I'm using a .slideToggle to show a div once an image is clicked. I want the div to disappear 10 seconds after the last time the toggle is clicked. The problem is that if I click the image a few times, the duration is 10 seconds after the first click and not the last. If you view the fiddle (I used a shorter duration for testing) and click the image a few times you will see what I mean.
Does anyone have any idea how I can get this working as desired? Any help would be greatly appreciated!
Fiddle: https://jsfiddle.net/7fy536nv/
Requirements...
The div should show for 10 seconds then disappear
The div will disappear if the image is clicked again
The div will disappear if something outside the div is clicked
HTML
<div class="box-new">
<a href="box-link" id="box-link">
<img src="https://dummyimage.com/100x60/ff0000/fff.png">
</a>
</div>
<div id="empty-box">jkhsahg akjfhsajk fhas jklsad flkasd hfjkashd fjka sdkjfh adskjfhs dakjfh kafh sdah dhjaf</div>
CSS
body, html {
margin: 0;
}
#empty-box {
display: none;
position: absolute;
background: #000;
top: 60px;
width: 240px;
padding: 20px;
left: 0;
color: #fff;
text-align: center;
font-family: "open sans", "arial";
font-size: 14px;
font-weight: 600;
line-height: 18px;
z-index: 1;
}
JS
$('#box-link').click(function(event){
event.stopPropagation();
$("#empty-box").slideToggle(400);
setTimeout(function() {
$("#empty-box").slideUp();
}, 5000);
return false;
});
$("#empty-box").on("click", function (event) {
event.stopPropagation();
});
$(document).on("click", function () {
$("#empty-box").slideUp(400);
});
Assign your call to setTimeout to a variable declared in the outer scope and clear it with clearTimeout in every subsequent event:
var timeout;
$('#box-link').click(function(event){
clearTimeout(timeout);
event.stopPropagation();
$("#empty-box").slideToggle(400);
timeout = setTimeout(function() {
$("#empty-box").slideUp();
}, 5000);
return false;
});
The setTimeout function returns a value that you can cancel using clearTimeout.
So in your code, store the return value, and each time it is clicked, cancel the previous timeout and restart a new one.
var timeout = null;
function test()
{
if( timeout !== null )
clearTimeout(timeout);
timeout = setTimeout(..., 10000);
}
It's quite simple, really. The key is placing your setTimeout in a variable and calling clearTimeout(variable).
Example:
let someVar = false,
someTime = 5000,
msgTimer = document.getElementById('timer'),
timer,
current,
displayTimer = false;
$('.yourButton').on('click', someFunc)
function someFunc() {
if (someVar) {
clearTimeout(someVar) // <<< juice is here
console.log('cleared timeout!')
}
timer = performance.now()
someVar = setTimeout(function () {
clearInterval(displayTimer)
console.log(someTime / 1000 +
' seconds passed since last click...')
someVar = false
displayTimer = false
msgTimer.innerHTML = ''
}, someTime)
/**
* ¯\_(ツ)_/¯
* ignore past this point, rest is timer
*
* ˙ʇᴉ pǝǝu ʇ,uop no⅄ ˙ʎllɐǝɹ
**/
if (displayTimer) {
clearInterval(displayTimer)
displayTimer = false
}
displayTimer = setInterval(function () {
current = performance.now()
msgTimer.innerHTML = Math.max(timer + 5000 - current,0)
.toFixed(2) + 'ms'
}, 15)
}
#timer {
font-family: monospace;
text-align:right;
display: inline-block;
width: 100px;
font-size: 1.2rem;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<button class="yourButton">Don't click. Think.</button>
<span id="timer"></span>
Reduced interval to 5 seconds for faster testing.
Here is a solution to show a div for a maximum of 10 seconds...
And hide it if user clicks anywhere before this delay.
There is no problem with the delay if user clicks often or repeately...
Because I took care of resets.
I created a CodePen, with a timer displayed aside the cart link, to show the time passing.
And here is a CodePen with the exact same code as in the below snippet, if your want to play with it.
var emptyCart = $("#emptyCart");
var cartTimer;
var carMaxTime = 10000;
// Function to hide the cart
var hideCart = function(){
emptyCart.dequeue().slideUp("slow");
}
// Function to show the cart
var showCart = function(){
emptyCart.dequeue().slideDown("slow");
clearTimeout(cartTimer); // Just to be sure We have only one timer running
cartTimer = setTimeout(function(){
hideCart();
},carMaxTime);
}
// Function to handle click on the cart link
$("#clickCart").click(function(){
$(document).off("click",hideCart()); // Just to prevent a slideUp which would counter-act a slideUp
if(emptyCart.is(":hidden")){
showCart();
}
setTimeout(function(){ // 1ms delay to use this event handler on next click.
$(document).on("click",function(){
hideCart();
$(document).off("click",hideCart()); // Unbind this handler once used.
});
},1);
});
#emptyCart{
display:none;
width:100px;
background:#000;
color:#fff;
height:30px;
margin-top:10px;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<div id="clickCart">
Cart
</div>
<div id="emptyCart">
No items
</div>
Related
How do I wait for an element to be displayed/seen by the user? I have the following function, but it only checks to see if the element exists and not whether it is visible to the user.
function waitForElementDisplay (selector, time) {
if (document.querySelector(selector) != null) {
return true;
} else if (timeLimit < timeSince) {
return false;
} else {
timeSince += time;
setTimeout(function () {
waitForElementDisplay(selector, time, timeLimit, timeSince);
}, time);
}
}
It's a bit confuse, are you trying a simple "sleep"?
You can wait element load using:
document.querySelector(selector).onload = function() {
// Your code ...
}
Some working snippet, run it:
// Triggering load of some element
document.querySelector("body").onload = function() {
// Setting the timeout and visible to another element
setTimeout(function () {
document.querySelector("#my_element").style.display = "block" /* VISIBLE */
}, 1000);
}
#my_element{
width: 100px;
height: 100px;
background-color: red;
display: none; /* INVISIBLE */
}
<div id="my_element"></div>
If you want to wait time as you have set to the function and the selector which should appear after this time.. You can mind about a simple setTimeout() and CSS.
Run the example below, hope it helps:
// Triggering, in my exemple i've used: WINDOW ONLOAD
window.onload = function() {
waitForElementDisplay("#my_element", 1000);
}
function waitForElementDisplay (selector, time) {
// Check the DOM Node in console
console.log(document.querySelector(selector));
// If it's a valid object
if (typeof document.querySelector(selector) !== "undifined") {
// Setting the timeout
setTimeout(function () {
document.querySelector(selector).style.display = "block" /* VISIBLE */
}, time);
}
}
#my_element{
width: 100px;
height: 100px;
background-color: red;
display: none; /* INVISIBLE */
}
<div id="my_element"></div>
You could use jQuery .ready()
selector.ready(function(){
// do stuff
})
this should be easy but I just can't get it to work as it should... I have a div element serving as a button. I do not want the button to be visible all the time, just to appear when the user touches the screen (with finger or mouse), stays visible for a period of time (say 2 seconds) after inactivity and then disappear.
I do not want it to disappear 2 seconds after it was made visible (for that I could just use jQuery delay), I want it to disappear 2 seconds after the user has stopped interacting with the screen (i.e. the #grid element in my case). As long as the user is touching the screen or moving the mouse the button is visible, when he stops that activity 2 seconds passes and the button goes away.
The following I have, it does not work:
var grid = $('#grid');
grid.bind('mousemove touchmove tap swipeleft swipeup swipedown swiperight', function(e) {
var timer;
var circle= $('.circle-button');
if (!circle.is(":visible")) {
//button is not visible, fade in and tell it to fade out after 2s
$('.circle-button').fadeIn('slow');
timer = setTimeout(function(){ $('.circle-button').fadeOut('slow') }, 2000);
}
else {
//button is visible, need to increase timeout to 2s from now
if (timer) clearTimeout(timer);
timer = setTimeout(function(){ $('.circle-button').fadeOut('slow') }, 2000);
}
});
Even if the above would work it seems very inefficent to me, to reinitiate a timer for each mousemove (not sure this is a real issue though). If someone could help me with a working, reasonably efficient solution, it would be much appreciated.
Cheers!
--- EDIT -----
Thanks for the replies, they are all good. I ended up using Rohan Veer's suggestion below since it seems the most elegant solution to me, not having to reinitiate a timer at each mouse move.
try this --
<script type="text/javascript">
var idleTime = 0;
$(document).ready(function () {
//Increment the idle time counter every minute.
var idleInterval = setInterval(timerIncrement, 60000); // 1 minute
//Zero the idle timer on mouse movement.
$(this).mousemove(function (e) {
idleTime = 0;
});
$(this).keypress(function (e) {
idleTime = 0;
});
});
function timerIncrement() {
idleTime = idleTime + 1;
if (idleTime > 2) { // 2 minutes
// fade out div
}
}
</script>
You can set a timeout of desire time and on elapse, hide it. Following is a Reference JSFiddle.
Code
var interval = null;
function initInterval(){
if(interval)
clear();
showElement();
interval = setTimeout(function(){
$(".btn").fadeOut();
clear();
},2000);
}
function clear(){
window.clearInterval(interval);
interval = null;
}
function showElement(){
$(".btn").fadeIn();
}
function registerEvents(){
console.log("Events registering");
$(document).on("mousemove", function(){
initInterval();
});
}
(function(){
registerEvents();
})()
.btn{
width:200px;
background:blue;
color:#fff;
padding:5px;
text-align:center;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.11.1/jquery.min.js"></script>
<div class="btn">Will hide in 2 secs</div>
Your code seems pretty close to a working solution, I've made only a couple of slight changes. Pretty much the only way to do this is to set a timer on every move, but also clear the previous timer.
The code below works according to your description.
var timer;
var grid = $('#grid');
grid.bind('mousemove touchmove tap swipeleft swipeup swipedown swiperight', function(e) {
var circle= $('.circle-button');
if (timer) clearTimeout(timer);
if (!circle.is(":visible")) {
circle.fadeIn('slow');
}
timer = setTimeout(function(){ circle.fadeOut('slow') }, 2000);
});
#grid{
width:200px;
height: 100px;
border: 1px solid black
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<div id="grid"></div>
<button class="circle-button">A button</button>
I'm working with this js fiddle here: http://jsfiddle.net/tPx6x/
The animation works like so
You hover over the text, a circle fades in & begins to pulse 1 second later for as long as your mouse is over the text.
When your mouse pointer leaves the text, the pulse stops after one second and the circle fades out.
The issue arises when you do this:
Put your mouse over the text, remove the pointer from the text, THEN place the pointer back over the text before the script has a chance to finish(1-1.4s).
You won't be able to make the circle appear properly agin...you will have to allow the script to reset. That is the problem.
What is the best way to tackle this issue?
Example code:
<div class='circle__title_project-management'>
<h1>project management</h1>
</div>
<div class='circle__project-management hidden'></div>
.circle__project-management, .circle__title_project-management
{
display: inline-block;
cursor: pointer;
}
.circle__project-management
{
margin-left: 8px;
vertical-align: -4.07px;
background-color: transparent;
border: 2px solid #00DBFF;
width: 30px;
height: 30px;
border-radius: 90px;
top: 280px;
left: 40px;
}
.hidden
{
visibility: hidden;
}
.visible
{
visibility: visible;
}
.animate-infinite
{
animation-iteration-count: infinite;
-moz-animation-iteration-count: infinite;
-webkit-animation-iteration-count: infinite;
}
var circleTitle = $('.circle__title_project-management h1');
var circle = $('.circle__project-management');
var initTimeout = 1000;
var initTimeoutPlus = 1400;
circleTitle.mouseover( function() {
circle.removeClass('hidden');
circle.addClass('animated fadeIn');
setTimeout( function() {
circle.addClass('pulse animate-infinite');
circle.removeClass('fadeIn');
}, initTimeout);
});
circleTitle.mouseleave( function() {
setTimeout( function() {
circle.stop().removeClass('pulse animate-infinite visibility');
circle.addClass('fadeOut');
}, initTimeout);
setTimeout( function() {
circle.removeClass('fadeOut');
circle.addClass('hidden');
}, 1400);
});
You should note that setTimeout has a return value. You want to clear previous timeouts before you start new ones; otherwise you can get a timeout queue which completely skews your animations. Something like this:
var myTimeout;
...
clearTimeout(myTimeout);
myTimeout = setTimeout(...);
Not sure if this is exactly what you were going for, but along these lines: http://jsfiddle.net/FYY38/
More info here: http://www.w3schools.com/js/js_timing.asp
Also, it looks like the circle.stop() call is doing nothing (as it's css-animated)
To avoid antagonist behaviours, maybe add a class to your element to tag it when the event is triggered and remove it when another is triggered.
That way you can stay in control of what's going on.
you can set time out to mouse over function to cover the time delay for mouseleave.
note that the first run must be without delay
var initTimeout = 1000;
var initTimeoutPlus = 1400;
var firstrun = true;
circleTitle.mouseover( function() {
if (firstrun) {
initTimeoutPlus = 0;
firstrun = false;
} else initTimeoutPlus = 1400;
setTimeout(function() {
circle.removeClass('hidden');
circle.addClass('animated fadeIn');
setTimeout( function() {
circle.addClass('pulse animate-infinite');
circle.removeClass('fadeIn');
}, initTimeout);
}, initTimeoutPlus);
});
Probably if you just add a key on mouseover, and toggle it after mouseleave, and before you trigger any mouseleave timeout events, check the key, if it is set, ignore, else go ahead and execute mouseleave
this way if the key is "on" it means a mouse over occurred, if it was off, it means the mouseleave occurred and it is still occurring
var key = false;
circleTitle.mouseover( function() {
key = true;
circle.removeClass('hidden');
circle.addClass('animated fadeIn');
setTimeout( function() {
circle.addClass('pulse animate-infinite');
circle.removeClass('fadeIn');
}, initTimeout);
});
circleTitle.mouseleave( function() {
key = false;
setTimeout( function() {
if (!key){
circle.stop().removeClass('pulse animate-infinite visibility');
circle.addClass('fadeOut');
}
}, initTimeout);
setTimeout( function() {
if (!key){
circle.removeClass('fadeOut');
circle.addClass('hidden');
}
}, 1400);
});
I want to create an marquee that start at first, but every 10 seconds, the marquee will stop for 5 seconds before the marquee start again.
How can I do that?
I only manage to create a timer that stop the marquee after 5 seconds :
<script>
function startLoop() {
setInterval( "doSomething()", 5000 ); }
function doSomething() {
document.getElementById('myMarquee').stop(); }
</script>
HTML
<body onload="startLoop();">
<marquee direction="right" id="myMarquee">This is a marquee.</marquee>
</body>
A few days ago I needed something similar to your problem. I soon figured out that marquee is not a standard element, so you can't use it in cross-browser solutions.
I have extracted the animation part, based on jQuery, I used in my solution, you can see the effect in this jsFiddle
HTML
<div id="container">
<div id="mytext">
this is a simple text to test custom marquee
</div>
</div>
CSS
#container
{
display: inline-block;
background-color: #cccccc;
width: 100px;
height: 100px;
overflow: hidden;
}
#mytext
{
display: inline-block;
position: relative;
white-space: nowrap;
}
JavaScript
$(function() {
var txt = $("#mytext");
txt.bind('scroll', function () {
var el = $(this);
// Scroll state machine
var scrollState = el.data("scrollState") || 0;
el.data("scrollState", (scrollState + 1) % 4);
switch (scrollState) {
case 0: // initial wait
el.css({ left: 0 });
el.show();
window.setTimeout(function () {
el.trigger("scroll");
}, 5000);
break;
case 1: // start scroll
var delta = el.parent().width() - el.width();
if (delta < 0) {
el.animate({ left: delta }, 2000, "linear", function () {
el.trigger("scroll");
});
}
break;
case 2: // delay before fade out
window.setTimeout(function () {
el.trigger("scroll");
}, 2000);
break;
case 3: // fade out
el.fadeOut("slow", function () {
el.trigger("scroll");
});
break;
}
}).trigger("scroll");
});
It doesn't do exaclty the same as your requirement, but if you read the code and make some changes to the state-machine, you will get it working :)
If you want to keep using the marquee, this should work (In browsers that support the marquee):
<script>
function stopRunning() {
document.getElementById('myMarquee').stop();
setInterval("startRunning()", 5000);
}
function startRunning() {
document.getElementById('myMarquee').start();
setInterval("stopRunning()", 10000);
}
//You don't really need a function to start the loop, you can just call startRunning();
startRunning();
</script>
This will make the marquee start running, stop after 10 seconds, start again after 5, and repeat.
try this:
var myMarquee = document.getElementById('myMarquee');
run();
function run() {
setTimeout(function() {
myMarquee.stop();
setTimeout(function(){
myMarquee.start();
run();
},5000);
},10000);
}
see it run at http://jsfiddle.net/gjwYh/
To implement every 10 seconds, the marquee will stop for 5 seconds before the marquee start again You need some logic like. I have used step variable to control the progress. Hope its clear
<script>
var step = 1; // marquee is run on load time
function startLoop()
{
setInterval("doSomething()", 5000 );
}
function doSomething()
{
if (step == 0) {
// 5 seconds are passed since marquee stopped
document.getElementById('myMarquee').start();
step = 1;
}
else
{
if (step == 1) {
// 5 seconds are passed since marquee started
step = 2; // Just delay of another 5 seconds before stop
}
else
{
if (step == 2) {
// 10 seconds are passed since marquee started
document.getElementById('myMarquee').stop();
step = 0;
}
}
}
}
</script>
Check Out its Working Here on Jsfiddle. I have also added a timer in a div which will give you ease in checking the behavior of stop and start against time
if you want to apply same in angular then you do like this
import { Component, OnInit , ElementRef, ViewChild} from '#angular/core';
write this under class
#ViewChild('myname', {static: false}) myname:ElementRef;
to start the loop write this under ngOnInit
setTimeout(()=>{ //<<<--- using ()=> syntax
this.startRunning()
console.log("aaa")
}, 1000);
place this code outside of ngOnInit
startRunning() {
setInterval(() =>{
this.myname.nativeElement.stop();
setTimeout(() =>{
this.myname.nativeElement.start();
console.log("start")
},2000)
console.log("stop")
}, 4000);
}
Normally, I’d set the interval to a variable and then clear it like var the_int = setInterval(); clearInterval(the_int); but for my code to work I put it in an anonymous function:
function intervalTrigger() {
setInterval(function() {
if (timedCount >= markers.length) {
timedCount = 0;
}
google.maps.event.trigger(markers[timedCount], "click");
timedCount++;
}, 5000);
};
intervalTrigger();
How do I clear this? I gave it a shot and tried var test = intervalTrigger(); clearInterval(test); to be sure, but that didn’t work.
Basically, I need this to stop triggering once my Google Map is clicked, e.g.
google.maps.event.addListener(map, "click", function() {
//stop timer
});
The setInterval method returns a handle that you can use to clear the interval. If you want the function to return it, you just return the result of the method call:
function intervalTrigger() {
return window.setInterval( function() {
if (timedCount >= markers.length) {
timedCount = 0;
}
google.maps.event.trigger(markers[timedCount], "click");
timedCount++;
}, 5000 );
};
var id = intervalTrigger();
Then to clear the interval:
window.clearInterval(id);
// Initiate set interval and assign it to intervalListener
var intervalListener = self.setInterval(function () {someProcess()}, 1000);
function someProcess() {
console.log('someProcess() has been called');
// If some condition is true clear the interval
if (stopIntervalIsTrue) {
window.clearInterval(intervalListener);
}
}
the_int=window.clearInterval(the_int);
Simplest way I could think of: add a class.
Simply add a class (on any element) and check inside the interval if it's there. This is more reliable, customisable and cross-language than any other way, I believe.
var i = 0;
this.setInterval(function() {
if(!$('#counter').hasClass('pauseInterval')) { //only run if it hasn't got this class 'pauseInterval'
console.log('Counting...');
$('#counter').html(i++); //just for explaining and showing
} else {
console.log('Stopped counting');
}
}, 500);
/* In this example, I'm adding a class on mouseover and remove it again on mouseleave. You can of course do pretty much whatever you like */
$('#counter').hover(function() { //mouse enter
$(this).addClass('pauseInterval');
},function() { //mouse leave
$(this).removeClass('pauseInterval');
}
);
/* Other example */
$('#pauseInterval').click(function() {
$('#counter').toggleClass('pauseInterval');
});
body {
background-color: #eee;
font-family: Calibri, Arial, sans-serif;
}
#counter {
width: 50%;
background: #ddd;
border: 2px solid #009afd;
border-radius: 5px;
padding: 5px;
text-align: center;
transition: .3s;
margin: 0 auto;
}
#counter.pauseInterval {
border-color: red;
}
<!-- you'll need jQuery for this. If you really want a vanilla version, ask -->
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<p id="counter"> </p>
<button id="pauseInterval">Pause/unpause</button></p>