How to use FLIP for animating height - javascript

I'm trying to animate a div from height: 500px to height: 0px. Generally, one can do this transition: height 0.2s ease;. But, I was trying to do the same using the FLIP technique for performance.
I wasn't able to get the desired result and I'm confused. Can it be done using FLIP? or Is there any efficient way to animate height? because animating height will re-compute layout which is not efficient.
This is what I was able to do
const card = document.getElementById('card')
window.setTimeout(() => {
const {
top,
left,
height,
width
} = card.getBoundingClientRect()
card.classList.add('collapsed')
const {
top: newTop,
left: newLeft,
height: newHeight,
width: newWidth
} = card.getBoundingClientRect()
const translateX = left - newLeft
const translateY = top - newTop
const scaleY = height / newHeight
const scaleX = width / newWidth
console.log(translateX, translateY, scaleY, scaleX)
card.style.transformOrigin = 'top left'
card.style.transform = 'translate(' + translateX + 'px, ' + translateY + 'px) scale(' + scaleX + ', ' + scaleY + ')';
}, 2000)
.card {
width: 500px;
height: 500px;
background-color: red;
}
.collapsed {
height: 0px;
}
<div class="card" id="card"></div>
scaleY returns Infinity as 500/0 is Infinity. Any input will help.

Related

How can I keep image and lens rotation synchronized with BlowupJS?

I used the blowup.js plugin as a base, and I am trying to rotate the image, and the lens to follow the rotation. But it is not working.
When I put the rotate(180deg) for example, the lens and the image are mismatched, if I remove the rotate(180deg) they are aligned.
Anybody know how to help me?
sample in JSFiddle
var $element = $('#target');
$element.css({
'transform': 'rotate(180deg)'
}); // rotate imagem in html
// Constants
var $IMAGE_URL = $element.attr("src");
var NATIVE_IMG = new Image();
NATIVE_IMG.src = $element.attr("src");
var lens = document.createElement("div");
lens.id = "BlowupLens";
$("body").append(lens);
$blowupLens = $("#BlowupLens");
$blowupLens.css({
"position": "absolute",
"display": "none",
"pointer-events": "none",
"zIndex": 999999,
"width": 200,
"height": 200,
"border": "6px solid #FFF",
"background": "#FFF",
"border-radius": "50%",
"box-shadow": "0 8px 17px 0 rgba(0, 0, 0, 0.2)",
"background-repeat": "no-repeat",
});
// Show magnification lens
$element.mouseenter(function() {
$blowupLens.css("display", "block");
});
// Mouse motion on image
$element.mousemove(function(e) {
// Lens position coordinates
var lensX = e.pageX - (200 / 2);
var lensY = e.pageY - (200 / 2);
var width = $element.width();
var height = $element.height();
// Relative coordinates of image
var relX = e.pageX - $('#target').offset().left;
var relY = e.pageY - $('#target').offset().top;
// Zoomed image coordinates
var zoomX = -Math.floor(relX / width * (NATIVE_IMG.width) - 200 / 2);
var zoomY = -Math.floor(relY / height * (NATIVE_IMG.height) - 200 / 2);
var backPos = zoomX + "px " + zoomY + "px";
var backgroundSize = NATIVE_IMG.width + "px " + NATIVE_IMG.height + "px";
// Apply styles to lens
$blowupLens.css({
left: lensX,
top: lensY,
"background-image": "url(" + encodeURI($IMAGE_URL) + ")",
"background-size": backgroundSize,
"background-position": backPos,
"transform": "rotate(180deg)" //rotate the image original
});
})
// Hide magnification lens
$element.mouseleave(function() {
$blowupLens.css("display", "none");
});
#target {
margin-left: 160px;
width: 700;
height: 500px;
}
<head>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.5.1/jquery.min.js"></script>
</head>
<body>
<img id="target" src="https://iili.io/0hL7ou.png">
</body>
You might rotate the lens in the opposite direction (-180deg) and inverse background position too:
Side note: you don't want to apply background-image on every mousemove, move it to the lens init.
var $element = $('#target');
$element.css({
'transform': 'rotate(180deg)'
}); // rotate imagem in html
// Constants
var $IMAGE_URL = $element.attr("src");
var NATIVE_IMG = new Image();
NATIVE_IMG.src = $element.attr("src");
var lens = document.createElement("div");
lens.id = "BlowupLens";
$("body").append(lens);
$blowupLens = $("#BlowupLens");
$blowupLens.css({
"position": "absolute",
"display": "none",
"pointer-events": "none",
"zIndex": 999999,
"width": 200,
"height": 200,
"border": "6px solid #FFF",
"background": "#FFF",
"border-radius": "50%",
"box-shadow": "0 8px 17px 0 rgba(0, 0, 0, 0.2)",
"background-repeat": "no-repeat",
});
// Show magnification lens
$element.mouseenter(function() {
$blowupLens.css("display", "block");
});
// Mouse motion on image
$element.mousemove(function(e) {
// Lens position coordinates
var lensX = e.pageX - (200 / 2);
var lensY = e.pageY - (200 / 2);
var width = $element.width();
var height = $element.height();
// Relative coordinates of image
var relX = e.pageX - $('#target').offset().left;
var relY = e.pageY - $('#target').offset().top;
// Zoomed image coordinates
var zoomX = -Math.floor(relX / width * (NATIVE_IMG.width) - 200 / 2);
var zoomY = -Math.floor(relY / height * (NATIVE_IMG.height) - 200 / 2);
var backPos = "calc(100% - " + zoomX + "px) calc(100% - " + zoomY + "px)";
var backgroundSize = NATIVE_IMG.width + "px " + NATIVE_IMG.height + "px";
// Apply styles to lens
$blowupLens.css({
left: lensX,
top: lensY,
"background-image": "url(" + encodeURI($IMAGE_URL) + ")",
"background-size": backgroundSize,
"background-position": backPos,
"transform": "rotate(-180deg)" //rotate the image original
});
})
// Hide magnification lens
$element.mouseleave(function() {
$blowupLens.css("display", "none");
});
#target {
margin-left: 160px;
width: 400;
height: 250px;
}
<head>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.5.1/jquery.min.js"></script>
</head>
<body>
<img id="target" src="https://iili.io/0hL7ou.png">
</body>
Update:
For more general case of image rotation, I'd use an additional absolutely positioned image within the lens instead of background-image. It's way easier to control:
var $pic = $('#target');
// Constants
const lensD = 70, // lens diameter
src = $pic.attr("src"),
tоp = $pic.offset().top,
lеft = $pic.offset().left;
let angle, scaleX, scaleY;
const $lens = $('<div id="lens"/>')
.css({
width: lensD,
height: lensD
})
.appendTo('body');
const $lensImage = $(`<img src="${src}">`)
.on('load', function() {
scaleX = this.width / ($pic.width() || 1);
scaleY = this.height / ($pic.height() || 1);
})
.appendTo($lens);
// Mouse motion on image
$pic.mousemove(function(e) {
// Lens position
$lens.css({
transform: (`
translateX(${e.pageX - lensD/2}px)
translateY(${e.pageY - lensD/2}px)
`)
});
// Zoomed image position
$lensImage.css({
transform: (`
translateX(${(lеft - e.pageX) * scaleX + lensD/2}px)
translateY(${(tоp - e.pageY) * scaleY + lensD/2}px)
rotateZ(${angle}deg)
`)
});
});
// Show magnification lens
$pic.mouseenter(function() {
$lens.css("display", "block");
});
// Hide magnification lens
$pic.mouseleave(function() {
$lens.css("display", "none");
});
// Rotation (aux)
$('#angle')
.on('input', function() {
$('#a').val((angle = $(this).val()) + 'deg');
$pic.css({
transform: `rotateZ(${angle}deg)`
});
$lensImage.css({
transform: `rotateZ(${angle}deg)`
});
})
.trigger('input')
.val();
#a {
border: 0
}
#target,
#lens img {
width: 200px;
height: 100px;
margin: 40px;
}
#lens {
position: absolute;
top: 0;
left: 0;
z-index: 1;
display: none;
margin: 0;
padding: 0;
border: solid 3px #0003;
border-radius: 50%;
overflow: hidden;
pointer-events: none;
}
#lens img {
position: absolute;
width: auto;
height: auto;
margin: 0;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.5.1/jquery.min.js"></script>
<fieldset>
Rotate: <input id="a" readonly><br>
-180 <input type="range" min="-180" max="180" step="1" value="-9" id="angle"> 180
</fieldset>
<img id="target" src="https://picsum.photos/id/111/400/200">

How to recalculate position of marker inside div with vh html,css,js

I trying to create a map framework for some games and i have a problem with recalc position of marker. Look url to test, with wheel you can resize div with image but the dot red not come back to own position. Sorry but im new on this y trying to learn more about js and css. Thanks
$('.map-live').css('width', "928px");
$('.map-live').css('height', "928px");
$('.map-live').css('background-size', "100%");
$('.map-live').bind('mousewheel DOMMouseScroll', function(event) {
var divSize = $('.map-live').css('width');
console.log(divSize);
divSize = divSize.replace('px', '')
divSize = parseInt(divSize);
console.log("oldSize: " + divSize);
var delta_px = event.originalEvent.wheelDelta > 0 ? (divSize + (divSize * 0.15)) : (divSize - (divSize * 0.15));
console.log("NewSize: " + delta_px);
$(this).css('width', delta_px + "px");
$(this).css('height', delta_px + "px");
$(this).css('background-size', "100%");
UpdatePoints();
});
$(function() {
$("#map-live").draggable();
});
document.getElementById('map-live').addEventListener('click', printPosition)
function getPosition(e) {
var rect = e.target.getBoundingClientRect();
var x = e.clientX - rect.left;
var y = e.clientY - rect.top;
return {
x,
y
}
}
function printPosition(e) {
var position = getPosition(e);
console.log('X: ' + position.x + ' Y: ' + position.y);
var divX = parseInt($('.map-live').css('width').replace('px', ''));
var divY = parseInt($('.map-live').css('height').replace('px', ''));
var vhX = (position.x / divX) * 100;
var vhY = (position.y / divY) * 100;
console.log('vhX: ' + vhX + ' vhY: ' + vhY);
}
function UpdatePoints() {
$('.point').css('top', '2.477565353101834vh');
$('.point').css('left', '2.477565353101834vh');
$('.point').css('position', 'absolute');
}
body {
margin: 0;
overflow: hidden;
}
.map-live {
position: absolute;
left: 10px;
z-index: 9;
background-image: url(https://i.ibb.co/d2y5G1y/map.jpg);
width: 222px;
height: 222px;
transition: all 0.2s linear;
}
.point {
position: absolute;
left: 2.477565353101834vh;
top: 2.477565353101834vh;
width: 10px;
height: 10px;
background-color: red;
border-radius: 50%;
}
<script src="https://code.jquery.com/jquery-1.12.4.js"></script>
<script src="https://code.jquery.com/ui/1.12.1/jquery-ui.js"></script>
<div class="map-live ui-widget-content" id="map-live">
<div class="point"></div>
</div>
jsfiddle.net/f84mto52
Someone can correct me, but I believe your use of position: absolute is what is making the <div class="point"></div> stay in place.
Your UpdatePoints is setting always the same position in the div. With 'vh' you are calculating and absolute position proportional to viewport, no to parent container.
So, you are zooming the background image but the position (x, y) will be always be (x, y), positions are not zoomed. You need to recalculate which is the new position.
So you need to calculate new position.
function UpdatePoints(){
var divW = parseInt($('.map-live').css('width').replace('px',''));
var divH = parseInt($('.map-live').css('height').replace('px',''));
var topPosition = (2.477565353101834 / 928) * divH;
var leftPosition = (2.477565353101834 / 928) * divW;
$('.point').css('top', topPosition+'vh');
$('.point').css('left', leftPosition+'vh');
$('.point').css('position', 'absolute');
}
Also, instead using 'vh' I recommend to calculate the px position instead. I have added the already calculated delta_px parameter to UpdatePoints function:
<style>
.point {
position: absolute;
left: 22.99180647678502px;
top: 22.99180647678502px;
width: 10px;
height: 10px;
background-color: red;
border-radius: 50%;
}
</style>
<script>
function UpdatePoints(delta_px){
var position = (delta_px/100)*2.477565353101834;
$('.point').css('top', position+'px');
$('.point').css('left', position+'px');
$('.point').css('position', 'absolute');
}
</script>
Also, here we are calculating the top-left position of the .point element, not the position for the center. As it is a circle, it work fine, but if you use any other shape the position translation should be calculated from its center.
I recommend to do some research about how to translate elements. You can start here:
Calculating relative position of points when zoomed in and enlarged by a rectangle!
Zoom in on a point (using scale and translate)!
How do I effectively calculate zoom scale?!

Calculation of a mouse position after multiple scales on different coordinates of image

I am writing an image viewer JS component and i'm currently stuck on the calculation for the zooming in. I figured out the zooming in or out on one point (instead of just the center) using css transforms. I'm not using transform-origin because there will be multiple points of zooming in or out, and the position must reflect that. However, that's exactly where i'm stuck. The algorithm i'm using doesn't calculate the offset correctly after trying to zoom in (or out) when the mouse has actually moved from the initial position and I can't for the life of me figure out what's missing in the equation.
The goal is whenever the mouse is moved to another position, the whole image should scale with that position as the origin, meaning the image should scale but the point the mouse was over should remain in its place.
For reference, look at this JS component. Load an image, zoom in somewhere, move your mouse to another position and zoom in again.
Here's a pen that demonstrates the issue in my code: https://codepen.io/Emberfire/pen/jOWrVKB
I'd really apreciate it if someone has a clue as to what i'm missing :)
Here's the HTML
<div class="container">
<div class="wrapper">
<div class="image-wrapper">
<img class="viewer-img" src="https://cdn.pixabay.com/photo/2020/06/08/17/54/rain-5275506_960_720.jpg" draggable="false" />
</div>
</div>
</div>
Here's the css that i'm using for the component:
* {
box-sizing: border-box;
}
html, body {
width: 100%;
height: 100%;
margin: 0;
}
.container {
width: 100%;
height: 100%;
}
.wrapper {
width: 100%;
height: 100%;
overflow: hidden;
transition: all .1s;
position: relative;
}
.image-wrapper {
position: absolute;
}
.wrapper img {
position: absolute;
transform-origin: top left;
}
And here's the script that calculates the position and scale:
let wrapper = document.querySelector(".wrapper");
let image = wrapper.querySelector(".image-wrapper");
let scale = 1;
image.querySelector("img").addEventListener("wheel", (e) => {
if (e.deltaY < 0) {
scale = Number((scale * 1.2).toFixed(2));
let scaledX = e.offsetX * scale;
let scaledY = e.offsetY * scale;
imageOffsetX = e.offsetX - scaledX;
imageOffsetY = e.offsetY - scaledY;
e.target.style.transform = `scale3d(${scale}, ${scale}, ${scale})`;
image.style.transform = `translate(${imageOffsetX.toFixed(2)}px, ${imageOffsetY.toFixed(2)}px)`;
} else {
scale = Number((scale / 1.2).toFixed(2));
let scaledX = e.offsetX * scale;
let scaledY = e.offsetY * scale;
imageOffsetX = e.offsetX - scaledX;
imageOffsetY = e.offsetY - scaledY;
e.target.style.transform = `scale3d(${scale}, ${scale}, ${scale})`;
image.style.transform = `translate(${imageOffsetX}px, ${imageOffsetY}px)`;
}
});
Thinking a little, I understood where the algorithm failed. Your calculation is focused on the information of offsetx and offsety of the image, the problem is that you were dealing with scale and with scale the data like offsetx and offsety are not updated, they saw constants. So I stopped using scale to enlarge the image using the "width" method. It was also necessary to create two variables 'accx' and 'accy' to receive the accumulated value of the translations
let wrapper = document.querySelector(".wrapper");
let image = wrapper.querySelector(".image-wrapper");
let img = document.querySelector('img')
let scale = 1;
let accx = 0, accy = 0
image.querySelector("img").addEventListener("wheel", (e) => {
if (e.deltaY < 0) {
scale = Number((scale * 1.2));
accx += Number(e.offsetX * scale/1.2 - e.offsetX * scale)
accy += Number(e.offsetY * scale/1.2 - e.offsetY * scale)
} else {
scale = Number((scale / 1.2));
accx += Number(e.offsetX * scale * 1.2 - e.offsetX * scale)
accy += Number(e.offsetY * scale * 1.2 - e.offsetY * scale)
}
e.target.style.transform = `scale3D(${scale}, ${scale}, ${scale})`
image.style.transform = `translate(${accx}px, ${accy}px)`;
});
* {
box-sizing: border-box;
}
html,
body {
width: 100%;
height: 100%;
margin: 0;
}
.container {
width: 100%;
height: 100%;
position: relative;
}
.wrapper {
width: 100%;
height: 100%;
overflow: hidden;
transition: all 0.1s;
position: relative;
}
.image-wrapper {
position: absolute;
}
.wrapper img {
position: absolute;
transform-origin: top left;
}
.point {
width: 4px;
height: 4px;
background: #f00;
position: absolute;
}
<div class="container">
<div class="wrapper">
<div class="image-wrapper">
<img class="viewer-img" src="https://cdn.pixabay.com/photo/2020/06/08/17/54/rain-5275506_960_720.jpg" draggable="false" />
</div>
</div>
</div>
Preview the effect here: JsFiddle
You're missing to calculate the difference in the transform points after an element scales.
I would suggest to use transform-origin set to center, that way you can center initially your canvas using CSS flex.
Create an offset {x:0, y:0} that is relative to the canvas transform-origin's center
const elViewport = document.querySelector(".viewport");
const elCanvas = elViewport.querySelector(".canvas");
let scale = 1;
const scaleFactor = 0.2;
const offset = {
x: 0,
y: 0
}; // Canvas translate offset
elViewport.addEventListener("wheel", (ev) => {
ev.preventDefault();
const delta = Math.sign(-ev.deltaY); // +1 on wheelUp, -1 on wheelDown
const scaleOld = scale; // Remember the old scale
scale *= Math.exp(delta * scaleFactor); // Change scale
// Get pointer origin from canvas center
const vptRect = elViewport.getBoundingClientRect();
const cvsW = elCanvas.offsetWidth * scaleOld;
const cvsH = elCanvas.offsetHeight * scaleOld;
const cvsX = (elViewport.offsetWidth - cvsW) / 2 + offset.x;
const cvsY = (elViewport.offsetHeight - cvsH) / 2 + offset.y;
const originX = ev.x - vptRect.x - cvsX - cvsW / 2;
const originY = ev.y - vptRect.y - cvsY - cvsH / 2;
const xOrg = originX / scaleOld;
const yOrg = originY / scaleOld;
// Calculate the scaled XY
const xNew = xOrg * scale;
const yNew = yOrg * scale;
// Retrieve the XY difference to be used as the change in offset
const xDiff = originX - xNew;
const yDiff = originY - yNew;
// Update offset
offset.x += xDiff;
offset.y += yDiff;
// Apply transforms
elCanvas.style.scale = scale;
elCanvas.style.translate = `${offset.x}px ${offset.y}px`;
});
* {
margin: 0;
box-sizing: border-box;
}
.viewport {
margin: 20px;
position: relative;
overflow: hidden;
height: 200px;
transition: all .1s;
outline: 2px solid red;
display: flex;
align-items: center;
justify-content: center;
}
.canvas {
flex: none;
}
<div class="viewport">
<div class="canvas">
<img src="https://cdn.pixabay.com/photo/2020/06/08/17/54/rain-5275506_960_720.jpg" draggable="false" />
</div>
</div>
For more info head to this answer: zoom pan mouse wheel with scrollbars

Move and expand image to fill viewport transition

I'm building a transition where I want to scale up a thumbnail to fill the viewport on click.
Currently I got the calculations right on finding the right scale ratio based on the viewport and it's size, but I'm having problems on centring the image in the viewport after it's scaled/expanded.
I only have the problem when I'm using transform-origin: center center; and the image is centered in a fixed full screen container. Here is a jsfiddle showing my problem.
I've also made a jsfiddle showing how it is without the centering. This is close to what I want, except I want to be able to transition the image from other positions rather than the top left corner.
Here is the code I have so far
// Helper fucntions
const getWindowWidth = () => {
return Math.max(document.documentElement.clientWidth, window.innerWidth || 0);
}
const getWindowHeight = () => {
return Math.max(document.documentElement.clientHeight, window.innerHeight || 0);
}
// Get element
const El = document.getElementById('test');
// Add listener
El.addEventListener('click', () => {
// Viewport size
const viewH = getWindowHeight();
const viewW = getWindowWidth();
// El size
const elHeight = El.offsetHeight;
const elWidth = El.offsetWidth;
// Scale ratio
let scale = 1;
// Get how much element need to scale
// to fill viewport
// Based on https://stackoverflow.com/a/28475234/1719789
if ((viewW / viewH) > (elWidth / elHeight)) {
scale = viewW / elWidth;
} else {
scale = viewH / elHeight;
}
// Center element
const x = ((viewW - ((elWidth) * scale)) / 2);
const y = ((viewH - ((elHeight) * scale)) / 2);
// matrix(scaleX(),skewY(),skewX(),scaleY(),translateX(),translateY())
El.style.transform = 'matrix(' + scale + ', 0, 0, ' + scale + ', ' + x + ', ' + y + ')';
});
And some css:
.Container {
position: fixed;
top: 0;
left: 0;
width: 100%;
height: 100%;
}
#El {
position: absolute;
top: 50%;
left: 50%;
width: 50%;
transform-origin: center center;
transform: translate(-50%, -50%);
transition: transform .3s ease-in-out;
}
The best solution would be getting the current position of the clicked thumbnail (not always centered) and from that scale it to fill the screen. But I'm not really sure where to start to be able to do that.
Is this the effect you are looking for?
CSS:
.Container {
position: fixed;
top: 0;
left: 0;
width: 100%;
height: 100%;
}
#test {
position: absolute;
top: 50%;
left: 50%;
width: 50%;
transform: translate(-50%, -50%);
transition: all 3.3s ease-in-out;
}
#test.rdy{
left: 50%;
top: 50%;
transform: translate(-50%, -50%);
}
JS:
// Helper fucntions
const getWindowWidth = () => {
return Math.max(document.documentElement.clientWidth, window.innerWidth || 0);
}
const getWindowHeight = () => {
return Math.max(document.documentElement.clientHeight, window.innerHeight || 0);
}
const El = document.getElementById('test');
El.addEventListener('click', () => {
const viewH = getWindowHeight();
const viewW = getWindowWidth();
const elHeight = El.offsetHeight;
const elWidth = El.offsetWidth;
let scale = 1;
if ((viewW / viewH) > (elWidth / elHeight)) {
scale = viewW / elWidth;
} else {
scale = viewH / elHeight;
}
El.style.width = elWidth * scale + 'px';
El.style.height = elHeight * scale + 'px';
//Add .rdy class in case that position needs resetting :)
document.getElementById('test').className += ' rdy';
});
//A hack to make height transition work :)
window.onload = function(){
El.style.height = El.offsetHeight + 'px';
};

How to scale DIV elements with CSS3 and keep the distances between them

I'm trying to scale some divs inside a 'workspace' div. The problem I have are with the distance between them (I lose it).
I have read a lot of post about CSS3 transform, in special about scale and translate and origin, but I can't solve the problem...
Can someone explain me how can I keep them? I show one code using a mousewheel plugin, regards.
HTML
<body>
<div id="workspace">
<div style="z-index: 101;"><img src="image1-300x300.jpg" /></div>
<div style="z-index: 102; left: 300px; top: 400px;"><img src="image2-400x400.jpg" /></div>
</div>
</body>
CSS
#workspace {
width: 1600px;
height: 900px;
position: absolute;
margin: auto;
left: 0;
right: 0;
top: 0;
bottom: 0;
display: inline;
}
#workspace > div {
display: inline;
position: absolute;
}
JAVASCRIPT
$(document).ready(function () {
var scale = 1; // scale of the image
var xLast = 0; // last x location on the screen
var yLast = 0; // last y location on the screen
var xImage = 0; // last x location on the image
var yImage = 0; // last y location on the image
// if mousewheel is moved
$("#workspace").mousewheel(function (e, delta) {
// find current location on screen
var xScreen = e.pageX - $(this).offset().left;
var yScreen = e.pageY - $(this).offset().top;
// find current location on the image at the current scale
xImage = xImage + ((xScreen - xLast) / scale);
yImage = yImage + ((yScreen - yLast) / scale);
// determine the new scale
if (delta > 0) {
scale *= 2;
}
else {
scale /= 2;
}
scale = scale < 1 ? 1 : (scale > 64 ? 64 : scale);
// determine the location on the screen at the new scale
var xNew = (xScreen - xImage) / scale;
var yNew = (yScreen - yImage) / scale;
// save the current screen location
xLast = xScreen;
yLast = yScreen;
// redraw
$('#mosaicContainer > div').each(function() {
$(this).css('-webkit-transform', 'scale(' + scale + ')' + 'translate(' + xNew + 'px, ' + yNew + 'px' + ')')
.css('-webkit-transform-origin', (xImage) + 'px ' + (yImage) + 'px');
});
return false;
});
});

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