How to use parameter variable from function through function body scope? - javascript

How to use parameter variable "id" from "BubbleGum.prototype.ToolBar = function(id)" through a function "checkmousepos(e,id)" body scope ?.
I've tried to use inline method onClick , traditional method element.onClick = dosomething(); and W3C Standard and microsoft method element.addEventListener with same problem happening which is variable id = undefined.
Can someone please for the love of universe vibrations provide me with a concise and simplistic answer not some tricky hack semi-trash.
BubbleGum.prototype.ToolBar = function(id) {
var TB = document.getElementById(id);
TB.style.position = "relative";
TB.style.marginLeft = (RootFrame.style.marginLeft);
TB.style.marginTop = "-22.0em";
TB.style.left = "0em";
TB.style.top = 0;
TB.style.height = "2em";
TB.style.width = (RootFrame.style.width);
TB.style.color = "black";
TB.style.backgroundColor = "#6a071a";
TB.style.borderTopLeftRadius = "0.4em";
TB.style.borderTopRightRadius = "0.4em";
TB.style.textAlign = "center";
TB.onclick = checkmousepos(id);
function checkmousepos(e, id) {
document.write(id);
//var TB = document.getElementById(id);
var mousex = e.pageX;
var mousey = e.pageY;
id.style.marginLeft = mousex + "px";
//TB.addEventListener("mousemove",dick,false);
//document.write("jello");
};
};

this points to element that has onclick attached. Passing this you have access to that element in the elper method checkmousepos
TB already points to selected element – why you don't use it?
function BubbleGum() {}
BubbleGum.prototype.ToolBar = function(id) {
var TB = document.getElementById(id);
TB.style.color = "green";
TB.onclick = function(e) {
checkmousepos(e, this)
}
function checkmousepos(e, id) {
console.log('arg', arguments)
var mousex = e.pageX;
var mousey = e.pageY;
id.style.marginLeft = mousex + "px";
};
}
var s = new BubbleGum().ToolBar('toolbar');
<div id="toolbar">
some content
</div>

You have to assign the callback as onclick handler, while in your code you calling the checkmousepose function and assigning the return value which is undefined as nothing is returned.
So you have to return a function which will be assigned as a onclick handler like this
function checkmousepos(id) {
return function(e){
document.write(id);
//var TB = document.getElementById(id);
var mousex = e.pageX;
var mousey = e.pageY;
id.style.marginLeft = mousex + "px";
//TB.addEventListener("mousemove",dick,false);
//document.write("jello");
}
};

id is already in BubbleGum.prototype.ToolBar closure context, so it is availble checkmousepos function, just use it.

Related

Need help in displaying selection handles on rectangle using javascript

I am trying to add something to my code so as to select the image after drawing ( the selection handler should appear in the corners and in the middle of edge) and then drag or increase/decrease the height and width?
My sample code is in the fiddle , in this I am drawing a rectangle using the mouse event handlers. I want to select the rectangle and modify/alter it using the selection handlers instead of drawing it again.
Click the button ROI, metrics and then you can draw it using the mouse events.
http://jsfiddle.net/AhdJr/53/
var oImageBuffer = document.createElement('img');
var oCanvas=document.getElementById("SetupImageCanvas");
var o2DContext=oCanvas.getContext("2d");
var oRect = {};
var oROI = {};
var oMetrics ={};
var oLayers = new Array();
var bDragging = false;
var bSetROI = false;
var bSetLayers = false;
InitMouseEvents();
var oSelect = document.getElementById("ImageList");
oSelect.onchange=function() {
changeCanvasImage(oSelect[oSelect.selectedIndex].value);
}
// Canvas event handlers (listeners).
function InitMouseEvents() {
oCanvas.addEventListener('mousedown', MouseDownEvent, false);
oCanvas.addEventListener('mouseup', MouseUpEvent, false);
oCanvas.addEventListener('mousemove', MouseMoveEvent, false);
oCanvas.addEventListener('mouseout', MouseOutEvent, false);
}
function MouseDownEvent(e) {
oRect.startX = e.pageX - this.offsetLeft;
oRect.startY = e.pageY - this.offsetTop;
bDragging = true;
}
function MouseUpEvent() {
bDragging = false;
}
function MouseOutEvent() {
document.getElementById("MouseCoords").innerHTML="";
}
function MouseMoveEvent(e) {
if (bDragging) {
oRect.w = (e.pageX - this.offsetLeft) - oRect.startX;
oRect.h = (e.pageY - this.offsetTop) - oRect.startY;
oCanvas.getContext('2d').clearRect(0,0,oCanvas.width, oCanvas.height);
var oROI = document.getElementById("btnROI");
if (oROI.checked) {
SetROI();
}
var oLayer = document.getElementById("btnLAYER");
if (oLayer.checked) {
SetLayer();
}
var oMetrics = document.getElementById("btnMetrics");
if (oMetrics.checked) {
SetMetrics();
}
}
if (bSetROI) {
DrawROI();
}
if (bSetLayers) {
DrawLayers();
}
if(bSetMetrics){
DrawMetrics();
}
// Display the current mouse coordinates.
ShowCoordinates(e);
}
function ShowCoordinates(e) {
x=e.clientX;
y=e.clientY;
document.getElementById("MouseCoords").innerHTML="(" + x + "," + y + ") " + document.getElementById('txtPatchCount').value;
}
// Interactively draw ROI rectangle(s) on the canvas.
function SetROI() {
bSetROI = true;
oROI.startX = oRect.startX;
oROI.startY = oRect.startY;
oROI.w = oRect.w;
oROI.h = oRect.h;
}
function DrawROI() {
o2DContext.lineWidth=1.5;
o2DContext.strokeStyle = '#0F0';
o2DContext.strokeRect(oROI.startX, oROI.startY, oROI.w, oROI.h);
var iPatches = document.getElementById('txtPatchCount').value;
o2DContext.beginPath();
var iTop = oROI.startY;
var iBottom = oROI.startY + oROI.h;
var iLeft = oROI.startX;
var iX = iLeft;
for (var iPatch=1; iPatch<iPatches; ++iPatch) {
iX = iLeft + iPatch*oROI.w/iPatches;
o2DContext.moveTo(iX, iTop);
o2DContext.lineTo(iX, iBottom);
}
o2DContext.lineWidth=0.25;
o2DContext.stroke();
}
function SetMetrics() {
bSetMetrics = true;
oMetrics.startX = oRect.startX;
oMetrics.startY = oRect.startY;
oMetrics.w = oRect.w;
oMetrics.h = oRect.h;
}
function DrawMetrics(){
o2DContext.strokeStyle = 'black';
o2DContext.strokeRect(oMetrics.startX, oMetrics.startY, oMetrics.w, oMetrics.h);
o2DContext.beginPath();
var iTop = oMetrics.startY;
var iBottom = oMetrics.startY + oMetrics.h;
var iLeft = oMetrics.startX;
var iX = iLeft;
o2DContext.moveTo(iX, iTop);
o2DContext.lineTo(iX, iBottom);
o2DContext.stroke();
}
// Interactively draw layer boundaries on the canvas.
function SetLayer() {
bSetLayers = true;
oLayers.length = 0;
oLayers.push(oRect.startY);
oLayers.push(oRect.startY + oRect.h);
}
function DrawLayers() {
o2DContext.lineWidth=0.25;
o2DContext.strokeStyle = '#F00';
o2DContext.beginPath();
var iY = oLayers[0];
var iLeft = 0;
var iRight = oCanvas.width;
for (var iLayer=0; iLayer<oLayers.length; ++iLayer) {
iY = oLayers[iLayer];
o2DContext.moveTo(iLeft, iY);
o2DContext.lineTo(iRight, iY);
o2DContext.stroke();
}
}
The below blog is doing the same thing but I am not sure how to add this functionality in my code.
http://simonsarris.com/blog/225-canvas-selecting-resizing-shape
Please guide me how to add the same in mine.
Really appreciate the help.
try the following link.
It is doing somewhat you want to achieve.
http://simonsarris.com/blog/225-canvas-selecting-resizing-shape

Bind events to all elements in class instead of just to one id

I developed this interaction / script that scales whatever element is passed to it and if that element is pinched in on, it scales down / less.
This is how the script is initialised ( passing two arguments the container and the item to be scaled / transformed:
$(function(){
var zoom = new collapse('#zoom','#zoom :first');
var zoom2 = new collapse('#zoom2','#zoom2 :first');
var zoom3 = new collapse('#zoom3','#zoom3 :first');
});
It works fine as above on single IDs, but I need it to work on a class.
I tried this:
$(function(){
var zoom = new collapse('#zoom','.polaroid');
});
But that causes the whole script not to work because all the elements in that class are being passed instead of one as with an id.
This would only select the first item in the class so it won't work:
$(function(){
var zoom = new collapse('#zoom','.polaroid :first');
});
How can I change my script so that it is applied to all members of the .polaroid class in the #main container?
Here is my script:
function collapse(container, element){
container = $(container).hammer({
prevent_default: true,
scale_threshold: 0
});
element = $(element);
var displayWidth = container.width();
var displayHeight = container.height();
var MIN_ZOOM = 0;
var MAX_ZOOM = 1;
var scaleFactor = 1;
var previousScaleFactor = 1;
var startX = 0;
var startY = 0;
var translateX = 0;
var translateY = 0;
var previousTranslateX = 0;
var previousTranslateY = 0;
var time = 1;
var tch1 = 0,
tch2 = 0,
tcX = 0,
tcY = 0,
toX = 0,
toY = 0,
cssOrigin = "";
container.bind("transformstart", function(event){
e = event;
tch1 = [e.touches[0].x, e.touches[0].y],
tch2 = [e.touches[1].x, e.touches[1].y];
tcX = (tch1[0]+tch2[0])/2,
tcY = (tch1[1]+tch2[1])/2;
toX = tcX;
toY = tcY;
var left = $(element).offset().left;
var top = $(element).offset().top;
cssOrigin = (-(left) + toX)/scaleFactor +"px "+ (-(top) + toY)/scaleFactor +"px";
});
container.bind("transform", function(event){
scaleFactor = previousScaleFactor * event.scale;
scaleFactor = Math.max(MIN_ZOOM, Math.min(scaleFactor, MAX_ZOOM));
transform(event);
});
container.bind("transformend", function(event){
previousScaleFactor = scaleFactor;
if(scaleFactor > 0.42){
$(element).css('-webkit-transform', 'scaleY(1.0)').css('transform', 'scaleY(1.0)');
}
});
function transform(e){
var cssScale = "scaleY("+ scaleFactor +")";
element.css({
webkitTransform: cssScale,
webkitTransformOrigin: cssOrigin,
transform: cssScale,
transformOrigin: cssOrigin,
});
if(scaleFactor <= 0.42){
$(element).animate({height:0}, function(){
$(this).remove();
});
}
}
}
Wrap it as a jquery plugin:
$.fn.collapse = function(filter) {
return this.each(function(){
collapse(this,filter);
});
}
$("#zoom,#zoom1,#zoom2").collapse(".polaroid");
or if each of the zoom elements had a common class,
$(".zoomel").collapse(".polaroid");
You have to run collapse for each element.
element = $(element);
element.each(function(){
//each element would be this here
var $this= $(this);
//do whatever you want with $this
})

drawImage is not working

var canvas = null;
var context = null;
var img = null;
var frames = [];
var assets = [];
var imgLoadCount = 0;
setup = function (fileArray) {
assets = fileArray;
//Loading an image
for(var i = 0; i < assets.length; i++) {
console.log(i);
frames.push(new Image()); // declare image object
frames[i].onload = onImageLoad(assets.length); //declare onload method
frames[i].src = URL.createObjectURL(assets[i]); //set url
}
};
onImageLoad = function (len) {
console.log("IMAGE!!!");
canvas = document.getElementById("my_canvas"); //creates a canvas element
context = canvas.getContext('2d');
canvas.width = window.innerWidth; //for full screen
canvas.height = window.innerHeight;
var x, y, numTilesRow;
numTilesRow = 10;
imgLoadCount++;
console.log("imgLoadCount = " + frames.length + ", length = " + len);
if(imgLoadCount != len) {
return;
}
for(var index = 0; index < len; index++) {
x = Math.floor((index % numTilesRow));
y = Math.floor(index / numTilesRow);
worldX = x * numTilesRow;
worldY = y * numTilesRow;
context.drawImage(frames[index], worldX, worldY);
}
};
I cant tell why drawImage has suddenly stopped working after inserting the code
if(imgLoadCount != len) {return;} that makes sure that all images are properly loaded. Would some one please help me find a solution to this problem.
You'll have to understand the difference between a function reference and a function call. The .onload property expects to be assigned with a function reference, but you assign it with the return value of the immediate(!) call to the function .onImageLoad. The difference is the parentheses ().
If you want to call a function with parameters as a callback to .onload, then you'd have to include it into an anonymous function (which itself is a function reference)
frames[i].onload = function() {onImageLoad(assets.length);};
With this, of course, you create a closure. This means that at the point of execution the onImageLoad() method will have access to the current value of assets.length (and not to the value at the point of assignment!). But in your case this doesn't make any difference, because assets.length never changes.

Return class element to default

I have 4 arrows that each one moving the piece element
now i want to create a reset button that will return the piece to the default place
//piece object
var piece = {};
piece.el = $('#piece');
piece.moveDelta = function(dx, dy){
var pos = this.el.position();
this.el.css('left', pos.left+dx);
this.el.css('top', pos.top+dy);
};
$(document).ready(function(){
//init deltas
$('#btn-up').data('dx', 0).data('dy', -100);
$('#btn-left').data('dx', -100).data('dy', 0);
$('#btn-right').data('dx', 100).data('dy', 0);
$('#btn-down').data('dx', 0).data('dy', 100);
//assign click event
$('.btn-arrow').click(function(){
piece.moveDelta($(this).data('dx'), $(this).data('dy'));
});
});
//piece object
var piece = {};
var defaultX = null;
var defaultY = null;
piece.el = $('#piece');
piece.moveDelta = function(dx, dy){
var pos = this.el.position();
if(defaultX === null && defaultY === null ){
defaultX = pos.left;
defaultY = pos.top;
}
this.el.css('left', pos.left+dx);
this.el.css('top', pos.top+dy);
};
piece.reset = function () {
this.el.css('left', defaultX);
this.el.css('top', defaultY);
};
$(document).ready(function(){
//init deltas
$('#btn-up').data('dx', 0).data('dy', -100);
$('#btn-left').data('dx', -100).data('dy', 0);
$('#btn-right').data('dx', 100).data('dy', 0);
$('#btn-down').data('dx', 0).data('dy', 100);
//assign click event
$('.btn-arrow').click(function(){
piece.moveDelta($(this).data('dx'), $(this).data('dy'));
});
$("#btn-reset").click(function(){
piece.reset();
});
});
you can use the reset method defined above. Fiddle
You can set the CSS properties to an empty string to reset them: http://jsfiddle.net/myJCq/.
piece.reset = function() {
this.el.css({ left: '', top: '' });
};

About event handle-function in JavaScript

In my program, I write like this:
function handleFuc( event ){
var a = event.pageX;
var b = event.pageY;
var tempdiv = document.createElement("div");
tempdiv.onmouseout = function(){
var x = event.pageX; // 1
var y = event.pageY; //
}
}
var div = document.getElementById( "id" );
div.onmouseover = function(){
handleFuc( event );
}
Now, in function handleFuc, how could I distinguish the two "event"?
You could try the following:
function handleFuc( event , i=0){
var a = event.pageX;
var b = event.pageY;
var tempdiv = document.createElement("div");
tempdiv.onmouseout = function(){
var x = event.pageX; // 1
var y = event.pageY; //
}
}
var div = document.getElementById( "id" );
div.onmouseover = function(){
handleFuc( event , 1);
}
So what I did was add another argument to the function, that defaults to 0, and in the second call of the function you set this argument to 1. So if 2nd argument is 0, the 1st event called it, if it is 1, the 2nd one did...
Ladislav

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