I'm looking to put a Mapbox map into a container that is X,Y in size. Then I need to have a slider that, when adjusted, will simultaneously resize the div and scale the map at an inverse proportion. This might sound like simple zooming in on a map, but the desired effect is that the div appears to remain the same size but a wider portion of the map comes into view while maintaining the same zoom level on the map, effectively I'm widening the view port of the map, but keeping the container's viewport on the page the same size.
My initial thoughts on the implementation would be something like this:
#map{ width: 250px; height: 250px; }
then the slider input value of .5, we would perform a
transform: scale(0.5);
and simultaneously increase the div to 500px,500px
I've created testbed here if anyone has some thoughts: http://jsfiddle.net/cdubbs/91uj9ce7/
Is something like this even possible? Or is there an alternative way to do this (whether it would perform faster or be more widely compatible)?
I'm not gonna lie... this solution is kind of "hack"-y, but it works.
Update: Now works with Firefox & IE(Only tested on IE11)
DEMO: http://jsfiddle.net/hopkins_matt/91uj9ce7/13/
HTML:
<div id="map" style="width: 250px; height: 250px;"></div>
<input type="range" min="10" max="100" value="100" class="scale" step="1" oninput="scaleMap(value)" onchange="scaleMap(value)" id="scale">
<output for="fader" id="percentage">100</output>
JS:
mapboxgl.accessToken = '* insert access token *';
var map = new mapboxgl.Map({
container: 'map', // container id
style: 'https://www.mapbox.com/mapbox-gl-styles/styles/outdoors-v7.json', //stylesheet location
center: [40, -74.50], // starting position
zoom: 9 // starting zoom
});
function scaleMap(percentage) {
document.querySelector('#percentage').value = percentage;
var mapDiv = document.getElementById("map");
var initialWidth = mapDiv.offsetWidth;
var initialHeight = mapDiv.offsetHeight;
var mapCanvas = document.getElementsByTagName("canvas");
function divSize(multiplier) {
return (100 / percentage) * multiplier;
}
var mapScale = (percentage / 100);
mapDiv.style.width = divSize(initialWidth) + "px";
mapDiv.style.height = divSize(initialHeight) + "px";
mapCanvas[0].style.width = divSize(initialWidth) + "px";
mapCanvas[0].style.height = divSize(initialHeight) + "px";
mapCanvas[0].width = divSize(initialWidth);
mapCanvas[0].height = divSize(initialHeight);
map.resize();
mapCanvas[0].style.transform = "scale(" +mapScale+")";
mapCanvas[0].style.marginLeft = (((divSize(initialWidth) - initialWidth) / 2) * -1) + "px";
mapCanvas[0].style.marginTop = (((divSize(initialHeight) - initialHeight) / 2) * -1) + "px";
document.getElementById("map").style.width = initialWidth + "px";
CSS:
#map {
overflow: hidden;
position:relative;
}
#map div canvas {
padding: 0;
margin: auto;
display: block;
top: 0;
bottom: 0;
left: 0;
right: 0;
}
Related
Expected Outcome: Unable to pan SVG if it is not zoomed and SVG remains centered. When zoomed, allow panning to its boundaries.
Problem:
Using this solution How to only allow pan within the bounds of the original SVG, it still allows you to pan when SVG is not zoomed and when zoomed doesn't allow panning to all boundaries
Using this solution How to only allow pan within the bounds of the original SVG, panning while zoomed works as expected but when the SVG is not zoomed, once I try to pan it snaps to the right and to the bottom instead of remaining centered.
let beforePan
beforePan = function (oldPan, newPan) {
let stopHorizontal = false,
stopVertical = false,
gutterWidth = this.getSizes().width,
gutterHeight = this.getSizes().height,
// Computed variables
sizes = this.getSizes(),
leftLimit = -((sizes.viewBox.x + sizes.viewBox.width) * sizes.realZoom) + gutterWidth,
rightLimit = sizes.width - gutterWidth - (sizes.viewBox.x * sizes.realZoom),
topLimit = -((sizes.viewBox.y + sizes.viewBox.height) * sizes.realZoom) + gutterHeight,
bottomLimit = sizes.height - gutterHeight - (sizes.viewBox.y * sizes.realZoom)
customPan = {}
customPan.x = Math.max(leftLimit, Math.min(rightLimit, newPan.x))
customPan.y = Math.max(topLimit, Math.min(bottomLimit, newPan.y))
return customPan
}
let panZoomController = svgPanZoom('#map', {
fit: 1,
center: true,
minZoom: 1,
zoomScaleSensitivity: 0.5,
beforePan: beforePan
});
The SVG (map) is inside a content div which is inside a wrapper div:
.wrapper {
margin: auto;
}
.content {
background-color: silver;
position: absolute;
inset: 0 0 0 0;
}
#map {
width: 100%;
height: 100%;
position: relative;
display: block;
}
After many hours and tries to make it work using only one calculation I decided to use a different calculation when the SVG was smaller than the viewport (no panning allowed). Code below:
beforePan = function (oldPan, newPan) {
let stopHorizontal = false,
stopVertical = false,
sizes = this.getSizes(),
customPan = {}
if (sizes.viewBox.width * sizes.realZoom < sizes.width || sizes.viewBox.height * sizes.realZoom < sizes.height) {
customPan.x = (window.visualViewport.width - (sizes.viewBox.width * sizes.realZoom)) / 2
customPan.y = (window.visualViewport.height - (sizes.viewBox.height * sizes.realZoom)) / 2
console.log(sizes.viewBox.width)
} else {
let gutterWidth = sizes.width,
gutterHeight = sizes.height,
leftLimit = -((sizes.viewBox.x + sizes.viewBox.width) * sizes.realZoom) + gutterWidth,
rightLimit = sizes.width - gutterWidth - (sizes.viewBox.x * sizes.realZoom),
topLimit = -((sizes.viewBox.y + sizes.viewBox.height) * sizes.realZoom) + gutterHeight,
bottomLimit = sizes.height - gutterHeight - (sizes.viewBox.y * sizes.realZoom)
customPan.x = Math.max(leftLimit, Math.min(rightLimit, newPan.x))
customPan.y = Math.max(topLimit, Math.min(bottomLimit, newPan.y))
}
return customPan
}
To preface, this is my first time using JQuery so i dont really know the syntax and i'm a beginning programmer in javascript and I'm new to stackoverflow too. So apologies in advance.
Also apologies in advance if this has been asked before. This should be simple, yet somehow i can't figure it out and it's a little hard to search for.
Problem: I need my animation to be moving within a div boundry that it's in.
i tried changing the window in var h and var w to the id of my container, it doesn't work:
var h = $(#ghosts).height() - 75;
var w = $(#ghosts).height() - 75;
// html
<div id="playBoxProperties">
<div id="playBox"> // play area
<div id="ghosts"> // container for all 8 ghosts
<div id='g1' class="boo"> // one of the moving ghosts
</div>
</div>
</div>
</div>
// to randomize the movement
function randomPos() {
var h = $(window).height() - 75; // i need to change the window, to something else.
var w = $(window).width() - 75; // But i dont know what.
var newH = Math.floor(Math.random() * h);
var newW = Math.floor(Math.random() * w);
return [newH, newW];
}
// animation to move around
function animateDiv(divID) {
var newPos = randomPos();
$(divID).animate({ top: newPos[0], left: newPos[1] }, 4000, function () {
animateDiv(divID);
});
I expect it to be inside the black box
Subtract the currently iterating ghost element size from the random coordinate relative to the parent wrapper:
pass the parent and the animating child like randomPos($chi, $par)
Use Strings as your selectors. $(#ghosts); should be $('#ghosts');
Create a small jQuery plugin if you want: $.fn.animateGhosts. Use it like $ghosts.animateGhosts();
const rand = (min, max) => Math.random() * (max - min) + min;
const $ghostsWrapper = $('#ghosts');
const randomPos = ($chi, $par) => ({ // Randomize position
x: ~~(Math.random() * ($par.width() - $chi.width())),
y: ~~(Math.random() * ($par.height() - $chi.height()))
});
$.fn.animateGhosts = function() {
function anim() {
const pos = randomPos($(this), $ghostsWrapper);
$(this).stop().delay(rand(100, 500)).animate({
left: pos.x,
top: pos.y,
}, rand(1000, 4000), anim.bind(this));
}
return this.each(anim);
};
$('.boo').animateGhosts();
#ghosts {
position: relative;
height: 180px;
outline: 2px solid #000;
}
.boo {
position: absolute;
background: fuchsia;
width: 50px;
height: 50px;
}
<div id="ghosts">
<div class="boo">1</div>
<div class="boo">2</div>
<div class="boo">3</div>
<div class="boo">4</div>
<div class="boo">5</div>
<div class="boo">6</div>
</div>
<script src="//code.jquery.com/jquery-3.4.1.js"></script>
Better performance using CSS transition and translate
Here's an example that will use the power of CSS3 to move our elements in a hardware (GPU) accelerated fashion. Notice how, when slowing down, the elements are not zigzagging to the round pixel value (since jQuery animates top and left).
Instead we'll use transition for the CSS3 animation timing and translate(x, y) for the positions:
const rand = (min, max) => Math.random() * (max - min) + min;
const $ghostsWrapper = $('#ghosts');
const randomPos = ($chi, $par) => ({ // Randomize position
x: ~~(Math.random() * ($par.width() - $chi.width())),
y: ~~(Math.random() * ($par.height() - $chi.height()))
});
$.fn.animateGhosts = function() {
function anim() {
const pos = randomPos($(this), $ghostsWrapper);
$(this).css({
transition: `${rand(1, 4)}s ${rand(0.1, 0.4)}s ease`, // Speed(s) Pause(s)
transform: `translate(${pos.x}px, ${pos.y}px)`
}).one('transitionend', anim.bind(this));
}
return this.each(anim);
};
$('.boo').animateGhosts();
#ghosts {
position: relative;
height: 180px;
outline: 2px solid #000;
}
.boo {
position: absolute;
background: fuchsia;
width: 50px;
height: 50px;
}
<div id="ghosts">
<div class="boo">1</div>
<div class="boo">2</div>
<div class="boo">3</div>
<div class="boo">4</div>
<div class="boo">5</div>
<div class="boo">6</div>
</div>
<script src="//code.jquery.com/jquery-3.4.1.js"></script>
I have a canvas that I am drawing on top of a OpenLayers map. The canvas is colored in gradient colors and now I am trying to add text on top of it.
However the text seems to be stretched making it completely unreadable.
function createSpeedBar(min, max, speeds) {
//List of integer speeds
var fullSpeeds = [];
//List of unique speed values (no duplicates)
var uniqueSpeeds = [];
//Filling fullSpeeds using minimum and maximum values
for (i = min; i <= max; i++) {
fullSpeeds.push(i);
}
//Filling uniqueSpeeds with unique values
$.each(speeds, function (i, el) {
if ($.inArray(el, uniqueSpeeds) === -1) uniqueSpeeds.push(el);
});
//Sorting uniqueSpeeds (low to high)
uniqueSpeeds = uniqueSpeeds.sort(function (a, b) {
return a - b;
});
//Getting canvas element
var canvas = document.getElementById("speedList");
var context = canvas.getContext("2d");
context.rect(0, 0, canvas.width, canvas.height);
var grd = context.createLinearGradient(0, 0, 0, 170);
var hslMin = 0;
var hslMax = 240;
//Defining hslColors using uniqueSpeeds
var hslValues = uniqueSpeeds.map(function (value) {
if ($.inArray(value, fullSpeeds)){
return {
h: Math.ceil(((value - min) / (max - min)) * (hslMax - hslMin) + hslMin),
s: 100,
l: 50,
full: true,
speed: value
};
} else {
return {
h: Math.ceil(((value - min) / (max - min)) * (hslMax - hslMin) + hslMin),
s: 100,
l: 50,
full: false
};
};
});
var count = 1;
var length = hslValues.length;
//Gradient coloring using hslColors
hslValues.forEach(function (value) {
var color = 'hsl(' + value.h + ',' + value.s + '%,' + value.l + '%)';
grd.addColorStop(count / length, color)
count += 1;
});
context.fillStyle = grd;
context.fill();
//Setting up coloring and drawing of text
count = 1
var height = canvas.height;
var width = canvas.width;
var elementHeight = height / length;
//Drawing text on canvas
hslValues.forEach(function (value) {
context.font = "12px Arial";
context.textAlign = "center";
context.textBaseline = "middle";
context.fillStyle = "black";
if (value.full === true) {
context.fillText(value.speed, width / 2, ((elementHeight / 2) + elementHeight * count));
}
count += 1;
});
}
As it might be clear I am trying to create a bar displaying the intensities of the speed on the map where I have colored some markers. However the text on the canvas comes out like this:
Right now I have made the height of the canvas inherit the height of the map which is 500. The width of the canvas is set manually using css:
html
<div id="map" class="map">
<canvas id="speedList"></canvas>
</div>
css
#map {
position: relative;
height: 500px;
}
#speedList {
position: absolute;
right: 10px;
top: 0;
bottom: 0;
width: 20px;
z-index: 1000;
height: inherit;
margin: 0;
padding: 0;
}
I am currently working on a Fiddle, but it takes a little time to reproduce, and I bet the issue is not that big, so hopefully someone knows how to fix it before I finish the Fiddle.
The main problem here is the CSS adjustment of the width and height of the canvas element.
If it helps to understand the problem, think of <canvas> the same way you would think of <img/>, if you take an img, and give it a width and height of 50 x 500, it would stretch too.
The fix is to ensure that you set the width an height of the canvas element itself, before it processes it's content, like this:
<canvas id="speedList" width="20" height="500"></canvas>
You then also need to make sure your remove the width and height properties inside your CSS, like this:
#map {
position: relative;
height: 500px;
}
#speedList {
position: absolute;
right: 10px;
top: 0;
bottom: 0;
z-index: 1000;
margin: 0;
padding: 0;
}
I'm stucked and I need help. I'm making map with markers. I can add markers etc.
My main container have 100% width and height. When I click somewhere my marker has % values for example top: 34%; left: 35%;
After dragging marker new position have px value. I want to save % values.
Any ideas?
map.js
jQuery(document).ready(function($){
// basic add
$("button#remove").click(function(){
$(".marker").remove();
});
//add with position
var map = $(".map");
var pid = 0;
function AddPoint(x, y, maps) {
// $(maps).append('<div class="marker"></div>');
var marker = $('<div class="marker ui-widget-content"></div>');
marker.css({
"left": x,
"top": y
});
marker.attr("id", "point-" + pid++);
$(maps).append(marker)
$('.marker').draggable().resizable();
}
map.click(function (e) {
// var x = e.pageX - this.offsetLeft;
// var y = e.pageY - this.offsetTop;
var x = e.offsetX/ $(this).width() * 100 + '%';
var y = e.offsetY/ $(this).height() * 100 + '%';
// $(this).append('<div class="marker"></div>');
AddPoint(x, y, this);
});
// drag function
$(".ui-widget-content").draggable({
drag: function( event, ui ) {
var x = e.offsetX/ $(this).width() * 100 + '%';
var y = e.offsetY/ $(this).height() * 100 + '%';
}
});
});
style.css
.wrapper {
margin: 0 auto;
width: 100%;
min-height: 400px;
overflow: hidden;
}
.map {
width: 100%;
position: relative;
}
.map > img {
max-width: 100%;
max-height: 100%;
}
.marker {
width: 10px;
height: 10px;
border-radius: 50%;
background: rgba(255, 0, 0, 1);
position: absolute;
left: 50%;
top: 50%;
z-index: 999;
}
#mapa {
width: 30px;
height: 30px;
border-radius: 50%;
background: rgba(255, 0, 0, 1);
z-index: 999;
}
some html code
<div class="wrapper">
<div class="map">
<img src="http://i.imgur.com/HtxXGR5.jpg" width="100%" height="auto" margin="15px 0;" alt="">
</div>
<button id="remove">Remove all markers</button>
</div>
If you want to capture the position, after the drag is ended (fire 1 time per drag) you can do this:
$('.marker').draggable({
stop: function() {
var offset = $(this).offset();
var mapOffest = $('.map').offset();
var x = ((offset.left - mapOffest.left)/ ($(".map").width() / 100))+"%";
var y = ((offset.top - mapOffest.top)/ ($(".map").height() / 100))+"%";
// We need to do something with thoses vals uh?
$(this).css('left', x);
$(this).css('top', y);
// or
console.log('X:'+x + '||Y:'+y);
}
});
Fiddle here
Take note that the event has been set on the marker directy, this was probably your mistake.
The little calcul needs to take care of the map offset, which you don't need if your map is a full width/height (window size)
If you need, or prefer use the drag event rather than the stop, theses lines won't have any effects
$(this).css('left', x);
$(this).css('top', y);
But you'll still be able to capture the position, the console values will be goods.
Hope it may helps you.
problem solved, DFayet thank's again
final code
jQuery(document).ready(function($){
// basic add
$("button#remove").click(function(){
$(".marker").remove();
});
//add with position
var map = $(".map");
var pid = 0;
function AddPoint(x, y, maps) {
var marker = $('<div class="marker"></div>');
marker.css({
"left": x,
"top": y
});
marker.attr("id", "point-" + pid++);
$(maps).append(marker);
$('.marker').draggable({
stop: function(event, ui) {
var thisNew = $(this);
var x = (ui.position.left / thisNew.parent().width()) * 100 + '%';
var y = (ui.position.top / thisNew.parent().height()) * 100 + '%';
thisNew.css('left', x);
thisNew.css('top', y);
console.log(x, y);
}
});
}
map.click(function (e) {
var x = e.offsetX/ $(this).width() * 100 + '%';
var y = e.offsetY/ $(this).height() * 100 + '%';
AddPoint(x, y, this);
});
});
I'm trying to build a draggable column based layout in JavaScript and having a bit of hard time with it.
The layout comprises of 3 columns (divs), with two dragable divs splitting each. The idea is that they are positioned absolutely and as you drag the draggers, the columns' respective widths, and left values are updated.
The three columns should always span the full width of the browser (the right most column is 100% width), but the other two should remain static by default when the browser is resized (which is why i'm using px, not %).
My code isn't working as of yet, I'm relatively new to JavaScript (which is why I don't want to use jQuery).
Having said that, there must be a more efficient (and cleaner) way of achieving this with less code that works (without reaching for the $ key).
If anyone with some awesome JS skills can help me out on this I'd be super-appreciative.
Here's the fiddle I'm working on http://jsfiddle.net/ZFwz5/3/
And here's the code:
HTML
<!-- colums -->
<div class="col colA"></div>
<div class="col colB"></div>
<div class="col colC"></div>
<!-- draggers -->
<div class="drag dragA" style="position: absolute; width: 0px; height: 100%; cursor: col-resize; left:100px;"><div></div></div>
<div class="drag dragB" style="position: absolute; width: 0px; height: 100%; cursor: col-resize; left: 300px;"><div></div></div>
CSS:
body {
overflow:hidden;
}
.col {
position: absolute;
height:100%;
left: 0;
top: 0;
overflow: hidden;
}
.colA {background:red;width:100px;}
.colB {background:green; width:200px; left:100px;}
.colC {background:blue; width:100%; left:300px;}
.drag > div {
background: 0 0;
position: absolute;
width: 10px;
height: 100%;
cursor: col-resize;
left: -5px;
}
and my terrible JavaScript:
//variabe columns
var colA = document.querySelector('.colA');
var colB = document.querySelector('.colB');
var colC = document.querySelector('.colC');
//variable draggers
var draggers = document.querySelectorAll('.drag');
var dragA = document.querySelector(".dragA");
var dragB = document.querySelector(".dragB");
var dragging = false;
function drag() {
var dragLoop;
var t = this;
var max;
var min;
if (dragging = true) {
if (this == dragA) {
min = 0;
max = dragB.style.left;
} else {
min = dragA.style.left;
max = window.innerWidth;
}
dragLoop = setInterval(function () {
var mouseX = event.clientX;
var mouseY = event.clientY;
if (mouseX >= max) {
mouseX = max;
}
if (mouseY <= min) {
mouseY = min;
}
t.style.left = mouseX;
updateLayout();
}, 200);
}
}
function updateLayout() {
var posA = dragA.style.left;
var posB = dragB.style.left;
colB.style.paddingRight = 0;
colA.style.width = posA;
colB.style.left = posA;
colB.style.width = posB - posA;
colC.style.left = posB;
colC.style.width = window.innerWidth - posB;
}
for (var i = 0; i < draggers.length; i++) {
draggers[i].addEventListener('mousedown', function () {
dragging = true;
});
draggers[i].addEventListener('mouseup', function () {
clearInterval(dragLoop);
dragging = false;
});
draggers[i].addEventListener('mouseMove', function () {
updateLayout();
drag();
});
}
I see a couple of things wrong here. First of all, the mousemove event only fires on an element when the mouse is over that element. You might have better luck registering a mousemove listener on the parent of your div.drag elements, then calculating the mouse's position inside that parent whenever a mouse event happens, then using that position to resize your columns and your draggers.
Second, I'm not quite sure what you're trying to do by registering a function with setInterval. You're doing pretty well with registering event listeners; why not continue to use them to change the state of your DOM? Why switch to a polling-based mechanism? (and the function you pass to setInterval won't work anyway - it refers to a variable named event, which in that context is undefined.)
This is just a little example... I hope it can help you :)
window.onload = function() {
var myDiv = document.getElementById('myDiv');
function show_coords(){
var monitor = document.getElementById('monitor');
var x = event.clientX - myDiv.clientWidth / 2;
var y = event.clientY - myDiv.clientWidth / 2;
monitor.innerText = "X: " + x + "\n" + "Y: " + y;
myDiv.style.left = x + "px";
myDiv.style.top = y + "px";
}
document.onmousemove = function(){
if(myDiv.innerText == "YES"){show_coords();}
}
myDiv.onmousedown = function(){
myDiv.innerText = "YES";
}
myDiv.onmouseup = function(){
myDiv.innerText = "NO";
}
}