I'm so close to getting this effect perfect, but I have run into a small little bump in the road.
I have a messaging system with a main div (#message-viewer) that contains a thread of messages. What I would like, is that when a user is viewing this on their iPad, and swipes to the right (anywhere inside this div), that #message-viewer slides off the screen and #div2 comes in from the left side of the screen.
Good News: The effect is smooth and responsive on the iPad. Javascript from Padalicious works like a charm.
Problems:
When the effect is on, my other jQuery functions do not work (for example, my buttons that open up a new div).
Vertical scrolling doesn't work! =(
I've tried:
In CSS on #swipeBox, I've tried all [overflow:] options to enable scrolling. No bueno.
I have tried attaching [ontouchstart=""] to the separate Divs, instead of creating a new one. No bueno.
I hope this makes sense... I have attached my code. I'm thinking the Padalicious code may be interfering with Y scrolling...
Thanks for the help!
HTML
<!DOCTYPE html>
<link rel="stylesheet" href="global/styles/base.css" type="text/css" />
<script src="global/js/jquery.tools.min.js"></script>
<script src="global/js/jquery.min.js"></script>
<script src="global/js/jquery-ui.min.js"></script>
<script src="global/js/jquery-1.5.js"></script>
<script src="global/js/ipad.js"></script>
<meta http-equiv="content-type" content="text/html; charset=utf-8">
<meta name="viewport" content="minimum-scale=1.0, maximum-scale=1.0,
width=device-width, user-scalable=no">
<meta name="apple-mobile-web-app-capable" content="yes">
<meta name="apple-mobile-web-app-status-bar-style" content="black-translucent">
</head>
<body>
<div id="swipeBox" ontouchstart="touchStart(event,'message-viewer');" ontouchend="touchEnd(event);" ontouchmove="touchMove(event);" ontouchcancel="touchCancel(event);">
<div id="content-container">
<div id="message-viewer">
// CONTENT HERE
</div>
<div class="Div2">
// CONTENT HERE
</div>
</div>
</div>
</body>
</html>
CSS
#swipeBox {
width: 100%;
height: auto;
}
JAVASCRIPT
var triggerElementID = null; // this variable is used to identity the triggering element
var fingerCount = 0;
var startX = 0;
var startY = 0;
var curX = 0;
var curY = 0;
var deltaX = 0;
var deltaY = 0;
var horzDiff = 0;
var vertDiff = 0;
var minLength = 72; // the shortest distance the user may swipe
var swipeLength = 0;
var swipeAngle = null;
var swipeDirection = null;
// The 4 Touch Event Handlers
// NOTE: the touchStart handler should also receive the ID of the triggering element
// make sure its ID is passed in the event call placed in the element declaration, like:
// <div id="picture-frame" ontouchstart="touchStart(event,'picture-frame');" ontouchend="touchEnd(event);" ontouchmove="touchMove(event);" ontouchcancel="touchCancel(event);">
function touchStart(event,passedName) {
// disable the standard ability to select the touched object
event.preventDefault();
// get the total number of fingers touching the screen
fingerCount = event.touches.length;
// since we're looking for a swipe (single finger) and not a gesture (multiple fingers),
// check that only one finger was used
if ( fingerCount == 2 ) {
// get the coordinates of the touch
startX = event.touches[0].pageX;
startY = event.touches[0].pageY;
// store the triggering element ID
triggerElementID = passedName;
} else {
// more than one finger touched so cancel
touchCancel(event);
}
}
function touchMove(event) {
event.preventDefault();
if ( event.touches.length == 2 ) {
curX = event.touches[0].pageX;
curY = event.touches[0].pageY;
} else {
touchCancel(event);
}
}
function touchEnd(event) {
event.preventDefault();
// check to see if more than one finger was used and that there is an ending coordinate
if ( fingerCount == 2 && curX != 0 ) {
// use the Distance Formula to determine the length of the swipe
swipeLength = Math.round(Math.sqrt(Math.pow(curX - startX,2) + Math.pow(curY - startY,2)));
// if the user swiped more than the minimum length, perform the appropriate action
if ( swipeLength >= minLength ) {
caluculateAngle();
determineSwipeDirection();
processingRoutine();
touchCancel(event); // reset the variables
} else {
touchCancel(event);
}
} else {
touchCancel(event);
}
}
function touchCancel(event) {
// reset the variables back to default values
fingerCount = 0;
startX = 0;
startY = 0;
curX = 0;
curY = 0;
deltaX = 0;
deltaY = 0;
horzDiff = 0;
vertDiff = 0;
swipeLength = 0;
swipeAngle = null;
swipeDirection = null;
triggerElementID = null;
}
function caluculateAngle() {
var X = startX-curX;
var Y = curY-startY;
var Z = Math.round(Math.sqrt(Math.pow(X,2)+Math.pow(Y,2))); //the distance - rounded - in pixels
var r = Math.atan2(Y,X); //angle in radians (Cartesian system)
swipeAngle = Math.round(r*180/Math.PI); //angle in degrees
if ( swipeAngle < 0 ) { swipeAngle = 360 - Math.abs(swipeAngle); }
}
function determineSwipeDirection() {
if ( (swipeAngle <= 45) && (swipeAngle >= 0) ) {
swipeDirection = 'left';
} else if ( (swipeAngle <= 360) && (swipeAngle >= 315) ) {
swipeDirection = 'left';
} else if ( (swipeAngle >= 135) && (swipeAngle <= 225) ) {
swipeDirection = 'right';
}
}
function processingRoutine() {
var swipedElement = document.getElementById(triggerElementID);
if ( swipeDirection == 'left' ) {
// REPLACE WITH YOUR ROUTINES
$("#message-viewer").removeClass("slideright");
$('.Div2').removeClass("slideright");
} else if ( swipeDirection == 'right' ) {
// REPLACE WITH YOUR ROUTINES
$("#message-viewer").addClass("slideright");
$('.Div2').addClass("slideright");
}
}
The event.preventDefault(); block scrolling
Related
Can you recommend a JS library that actually provides edge swipe functionality when working with bare-bones HTML & CSS?
I've searched all over and haven't found a source of truth for that problem.
I've seen lots and lots of libraries enabling swipe gestures but not edge swipe.
My last attempt was using Hammer.js which I've tried implementing as:
var swipe = new Hammer(document);
// detect swipe and call to a function
swipe.on('swiperight swipeleft', function (e) {
e.preventDefault();
var endPoint = e.pointers[0].pageX;
var distance = e.distance;
var origin = endPoint - distance;
//swipe right to open nav
if (origin <= 15 && e.type == 'swiperight') {
// open main menu
$('#navigation-menu').animate({
left: '0'
});
} else {
// close/hide menu(s)
$('#navigation-menu').animate({
left: '-100%'
});
}
});
Further, if not using any library, how can I implement a mobile edge swipe to show and hide content, (in my case it'd be a navigation menu) with vanilla JS?
At this point I'm open to either solution/direction.
Here is a solution, you can set thresholdStart, End, Milliseconds. You may want to tidy up the code, and port it for touch events (I used mouse events for testing in my browser more easily).
Use:
swipeEdgeFromLeft function and swipeEdgeFromRight function.
var div = document.body;
var mouse = {
isDown: false,
inLeft: false,
inRight: false,
downTimestamp: null
};
var width, thresholdStart, thresholdEnd, thresholdMilliseconds;
function resize(){
width = window.innerWidth;
thresholdStart = 0.1*width;//within 10% of screen width
thresholdEnd = 0.13*width;//beyond 13% of screen width
thresholdMilliseconds = 500;//must be done in 500 milliseconds
}
document.addEventListener("resize", resize, false);
resize();//initialize
div.addEventListener('mousedown'/*'touchstart'*/, function(e){
var x = e./*touches[0].*/pageX;
mouse.isDown = true;
mouse.downTimestamp = performance.now();
if(x < thresholdStart){
mouse.inLeft = true;
} else if(x > width-thresholdStart){
mouse.inRight = true;
}
});
div.addEventListener('mousemove'/*'touchmove'*/, function(e){
var x = e./*touches[0].*/pageX;
if(mouse.inLeft && x > thresholdEnd){
mouse.inLeft = false;
if(performance.now() - mouse.downTimestamp < thresholdMilliseconds){
swipeEdgeFromLeft();
}
} else if(mouse.inRight && x < width-thresholdEnd){
mouse.inRight = false;
if(performance.now() - mouse.downTimestamp < thresholdMilliseconds){
swipeEdgeFromRight();
}
}
});
div.addEventListener('mouseup'/*'touchend'*/, function(e){
//var x = e./*changedTouches[0].*/pageX;
mouse.isDown = false;
mouse.inLeft = false;
mouse.inRight = false;
mouse.downTimestamp = null;
});
function swipeEdgeFromLeft(){
console.log("edge swipe from left");
}
function swipeEdgeFromRight(){
console.log("edge swipe from right");
}
body {
max-width: 100vw;
height: 100vh;
}
.bar {
height: 100vh;
background-color: rgba(0,0,0,0.4);
position: fixed;
pointer-events: none;
}
#left-inner-threshold {
width: calc(0.1 * 100vw);
left: 0;
}
#right-inner-threshold {
width: calc(0.1 * 100vw);
right: 0;
}
#left-outer-threshold {
width: calc(0.13 * 100vw);
left: 0;
}
#right-outer-threshold {
width: calc(0.13 * 100vw);
right: 0;
}
<div id="left-inner-threshold" class="bar"></div>
<div id="left-outer-threshold" class="bar"></div>
<div id="right-inner-threshold" class="bar"></div>
<div id="right-outer-threshold" class="bar"></div>
Here's a solution to your existing code using Hammer.js v2.0.8
The explanation for how to achieve the edge swipe can be found here answered by #jovinbm.
$(document).ready(function () {
const swipe = new Hammer(document);
function getStartPosition(e) {
const delta_x = e.deltaX;
const delta_y = e.deltaY;
const final_x = e.srcEvent.pageX || e.srcEvent.screenX || 0;
const final_y = e.srcEvent.pageY || e.srcEvent.screenY || 0;
return {
x: final_x - delta_x,
y: final_y - delta_y
}
};
swipe.on('swiperight swipeleft', function (e) {
e.preventDefault();
const { x } = getStartPosition(e);
console.log(x);
//swipe right to open nav /* note the condition here */
if (e.type == 'swiperight' && x >= 0 && x <= 50) {
// open menu
$('#navigation').animate({
left: '0'
});
//swiping left should slide out nav and/or sub-nav
} else {
// close/hide menu
$('#navigation, #task-menu').animate({
left: '-100%'
});
}
});
});
Here's a pen showing it in action:
For swipes, only the final pointerup event is included as the srcEvent in the event object passed to your handler (see http://hammerjs.github.io/api/). The initial pointerdown event that carries the details of the initial position of where the swipe event started is not provided in the hammer event object. Fortunately, you can use the srcEvent in the event object to get the starting position of the event initial pointerdown event.
const getStartPosition = (e) => {
const delta_x = e.deltaX;
const delta_y = e.deltaY;
const final_x = e.srcEvent.pageX || e.srcEvent.screenX || 0;
const final_y = e.srcEvent.pageY || e.srcEvent.screenY || 0;
return {
x: final_x - delta_x,
y: final_y - delta_y
};
};
const handleSwipe = (e) => {
const {x} = getStartPosition(e);
if (x >= 0 && x <= 50) {
// handle swipe from left edge e.t.c
}
else {
// handle other case
}
};
The srcEvent is just a normal javascript event that inherits properties from UIEvent hence the pageX/pageY api above. This will probably not work in other browsers since some of them are not standardized
I am trying to reach a horizontal timeline like this:
https://codepen.io/ritz078/pen/LGRWjE
My problem is, that I've got no real dates (DD/MM/YYYY) but only years like 1998-2002 or just 2009. So there is a problem, I am struggling to fix, which ends up like this:
So my aims are:
Set a fixed distance between elements
Make it work just with years
When on a device less than 768px wide ensure a single element is displayed and it appears in the center
This is my solution for 3., but the other things, I couldnt solute:
if ($(window).width() < 768 {
eventsMinDistance = $('.cd-horizontal-timeline .events-wrapper').width(/2;)
}
(timelines.length > 0) && initTimeline(timelines);
$(window).resize(function(){
if ($(window).width() < 768 {
eventsMinDistance = $('.cd-horizontal-timeline .events-wrapper').width(/2;)
} else{
eventsMinDistance = 155;
}
}
Do you guys know how do adjust it, as I am struggling since hours without any success. Thank you very much for your help!
the first part of your code works fine, but it was faulty on the syntax, I fixed it and use it and also add a couple of changes to acomplished the desired fixed width amount between each date.
Actually it was pretty easy, when you debug and you know exactly what the developer wants to do.
This is the code I wrote:
jQuery(document).ready(function($){
var timelines = $('.cd-horizontal-timeline'),
eventsRelativeDistance = false;
if ($(window).width() < 768) {
eventsMinDistance = Number($('.cd-horizontal-timeline .events-wrapper').width())/2;
}else{
var eventsMinDistance = 100;
}
(timelines.length > 0) && initTimeline(timelines);
$(window).resize( function(){
if ($(window).width() < 768) {
eventsMinDistance = Number($('.cd-horizontal-timeline .events-wrapper').width())/2;
} else{
eventsMinDistance = 100;
}
});
function initTimeline(timelines) {
timelines.each(function(){
var timeline = $(this),
timelineComponents = {};
//cache timeline components
timelineComponents['timelineWrapper'] = timeline.find('.events-wrapper');
timelineComponents['eventsWrapper'] = timelineComponents['timelineWrapper'].children('.events');
timelineComponents['fillingLine'] = timelineComponents['eventsWrapper'].children('.filling-line');
timelineComponents['timelineEvents'] = timelineComponents['eventsWrapper'].find('a');
timelineComponents['timelineDates'] = parseDate(timelineComponents['timelineEvents']);
timelineComponents['eventsMinLapse'] = minLapse(timelineComponents['timelineDates']);
timelineComponents['timelineNavigation'] = timeline.find('.cd-timeline-navigation');
timelineComponents['eventsContent'] = timeline.children('.events-content');
if(!eventsRelativeDistance){
// Set up space to store the distance in pixels.
timelineComponents['distanceInPx'] = [];
}
//assign a left postion to the single events along the timeline
setDatePosition(timelineComponents, eventsMinDistance, eventsRelativeDistance);
//assign a width to the timeline
var timelineTotWidth = setTimelineWidth(timelineComponents, eventsMinDistance, eventsRelativeDistance);
//the timeline has been initialize - show it
timeline.addClass('loaded');
//detect click on the next arrow
timelineComponents['timelineNavigation'].on('click', '.next', function(event){
event.preventDefault();
updateSlide(timelineComponents, timelineTotWidth, 'next');
});
//detect click on the prev arrow
timelineComponents['timelineNavigation'].on('click', '.prev', function(event){
event.preventDefault();
updateSlide(timelineComponents, timelineTotWidth, 'prev');
});
//detect click on the a single gallery - show new gallery content
timelineComponents['eventsWrapper'].on('click', 'a', function(event){
event.preventDefault();
timelineComponents['timelineEvents'].removeClass('selected');
$(this).addClass('selected');
updateOlderEvents($(this));
updateFilling($(this), timelineComponents['fillingLine'], timelineTotWidth);
updateVisibleContent($(this), timelineComponents['eventsContent']);
});
//on swipe, show next/prev gallery content
timelineComponents['eventsContent'].on('swipeleft', function(){
var mq = checkMQ();
( mq == 'mobile' ) && showNewContent(timelineComponents, timelineTotWidth, 'next');
});
timelineComponents['eventsContent'].on('swiperight', function(){
var mq = checkMQ();
( mq == 'mobile' ) && showNewContent(timelineComponents, timelineTotWidth, 'prev');
});
//keyboard navigation
$(document).keyup(function(event){
if(event.which=='37' && elementInViewport(timeline.get(0)) ) {
showNewContent(timelineComponents, timelineTotWidth, 'prev');
} else if( event.which=='39' && elementInViewport(timeline.get(0))) {
showNewContent(timelineComponents, timelineTotWidth, 'next');
}
});
});
}
function updateSlide(timelineComponents, timelineTotWidth, string) {
//retrieve translateX value of timelineComponents['eventsWrapper']
var translateValue = getTranslateValue(timelineComponents['eventsWrapper']),
wrapperWidth = Number(timelineComponents['timelineWrapper'].css('width').replace('px', ''));
//translate the timeline to the left('next')/right('prev')
(string == 'next')
? translateTimeline(timelineComponents, translateValue - wrapperWidth + eventsMinDistance, wrapperWidth - timelineTotWidth)
: translateTimeline(timelineComponents, translateValue + wrapperWidth - eventsMinDistance);
}
function showNewContent(timelineComponents, timelineTotWidth, string) {
//go from one gallery to the next/previous one
var visibleContent = timelineComponents['eventsContent'].find('.selected'),
newContent = ( string == 'next' ) ? visibleContent.next() : visibleContent.prev();
if ( newContent.length > 0 ) { //if there's a next/prev gallery - show it
var selectedDate = timelineComponents['eventsWrapper'].find('.selected'),
newEvent = ( string == 'next' ) ? selectedDate.parent('li').next('li').children('a') : selectedDate.parent('li').prev('li').children('a');
updateFilling(newEvent, timelineComponents['fillingLine'], timelineTotWidth);
updateVisibleContent(newEvent, timelineComponents['eventsContent']);
newEvent.addClass('selected');
selectedDate.removeClass('selected');
updateOlderEvents(newEvent);
updateTimelinePosition(string, newEvent, timelineComponents);
}
}
function updateTimelinePosition(string, event, timelineComponents) {
//translate timeline to the left/right according to the position of the selected gallery
var eventStyle = window.getComputedStyle(event.get(0), null),
eventLeft = Number(eventStyle.getPropertyValue("left").replace('px', '')),
timelineWidth = Number(timelineComponents['timelineWrapper'].css('width').replace('px', '')),
timelineTotWidth = Number(timelineComponents['eventsWrapper'].css('width').replace('px', ''));
var timelineTranslate = getTranslateValue(timelineComponents['eventsWrapper']);
if( (string == 'next' && eventLeft > timelineWidth - timelineTranslate) || (string == 'prev' && eventLeft < - timelineTranslate) ) {
translateTimeline(timelineComponents, - eventLeft + timelineWidth/2, timelineWidth - timelineTotWidth);
}
}
function translateTimeline(timelineComponents, value, totWidth) {
var eventsWrapper = timelineComponents['eventsWrapper'].get(0);
value = (value > 0) ? 0 : value; //only negative translate value
value = ( !(typeof totWidth === 'undefined') && value < totWidth ) ? totWidth : value; //do not translate more than timeline width
setTransformValue(eventsWrapper, 'translateX', value+'px');
//update navigation arrows visibility
(value == 0 ) ? timelineComponents['timelineNavigation'].find('.prev').addClass('inactive') : timelineComponents['timelineNavigation'].find('.prev').removeClass('inactive');
(value == totWidth ) ? timelineComponents['timelineNavigation'].find('.next').addClass('inactive') : timelineComponents['timelineNavigation'].find('.next').removeClass('inactive');
}
function updateFilling(selectedEvent, filling, totWidth) {
//change .filling-line length according to the selected gallery
var eventStyle = window.getComputedStyle(selectedEvent.get(0), null),
eventLeft = eventStyle.getPropertyValue("left"),
eventWidth = eventStyle.getPropertyValue("width");
eventLeft = Number(eventLeft.replace('px', '')) + Number(eventWidth.replace('px', ''))/2;
var scaleValue = eventLeft/totWidth;
setTransformValue(filling.get(0), 'scaleX', scaleValue);
}
function setDatePosition(timelineComponents, min, relativeDistance) {
var distance,
distanceNorm = 0,
distancesInPx =[];
for (i = 0; i < timelineComponents['timelineDates'].length; i++) {
if (relativeDistance){
distance = daydiff(timelineComponents['timelineDates'][0], timelineComponents['timelineDates'][i]);
distanceNorm = Math.round(distance/timelineComponents['eventsMinLapse']) + 2;
}else{
distance = 5;
distanceNorm = Math.round(distance/timelineComponents['eventsMinLapse']) + 2 + distanceNorm;
// Save am array of sizes to track the distance in pixels from the left.
timelineComponents['distanceInPx'].push(distanceNorm*min);
}
timelineComponents['timelineEvents'].eq(i).css('left', distanceNorm*min+'px');
}
}
function setTimelineWidth(timelineComponents, width, relativeDistance) {
var timeSpan = 0, timeSpanNorm, totalWidth;
if(relativeDistance){
// If relative Time Distance daydiff caclulates the first date and the last one.
timeSpan = daydiff(timelineComponents['timelineDates'][0], timelineComponents['timelineDates'][timelineComponents['timelineDates'].length-1]);
timeSpanNorm = timeSpan/timelineComponents['eventsMinLapse'];
timeSpanNorm = Math.round(timeSpanNorm) + 4;
totalWidth = timeSpanNorm*width;
}else{
// However if no relative Distance we obtain the amount of distance in pixels from the last position of the array which is the farthest element on the array.
totalWidth = timelineComponents['distanceInPx'][timelineComponents['distanceInPx'].length-1];
}
timelineComponents['eventsWrapper'].css('width', totalWidth+'px');
updateFilling(timelineComponents['eventsWrapper'].find('a.selected'), timelineComponents['fillingLine'], totalWidth);
updateTimelinePosition('next', timelineComponents['eventsWrapper'].find('a.selected'), timelineComponents);
return totalWidth;
}
function updateVisibleContent(event, eventsContent) {
var eventDate = event.data('date'),
visibleContent = eventsContent.find('.selected'),
selectedContent = eventsContent.find('[data-date="'+ eventDate +'"]'),
selectedContentHeight = selectedContent.height();
if (selectedContent.index() > visibleContent.index()) {
var classEnetering = 'selected enter-right',
classLeaving = 'leave-left';
} else {
var classEnetering = 'selected enter-left',
classLeaving = 'leave-right';
}
selectedContent.attr('class', classEnetering);
visibleContent.attr('class', classLeaving).one('webkitAnimationEnd oanimationend msAnimationEnd animationend', function(){
visibleContent.removeClass('leave-right leave-left');
selectedContent.removeClass('enter-left enter-right');
});
eventsContent.css('height', selectedContentHeight+'px');
}
function updateOlderEvents(event) {
event.parent('li').prevAll('li').children('a').addClass('older-gallery').end().end().nextAll('li').children('a').removeClass('older-gallery');
}
function getTranslateValue(timeline) {
var timelineStyle = window.getComputedStyle(timeline.get(0), null),
timelineTranslate = timelineStyle.getPropertyValue("-webkit-transform") ||
timelineStyle.getPropertyValue("-moz-transform") ||
timelineStyle.getPropertyValue("-ms-transform") ||
timelineStyle.getPropertyValue("-o-transform") ||
timelineStyle.getPropertyValue("transform");
if( timelineTranslate.indexOf('(') >=0 ) {
var timelineTranslate = timelineTranslate.split('(')[1];
timelineTranslate = timelineTranslate.split(')')[0];
timelineTranslate = timelineTranslate.split(',');
var translateValue = timelineTranslate[4];
} else {
var translateValue = 0;
}
return Number(translateValue);
}
function setTransformValue(element, property, value) {
element.style["-webkit-transform"] = property+"("+value+")";
element.style["-moz-transform"] = property+"("+value+")";
element.style["-ms-transform"] = property+"("+value+")";
element.style["-o-transform"] = property+"("+value+")";
element.style["transform"] = property+"("+value+")";
}
//based on http://stackoverflow.com/questions/542938/how-do-i-get-the-number-of-days-between-two-dates-in-javascript
function parseDate(events) {
var dateArrays = [];
events.each(function(){
var singleDate = $(this),
dateComp = singleDate.data('date').split('T');
if( dateComp.length > 1 ) { //both DD/MM/YEAR and time are provided
var dayComp = dateComp[0].split('/'),
timeComp = dateComp[1].split(':');
} else if( dateComp[0].indexOf(':') >=0 ) { //only time is provide
var dayComp = ["2000", "0", "0"],
timeComp = dateComp[0].split(':');
} else { //only DD/MM/YEAR
var dayComp = dateComp[0].split('/'),
timeComp = ["0", "0"];
}
var newDate = new Date(dayComp[2], dayComp[1]-1, dayComp[0], timeComp[0], timeComp[1]);
dateArrays.push(newDate);
});
return dateArrays;
}
function daydiff(first, second) {
return Math.round((second-first));
}
function minLapse(dates) {
//determine the minimum distance among events
var dateDistances = [];
for (i = 1; i < dates.length; i++) {
var distance = daydiff(dates[i-1], dates[i]);
dateDistances.push(distance);
}
return Math.min.apply(null, dateDistances);
}
/*
How to tell if a DOM element is visible in the current viewport?
http://stackoverflow.com/questions/123999/how-to-tell-if-a-dom-element-is-visible-in-the-current-viewport
*/
function elementInViewport(el) {
var top = el.offsetTop;
var left = el.offsetLeft;
var width = el.offsetWidth;
var height = el.offsetHeight;
while(el.offsetParent) {
el = el.offsetParent;
top += el.offsetTop;
left += el.offsetLeft;
}
return (
top < (window.pageYOffset + window.innerHeight) &&
left < (window.pageXOffset + window.innerWidth) &&
(top + height) > window.pageYOffset &&
(left + width) > window.pageXOffset
);
}
function checkMQ() {
//check if mobile or desktop device
return window.getComputedStyle(document.querySelector('.cd-horizontal-timeline'), '::before').getPropertyValue('content').replace(/'/g, "").replace(/"/g, "");
}
});
Did you ever get this to work?? Have come across the same problem. If i change the default distance from 60 to 1 the gap between is not enough and the whole timeline breaks. The calculations for the distance as described in the article is as follows
First of all, in the main.js file, we set a minimum distance between two consecutive dates, using the eventsMinDistance variable; in our case, we set eventsMinDistance = 60 (so the minimum distance will be 60px). Then we evaluate all the differences between a date and the following one; to do that we use the data-date attribute added to each date. The minimum difference is then used as a reference to evaluate the distances between two consecutive dates.
For example, let's suppose the minimum found difference is 5 days; that means that the distance, along the timeline, between two dates separated by a lapse of 5days will be 60px, while the one between two events separated by a lapse of 10 days will be 120px.
source:: www.codyhouse.org
From what i read the min distance is here:~
var timelines = $('.cd-horizontal-timeline'),
eventsMinDistance = 60;
(timelines.length > 0) && initTimeline(timelines);
This creates a variable called timelines and sets it to the class .cd-hor... and sets the min distance to 60px. changing this to 1 breaks the application as the distance between the times are too small.
function setDatePosition(timelineComponents, min) {
for (i = 0; i < timelineComponents['timelineDates'].length; i++) {
var distance = daydiff(timelineComponents['timelineDates'][0], timelineComponents['timelineDates'][i]),
distanceNorm = Math.round(distance/timelineComponents['eventsMinLapse']) + 2;
timelineComponents['timelineEvents'].eq(i).css('left', distanceNorm*min+'px');
}
}
I might be wrong but here is the section calculating the distance and the last distanceNorm*min+'px'. min i believe is 60 and distance norm is the calculation of the 5 days etc. if you remove distance norm the app breaks so you cant just add min+'px' this is because you remove the original distance.
All distances are calculated from the first timeline. Thats why the app breaks. Need to find the code that tells which to calc from which is the
var distance = daydiff(timelineComponents['timelineDates'][0], timelineComponents['timelineDates'][i]),
distanceNorm = Math.round(distance/timelineComponents['eventsMinLapse']) + 2;
this sets distance as the first element of the index and then for each timelineDates within the loop [i].
I've been at it for days but have come to the conclusion the tutorial is good as is but it is not a library and should be used as reference to write your own from scratch which is what i am now doing.
If you did ever manage it though please update as so far i managed to manipulate the dates to get equal spacing but if you insert too many it breaks which is no good hence the rewrite!
I need to create jQuery mobile like Swipe gestures $("#slider ul li div").swipeleft(); using core jQuery without using any library or plugins not even jQuery mobile.
I know that jQuery mobile widgets are now going to be decoupled, so that we can take swipe alone from it. But I can't wait for that long.
I need some manual jQuery code similar to swipe gestures for swipe left and right functions.
I've seen this, but i couldn't understand how to get swipe gestures from it.
Can anyone help me out on that code?
This is the code for touch swipe using javascript. Finally I found it hard by searching all over the internet. Thanks to padilicious.Below is the HTML code for slider.
<div id="slider" ontouchstart="touchStart(event,'slider');" ontouchend="touchEnd(event);"
ontouchmove="touchMove(event);" ontouchcancel="touchCancel(event);">
<ul id="slideul"><li><img src="1.jpg"></li><li>....</ul>
</div>
Below is the javascript code for the touch swipe. It's bit long. But it works for me. You don't have to change anything. Only place you have to change is processingRoutine() function. I've called 2 slide function i.e previous & next using this code sliders.goToNext() & sliders.goToPrev(). You can modify as you want..
var triggerElementID = null; // this variable is used to identity the triggering element
var fingerCount = 0;
var startX = 0;
var startY = 0;
var curX = 0;
var curY = 0;
var deltaX = 0;
var deltaY = 0;
var horzDiff = 0;
var vertDiff = 0;
var minLength = 72; // the shortest distance the user may swipe
var swipeLength = 0;
var swipeAngle = null;
var swipeDirection = null;
// The 4 Touch Event Handlers
// NOTE: the touchStart handler should also receive the ID of the triggering element
// make sure its ID is passed in the event call placed in the element declaration, like:
// <div id="picture-frame" ontouchstart="touchStart(event,'picture-frame');" ontouchend="touchEnd(event);" ontouchmove="touchMove(event);" ontouchcancel="touchCancel(event);">
function touchStart(event,passedName) {
// disable the standard ability to select the touched object
event.preventDefault();
// get the total number of fingers touching the screen
fingerCount = event.touches.length;
// since we're looking for a swipe (single finger) and not a gesture (multiple fingers),
// check that only one finger was used
if ( fingerCount == 1 ) {
// get the coordinates of the touch
startX = event.touches[0].pageX;
startY = event.touches[0].pageY;
// store the triggering element ID
triggerElementID = passedName;
} else {
// more than one finger touched so cancel
touchCancel(event);
}
}
function touchMove(event) {
event.preventDefault();
if ( event.touches.length == 1 ) {
curX = event.touches[0].pageX;
curY = event.touches[0].pageY;
} else {
touchCancel(event);
}
}
function touchEnd(event) {
event.preventDefault();
// check to see if more than one finger was used and that there is an ending coordinate
if ( fingerCount == 1 && curX != 0 ) {
// use the Distance Formula to determine the length of the swipe
swipeLength = Math.round(Math.sqrt(Math.pow(curX - startX,2) + Math.pow(curY - startY,2)));
// if the user swiped more than the minimum length, perform the appropriate action
if ( swipeLength >= minLength ) {
caluculateAngle();
determineSwipeDirection();
processingRoutine();
touchCancel(event); // reset the variables
} else {
touchCancel(event);
}
} else {
touchCancel(event);
}
}
function touchCancel(event) {
// reset the variables back to default values
fingerCount = 0;
startX = 0;
startY = 0;
curX = 0;
curY = 0;
deltaX = 0;
deltaY = 0;
horzDiff = 0;
vertDiff = 0;
swipeLength = 0;
swipeAngle = null;
swipeDirection = null;
triggerElementID = null;
}
function caluculateAngle() {
var X = startX-curX;
var Y = curY-startY;
var Z = Math.round(Math.sqrt(Math.pow(X,2)+Math.pow(Y,2))); //the distance - rounded - in pixels
var r = Math.atan2(Y,X); //angle in radians (Cartesian system)
swipeAngle = Math.round(r*180/Math.PI); //angle in degrees
if ( swipeAngle < 0 ) { swipeAngle = 360 - Math.abs(swipeAngle); }
}
function determineSwipeDirection() {
if ( (swipeAngle <= 45) && (swipeAngle >= 0) ) {
swipeDirection = 'left';
} else if ( (swipeAngle <= 360) && (swipeAngle >= 315) ) {
swipeDirection = 'left';
} else if ( (swipeAngle >= 135) && (swipeAngle <= 225) ) {
swipeDirection = 'right';
} else if ( (swipeAngle > 45) && (swipeAngle < 135) ) {
swipeDirection = 'down';
} else {
swipeDirection = 'up';
}
}
function processingRoutine() {
var swipedElement = document.getElementById(triggerElementID);
if ( swipeDirection == 'left' ) {
sliders.goToNext();
} else if ( swipeDirection == 'right' ) {
sliders.goToPrev();
} else if ( swipeDirection == 'up' ) {
sliders.goToPrev();
} else if ( swipeDirection == 'down' ) {
sliders.goToNext();
}
}
I'm trying to implement touch evens with jGestures. swipeone works fine but anything else (swipeleft, swiperight etc) is not firing.
<div id="wrap" style="height:500px; width:500px; background: blue;">
</div>
<script type="text/javascript">
$('#wrap').bind('swipeleft', function(){
alert("test");
});
</script>
This is just a test page I did. It was actually working at one point in my main project but seemed to have stopped for no reason at all, not even when I reverted to an older version. I've tried a different version of jGestures with no luck.
SwipeLeft, SwipeRight, -Up and -Down are kind of poorly implemented. They are only triggered if you stay EXACTLY on the axis where you started the touch event.
For example, SwipeRight will only work if your finger moves from (X,Y) (120, 0) to (250, 0).
If the Y-Coordinates from Start- and Endpoint differ, it's not gonna work.
jGestures.js (ca. line 1095) should better look something like this (readable):
/**
* U Up, LU LeftUp, RU RightUp, etc.
*
* \U|U/
* LU\|/RU
*L---+---R
* LD/|\RD
* /D|D\
*
*/
if ( _bHasTouches && _bHasMoved === true && _bHasSwipeGesture===true) {
_bIsSwipe = true;
var deltaX = _oDetails.delta[0].lastX;
var deltaY = _oDetails.delta[0].lastY;
var hor = ver = '';
if (deltaX > 0) { // right
hor = 'right';
if (deltaY > 0) {
ver = 'down'
} else {
ver = 'up';
}
if (Math.abs(deltaY) < deltaX * 0.3) {
ver = '';
} else if (Math.abs(deltaY) >= deltaX * 2.2) {
hor = '';
}
} else { // left
hor = 'left';
if (deltaY > 0) {
ver = 'down'
} else {
ver = 'up';
}
if (Math.abs(deltaY) < Math.abs(deltaX) * 0.3) {
ver = '';
} else if (Math.abs(deltaY) > Math.abs(deltaX) * 2.2) {
hor = '';
}
}
// (_oDetails.delta[0].lastX < 0) -> 'left'
// (_oDetails.delta[0].lastY > 0) -> 'down'
// (_oDetails.delta[0].lastY < 0) -> 'up'
// alert('function swipe_' + hor + '_' + ver);
_oDetails.type = ['swipe', hor, ver].join('');
_$element.triggerHandler(_oDetails.type, _oDetails);
}
try this:
$('#wrap').bind('swipeone', function (event, obj) {
var direction=obj.description.split(":")[2]
if(direction=="left"){
doSomething();
}
});
This is already answered here:
stackoverflow about jGesture swipe events
The trick is:
… .bind('swipeone swiperight', …
You have to bind it to both events. only swiperight won't work. took me 3 hrs to figure that out :D
Best,
Rico
replace the cases on line 1326 in version 0.90.1 with this code
if ( _bHasTouches && _bHasMoved === true && _bHasSwipeGesture===true) {
_bIsSwipe = true;
_oDetails.type = 'swipe';
_vLimit = $(window).height()/4;
_wLimit = $(window).width()/4;
_sMoveY = _oDetails.delta[0].lastY;
_sMoveX = _oDetails.delta[0].lastX;
_sMoveYCompare = _sMoveY.toString().replace('-','');
_sMoveXCompare = _sMoveX.toString().replace('-','');
if(_sMoveX < 0){
if(_oDetails.delta[0].lastY < _vLimit) {
if(_sMoveYCompare < _vLimit) {
_oDetails.type += 'left';
}
}
}else if(_sMoveX > 0){
if(_sMoveYCompare < _vLimit) {
_oDetails.type += 'right'
}
}else{
_oDetails.type += '';
}
if(_sMoveY < 0){
if(_sMoveXCompare < _wLimit) {
_oDetails.type += 'up'
}
}else if(_sMoveY > 0){
if(_sMoveXCompare < _wLimit) {
_oDetails.type += 'down'
}
}else{
_oDetails.type += '';
}
// alert(_oDetails.type);
_$element.triggerHandler(_oDetails.type, _oDetails);
}
You could try both:
$('#wrap').bind('swipeleftup', function(){
doSomething();
});
$('#wrap').bind('swipeleftdown', function(){
doSomething();
});
And forget about 'swipeleft' as is quite difficult to trigger, as mentioned before.
I was just looking for the same thing and figured out that you can try all in the same function like so:
$("#wrap").on('swipeleft swipeleftup swipeleftdown', function(e){
doSomething();
});
as well as the equivalent for right:
$("#wrap").on('swiperight swiperightup swiperightdown', function(e){
doSomething();
});
You can list multiple events together with the on method.
I'm using Willian El-Turk's solution like this:
// jGestures http://stackoverflow.com/a/14403116/796538
$('.slides').bind('swipeone', function (event, obj) {
var direction=obj.description.split(":")[2]
if (direction=="left"){
//alert("left");
} else if (direction=="right"){
//alert("right");
}
});
Excellent solution, except because it executes as soon as there's movement left to right it's really sensitive even with more of a vertical swipe. it'd be great to have a minimum swipe distance on the x axis. Something like:
if (direction=="left" && distance>=50px){
Except i'm not sure how... Please feel free to edit this !
Edit - You can check distance (x axis) like this, it works for me :
$('.slides').bind('swipeone', function (event, obj) {
var xMovement = Math.abs(obj.delta[0].lastX);
var direction=obj.description.split(":")[2]
//I think 75 treshold is good enough. You can change this.
if(xMovement >= 75) {
//continue to event
//ONLY x axis swipe here. (left-right)
if (direction=="left"){
//alert("left");
} else if (direction=="right"){
//alert("right");
}
}
}
I recently began developing a little javascript game, just for fun. The idea was that you controlled a little dot with the arrow keys (or awsd or i don't care what) within a box on the screen. Little rectangles would then randomly spawn on all edges of the box and progress across it. you have to avoid contact with them. The project turned out to be harder than I expected and I couldn't get the movement to work right. If you could help me with that that would be great. also, feel free to take the concept and what little I have done so far and do whatever you want with it. I would be interested to see your results. Below is the code I used for the spawns without any of the movement scripts. I was using the basic idea of this code to do the movement:
var x = 5; //Starting Location - left
var y = 5; //Starting Location - top
var dest_x = 300; //Ending Location - left
var dest_y = 300; //Ending Location - top
var interval = 2; //Move 2px every initialization
function moveImage() {
//Keep on moving the image till the target is achieved
if(x<dest_x) x = x + interval;
if(y<dest_y) y = y + interval;
//Move the image to the new location
document.getElementById("ufo").style.top = y+'px';
document.getElementById("ufo").style.left = x+'px';
if ((x+interval < dest_x) && (y+interval < dest_y)) {
//Keep on calling this function every 100 microsecond
// till the target location is reached
window.setTimeout('moveImage()',100);
}
}
main body:
<html>
<head>
<style type="text/css">
html::-moz-selection{
background-color:Transparent;
}
html::selection {
background-color:Transparent;
}
img.n {position:absolute; top:0px; width:5px; height:10px;}
img.e {position:absolute; right:0px; width:10px; height:5px;}
img.s {position:absolute; bottom:0px; width:5px; height:10px;}
img.w {position:absolute; left:0px; width:10px; height:5px;}
#canvas {
width:300px;
height:300px;
background-color:black;
position:relative;
}
</style>
<script type="text/javascript">
nmecount=0
function play(){
spawn()
var t=setTimeout("play()",1000);
}
function spawn(){
var random=Math.floor(Math.random()*290)
var side=Math.floor(Math.random()*5)
var name=1
var z=10000
if (side=1)
{
var nme = document.createElement('img');
nme.setAttribute('src', '1.png');
nme.setAttribute('class', 'n');
nme.setAttribute('id', name);
nme.setAttribute('style', 'left:'+random+'px;');
nme.onload = moveS;
document.getElementById("canvas").appendChild(nme);
}
if (side=2)
{
var nme = document.createElement('img');
nme.setAttribute('src', '1.png');
nme.setAttribute('class', 'e');
nme.setAttribute('id', name);
nme.setAttribute('style', 'top:'+random+'px;');
nme.onload = moveW;
document.getElementById("canvas").appendChild(nme);
}
if (side=3)
{
var nme = document.createElement('img');
nme.setAttribute('src', '1.png');
nme.setAttribute('class', 's');
nme.setAttribute('id', name);
nme.setAttribute('style', 'left:'+random+'px;');
nme.onload = moveN;
document.getElementById("canvas").appendChild(nme);
}
if (side=4)
{
var nme = document.createElement('img');
nme.setAttribute('src', '1.png');
nme.setAttribute('class', 'w');
nme.setAttribute('id', name);
nme.setAttribute('style', 'top:'+random+'px;');
nme.onload = moveE;
document.getElementById("canvas").appendChild(nme);
}
name=name+1
}
</script>
</head>
<body onLoad="play()">
<div id="canvas">
<img id="a" src="1.png" style="position:absolute; z-index:5; left:150px; top:150px; height:10px; width=10px;" />
<button onclick="moveleft()"><</button>
</body>
</html>
I can't figure out what your game is about, and so don't know what to do with that code. However, since you mentioned you were having trouble with movement, I wrote a quick JavaScript movement engine just for you, complete with acceleration and deceleration. Use the arrow keys to move. The following code represents a complete HTML document, so copy and paste it into a blank text file and save as .html. And make sure you have a 10x10 image called '1.png' in the same folder as the file.
<html>
<head>
<script type='text/javascript'>
// movement vars
var xpos = 100;
var ypos = 100;
var xspeed = 1;
var yspeed = 0;
var maxSpeed = 5;
// boundary
var minx = 0;
var miny = 0;
var maxx = 490; // 10 pixels for character's width
var maxy = 490; // 10 pixels for character's width
// controller vars
var upPressed = 0;
var downPressed = 0;
var leftPressed = 0;
var rightPressed = 0;
function slowDownX()
{
if (xspeed > 0)
xspeed = xspeed - 1;
if (xspeed < 0)
xspeed = xspeed + 1;
}
function slowDownY()
{
if (yspeed > 0)
yspeed = yspeed - 1;
if (yspeed < 0)
yspeed = yspeed + 1;
}
function gameLoop()
{
// change position based on speed
xpos = Math.min(Math.max(xpos + xspeed,minx),maxx);
ypos = Math.min(Math.max(ypos + yspeed,miny),maxy);
// or, without boundaries:
// xpos = xpos + xspeed;
// ypos = ypos + yspeed;
// change actual position
document.getElementById('character').style.left = xpos;
document.getElementById('character').style.top = ypos;
// change speed based on keyboard events
if (upPressed == 1)
yspeed = Math.max(yspeed - 1,-1*maxSpeed);
if (downPressed == 1)
yspeed = Math.min(yspeed + 1,1*maxSpeed)
if (rightPressed == 1)
xspeed = Math.min(xspeed + 1,1*maxSpeed);
if (leftPressed == 1)
xspeed = Math.max(xspeed - 1,-1*maxSpeed);
// deceleration
if (upPressed == 0 && downPressed == 0)
slowDownY();
if (leftPressed == 0 && rightPressed == 0)
slowDownX();
// loop
setTimeout("gameLoop()",10);
}
function keyDown(e)
{
var code = e.keyCode ? e.keyCode : e.which;
if (code == 38)
upPressed = 1;
if (code == 40)
downPressed = 1;
if (code == 37)
leftPressed = 1;
if (code == 39)
rightPressed = 1;
}
function keyUp(e)
{
var code = e.keyCode ? e.keyCode : e.which;
if (code == 38)
upPressed = 0;
if (code == 40)
downPressed = 0;
if (code == 37)
leftPressed = 0;
if (code == 39)
rightPressed = 0;
}
</script>
</head>
<body onload="gameLoop()" onkeydown="keyDown(event)" onkeyup="keyUp(event)" bgcolor='gray'>
<!-- The Level -->
<div style='width:500;height:500;position:absolute;left:0;top:0;background:black;'>
</div>
<!-- The Character -->
<img id='character' src='1.png' style='position:absolute;left:100;top:100;height:10;width:10;'/>
</body>
</html>
It works as follows: There is a game loop that gets called as soon as the body loads. This game loop calls itself every 10 millis for smooth animation. While it might not actually loop every 10 millis because of run-time speeds, such a low value will ensure that the frame rate is as smooth as can be for any browser.
Within the game loop we manipulate the x and y position of the object based on its current speed. Simple: add x speed to x position, and y speed to y position. Then, we change the actual position of the element based on the current x and y coordinates.
To manipulate the x and y speeds, we take keyboard input using event handlers. Based on the key code, we set a variable which tells the game if a key is down or up. Based on whether the key is down or up, we accelerate or decelerate the object up to the maximum speed. For more gradual speed-ups and slow-downs, floating point values can be used.
You should be able to get the gist of this simple engine by examining the code. Hopefully this will help you in implementing your own movement engine for the game.