Responsive joint js diagram - javascript

Im using joint js library to create a diagram inside html, but i need it to be responsive as mi site.Thing is, i have it inside a div with a java class that open down and closes up with this code :
$('.open-down-up').click(function(){
var nameMore = $(this).attr("name");
var valMore = $(this).attr("value");
if(valMore == 0){
$(this).find('span').empty();
$(this).find('span').append("▼");
$('div[id='+nameMore+']').slideDown("normal");
$(this).attr("value","1");
}else if(valMore == 1){
$(this).find('span').empty();
$(this).find('span').append("►");
var n = nameMore.indexOf("process_process");
$('div[id='+nameMore+']').slideUp("normal", function(){
var n = nameMore.indexOf("process_process");
if(n > -1){
hide_panel_all();
}
});
$(this).attr("value","0");
}
});
SO, i already tried things like :
var graph = new joint.dia.Graph;
var paper = new joint.dia.Paper({
el: $('#modelCanvas'),
gridSize: 10,
height: $('#modelCanvas').height(),
width: $('#modelCanvas').width(),
gridSize: 1,
model: graph,
});
But it doesn't work...any idea or approach i can apply ??
Thanks in advance.

I found a way so it may be helpfull for someone who need it (for a resizing responsive):
It's necessary to scale the entire paper along with the window, so, we create a javascript event on it:
window.onresize = function(event) {
paper.setDimensions($('#your_div_id').width());
paper.scaleContentToFit({minScaleX: 0.3, minScaleY: 0.3, maxScaleX: 1 , maxScaleY: 1});
};
Using joint js properties whe resize the canvas along with the div based on that event but only affecting width, then set a max scale for X and Y axis. You can of course, adapt it of make conditions on it as you may need.
Hope it helps as for me !

Related

Cesium: "fan out" overlapping polylines?

I am using Cesium and am looking to visually represent multiple polylines between the same two entities. For example, a green polyline from entity A to entity B, and also a blue polyline from entity A to entity B. I would like them not to overlap or blend, so I am imagining a fanning out as more lines are drawn, so that each line and what it represents can be visualized. I've included a crude drawing of what I'm trying to explain with the fanning out rather than overlapping.
I have a functional data structure keeping track of the lines I want to represent, as well as a Cesium map that they are already being programatically drawn on. I guess at this point I'm looking for the technical explanation of how to programatically bend the polylines on the map, and also any suggestions for polyline management in order to recognize overlapping lines so I can apply the bends.
Thanks for any help!
Here's one method. This sample code will "spread" the lines along longitude only, so works best on North/South lines and not on East/West lines. But I think it should convey the right idea, you just have to figure out a more general-purpose way of "moving" the midpoint to a visually pleasing location.
I'm using time-based paths here, to gain access to Cesium's interpolation logic. But I've selected a reference time far in the past, and I'm only showing the finished paths on the viewer. So, the user is none the wiser that time is playing any role here.
var viewer = new Cesium.Viewer('cesiumContainer', {
navigationInstructionsInitiallyVisible: false,
animation: false,
timeline: false,
// These next 5 lines are just to avoid the Bing Key error message.
imageryProvider : Cesium.createTileMapServiceImageryProvider({
url : Cesium.buildModuleUrl('Assets/Textures/NaturalEarthII')
}),
baseLayerPicker : false,
geocoder : false,
// This next line fixes another Stack Snippet error, you may omit
// this setting from production code as well.
infoBox : false
});
var numberOfArcs = 5;
var startLon = -105;
var startLat = 39.7;
var stopLon = -98.4;
var stopLat = 29.4;
var spread = 5;
var referenceTime = Cesium.JulianDate.fromIso8601('2001-01-01T00:00:00Z');
var midTime = Cesium.JulianDate.addSeconds(referenceTime, 43200, new Cesium.JulianDate());
var stopTime = Cesium.JulianDate.addSeconds(referenceTime, 86400, new Cesium.JulianDate());
for (var i = 0; i < numberOfArcs; ++i) {
var color = Cesium.Color.fromRandom({
alpha : 1.0
});
// Create a straight-line path.
var property = new Cesium.SampledPositionProperty();
var startPosition = Cesium.Cartesian3.fromDegrees(startLon, startLat, 0);
property.addSample(referenceTime, startPosition);
var stopPosition = Cesium.Cartesian3.fromDegrees(stopLon, stopLat, 0);
property.addSample(stopTime, stopPosition);
// Find the midpoint of the straight path, and move it.
var spreadAmount = (spread / (numberOfArcs - 1)) * i - (spread / 2);
var midPoint = Cesium.Cartographic.fromCartesian(property.getValue(midTime));
midPoint.longitude += Cesium.Math.toRadians(spreadAmount);
var midPosition = viewer.scene.globe.ellipsoid.cartographicToCartesian(
midPoint, new Cesium.Cartesian3());
// Redo the path to be the new arc.
property = new Cesium.SampledPositionProperty();
property.addSample(referenceTime, startPosition);
property.addSample(midTime, midPosition);
property.addSample(stopTime, stopPosition);
// Create an Entity to show the arc.
var arcEntity = viewer.entities.add({
position : property,
// This path shows the arc as a polyline.
path : {
resolution : 1200,
material : new Cesium.PolylineGlowMaterialProperty({
glowPower : 0.16,
color : color
}),
width : 10,
leadTime: 1e11,
trailTime: 1e11
}
});
// This is where it becomes a smooth path.
arcEntity.position.setInterpolationOptions({
interpolationDegree : 5,
interpolationAlgorithm : Cesium.LagrangePolynomialApproximation
});
}
// Optionally, add start and stop points, mostly for easy zoomTo().
viewer.entities.add({
position : Cesium.Cartesian3.fromDegrees(startLon, startLat),
point : {
pixelSize : 8,
color : Cesium.Color.WHITE
}
});
viewer.entities.add({
position : Cesium.Cartesian3.fromDegrees(stopLon, stopLat),
point : {
pixelSize : 8,
color : Cesium.Color.WHITE
}
});
viewer.zoomTo(viewer.entities);
html, body, #cesiumContainer {
width: 100%; height: 100%; margin: 0; padding: 0; overflow: hidden;
font-family: sans-serif;
}
<link href="http://cesiumjs.org/releases/1.30/Build/Cesium/Widgets/widgets.css"
rel="stylesheet"/>
<script src="http://cesiumjs.org/releases/1.30/Build/Cesium/Cesium.js">
</script>
<div id="cesiumContainer"></div>

dat.GUI custom placement not showing

So I am trying to get a dat.GUI placed on the upper right corner of the canvas using the custom placement tutorial:
Here is a codepen showing the not working custom placement:
http://codepen.io/eternalminerals/pen/avZBOr
I am trying to use the custom placement property because the autoplaced dai.GUI on this page http://eternalminerals.com/testa/ is un-clickable. I think if I custom placed it to the canvas instead of the page it should work.
I tried:
var gui = new dat.GUI({ autoPlace: false });
var customContainer = document.getElementById('my-gui-container');
customContainer.appendChild(gui.domElement);
on both the codepen and the live site, where 'my-gui-container' is 'canvas', but whenever I do this, the dat.GUI disappears completely. Maybe I have to wrap the canvas in a div? I will continue to tinker with this dat.GUI and keep you posted.
Thanks.
So this is a duplicate question: How do I change the location of the dat.gui dropdown?
I simply used the moveGui div and attached the dat.GUI to the moveGui div and used CSS to move it around. The codepen is now working!! http://codepen.io/eternalminerals/pen/avZBOr
html:
<canvas id="canvas"></canvas>
<div class = 'moveGUI'>
</div>
css:
.moveGUI{
position: absolute;
top: 13.1em;
right: -1em;
}
js:
var FizzyText = function() {
this.message = 'dat.gui';
this.speed = 0.8;
this.displayOutline = false;
this.explode = function() { console.log('test'); };
// Define render logic ...
};
$(document).ready(function( $ ) {
var text = new FizzyText();
var gui = new dat.GUI({ autoPlace: false });
gui.add(text, 'message');
gui.add(text, 'speed', -5, 5);
gui.add(text, 'displayOutline');
gui.add(text, 'explode');
gui.domElement.id = 'canvas';
var customContainer = $('.moveGUI').append($(gui.domElement));
});

How to avoid event's lag with KineticJS?

I am in the prototyping stage of making a 2d map builder for a hybrid web/text adventure game and so far KineticJS seems like an ideal fit. Only issue currently is that given enough velocity on mouse movement, it will skip over cells and never fire their mouseover event handler.
2 core functionality goals: When the user highlights a cell, it would be marked as "active". Additionally if they're holding the mouse down and move across the grid, cells would be flipped on or off ( this maybe refactored to set all on if not if the first cell is not active, or vice versa ).
My question: Is there a way to ensure all cells are triggered, regardless of mouse cursor velocity? If not, is there a better way to draw a line over the cells so that it consistently triggers all relevant cells?
The entire prototype has been put into jsFiddle ( http://jsfiddle.net/7ggS4/ ) but for future sake, the rest will be copied below as well.
<head>
<title>KineticJS</title>
<script src="//cdnjs.cloudflare.com/ajax/libs/kineticjs/4.7.2/kinetic.min.js"></script>
</head>
<body>
<div id="canvas"></div>
</body>
<script defer="defer">
/**
Return's a KS layer
*/
function Grid(cells, stage) {
//Constants
// Illrelevant comment - It seriously pisses me off that canvas uses
// string color codes ( either name or string hexidecimal ) instead of taking an
// integer or actual hexidecimal 0xFFFF values. This just seems painfully inefficient.
this.activeCellColor = "green";
this.clearCellColor = "blue";
this.highlightCellColor = "red";
this.cells = cells,
this.layer = new Kinetic.Layer(),
this.grid = new Array(),
this.isMouseDown = false,
this.mouseLeft = false,
this.mouseRight = false,
this.adjRow = stage.getWidth() / cells,
this.adjCol = stage.getHeight() / cells;
this.generate();
stage.add(this.layer)
}
Grid.prototype.generate = function(){
var i, rx, ry, rect;
for (i = 0; i < this.cells * this.cells; i++) {
rx = Math.floor(i / this.cells) * this.adjRow;
ry = (i % this.cells) * this.adjCol;
rect = new Kinetic.Rect({
x: rx,
y: ry,
width: this.adjRow,
height: this.adjCol,
fill: this.clearCellColor,
stroke: 'black',
strokeWidth: .2,
cell: {x: Math.floor(i / this.cells), y: i % this.cells},
active: false,
grid: this //Just in case .bind(this) doesn't work right
});
rect.on('mouseenter', this.onMouseEnter.bind(this));
rect.on('mouseleave', this.onMouseLeave.bind(this));
rect.on('mousedown', this.onMouseDown.bind(this));
rect.on('mouseup', this.onMouseUp.bind(this));
this.grid.push(rect);
this.layer.add(rect);
}
}
Grid.prototype.onMouseEnter = function(evt) {
var src = evt.targetNode;
console.log(evt.type, this.isMouseDown, src.attrs.cell)
if (this.isMouseDown == true) {
src.attrs.active = ! src.attrs.active;
}
if (src.attrs.active == false) {
src.setFill(this.highlightCellColor);
} else {
src.setFill(this.activeCellColor);
}
this.layer.batchDraw();
}
Grid.prototype.onMouseLeave = function(evt) {
var src = evt.targetNode;
console.log(evt.type, this.isMouseDown, src.attrs.cell)
if (src.attrs.active == false) {
src.setFill(this.clearCellColor);
this.layer.batchDraw();
}
}
Grid.prototype.onMouseUp = function(evt){
var src = evt.targetNode;
console.log(evt.type, this.isMouseDown, src.attrs.cell)
this.isMouseDown = false;
}
Grid.prototype.onMouseDown = function(evt){
var src = evt.targetNode;
console.log(evt.type, this.isMouseDown, src.attrs.cell)
this.isMouseDown = true;
src.attrs.active = ! src.attrs.active;
if (src.attrs.active) {
src.setFill(this.activeCellColor);
} else {
src.setFill(this.clearCellColor);
}
this.layer.batchDraw();
}
var stage = new Kinetic.Stage({
container: 'canvas',
width: 600,
height: 600
}),
myGrid = new Grid(50, stage);
</script>
50x50=2500 active objects: that's too many for Kinetic to handle.
Remember that each "intelligent" Kinetic cell has a lot of overhead associated with it.
How about reducing your grid to 20x20?
Alternatively, you will have to separate the mouse handling from the cell handling to gain the required performance.
Mouse Handling
Your mouse handling would only involve capturing mouse points into an array of accumulated points. You can use this kind of code to capture mouse points on the stage:
$(stage.getContent()).on('click', function (event) {
myPointsArray.push(stage.getMousePosition());
});
Cell processing
The cell processing would involve applying those accumulated points to affect your grid cells. An effective place to do this code would be in a requestAnimationFrame (RAF) loop. You won't be doing animations, but RAF gives high performance because it is aware of the availability of system resources. An RAF loop would look like this:
function processPointsArray(array){
// request another loop even before we're done with this one
requestAnimationFrame(processPointsArray);
// process the points array and affect your cells here
}
A processing efficiency
RAF is called up to 60 times per second, so your user will probably navagate only a small portion of your grid during that time. You can increase performance by calculating the min/max x and y coordinates in the accumulated points array and only process those grid cells within that boundary.

How to make the Chart.js animate when scrolled to that section?

I am trying to use the pie chart from Chart.js (http://www.chartjs.org/docs/#pieChart-exampleUsage). Everything works smooth, but the animation happens as soon as the page loads, but since the user has to scroll down to see the chart, they won't see the animation. Is there anyway I can make the animation to start only when scrolled to that position? Also if possible, is it possible to animate everytime when that chart becomes into view?
My code is as follows:
<canvas id="canvas" height="450" width="450"></canvas>
<script>
var pieData = [
{
value: 30,
color:"#F38630"
},
{
value : 50,
color : "#E0E4CC"
},
{
value : 100,
color : "#69D2E7"
}
];
var myPie = new Chart(document.getElementById("canvas").getContext("2d")).Pie(pieData);
</script>
You can combine the check for whether something is viewable with a flag to keep track of whether the graph has been drawn since it appeared in the viewport (though doing this with the plugin bitiou posted would be simpler):
http://jsfiddle.net/TSmDV/
var inView = false;
function isScrolledIntoView(elem)
{
var docViewTop = $(window).scrollTop();
var docViewBottom = docViewTop + $(window).height();
var elemTop = $(elem).offset().top;
var elemBottom = elemTop + $(elem).height();
return ((elemTop <= docViewBottom) && (elemBottom >= docViewTop));
}
$(window).scroll(function() {
if (isScrolledIntoView('#canvas')) {
if (inView) { return; }
inView = true;
new Chart(document.getElementById("canvas").getContext("2d")).Pie(data);
} else {
inView = false;
}
});
Best to use deferred plugin
https://chartjs-plugin-deferred.netlify.com/
<script src="https://cdn.jsdelivr.net/npm/chartjs-plugin-deferred#1"></script>
new Chart(ctx, {
// ... data ...
options: {
// ... other options ...
plugins: {
deferred: {
xOffset: 150, // defer until 150px of the canvas width are inside the viewport
yOffset: '50%', // defer until 50% of the canvas height are inside the viewport
delay: 500 // delay of 500 ms after the canvas is considered inside the viewport
}
}
}
});
I don't know if you could do that, I had the same issue and resolved it without any plugin in this simple way, check out:
$(window).bind("scroll", function(){
$('.chartClass').each(function(i){
var dougData = [
{value: 100, color:"#6abd79"},
{value: 20, color:"#e6e6e6"}
];
var graphic = new Chart(document.getElementById("html-charts").getContext("2d")).Doughnut(dougData, options);
$(window).unbind(i);
});
});
I had the same problem with Chart.js and found a really great solution.
There is a package on GitHub that is called ChartNew.js by FVANCOP.
He expanded it and added several functions.
Look at the sample, the charts are drawn by scrolling down.
Responsible is the statement
dynamicDisplay : true
Using IntersectionObserver is the more modern approach, and gives you the ability to choose how much of the element must be visible before triggering an event.
A threshold of 0 means it will trigger if any part of the element is visible, while a threshold of 1 means the entire element must be visible.
It performs better than listening to scroll, and will only fire once when the element transitions from hidden to visible, even while you are continuously scrolling. And it also works if the page content changes due to other events, such as other content being hidden/shown, or window resize, etc.
This is how I made a radial chart that animates every time at least 20% of it appears into view:
const options = {
series: [75],
chart: {
type: 'radialBar',
},
};
const chart = new ApexCharts(document.querySelector("#chart"), options);
chart.render();
const observer = new IntersectionObserver(function(entries) {
if (entries[0].isIntersecting === true) {
chart.updateSeries([0], false); // reset data to 0, then
chart.updateSeries([75], true); // set original data and animate
// you can disconnect the observer if you only want this to animate once
// observer.disconnect();
}
}, { threshold: [0.2] });
observer.observe(document.querySelector("#chart"));
This is what you want:
Check if element is visible after scrolling
Next time please check if there's already an answer ;)
Alternatively: jquery.appear

z-Index overlay in google maps version 3

I'm trying to get an overlay in google maps api v3 to appear above all markers. But it seems that the google api always put my overlay with lowest z-index priority. Only solution i've found is to iterate up through the DOM tree and manually set z-index to a higher value. Poor solution.
I'm adding my a new div to my overlay with:
onclick : function (e) {
var index = $(e.target).index(),
lngLatXYposition = $.view.overlay.getProjection().fromLatLngToDivPixel(this.getPosition());
icon = this.getIcon(),
x = lngLatXYposition.x - icon.anchor.x,
y = lngLatXYposition.y - icon.anchor.y
$('<div>test</div>').css({ left: x, position: 'absolute', top: y + 'px', zIndex: 1000 }).appendTo('.overlay');
}
I've tried every property I could think of while creating my overlay. zIndex, zPriority etc.
I'm adding my overlay with:
$.view.overlay = new GmapOverlay( { map: view.map.gmap });
And GmapOverlay inherits from new google.maps.OverlayView.
Any ideas?
..fredrik
If anyone was having the same problem as I was, here is my problem and solution:
I needed an OverlayView which would add tooltips to markers, but my popup overlay kept showing behind the markers.
I implemented a subclass of the OverlayView as per the Google documentation:
https://developers.google.com/maps/documentation/javascript/customoverlays
When you write your custom OverlayView.prototype.onAdd function, you need to specify to which Pane to attach your overlay. I just copied the code without actually reading the surrounding explanation.
In their code, they attach the overlay to the overlayLayer pane:
var panes = this.getPanes();
panes.overlayLayer.appendChild(div);
But there are many different MapPanes you can use:
"The set of panes, of type MapPanes, specify the stacking order for different layers on
the map. The following panes are possible, and enumerated in the order in which they are stacked from bottom to top:"
MapPanes.mapPane (Level 0)
MapPanes.overlayLayer (Level 1)
MapPanes.markerLayer (Level 2)
MapPanes.overlayMouseTarget (Level 3)
MapPanes.floatPane (Level 4)
I wanted the overlay to hover over all other info on the map, so I used the floatPane pane and problem solved.
So, instead of :
this.getPanes().overlayLayer.appendChild(div)
you use this :
this.getPanes().floatPane.appendChild(div);
You can't change the zIndex of an OverlayView (it has no such property), but it holds panes that contains DOM nodes. That's where you can use the z-index property;
...
lngLatXYposition = $.view.overlay.getPanes().overlayLayer.style['zIndex'] = 1001;
...
In order to be able to play around with the paneType of the mapLabel class, I added a paneType property to the MapLabel class from google utility library (https://code.google.com/p/google-maps-utility-library-v3/source/browse/trunk/maplabel/src/maplabel.js?r=303).
This is usefull to make the label not to be hidden by a polyline.
Please find the code additions to the mapLabel.js file.
MapLabel.prototype.onAdd = function() {
var canvas = this.canvas_ = document.createElement('canvas');
var style = canvas.style;
style.position = 'absolute';
var ctx = canvas.getContext('2d');
ctx.lineJoin = 'round';
ctx.textBaseline = 'top';
this.drawCanvas_();
var panes = this.getPanes();
if (panes) {
// OLD: panes.mapPane.appendChild(canvas)
var paneType = this.get('paneType');
panes[paneType].appendChild(canvas);
}
};
MapLabel = function (opt_options) {
this.set('fontFamily', 'sans-serif');
this.set('fontSize', 12);
this.set('fontColor', '#000000');
this.set('strokeWeight', 4);
this.set('strokeColor', '#ffffff');
this.set('align', 'center');
this.set('zIndex', 1e3);
this.set('paneType', 'floatPane');
this.setValues(opt_options);
}
Sample code using the paneType:
var mapLabel = new MapLabel({
text: segDoc.curr_value.toFixed(0),
position: new google.maps.LatLng(lblLat, lblLng),
map: map.instance,
fontSize: 12,
align: 'center',
zIndex: 10000,
paneType: 'floatPane',
});
Thanks!
Setting z-index to 104 for the overLay layer seems to be the "magic" number" if you care about interacting with the markers (i.e. dragging markers). Any higher than 104 and you can not interact with the markers. Wondering if there is a less brittle solution...
Use panes.overlayMouseTarget.appendChild
If you want to allow your layer to be targetable through mouse clicks (and use events such as "click" or CSS pseudo ::hover) then you should add your overlay to the map using overlayMouseTarget
var panes = this.getPanes();
panes.overlayMouseTarget.appendChild(this.div_);
Also see:
https://developers.google.com/maps/documentation/javascript/reference?csw=1#MapPanes
Disclaimer: this is a dodgy solution that may stop working at any time and you definitely shouldn't use this in production.
For those looking for a quick and dirty solution, this CSS worked for me:
.gm-style > div:first-child > div:first-child > div:nth-child(4) {
z-index: 99 !important;
}
Use at your own risk!

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