I've created zoom behaviour with d3js
const zoom = d3
.zoom<SVGSVGElement, unknown>()
.filter(function (event) {
return event.which === 2 || event.type === 'wheel';
})
.scaleExtent([-10, 10])
.on('zoom', handleZoom);
if i press the mousewheel and move the mouse then pan works, but on touchpad if i put two fingers on the touchpad and move them in the same direction i expect pan effect but zoom works instead. Is there some way to filter the event for pan using touchpad?
const { useEffect } = React;
const App = () => {
const handleZoom = (event) => {
d3.select('#group').attr('transform', event.transform);
}
useEffect(()=>{
const zoom = d3
.zoom()
.filter(function (event) {
return event.which === 2 || event.type === 'wheel';
})
.scaleExtent([-10, 10])
.on('zoom', handleZoom);
d3.select('#workflow').call(zoom)
}, [handleZoom])
return (
<svg id="workflow">
<g id="group">
<foreignObject x="100" y="50">
<div>Node 1</div>
</foreignObject>
<foreignObject x="200" y="150">
<div>Node 2</div>
</foreignObject>
</g>
</svg>
)
}
const root = ReactDOM.createRoot(
document.getElementById('app')
);
root.render(<App/>)
* {
margin: 0;
padding: 0;
box-sizing: border-box;
}
html, body, #app {
width: 100%;
height: 100%;
}
#workflow {
width: 100%;
height: 100%;
}
foreignObject {
width: 1px;
height: 1px;
overflow: visible;
}
foreignObject > div {
padding: 10px;
background-color: #c0c0c0;
border-radius: 10px;
width: 100px
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/d3/7.6.1/d3.min.js"></script>
<script src="https://unpkg.com/react#18/umd/react.development.js" crossorigin></script>
<script src="https://unpkg.com/react-dom#18/umd/react-dom.development.js" crossorigin></script>
<div id="app"></div>
I want to set up d3 to work by scrolling the mouse wheel or zoom in/out on the touchpad, and pan to work by holding down the mouse wheel or moving two fingers on the touchpad in the same direction
Related
for (el of chart.children) {
i++
previous__element = chart.children[i - 1]
if (el.classList.contains('rule')) {
//pass
} else {
line = el.children[0].children[0]
pos1 = previous__element.children[2].getBoundingClientRect()
position1 = {
top: pos1.top,
left: pos1.left,
}
pos2 = el.children[2].getBoundingClientRect()
console.log(previous__element.children[2])
console.log(el.children[2])
position2 = {
top: pos2.top,
left: pos2.left,
}
line.setAttribute('x1', Math.trunc(pos1.left))
line.setAttribute('y1', Math.trunc(pos1.top))
line.setAttribute('x2', Math.trunc(pos1.left))
line.setAttribute('y2', Math.trunc(pos1.top))
line.setAttribute('stroke', 'white')
}
}
html that gets output:
For some reason this does not actually show the lines, when hovering over them in dev tools it shows the height and width is 0. I'm trying to get the line to connect to the markers in the elements.
In this example I use position relative/absolute on all the elements. I don't know if that fits your solution, but the core of the example is that the SVG document is in the background of all the boxes. So, all the lines could be placed in that one SVG document.
Maybe the reason why your lines are not showing up is that they mis the stroke-width or that your SVG element does not have a width and a height.
let chart = document.querySelector('#chart');
let poschart = chart.getBoundingClientRect();
let line = chart.querySelector('svg line');
let boxs = chart.querySelectorAll('div.box');
let pos1 = boxs[0].getBoundingClientRect();
line.setAttribute('x1', pos1.x+pos1.width/2-poschart.x);
line.setAttribute('y1', pos1.y+pos1.height/2-poschart.y);
let pos2 = boxs[1].getBoundingClientRect();
line.setAttribute('x2', pos2.x+pos2.width/2-poschart.x);
line.setAttribute('y2', pos2.y+pos2.height/2-poschart.y);
#chart {
position: relative;
width: 400px;
height: 300px;
margin: 10px 20px;
border: thin solid black;
}
#chart svg {
position: absolute;
}
.box {
position: absolute;
padding: .5em;
border: thin solid black;
background-color: white;
}
<div id="chart">
<svg viewBox="0 0 400 300" width="100%" height="100%">
<line stroke="black" stroke-width="2"/>
</svg>
<div class="box" style="left:50px;top:180px">Box 1</div>
<div class="box" style="left:310px;top:100px">Box 2</div>
</div>
I want to display a tooltip when hovering over a svg rect but the tooltip keeps on flickering, switching between display: none and display: flex erratically and unpredictably.
When I used the same code but hovered over a div the result was very smooth, so it seems to be related to the rect element.
I get different behaviours in the snippet below than I do when I open the HTML in Chrome.
In the snippet it seems to work if i enter the rect from left to right or top to bottom, but not the other way around.
In Chrome it just keeps flickering which ever direction I enter.
Why is it behaving this way and what can I do about it?
const tooltips = document.querySelectorAll('.tooltip');
const bars = document.querySelectorAll('rect');
document.addEventListener('mousemove', fn);
function fn(e) {
tooltips[0].style.left = e.pageX + 'px';
tooltips[0].style.top = e.pageY + 'px';
}
bars[0].onmouseenter = () => {
tooltips[0].style.display = 'flex';
}
bars[0].onmouseleave = () => {
tooltips[0].style.display = 'none';
}
.tooltip {
display: none;
position: absolute;
background-color: grey;
}
<div class="tooltip">
<p>Rect 1</p>
</div>
<svg width="500" height="500">
<rect width="200" height="30" x="0" y="0" style="fill:rgb(0,0,255)" />
</svg>
Because when the tooltip is opened, it will come over the mouse. And mouseleave for rect is triggered, and tooltip closes and mouseenter is triggered again. So it goes into an infinite loop. We can use pointer-events: none to avoid mouse events on tooltip.
const tooltips = document.querySelectorAll('.tooltip');
const bars = document.querySelectorAll('rect');
document.addEventListener('mousemove', fn);
function fn(e) {
tooltips[0].style.left = e.pageX + 'px';
tooltips[0].style.top = e.pageY + 'px';
}
bars[0].onmouseenter = () => {
tooltips[0].style.display = 'flex';
}
bars[0].onmouseleave = () => {
tooltips[0].style.display = 'none';
}
.tooltip {
display: none;
position: absolute;
background-color: grey;
pointer-events: none;
}
<div class="tooltip">
<p>Rect 1</p>
</div>
<svg width="500" height="500">
<rect width="200" height="30" x="0" y="0" style="fill:rgb(0,0,255)" />
</svg>
Another way, you can push the tooltip a little further away from the mouse. I used e.pageX + 5 and e.pageY + 5 for example.
const tooltips = document.querySelectorAll('.tooltip');
const bars = document.querySelectorAll('rect');
document.addEventListener('mousemove', fn);
function fn(e) {
tooltips[0].style.left = (e.pageX + 5) + 'px';
tooltips[0].style.top = (e.pageY + 5) + 'px';
}
bars[0].onmouseenter = () => {
tooltips[0].style.display = 'flex';
}
bars[0].onmouseleave = () => {
tooltips[0].style.display = 'none';
}
.tooltip {
display: none;
position: absolute;
background-color: grey;
}
<div class="tooltip">
<p>Rect 1</p>
</div>
<svg width="500" height="500">
<rect width="200" height="30" x="0" y="0" style="fill:rgb(0,0,255)" />
</svg>
So i've got hammer.js swipe to work on my div. the swipe region looks like this
https://imgur.com/ncW4nDB
so basically, i want the orange area to be able to swipe left/right and when it reaches the end (on both sides), it halts swiping.
the script and etc :
var containerDiv = document.getElementById('list-container');
var listDiv = document.getElementById('train-line-list');
// Create a manager to manager the element
var manager = new Hammer.Manager(listDiv);
// Create a recognizer
var Swipe = new Hammer.Swipe();
// Add the recognizer to the manager
manager.add(Swipe);
// Declare global variables to swiped correct distance
var deltaX = 0;
var deltaY = 0;
// Subscribe to a desired event
manager.on('swipe', function(e) {
deltaX = deltaX + e.deltaX;
var direction = e.offsetDirection;
var translate3d = 'translate3d(' + deltaX + 'px, 0, 0)';
if (direction === 4 || direction === 2) {
e.target.innerText = deltaX;
e.target.style.transform = translate3d;
}
});
<div id="list-container">
<div id="train-line-list">
<img id="" src="">
<img id="" src="">
</div>
#list-container{
z-index: 10;
position:fixed;
top:60%;
left:0;
width:100%;
height:40%;
}
#train-line-list{
width: 95%;
height: 95%;
top: 2%;
margin: 0 auto;
position: relative;
}
like i said, the swiping sort of works but the images disappear. why does this happen and how can i fix it? Also, the swiping is not very "reactive" in a way, like its slow. not natural. is there an alternative? or a better way to implement? Also, just realized, the images can be swiped as well ?? how do i "lock" the images. i just want the container of the images to be swiped.
Here is a working example
<html>
<head>
<style>
#box {
background-color: red;
height: 100px;
width: 100px;
margin-right: 10px;
}
#collection {
display: flex;
flex-direction: horizontal;
}
#container {
display: flex;
background-color: aqua;
padding: 50px 0px 50px 0px;
overflow: scroll;
}
</style>
<script src="https://cdnjs.cloudflare.com/ajax/libs/hammer.js/2.0.8/hammer.js"></script>
</head>
<body>
<div id="container">
<div id="collection">
<div id="box"></div>
<div id="box"></div>
<div id="box"></div>
<div id="box"></div>
<div id="box"></div>
<div id="box"></div>
</div>
</div>
<script>
var container = document.getElementById("container");
var content = document.getElementById("collection");
var hammer = new Hammer(container);
var initialX = 0;
var deltaX = 0;
var offset = initialX + deltaX;
hammer.on("panleft panright", function(ev) {
deltaX = ev.deltaX;
offset = initialX + deltaX;
container.scroll(-offset, 0);
});
Hammer.on(container, "mouseup", function(e) {
initialX = offset;
});
</script>
</body>
</html>
You could replace the squares with your images.
I want to implement a draggable map containing certain elements.
--> See JSFiddle: https://jsfiddle.net/7ndx7s25/7/
By use of mousedown, mousemove and mouseup I achieved the dragging.
However I am facing problems:
When pressing the mouse button down and then moving outside the window I do not get a mouseup event. Reentering the window (having released the mouse button long ago) my map still thinks the button is down and misbehaves accordingly.
When there are objects on the map, I do not get mousemove events while moving through these objects. Therefore the map hangs and jumps as I enter and leave such an object.
While over such objects I still want to have a move mouse cursor. I could change the cursor style on each object (in the Fiddle I did this for Object 1 as an example), but this doesn't seem like a good way. Is there a more elegant solution?
You need e.g. mouseout to catch when leaving the canvas, though that event will also fire when the cursor move over the other elements.
One easy fix is to simply add a class to canvas, that set pointer-events: none on those.
With that class you can control the cursor as well, and avoid setting it with the script.
Stack snippet
updateInfo = function() {
document.getElementById('info').innerHTML =
'Position = ' + JSON.stringify(position) +
'<br />dragInfo = ' + JSON.stringify(dragInfo);
};
const canvas = document.getElementsByTagName('canvas')[0];
let position = { x: 0, y : 0 };
let dragInfo = null;
updateInfo();
canvas.addEventListener('mousedown', function(e) {
dragInfo = {
startEvent: {
x: e.clientX,
y: e.clientY,
},
startPosition: position
};
canvas.classList.add('dragging');
updateInfo();
});
canvas.addEventListener('mousemove', function(e) {
if (dragInfo === null) return;
position = {
x: dragInfo.startPosition.x - (e.clientX - dragInfo.startEvent.x),
y: dragInfo.startPosition.y - (e.clientY - dragInfo.startEvent.y)
};
updateInfo();
});
canvas.addEventListener('mouseup', function(e) {
dragInfo = null;
canvas.classList.remove('dragging');
updateInfo();
});
canvas.addEventListener('mouseout', function(e) {
dragInfo = null;
canvas.classList.remove('dragging');
updateInfo();
});
* {
user-select: none;
font-family: monospace;
}
canvas {
background: black;
border: 1px solid red;
}
.dragging {
cursor: move;
}
.obj {
position: absolute;
width: 50px;
height: 50px;
background: green;
color: white;
text-align: center;
line-height: 50px;
font-weight: bold;
}
.dragging ~ .obj {
pointer-events: none;
}
<div id="myMap-ish">
<canvas width="500" height="300"></canvas>
<div class="obj" style="left: 30px; top: 35px">1</div>
<div class="obj" style="left: 175px; top: 79px">2</div>
<div class="obj" style="left: 214px; top: 145px">3</div>
<div class="obj" style="left: 314px; top: 215px">4</div>
</div>
<div id="info"></div>
Another option could be to use mouseleave, on the outer wrapper, the myMap-ish element, which could be combined with the above added class to simply cursor handling.
The main difference between mouseout and mouseleave is that the latter won't fire when hovering children, as shown in below sample, so we don't need to toggle pointer-events as we did in the first sample.
Note, to simply use mouseleave in the first sample, on canvas, will have the same issue mouseout has, since the "other element" aren't children of the canvas.
Stack snippet
updateInfo = function() {
document.getElementById('info').innerHTML =
'Position = ' + JSON.stringify(position) +
'<br />dragInfo = ' + JSON.stringify(dragInfo);
};
const canvas = document.getElementById('myMap-ish');
let position = { x: 0, y : 0 };
let dragInfo = null;
updateInfo();
canvas.addEventListener('mousedown', function(e) {
dragInfo = {
startEvent: {
x: e.clientX,
y: e.clientY,
},
startPosition: position
};
canvas.style.cursor = 'move';
document.querySelectorAll('.obj')[0].style.cursor = 'move'; // TODO for all objects
updateInfo();
});
canvas.addEventListener('mousemove', function(e) {
if (dragInfo === null) return;
position = {
x: dragInfo.startPosition.x - (e.clientX - dragInfo.startEvent.x),
y: dragInfo.startPosition.y - (e.clientY - dragInfo.startEvent.y)
};
updateInfo();
});
canvas.addEventListener('mouseup', function(e) {
dragInfo = null;
canvas.style.cursor = 'default';
document.querySelectorAll('.obj')[0].style.cursor = 'default'; // TODO for all objects
updateInfo();
});
canvas.addEventListener('mouseleave', function(e) {
dragInfo = null;
canvas.style.cursor = 'default';
document.querySelectorAll('.obj')[0].style.cursor = 'default'; // TODO for all objects
updateInfo();
});
* {
user-select: none;
font-family: monospace;
}
canvas {
background: black;
border: 1px solid red;
}
.obj {
position: absolute;
width: 50px;
height: 50px;
background: green;
color: white;
text-align: center;
line-height: 50px;
font-weight: bold;
}
<div id="myMap-ish">
<canvas width="500" height="300"></canvas>
<div class="obj" style="left: 30px; top: 35px">1</div>
<div class="obj" style="left: 175px; top: 79px">2</div>
<div class="obj" style="left: 214px; top: 145px">3</div>
<div class="obj" style="left: 314px; top: 215px">4</div>
</div>
<div id="info"></div>
Please run the snippet and drag you mouse over the bar to make it red.
If you drag the mouse very slowly, you will fill it red, but if you move it fast, there will be white holes in it.
How to fix it? (the white holes)
I want to make a bar divided into 500 parts and if you hover it, it becomes red and being able to drag fast and fill it without holes.
Any help appreciated :)
$(function() {
var line = $("#line");
for ( var i = 0; i < 500; i++) {
line.append('<div class="tile" id="t'+(i+1)+'"></div>');
}
var tile = $(".tile");
tile.hover (
function() { //hover-in
$(this).css("background-color","red");
},
function() { //hover-out
}
);
});
#line{
height: 50px;
background-color: #000;
width: 500px;
}
.tile {
height: 50px;
float: left;
background-color: #ddd;
width: 1px;
}
<script src="https://ajax.aspnetcdn.com/ajax/jQuery/jquery-3.2.1.min.js"></script>
<div id="line"></div>
With your design one way would be to iterate over the first to your current hovered element and fill it, which would lead no spaces. That said you may want to consider using the HTML5 Canvas and drawing a rectangle from 0 to your mouse position, which will perform significantly faster.
$(function() {
var line = $("#line");
for ( var i = 0; i < 500; i++) {
line.append('<div class="tile" id="t'+(i+1)+'"></div>');
}
var tile = $(".tile");
tile.hover (
function() { //hover-in
var self = this;
$("#line").children().each(function(){
$(this).css("background-color","red");
if(this == self) return false;
});
},
function() { //hover-out
}
);
});
#line{
height: 50px;
background-color: #000;
width: 500px;
}
.tile {
height: 50px;
float: left;
background-color: #ddd;
width: 1px;
}
<script src="https://ajax.aspnetcdn.com/ajax/jQuery/jquery-3.2.1.min.js"></script>
<div id="line"></div>
Edit
Below is an example doing the same task but using the HTML 5 Canvas:
$("#line").mousemove(function(e){
var canvas = $(this)[0];
var ctx = canvas.getContext("2d");
var rect = canvas.getBoundingClientRect()
var x = e.clientX - rect.left;
ctx.fillStyle="red";
ctx.fillRect(0, 0, x, canvas.height);
});
#line{ background-color: #ddd; }
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<canvas id="line" width=500 height=50 ></canvas>
This is another approach with nextUntil to select siblings..
$(function() {
var line = $("#line");
for ( var i = 0; i < 500; i++) {
line.append('<div class="tile" id="t'+(i+1)+'"></div>');
}
var tile = $(".tile");
line.on( 'mouseover', function(ev){
$('.tile').first().nextUntil( $('.tile').eq(ev.pageX) ).css("background-color","red");
});
line.on( 'mouseleave', function(ev){
$('.tile').css("background-color","#ddd");
});
});
#line{
height: 50px;
background-color: #000;
width: 500px;
}
.tile {
height: 50px;
float: left;
background-color: #ddd;
width: 1px;
}
<script src="https://ajax.aspnetcdn.com/ajax/jQuery/jquery-3.2.1.min.js"></script>
<div id="line"></div>
Another solution makes use of jQuery's mousemove method. This allows the bar to go both forward and backwards, simply following the cursors position.
This detects movement inside of the div, then I calculate the position of the cursor within the div as a percentage and apply it as the width of the red bar.
$( ".bar" ).mousemove(function( event ) {
var xCord = event.pageX;
xPercent = (xCord + $('.pct').width()) / $( document ).width() * 100;
$('.pct').width(xPercent+'%');
});
.bar{
background:'#999999';
width:50%;
height:50px;
}
.pct{
height:100%;
background:red;
width:0%;
}
<script src="https://ajax.aspnetcdn.com/ajax/jQuery/jquery-3.2.1.min.js">
</script>
<div class="bar" style="background:#999999">
<div class="pct"></div>
</div>