div with an id wont accept any event handlers JavaScript. No Jquery - javascript

Im trying to pause a timed slideshow when you're hovering over a div
<div id="play_slide" onMouseOver="clearTimeout(playTime)"></div>
If i put onMouseOver="clearTimeout(playTime)" inside an li on the page, it'll pause, so I know my code is correct, it just wont work on the div! Also if i get rid of the id, it will alert when i put an alert function into an event handler
This is the js.
var playTime;
function playSlide()
{
var slideshow = document.getElementById("play_slide").style;
var images = new Array("an", "complete", "red", "thirteen");
indexPlay++;
if(indexPlay > images.length - 1)
{
indexPlay = 0;
}
slideshow.backgroundImage = "url('assets/images/play/"+images[indexPlay]+".png')";
playTime = setTimeout("playSlide()", 2500);
}
you can see this here: www.nicktaylordesigns.com/work.html

I would do it like this:
( and no inline script... just <div id="play_slide">Something</div> )
var playTime;
var indexPlay = 0;
var slideElement;
window.onload = function () {
slideElement = document.getElementById("play_slide");
slideElement.addEventListener('mouseenter', function () {
console.log('stop');
clearTimeout(playTime);
});
slideElement.addEventListener('mouseleave', function () {
console.log('continue');
playTime = setTimeout(playSlide, 2500);
});
playSlide();
}
function playSlide() {
var slideshow = slideElement.style;
var images = new Array("an", "complete", "red", "thirteen");
indexPlay++;
if (indexPlay > images.length - 1) {
indexPlay = 0;
}
slideshow.backgroundImage = "url('assets/images/play/" + images[indexPlay] + ".png')";
playTime = setTimeout(playSlide, 2500);
}
Fiddle

This issue is related to the script loading. Your script gets loaded after the DOM is processed so function doesn't get attached to the event.
If you are using jQuery then you can use below code.
$(function () {
$("#play_slide").mouseover(function(){
var playTime = 33;
clearTimeout(playTime);
});
});
If you don't want to use JQuery then you can do the same thing in JavaScript as below.
window.onload = function(){
document.getElementById("play_slide").onmouseover = function(){
var playTime = 33;
clearTimeout(playTime);
};
}

I got it! the div tag was somehow broken, I coded a div around it and gave it the event handlers and a class. That worked, then i simply changed the class to an id and got rid of the original div. Idk what was going on but it works now. Thanks for your suggestions!

Can you try this,
<div id="play_slide" onmouseover="StopSlide();">Stop</div>
<script>
var playTime;
var indexPlay;
function playSlide()
{
var slideshow = document.getElementById("play_slide").style;
var images = new Array("an", "complete", "red", "thirteen");
indexPlay++;
if(indexPlay > images.length - 1)
{
indexPlay = 0;
}
slideshow.backgroundImage = "url('assets/images/play/"+images[indexPlay]+".png')";
playTime = setTimeout("playSlide()", 2500);
}
function StopSlide(){
window.clearTimeout(playTime);
}
playSlide();
</script>

Related

Add previous and next functions for slideshow with window.onload JavaScript

I want to create a JavaScript program who allow the user to switch between
image by using previous and next button. But i can't use window.onload to load the next image cause window.onload overwrite the previous window.onload. I want to know if their exist any solution to make window.onload work with two functions in the same time. If window.onload can't be usable for this kind of program you can suggest me another solution.
Thank you.
var i =0;
var image = [];
image[0]= 'image.jpg';
image[1]= 'image2.jpg';
image[2]= 'panther.jpg'
function next(){
document.slide.src = image[i];
if(i<image.length-1){
i++;
}
else{
i=0;
}
document.getElementById('bouton1').addEventListener('click',next);
}
function previous(){
document.slide.src = image[i];
if(i>0){
i--;
}
else{
i=image.length-1;
}
document.getElementById('bouton2').addEventListener('click',previous);
}
window.onload = next;
window.onload = previous;
Needed a couple of changes, can you test it like this. Note we changed the onload to attach listeners. See comment.
var i =0;
var image = [];
image[0]= 'image.jpg';
image[1]= 'image2.jpg';
image[2]= 'panther.jpg'
function next(){
document.slide.src = image[i];
if(i<image.length-1){
i++;
}
else{
i=0;
}
}
function previous(){
document.slide.src = image[i];
if(i>0){
i--;
}
else{
i=image.length-1;
}
}
// This is window.onload
(function(){
// Move calls to attach event listeners here
document.getElementById('bouton2').addEventListener('click',previous);
document.getElementById('bouton1').addEventListener('click',next);
})();
addEventListener is a better method for adding an event handler without replacing an existing one.
window.addEventListener('load', e => { /* ... */ });
As a rule of thumb, any on(blah) attributes in the DOM can be replaced with addEventListener(blah, ...).
I'm not exactly sure about your idea behind window.onload, if you want to preload images (so the user does not have to wait for the image to load on buttons click...) than you could use new Image() and something like:
const EL_slide = document.getElementById("slide");
const EL_prev = document.getElementById('prev');
const EL_next = document.getElementById('next');
const image = [
'//placehold.it/800x600/0bf?text=1',
'//placehold.it/800x600/f0b?text=2',
'//placehold.it/800x600/0fb?text=3'
];
const n = image.length;
let i = 0;
// Preload images
image.forEach(src => {
var img = new Image();
img.src = src;
});
// Animation logic
function anim() {
if((/prev|next/).test(this.id)) i = this.id === "next" ? ++i : --i;
i = i<0 ? n-1 : i%n; // Index fixer (prevents out of bound index)
EL_slide.style.backgroundImage = `url('${image[i]}')`
}
// Events
[EL_prev, EL_next].forEach(EL => EL.addEventListener('click', anim));
// Load first!
anim();
#slide {
height: 70vh;
transition: 0.3s;
background: none 50% 50% / cover no-repeat;
}
<button id="prev">←</button>
<button id="next">→</button>
<div id="slide"></div>
and just make sure to place your Javascript right before the closing </body> tag.

glitchy jquery div carousel

so i've made a jquery carousel which you can see here: http://teste.boleiafacil.com/ (it's the one in the end of the page
this is the jquery:
//highlights slide animation
var prdlength = $(".rproducts").length;
var prdleft = 1;
var i = 0;
function swapC() {
i++;
prdleft++;
$(".rproducts").each(function(){
$(this).animate({"left":"-" + prdleft + "px"}, 10);
if (prdleft == 180){
$(this).appendTo(".rproductswrapper");
prdleft = 0;
}
});
if (i == prdlength) {
i = 0
}
window.setTimeout(function() { swapC() }, 10);
}
$(window).on("load", swapC);
the problem is when the divs get appended to the end of the wrapper it looks glitchy.
how can i fix this?
Try wrapping your function in a document ready rather than window load, the shorthand for it is:
$(function(){
//code here
});

Copy/Paste element with jQuery

I have a div that I'm appending to another div when a button is clicked. I'm also calling a bunch of functions on the div that gets created.
HTML
<a onClick="drawRect();">Rect</a>
JS
function drawRect(){
var elemRect = document.createElement('div');
elemRect.className = 'elem elemRect';
elemRect.style.position = "absolute";
elemRect.style.background = "#ecf0f1";
elemRect.style.width = "100%";
elemRect.style.height = "100%";
elemRect.style.opacity = "100";
renderUIObject(elemRect);
$('.elemContainer').draggableParent();
$('.elemContainer').resizableParent();
makeDeselectable();
handleDblClick();
}
var createDefaultElement = function() {
..
..
};
var handleDblClick = function() {
..
..
};
var renderUIObject = function(object) {
..
..
};
var makeDeselectable = function() {
..
..
};
I could clone the element when the browser detects a keydown event
$(window).keydown(function(e) {
if (e.keyCode == 77) {
$('.ui-selected').clone();
return false;
}
});
then append it to #canvas. But the problem is, none of the functions I mentioned above get called with this method.
How can I copy/paste an element (by pressing CMD+C then CMD+V) and call those above functions on the cloned element?
The jQuery.clone method returns the cloned node. So you could adjust your code to do something like this:
var myNodes = $('.ui-selected').clone();
myNodes.each(function () {
createDefaultElement(this);
appendResizeHandles(this);
appendOutline(this);
});

How can i optimize my Jquery code?

I've created some JavaScript using Jquery, for the page animation :
I trying to optimize it since i repeat the same thing for subtab1, subtab2, subtab3.
The same function is executed for all of them, and the only thing is changes is variable i iterating on?
Any suggestion?
<script type="text/javascript">
$(document).ready(function () {
var $defensivo = $('#defensivoimg');
var $equilibrado = $('#equilibradoimg');
var $activo = $('#activoimg');
var $defensivoSubTab = $('#subtab1');
var $equilibradoSubTab = $('#subtab2');
var $activoSubTab = $('#subtab3');
var $fundosdiponiveis = $('#fundosdiponiveis');
var $fundosdiponiveisTab = $('#tabs1');
$defensivo.live('click', function () {
$fundosdiponiveis.removeClass("subshow show").addClass("hide");
$defensivoSubTab.removeClass("hide");
$defensivoSubTab.show();
});
$equilibrado.live('click', function () {
$fundosdiponiveis.removeClass("subshow show").addClass("hide");
$equilibradoSubTab.removeClass("hide");
$equilibradoSubTab.show();
});
$activo.live('click', function () {
$fundosdiponiveis.removeClass("subshow show").addClass("hide");
$activoSubTab.removeClass("hide");
$activoSubTab.show();
});
});
</script>
For a while:
var $fundosdiponiveis = $('#fundosdiponiveis');
This is my default div.
var $defensivoSubTab = $('#subtab1');
var $equilibradoSubTab = $('#subtab2');
var $activoSubTab = $('#subtab3');
That divs apears when i clicking on one of the following tabs:
var $defensivo = $('#defensivoimg');
var $equilibrado = $('#equilibradoimg');
var $activo = $('#activoimg');
And that button hides and changes style"display" to none, on click, of my three #subtab's
var $fundosdiponiveisTab = $('#tabs1');
Any suggestion?
You could write a function that returns the proper function:
function createShowTabFunc(tab) {
return function () {
$fundosdiponiveis.removeClass("subshow show").addClass("hide");
tab.removeClass("hide");
tab.show();
}
}
Then assign your click handlers:
$defensivo.live('click', createShowTabFunc($defensivoSubTab));
$equilibrado.live('click', createShowTabFunc($equilibradoSubTab));
$activo.live('click', createShowTabFunc($activoSubTab));
Have a common class attribute to all the tab's and you just need to write $('.class').click() and in this get the id of the corresponding tab and according to the id fetched by attr function, you can have an if else to define your variables inside the if else and execute your code block.

Help converting JavaScript click function to onLoad

I'm trying to convert a JavaScript function that ran off a click event to launch on page load and window resize. As you can see below, I commented out the section governing the click event and added the last line "window.onload," and manually added the class="resizerd" to the element it was working with.
The function isn't running at all. Chrome's Dev tools are showing "Uncaught TypeError: Cannot set property 'prevWidth' of undefined" Did I mess up the syntax somewhere? Any advice for how to launch this on load?
Thank you!
//var clicked = document.getElementById("buttonImportant")
var resizeeContainer = document.getElementById('video_container');
var resizee = resizeeContainer.getElementsByTagName('video')[0];
/*clicked.addEventListener('click',function(){
if( resizeeContainer.className.lastIndexOf("resizerd")>=0 ){
}
else
{
resizeeContainer.className="resizerd";
}*/
myResizerObject.prevWidth = resizee.offsetWidth;
myResizerObject.prevHeight = resizee.offsetHeight;
myResizerObject.Init();
//},false);
myResizerObject.prevWidth = resizee.offsetWidth;
myResizerObject.prevHeight = resizee.offsetHeight;
myResizerObject.Init();
var RESIZER = function(){
this.prevWidth = resizee.offsetWidth;
this.prevHeight = resizee.offsetHeight;
this.resizee = resizeeContainer.getElementsByTagName('video')[0];
this.resizeeContainer = resizee.parentNode;
this.resizeeStyle = this.resizee.style;
var ratio = this.resizee.offsetHeight/this.resizee.offsetWidth;
var that = this;
this.Init = function(){
if( that.resizeeContainer.className.lastIndexOf("resizerd")>=0 )
{
var resizeeContOffsetWidth = that.resizeeContainer.offsetWidth;
var resizeeOffsetWidth = that.resizee.offsetWidth;
var resizeeContOffsetHeight = that.resizeeContainer.offsetHeight;
var resizeeOffsetHeight = that.resizee.offsetHeight;
if(that.prevWidth!= resizeeContOffsetWidth)
{
that.prevWidth = resizeeContOffsetWidth;
var desired = resizeeContainer.offsetHeight/resizeeContainer.offsetWidth;
if(desired>ratio){
that.resizeeStyle.width=resizeeContOffsetWidth*desired+resizeeContOffsetWidth*desired+"px";
that.resizeeStyle.left = -1*(resizeeOffsetWidth-resizeeContOffsetWidth)/2+'px';
}
else{
that.resizeeStyle.cssText="width:100%;height:auto;position:fixed;";
}
}
if(that.prevHeight!=resizeeContOffsetHeight)
{
that.prevHeight = resizeeContOffsetHeight;
var desired = resizeeContOffsetHeight/resizeeContOffsetWidth;
if(desired>ratio){ console.log(ratio);
//that.resizeeStyle.top = '0px';
that.resizeeStyle.left = -1*(resizeeOffsetWidth-resizeeContOffsetWidth)/2+'px';
that.resizeeStyle.width = resizeeContOffsetHeight*desired+resizeeContOffsetHeight/desired+'px';
}
else
{
that.resizeeStyle.top = -1*(resizeeOffsetHeight-resizeeContOffsetHeight)/2+'px';
}
}
}
};
};
var myResizerObject = new RESIZER();
window.onresize = myResizerObject.Init;
window.onload = myResizerObject.Init;
Did you try to execute the function through the <body> tag?
Like:
<body onload="myfunction();">
Try calling the entire resize javascript function in the OnLoad="myfunction();" event of the Body of the page. I have done this to resize the page everytime it loads and it works just fine.
You have this line:
myResizerObject.prevWidth = resizee.offsetWidth;
That is probably giving the error. You've done nothing to declare myResizerObject so it cannot have a property prevWidth.
Somewhere down there you do
var myResizerObject = new RESIZER();
I suspect you want those lines in a more reasonable order :)
Such code should work just fine:
var myResizerObject = new RESIZER();
function UpdateResizerObject() {
var resizeeContainer = document.getElementById('video_container');
var resizee = resizeeContainer.getElementsByTagName('video')[0];
myResizerObject.prevWidth = resizee.offsetWidth;
myResizerObject.prevHeight = resizee.offsetHeight;
myResizerObject.Init();
}
window.onload = function() {
UpdateResizerObject();
};
window.onresize = function() {
UpdateResizerObject();
};
Have it after you define the RESIZER class though.
Your mistake was calling the object instance variable before creating it.
Edit: some basic debug.. add alerts to the function like this:
this.Init = function(){
alert("Init called.. container: " + that.resizeeContainer);
if (that.resizeeContainer)
alert("class: " + hat.resizeeContainer.className);
if( that.resizeeContainer.className.lastIndexOf("resizerd")>=0 )
{
...
}
}
And see what you get.

Categories

Resources