Jquery event on photo view position - javascript

I have a list of photos in my webpage, I need to fire a jquery event when a photo is on a particular position (view port)
How do I achieve this?

var rect = document.getElementbyID('myId').getBoundingClientRect();
// You can access the rect attributes by using the code below, this gives you cordinates as per the view port.
var t = rect.top
var l = rect.left
var width = rect.width;
var height = rect.height;
// if you need the coordinates as per the absolute screen then you can do somehting like this
var left = l + window.screenX;
var top = t + window.screenY + (window.outerHeight - window.innerHeight);
var right = left + width;
var bottom = top + height;

Related

getting proper mouse position inside a zoomable iframe

I have a project on svg-edit where i have to create polygon on mouse-click , the svg-canvas (not HTML5 canvas suppose as drawing board) is zoomable, i can create polygon on 100% zoom but when i zoomin or zoomout i can't, actually i am unable to get right x and y position after zoom.as you can see in image.
I had tried this method to get points--
//Container 1440*1920
var svgcanvas = document.getElementById("svgcanvas");
//zoom
var initialZoom = 1440 * 1920;
zoomWidth = parseFloat(svgcanvas.style.width);
zoomHeight = parseFloat(svgcanvas.style.height);
currentZoom = zoomHeight * zoomWidth;
zoom = currentZoom / initialZoom;
//points
var rect = event.target.getBoundingClientRect();
var x1 = ((event.clientX) / zoom) - rect.left;
var y1 = ((eevent.clientY) / zoom) - rect.top;
and my task is
It seems you are not interacting with the svg-edit API at all. Things get much easier if you do.
// do not interact with the DOM element, but with the API object
var svgcanvas = svgEditor.canvas;
// your event listener function
function listener (event) {
var rect = svgcanvas.getBBox(event.target);
var x1 = rect.x;
var y = rect.y;
...
}
No need to handle zooming; the SvgCanvas instance does that for you.

Check which side has more space around mouse pointer

I am building a custom tooltip functionality where I am supposed to show a video as a tooltipo over an image. Now, I have some initial thing working, but I am stuck at finding the area around mouse pointer where I should display the tooltip.
I am having the tooltip always visible at the bottom right of mouse cursor, no matter where mouse currently is in screen, this is what I have so far :
window.onmousemove = function (e) {
var x = e.clientX, y = e.clientY;
tooltipSpan.style.top = (y + 10) + 'px';
tooltipSpan.style.left = (x + 10) + 'px';
};
where tooltip is my target element.
What I am looking for, is, that my code should find the largest area around mouse available on screen, and adjust the tooltip to display there. Any pointers for this would help a lot.
Note: jQuery is not an option, I have to build in core JS.
You can get the width and the dimensions of the viewport using window.innerWidth and window.innerHeight (in my example below this refers to window because the code is running inside window)
Using viewport dimensions and the mouse position using ev.clientX/Y you can determine the pixel space on the left/right and top/bottom side of the cursor as in example below.
Using property offsetWidth and offsetHeight we get the dimensions of the tooltip and we can use that to set the tooltip position relative to cursor position. For example if the topLeft quadrant is the largest, the tooltip will show top left relatively to cursor (meaning the bottom right corner of the tooltip will "touch" the cursor).
I hope this example helps :).
var tooltip = this.document.getElementsByClassName("tooltip")[0];
window.onmousemove = function(ev) {
// Getting pixel space
var leftPixelSpace = ev.clientX;
var rightPixelSpace = this.innerWidth - leftPixelSpace;
var topPixelSpace = ev.clientY;
var bottomPixelSpace = this.innerHeight - topPixelSpace;
// Determining the position of topleft corner of the tooltip
var tooltipPosX = leftPixelSpace > rightPixelSpace ? leftPixelSpace - tooltip.offsetWidth : leftPixelSpace;
var tooltipPosY = topPixelSpace > bottomPixelSpace ? topPixelSpace - tooltip.offsetHeight : topPixelSpace;
// Setting tooltip position
tooltip.style.left = tooltipPosX+"px";
tooltip.style.top = tooltipPosY+"px";
};
.tooltip {
width: 150px;
height: 100px;
border: 1px solid black;
background-color : lightblue;
text-align: center;
position: absolute
}
<div class="tooltip">floating tooltip</div>
Something like this? A switch with conditions for calculating in which quadrant the mouse cursor is.
var wM = window.innerWidth / 2;
var hM = window.innerHeight / 2;
document.addEventListener('mousemove', function(e) {
var w = e.clientX;
var h = e.clientY;
var pos;
switch (true) {
case (w <= wM && h <= hM):
pos = 'top-left';
break;
case (w <= wM && h >= hM):
pos = 'bottom-left';
break;
case (w > wM && h < hM):
pos = 'top-right';
break;
case (w > wM && h > hM):
pos = 'bottom-right';
break;
default:
pos = undefined;//Here you could even assign a default quadrant to relay on, in case any condition is met.
}
console.log(pos);
});
wM for widthMiddle, the middle point in the window's width.
hM: same, but with the height.
w for the mouse width/X position; h for height/Y.
A switch based on conditions according to a quadrant system.

Animate a group of svg element with Velocity.js

I am trying to animate a group of svg element which have previously been translated to a new position . I am using Velocity.js to animate the group to the center of viewport.
However i am struggling to animate the group to the center of the viewport.
The attached jsfiddle and velocity function below shows that the group is animated from the top left to the right of the view port ,which is not what I want.
How can I animate the group from the new position to the center of the screen?
function Customize()
{
var bound=document.getElementById('parentsvg');
var width = (bound.width.baseVal.value);
var height = bound.height.baseVal.value;
var dx= (width/2);
var dy= (height/2);
var gro = document.getElementById('group');
var cl = gro.getBoundingClientRect();
var width = (cl.width / 2) ;
var height = (cl.height / 2);
var xx = dx - width;
var yy = dy - height;
Velocity(gro,{translateX:xx,translateY:yy},{duration:5000},{queue:false});
}
Here is my Jsfiddle
http://jsfiddle.net/KashifMKH/kd0s27vq/3/

Scale Raphael / SVG container to fit all contents

I have a number of Raphael / SVG items that could possibly go outside the boundary. What I want is to be able to auto zoom and center the SVG to show all contents.
I have some partially working code that centers it appropriately, I just cannot figure out how to get the scaling working
Edit
This now works... but doesnt center align, and requires padding...
var maxValues = { x: 0, y: 0 };
var minValues = { x: 0, y: 0 };
//Find max and min points
paper.forEach(function (el) {
var bbox = el.getBBox();
if (bbox.y < minValues.y) minValues.y = bbox.y;
if (bbox.y2 < minValues.y) minValues.y = bbox.y2;
if (bbox.y > maxValues.y) maxValues.y = bbox.y;
if (bbox.y2 > maxValues.y) maxValues.y = bbox.y2;
if (bbox.x < minValues.x) minValues.x = bbox.x;
if (bbox.x2 < minValues.x) minValues.x = bbox.x2;
if (bbox.x > maxValues.x) maxValues.x = bbox.x;
if (bbox.x2 > maxValues.x) maxValues.x = bbox.x2;
});
var w = maxValues.x - minValues.x;
var h = maxValues.y - minValues.y;
console.log(minValues,maxValues,w,h)
paper.setViewBox(minValues.x, minValues.y, w, h, false);
I'm using this snippet of code to center the viewbox that contains all of the SVG that I want to show in almost Full Screen.
var elmnt = $(viewport);
var wdif = screen.width - width;
var hdif = screen.height - height;
if (wdif < hdif){
var scale = (screen.width - 50) / width;
var ty = (screen.height - (height * scale)) / 2
var tx = 20;
}else{
var scale = (screen.height - 50) / height;
var tx = (screen.width - (width * scale)) / 2
var ty = 20;
}
elmnt.setAttribute("transform", "scale("+scale+") translate("+tx+","+ty+")");
What it does is to use the difference between the viewport size and the screen size, and use it as the scale. Off course yo need to have all the elements wrapped in a viewbox. I hope this works for you to. Bye!
EDIT
I´ve made this fiddle.... http://jsfiddle.net/MakKZ/
While in the original snippet I´ve used the screen size, on the fiddle, you are going to see I´m using the size of the HTML element that jsfiddle uses. No matter how many circles (or the size of the circles) you draw on the screen you always see them all.

How to find the element's x center coordinates and related window offset

i would like to retrieve the element offset starting from his own x center coordinates.
how can i do it?
Actually i can find the window offset of an element but it retrieves the coordinates from the border of the element like this:
var _position = $(this).offset();
You have to use offset() to get the top and left position, then add half of the height() and width() values to them. That gives the center coordinates.
var $this = $(this);
var offset = $this.offset();
var width = $this.width();
var height = $this.height();
var centerX = offset.left + width / 2;
var centerY = offset.top + height / 2;
If you need to consider the padding property in your calculations, use the following:
var width = $this.outerWidth();
var height = $this.outerHeight();
This can now be done through native Javascript also:
let centerX = targetNode.offsetLeft + targetNode.offsetWidth / 2;
let centerY = targetNode.offsetTop + targetNode.offsetHeight / 2;
where targetNode is the element you want to get its center coordinates.

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