This code draws 30 led image to canvas.How can i select and change source of led symbol onMouseDown event?
var raster = new Raster();
raster.source="/PNG/Red.png";
var sembol = new Symbol(raster);
for (var i = 0; i < 30; i++) {
var bura = sembol.place();
bura.position = Point.random() * view.size;
bura.scale(0.5);
};
Assuming that you have a set of raster objects in your view, like a row of buttons, the following should work:
function onMouseDown(event) {
if (event.item && event.item.type === 'raster') {
sembol.definition = event.item.clone();
}
}
Since an item is removed from the view when defined as a symbol, a clone is passed instead.
You can add onMouseDown handler directly to a PlacedSymbol, in this case bura:
for (var i = 0; i < 30; i++) {
var bura = sembol.place();
bura.position = Point.random() * view.size;
bura.scale(0.5);
bura.onMouseDown = function () {
// you can use the closure variable `raster`
raster.source = "/PNG/Blue.png";
// or, if you don't have acces to `raster`:
this.symbol.definition.source = "/PNG/Blue.png";
}
}
Hope that this does what you expected.
Related
I want to add a new image in each cell of the new table and give it the same source as the old table, and then make it clickable. Firstly, I did this:
function showData() {
if (localStorage.getItem(name) !== null) {
var showme = localStorage.getItem(name);
alert("I got the table");
var newTable = document.createElement('table');
newTable.innerHTML = showme;
newTable.id = "newTable";
newNumRows = newTable.getElementsByTagName('tr').length;
newNumCells = newTable.getElementsByTagName('td').length;
newNumCols = newNumCells / newNumRows;
alert(newNumRows);
alert(newNumCells);
alert(newNumCols);
var newImages = newTable.getElementsByTagName('img');
for (var i = 0; i < newImages.length; i += 1) {
var picSource = newImages[i]['src'];
console.log(picSource);
}
function addNewImage(newNumCols) {
var newImg = new Image();
newImg.src = picSource;
col.appendChild(newImg);
newImg.onclick = function() {
alert("WOW");
};
}
for (r = 0; r < newNumRows; r++) {
row = newTable.insertRow(-1);
for (c = 0; c < newNumCols; c++) {
col = row.insertCell(-1);
addNewImage(newNumCols);
}
}
var showIt = document.getElementById('holdTable');
showIt.appendChild(newTable);
}
}
This works to a certain extent, but, unfortunately, only the last image was displaying. So, I did a bit of looking around and I think it has to do with closure (apologies for any duplication), but it's a concept I am really struggling to understand. So then I tried this:
function showData() {
if (localStorage.getItem(name) !== null) {
hideTaskForm();
var showme = localStorage.getItem(name);
var oldTable = document.createElement('table');
oldTable.innerHTML = showme;
newTable = document.createElement('table');
newTable.id = "newTable";
var i, r, c, j;
newNumRows = oldTable.getElementsByTagName('tr').length;
newNumCells = oldTable.getElementsByTagName('td').length;
newNumCols = newNumCells / newNumRows;
var newTableCells = newTable.getElementsByTagName('td');
var getImages = oldTable.getElementsByTagName('img');
for (r = 0; r < newNumRows; r++) {
row = newTable.insertRow(-1);
for (c = 0; c < newNumCols; c++) {
makeNodes = row.insertCell(-1);
}
}
for (var j = 0; j < newTableCells.length; j++) {
var theNodeImage = document.createElement("img");
newTableCells[j].appendChild(theNodeImage);
alert(newTableCells[j].innerHTML); //This gives me img tags
}
for (i = 0; i < getImages.length; i += 1) {
var oldSource = getImages[i]['src']; //gets the src of the images from the saved table
console.log(oldSource);
//alert(oldSource);//successfully alerts the image paths
var newPic = new Image(); //creates a new image
(function(newPic, oldSource) {
newPic.src = oldSource;
alert(newPic.src); //gives the same image paths
newTable.getElementsByTagName('img').src = newPic.src; //This doesn't work - table is blank???
})(newPic, oldSource);
}
var showIt = document.getElementById('holdTable');
showIt.appendChild(newTable);
}
}
Now, this doesn't throw any errors. However, nor does it fill the table. It does give me the source and I think I have created the new image objects to attach to the img tags in the newTableCells, but the table is showing up blank. I don't know where I am going wrong. All help really welcome.
Note: Even as a hobbyist, even I know there are probably tons of more efficient ways to do this, but I purposely did it this way to try and help me understand the logic of each step I was taking.
In your code you have:
var newImages = newTable.getElementsByTagName('img');
for (var i = 0; i < newImages.length; i += 1) {
var picSource = newImages[i]['src'];
console.log(picSource);
}
At the end of this, picSource has the value of the last image's src attribute. Then there is:
function addNewImage(newNumCols) {
var newImg = new Image();
newImg.src = picSource;
col.appendChild(newImg);
newImg.onclick = function() {
alert("WOW");
};
}
A value is passed to newNumCols but not used in the function. The value of picSource comes from the outer execution context and is not changed, so it's still the last image src from the previous for loop.
for (r = 0; r < newNumRows; r++) {
row = newTable.insertRow(-1);
for (c = 0; c < newNumCols; c++) {
col = row.insertCell(-1);
addNewImage(newNumCols);
}
}
This loop just keeps calling addNewImage with a single parameter that isn't used in the function, so you get the same image over and over.
For the record, the addNewImage function does have a closure to picSource, but it also has a closure to all the variables of the outer execution contexts. This isn't the issue, though it perhaps masks the fact that you aren't setting a value for picSource on each call, so you get the left over value from the previous section of code.
You haven't provided any indication of the content of showme, so it's impossible to determine if this approach will work at all.
Note
Where you have:
var showme = localStorage.getItem(name);
alert("I got the table");
var newTable = document.createElement('table');
newTable.innerHTML = showme;
newTable.id = "newTable";
IE does not support setting the innerHTML property of table elements, though you can create an entire table as the innerHTML of some other element and set the innerHTML of a cell (tr, th). If you want to use this approach, consider:
var div = document.createElement('div');
div.innerHTML = '<table id="newTable">' + showme + '<\/table>';
var newTable = div.firstChild;
I've created a program where you can choose a set of images by checking checkboxes. The image URL's and the alt-texts are stored in two arrays. When clicking av button on the HTML-page you open a new window that calls on the arrays with window.opener.
When closing the new window I would like to empty the arrays. Otherwise the pictures chosen in the first round are displayed in the slideshow when opening it the second time. I understand you can empty arrays by this method: array.length= 0;
But where do I add the code? I'm quite lost. I'm pasting the code, perhaps someone can give me a hand.
var imgUrlList = [], imgTextList = [], //These arrays need to be emptied
windVar = null;
function init() {
var tags, i, openWindow;
tags = document.getElementsByClassName("unmarkedImg");
openWindow = document.getElementById("slideShowBtn");
openWindow.onclick = savePicsForSlideshow;
for (i = 0; i < tags.length; i++) {
tags[i].parentNode.onmouseover = showLargePict;
tags[i].parentNode.onmouseout = hideLargePict;
}
}
window.onload = init;
function showLargePict() {
var largePictTagDiv = this.getElementsByClassName("innerBox")[0];
var largePictTagParentDiv = largePictTagDiv.parentNode;
var imgTag = largePictTagParentDiv.getElementsByTagName('img')[0];
var checkBoxlargePict = largePictTagDiv.getElementsByTagName('input')[0];
if (checkBoxlargePict.checked)
imgTag.className = "markedImg";
else imgTag.className = "unmarkedImg";
largePictTagDiv.style.visibility = "visible";
} // End showLargePict
function hideLargePict() {
var largePictTag;
largePictTag = this.getElementsByClassName("innerBox")[0];
largePictTag.style.visibility = "hidden";
}
function savePicsForSlideshow() {
var innerBoxes = document.getElementsByClassName("innerBox");
for (i = 0; i < innerBoxes.length; i++) {
checkBoxlargePict = innerBoxes[i].getElementsByTagName('input')[0];
if (checkBoxlargePict.checked) {
var imgTagSrc = innerBoxes[i].getElementsByTagName('img')[0].src;
imgUrlList.push(imgTagSrc);
var spanTagText = innerBoxes[i].getElementsByTagName('span')[0].innerHTML;
imgTextList.push(spanTagText);
}
}
if (imgTextList.length > 0) {
newWindow(500, 600, "slideshow.htm");
}
}
function newWindow(width, height, filename) {
var windowProperties;
windowProperties = "top=100,left=100,toolbar=no,location=no,status=no,menubar=no,scrollbars=no,resizable=no,width=" + width + ",height=" + height;
if (windVar != null) if (windVar.closed == false) windVar.close();
windVar = window.open(filename, "", windowProperties);
}
Please excuse my programming and English grammar shortcomings. I'm new to javascript.
//Henrik, Göteborg, Sweden.
At the beginning of the savePicsForSlideshow function, empty out each array.
imgUrlList.length = 0;
imgTextList.length = 0;
You can check if thw window is close with the property closed of the object window
if(window.closed)
{
array.length = 0;
}
I need to add an onclick event to shapes from Visio in SharePoint, with JavaScript, like the vwaControl handler shapeselectionchanged but on click, is there any way I could do that?
I'm sorry about my English is not my native language.
I hope you can understand me.
I just did something similar.
You can use the shapeSelectionChangedHandler to handle clicks to. As far as I know there is no onClick functionality, but shapeSelectionChangedHandler works fine for me.
See:
Programming with Visio in SharePoint, create new Outlook meeting in ?Javascript?
See: http://msdn.microsoft.com/en-us/library/gg243427.aspx for guide to set it up with Content WebPart and so on.
Code I use, just add what you want in shapeSelectionChangedHandler = function(source, args) {}
<script language="javascript">
var app = Sys.Application;
app.add_load(onApplicationLoad);
// hold an instance of the Visio VWA control
var vwaControl;
var shapeSelectionChangedHandler = null;
function onApplicationLoad()
{
vwaControl= new Vwa.VwaControl("WebPartWPQ4");
vwaControl.addHandler("diagramcomplete", onDiagramComplete);
vwaControl.addHandler("shapeselectionchanged", shapeSelectionChangedHandler);
}
function onDiagramComplete()
{
var vwaPage = vwaControl.getActivePage();
vwaPage.setZoom(35); // force the initial zoom level
}
shapeSelectionChangedHandler = function(source, args)
{
// get the selected shape from the shapes on the page
var vwaPage = vwaControl.getActivePage();
var vwaShapes = vwaPage.getShapes();
var shape = vwaShapes.getItemById(args);
// get the data to display for the selected shape
var data = shape.getShapeData();
var strRoomName = "";
var strFloorNumber = "";
var strCapacity = "";
var strStatus = "";
for (var j = 0; j < data.length; j++)
{
if (data[j].label == "RoomName")
{
strRoomName = data[j].value;
continue;
}
if (data[j].label == "FloorNumber")
{
strFloorNumber = data[j].value;
continue;
}
if (data[j].label == "Capacity")
{
strCapacity = data[j].value;
continue;
}
if (data[j].label == "RoomStatus")
{
strStatus = data[j].value;
continue;
}
}
// get the selected state input and set its value
var inputRoomName = document.getElementById('strRoomName');
inputRoomName.value = strRoomName;
var inputFloorNumber = document.getElementById('strFloorNumber');
inputFloorNumber.value = strFloorNumber;
var inputCapacity = document.getElementById('strCapacity');
inputCapacity.value = strCapacity;
var inputStatus = document.getElementById('strStatus');
inputStatus.value = strStatus;
}
I'm trying to loop through 3 images in my array and add it to the stage (using easelJS). I want to position it as well. When I try to access the images in the array i get an error saying that the I can't set x of undefined. Why can't the x variable of the easeljs Bitmap be accessed?
function displayPosters() {
getPosters(); //get all images and assign it to designated array
console.log(frontPosters);
console.log(frontPosters.length);
if(currentCat == Category.HOME) { //if current category is HOME
for(var i = 0; i < frontPosters.length; i++) { //loop through posters
frontPosters[i].x = 40; //set x position for testing, also where error occurs
stage.addChild(frontPosters[i]); //add poster to stage
}
}
}
here is the code for loading and pushing those images into the frontPosters arrray.
var frontPosters = new Array(3);
function getPosters() {
var games = new Image(); //create 3 images
var apps = new Image();
var aboutme = new Image();
games.onload = function() { //add image to frontImages array on load
var gamesPost = new createjs.Bitmap(games);
frontPosters[0] = gamesPost;
};
apps.onload = function() {
var appPost = new createjs.Bitmap(apps);
frontPosters[1] = appPost;
};
aboutme.onload = function() {
var amPost = new createjs.Bitmap(aboutme);
frontPosters[2] = amPost;
};
games.src = "images/assets/posters/games_poster.jpg";
apps.src = "images/assets/posters/apps_poster.jpg";
aboutme.src = "images/assets/posters/aboutme_poster.jpg";
}
Using for(poster in frontPosters) is bad practice, because you're actually iterating over the Array Object and not the values (a.k.a. the Array itself). Use for(var i=0; i<frontPosters.length; i++) instead. It's the easiest solution, IMO.
for(var i = 0; i < frontPosters.length; i++) { //loop through posters
frontPosters[i].x = 40; //set x position for testing, also where error occurs
stage.addChild(frontPosters[i]); //add poster to stage
}
Edit
I think you are dealing with a race-condition. You are going over your array before all images were loaded. By setting var frontPosters = new Array(3); you automatically set three values to undefined which are pushed into the new array.
You should check that all images were loaded before proceeding with the script.
Here's an idea for you. Set a callback that will run only after the third image was loaded.
var frontPosters = new Array(3);
function getPosters(callback) {
var games = new Image(),
apps = new Image(),
aboutme = new Image(),
loaded = 0;
games.onload = function() {
frontPosters[0] = new createjs.Bitmap(this);
if (++loaded === 3) callback();
};
apps.onload = function() {
frontPosters[1] = new createjs.Bitmap(this);
if (++loaded === 3) callback();
};
aboutme.onload = function() {
frontPosters[2] = new createjs.Bitmap(this);
if (++loaded === 3) callback();
};
games.src = "images/assets/posters/games_poster.jpg";
apps.src = "images/assets/posters/apps_poster.jpg";
aboutme.src = "images/assets/posters/aboutme_poster.jpg";
}
function displayPosters() {
getPosters(function() {
if(currentCat == Category.HOME) { //if current category is HOME
for(var i = 0; i < frontPosters.length; i++) { //loop through posters
frontPosters[i].x = 40; //set x position for testing, also where error occurs
stage.addChild(frontPosters[i]); //add poster to stage
}
}
}); //get all images and assign it to designated array, only after all images were loaded
}
On page load, I am randomizing the order of the children divs with this Code:
function reorder() {
var grp = $("#team-posts").children();
var cnt = grp.length;
var temp, x;
for (var i = 0; i < cnt; i++) {
temp = grp[i];
x = Math.floor(Math.random() * cnt);
grp[i] = grp[x];
grp[x] = temp;
}
$(grp).remove();
$("#team-posts").append($(grp));
}
I cannot seem to figure out how to get the posts back in the original order. Here's the demo of my current code http://jsfiddle.net/JsJs2/
Keep original copy like following before calling reorder() function and use that for reorder later.
var orig = $("#team-posts").children();
$("#undo").click(function() {
orderPosts();
});
function orderPosts() {
$("#team-posts").html( orig ) ;
}
Working demo
Full Code
var orig = $("#team-posts").children(); ///caching original
reorder();
$("#undo").click(function(e) {
e.preventDefault();
orderPosts();
});
function reorder() {
var grp = $("#team-posts").children();
var cnt = grp.length;
var temp, x;
for (var i = 0; i < cnt; i++) {
temp = grp[i];
x = Math.floor(Math.random() * cnt);
grp[i] = grp[x];
grp[x] = temp;
}
$(grp).remove();
$("#team-posts").append($(grp));
}
function orderPosts() {
// set original order
$("#team-posts").html(orig);
}
How about an "undo" plugin, assuming it applies?
Just give each item a class with the corresponding order and then get the class name of each div and save it to a variable
$("#team-posts div").each(function() {
var parseIntedClassname = parseInt($(this).attr("class");
arrayName[parseIntedClassname] = $("#team-posts div." + parseIntedClassname).html()
});
You can reorder them from there by saving their html to an array in order
$("#team-posts").html();
for(var i=0;i<arrayName.length;i++){
$("#team-posts").append('<div class="'+i+'">'+arrayName[i]+'</div>');
}
The solution with saving away the original order is probably the best but if you have to dynamically sort it, you can use this:
http://www.w3schools.com/jsref/jsref_sort.asp
function orderPosts() {
var $grp = $("#team-posts"),
ordered = $grp.children().toArray().sort(function(a, b) {
return parseInt($(a).text()) > parseInt($(b).text());
});
$grp.empty().append(ordered);
}