So I'm using this js code:
var wrapper1 = document.getElementById("signature-pad-1"),
canvas1 = wrapper1.querySelector("canvas"),
signaturePad1;
var foremansiginput = document.getElementById("foremansiginput")
canvas1.addEventListener("mouseup", function(event) {
if (signaturePad1.isEmpty()) {
foremansiginput.value = '';
}
else {
foremansiginput.value = signaturePad1.toDataURL('image/png');
}
});
canvas1.addEventListener("click", function(event) {
if (signaturePad1.isEmpty()) {
foremansiginput.value = '';
}
else {
foremansiginput.value = signaturePad1.toDataURL('image/png');
}
});
canvas1.addEventListener("touchend", function(event) {
if (signaturePad1.isEmpty()) {
foremansiginput.value = '';
}
else {
foremansiginput.value = signaturePad1.toDataURL('image/png');
}
});
function clear1() {
signaturePad1.clear();
foremansiginput.value = '';
}
function resizeCanvas(canvas) {
var ratio = window.devicePixelRatio || 1;
canvas.width = 250;
canvas.height = 150;
}
resizeCanvas(canvas1);
signaturePad1 = new SignaturePad(canvas1);
$("#clear1").click(clear1);
Everything is working fine and dandy except for the touch/tap event. I've tried a bunch of different methods, and Google is telling me that "click" should work the same as touch or tap, so in theory, I shouldn't even be having this issue...
How do I make the tap/touch event work the same as click?
As of right now, when I sign the signature pad, everything else works. I was having an issue where if my final "pen stroke" was a click it would clear the value of the input. However, I fixed that by adding the "click" event listener. So now, with a mouse, I click and it adds to the value, instead of clearing it. However, if I tap/touch (without dragging my finger), it clears the value. I need that to stop. I need the user to be able to tap/touch the signature pad without it clearing the input value.
If it helps at all, I'm using szimek's signature_pad.min.js as well to handle all this fun stuff.
Any help is greatly appreciated. Thank you in advance.
Related
So I encountered something weird today (at least to me). I'm trying to do a basic click event that adds and removes a class to a div with some css animations. This is an image slider I'm building. It works fine on Safari, Chrome etc on desktop. But on Iphone it seems like it only works the first time it's clicked or touched. Looks like it doesn't remove the class so it can be added again..
I did try to add this to check for user agent and adding touchstart with no luck:
var ua = navigator.userAgent,
event = ua.match(/iPad/i) || ua.match(/iPhone/) ? "touchstart" : "click";
I also added all the prefixes I could find to the css but since it is working the first time it's probably not the issue.
Hope someone have an idea of what's going on.
const clientBtn = document.querySelectorAll(".client-btn");
let clientSliderContainer = document.querySelectorAll(
".field-clientslider-container__wrapper"
);
clientSliderContainer[0].style.display = "grid";
let clientNumber = 0;
clientBtn.forEach(function (button) {
button.addEventListener('click', function () {
clientSliderContainer[clientNumber].style.display = "none";
clientSliderContainer[clientNumber].classList.remove("fadein");
if (button.classList.contains("client-slider-prev-btn")) {
clientNumber--;
if (clientNumber < 0) {
clientNumber = clientSliderContainer.length - 1;
}
clientSliderContainer[clientNumber].style.display = "grid";
clientSliderContainer[clientNumber].classList.add("fadein");
}
if (button.classList.contains("client-slider-next-btn")) {
clientNumber++;
if (clientNumber > clientSliderContainer.length - 1) {
clientNumber = 0;
}
clientSliderContainer[clientNumber].style.display = "grid";
clientSliderContainer[clientNumber].classList.add("fadein");
}
});
});
Ok so I found out it indeed was that, my class was not being removed properly. I thought I handled that by removing the class in the beginning of my listener callback. But I just made a fix where I did a setTimeout() to remove the class after a few milliseconds instead. That did the trick.
clientBtn.forEach(function (button) {
button.addEventListener('click', function (event) {
clientSliderContainer[clientNumber].style.display = "none";
if (event.currentTarget.classList.contains("client-slider-prev-btn")) {
clientNumber--;
if (clientNumber < 0) {
clientNumber = clientSliderContainer.length - 1;
}
clientSliderContainer[clientNumber].style.display = "grid";
clientSliderContainer[clientNumber].classList.add("fadein");
setTimeout(function() {
clientSliderContainer[clientNumber].classList.remove("fadein");
}, 1000);
}
if (event.currentTarget.classList.contains("client-slider-next-btn")) {
clientNumber++;
if (clientNumber > clientSliderContainer.length - 1) {
clientNumber = 0;
}
clientSliderContainer[clientNumber].style.display = "grid";
clientSliderContainer[clientNumber].classList.add("fadein");
setTimeout(function() {
clientSliderContainer[clientNumber].classList.remove("fadein");
}, 1000);
}
});
});
I would like to make a simple JavaScript program witch allow you to like and dislike.
So actually I am new in JavaScript it's a bit difficult me yet.
So when you click onto the Follow button it will increase the "countF" variable's amount with 1, and change the button text to "Unfollow".
So as I said it is a basic program.
So I don't know how to acually do it in reverse. I mean when the Unfollow button has clicked the "countF" should decrease with 1, and the button text should change back to "Follow".
Yeah I know it's simple too, but somehow I can't do it.
Any help or idea how to finish this?
var countF = 0;
var btnText = "Unfollow";
var countButton = document.getElementById("followButton");
var displayCount = document.getElementById("followers");
countButton.onclick = function() {
countF++;
followers.innerHTML = countF;
var countButton = document.getElementById("followButton");
countButton.innerHTML = btnText;
if(countButton.innerHTML = btnText) {
countF--;
countButton.innerHTML = "Follow";
}
}
<div id="followers">0</div>
<button id="followButton"></button>
Check this video out for a great tutorial on voting systems. https://www.youtube.com/watch?v=mBPURBO1kD8 Whenever you have voting you need to handle the voting with more than just the client side.
With that being said, maybe this concept would help:
let likedPost = false
function toggleVote() {
likedPost ? removeUpvote() : addUpvote()
likedPost = !likedPost
}
function removeUpvote() {
//code for removing
//probably should be a few calls to a server
}
function addUpvote() {
//code for adding
//probably should be a few calls to a server
}
Something like this would work:
var countF = 0;
var countButton = document.getElementById("followButton");
var displayCount = document.getElementById("followers");
countButton.onclick = function() {
if (countButton.innerText == "Follow") {
countF++;
countButton.innerText = "Unfollow";
} else if (countButton.innerText == "Unfollow") {
countF--;
countButton.innerText = "Follow";
}
followers.innerHTML = countF;
}
And add text to your button:
<button id="followButton">Follow</button>
Based on this answer, I'm trying to create a Vue slideToggle component using transition.
The slideToggle is a classic paradigm in height animation. I've been successful so far...
I don't want to set a fixed max-height or height, I want the height to be dynamic.
My animation is working properly when displaying and hiding. The problem is in canceling while displaying or hiding.
How to handle the #enter-cancelled and the #leave-cancelled hooks? I'm new to vue transitions :)
I put my code inside this CodeSandBox: https://codesandbox.io/s/vue-template-3b7oj
I don't know if this helps you, but try this:
declare a new variable:
data() {
return {
height: null,
toggling: false
};
},
when the open or close function start, verify if toggling is true, if yes, just cancel, like this:
enter(el) {
if (this.toggling) return;
this.toggling = true;
this.height = el.offsetHeight;
el.style.overflow = "hidden";
el.style.height = 0;
el.style.paddingTop = 0;
el.style.paddingBottom = 0;
el.style.marginTop = 0;
el.style.marginBottom = 0;
setTimeout(() => {
el.style.transitionProperty = `height, margin, padding`;
el.style.transitionDuration = this.duration + "ms";
el.style.height = this.height + "px";
el.style.removeProperty("padding-top");
el.style.removeProperty("padding-bottom");
el.style.removeProperty("margin-top");
el.style.removeProperty("margin-bottom");
this.toggling = false;
});
},
Will be something like this:
https://codesandbox.io/s/vue-template-78n7t?fontsize=14
Maybe i broke your code, sorry, but will you get the idea.
As per the offical documentation Javacript transition hooks
the #leave-cancelled is only available with v-show, where are in your sample code you are using v-if, if you change this you will be able to capture the #leave-cancelled hook,#leave-cancelled and #enter-cancelled are triggered when enter or leave are interrupted, say you press the toggle button while opening as well as pressing the button while its closing.
Vue-Transition-Cancel
tl;dr
leave event cancels not yet called enter
enter cancels not yet called leave
cancel state is stored in
el._enterCb.cancelled
el._leaveCb.cancelled
analysis
Consider:
const cb = el._enterCb = once(() => {
if (expectsCSS) {
removeTransitionClass(el, toClass)
removeTransitionClass(el, activeClass)
}
if (cb.cancelled) {
if (expectsCSS) {
removeTransitionClass(el, startClass)
}
enterCancelledHook && enterCancelledHook(el)
} else {
afterEnterHook && afterEnterHook(el)
}
el._enterCb = null
})
source: _enterCb
So a naive solution to cancel #enter is
el => {el._enterCb.cancelled = true; done()}
This is what actually happens when one triggers leave
// call enter callback now
if (isDef(el._enterCb)) {
el._enterCb.cancelled = true
el._enterCb()
}
source: leave
Same applies to:
const cb = el._leaveCb = once(() => {
if (el.parentNode && el.parentNode._pending) {
el.parentNode._pending[vnode.key] = null
}
if (expectsCSS) {
removeTransitionClass(el, leaveToClass)
removeTransitionClass(el, leaveActiveClass)
}
if (cb.cancelled) {
if (expectsCSS) {
removeTransitionClass(el, leaveClass)
}
leaveCancelled && leaveCancelled(el)
} else {
rm()
afterLeave && afterLeave(el)
}
el._leaveCb = null
})
source: _leaveCb
One can check for possible assignments:
https://github.com/vuejs/vue/search?q=_leaveCb&unscoped_q=_leaveCb
I want to achieve the double click event on a specific div like this:
<div id="divID" ondblclick = 'alert("double click!!");' >
it worked on the google chrome browser but when I open it with phone it didn't work, by the way the single click worked.
ps: i added this two things
<meta name="viewport" content="width=device-width, initial scale=1,user-scalable=no">
and this
body {
-ms-touch-action: manipulation;
touch-action: manipulation;}
but it didnt work!
I got the same issue. On touch devices, if you want to detect a double-tap gesture and you use the ondblclick event in most cases it will not work and also the problem is it will also fire an onclick. One of the solution is to implement a double tap detection pattern using the following code sample:
var doubletapDeltaTime_ = 700;
var doubletap1Function_ = null;
var doubletap2Function_ = null;
var doubletapTimer = null;
function tap(singleTapFunc, doubleTapFunc) {
if (doubletapTimer==null) {
// First tap, we wait X ms to the second tap
doubletapTimer_ = setTimeout(doubletapTimeout_, doubletapDeltaTime_);
doubletap1Function_ = singleTapFunc;
doubletap2Function_ = doubleTapFunc;
} else {
// Second tap
clearTimeout(doubletapTimer);
doubletapTimer_ = null;
doubletap2Function_();
}
}
function doubletapTimeout() {
// Wait for second tap timeout
doubletap1Function_();
doubleTapTimer_ = null;
}
And you can call it like
<div id="divID" onclick="tap(tapOnce, tapTwice)" >
tapOnce and tapTwice are your functions which will be called in respective cases. This solution will work on browsers too.
Reference
Here is the external function 'doubletap' which can be helpful:
/*
* jQuery Double Tap
* Developer: Sergey Margaritov (sergey#margaritov.net)
* Date: 22.10.2013
* Based on jquery documentation http://learn.jquery.com/events/event-extensions/
*/
(function($){
$.event.special.doubletap = {
bindType: 'touchend',
delegateType: 'touchend',
handle: function(event) {
var handleObj = event.handleObj,
targetData = jQuery.data(event.target),
now = new Date().getTime(),
delta = targetData.lastTouch ? now - targetData.lastTouch : 0,
delay = delay == null ? 300 : delay;
if (delta < delay && delta > 30) {
targetData.lastTouch = null;
event.type = handleObj.origType;
['clientX', 'clientY', 'pageX', 'pageY'].forEach(function(property) {
event[property] = event.originalEvent.changedTouches[0][property];
})
// let jQuery handle the triggering of "doubletap" event handlers
handleObj.handler.apply(this, arguments);
} else {
targetData.lastTouch = now;
}
}
};
})(jQuery);
Load jQuery Mobile into your project and try using taphold or some of the other mobile specific touch events that are available to you through that API.
Here's the jQuery Mobile documentation with all the events you can use: http://api.jquerymobile.com/category/events/
Here is the snippet for TS React users. Pass in the click event, so that double click is only invoked if the same element is clicked twice
import React from "react";
type CallBack = () => any;
type TapParams = { onSingleTap?: CallBack; onDoubleTap?: CallBack };
var DELTA_TIME_THRESHOLD_MS = 700;
var timer: NodeJS.Timeout | null = null;
var target: EventTarget;
export function tap(
e: React.MouseEvent,
{ onSingleTap, onDoubleTap }: TapParams
) {
if (timer == null) {
// First tap
onSingleTap?.();
timer = setTimeout(() => {
timer = null;
}, DELTA_TIME_THRESHOLD_MS);
} else {
// Second tap
if (e.target === target) {
onDoubleTap?.();
}
clearTimeout(timer);
timer = null;
}
target = e.target;
}
Usage
<div
onClick={(e) => tap(e, { onSingleTap, onDoubleTap })}
>Tap or doubletap</div>
Using only JavaScript
You can use "touchstart" event for a single touch,
but with calculating the time when he should click again
I used 400 (0.4s) as it's the longer duration between two touches
It's only an estimate, but it's still a reasonable time
let expired
let doubleClick = function () {
console.log('double click')
}
let doubleTouch = function (e) {
if (e.touches.length === 1) {
if (!expired) {
expired = e.timeStamp + 400
} else if (e.timeStamp <= expired) {
// remove the default of this event ( Zoom )
e.preventDefault()
doubleClick()
// then reset the variable for other "double Touches" event
expired = null
} else {
// if the second touch was expired, make it as it's the first
expired = e.timeStamp + 400
}
}
}
let element = document.getElementById('btn')
element.addEventListener('touchstart', doubleTouch)
element.addEventListener('dblclick', doubleClick)
In case of this error :
Unable to preventDefault inside passive event listener due to target being treated as passive.
event.preventDefault( ) not working if element = "document" or "document.body"
So the solution of that, you should have a full page div container :
let element = document.getElementById('container')
element.style.minWidth = '100vw'
element.style.minHeight = '100vh'
document.body.style.margin = '0px'
element.addEventListener('touchstart', elementTouch)
element.addEventListener('dblclick', doubleClick)
I am writing a piece of code that changes some lights on a screen from red to green randomly and waits for the user to hit the key that corresponds to the light lit.
When I run this code you are able to hit the a,d,j or l key and an alert will pop up. However, as soon as I click the start button no keys are recognised. And when the loop has finished the bind still seems to become disabled. I have tried moving the bind to other places but I have had no joy. Your help is much appreciated.
$( function() {
$('#start').bind('click', function() { main(); });
$(document).bind('keypress', function(e) { keyPress(e); } );
} );
function getRand(val) {
return Math.floor(Math.random()*val)+1;
}
function main() {
preD = new Date;
preDs = preD.getTime();
randTime=Math.floor(Math.random()*1001)+1500;
playSound();
flash();
}
function flash() {
zone = getZone();
setTimeout(function() {
$('#r'+zone).css("background-image", "url(images/rea_grn.jpg)");
setTimeout(function() {
$('#r'+zone).css("background-image", "url(images/rea_red.jpg)");
if(cond[1] < 8) {
main();
}
} , 200);
} , randTime);
}
function getZone() {
if(condition==1) {
zone = getRand(2);
if( test[1][zone] < 8 ) {
test[1][zone] += 1;
cond[1] += 1;
return zone;
} else {
getZone();
}
}
}
function keyPress(e) {
var evtobj=window.event? event : e //distinguish between IE's explicit event object (window.event) and Firefox's implicit.
var unicode=evtobj.charCode? evtobj.charCode : evtobj.keyCode
var actualkey=String.fromCharCode(unicode)
if (actualkey=="a" || actualkey=="d" || actualkey=="j" || actualkey=="l" ) {
dd = new Date;
reat = dd.getTime();
alert(1);
//keypressed[condition][zone]['k']=actualkey;
//keypressed[condition][zone]['t']=(reat-preDs);
}
}
The reason that this could be happening is, when you generate code dynamically or alter any existing code the bind needs to be done again, because the function to bind just runs once and only for the members already created. So when you create dynamically code, you are forced to run the binding function to recognize the new elements.
this ways is not very recommended, instead of this, you could bind a container like 'div' or something and inside of this validate which element is calling you. This will work because your container is created once and the binding is properly assigned and doesn't matter if the content of your container changes, the binding always work.
Regards
Using a jquery sound plugin was the answer.
Fixed it with this : plugins.jquery.com/project/sound_plugin