervalId: intervalId,
})
}
handleDistanceChange(position) {
let racerRect = document.getElementById(this.state.key).getBoundingClientRect();
let obstacleFound = this.props.onObstacleCheck(position, racerRect);
if(this.state.obstacleFound !== obstacleFound) {
this.setState({
obstacleFound: obstacleFound
});
}
}
render() {
return (
<Fragment>
<Car key={this.state.key} id={this.state.key} position={this.props.position} degree={this.props.degree}>
<HelperCenterCar key={uuidv1()} position={this.state.centerOfCarCoordinates} degree={this.props.degree} />
<HelperDistance key={uuidv1()} onChange={this.handleDistanceChange.bind(this)} position={this.state.centerOfCarCoordinates} degree={this.props.degree} />
</Car>
</Fragment>
);
}
}
export default Racer;
The HelperCenterCar and HelperDistance are components, which helps to identify, if there is an obstacle in the way. I'll post just the code of HelperDistance, because here instantly state updates are fired.
HelperDistance.js
import React, { Component } from 'react';
import styled from 'styled-components';
const uuidv1 = require('uuid/v1');
class HelperDistance extends Component {
constructor(props) {
super(props);
this.state = {
key: uuidv1(),
};
}
componentDidMount() {
this.handleOnChange();
}
componentDidUpdate(prevProps, prevState, snapshot) {
this.handleOnChange();
}
handleOnChange() {
let position = document.getElementById(this.state.key).getBoundingClientRect();
this.props.onChange(position);
}
render() {
return (
<Line id={this.state.key} key={this.state.key} position={this.props.position} degree={this.props.degree} />
);
}
}
export default HelperDistance;
Using react-native, I'm creating sub-Components within the parent App and providing their position to the array this.state.objLocation within the parent App.
I can get the initial location data into the array straight after the render, but because my subcomponents are draggable, each time they re-render on drag, it adds a new position object to the array.
I'd like to avoid this, and I thought that creating this.state = { firstRender: true } in the constructor and then using componentDidMount = () => { this.setState({ firstRender: false }) } after the first render would allow me to create a 'gate' to stop the addition of the extra position objects.
I can see that if I comment out //componentDidMount = () => { this.setState({ firstRender: false }) } then I will get multiple entries to my array but if it's included in the class I get absolutely none.
So possibly my interpretation of the render lifecycle and componentDidMount is incorrect?
Here is my code.
// App
import React, { Component } from 'react';
import { View, Text, } from 'react-native';
import styles from './cust/styles';
import Draggable from './cust/draggable';
const dataArray = [{num: 1,id: 'A',},{num: 2,id: 'B',},{num: 3,id: 'Z',}]
export default class Viewport extends Component {
constructor(props){
super(props);
this.state = {
dID : null,
objLocation: [],
firstRender: true,
};
}
render(){
return (
<View style={styles.mainContainer}>
<View style={styles.draggableContainer}>
<Text>Draggable Container</Text> {dataArray.map( d => { return(
<Draggable
id={d.id}
onLayout={ e=> this.onLayout(e)}
onPanResponderGrant={(dID) =>this.setState({ dID })}
onPanResponderRelease={() => this.setState({dID: null})} /> ) })}
<View style={[styles.findPoint ]} />
</View>
<View style={styles.infoBar}>
<Text>{this.state.dID ? this.state.dID : ''}</Text>{this.compFrame()}
</View>
</View>
);
}
onLayout = (e) => {
if ( e && this.state.firstRender) {
const n = e.nativeEvent.layout;
const position = {
width: n.width,
height: n.height,
x: n.x,
y: n.y
}
console.log(position);
this.setState({
objLocation: this.state.objLocation.concat([position])
});
}
}
componentWillMount = () => {
console.log("START");
}
compFrame = () => {
return(
this.state.objLocation.map( d => {<View style={[styles.findPoint2,{left: d.x, top: d.y, width: d.width, height: d.height} ]} ></View>})
)
}
componentDidMount = () => {
this.setState({firstRender: true })
console.log(this.state.objLocation.length);
}
}
// Draggable
import React, { Component } from 'react';
import { Text, PanResponder, Animated } from 'react-native';
import styles from './styles';
class Draggable extends Component {
constructor(props) {
super(props);
this.state = {
pan: new Animated.ValueXY(),
};
this.panResponder = PanResponder.create({
onStartShouldSetPanResponder: () => true,
onPanResponderGrant: () => {
this.props.onPanResponderGrant(this.props.id);
},
onPanResponderMove: Animated.event([ null, {
dx: this.state.pan.x,
dy: this.state.pan.y,
},
]),
onPanResponderRelease: () => {
Animated.spring(this.state.pan, { toValue: { x: 0, y: 0 } }).start();
this.props.onPanResponderRelease();
},
});
}
render() {
return (
<Animated.View
onLayout={ (e) => this.props.onLayout(e) }
{...this.panResponder.panHandlers}
style={[this.state.pan.getLayout(), styles.circleAlt, styles.position]}>
<Text style={styles.textAlt}>Drag me!</Text>
<Text style={styles.textNum}>{this.props.id}</Text>
</Animated.View>
);
}
componentDidMount = () => {
this.props.onLayout(this.props.dragEvent)
}
}
export default Draggable;
// Output of console.log
START xxx
0
{width:108,height:108,x:133.5,y:376.5}
{width:108,height:108,x:133.5,y:78.5}
{width:108,height:108,x:133.5,y:227.5}
You could set the firstRender state in onLayout function
onLayout = (e) => {
if ( e && this.state.firstRender) {
const n = e.nativeEvent.layout;
const position = {
width: n.width,
height: n.height,
x: n.x,
y: n.y
}
console.log(position);
this.setState({
firstRender: false,
objLocation: this.state.objLocation.concat([position])
});
}
}
According to the information provided by you, your onLayout function is called by the component so its not included in the component lifecycle process, so when the component completes its lifecycle it goes into componentDidMount after mounting (which is not calling onLayout func) & thus changed the firstRender state to false and hence when you drag the component each time it goes from true to false.
I hope this explains
I feel like I've hacked this, to get it to work, so please correct me as to correct procedure.
This is the onLayout method from the App. I've included an if statement that checks if the new positions array length is equal too the dataArray length that the draggable items are based on.
It looks like this.
onLayout = (e) => {
if ( this.state.objLocation.length != dataArray.length ) {
if ( e ) {
const n = e.nativeEvent.layout;
const position = {
width: n.width,
height: n.height,
x: n.x,
y: n.y
}
console.log(position);
this.setState({
objLocation: this.state.objLocation.concat([position])
});
}
}
}
I have a card game where the user can drag cards around a screen.
How can I detect if the cards have been dragged over other View components? My draggable card code is like this:
// A draggable card
// drag drop code example used: https://github.com/brentvatne/react-native-animated-demo-tinder
// panresponder docs: https://facebook.github.io/react-native/docs/panresponder.html
class Card extends React.Component {
componentWillMount() {
this.state = {
pan: new Animated.ValueXY(),
enter: new Animated.Value(1),
}
this._panResponder = PanResponder.create({
onMoveShouldSetResponderCapture: () => true,
onMoveShouldSetPanResponderCapture: () => true,
onPanResponderGrant: (e, gestureState) => {
Animated.spring(this.state.enter, {
toValue: .75,
}).start()
this.state.pan.setOffset({x: this.state.pan.x._value,
y: this.state.pan.y._value});
this.state.pan.setValue({x: 0, y: 0});
},
onPanResponderMove: Animated.event([
null, {dx: this.state.pan.x, dy: this.state.pan.y},
]),
onPanResponderRelease: (e, {vx, vy}) => {
// do stuff when card released
}
Animated.spring(this.state.enter, {
toValue: 1,
}).start()
this.state.pan.flattenOffset();
var velocity;
if (vx >= 0) {
velocity = clamp(vx, 3, 5);
} else if (vx < 0) {
velocity = clamp(vx * -1, 3, 5) * -1;
}
Animated.spring(this.state.pan, {
toValue: {x: 0, y: toValue},
friction: 4
}).start()
}
})
}
I don't know if this would be the best way to go about it, but I would just get the onLayout of the target Views to get the x,y,width, and height...
<View onLayout={({nativeEvent: {layout: {x,y,width,height}}) => { })} />
The coordinates covered by the container would simply be (x, x+width) and (y, y+height)
onPanResponderGrant get the location of the draggable:
onPanResponderGrant: (e) => {
this.originX = e.pageX - e.locationX;
this.originY = e.pageY - e.locationY;
}
onPanResponderMove you can do something like this:
onPanResponderMove: (e, gestureState) => {
const currentX0 = this.originX + gestureState.dx
const currentY0 = this.originY + gestureState.dy
}
The draggable now covers from currentX0 to currentX0 + width and from currentY0 to currentY0 + height...
You can use these values to check to see whether it overlaps with the target view (x, x+width) and (y, y+height)