I have to prevent dragable handles in range slider form overlapping . It is vanilla js plugin.
I tried to disable updating offset if the difference between two handles position is lower than 20px. It works sometimes, but the barrier is not precise. The movement is choppy when the handles are near to each other.The handle cannot be dragged immediately, but after few movements.
Here are the fragments of the plugin code:
// HELPERS
// map slider range to value range
Number.prototype.map = function(in_min, in_max, out_min, out_max) {
return (this - in_min) * (out_max - out_min) / (in_max - in_min) + out_min;
}
// round to nearest multiple
Number.prototype.roundTo = function(num) {
var resto = this % num;
if (resto <= (num / 2)) {
return this - resto;
} else {
return this + num - resto;
}
}
//EVENTS
var EVmove = ('ontouchstart' in document.documentElement) ? 'touchmove' : 'mousemove',
EVmove = ('ontouchstart' in document.documentElement) ? 'touchmove' : 'mousemove',
EVend = ('ontouchstart' in document.documentElement) ? 'touchend' : 'mouseup';
document.addEventListener(EVmove, actions.move, false);
document.addEventListener(EVend, function() {
return movebar = false;
}, false);
document.addEventListener(EVstart, function() {
return movebar = true;
}, false);
var movebar = true;
// MOVE HANDLE
actions.move = function(event) {
var clientX = ('ontouchstart' in document.documentElement) ? event.touches[0].clientX : event.clientX;
leftOffset = clientX - posX;
// move handle bar
if (movebar) {
element.style.left = leftOffset + "px";
var v = leftOffset.map(0, elWidth, 0, window.range); // 0
var value = v.roundTo(step);
output.innerHTML = value.toFixed(2);
// prevent handles ovelaping
if (vsOpts.range) {
var diff = Math.abs(parseInt(handle1.offsetLeft) - parseInt(handle2.offsetLeft));
if (diff < 20) {
movebar = false;
}
}
}
}
I solved it by assigning position of the opposite handle as a limit position of the current handle
document.addEventListener(EVstart, function(event) {
if (event.target.id == "vslider-handle1") {
useHandle1 = true
} else {
useHandle1 = false
}
return movebar = true;
}, false);
}
handle1Limit=parseInt(handle2.offsetLeft);
handle2Limit=parseInt(handle1.offsetLeft);
handle1Pos= parseInt(handle1.offsetLeft);
handle2Pos= parseInt(handle2.offsetLeft);
if(useHandle1){
if(handle1Pos>=handle1Limit){
handle1.style.left = handle1Limit + "px";
handle2.style.left = handle1Limit + "px";
}
}
else{
if(handle2Pos<=handle2Limit){
handle2.style.left = handle2Limit + "px";
handle1.style.left = handle2Limit + "px";
}
}
Related
I'm new to JS so I need help to solve my problem :). I found a codepen that helped me drag one element of my website but the thing is that I would like to drag 4 elements separately. I applied the same class to all of them but it works only on the first one.
Link of the codepen : https://codepen.io/Coding-Artist/pen/zYWbYXV
I'm sure the solution is obvious to you (I would say a var or a for ?) but I'm learning and I really want to progress so if you could explain that would be perfect ! Thanks a lot
JS —
var draggableElem = document.querySelector(".draggable-elem");
let initialX = 0,
initialY = 0;
let moveElement = false;
//events object
let events = {
mouse: {
down: "mousedown",
move: "mousemove",
up: "mouseup"
},
touch: {
down: "touchstart",
move: "touchmove",
up: "touchend"
}
};
let deviceType = "";
//Detect touch device
const isTouchDevice = () => {
try {
//We try to create TouchEvent (it would fail for desktops and throw error)
document.createEvent("TouchEvent");
deviceType = "touch";
return true;
} catch (e) {
deviceType = "mouse";
return false;
}
};
isTouchDevice();
// start(mouse down/touch start)
draggableElem.addEventListener(events[deviceType].down, (e) => {
e.preventDefault();
//initial x and y points
initialX = !isTouchDevice() ? e.clientX : e.touches[0].clientX;
initialY = !isTouchDevice() ? e.clientY : e.touches[0].clientY;
// start movement
moveElement = true;
});
// Move
draggableElem.addEventListener(events[deviceType].move, (e) => {
//if movement==true then set top and left to new X and y while removing any offset
if (moveElement) {
e.preventDefault();
let newX = !isTouchDevice() ? e.clientX : e.touches[0].clientX;
let newY = !isTouchDevice() ? e.clientY : e.touches[0].clientY;
draggableElem.style.top = draggableElem.offsetTop - (initialY - newY) + "px";
draggableElem.style.left =
draggableElem.offsetLeft - (initialX - newX) + "px";
initialX = newX;
initialY = newY;
}
});
//mouse up/touch end
draggableElem.addEventListener(
events[deviceType].up,
(stopMovement = (e) => {
//stop movement
moveElement = false;
})
);
draggableElem.addEventListener("mouseleave", stopMovement);
document.addEventListener(events[deviceType].up, (e) => {
moveElement = false;
});
For it to work with multiple elements you should instantiate variables for each element and then add event listeners to them.
This can be done dynamically like in this codepen fork I made by using document.querySelectorAll and a for loop to iterate through the elements, instantiate variables, and add event listeners to each one.
My modified code (it's not perfect but it gets the job done):
let draggableElems = document.querySelectorAll("#draggable-elem");
let initialX = {},
initialY = {};
let moveElement = {};
//events object
let events = {
mouse: {
down: "mousedown",
move: "mousemove",
up: "mouseup"
},
touch: {
down: "touchstart",
move: "touchmove",
up: "touchend"
}
};
let deviceType = "";
//Detect touch device
const isTouchDevice = () => {
try {
//We try to create TouchEvent (it would fail for desktops and throw error)
document.createEvent("TouchEvent");
deviceType = "touch";
return true;
} catch (e) {
deviceType = "mouse";
return false;
}
};
isTouchDevice();
for (let i = 0; i < draggableElems.length; i++) {
var draggableElem = draggableElems[i];
// start(mouse down/touch start)
draggableElem.addEventListener(events[deviceType].down, (e) => {
e.preventDefault();
//initial x and y points
initialX[this] = !isTouchDevice() ? e.clientX : e.touches[0].clientX;
initialY[this] = !isTouchDevice() ? e.clientY : e.touches[0].clientY;
// start movement
moveElement[this] = true;
});
// Move
draggableElem.addEventListener(events[deviceType].move, (e) => {
//if movement==true then set top and left to new X and y while removing any offset
if (moveElement[this]) {
var elem = e.target;
e.preventDefault();
let newX = !isTouchDevice() ? e.clientX : e.touches[0].clientX;
let newY = !isTouchDevice() ? e.clientY : e.touches[0].clientY;
elem.style.top = elem.offsetTop - (initialY[this] - newY) + "px";
elem.style.left = elem.offsetLeft - (initialX[this] - newX) + "px";
initialX[this] = newX;
initialY[this] = newY;
}
});
//mouse up/touch end
draggableElem.addEventListener(
events[deviceType].up,
(stopMovement = (e) => {
//stop movement
moveElement[this] = false;
})
);
draggableElem.addEventListener("mouseleave", stopMovement);
document.addEventListener(events[deviceType].up, (e) => {
moveElement[this] = false;
});
}
Is there a way to allow native scrolling easily without heavy JS modifications when you reach the border of a div via custom drag and drop via touchmove listener?
When you drag the text in the div here you'll see the div inside is scrolling automatically
I provided an example with touchmove listeners but this one does not scroll, when you reach a border with your mouse
Is there an easy way to include a scrolling behavior to the 2nd example?
const element = document.body.querySelector('#draggable');
const isInContainer = (x,y) => {
const elements = document.elementsFromPoint(x, y)
return elements.find(el => el && el.classList && el.classList.contains('container')) || false;
}
const onMouseMove = (e) => {
if(isInContainer(e.pageX, e.pageY)){
element.style.top = e.pageY + 'px';
element.style.left = e.pageX + 'px';
}
}
const onMouseUp = () => {
document.removeEventListener('mousemove', onMouseMove);
document.removeEventListener('mouseup', onMouseUp)
}
element.addEventListener('mousedown', (e) => {
e.preventDefault();
document.addEventListener('mousemove', onMouseMove);
document.addEventListener('mouseup', onMouseUp)
});
In case someone has a native better solution I'm willing to accept that one... for the time being this would be my current way to solve the issue.
Note: I made a custom interval for scrolling and don't use the mousemove event so users don't have to move the mouse to trigger it. moving outside will start the interval moving inside will clear it.
// the container that should scroll
const scrollBody = document.getElementById('scrollContainer');
// parameter to check which directions should scroll
const scrollPositions = {
left: false,
right: false,
up: false,
down: false,
}
// how far should be scrolled
const nextScrollDistance = {
x: 0,
y: 0
}
// scroll interval
let scrollInterval= null;
const startScrolling = (scrollBody) => {
if (scrollInterval !== null) {
return true;
}
const intervalCallback = () => {
if (scrollInterval !== null && nextScrollDistance.x === 0 && nextScrollDistance.y === 0) {
window.clearInterval(scrollInterval);
scrollInterval = null;
} else {
scrollBody.scrollLeft += nextScrollDistance.x;
scrollBody.scrollTop += nextScrollDistance.y;
}
}
scrollInterval = window.setInterval(intervalCallback, 50);
}
const onMouseMove = (e) => {
if(isInContainer(e.pageX, e.pageY)){
element.style.top = e.pageY + 'px';
element.style.left = e.pageX + 'px';
}
const rects = scrollBody.getBoundingClientRect();
// check directions
// max x that can be scrolled
const maxX = scrollBody.scrollWidth - scrollBody.clientWidth;
// max y that can be scrolled
const maxY = scrollBody.scrollHeight - scrollBody.clientHeight;
// check all directions if it's even possible to scroll
const canScrollTop = Math.round(scrollBody.scrollTop) > 0;
const canScrollBottom = Math.round(scrollBody.scrollTop) < maxY;
const canScrollLeft = Math.round(scrollBody.scrollLeft) > 0;
const canScrollRight = Math.round(scrollBody.scrollLeft) < maxX;
// current x and y coordinates of the mouse
const x = e.pageX;
const y = e.pageY;
// dynamic value to decrease the speed.. otherwise it might scroll too fast
const minifier = 2;
// the modifiers for scrollTop and scrollLeft
nextScrollDistance.y = 0;
nextScrollDistance.x = 0;
if (canScrollBottom && y > rects.bottom) {
// distance between the right border and the mouse
const distance = Math.abs(y - rects.bottom);
// the next time it scrolls -> scroll distance / minifier
nextScrollDistance.y = Math.round(distance / minifier)
scrollPositions.down = true;
} else {
scrollPositions.down = false;
}
// all other directions...
if (canScrollTop && y < rects.top) {
const distance = Math.abs(y - rects.top);
nextScrollDistance.y = Math.round(distance / minifier) * -1;
scrollPositions.up = true;
} else {
scrollPositions.up = false;
}
if (canScrollRight && x > rects.right) {
const distance = Math.abs(x - rects.right);
nextScrollDistance.x = Math.round(distance / minifier)
scrollPositions.right = true;
} else {
scrollPositions.right = false;
}
if (canScrollLeft && x < rects.left) {
const distance = Math.abs(x - rects.left);
nextScrollDistance.x = Math.round(distance / minifier) * -1;
scrollPositions.left = true;
} else {
scrollPositions.left = false;
}
// in case one of those are set.. trigger scrolling
if (nextScrollDistance.x || nextScrollDistance.y) {
startScrolling();
}
}
Seen a few similar questions on here but most seem to refer to zooming and panning images, I can't find anything that answers my problem.
I'm looking to create something like https://timmywil.com/panzoom/demo/, but I want to have a DOM element zoom on click, then pan around on mouse move.
I've been able to come up with something that's very nearly there, example here. https://jsfiddle.net/kevngibsn/5okxr8n3/29/
For this I'm using Zoomooz to handle the zoom, and jQuery Pan to take care of the panning. The issue with this example is that jQuery Pan works out the size of the DOM element on page load and doesn't take into account the increased size after zoom, so mouse move doesn't pan to the edges.
Here's the code from jQuery Pan:
(function( $ ){
var getSize = function($element) {
return {
'width': $element.width(),
'height': $element.height()
};
};
var toCoords = function(x, y) {
return {'x': x, 'y': y};
};
var vectorsEqual = function(v1, v2) {
return v1.x == v2.x && v1.y == v2.y;
}
$.fn.pan = function(options) {
//Container is element this plugin is applied to;
//we're pan it's child element, content
var container = this;
var content = this.children(':first');
//Precalculate the limits of panning - offset stores
//the current amount of pan throughout
var offset = toCoords(
Number(content.css('left').replace('px', '')) | 0,
Number(content.css('top').replace('px', '')) | 0
);
var containerSize = getSize(container);
var contentSize = getSize(content);
var minOffset = toCoords(
-contentSize.width + containerSize.width,
-contentSize.height + containerSize.height
);
var maxOffset = toCoords(0, 0);
//By default, assume mouse sensitivity border
//is 25% of the smallest dimension
var defaultMouseEdge = 0.25 * Math.min(
containerSize.width,
containerSize.height
);
var settings = $.extend( {
'autoSpeedX' : 0,
'autoSpeedY' : 0,
'mouseControl' : 'kinetic',
'kineticDamping' : 0.8,
'mouseEdgeSpeed' : 5,
'mouseEdgeWidth' : defaultMouseEdge,
'proportionalSmoothing' : 0.5,
'updateInterval' : 50,
'mousePan' : null
}, options);
//Mouse state variables, set by bound mouse events below
var mouseOver = false;
var mousePanningDirection = toCoords(0, 0);
var mousePosition = toCoords(0, 0);
var dragging = false;
var lastMousePosition = null;
var kineticVelocity = toCoords(0, 0);
//Delay in ms between updating position of content
var updateInterval = settings.updateInterval;
var onInterval = function() {
if (container.hasClass('pan-off')) return false; //Temporarily disabling pan add/remove class pan-off
var mouseControlHandlers = {
'edge' : updateEdge,
'proportional' : updateProportional,
'kinetic' : updateKinetic
};
var currentHandler = settings.mouseControl;
if(!mouseControlHandlers[currentHandler]()) {
//The handler isn't active - just pan normally
offset.x += settings.autoSpeedX;
offset.y += settings.autoSpeedY;
}
//If the previous updates have take the content
//outside the allowed min/max, bring it back in
constrainToBounds();
//If we're panning automatically, make sure we're
//panning in the right direction if the content has
//moved as far as it can go
if(offset.x == minOffset.x) settings.autoSpeedX = Math.abs(settings.autoSpeedX);
if(offset.x == maxOffset.x) settings.autoSpeedX = -Math.abs(settings.autoSpeedX);
if(offset.y == minOffset.y) settings.autoSpeedY = Math.abs(settings.autoSpeedY);
if(offset.y == maxOffset.y) settings.autoSpeedY = -Math.abs(settings.autoSpeedY);
//Finally, update the position of the content
//with our carefully calculated value
content.css('left', offset.x + "px");
content.css('top', offset.y + "px");
}
var updateEdge = function() {
if(!mouseOver) return false;
//The user's possibly maybe mouse-navigating,
//so we'll find out what direction in case we need
//to handle any callbacks
var newDirection = toCoords(0, 0);
//If we're in the interaction zones to either
//end of the element, pan in response to the
//mouse position.
if(mousePosition.x < settings.mouseEdgeWidth) {
offset.x += settings.mouseEdgeSpeed;
newDirection.x = -1;
}
if (mousePosition.x > containerSize.width - settings.mouseEdgeWidth) {
offset.x -= settings.mouseEdgeSpeed;
newDirection.x = 1;
}
if(mousePosition.y < settings.mouseEdgeWidth) {
offset.y += settings.mouseEdgeSpeed;
newDirection.y = -1;
}
if (mousePosition.y > containerSize.height - settings.mouseEdgeWidth) {
offset.y -= settings.mouseEdgeSpeed;
newDirection.y = 1;
}
updateMouseDirection(newDirection);
return true;
}
var updateProportional = function() {
if(!mouseOver) return false;
var rx = mousePosition.x / containerSize.width;
var ry = mousePosition.y / containerSize.height;
targetOffset = toCoords(
(minOffset.x - maxOffset.x) * rx + maxOffset.x,
(minOffset.y - maxOffset.y) * ry + maxOffset.y
);
var damping = 1 - settings.proportionalSmoothing;
offset = toCoords(
(targetOffset.x - offset.x) * damping + offset.x,
(targetOffset.y - offset.y) * damping + offset.y
)
return true;
}
var updateKinetic = function() {
if(dragging) {
if(lastMousePosition == null) {
lastMousePosition = toCoords(mousePosition.x, mousePosition.y);
}
kineticVelocity = toCoords(
mousePosition.x - lastMousePosition.x,
mousePosition.y - lastMousePosition.y
);
lastMousePosition = toCoords(mousePosition.x, mousePosition.y);
}
offset.x += kineticVelocity.x;
offset.y += kineticVelocity.y;
kineticVelocity = toCoords(
kineticVelocity.x * settings.kineticDamping,
kineticVelocity.y * settings.kineticDamping
);
//If the kinetic velocity is still greater than a small threshold, this
//function is still controlling movement so we return true so autopanning
//doesn't interfere.
var speedSquared = Math.pow(kineticVelocity.x, 2) + Math.pow(kineticVelocity.y, 2);
return speedSquared > 0.01
}
var constrainToBounds = function() {
if(offset.x < minOffset.x) offset.x = minOffset.x;
if(offset.x > maxOffset.x) offset.x = maxOffset.x;
if(offset.y < minOffset.y) offset.y = minOffset.y;
if(offset.y > maxOffset.y) offset.y = maxOffset.y;
}
var updateMouseDirection = function(newDirection) {
if(!vectorsEqual(newDirection, mousePanningDirection)) {
mousePanningDirection = newDirection;
if(settings.mousePan) {
settings.mousePan(mousePanningDirection);
}
}
}
this.bind('mousemove', function(evt) {
mousePosition.x = evt.pageX - container.offset().left;
mousePosition.y = evt.pageY - container.offset().top;
mouseOver = true;
});
this.bind('mouseleave', function(evt) {
mouseOver = false;
dragging = false;
lastMousePosition = null;
updateMouseDirection(toCoords(0, 0));
});
this.bind('mousedown', function(evt) {
dragging = true;
return false; //Prevents FF from thumbnailing & dragging
});
this.bind('mouseup', function(evt) {
dragging = false;
lastMousePosition = null;
});
//Kick off the main panning loop and return
//this to maintain jquery chainability
setInterval(onInterval, updateInterval);
return this;
};
})( jQuery );
I'd at about my limit on this one, any advice on how to get that panning the whole element?
I built a magnifying glass in JavaScript, which works well when I click on it or click and dragging it, but it should not hide from the screen.
$(".menu-left-preview-box-preview").bind('click', function (e) {
window.location = "page" + ($(this).index() + 1) + ".html";
});
var native_width = 0;
var native_height = 0;
var magnifyIsMouseDown = false;
$(".magnify").parent().mousedown(function (e) {
magnifyIsMouseDown = true;
});
$(".magnify").mousemove(function (e) {
if (magnifyIsMouseDown) {
if (!native_width && !native_height) {
var image_object = new Image();
image_object.src = $(".small").attr("src");
native_width = image_object.width;
native_height = image_object.height;
} else {
var magnify_offset = $(this).offset();
var mx = e.pageX - magnify_offset.left;
var my = e.pageY - magnify_offset.top;
if (mx < $(this).width() && my < $(this).height() && mx > 0 && my > 0) {
$(".large").fadeIn(100);
} else {
$(".large").fadeOut(100);
}
if ($(".large").is(":visible")) {
var rx = Math.round(mx / $(".small").width() * native_width - $(".large").width() / 2) * -1;
var ry = Math.round(my / $(".small").height() * native_height - $(".large").height() / 2) * -1;
var bgp = rx + "px " + ry + "px";
var px = mx - $(".large").width() / 2;
var py = my - $(".large").height() / 2;
$(".large").css({ left: px, top: py, backgroundPosition: bgp });
}
}
}
});
$(".magnify").parent().mouseup(function (e) {
magnifyIsMouseDown = false;
$(".large").fadeOut(100);
});
$(".magnify").parent().mouseleave(function (e) {
$(".large").fadeOut(100);
});
manageSlide();
By default the magnifying glass must be there on the screen. The magnifying glass can be dragged and after it's dropped it must remain there at it's dropped position.
On clicking and dragging the magnify glass is working well, but it should not hide from the screen. It should be there on screen.
Provide handle of magnify glass with that circle (in design).
Working example: http://jsfiddle.net/mohsin80/4ww8efx5/
I replaced the if (magnifyIsMouseDown) { by if (isDragging) { and created the following methods:
var isDragging = false;
$(".magnify").parent().mouseup(function(e) {
isDragging = false;
});
$(".magnify").parent().mousedown(function(e) {
isDragging = true;
});
To make a simulated drag event with jQuery.
Here is the fiddle. Hope it helped :)
Purchased an off the shelf theme for my portfolio site (yes, yes...I'm too busy to design my own right now lol). Anyway I seem to be having an issue, and I have no idea when it started, where my html height keeps growing by 30-60px every 1-2sec.
I've tried viewing the console, however I can't find anything that's triggering this. I'm assuming that some funking Javascript is at play, and need help possibly tracking it down.
Anyone wanna lend a hand here...?
My Site
UPDATE: It seems to be caused by the smoothscroll.js file. Can any JS pro help me find the offending line of code?
// SmoothScroll v1.2.1
// Licensed under the terms of the MIT license.
// People involved
// - Balazs Galambosi (maintainer)
// - Patrick Brunner (original idea)
// - Michael Herf (Pulse Algorithm)
// - Justin Force (Resurect)
// Scroll Variables (tweakable)
var framerate = 150; // [Hz]
var animtime = 800; // [px]
var stepsize = 80; // [px]
// Pulse (less tweakable)
// ratio of "tail" to "acceleration"
var pulseAlgorithm = true;
var pulseScale = 8;
var pulseNormalize = 1;
// Acceleration
var acceleration = true;
var accelDelta = 10; // 20
var accelMax = 1; // 1
// Keyboard Settings
var keyboardsupport = true; // option
var disableKeyboard = false; // other reasons
var arrowscroll = 50; // [px]
// Excluded pages
var exclude = "";
var disabled = false;
// Other Variables
var frame = false;
var direction = { x: 0, y: 0 };
var initdone = false;
var fixedback = true;
var root = document.documentElement;
var activeElement;
var key = { left: 37, up: 38, right: 39, down: 40, spacebar: 32, pageup: 33, pagedown: 34, end: 35, home: 36 };
/**
* Sets up scrolls array, determines if frames are involved.
*/
function init() {
if (!document.body) return;
var body = document.body;
var html = document.documentElement;
var windowHeight = window.innerHeight;
var scrollHeight = body.scrollHeight;
// check compat mode for root element
root = (document.compatMode.indexOf('CSS') >= 0) ? html : body;
activeElement = body;
initdone = true;
// Checks if this script is running in a frame
if (top != self) {
frame = true;
}
/**
* This fixes a bug where the areas left and right to
* the content does not trigger the onmousewheel event
* on some pages. e.g.: html, body { height: 100% }
*/
else if (scrollHeight > windowHeight &&
(body.offsetHeight <= windowHeight ||
html.offsetHeight <= windowHeight)) {
// DOMChange (throttle): fix height
var pending = false;
var refresh = function() {
if (!pending && html.scrollHeight != document.height) {
pending = true; // add a new pending action
setTimeout(function(){
html.style.height = document.height + 'px';
pending = false;
}, 500); // act rarely to stay fast
}
};
html.style.height = '';
setTimeout(refresh, 10);
addEvent("DOMNodeInserted", refresh);
addEvent("DOMNodeRemoved", refresh);
// clearfix
if (root.offsetHeight <= windowHeight) {
var underlay = document.createElement("div");
underlay.style.clear = "both";
body.appendChild(underlay);
}
}
// gmail performance fix
if (document.URL.indexOf("mail.google.com") > -1) {
var s = document.createElement("style");
s.innerHTML = ".iu { visibility: hidden }";
(document.getElementsByTagName("head")[0] || html).appendChild(s);
}
// disable fixed background
if (!fixedback && !disabled) {
body.style.backgroundAttachment = "scroll";
html.style.backgroundAttachment = "scroll";
}
}
/************************************************
* SCROLLING
************************************************/
var que = [];
var pending = false;
var lastScroll = +new Date;
/**
* Pushes scroll actions to the scrolling queue.
*/
function scrollArray(elem, left, top, delay) {
delay || (delay = 1000);
directionCheck(left, top);
if (acceleration) {
var now = +new Date;
var elapsed = now - lastScroll;
if (elapsed < accelDelta) {
var factor = (1 + (30 / elapsed)) / 2;
if (factor > 1) {
factor = Math.min(factor, accelMax);
left *= factor;
top *= factor;
}
}
lastScroll = +new Date;
}
// push a scroll command
que.push({
x: left,
y: top,
lastX: (left < 0) ? 0.99 : -0.99,
lastY: (top < 0) ? 0.99 : -0.99,
start: +new Date
});
// don't act if there's a pending queue
if (pending) {
return;
}
var scrollWindow = (elem === document.body);
var step = function() {
var now = +new Date;
var scrollX = 0;
var scrollY = 0;
for (var i = 0; i < que.length; i++) {
var item = que[i];
var elapsed = now - item.start;
var finished = (elapsed >= animtime);
// scroll position: [0, 1]
var position = (finished) ? 1 : elapsed / animtime;
// easing [optional]
if (pulseAlgorithm) {
position = pulse(position);
}
// only need the difference
var x = (item.x * position - item.lastX) >> 0;
var y = (item.y * position - item.lastY) >> 0;
// add this to the total scrolling
scrollX += x;
scrollY += y;
// update last values
item.lastX += x;
item.lastY += y;
// delete and step back if it's over
if (finished) {
que.splice(i, 1); i--;
}
}
// scroll left and top
if (scrollWindow) {
window.scrollBy(scrollX, scrollY)
}
else {
if (scrollX) elem.scrollLeft += scrollX;
if (scrollY) elem.scrollTop += scrollY;
}
// clean up if there's nothing left to do
if (!left && !top) {
que = [];
}
if (que.length) {
requestFrame(step, elem, (delay / framerate + 1));
} else {
pending = false;
}
}
// start a new queue of actions
requestFrame(step, elem, 0);
pending = true;
}
/***********************************************
* EVENTS
***********************************************/
/**
* Mouse wheel handler.
* #param {Object} event
*/
function wheel(event) {
if (!initdone) {
init();
}
var target = event.target;
var overflowing = overflowingAncestor(target);
// use default if there's no overflowing
// element or default action is prevented
if (!overflowing || event.defaultPrevented ||
isNodeName(activeElement, "embed") ||
(isNodeName(target, "embed") && /\.pdf/i.test(target.src))) {
return true;
}
var deltaX = event.wheelDeltaX || 0;
var deltaY = event.wheelDeltaY || 0;
// use wheelDelta if deltaX/Y is not available
if (!deltaX && !deltaY) {
deltaY = event.wheelDelta || 0;
}
// scale by step size
// delta is 120 most of the time
// synaptics seems to send 1 sometimes
if (Math.abs(deltaX) > 1.2) {
deltaX *= stepsize / 120;
}
if (Math.abs(deltaY) > 1.2) {
deltaY *= stepsize / 120;
}
scrollArray(overflowing, -deltaX, -deltaY);
event.preventDefault();
}
/**
* Keydown event handler.
* #param {Object} event
*/
function keydown(event) {
var target = event.target;
var modifier = event.ctrlKey || event.altKey || event.metaKey ||
(event.shiftKey && event.keyCode !== key.spacebar);
// do nothing if user is editing text
// or using a modifier key (except shift)
// or in a dropdown
if ( /input|textarea|select|embed/i.test(target.nodeName) ||
target.isContentEditable ||
event.defaultPrevented ||
modifier ) {
return true;
}
// spacebar should trigger button press
if (isNodeName(target, "button") &&
event.keyCode === key.spacebar) {
return true;
}
var shift, x = 0, y = 0;
var elem = overflowingAncestor(activeElement);
var clientHeight = elem.clientHeight;
if (elem == document.body) {
clientHeight = window.innerHeight;
}
switch (event.keyCode) {
case key.up:
y = -arrowscroll;
break;
case key.down:
y = arrowscroll;
break;
case key.spacebar: // (+ shift)
shift = event.shiftKey ? 1 : -1;
y = -shift * clientHeight * 0.9;
break;
case key.pageup:
y = -clientHeight * 0.9;
break;
case key.pagedown:
y = clientHeight * 0.9;
break;
case key.home:
y = -elem.scrollTop;
break;
case key.end:
var damt = elem.scrollHeight - elem.scrollTop - clientHeight;
y = (damt > 0) ? damt+10 : 0;
break;
case key.left:
x = -arrowscroll;
break;
case key.right:
x = arrowscroll;
break;
default:
return true; // a key we don't care about
}
scrollArray(elem, x, y);
event.preventDefault();
}
/**
* Mousedown event only for updating activeElement
*/
function mousedown(event) {
activeElement = event.target;
}
/***********************************************
* OVERFLOW
***********************************************/
var cache = {}; // cleared out every once in while
setInterval(function(){ cache = {}; }, 10 * 1000);
var uniqueID = (function() {
var i = 0;
return function (el) {
return el.uniqueID || (el.uniqueID = i++);
};
})();
function setCache(elems, overflowing) {
for (var i = elems.length; i--;)
cache[uniqueID(elems[i])] = overflowing;
return overflowing;
}
function overflowingAncestor(el) {
var elems = [];
var rootScrollHeight = root.scrollHeight;
do {
var cached = cache[uniqueID(el)];
if (cached) {
return setCache(elems, cached);
}
elems.push(el);
if (rootScrollHeight === el.scrollHeight) {
if (!frame || root.clientHeight + 10 < rootScrollHeight) {
return setCache(elems, document.body); // scrolling root in WebKit
}
} else if (el.clientHeight + 10 < el.scrollHeight) {
overflow = getComputedStyle(el, "").getPropertyValue("overflow-y");
if (overflow === "scroll" || overflow === "auto") {
return setCache(elems, el);
}
}
} while (el = el.parentNode);
}
/***********************************************
* HELPERS
***********************************************/
function addEvent(type, fn, bubble) {
window.addEventListener(type, fn, (bubble||false));
}
function removeEvent(type, fn, bubble) {
window.removeEventListener(type, fn, (bubble||false));
}
function isNodeName(el, tag) {
return (el.nodeName||"").toLowerCase() === tag.toLowerCase();
}
function directionCheck(x, y) {
x = (x > 0) ? 1 : -1;
y = (y > 0) ? 1 : -1;
if (direction.x !== x || direction.y !== y) {
direction.x = x;
direction.y = y;
que = [];
lastScroll = 0;
}
}
var requestFrame = (function(){
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
function(callback, element, delay){
window.setTimeout(callback, delay || (1000/60));
};
})();
/***********************************************
* PULSE
***********************************************/
/**
* Viscous fluid with a pulse for part and decay for the rest.
* - Applies a fixed force over an interval (a damped acceleration), and
* - Lets the exponential bleed away the velocity over a longer interval
* - Michael Herf, http://stereopsis.com/stopping/
*/
function pulse_(x) {
var val, start, expx;
// test
x = x * pulseScale;
if (x < 1) { // acceleartion
val = x - (1 - Math.exp(-x));
} else { // tail
// the previous animation ended here:
start = Math.exp(-1);
// simple viscous drag
x -= 1;
expx = 1 - Math.exp(-x);
val = start + (expx * (1 - start));
}
return val * pulseNormalize;
}
function pulse(x) {
if (x >= 1) return 1;
if (x <= 0) return 0;
if (pulseNormalize == 1) {
pulseNormalize /= pulse_(1);
}
return pulse_(x);
}
addEvent("mousedown", mousedown);
addEvent("mousewheel", wheel);
addEvent("load", init);
Not sure what's going on here, but the issue with smoothscroll.js still stands. Disabling it seems to have no effect on the rest of my site though so I'm moving forward.