I would like to begin with saying i am new to the whole programming scene. This is my first jQuery project for ICT at school.
The project:
I have multiple draggable objects (images). They are in #wrapper, wrapper is in my style.css
Now i want to make it so that when the images are dragged over a background image (centered), located under the wrapper, they will change from image. I have done this successfully by getting the location of each object:
drag: function(){
var who = $("#draggable1");
var offset1 = who.offset();
var xPos1 = offset1.left;
var yPos1 = offset1.top;
$('#posX').text('x: ' + xPos1);
$('#posY').text('y: ' + yPos1);
Then check where the object is, and if its within the X and Y of my background picture, they change:
if(yPos1 > '115' && yPos1 < '578')
{
this.src = 'pinkward5.png'
}
And also code if the object is dropped outside of the background image, this will make it go back to its original place:
if(xPos1 < '717' || xPos1 > '1202')
{
who.animate({ 'top': offset1.top == '0', 'left': offset1.left == '0'}, 200, function(){
who.stop( true,true );
who.mouseup();
this.src = 'visionward.png'
});
BUT:
If i use another monitor with another resolution or leave the browser on the half of my screen, the coordinates change, and the code doenst work as it should because the offset changes.
My question:
How can i make that no matter what the resolution or window of the browser, the coordinates are the same. Maybe with percentages or check if the object is within the css border of the background image?
Thanks! i hope i have not violated the stackoverflow rules.
Why to hardcode the coordinates?
Simply call "offset()" on the background image to get the coordinates, exactly like what you did on the draggable element, and calculate the bounds with its width and height.
var bkgd = $('.whatever-you-name-the-background-image-class');
var bkgd_offset = bkgd.offset();
if(xPos1 >= bkgd_offset.left && xPos1 + who.width() <= bkgd_offset.left + bkgd.width() &&
yPos1 >= bkgd_offset.top && yPos1 + who.height() <= bkgd_offset.top + bkgd.height())
/* draggable inside background */;
else
/* not inside background */;
Related
I use a Zoom JavaScript for zoom my images when I click on it.
This JavaScript creates a hidden copy of my image with bigger dimensions.
Problem is, when I load my page, the body takes a height and width according to the hidden image.
You can see at the right of the screen the menu doesn't fit with the width of the screen (the hidden image is not displayed).
Is there a solution when I load the page, the size of the body does not take into account the hidden image?
// To achieve this effect we're creating a copy of the image and scaling it up. Next we'll pull the x and y coordinates of the mouse on the original image. Then we translate the big image so that the points we are looking at match up. Finally we create a mask to display the piece of the image that we're interested in.
let settings = {
'magnification': 3,
'maskSize': 200
}
// Once our images have loaded let's create the zoom
window.addEventListener("load", () => {
// find all the images
let images = document.querySelectorAll('.image-zoom-available');
// querySelectorAll produces an array of images that we pull out one by one and create a Zoombini for
Array.prototype.forEach.call(images, (image) => {
new Zoombini(image);
});
});
// A Zoombini (or whatever you want to call it), is a class that takes an image input and adds the zoomable functionality to it. Let's take a look inside at what it does.
class Zoombini {
// When we create a new Zoombini we run this function; it's called the constructor and you can see it taking our image in from above
constructor(targetImage) {
// We don't want the Zoombini to forget about it's image, so let's save that info
this.image = targetImage;
// The Zoombini isActive after it has opened up
this.isActive = false;
// But as it hasn't been used yet it's maskSize will be 0
this.maskSize = 0;
// And we have to start it's coordinates somewhere, they may as well be (0,0)
this.mousex = this.mousey = 0;
// Now we're set up let's build the necessary compoonents
// First let's clone our original image, I'm going to call it imageZoom and save it our Zoombini
this.imageZoom = this.image.cloneNode();
// And pop it next to the image target
this.image.parentNode.insertBefore(this.imageZoom, this.image);
// Make the zoom image that we'll crop float above it's original sibling
this.imageZoom.style.zIndex = 1;
// We don't want to be able to touch it though, we want to reach whats underneat
this.imageZoom.style.pointerEvents = "none";
// And so we can translate it let's make it absolute
this.imageZoom.style.position = "absolute";
// Now let's scale up our enlarged image and add an event listener so that it resizes whenever the size of the window changes
this.resizeImageZoom();
window.addEventListener("resize", this.resizeImageZoom.bind(this), false);
// Now that we're finishing the constructor we need to addeventlisteners so we can interact with it
// This function is just below, but still exists within our Zoombini
this.UI();
// Finally we'll apply an initial mask at default settings to hide this image
this.drawMask();
}
// resizeImageZoom resizes the enlarged image
resizeImageZoom() {
// So let's scale up this version
this.imageZoom.style.width = this.image.getBoundingClientRect().width * settings.magnification + 'px';
this.imageZoom.style.height = "unset"
}
// This could be inside the constructor but it's nicer on it's own I think
UI() {
this.image.addEventListener('mousemove', (event) => {
// When we move our mouse the x and y coordinates from the event
// We subtract the left and top coordinates so that we get the (x,y) coordinates of the actualy image, where (0,0) would be the top left
this.mousex = event.clientX - this.image.getBoundingClientRect().left;
this.mousey = event.clientY - this.image.getBoundingClientRect().top;
// if we're not active then don't display anything
if (!this.isActive) return;
// The drawMask() function below displays our the portion of the image that we're interested in
this.drawMask();
});
// When they mousedown we open up our mask
this.image.addEventListener('mousedown', () => {
// But it can be opening or closing, so let's pass in that information
this.isExpanding = true;
// To do that we start the maskSizer function, which calls itself until it reaches full size
this.maskSizer();
// And hide our cursor (we know where it is)
this.image.classList.add('is-active');
});
// if the mouse is released, close the mask
this.image.addEventListener('mouseup', () => {
// if it's not expanding, it's closing
this.isExpanding = false;
// if the mask has already expanded we'll need to start another maskSizer to shrink it. We don't run the maskSizer unless the mask is changing
if (this.isActive) this.maskSizer();
});
// same as above, caused by us moving out of the zoom area
this.image.addEventListener('mouseout', () => {
this.isExpanding = false;
if (this.isActive) this.maskSizer();
});
}
// The drawmask function shows us the piece of the image that we are hovering over
drawMask() {
// Let's use getBoundingClientRect to get the location of our images
let image = this.image.getBoundingClientRect();
let imageZoom = this.imageZoom.getBoundingClientRect();
// We'll start by getting the (x,y) of our big image that matches the piece we're mousing over (which we stored from our event listener as this.mousex and this.mousey). This is a clunky bit of code to help the zooms work in a variety of situations.
let prop_x = this.mousex / image.width * imageZoom.width * (1 - 1 / settings.magnification) - image.x - window.scrollX;
let prop_y = this.mousey / image.height * imageZoom.height * (1 - 1 / settings.magnification) - image.y - window.scrollY;
// Shift the large image by that amount
this.imageZoom.style.left = -prop_x + "px";
this.imageZoom.style.top = -prop_y + "px";
// Now we need to create our mask
// First let's get the coordinates of the point we're hovering over
let x = this.mousex * settings.magnification;
let y = this.mousey * settings.magnification;
// And create and apply our clip
let clippy = "circle(" + this.maskSize + "px at " + x + "px " + y + "px)";
this.imageZoom.style.clipPath = clippy;
this.imageZoom.style.webkitClipPath = clippy;
}
// We'll use the maskSizer to either expand or shrink the size of our mask
maskSizer() {
// We're in maskSizer so we're changing the size of our mask. Let's make the mask radius larger if the Zoombini is expanding, or shrink it if it's closing. The numbers below might need to be adjusted. It closes faster than it opens
this.maskSize = this.isExpanding ? this.maskSize + 35 : this.maskSize - 40;
// It has the form of: condition ? value-if-true : value-if-false
// Think of the ? as "then" and : as "else"
// if we've reaached max size, don't make it any larger
if (this.maskSize >= settings.maskSize) {
this.maskSize = settings.maskSize;
// we'll no longer need to change the maskSize so we'll just set this.isActive to true and let our mousemove do the drawing
this.isActive = true;
} else if (this.maskSize < 0) {
// Our mask is closed
this.maskSize = 0;
this.isActive = false;
this.image.classList.remove('is-active');
} else {
// Or else we haven't reached a size that we want to keep yet. So let's loop it on the next available frame
// We bind(this) here because so that the function remains in context
requestAnimationFrame(this.maskSizer.bind(this));
}
// After we have the appropriate size, draw the mask
this.drawMask();
}
}
function zoom(e) {
var zoomer = e.currentTarget;
e.offsetX ? offsetX = e.offsetX : offsetX = e.touches[0].pageX
e.offsetY ? offsetY = e.offsetY : offsetX = e.touches[0].pageX
x = offsetX / zoomer.offsetWidth * 100
y = offsetY / zoomer.offsetHeight * 100
zoomer.style.backgroundPosition = x + '% ' + y + '%';
}
//My image generated after page load
.image-zoom-available {
height: unset;
border-radius: 30px;
z-index: 1;
pointer-events: none;
position: absolute;
width: 834.688px;
left: 526.646px;
top: 231.729px;
clip-path: circle(0px at 439.062px 987.812px);
}
<div class="col-12 col-xl-3 col-lg-5 justify-content-center ">
<div class="mb-3">
<img class="image-zoom-available" style="height:75%; border-radius: 30px" src='{{ asset(' /radio/ ') }}{{examen.idpatient.id}}_examen_{{examen.id}}_radio.png' id="image_radio" draggable="false" />
</div>
</div>
Try adding the following property in your hidden image css :
display: none
A non visible element still take space in the web page. Cf: What is the difference between visibility:hidden and display:none?
Remove or override the display: none property when you want to display the image.
I add
this.imageZoom.style.display = "none";
on the event : mouseup and
this.imageZoom.style.display = "block";
on mousedown event. And it's fix thanks !
I am currently working in rulerguides.js. And i customized into particular div for rulers and grid line.REFER THIS FIDDLE. Rulers are working fine for me but drag-gable create div (GRID LINES) calculated from body element only , that means top of window and left edges of window.Here In my code i can send particular div for rulers
var evt = new Event(),
dragdrop = new Dragdrop(evt),
rg = new RulersGuides(evt, dragdrop,document.getElementById('workarea'));
I need to start from particular div
(For example : ruler h unselectable class will create horizontal grid line and ruler v unselectable class will create vertical grid line in my working area.)
How to get draggable starting element ? And i need to start in particular div just like image
.
I am struggle for more than 2 days.How to solve this issues?
Actually RulersGuides.js is not intended to be used in containers other than document body, so I would think about placing it in an iframe.
If you really need to have it a in a div, here are some adjustments needed:
Update getWindowSize, getScrollPos and getScrollSize functions to calculate container dimensions.
Instead of using vBound and hBound in mousedown handler you need to introduce vLowBound, vHighBound, etc., where container's left and top offsets will be taken in account, like this:
if (vLowBound === 0) {
vLowBound = container.offsetLeft;
vHighBound = vRuler.offsetWidth + vLowBound;
hLowBound = container.offsetTop;
hHighBound = hRuler.offsetHeight + hLowBound;
}
with appropriate checks
if (
(
(x > vLowBound && x < vHighBound) ||
(y > hLowBound && y < hHighBound)
) && rulerStatus === 1
)
and then
if (y > hLowBound && y < hHighBound) {
and
} else if (x > vLowBound && x < vHighBound) {
accordingly
Update removeInboundGuide accordingly in the same way.
Other than that, I think there'll be needed some changes in dom dimensions calculations, dialogs etc.
Please refer to the following jsfiddle for the details.
I was using the stellar.js in my project.
There is a question - under the "realtime resize" requirement( do not reload page ).
when I using the resize function to calculate the new position LEFT in horizontal scrolling below:
$(window).resize(function(){
var newPos = element.position().left*100; //Get NEW Position ...
element.css("left", newPos); //It's not working ...
});
the elements with "data-stellar-ratio" will not be overwrite.
How do i do to slove this problem ?
Thanks for your help.
Under the requirement below
-> When resizing browser then recalculate the element position in real-time ( NO Reload page )
-> So, I will recalculate position and overwrite new position to element.
-> But, the element which use data-stellar-ratio attribute can not be overwrite new position.(example in comment)
here is my problem. thank you for your help again.
Your question is very unclear. But, if you wish to change the data-stellar-ratio attribute, you would do it like this.
element.attr('data-stellar-ratio', 2);
element must be a jQuery object.
To you refer
_repositionElements: function() in stellar.js
if (this.options.horizontalScrolling) {
var bSize = this.options.refWidth,bResize = $(window).width(),bRatio = this.options.formula(bResize, bSize);
newPositionLeft = (scrollLeft + particle.horizontalOffset + this.viewportOffsetLeft + particle.startingPositionLeft - particle.startingOffsetLeft + particle.parentOffsetLeft) * -(particle.stellarRatio + fixedRatioOffset - 1) + particle.startingPositionLeft;
newPositionLeft *= bRatio; //all element reposition in here
newOffsetLeft = newPositionLeft - particle.startingPositionLeft + particle.startingOffsetLeft;
}
bSize = resizing browser before
bResize = resizing browser after
bRatio = resize ratio
newPositionLfet = all element position left
newPositionTop = the same to newPositionLeft
PLEASE DO NOT RECOMMEND JQUERY - I AM DOING THIS EXERCISE FOR LEARNING PURPOSES.
I have implemented a JavaScript, which rotates images (_elementSlideChange) on a timer, using a set interval of 10 seconds. Also I have added a slide functionality to this, which is 7 milliseconds (_slideImage).
The image rotates automatically every 10 seconds on page load, and I have also provided next and previous buttons, which allow the user to change the images manually.
_elementSlideChange: function () {
var myString;
var myText;
for (var i = 0; i < this._imgArray.length; i++) {
var imageArr = "url(" + this._imgArray[i].src + ")";
var imageBg = this._imageHolder.style.background + "";
if (imageArr == imageBg) {
if (i == (this._imgArray.length - 1)) {
myString = "url(" + this._imgArray[0].src + ")";
myText = this._infoArray[0];
} else {
myString = "url(" + this._imgArray[(i + 1)].src + ")";
myText = this._infoArray[i + 1];
}
}
}
this._imageNextSlide.style.background = myString;
this._imageNextSlide.style.background);
this._infoElement.innerHTML = myText;
this._myTimer = setInterval(MyProject.Utils.createDelegate(this._slideImage, this), 7);
},
_slideImage: function () {
if (parseInt(this._imageHolder.style.width) >= 0 && parseInt(this._imageNextSlide.style.width) <= 450) {
this._imageHolder.style.backgroundPosition = "right";
this._imageHolder.style.width = (parseInt(this._imageHolder.style.width) - 1) + 'px';
console.log(this._imageNextSlide.style.background);
this._imageNextSlide.style.width = (parseInt(this._imageNextSlide.style.width) + 1) + 'px';
} else {
console.log("reached 0px");
if (parseInt(this._imageHolder.style.width) == 0) {
this._imageHolder.style.background = this._imageNextSlide.style.background;
this._imageHolder.style.width = 450 + 'px';
this._imageHolder === this._imageNextSlide;
this._imageHolder.className = "orginalImage";
this._imageNextSlide.style.width = 0 + "px";
this._imageNextSlide = this._dummyImageNextSlide;
this._imagesElement.appendChild(this._imageHolder);
this._imagesElement.appendChild(this._imageNextSlide);
clearInterval(this._myTimer);
}
clearInterval(this._myTimer);
clearInterval(this._elementSlideChange);
}
}
So when the user clicks on the Next arrow button, the event listener for "click" is triggered. This creates a div for the current image on display, and creates a new div, which will contain the next image. The image slide and rotation works correctly (whether it's onLoad or onClick). The issue I have is if I click the Next button, while the new div image is sliding into position, it causes it to run into an infinite loop, so the same div with the image to be displayed keeps sliding in, and the more you click the Next button, the faster the image starts to rotate.
I have tried putting a clear interval for the image rotation and slider, but I do understand my code is wrong, which causes the infinite loop of the sliding image. And I know I am close to finishing the functionality.
Can anyone please advise where I could be going wrong? Or should I try to implement the sliding DIV in another way?
Once again please don't recommend jQuery.
And thank you for your help in advance.
Kush
To solve the issue, I did re-write the entire code, where I had a next and previous button event listener.
myProject.Utils.addHandler(this._nextImageElement, "click", myProject.Utils.createDelegate(this._changeImage, this));
Both the buttons will call the same function :
_changeImage: function (e)
In this function I check to see if the function is Transition (changing images),
I declare a boolean var forward = e.target == this._nextImageElement;
Then check to see the current index if forward ? Add 1 else minus 1
this._currentImageIndex += forward ? 1 : -1;
If its at the end of the Array and forward is true, assign the this._currentImageIndex to reset to 0 or Array.length – 1 if it’s in reverse
Then call another function which gives the ‘div’ a sliding effect. In this case call it this._transitionImage(forward);
In this function, set the this._inTranstion to true. (Because the div’s are sliding in this case).
The following code solved the issue i was having.
this._slideImageElement.style.backgroundImage = "url(\"" + this._imgArray[this._currentImageIndex].src + "\")";
this._slideImageElement.style.backgroundPosition = forward ? "left" : "right";
this._slideImageElement.style.left = forward ? "auto" : "0px";
this._slideImageElement.style.right = forward ? "0px" : "auto";
The above code is very important as the object is to place the “sliding in div” Left or Right of the current Visible “div” to the user, and this is mainly dependent on if the forward variable is true or false.
var i = 0;
Then start the transition by
setInterval( function() {
this._currentImageElement.style.backgroundPosition = (forward ? -1 : 1) * (i + 1) + "px";
this._slideImageElement.style.width = (i + 1) + "px";
Notice the forward will determine if the bgPosition will go to the left if its forward as we multiple by -1 or +1,
So for example
If the user clicks NEXT BUTTON,
Forward = true
So the first thing we do is set the
this._slideImageElement.style.backgroundPosition = "left"
Then
this._slideImageElement.style.left = "auto"
this._slideImageElement.style.right = "0px"
This means when the sliding image moves in its background position is LEFT but the div is placed on the RIGHT to 0px;
then this._currentImageElement.style.backgroundPosition = -1 * (i + 1)
Which moves the position of the currentImageElement to the left by 1px,
Increase the width of the slideImage which in this case is right of the current div,
and as the current div moves to the left the sliding image starts to appear from the right. (By default set the width of slideImageElement to 0px so the div exists but isn’t visible to the user). This gives it the slide effect of moving forward new image coming from the right.
this._slideImageElement.style.width = (i + 1) + "px";
then declare it to stop when it it’s the image width. In this case it will be 500px.
if ((i = i + 2) == 500) {
In this if statement reset the currentImageElement background and the background position “right” or “left” don’t really matter as long it has been reset.
Clear the interval
Set the transition to false again
Then call a setTimeout for the function changeImage, which will continue until the slide is completed.
The following shows the reset code as this is very important to prevent repeating the same image (This solved my entire issue)
// set the current image to the "new" current image and reset it's background position
this._currentImageElement.style.backgroundImage = "url(\"" + this._imgArray[this._currentImageIndex].src + "\")";
this._currentImageElement.style.backgroundPosition = "right";
// reset the slide image width
this._slideImageElement.style.width = "0px";
// clear the transition interval and mark as not in transition
clearInterval(this._transitionInterval);
this._inTransition = false;
// setup the next image timer
this._nextImageTimeout = setTimeout(myProject.Utils.createDelegate(this._changeImage, this), 2500);
}
I have provided a thorough detail because then it easier to understand the logic of the problem, and even if your not having the same issue, this may help you fingure out any problem.
I couldn't provide a JSfiddle, as i have created my CSS using Javascript, there are different ways of doing this, but i wanted to understand the logic behind the forward and reverse, and having a timer which continuously goes forward.
It seems like you want to cancel the animation on the slide (perhaps have it fade out while the next slide animates in, cancel its animation abruptly or let it finish and ignore the button click)
What I usually do, personally, is check for the animated state (yes, I use jquery, but you should be able to test the CSS or positioning values you are using to animate in the same way) you could even add an "active" class or data type during animation to make testing easier. Global flags work, too. If there is animation, ignore the button. (For my work... Depends on your intention)
Like I said, the problem may be with button behaviour not with the animation routine. It would be useful to see how you are calling this from the button click, and what your intended results are going to be.
How about CSS3 transitions?
transition: all 1s ease 0.5s;
Simple example on JS Fiddle.
This takes care of the animation, so you just need to set the intended destination using JavaScript, i.e.
this.style.left = '100px';
Or
this.style.top = '30px';
And CSS3 transitions will smoothly slide the element.
Cross Browser Note!
The transition property may need a vendor prefix for some browsers, I am using the latest production Firefox and you don't need -moz for that. Same goes for Opera, no '-o' required. Internet Exporer 10 needs no prefix. You may need to use -webkit for Safari / Chrome, but test without first.
I'm using this jquery color picker plugin http://www.eyecon.ro/colorpicker/ in my web application. I need to do some design tweaks. I'm gonna show some sample features on the application. Please look at this http://jsfiddle.net/FSDPH/8/ there is a movable box with accordions. In the color section, I've implemented that color picker plugin which I can't show in the jsfiddle. What I need is, when the color picker is selected and if the box is moved beyond the (document) section, the box and color picker palette should dynamically change its position inside the document area. I've succeeded in dynamically changing the box position but I can't make it work for the color picker palette.
Here is the jquery code: (for dymanically altering the box and colorpicker palette position)
var dwidth = $(document).width() - 225; // #box_bg width
$("#box_bg").draggable({
stop: function(event, ui) {
var npos = $("#box_bg").position();
if ( npos.left > dwidth)
{
$(".colorpicker").css("left","-133px!important");
$("#box_bg").css("left", dwidth+"px");
}
}
});
In the above code, $("#box_bg") is working when the box is moved beyond the document area. But it is not working for $(".colorpicker") the left property is not changing in the colorpicker.css file. Why is it so?
UPDATE
Here I've shown more clearly, please check this out :)
http://jsfiddle.net/rkumarnirmal/4GrsD/3/
Could anyone guide me?
Thanks!
The left property of the colorpicker is calculated in the plugin every it is shown. Until you change the plugin, the left property will always be calculated on the fly.
Here is the code from the plugin:
show = function (ev) {
var cal = $('#' + $(this).data('colorpickerId'));
cal.data('colorpicker').onBeforeShow.apply(this, [cal.get(0)]);
var pos = $(this).offset();
var viewPort = getViewport();
var top = pos.top + this.offsetHeight;
var left = pos.left;
if (top + 176 > viewPort.t + viewPort.h) {
top -= this.offsetHeight + 176;
}
if (left + 356 > viewPort.l + viewPort.w) {
left -= 356;
}
cal.css({left: left + 'px', top: top + 'px'});
if (cal.data('colorpicker').onShow.apply(this, [cal.get(0)]) != false) {
cal.show();
}
$(document).bind('mousedown', {cal: cal}, hide);
return false;
}