I am building time picker where you can set time on "real" clocks.
Im finding the position of mouse and degrees + rotating div using this script
var g;
var h;
if (e.target.id == "rotationSliderContainer") {
g = e.offsetX;
h = e.offsetY;
} else {
g = e.target.offsetLeft + e.offsetX;
h = e.target.offsetTop + e.offsetY;
}
var atan = Math.atan2(g - radius, h - radius);
deg = -atan / (Math.PI / 180) + 180;
var presne = Math.abs(deg - (Math.round(deg / 30) * 30));
if (presne <= 2) deg = Math.round(deg / 30) * 30;
if(deg == 360)
deg = 0;
two.style.transform = "rotate(" + deg + "deg)";
it works fine but it has little bug , whenever i want to move div , between 12 and 1,2,3 its flipping between 12 and one of those values.
Here is a live demo http://jsfiddle.net/Trolstover/afo7ky03/1/
Is there any shortcut how to prevent this unwanted behavior or did i simply made a mistake somewhere?
This if/else condition is switching between events in the rotationSliderContainer and other DOM elements (such as the rotationSlider and the body). That else condition is your culprit.
if (e.target.id == "rotationSliderContainer") {
g = e.offsetX;
h = e.offsetY;
} else {
g = e.target.offsetLeft + e.offsetX;
h = e.target.offsetTop + e.offsetY;
}
remove those two lines and it should be fine.
if (e.target.id == "rotationSliderContainer") {
g = e.offsetX;
h = e.offsetY;
}
Cool clock ^_^
Related
I am using this color wheel picker, and I'm trying to add a div as the dragger instead of having it embedded in the canvas. I got it working thanks to these answers.
The problem is, the dragger is a bit off from the cursor. The obvious solution would be to just subtract from the draggers left and top position. Like this:
dragger.style.left = (currentX + radiusPlusOffset - 13) + 'px';
dragger.style.top = (currentY + radiusPlusOffset - 13) + 'px';
Another problem comes up when I subtract 13. If you drag the dragger all the way to the right or bottom, it doesn't go all the way. If you drag it all the way to the left or top, it goes passed the canvas's border.
Basically what I'm trying to achieve, is to have the dragger at the cursor pointers exact location, and the draggable shouldn't go passed the canvas's border. How can I achieve that?
JSFiddle
var b = document.body;
var c = document.getElementsByTagName('canvas')[0];
var a = c.getContext('2d');
var wrapper = document.getElementById('wrapper');
var dragger = document.createElement('div');
dragger.id = 'dragger';
wrapper.appendChild(dragger);
wrapper.insertBefore(dragger, c);
document.body.clientWidth; // fix bug in webkit: http://qfox.nl/weblog/218
(function() {
// Declare constants and variables to help with minification
// Some of these are inlined (with comments to the side with the actual equation)
var doc = document;
doc.c = doc.createElement;
b.a = b.appendChild;
var width = c.width = c.height = 400,
label = b.a(doc.c("p")),
input = b.a(doc.c("input")),
imageData = a.createImageData(width, width),
pixels = imageData.data,
oneHundred = input.value = input.max = 100,
circleOffset = 0,
diameter = width - circleOffset * 2,
radius = diameter / 2,
radiusPlusOffset = radius + circleOffset,
radiusSquared = radius * radius,
two55 = 255,
currentY = oneHundred,
currentX = -currentY,
wheelPixel = circleOffset * 4 * width + circleOffset * 4;
// Math helpers
var math = Math,
PI = math.PI,
PI2 = PI * 2,
sqrt = math.sqrt,
atan2 = math.atan2;
// Setup DOM properties
b.style.textAlign = "center";
label.style.font = "2em courier";
input.type = "range";
// Load color wheel data into memory.
for (y = input.min = 0; y < width; y++) {
for (x = 0; x < width; x++) {
var rx = x - radius,
ry = y - radius,
d = rx * rx + ry * ry,
rgb = hsvToRgb(
(atan2(ry, rx) + PI) / PI2, // Hue
sqrt(d) / radius, // Saturation
1 // Value
);
// Print current color, but hide if outside the area of the circle
pixels[wheelPixel++] = rgb[0];
pixels[wheelPixel++] = rgb[1];
pixels[wheelPixel++] = rgb[2];
pixels[wheelPixel++] = d > radiusSquared ? 0 : two55;
}
}
a.putImageData(imageData, 0, 0);
// Bind Event Handlers
input.onchange = redraw;
dragger.onmousedown = c.onmousedown = doc.onmouseup = function(e) {
// Unbind mousemove if this is a mouseup event, or bind mousemove if this a mousedown event
doc.onmousemove = /p/.test(e.type) ? 0 : (redraw(e), redraw);
}
// Handle manual calls + mousemove event handler + input change event handler all in one place.
function redraw(e) {
// Only process an actual change if it is triggered by the mousemove or mousedown event.
// Otherwise e.pageX will be undefined, which will cause the result to be NaN, so it will fallback to the current value
currentX = e.pageX - c.offsetLeft - radiusPlusOffset || currentX;
currentY = e.pageY - c.offsetTop - radiusPlusOffset || currentY;
// Scope these locally so the compiler will minify the names. Will manually remove the 'var' keyword in the minified version.
var theta = atan2(currentY, currentX),
d = currentX * currentX + currentY * currentY;
// If the x/y is not in the circle, find angle between center and mouse point:
// Draw a line at that angle from center with the distance of radius
// Use that point on the circumference as the draggable location
if (d > radiusSquared) {
currentX = radius * math.cos(theta);
currentY = radius * math.sin(theta);
theta = atan2(currentY, currentX);
d = currentX * currentX + currentY * currentY;
}
label.textContent = b.style.background = hsvToRgb(
(theta + PI) / PI2, // Current hue (how many degrees along the circle)
sqrt(d) / radius, // Current saturation (how close to the middle)
input.value / oneHundred // Current value (input type="range" slider value)
)[3];
dragger.style.left = (~~currentX + radiusPlusOffset - 13) + 'px';
dragger.style.top = (~~currentY + radiusPlusOffset - 13) + 'px';
// Reset to color wheel and draw a spot on the current location.
// Draw the current spot.
// I have tried a rectangle, circle, and heart shape.
/*
// Rectangle:
a.fillStyle = '#000';
a.fillRect(currentX+radiusPlusOffset,currentY+radiusPlusOffset, 6, 6);
*/
// Circle:
/*a.beginPath();
a.strokeStyle = 'white';
a.arc(~~currentX+radiusPlusOffset,~~currentY+radiusPlusOffset, 4, 0, PI2);
a.stroke();*/
// Heart:
//a.font = "1em arial";
//a.fillText("♥", currentX + radiusPlusOffset - 4, currentY + radiusPlusOffset + 4);
}
// Created a shorter version of the HSV to RGB conversion function in TinyColor
// https://github.com/bgrins/TinyColor/blob/master/tinycolor.js
function hsvToRgb(h, s, v) {
h *= 6;
var i = ~~h,
f = h - i,
p = v * (1 - s),
q = v * (1 - f * s),
t = v * (1 - (1 - f) * s),
mod = i % 6,
r = [v, q, p, p, t, v][mod] * two55,
g = [t, v, v, q, p, p][mod] * two55,
b = [p, p, t, v, v, q][mod] * two55;
return [r, g, b, "rgb(" + ~~r + "," + ~~g + "," + ~~b + ")"];
}
// Kick everything off
redraw(0);
/*
// Just an idea I had to kick everything off with some changing colors…
// Probably no way to squeeze this into 1k, but it could probably be a lot smaller than this:
currentX = currentY = 1;
var interval = setInterval(function() {
currentX--;
currentY*=1.05;
redraw(0)
}, 7);
setTimeout(function() {
clearInterval(interval)
}, 700)
*/
})();
#c {
border: 7px solid black;
border-radius: 50%;
}
#wrapper {
width: 400px;
height: 400px;
position: relative;
cursor: pointer;
}
#wrapper:active {
//cursor: none;
}
#dragger {
width: 8px;
height: 8px;
border-radius: 50%;
display: block;
position: absolute;
border: 2px solid black;
}
<div id='wrapper'>
<canvas id="c"></canvas>
</div>
You're just subtracting in the wrong place.
Instead of subtracting from the elements position, subtract directly from the mouse pointers position.
This code actually moves the element, offsetting it relative to the pointer, and making it appear to be outside the borders of the color picker
dragger.style.left = (~~currentX + radiusPlusOffset - 13) + 'px';
dragger.style.top = (~~currentY + radiusPlusOffset - 13) + 'px';
... which is not what you really want, you want the calculated numbers for the pointer to be exactly center of the dragger element, so you should extract from the pointers position instead, that way the limits of the dragger isn't affected, and it stays within the borders of the color picker
currentX = e.pageX - c.offsetLeft - radiusPlusOffset -13 || currentX;
currentY = e.pageY - c.offsetTop - radiusPlusOffset -13 || currentY;
FIDDLE
Second question I've asked, so if I need to add anything else, let me know please!
Been looking everywhere to try and understand concepts, but I feel like I am over thinking it. What I am trying to do is base "transform: rotateX("x"deg)" off of the x location of the users cursor proportionately from the size of the window. Here is a gif that does what I want, but they use matrix3D instead of just transform's rotate.
http://i.imgur.com/tUZSLXA.gif
Here is a js fiddle of what I have so far.
https://jsfiddle.net/z7bet2sw/
JS:
function rotate() {
var x = event.clientX;
var w = window.innerWidth;
var midpoint = w / 2;
// restrictions for rotation
if (x > -20 && x < 20) {
document.getElementsById("logo").style.transform = "perspective(550px)" + "rotateY(" + x + "deg)";
} else {
}
}
document.addEventListener("mousemove", rotate);
Thanks!
You need to pass the event parameter to rotate function from addEventListener, and also you need to calculate a relative position from the x coordinates to get a value between -20 and 20:
function rotate (event)
{
var x = event.clientX;
var w = window.innerWidth;
var midpoint = w / 2;
var pos = x - midpoint;
var val = (pos / midpoint) * 20;
var logo = document.getElementById ("logo");
logo.style.transform = "perspective(550px) rotateY(" + val + "deg)";
}
document.addEventListener("mousemove", function(event)
{
rotate(event)
}, false);
JSFiddle
Two issues:
you are using document.getElementsById which should actually be document.getElementById (no s)
you should subtract midpoint from x
Updated code:
function rotate() {
var x = event.clientX;
var w = window.innerWidth;
var midpoint = w / 2;
x -= midpoint;
if (x > -20 && x < 20) {
document.getElementById("logo").style.transform = "perspective(550px)" + "rotateY(" + x + "deg)";
} else {
}
}
fiddle: https://jsfiddle.net/jacquesc/z7bet2sw/1/
In my code I am resizing the Konva canvas and the konvajs-content elements to maintain a full screen appearance.
resizeCanvas()
window.onresize = function() { resizeCanvas(); }
function resizeCanvas() {
var w = window,
d = document,
e = d.documentElement,
g = d.getElementsByTagName('body')[0],
x = w.innerWidth || e.clientWidth || g.clientWidth,
y = w.innerHeight || e.clientHeight || g.clientHeight;
var ratio = x / y;
var should = 1920 / 1080;
var cv = document.getElementsByTagName("canvas")[0];
var cc = document.getElementsByClassName("konvajs-content")[0];
var cx, cy;
var cleft=0;
if(ratio > should) {
cx = (y * 1920/1080);
cy = y;
cleft = (x - cx) / 2;
} else {
cx = x;
cy = (x * 1080/1920);
cv.setAttribute("style", "width:" + x + "px;height:"+ (x*1080/1920) + "px;");
}
cc.setAttribute("style", "width:" + x + "px;height: " + y + "px;");
cv.setAttribute("style", "width:" + cx + "px;heigth: " + cy + "px; position: relative; left: " + cleft + "px");
}
This all works great until I try to capture any event input. As you can see in the JSFiddle, when trying to click on the 'Test' text you will not cause an event to fire.
But if you click ~40px to the left and 20px above the text you will fire the events.
https://jsfiddle.net/3qc3wtr3/2/
Is there a way to keep the resize behavior and to ensure that events are being fired based on the actual location of the elements?
You should use stage.width() and stage.height() to fit a page. You can add scale into stage if you need.
So Im trying to activate videos when they scroll into the viewport and just calling their different IDs but its not working, admittedly I am very new to this (js/jquery) and am not 100% about whats going on so any help would be great.
Just to be clear Im trying to get each video to play separately whenever they are scrolled into view, I have the 1st video working but none of the other subsequent videos play when scrolled over.
I created this to help with seeing what Im trying to accomplish http://jsfiddle.net/8TpN5/
Update: Ok so this is how I want it to work http://jsfiddle.net/8TpN5/1/ but how could I get it to work and not repeat the code?
var videoId = document.getElementById("video","videoTwo");
var playVideo = videoId,
fraction = 0.9;
function checkScroll() {
var x = playVideo.offsetLeft,
y = playVideo.offsetTop,
w = playVideo.offsetWidth,
h = playVideo.offsetHeight,
r = x + w, //right
b = y + h, //bottom
visibleX,
visibleY,
visible;
if (window.pageXOffset >= r || window.pageYOffset >= b || window.pageXOffset + window.innerWidth < x || window.pageYOffset + window.innerHeight < y) {
return;
}
visibleX = Math.max(0, Math.min(w, window.pageXOffset + window.innerWidth - x, r - window.pageXOffset));
visibleY = Math.max(0, Math.min(h, window.pageYOffset + window.innerHeight - y, b - window.pageYOffset));
visible = visibleX * visibleY / (w * h);
if (visible > fraction) {
playVideo.play();
} else {
playVideo.pause();
}
}
checkScroll();
window.addEventListener('scroll', checkScroll, false);
window.addEventListener('resize', checkScroll, false);
This line:
var videoId = document.getElementById("video","videoTwo");
Should be:
var videoOne = document.getElementById("video"),
videoTwo = document.getElementById("videoTwo");
getElementById only takes one id as parameter and returns one object.
just change the getElementById to getElementsByTagName.
Hope this helps:
http://jsfiddle.net/jAsDJ/
var videos = document.getElementsByTagName("video"),
fraction = 0.8;
function checkScroll() {
for(var i = 0; i < videos.length; i++) {
var video = videos[i];
var x = video.offsetLeft, y = video.offsetTop, w = video.offsetWidth, h = video.offsetHeight, r = x + w, //right
b = y + h, //bottom
visibleX, visibleY, visible;
visibleX = Math.max(0, Math.min(w, window.pageXOffset + window.innerWidth - x, r - window.pageXOffset));
visibleY = Math.max(0, Math.min(h, window.pageYOffset + window.innerHeight - y, b - window.pageYOffset));
visible = visibleX * visibleY / (w * h);
if (visible > fraction) {
video.play();
} else {
video.pause();
}
}
}
window.addEventListener('scroll', checkScroll, false);
window.addEventListener('resize', checkScroll, false);
I made a simple animation in JavaScript using a HTML5 canvas for drawing. My problem is that the animation always flickers at the same point. Interestingly this is not happening at the time the animation gets reset.
So here's the code I use for drawing:
draw: function() {
var canvas = background.ct;
canvas.clearRect(0,0, WINDOW_WIDTH, WINDOW_HEIGHT);
for (var i = 0; i < 12; i++)
{
var sX = startX+((SLOT_WIDTH+20)*i)+mod;
drawCard(
{x: sX,
y: startY,
color: "#0A5",
ctx: canvas});
if (resetX == sX && mod != 0) //resets the animation
{
console.log('resetting at '+mod);
mod = 0;
}
if ( i == 1 && resetX == 0) //get reset-point
{
resetX = startX+((SLOT_WIDTH+20)*i)+mod;
}
}
mod++;
}
This is the drawCard function:
/*
* Draw 1 Card where x/y is the center of the card
*/
function drawCard(pos)
{
if (!pos.x || !pos.y)
return;
var c_top_left_x = pos.x - SLOT_WIDTH / 2;
var c_top_y = pos.y - SLOT_HEIGHT / 2;
var c_top_right_x = pos.x + SLOT_WIDTH / 2;
var c_bot_left_x = pos.x - SLOT_WIDTH / 2;
var c_bot_right_x = pos.x + SLOT_WIDTH / 2;
var c_bot_y = pos.y + SLOT_HEIGHT / 2;
var canvas = pos.ctx;
canvas.beginPath();
canvas.moveTo(c_top_left_x + RAD, c_top_y);
canvas.lineTo(c_top_right_x - RAD, c_top_y);
canvas.arcTo(c_top_right_x, c_top_y, c_top_right_x, c_top_y + RAD, RAD);
canvas.lineTo(c_bot_right_x, c_bot_y - RAD);
canvas.arcTo(c_bot_right_x, c_bot_y, c_bot_right_x - RAD, c_bot_y, RAD);
canvas.lineTo(c_bot_left_x + RAD, c_bot_y);
canvas.arcTo(c_bot_left_x, c_bot_y, c_bot_left_x, c_bot_y - RAD, RAD);
canvas.lineTo(c_top_left_x, c_top_y + RAD);
canvas.arcTo(c_top_left_x, c_top_y, c_top_left_x + RAD, c_top_y, RAD);
canvas.fillStyle = pos.color;
canvas.fill();
}
mod is the variable that is used for creating a motion.
The full source is at http://jsfiddle.net/Kafioin/ymddh/
If you remove/fix this line in drawCard the flickering will stop:
if (!pos.x || !pos.y) return;
The flicker occurs when pos.x==0. Since !0 is true your draw is not executed for that animation loop.