function getH4() {
var xyz = document.getElementsByClassName('bucket_left');
for(var i=0;i<xyz.length;i++){
var x=document.getElementsByTagName("h4")[i].innerHTML;
var current_bucket = xyz[i];
var y=current_bucket.firstChild.href;
var newdiv = document.createElement('div');
newdiv.innerHTML = ""+x+"";
newdiv.className = "hover_title_h4";
current_bucket.appendChild(newdiv);
}
}
window.onscroll=getH4;
In above code i want to append new div in set of divs having class bucket_left and this divs generated from infinite scrolling. above code is working fine but on scroll it appends so many divs.
so how do i append only once ?
Add the following line at the end of your function:
function getH4() {
// ...
window.onscroll = null;
}
create a global boolean variable and set it to false. again set it to true in the window scroll event and chk the variable is false using a if block. put your code inside that if block.
var isScrolled = false;
function getH4() {
if(!isScrolled){
//your code
}
isScrolled = true
}
You only have to set the onscroll property to none as following at the end of you JavaScript function:
window.onscroll = null;
Now when the script executes for the first time, it will perform its function and the above line will set the onscroll to null and thus will not invoke any event on scroll of your mouse and so your function wont be invoked again and again on the event except for the first time.
Or you could handle it logically by setting a public var say var check = 0 and then set the variable to 1 when entered for the first time. So you need to check the value of check and based on that execute the function
var check = 1;
function getH4() {
if(check==1)
{
var xyz = document.getElementsByClassName('bucket_left');
for(var i=0;i<xyz.length;i++){
var x=document.getElementsByTagName("h4")[i].innerHTML;
var current_bucket = xyz[i];
var y=current_bucket.firstChild.href;
var newdiv = document.createElement('div');
newdiv.innerHTML = ""+x+"";
newdiv.className = "hover_title_h4";
current_bucket.appendChild(newdiv);
}
check=0;
}
}
you can try this:
when scrolling,the check equal false, and the append event will happen just once;
when the scroll end(mouseup or mouseout), the check equal true, you can append again.
var check = true;
function getH4(event) {
event.target.onmouseup = function() {
check = true;
}
event.target.onmouseout = function() {
check = true;
}
if (check) {
var xyz = document.getElementsByClassName('bucket_left');
for(var i=0;i<xyz.length;i++){
var x=document.getElementsByTagName("h4")[i].innerHTML;
var current_bucket = xyz[i];
var y=current_bucket.firstChild.href;
var newdiv = document.createElement('div');
newdiv.innerHTML = ""+x+"";
newdiv.className = "hover_title_h4";
current_bucket.appendChild(newdiv);
}
check = false;
}
window.onscroll=getH4
Related
I understand that onclick() in html with parenthesis calls automatically. But in my situation, I want to pass a parameter into the onclick function(specifically, the element clicked). So how do I manage this without having onclick fired when the page loads? In addition, the onclick method does not fire after its automatically firing upon loading. My code is below:
for (i = 0; i < returnPostPhotoSrcs().length; i++) {
// var photosArray=returnPhotoNames()
// var imgName=photosArray[i]
var imgSrcArray=returnPostPhotoSrcs();
var imgSrc=imgSrcArray[i]
var postNamesArray=returnPostNamesArray();
var postName=returnPostNamesArray[i]
var img=img_create(imgSrc,postName,'')
img.style.width=returnPostHeight();
img.style.height=returnPostWidth();
img.className="postImage";
img.onmousedown=playShout(img);
var postNamesArray=returnPostNames();
var innerSpan = document.createElement('span');
innerSpan.onmousedown=playShout(innerSpan); //problem line
var text = postNamesArray[i];
innerSpan.innerHTML = text; // clear existing, dont actually know what this does
var outerSpan = document.createElement('span');
outerSpan.className="text-content";
outerSpan.onmousedown=playShout(outerSpan); //another problem line, also doesnt call onclick
var li = document.createElement('li');
var imgSpacer=img_create('spacerSource',"spacer",'')
imgSpacer.style.width="25px";
imgSpacer.style.height=returnPostWidth();
li.appendChild(img)
outerSpan.appendChild(innerSpan)
li.appendChild(imgSpacer)
imgSpacer.style.opacity="0"
// if (i>0 && i<returnPostPhotoSrcs().length-1) {
// hackey
var imgSpacer=img_create('spacerSource',"spacer",'')
imgSpacer.style.width="25px";
imgSpacer.style.height=returnPostWidth();
li.appendChild(imgSpacer)
li.appendChild(outerSpan)
imgSpacer.style.opacity="0"
// }
var outerDiv = document.getElementById("postDivOuter");
outerDiv.appendChild(li)
}
Adding onto this you could also do:
img.onmousedown= function(e) { playShout(e) };
//for playshout
playshout = function(e) {
var element = e.target; //this contains the element that was clicked
};
The function fires because you are calling it. You need to use a closure
img.onmousedown= function() { playShout(img) };
As others have shown, you can create an anonymous function, or another option is to use .bind():
innerSpan.onmousedown = playShout.bind(null, innerSpan);
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);
});
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.
I am trying to remove an object and store it (in case a user wants to retrieve it later). I have tried storing the object in a variable like it says in the thread below:
How to I undo .detach()?
But the detach() does not remove the element from the DOM or store it. I am also not getting any error messages. Here is the code I am using to detach the element:
function MMtoggle(IDnum) {
var rowID = "row" + IDnum;
var jRow = '#' + rowID;
thisMMbtn = $(jRow).find(".addMMbtn");
var light = false;
var that = this;
if (light == false) {
thisMMbtn.bind("click",
function() {
var thisRow = $(this).closest(".txtContentRow");
var thisTxt = thisRow.find(".txtContent");
var cellStr = '<div class = "mmCell prep"></div>';
$(cellStr).appendTo(thisTxt);
$(this).unbind("click");
light = true;
}
);
}
else {
thisMMbtn.bind("click",
function() {
var thisRow = $(this).closest(".txtContentRow");
thisMM = thisRow.find(".mmCell");
SC[rowID].rcbin = thisMM.detach(); //here is where I detach the div and store it in an object
$(this).unbind("click");
light = false;
}
);
}
}
MMtoggle(g.num);
A fiddle of the problem is here: http://jsfiddle.net/pScJc/
(the button that detaches is the '+' button on the right. It is supposed to add a div and then detach it when clicked again.)
Looking at your code I don't think so you need detach for what you are trying to achieve.
Instead try this code.
thisMMbtn.bind("click",
function() {
var thisRow = $(this).closest(".txtContentRow");
var thisTxt = thisRow.find(".txtContent");
var $mmCell = thisTxt.find('.mmCell');
if($mmCell.length == 0){
$mmCell = $('<div class = "mmCell prep"></div>')
.appendTo(thisTxt).hide();
}
$mmCell.toggle();
//$(this).unbind("click");
}
);
Demo
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.