ReactJS - Get onMouseMove and onMouseEnter to work togher - javascript

What I'm trying to build is a card with a photo as a background image. The idea is that when I hover on the photo (MouseEnter) the photo changes from a black and white one, to a colored one, but when I move the mouse horizontally on the photo the background image changes to another photo (the effect is similar to the apple album preview).
Now I got the code to work, but when I enter with the mouse on the photo the effect of the mouse enter is not even visible, because the mouse move function triggers right after that.
So the effect I want to get is: when I move the mouse over the photo, it changes to a colored one. THEN when I move the mouse again the scroll effect starts to work and I can change photo scrolling.
Here is the code:
import React, { useState } from "react";
import { Link } from "react-router-dom";
import $ from 'jquery';
const AboutCard = ({id, name, role, description, link, image, colored_image}) => {
const [backImg, setBackImg] = useState(0);
var active = 0;
var currentProfile = 0;
var unitPhoto= 0;
const handeMouseEnter = (event) => {
setBackImg(colored_image);
};
const handleMouseMove = (event) => {
unitPhoto = 100/(image.length-1);
var offset = $('#'+event.target.attributes.id.value).offset();
let x = event.pageX- offset.left;
let w =$('#'+event.target.attributes.id.value).width();
x = (x*100)/w;
let index = Math.floor(x/unitPhoto);
if(index >= image.length){
index = image.length-1;
}
if(index <0){
return;
}
if(index !== active || index != colored_image){
setBackImg(index);
active = index;
}
};
const handleTouchMove = (event) => {
unitPhoto = 100/(image.length-1);
var offset = $('#'+event.target.attributes.id.value).offset();
let x = event.touches[0].pageX- offset.left;
let w = $('#'+event.target.attributes.id.value).width();
x = (x*100)/w;
let index = Math.floor(x/unitPhoto);
if(index === 0){
setBackImg(colored_image);
return;
}
if(index >= image.length-1){
index = image.length-2;
}
if(index <0){
return;
}
if(index !== active || index !== colored_image){
setBackImg(index);
active = index;
}
};
$(document).on('mousemove', function(event){
if($('#'+event.target.attributes.id.value).attr('class') !== 'profileImage'){
setBackImg(0);
}
})
$(document).on('touchend', function(){
setBackImg(0);
})
return (
<div className="aboutDiv" id={id}>
<Link to={`${link}`}>
<div
onMouseEnter={(ev) => handeMouseEnter(ev)}
onMouseMove={(ev)=> handleMouseMove(ev)}
onTouchMove={(ev)=>
handleTouchMove(ev)}
id={'image-'+id}
style={{
background: `url(${image[backImg]})`,
}}
className="profileImage"
>
</div>
</Link>
<h3 className="profileName">{name}</h3>
<p className="profileRole">{role}</p>
</div>
);
};
export default AboutCard;
Any tips?

Related

Anchor link not working when manipulating scroll via JS

I'm creating a landing page and it has a bar to navigate through the website sections. But, it's not working and I gathered some resources that made me believe it's because of the Infinite Slide animation I did on the website.
The Anchor tags only navigate when window.clientWidth >= 1920.
I have two Infinite section sliders that load the animation, adding +.5 to scrollLeft.
So when the view goes below the enable boundary (<1920px), the anchor links stop working. Is it possible to make them work again without removing the animations?
export const SliderContainer: React.FC<SliderProps> = ({
children,
initialOffsetX,
className,
contentWidth,
contentClassName,
}) => {
const { innerWidth } = useSize();
const refScrollX = useRef<number>(initialOffsetX);
const refContainer = useRef<HTMLDivElement>(null);
const refContent = useRef<HTMLDivElement>(null);
const enabled = innerWidth < contentWidth;
useAnimationFrame(
enabled,
useCallback(() => {
const { current: elContainer } = refContainer;
const { current: elContent } = refContent;
if (elContainer && elContent) {
refScrollX.current += 0.5;
elContainer.scrollLeft = refScrollX.current;
if (elContainer.scrollLeft >= elContent.clientWidth) {
refScrollX.current = 0;
elContainer.scrollLeft = 0;
}
}
}, [])
);
const cn = "inline-block".concat(" ", contentClassName || "");
return (
<div ref={refContainer} className={`overflow-x-hidden whitespace-nowrap max-w-full pointer-events-none ${className}`}>
<div ref={refContent} className={cn}>
{children}
</div>
<div className={enabled ? cn : "hidden"}>{children}</div>
</div>
);
};

React hook useState updating all instances of component

I'm trying to create a card with a background image changing on mouse movement on it, using a useState.
The code works fine, but if I create multiple instances of the card component when I move on a card, it'll cause the state update of all the instances of the card. How can I prevent my code from doing this?
The instantiation of the components:
<div className="aboutCardContainer">
{Object.entries(members).map(([key,value])=>{
return(<AboutCard key={key} id={key} {...value}/>)
})}
</div>
The component code:
import React, { useState } from "react";
import { Link } from "react-router-dom";
import $ from 'jquery';
const AboutCard = ({id, name, role, description, link, image, colored_image}) => {
const [backImg, setBackImg] = useState(0);
var active = 0;
var currentProfile = 0;
var unitPhoto= 0;
$(document).on('mousemove', '.profileImage', function(event){
var id = $(this).parent().parent().attr('id');
currentProfile=id;
if(id !== currentProfile){
return;
}
unitPhoto = 100/(image.length-1);
var offset = $(this).offset();
let x = event.pageX- offset.left;
let w =$( this ).width();
x = (x*100)/w;
let index = Math.floor(x/unitPhoto);
if(index === 0){
setBackImg(colored_image);
return;
}
if(index >= image.length){
index = image.length-1;
}
if(index <0){
return;
}
if(index !== active || index != colored_image){
setBackImg(index);
active=index;
}
});
$(document).on('touchmove', '.profileImage', function(event){
var id = $(this).parent().parent().attr('id');
if(id !== currentProfile){
currentProfile=id;
unitPhoto = 100/(image.length-1);
}
var offset = $(this).offset();
let x = event.touches[0].pageX - offset.left;
let w =$( this ).width();
x = (x*100)/w;
let index = Math.floor(x/unitPhoto);
if(index === 0){
setBackImg(colored_image);
}
if(index >= image.length){
index = image.length-1;
}
if(index <0){
return;
}
if(index !== active || index != colored_image){
setBackImg(index);
active=index;
}
});
return (
<div className="aboutDiv" id={id}>
<Link to={`${link}`}>
<div id={'image-'+id} style={{
background: `url(${image[backImg]})`,
}} className="profileImage">
</div>
</Link>
<h3 className="profileName">{name}</h3>
<p className="profileRole">{role}</p>
</div>
);
};
export default AboutCard;
It's because your jQuery event listeners are listening to document wide notifications. Ie All AboutCard mousemove listeners will run every time there is a mousemove event on an element with the class profileImage (which is every instance of your component).
I would avoid mixing jQuery and React like this - they each manipulate the dom in a different way. Create a local ref (useRef) within your component and attach an eventListener the react way, which just listens to events on the local ref.
see https://usehooks.com/useEventListener/

Stop loop on progressbar

I'm working with this progressbar:
https://codepen.io/thegamehasnoname/pen/JewZrm
The problem I have is it loops and what I want to achieve is:
stop on last progress slide (stop loop).
if the user is on last progressbar slide after it has stopped and I click on a .button-prev button it should start from the previous slide, not the first slide of the progressbar.
here is the code:
// swiper custom progressbar
const progressContainer = document.querySelector('.progress-container');
const progress = Array.from(document.querySelectorAll('.progress'));
const status = document.querySelector('.status');
const playNext = (e) => {
const current = e && e.target;
let next;
if (current) {
const currentIndex = progress.indexOf(current);
if (currentIndex < progress.length) {
next = progress[currentIndex+1];
}
current.classList.remove('active');
current.classList.add('passed');
}
if (!next) {
progress.map((el) => {
el.classList.remove('active');
el.classList.remove('passed');
})
next = progress[0];
}
next.classList.add('active');
}
progress.map(el => el.addEventListener("animationend", playNext, false));
playNext();
I tried adding this:
if (current) {
if (!next) {
$('.progress-container div').addClass('passed');
}
}
But the class passed gets deleted and the progressbar starts again.
This is the js of the previous button I have:
$(document).on('click', ".button-prev", function() {
$('.progress-container div.active').prev().removeClass('passed').addClass('active');
$('.progress-container div.active').next().removeClass('active');
});
any ideas on how to achieve this?
You almost have the fix ! Simply add a return statement to avoid to set the active calss to the first progress element.
if (current) {
const currentIndex = progress.indexOf(current);
if (currentIndex < progress.length) {
next = progress[currentIndex+1];
}
current.classList.remove('active');
current.classList.add('passed');
if (!next) {
$('.progress-container div').addClass('passed');
return;
}
}

Adding a simple left/right swipe gesture

I need to add a simple left/right swipe gesture so that the 'selected' image cycles when swiped on mobile, similar to clicking the buttons in the hero component, also similar to pressing the left/right arrow keys on a keyboard
I don't have the most experience with JavaScript so if anyone could tell me what exactly to write and where so that I can completely wrap up this project.
Here is a demo: http://nufaith.ca/justinatkins/
Code:
Vue.component('hero-bg', {
template: `
<div class="hero-bg">
<div class="hero">
<img id="pushed" :src="selected"/>
</div>
</div>
`,
props: ['selected']
});
Vue.component('hero-bg-empty', {
template: `
<div class="hero-bg">
<div class="hero">
<span style="display:block;height:100px;"></span>
</div>
</div>
`
});
Vue.component('hero', {
template: `
<div>
<topbar v-if="!gridEnabled"></topbar>
<topbar2 v-if="gridEnabled"></topbar2>
<hero-bg :selected="selectedItem.img" v-if="!gridEnabled"></hero-bg>
<hero-bg-empty v-if="gridEnabled"></hero-bg-empty>
<div class="hero-container" v-if="!gridEnabled">
<div class="hero">
<img :src="selectedItem.img" v-if="thing" alt=""/>
</div>
<div class="hero-desc">
<button class="control left" #click="previous">
<i class="zmdi zmdi-chevron-left"></i>
</button>
<span class="hero-desc-title" v-html="title"></span>
<button class="control right" #click="next">
<i class="zmdi zmdi-chevron-right"></i>
</button>
<br/>
<button class="view-all-button" #click="enableGrid">OVERVIEW</button>
</div>
</div>
</div>
`,
data() {
return {
gridEnabled: false,
selected: 0,
thing: true
};
},
computed: {
selectedItem() {
return info[this.selected];
},
title() {
const comma = this.selectedItem.title.indexOf(',');
const len = this.selectedItem.title.length;
const strBeginning = this.selectedItem.title.substring(comma, 0);
const strEnd = this.selectedItem.title.substring(comma, len);
if (this.selectedItem.title.includes(',')) {
return `<span>${strBeginning}<span class="font-regular font-muted">${strEnd}</span></span>`;
}
return this.selectedItem.title;
},
maxImages() {
return info.length - 1;
}
},
created() {
window.addEventListener('keydown', e => {
if (e.keyCode === 37) {
this.previous();
return;
}
if (e.keyCode === 39) {
this.next();
return;
}
});
Event.$on('updateImg', index => {
this.selected = index;
this.gridEnabled = !this.gridEnabled;
});
},
methods: {
next() {
this.selected === this.maxImages ? (this.selected = 0) : (this.selected += 1);
},
previous() {
this.selected === 0 ? (this.selected = this.maxImages) : (this.selected -= 1);
},
enableGrid() {
this.gridEnabled = !this.gridEnabled;
window.scroll(0, 0);
Event.$emit('enableGrid');
}
}
});
This is how I implemented a simple swipe gesture in one of my projects. You may check this out.
Code:
touchableElement.addEventListener('touchstart', function (event) {
touchstartX = event.changedTouches[0].screenX;
touchstartY = event.changedTouches[0].screenY;
}, false);
touchableElement.addEventListener('touchend', function (event) {
touchendX = event.changedTouches[0].screenX;
touchendY = event.changedTouches[0].screenY;
handleGesture();
}, false);
function handleGesture() {
if (touchendX < touchstartX) {
console.log('Swiped Left');
}
if (touchendX > touchstartX) {
console.log('Swiped Right');
}
if (touchendY < touchstartY) {
console.log('Swiped Up');
}
if (touchendY > touchstartY) {
console.log('Swiped Down');
}
if (touchendY === touchstartY) {
console.log('Tap');
}
}
Basically, touchableElement mentioned here, refers to the DOM Element that will receive the touch event. If you want to activate swipe options on your entire screen, then you may use your body tag as the touchable element. Or you may configure any specific div element as the touchable element, in case you just want the swipe gesture on that specific div.
On that touchableElement, we are adding 2 event-listeners here:
touchstart:
this is when user starts swiping. We take that initial coordinates (x,y) and
store them into touchstartX, touchstartY respectively.
touchend: this is when user stops swiping. We take that final coordinates (x, y) and store them into touchendX, touchendY respectively.
Keep in mind that, the origin of these coordinates is the top left corner of the screen. x-coordinate increases as you go from left to right and y-coordinate increases as you go from top to bottom.
Then, in handleGesture(), we just compare those 2 pair of coordinates (touchstartX, touchstartY) and (touchendX, touchendY), to detect different types of swipe gesture (up, down, left, right):
touchendX < touchstartX: says that, user started swiping at a higher X value & stopped swiping at a lower X value. That means, swiped from right to left (Swiped Left).
touchendX > touchstartX: says that, user started swiping at a lower X value & stopped swiping at a higher X value. That means, swiped from left to right (Swiped Right).
touchendY < touchstartY: says that, user started swiping at a higher Y value & stopped swiping at a lower Y value. That means, swiped from bottom to top (Swiped Up).
touchendY > touchstartY: says that, user started swiping at a lower Y value & stopped swiping at a higher Y value. That means, swiped from top to bottom (Swiped Down).
You may add the code for these 4 different events (Swipe Up/Down/Left/Right), on the corresponding if blocks, as shown on the code.
I took smmehrab’s answer, added some thresholds to avoid accidental swipes, and turned it into a little library. Might come in handy, so here it is:
export default class TouchEvent
{
static SWPIE_THRESHOLD = 50 // Minumum difference in pixels at which a swipe gesture is detected
static SWIPE_LEFT = 1
static SWIPE_RIGHT = 2
static SWIPE_UP = 3
static SWIPE_DOWN = 4
constructor(startEvent, endEvent)
{
this.startEvent = startEvent
this.endEvent = endEvent || null
}
isSwipeLeft()
{
return this.getSwipeDirection() == TouchEvent.SWIPE_LEFT
}
isSwipeRight()
{
return this.getSwipeDirection() == TouchEvent.SWIPE_RIGHT
}
isSwipeUp()
{
return this.getSwipeDirection() == TouchEvent.SWIPE_UP
}
isSwipeDown()
{
return this.getSwipeDirection() == TouchEvent.SWIPE_DOWN
}
getSwipeDirection()
{
let start = this.startEvent.changedTouches[0]
let end = this.endEvent.changedTouches[0]
if (!start || !end) {
return null
}
let horizontalDifference = start.screenX - end.screenX
let verticalDifference = start.screenY - end.screenY
// Horizontal difference dominates
if (Math.abs(horizontalDifference) > Math.abs(verticalDifference)) {
if (horizontalDifference >= TouchEvent.SWPIE_THRESHOLD) {
return TouchEvent.SWIPE_LEFT
} else if (horizontalDifference <= -TouchEvent.SWPIE_THRESHOLD) {
return TouchEvent.SWIPE_RIGHT
}
// Verical or no difference dominates
} else {
if (verticalDifference >= TouchEvent.SWPIE_THRESHOLD) {
return TouchEvent.SWIPE_UP
} else if (verticalDifference <= -TouchEvent.SWPIE_THRESHOLD) {
return TouchEvent.SWIPE_DOWN
}
}
return null
}
setEndEvent(endEvent)
{
this.endEvent = endEvent
}
}
How to use
Simply feed it the events from touchstart and touchend:
import TouchEvent from '#/TouchEvent'
let touchEvent = null;
document.addEventListener('touchstart', (event) => {
touchEvent = new TouchEvent(event);
});
document.addEventListener('touchend', handleSwipe);
function handleSwipe(event)
{
if (!touchEvent) {
return;
}
touchEvent.setEndEvent(event);
if (touchEvent.isSwipeRight()) {
// Do something
} else if (touchEvent.isSwipeLeft()) {
// Do something different
}
// Reset event for next touch
touchEvent = null;
}
This sounds like a job for Hammer.JS, unless you're trying to avoid dependencies. They have good documentation and examples for getting started
My Vue knowledge is next to nothing, so I'm wary of this becoming a blind leading the blind scenario, but the first thing you'll have to do is add the dependency using either npm or yarn - then add it to the top of your file using
import Hammer from 'hammerjs'
Try adding the below code right above this line: Event.$on('updateImg', index => {
const swipeableEl = document.getElementsByClassName('.hero')[0];
this.hammer = Hammer(swipeableEl)
this.hammer.on('swipeleft', () => this.next())
this.hammer.on('swiperight', () => this.previous())
If it doesn't work you'll have to check your developer tools / console log to see if it's logged any useful errors.
This codepen might be a useful resource too:
Good luck.
Using #smmehrab answer, I created a Vue 3 composable that also works for SSR builds.
import { onMounted, Ref } from 'vue'
export type SwipeCallback = (event: TouchEvent) => void;
export type SwipeOptions = {
directinoal_threshold?: number; // Pixels offset to trigger swipe
};
export const useSwipe = (touchableElement: HTMLElement = null, options: Ref<SwipeOptions> = ref({
directinoal_threshold: 10
})) => {
const touchStartX = ref(0);
const touchEndX = ref(0);
const touchStartY = ref(0);
const touchEndY = ref(0);
onMounted(() => {
if (!touchableElement)
touchableElement = document.body;
touchableElement.addEventListener('touchstart', (event) => {
touchStartX.value = event.changedTouches[0].screenX;
touchStartY.value = event.changedTouches[0].screenY;
}, false);
touchableElement.addEventListener('touchend', (event) => {
touchEndX.value = event.changedTouches[0].screenX;
touchEndY.value = event.changedTouches[0].screenY;
handleGesture(event);
}, false);
});
const onSwipeLeft: Array<SwipeCallback> = [];
const onSwipeRight: Array<SwipeCallback> = [];
const onSwipeUp: Array<SwipeCallback> = [];
const onSwipeDown: Array<SwipeCallback> = [];
const onTap: Array<SwipeCallback> = [];
const addEventListener = (arr: Array<SwipeCallback>, callback: SwipeCallback) => {
arr.push(callback);
};
const handleGesture = (event: TouchEvent) => {
if (touchEndX.value < touchStartX.value && (Math.max(touchStartY.value, touchEndY.value) - Math.min(touchStartY.value, touchEndY.value)) < options.value.directinoal_threshold) {
onSwipeLeft.forEach(callback => callback(event));
}
if (touchEndX.value > touchStartX.value && (Math.max(touchStartY.value, touchEndY.value) - Math.min(touchStartY.value, touchEndY.value)) < options.value.directinoal_threshold) {
onSwipeRight.forEach(callback => callback(event));
}
if (touchEndY.value < touchStartY.value && (Math.max(touchStartX.value, touchEndX.value) - Math.min(touchStartX.value, touchEndX.value)) < options.value.directinoal_threshold) {
onSwipeUp.forEach(callback => callback(event));
}
if (touchEndY.value > touchStartY.value && (Math.max(touchStartX.value, touchEndX.value) - Math.min(touchStartX.value, touchEndX.value)) < options.value.directinoal_threshold) {
onSwipeDown.forEach(callback => callback(event));
}
if (touchEndY.value === touchStartY.value) {
onTap.forEach(callback => callback(event));
}
}
return {
onSwipeLeft: (callback: SwipeCallback) => addEventListener(onSwipeLeft, callback),
onSwipeRight: (callback: SwipeCallback) => addEventListener(onSwipeRight, callback),
onSwipeUp: (callback: SwipeCallback) => addEventListener(onSwipeUp, callback),
onSwipeDown: (callback: SwipeCallback) => addEventListener(onSwipeDown, callback),
onTap: (callback: SwipeCallback) => addEventListener(onTap, callback)
}
}
Example usage:
const { onSwipeLeft, onSwipeRight } = useSwipe(document.body);
onSwipeLeft((e:TouchEvent) => {
//logic
});

Logic for rotating a square

The following code is using React.
I have a square positioned at 45deg, that has four elements. Upon click on each element, I want the square to rotate the relevant degrees so that the clicked element is on top. (In the image, 3 is currently selected).
Please see the notes within the code. I hope it explains what my logic is.
Here is the component code:
class CentreCtrls extends React.Component {
constructor(props) {
super(props);
this.state = {
aboutUs: {
activeCtrl: 0
}
}
}
// animate the square to rotate the relevant degrees
// so that the clicked element is at the top.
// this logic is flawed and not working correctly
componentDidUpdate() {
const activeHeading = this.state.aboutUs.activeCtrl;
const { centreCtrl } = this.refs;
const style = centreCtrl.style;
const currentDeg = parseInt(style.transform.slice(7, -4), 10);
const position = this.getPosition(activeHeading, 0);
const degRotation = position * 90;
console.log('pos:', position, 'deg:', currentDeg, '-', degRotation);
anime({
targets: this.refs.centreCtrl,
rotate: `-${currentDeg + degRotation}deg`,
duration: 150,
easing: 'linear',
});
}
onClickHandler = e =>
const ele = e.target;
const i = ele.parentNode.getAttribute('data-i');
this.setState({
aboutUs: {
activeCtrl: parseInt(i, 10),
},
});
};
// the purpose of this function is to find the current value
// to be assigned to the 'data-i' property on element, this 'data-i'
// is read in the above 'componentDidUpdate' function to animate
// the square the relevant degrees so that the clicked square is at
// top (where the purple 3 is in the image).
getPosition = (i, activeHeading) => {
const total = 3; // start: 0, ttl: 4
let correctSeq = i;
if (i === activeHeading) {
correctSeq = 0;
// if i == 2, then for our rotation purpose, its at position 3 in DOM
// because of the way, DOM renders elements from left to right within
// square
} else if (i === 2) {
correctSeq = 3;
} else if (i === 3) {
correctSeq = 2;
}
let pos = total - activeHeading + (correctSeq + 0);
if (pos > 3) {
pos = pos - 3;
}
return pos;
};
render() {
const { data } = this.props;
const activeHeading = this.state.aboutUs.activeCtrl;
return (
// using the react v15 style ref
<div
className="centreCtrl"
ref="centreCtrl"
style={{ transform: 'rotate(45deg)' }}
>
{data.map((entry, i) => {
const j = this.getPosition(i, activeHeading);
return (
<div
className="ctrl"
key={i}
data-i={j}
id={`${entry.narrative.heading}`}
onClick={this.onClickHandler}
>
<div
className="textContainer"
id={entry.narrative.heading}
ref={`textRef${i}`}
>
{j}
</div>
</div>
);
})}
</div>
);
}
}
Edit: How can I get the rotation logic to work correctly. More to the point, I am looking for input into what is the best logic for rotation calculation of this square. It looks far easier than I estimated.
Assuming you want to rotate clockwise, something like this might help:
import React from "react";
import ReactDOM from "react-dom";
import styled from "styled-components";
import { Container, Square, Block, Top, Bottom } from './components';
const rotateRight = items => {
const last = items.pop();
items.unshift(last);
};
class App extends React.Component {
state = {
items: ["a", "b", "c", "d"],
rotation: 0,
};
handleClick = i => {
let start = i;
let count = 0;
let items = [...this.state.items];
const end = items.length - 1;
while (start <= end) {
rotateRight(items);
start += 1;
count += 1;
}
this.setState(state => ({
rotation: ((count * 90) % 360),
}));
};
render() {
const { items, rotation } = this.state;
return (
<Container>
<Square rotation={rotation}>
<Top>
<Block onClick={() => this.handleClick(0)}>
{items[0]}
</Block>
<Block onClick={() => this.handleClick(1)}>
{items[1]}
</Block>
</Top>
<Bottom>
<Block onClick={() => this.handleClick(2)}>{
items[2]}
</Block>
<Block onClick={() => this.handleClick(3)}>
{items[3]}
</Block>
</Bottom>
</Square>
</Container>
);
}
}
const rootElement = document.getElementById("root");
ReactDOM.render(<App />, rootElement);
StackBlitz link here.

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