I'm having a problem getting my code to work when it's incororated into a live site. The fiddle works just fine, but when I include the identical code in a webpage, I can't get the function to load/work at all.
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN""http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta content="text/html; charset=utf-8" http-equiv="Content-Type" />
<title>Drag and Drop Assignment</title>
<!doctype html>
<link rel="stylesheet" href="styles/style1.css"/>
<style>
.drop{
float: left;
width: 350px;
height: 400px;
border: 3px solid blue;
background-image: url("http://debsiepalmer.com/images/tardis 2.jpg");
background-repeat: no-repeat;
background-size: cover;
}
#right{float: left;
width: 350px;
height: 400px;
border: 3px solid red;
}
</style>
<script src="draganddrop.js" ></script>
<script src="http://code.jquery.com/jquery-2.0.2.js" ></script>
<script src="http://code.jquery.com/ui/1.10.3/jquery-ui.js" ></script>
<script type="text/javascript">
$ (init);
function image(id, image1) {
this.id = id;
this.image1 = image1;
}
$('#deal').click(function () {dealAll(
dealCard(randomCard()));
});
$(function() {
$( "#draggable" ).draggable({ containment: "#left"});
});
function init() {
$('.drop').droppable( {
drop: handleDropEvent
} );
$("img").draggable();
}
// global variables
var cardsInDeck = new Array();
var numberOfCardsInDeck = 15;
cardsInDeck[0] = "Ace";
cardsInDeck[1] = "Grace";
cardsInDeck[2] = "Susan";
cardsInDeck[3] = "Ian";
cardsInDeck[4] = "Barbara";
cardsInDeck[5] = "Brigadier";
cardsInDeck[6] = "Romana I";
cardsInDeck[7] = "K9";
cardsInDeck[8] = "Tegan";
cardsInDeck[9] = "Jamie";
cardsInDeck[10] = "Sarah Jane";
cardsInDeck[11] = "Jo";
cardsInDeck[12] = "Romana II";
cardsInDeck[13] = "Yates";
cardsInDeck[14] = "Leela";
var cardsDealt = new Array();
function dealAll(){
var z=0;
for (z=0;z<5;z++) {
cardsDealt[z] = new Image(z,dealCard(randomCard()));
}
}
function dealCard(i) {
if (numberOfCardsInDeck == 0) return false;
var $img = new Image();
$img.src = "images/Companions/" + cardsInDeck[i] + ".jpg";
// Here I set the ID of the object
$img.id=cardsInDeck[i];
$img.class='drag';
document.body.appendChild($img);
$('#'+$img.id).draggable();
removeCard(i);
return $img;
}
// deal randomly - works
function randomCard() {
return Math.floor(Math.random() * numberOfCardsInDeck);
}
function removeCard(c)
{
for (j=c; j <= numberOfCardsInDeck - 2; j++)
{
cardsInDeck[j] = cardsInDeck[j+1];
}
numberOfCardsInDeck--;
numberOfCardsInDeck--;
numberOfCardsInDeck--;
}
function handleDropEvent( event, ui ) {
alert("Fantastic! You chose " + ui.draggable.attr("id") + " to be your companion.");
// Here I want the id of the dropped object
}
</script>
</head>
<body>
<div id="container" div style="width:750px; margin:0 auto;">
<div id="page_content" style="left: 0px; top: 0px; width: 750px" class="auto-style8">
<!--Begin Assignment 10 --->
<div id="left" class="drop">
<img id="tardis" ></img>
</div>
<input type="button" value="Get Companions" id="deal" />
<div id="content" style="left: 0px; top: 0px; width: 750px">
</div>
</div>
</div>
</body>
</html>
It's supposed to generate 5 images, one of which can be selected to be dropped onto the target and generate an alert with the id of the image being dropped. Like I said, it works just fine in the fiddle - and the code is identical on the web page, so I don't understand what I'm doing wrong.
fiddle: http://jsfiddle.net/reaglin/FUvT8/6/
I ordered some code...and for me it worked
// global variables
var cardsInDeck = [],
numberOfCardsInDeck = 5;
cardsInDeck[0] = "Ace";
cardsInDeck[1] = "Grace";
cardsInDeck[2] = "Susan";
cardsInDeck[3] = "Ian";
cardsInDeck[4] = "Barbara";
cardsInDeck[5] = "Brigadier";
cardsInDeck[6] = "Romana I";
cardsInDeck[7] = "K9";
cardsInDeck[8] = "Tegan";
cardsInDeck[9] = "Jamie";
cardsInDeck[10] = "Sarah Jane";
cardsInDeck[11] = "Jo";
cardsInDeck[12] = "Romana II";
cardsInDeck[13] = "Yates";
cardsInDeck[14] = "Leela";
//load "init" when document it's ready
$(document).on('ready',init);
function init() {
$( "#draggable" ).draggable({ containment: "#left"});
$('.drop').droppable( {drop: handleDropEvent});
}
$('#deal').click(function () {
dealAll();
});
$('#reset-pictures').click(function(){
$('img.drag').remove();
numberOfCardsInDeck = 5;
});
// deal 5 cards at once - works
function dealAll(){
// 5 cards max, no repeat cards
while(numberOfCardsInDeck){
var rand = randomCard();
dealCard(rand);
}
}
//deal cards - works
function dealCard(i) {
//create id, remove space id
var id_picture = (cardsInDeck[i] +'-'+i).replace(/\s/g, '');
//validate not exist image
if (!!$('img#'+id_picture).length) {
return;
}
var $img = $('<img/>', { src : "http://debsiepalmer.com/images/companions/" + cardsInDeck[i] + ".jpg", id : id_picture, class : 'drag', 'data-info': cardsInDeck[i]
})
$('body').append($img);
$('img.drag').draggable();
numberOfCardsInDeck--;
}
// deal randomly - works
function randomCard() {
return Math.floor(Math.random() * cardsInDeck.length);
}
// this is what to do when card drops in tardis
function handleDropEvent( event, ui ) {
alert(ui.draggable.attr("data-info"));
}
DEMO
JSFinddle
Are you linking to JQuery correctly in the live version? Sometimes when moving from a development area to a live system the references mess up, you can find out if a reference is working or not by viewing the source code and entering in the link into the URL.
This is how you fix it: Take all the javascript (from $ (init) to the alert()) and place it at the bottom of the loaded page, inside the body, after all the elements. This ensures that the javascript knows what named elements you are talking about.
I would like to emphasise that this is not a tip for writing good javascript. The problem arises because it's bad javascript to begin with. Well written pages do not rely on the position of the code within the page, rather the opposite in fact.
Postscript: I literally did the following: I came here after googling "drag and drop"; I didn't fully read the actual question; I went to the jfiddle; I copied all the code for my own purposes; I couldn't get it to work; I fixed it (just trial and error really); I fixed the bug which is still present even on the jfiddle page; and then I came back here to find out what the original query had been!
The other bug is the fact that you can't drag the images of "Romana I", "Romana II" and "Sarah Jane". As the code makes the array values the id of the image elements, maybe others can instantly spot what causes that problem.
Related
var ourRequest = new XMLHttpRequest();
ourRequest.open('GET', 'https://spreadsheets.google.com/feeds/cells/1PzTMW6xH5cjLgvLn_LOq25XEbmrCw2MP9C9vvt4rhoM/1/public/full?alt=json')
ourRequest.onload = function() {
var ourData = JSON.parse(ourRequest.responseText);
var TEXT = ourData.feed.entry[2].gs$cell.inputValue;
var IMG = ourData.feed.entry[3].gs$cell.inputValue;
console.log(TEXT);
console.log(IMG);
document.getElementById('testoutput').innerHTML = TEXT;
document.getElementById('backgroundIMG').style.backgroundImage = "url('IMG')";
};
ourRequest.send();
html, body {
height: 100%;
margin: 0;
overflow: hidden; /* Hide scrollbars */
}
div {
text-align: left;
min-height: 100%;
font-family: motiva-sans, sans-serif;
font-weight: 800;
font-size: 15vw;
padding: 15px;
padding-top: 30px;
padding-left: 10%;
}
<html lang="en">
<head>
<link rel="stylesheet" href="https://use.typekit.net/vbl6jef.css">
<link href="https://fonts.googleapis.com/css?family=Open+Sans&display=swap" rel="stylesheet">
<meta charset="utf-8">
<title>Google Sheets - Werkend</title>
</head>
<body>
<div id="backgroundIMG"><div>
<div id="testoutput"></div>
</body>
</html>
I'm working on a HTML document that gets its styling from Google Sheets JSON data. So far it works for setting properties such as backgroundColor.
Right now i'm trying to set the backgroundImage and have set a variable that contains the url:
document.getElementById('backgroundIMG').style.backgroundImage = "url('IMG')";
When I console.log the variable it returns the url just fine. When I place the URL directly into the code above, it works. When I put the variable in the code (like shown above) it won't load the URL.
My limited knowledge stops me from searching the right terms on what is going on here. I have tried reading up on variables but no succes yet.
Can anyone point me in the right direction by either telling me what to read up on or by offering a sollution based on my code below?
It's not using the IMG variable, just IMG as a string, so try:
document.getElementById('backgroundIMG').style.backgroundImage = "url(" + IMG + ")";
Adding a variable to a string:
"Traditional" ways (plus sign is expands a string):
let s = "number: " + num;
let s = 'number: ' + num;
ES6 template literals:
let s = `number: ${num}`
Get more information on these links:
JS Strings
Template literals
I have researched and experimented my brains out on this one. I have built a working application that uses the HTML5 canvas to play videos and interact with users through a web page (a game, sort of). Works like a charm, but I want to add captions to the video to make it more accessible. I don't even seem to be able to get the WebVTT file to load and I've reached the stage of voodoo programming by trying examples from the web and am making no progress. I have tried to distill the application down to its bare minimum here in hopes someone can provide some insight into what I'm doing wrong.
The video plays when I click on the canvas, the "...waiting for cuechange event..." message stays up while it plays, and then it goes to the "video complete ... reload to try again" message when done (kept it simple by requiring a page reload to try the test again), so the basic mechanics seem to be working. It never gets into the "load" function for the text track (never displays "... loaded text track ..."), and the updateSubtitle() function is never invoked. If I insert a trackElement.readyStatus() call, it always returns 0 (unsurprisingly). As a further note, if I add a testStatus.innerHTML = "...loaded metadata..."; statement in the "loadedmetadata" listener, it does get there.
var canvasContext, videoElement, intervalHandle, testStatus, trackElement;
function processFrame() {
canvasContext.drawImage(videoElement, 193, 50, 256, 194);
}
function videoEnded() {
clearInterval(intervalHandle);
testStatus.innerHTML = "video complete ... reload to try again";
}
var count = 0;
function updateSubtitle(event) {
count = count + 1;
testStatus.innerHTML = "count" + count;
}
function clickHandler(event) {
testStatus.innerHTML = "...waiting for cuechange event...";
videoElement.setAttribute("src", "start.ogg");
videoElement.load();
intervalHandle = setInterval(processFrame, 25);
videoElement.play();
}
function init() {
var canvasElement, textTrack;
canvasElement = document.createElement("canvas");
videoElement = document.createElement("video");
videoElement.addEventListener("loadedmetadata", function() {
trackElement = document.createElement("track");
trackElement.kind = "captions";
trackElement.label = "English";
trackElement.srclang = "en";
trackElement.src = "start_en.vtt";
trackElement.addEventListener("load", function() {
testStatus.innerHTML = "... loaded text track ...";
trackElement.mode = "showing";
});
videoElement.appendChild(trackElement);
trackElement.addEventListener("cuechange", updateSubtitle, false);
});
var mainDiv = document.getElementById("arghMainDiv");
canvasElement.setAttribute("id", "mediaScreen");
canvasElement.width = 640;
canvasElement.height = 480;
var firstChild;
if(mainDiv.hasChildNodes()) {
firstChild = mainDiv.firstChild;
mainDiv.insertBefore(canvasElement, firstChild);
} else {
firstChild = mainDiv.appendChild(canvasElement);
}
testStatus = document.createElement("p");
testStatus.setAttribute("id", "testStatus");
mainDiv.insertBefore(testStatus, firstChild);
testStatus.innerHTML = "click on canvas to test";
canvasContext = canvasElement.getContext('2d');
canvasElement.addEventListener("click", clickHandler);
videoElement.addEventListener("ended", videoEnded);
}
#fatalError {
color: red;
}
#arghMainDiv {
text-align: center;
}
#mediaScreen {
border: 5px solid #303030;
margin-left: auto;
margin-right: auto;
display: block;
cursor: default;
}
<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<title>Problems With TextTrack Object</title>
<link rel="stylesheet" type="text/css" href="subargh.css">
<script src="subargh.js"></script>
</head>
<body onload="init()">
<div id="arghMainDiv">
</div>
</body>
</html>
If you want the video and WebVTT files I'm using (just a few seconds long), they are here and here (respectively). I should also mention that if I play the video using VLC, that it recognizes and plays the .vtt file as subtitles properly on the video (so it appears to be well-formed). I am running my tests on Firefox 57.0.4 (64-bit) on a Windows 7 system if that makes any difference (but I am under the impression that Firefox is mostly fixed where Timed Text Tracks are concerned now).
I've seen similar questions asked before but none of them really helped in my situation. To boil it down I, a noobie, am trying to change an html background color to a variable that was created in a js script and I'm not sure quite how to do this. I want "color" to be used for the background color. h, m, s are hours minutes and seconds. I'm pulling these from the computer and it is working fine printing it. Here is something I found that is nearly identical to what I want to do www.jacopocolo.com/hexclock/
JS
if (h<=9) {h = '0'+h};
if (m<=9) {m = '0'+m};
if (s<=9) {s = '0'+s};
var color = '#'+h+m+s;
$("div.background").css("background-color", color );
HTML
<style>
.background {
width: 100%;
height: 100%;
position: absolute;
vertical-align: middle;
}
</style>
I've tried making a div for the background (shown above) but it doesn't seem to be working. In the end all I'm really set on is this part of it
if (h<=9) {h = '0'+h};
if (m<=9) {m = '0'+m};
if (s<=9) {s = '0'+s};
var color = '#'+h+m+s;
Can someone tell me how to properly do this or even just point me in the general direction? Any help would be greatly appreciated.
I tried it, and it works fine.
$(document).ready(function(){
var h = 0;
var m = 9;
var s = 20;
if (h<=9) {h = '0'+h}
if (m<=9) {m = '0'+m};
if (s<=9) {s = '0'+s};
var color = '#'+h+m+s;
console.log('color' + color);
console.log("Original Color " + $("div.background").css('background-color'));
$("div.background").css("background-color", color );
console.log("Updated Color " + $("div.background").css('background-color'));
});
<html>
<title>Title</title>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.2.0/jquery.min.js"></script>
<script src="app.js"></script>
<style>
.background {
width: 100%;
height: 100%;
position: absolute;
vertical-align: middle;
}
</style>
</head>
<body>
<div class="background">hello world</div>
</body>
</html>
The problem in your code is probably that a color parameter pre-pended with '#' must be given in hexadecimal coordinates:
red=10, green=20 and blue=40 should be written like this:
#0A1428
So, you have to convert first to hexadecimal each coordinate like this:
var h = h.toString(16);
var m = m.toString(16);
var s = s.toString(16);
Then, perform the zero left-padding, and so.
I am currently displaying "LOADING STREET VIEW" while the image is loading. If it cannot find an image for the coordinate, I am popping up a dialog stating "Unable to load location in street view". I want to alter this so that I am not popping a dialog, but instead changing the LOADING STREET VIEW element to the image found at : https://maps.googleapis.com/maps/api/streetview?size=600x300&location=44.414382,11.013988&heading=151.78&pitch=-0.76 I'm very confused about referencing html elements in javascript code. From the research i've done, I think I need to be using document in my javascript code. All help is appreciated and you can find the code below:
<!DOCTYPE html>
<html>
<head>
<meta http-equiv="content-type" content="text/html; charset=utf-8"/>
<script src="https://maps.googleapis.com/maps/api/js"></script>
<script type="text/javascript">
function initialize() {
var markerPosition = new google.maps.LatLng(41.201316987470086, -82.98099300983233);
var panoramaOptions = {
position: markerPosition,
pov: {
heading: 165,
pitch: 0,
zoom: 1
}
};
var myPano = new google.maps.StreetViewPanorama(document.getElementById("pano"), panoramaOptions);
myPano.setVisible(false);
new google.maps.Marker({map: myPano, position: markerPosition, title: 'Feature'});
// add a variable that gets set when the position_changed handler gets fired off
var positionDidChange = false;
var newPov = {};
var listenerHandle = google.maps.event.addListener(myPano, 'position_changed', function () {
positionDidChange = true;
google.maps.event.removeListener(listenerHandle);
newPov.heading = google.maps.geometry.spherical.computeHeading(myPano.getPosition(), markerPosition);
newPov.pitch = 0;
newPov.zoom = 1;
myPano.setPov(newPov); myPano.setVisible(true);
});
// add a function that gets fired off to see if the position did change so that the user does not wait forever
setTimeout(function () {
if (!positionDidChange) {
alert("Unable to load location in street view");
}
}, 5000);
}
</script>
</head>
<body onload="initialize()">
<div id="pano" style="position: absolute; top: 0; left: 0; right: 0; bottom: 0;"> LOADING STREET VIEW...</div>
</body>
</html>
You can control that text with document.getElementById('pano').innerHTML, for instance:
document.getElementById('pano').innerHTML = ' LOADING STREET VIEW..'; // what you have now
document.getElementById('pano').innerHTML = ''; //empty
Make a function that will replace the inner HTML of the div to the image:
var changeImage = function(){
var image = "http://www.myimage.com/image.png";
document.getElementById("pano").innerHTML = "<img src='" + image + "'>";
}
Then
if(!positionDidChange){
changeImage();
}
I'm programming a firefox addon and using a panel to display info on a video, everything works fine althought I can't make the panel transparent. I define the panel styling in the html file as follow:
<html>
<head>
<meta charset="utf-8" />
<style type="text/css" media="all">
html
{
opacity:0.1;
border-style:none;
resize:none;
}
textarea
{
background-color:transparent;
resize: none;
border-style:none;
}
</style>
</head>
<body>
<textarea id="text" readonly=true rows="3" cols="60"></textarea>
</panel>
</body>
</html>
Except the panel is not transparent only the text area is. I tried with:
opacity:1 for textarea
It doesn't work either way. What am I doing wrong? Is this even possible?
From what I understand :
html
{
opacity:0.1;
border-style:none;
resize:none;
}
only applies to the panel content not to the panel itself. I found a post on this subject but it is outdated since the sdk/panel.js mentionned in the post is not the same anymore.
Anyway I tried downloading the panel.js and replacing the current one, but it doesn't seem to affect the panel I display at all. The panel is still white and the border-radius option does not work either. (I should say that I replaced all the "./" with "sdk/" as mentionned in that post).
Ok here is a pure addon sdk solution:
let myPanel = Panel({
width: 180,
height: 180,
contentURL: 'data:text/html,<textarea style="width:120px; height:80px;">this is my textarea</textarea>'
})
let { getActiveView }=require("sdk/view/core");
getActiveView(myPanel).setAttribute("noautohide", true);
getActiveView(myPanel).setAttribute("level", 'top');
getActiveView(myPanel).setAttribute("style", 'background-color:rgba(0, 0, 0, 0.2);');
You can't style the panel provided in the SDK, only the content but you can definitely follow the procedure you mention and provide your modified panel.
I had to solve this same problem today (transparent panel in SDK). The trick is getting at the anonymous content:
function makePanelTransparent() {
// Get the panel element in the XUL DOM and make its background transparent.
const { getActiveView } = require('sdk/view/core');
const el = getActiveView(panel);
el.style.background = 'rgba(0,0,0,0)';
// Go up the XUL DOM till you hit the Document (nodeType 9).
let parentNode = el;
while (parentNode !== null && parentNode.nodeType !== 9) {
parentNode = parentNode.parentNode;
}
if (!parentNode) {
console.error('unable to find the document parent; giving up');
return;
}
// Now that we've found it, call the document a document.
const xulDocument = parentNode;
// Use the document pointer to access and style 'anonymous' content.
const xulContainer = xulDocument.getAnonymousElementByAttribute(el, 'class', 'panel-arrowcontent')
xulContainer.style.background = 'rgba(0,0,0,0)';
xulContainer.style.boxShadow = 'none';
}
This works for me. Hope it helps some other person in the next 1-5 years ;-)
I found out that you could create a panel with transparency this way:
var win = Services.wm.getMostRecentWindow('navigator:browser');
var panel = win.document.createElement('panel');
var screen = Services.appShell.hiddenDOMWindow.screen;
var props = {
noautohide: true,
noautofocus: false,
level: 'top',
style: 'padding:15px; margin:0; width:' + screen.width + 'px; height:' + screen.height + 'px; background-color:rgba(180,180,180,.5);'
}
for (var p in props) {
panel.setAttribute(p, props[p]);
}
win.document.querySelector('#mainPopupSet').appendChild(panel);
panel.addEventListener('dblclick', function () {
panel.parentNode.removeChild(panel)
}, false);
panel.openPopup(null, 'overlap', screen.availLeft, screen.availTop);
To embed an iframe remember to set the path to your ".html" as:
"resource://"id of your addon"-at-jetpack/data/custom_panel.html".
Here is my code :
var win = Services.wm.getMostRecentWindow('navigator:browser');
var panel = win.document.createElement('panel');
var screen = Services.appShell.hiddenDOMWindow.screen;
var props = {
noautohide: true,
noautofocus: false,
backdrag: true,
level: 'top',
style: 'padding:10px; margin:0; width:530px; height:90px; background-color:rgba(180,180,180,.5);'
}
for (var p in props) {
panel.setAttribute(p, props[p]);
}
var iframe = win.document.createElement('iframe');
iframe.setAttribute('src','resource://"id of your addon"-at-jetpack/data/custom_panel.html');
panel.appendChild(iframe);
win.document.querySelector('#mainPopupSet').appendChild(panel);
panel.addEventListener('dblclick', function () {
panel.parentNode.removeChild(panel)
}, false);
panel.openPopup(null, 'overlap', screen.availLeft+screen.width/2-256, screen.availTop+760);
Thanks Noitidart for the help.