Move absolute positioned divs off eachoter - javascript

I'm attempting to output on a page multiple 'labels' over an image using absolute positioned divs. Each of these divs has a unique number and are placed according to an x and y position on the map (these are percentage based so the image may be scaled).
As some of these labels may overlap, I need a way to either stop them from overlapping, or to essentially 'bump' them off eachother so they no longer overlap. (At this point, it doesn't matter if they are not in their correct position as long as they are near enough as there is a separate 'Pin' view).
They need to stay within the confines of their container and not overlap with eachother.
HTML:
<div id="labelzone">
<div class="label" style="left:0%;top:8%">001</div>
<div class="label" style="left:0%;top:11%">002</div>
<div class="label" style="left:1%;top:10%">003</div>
</div>
CSS:
#labelzone{
float:left;
width:500px;
height:500px;
border: 1px solid black;
position: relative;
}
.label{
position:absolute;
border:1px solid black;
background-color:white;
}
Jsfiddle: https://jsfiddle.net/79cco1oy/
There's a simple example of what I have as an output, these pins could be placed anywhere and there is no limit to how many is on the page, however there shouldn't be any occasion where there are too many to fit in the area.
I'm toying around with doing some form of collision detection and currently attempting to figure out an algorithm of some sort to get them to no longer overlap, and ensure they also don't overlap another item.

My solution is a bit more object oriented.
One object (LabelPool) will contain labels and will be in charge of storing and accomodating them so that they don't collide. You can customize the x/y values that you want to add/substract of the Label's positions in order to avoid their collision. The other object (Label) defines a Label and has some convenient methods. The collision algorithm that I used in LabelPool was taken from this post
var Label = function ($el) {
var position = $el.position(),
width = $el.outerWidth(true),
height = $el.outerHeight(true);
this.getRect = function () {
return {
x: position.left,
y: position.top,
width: width,
height: height
};
};
this.modifyPos = function (modX, modY) {
position.top += modY;
position.left += modX;
updatePos();
};
function updatePos() {
$el.css({
top: position.top,
left: position.left
});
}
};
var LabelPool = function () {
var labelPool = [];
function collides(a, b) {
return !(((a.y + a.height) < (b.y)) || (a.y > (b.y + b.height)) || ((a.x + a.width) < b.x) || (a.x > (b.x + b.width)));
}
function overlaps(label) {
var a = label.getRect();
return labelPool.some(function (other) {
return collides(a, other.getRect());
});
}
this.accomodate = function (label) {
while (labelPool.length && overlaps(label)) {
label.modifyPos(0, 1);// You can modify these values as you please.
}
labelPool.push(label);
};
};
var labelPool = new LabelPool;
$(".label").each(function (_, el) {
labelPool.accomodate(new Label($(el)));
});
Here's the fiddle.
Hope it helps.

Using js and jquery, you can find a basic collision engine based on left/top abs position and size of the label.
https://jsfiddle.net/Marcassin/79cco1oy/6/
Every time you want to add a Label, you check if the positionning is overlaping any existing div, in this case, you translate the new Label to position. This operation may not be the most beautiful you can find, there can be a long process time in case of lots of labels.
$(document).ready (function () {
addLabel (0, 8);
addLabel (0, 11);
addLabel (1, 10);
addLabel (2, 7);
});
function addLabel (newLeft, newTop)
{
var newLab = document.createElement ("div");
newLab.className = "label";
$(newLab).css({"left": newLeft+"%", "top": newTop + "%"});
var labels = $("#labelzone > div");
newLab.innerHTML = "00" + (labels.length + 1); // manage 0s
$("#labelzone").append (newLab);
var isCollision = false;
var cpt = 1;
do
{
isCollision = false;
$(labels).each (function () {
if (! isCollision && collision (this, newLab))
isCollision = true;
});
if (isCollision)
$(newLab).css({"left": (newLeft + cpt++) + "%",
"top": (newTop + cpt++) + "%"});
} while (isCollision);
}
function isInside (pt, div)
{
var x = parseInt($(div).css("left"));
var y = parseInt($(div).css("top"));
var w = $(div).width () + borderWidth;
var h = $(div).height ();
if (pt[0] >= x && pt[0] <= x + w &&
pt[1] >= y && pt[1] <= y + h)
return true;
return false;
}
function collision (div1, div2)
{
var x = parseInt($(div1).css("left"));
var y = parseInt($(div1).css("top"));
var w = $(div1).width () + borderWidth;
var h = $(div1).height ();
var pos = [x, y];
if (isInside (pos, div2))
return true;
pos = [x + w, y];
if (isInside (pos, div2))
return true;
pos = [x + w, y + h];
if (isInside (pos, div2))
return true;
pos = [x, y + h];
if (isInside (pos, div2))
return true;
return false;
}

Here's another implementation of collision detection close to what you asked for. The two main goals being:
move vertically more than horizontally (because boxes are wider than tall)
stay within a reasonable range from the origin
Here goes:
function yCollision($elem) {
var $result = null;
$('.label').each(function() {
var $candidate = $(this);
if (!$candidate.is($elem) &&
$candidate.position().top <= $elem.position().top + $elem.outerHeight() &&
$candidate.position().top + $candidate.outerHeight() >= $elem.position().top) {
$result = $candidate;
console.log("BUMP Y");
}
});
return $result;
}
function xCollision($elem) {
var $result = null;
$('.label').each(function() {
$candidate = $(this);
if (!$candidate.is($elem) &&
yCollision($elem) &&
yCollision($elem).is($candidate) &&
$candidate.position().left <= $elem.position().left + $elem.outerWidth() &&
$candidate.position().left + $candidate.outerWidth() >= $elem.position().left) {
$result = $candidate;
console.log("BUMP X");
}
});
return $result;
}
function fuzzyMoveY($elem, direction) {
var newTop = $elem.position().top + $elem.outerHeight() / 4 * direction;
// stay in the canvas - top border
newTop = (newTop < 0 ? 0 : newTop);
// stay in the canvas - bottom border
newTop = (newTop + $elem.outerHeight() > $("#labelzone").outerHeight() ? $("#labelzone").outerHeight() - $elem.outerHeight() : newTop);
// stay close to our origin
newTop = (Math.abs(newTop - $elem.attr("data-origin-top")) > $elem.outerHeight() ? $elem.attr("data-origin-top") : newTop);
$elem.css({'top': newTop});
}
function fuzzyMoveX($elem, direction) {
var newLeft = $elem.position().left + $elem.outerWidth() / 4 * direction;
// stay in the canvas - left border
newLeft = (newLeft < 0 ? 0 : newLeft);
// stay in the canvas - right border
newLeft = (newLeft + $elem.outerWidth() > $("#labelzone").outerWidth() ? $("#labelzone").outerWidth() - $elem.outerWidth() : newLeft);
// stay close to our origin
newLeft = (Math.abs(newLeft - $elem.attr("data-origin-left")) > $elem.outerWidth() ? $elem.attr("data-origin-left") : newLeft);
$elem.css({'left': newLeft});
}
function bumpY($above, $below) {
if ($above.position().top > $below.position().top) {
$buff = $above;
$above = $below;
$below = $buff;
}
fuzzyMoveY($above, -1);
fuzzyMoveY($below, 1);
}
function bumpX($left, $right) {
if ($left.position().left > $right.position().left) {
$buff = $right;
$right = $left;
$left = $buff;
}
fuzzyMoveX($left, 1);
fuzzyMoveX($right, -1);
}
$('.label').each(function() {
$(this).attr('data-origin-left', $(this).position().left);
$(this).attr('data-origin-top', $(this).position().top);
});
var yShallPass = true;
var loopCount = 0;
while (yShallPass && loopCount < 10) {
yShallPass = false;
$('.label').each(function() {
var $this = $(this);
$collider = yCollision($this);
if ($collider) {
bumpY($this, $collider);
yShallPass = true;
}
});
loopCount++;
}
console.log("y loops", loopCount);
var xShallPass = true;
var loopCount = 0;
while (xShallPass && loopCount < 10) {
xShallPass = false;
$('.label').each(function() {
var $this = $(this);
$collider = xCollision($this);
if ($collider) {
bumpX($this, $collider);
xShallPass = true;
}
});
loopCount++;
}
console.log("x loops", loopCount);
This is not production code obviously but please report back if it helps.

Related

Using jQuery Pan and Zoomooz together to pan and zoom DOM element

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?

JavaScript Css Animation

I have a Javascript animation at http://dev17.edreamz3.com/css/
All code works, however, there are performance problems. on Desktop, its good, On mobile things are so slow that it's unusable. I want to optimize the animation so that it runs smoothly on mobile. It can take 20 seconds or more for the animation to render.
Right now the way the code is designed is in js/anim.js there is a render() function that gets executed every time a scroll event happens. The problem is that this routine is not efficient, that's what I think of. Each time render() executes it loops through all the paths and sections of the maze and redraws them, is there any alternative way or a strategy to get it working both on mobile as well as desktop.
var offPathTime = 1000;
window.offSection = -1;
function render() {
// var top = ($window.scrollTop() + (0.4 * $window.height())) / window.scale;
var top = ($('.parent-div').scrollTop() + (0.4 * $('.parent-div').height())) / window.scale;
top -= 660;
top /= mazeSize.h;
if (window.offSection != -1) {
$body.addClass("blockScroll");
$('.parent-div').addClass("blockScroll");
// var wtop = $window.scrollTop() / window.scale;
var wtop = $('.parent-div').scrollTop() / window.scale;
wtop -= 660;
wtop /= mazeSize.h;
var $offSection = $("#offSection" + window.offSection);
var $section = $("#section" + window.offSection);
$(".section").removeClass("sectionActive");
$offSection.addClass("sectionActive");
$section.addClass("sectionActive");
var sTop = 200 -(mazeSize.h * (window.offSections[window.offSection].cy - wtop));
$container.animate({
left: 290 -(mazeSize.w * window.offSections[window.offSection].cx) + "px",
top: sTop + "px"
}, offPathTime);
// Path
var lr = offPaths[window.offSection].x1 > offPaths[window.offSection].x0;
var dx = Math.abs(offPaths[window.offSection].x1 - offPaths[window.offSection].x0);
var dashw = (dx * mazeSize.w) | 0;
$offPaths[window.offSection].css("width", "0px");
$offPaths[window.offSection].show();
if (lr) {
$offPaths[window.offSection].animate({
width: dashw + "px"
}, offPathTime);
} else {
var x0 = offPaths[window.offSection].x0 * mazeSize.w;
var x1 = offPaths[window.offSection].x1 * mazeSize.w;
$offPaths[window.offSection].css("left", x0 + "px");
$offPaths[window.offSection].animate({
width: dashw + "px",
left: x1 + "px"
}, offPathTime);
}
return;
}
$body.removeClass("blockScroll");
$('.parent-div').removeClass("blockScroll");
$(".offPath").hide();
if ($container.css("top") != "0px") {
$container.animate({
left: "-1550px",
top: "0px"
}, 500);
}
var pathIdx = -1;
var path0 = paths[0];
var path1;
var inPath = 0;
var i;
var curTop = 0;
var found = false;
for (i=0; i<paths.length; i++) {
var top0 = (i == 0) ? 0 : paths[i-1].y;
var top1 = paths[i].y;
if (top >= top0 && top < top1) {
pathIdx = i;
path1 = paths[i];
inPath = (top - top0) / (top1 - top0);
found = true;
if (i > 0) {
var dy = paths[i].y - paths[i-1].y;
var dx = paths[i].x - paths[i-1].x;
var vert = dx == 0;
if (vert)
$paths[i-1].css("height", (dy * mazeSize.h * inPath) + "px");
$paths[i-1].show();
}
} else if (top >= top0) {
path0 = paths[i];
var dy = paths[i].y - top0;
var vert = dy != 0;
if (i > 0) {
if (vert)
$paths[i-1].css("height", (dy * mazeSize.h) + "px");
$paths[i-1].show();
}
} else {
if (i > 0) {
$paths[i-1].hide();
}
}
curTop = top1;
}
// Check for an active section
$(".section").removeClass("sectionActive");
var section;
for (i=0; i<sections.length; i++) {
var d = Math.abs(sections[i].cy - (top - 0.05));
if (d < 0.07) {
var $section = $("#section" + i);
$section.addClass("sectionActive");
}
}
}
1) At the very least - assign all DOM objects to variables outside of the function scope. Like this:
var $parentDiv = $('.parent-div');
var $sections = $(".section");
...
function render() {
...
2) Also you should probably stop animation before executing it again, like this:
$container.stop(true).animate({
...
If you are running render() function on scroll - it will run many times per second. stop() helps to prevent it somewhat.
3) If it will not be sufficient - you can switch from jQuery to Zepto(jQuery-like api, but much faster and uses css transitions for animations) or to Velocity(basically drop-in replacement for jQuery $.animate and much faster than original) or even to GSAP - much more work obviously, but it is very fast and featured animation library.

JavaScript Magnifying glass

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 :)

Draggable dot on rotatable div, dot following rotation after dragend

i'm trying to make dot that follows mouse cursor. It was all working, but when i rotated it a bit it all messed up, because bounding box has changed.
I was using this:
http://en.wikipedia.org/wiki/Rotation
(That's why i initially negated y, and than negated new value again)
I will need to read how far that dot is from center and it's angle (but related to the initial "0" rotation state)
I have to add something to rPX based on angle, but i don't know how to calculate it. Can anyone relate?
Inner div is only for creating center of coordinate system.
https://jsfiddle.net/jre86rdd/14/
var currentMousePosition = {
x:0,
y:0
}
var angle = Math.PI/6
document.addEventListener("mousemove",function(event){
currentMousePosition.x = event.clientX;
currentMousePosition.y = event.clientY;
applyMovement(event)
})
function applyMovement(event){
var rPX = event.clientX - getElementOffSetFromParentLeft(document.getElementById("light").parentNode) - 5;
var rPY = -(event.clientY - getElementOffSetFromParentTop(document.getElementById("light").parentNode) - 5);
var XinCircle = rPX*Math.cos(angle)-rPY*Math.sin(angle)
var YinCircle = rPX*Math.sin(angle)+rPY*Math.cos(angle)
if(XinCircle > -70 && XinCircle < 70)
document.getElementById("light").style.left = XinCircle + "px";
if(rPY > -70 && rPY < 70)
document.getElementById("light").style.top = -YinCircle + "px";
//console.log(rPX + " X " + XinCircle )
//console.log(rPY + " Y " + YinCircle )
}
var getElementOffSetFromParentLeft = function (htmlElement) {
var parentRect = htmlElement.parentNode.getBoundingClientRect(),
bodyRect = document.body.getBoundingClientRect();
console.log(parentRect.left)
//I need to add something here, it's 75 for 30, i have no idea how i have calculated it
return parentRect.left - bodyRect.left + 75;
}
var getElementOffSetFromParentTop = function (htmlElement) {
var parentRect = htmlElement.parentNode.getBoundingClientRect(),
bodyRect = document.body.getBoundingClientRect();
return parentRect.top - bodyRect.top;
}
For the mouse movement, it's a very simplified code using jQuery:
$('.wrapper, .outer').mousemove(function(e){
$('#light').css('left', e.pageX);
$('#light').css('top', e.pageY);
});
https://jsfiddle.net/jre86rdd/30/
Tell me if this was what you wanted.
Edit: Also you need to move the light div outside of the wrapper class because it is affected by your CSS
With your new comment, this is my answer:
HTML:
<div class="wrapper">
<div class="outer">
<div class="inner">
</div>
</div>
</div>
<div class="dot" id="light"></div>
JS:
var timeout;
var down = false;
var inside = 0; //Not a boolean because .outer can trigger false when .wrapper is true
$(document).mousedown(function() {
down = true;
}).mouseup(function() {
down = false;
}).mouseleave(function() {
down = false;
});
$('.wrapper, .outer').mouseenter(function(){
inside++;
}).mouseleave(function() {
inside--;
});
$('#light').mousedown(function () {
var x, y;
timeout = setInterval(function () {
if(down){
$(document).mousemove(function(event) {
x = event.pageX;
y = event.pageY;
});
if (inside > 0){
$('#light').css('left', x - 5);
$('#light').css('top', y - 5);
}
}
else
{
clearTimeout(timeout);
}
}, 20);
});
https://jsfiddle.net/jre86rdd/124/

jQuery draggable with rotation - 'jerking' when dragging when rotated [duplicate]

As an experiment, I created a few div's and rotated them using CSS3.
.items {
position: absolute;
cursor: pointer;
background: #FFC400;
-moz-box-shadow: 0px 0px 2px #E39900;
-webkit-box-shadow: 1px 1px 2px #E39900;
box-shadow: 0px 0px 2px #E39900;
-moz-border-radius: 2px;
-webkit-border-radius: 2px;
border-radius: 2px;
}
I then randomly styled them and made them draggable via jQuery.
$('.items').each(function() {
$(this).css({
top: (80 * Math.random()) + '%',
left: (80 * Math.random()) + '%',
width: (100 + 200 * Math.random()) + 'px',
height: (10 + 10 * Math.random()) + 'px',
'-moz-transform': 'rotate(' + (180 * Math.random()) + 'deg)',
'-o-transform': 'rotate(' + (180 * Math.random()) + 'deg)',
'-webkit-transform': 'rotate(' + (180 * Math.random()) + 'deg)',
});
});
$('.items').draggable();
The dragging works, but I am noticing a sudden jump while dragging the div's only in webkit browsers, while everything is fine in Firefox.
If I remove the position: absolute style, the 'jumping' is even worse. I thought there was maybe a difference in the transform origin between webkit and gecko, but they are both at the centre of the element by default.
I have searched around already, but only came up with results about scrollbars or sortable lists.
Here is a working demo of my problem. Try to view it in both Safari/Chrome and Firefox. http://jsbin.com/ucehu/
Is this a bug within webkit or how the browsers render webkit?
I draw a image to indicate the offset after rotate on different browsers as #David Wick's answer.
Here's the code to fix if you don't want patch or modify jquery.ui.draggable.js
$(document).ready(function () {
var recoupLeft, recoupTop;
$('#box').draggable({
start: function (event, ui) {
var left = parseInt($(this).css('left'),10);
left = isNaN(left) ? 0 : left;
var top = parseInt($(this).css('top'),10);
top = isNaN(top) ? 0 : top;
recoupLeft = left - ui.position.left;
recoupTop = top - ui.position.top;
},
drag: function (event, ui) {
ui.position.left += recoupLeft;
ui.position.top += recoupTop;
}
});
});
or you can see the demo
This is a result of draggable's reliance on the jquery offset() function and offset()'s use of the native js function getBoundingClientRect(). Ultimately this is an issue with the jquery core not compensating for the inconsistencies associated with getBoundingClientRect(). Firefox's version of getBoundingClientRect() ignores the css3 transforms (rotation) whereas chrome/safari (webkit) don't.
here is an illustration of the issue.
A hacky workaround:
replace following in jquery.ui.draggable.js
//The element's absolute position on the page minus margins
this.offset = this.positionAbs = this.element.offset();
with
//The element's absolute position on the page minus margins
this.offset = this.positionAbs = { top: this.element[0].offsetTop,
left: this.element[0].offsetLeft };
and finally a monkeypatched version of your jsbin.
David Wick is right about the general direction above, but computing the right coordinates is way more involved than that. Here's a more accurate monkey patch, based on MIT licensed Firebug code, which should work in far more situations where you have a complex DOM:
Instead replace:
//The element's absolute position on the page minus margins
this.offset = this.positionAbs = this.element.offset();
with the less hacky (be sure to get the whole thing; you'll need to scroll):
//The element's absolute position on the page minus margins
this.offset = this.positionAbs = getViewOffset(this.element[0]);
function getViewOffset(node) {
var x = 0, y = 0, win = node.ownerDocument.defaultView || window;
if (node) addOffset(node);
return { left: x, top: y };
function getStyle(node) {
return node.currentStyle || // IE
win.getComputedStyle(node, '');
}
function addOffset(node) {
var p = node.offsetParent, style, X, Y;
x += parseInt(node.offsetLeft, 10) || 0;
y += parseInt(node.offsetTop, 10) || 0;
if (p) {
x -= parseInt(p.scrollLeft, 10) || 0;
y -= parseInt(p.scrollTop, 10) || 0;
if (p.nodeType == 1) {
var parentStyle = getStyle(p)
, localName = p.localName
, parent = node.parentNode;
if (parentStyle.position != 'static') {
x += parseInt(parentStyle.borderLeftWidth, 10) || 0;
y += parseInt(parentStyle.borderTopWidth, 10) || 0;
if (localName == 'TABLE') {
x += parseInt(parentStyle.paddingLeft, 10) || 0;
y += parseInt(parentStyle.paddingTop, 10) || 0;
}
else if (localName == 'BODY') {
style = getStyle(node);
x += parseInt(style.marginLeft, 10) || 0;
y += parseInt(style.marginTop, 10) || 0;
}
}
else if (localName == 'BODY') {
x += parseInt(parentStyle.borderLeftWidth, 10) || 0;
y += parseInt(parentStyle.borderTopWidth, 10) || 0;
}
while (p != parent) {
x -= parseInt(parent.scrollLeft, 10) || 0;
y -= parseInt(parent.scrollTop, 10) || 0;
parent = parent.parentNode;
}
addOffset(p);
}
}
else {
if (node.localName == 'BODY') {
style = getStyle(node);
x += parseInt(style.borderLeftWidth, 10) || 0;
y += parseInt(style.borderTopWidth, 10) || 0;
var htmlStyle = getStyle(node.parentNode);
x -= parseInt(htmlStyle.paddingLeft, 10) || 0;
y -= parseInt(htmlStyle.paddingTop, 10) || 0;
}
if ((X = node.scrollLeft)) x += parseInt(X, 10) || 0;
if ((Y = node.scrollTop)) y += parseInt(Y, 10) || 0;
}
}
}
It's a shame the DOM doesn't expose these calculations natively.
#ecmanaut: Great solution. Thanks for your efforts. To assist others I turned your solution into a monkey-patch. Copy below code to a file. Include the file after loading jquery-ui.js as follows:
<script src="javascripts/jquery/jquery.js"></script>
<script src="javascripts/jquery/jquery-ui.js"></script>
<!-- the file containing the monkey-patch to draggable -->
<script src="javascripts/jquery/patch_draggable.js"></script>
Here's the code to copy/paste into patch_draggable.js:
function monkeyPatch_mouseStart() {
// don't really need this, but in case I did, I could store it and chain
var oldFn = $.ui.draggable.prototype._mouseStart ;
$.ui.draggable.prototype._mouseStart = function(event) {
var o = this.options;
function getViewOffset(node) {
var x = 0, y = 0, win = node.ownerDocument.defaultView || window;
if (node) addOffset(node);
return { left: x, top: y };
function getStyle(node) {
return node.currentStyle || // IE
win.getComputedStyle(node, '');
}
function addOffset(node) {
var p = node.offsetParent, style, X, Y;
x += parseInt(node.offsetLeft, 10) || 0;
y += parseInt(node.offsetTop, 10) || 0;
if (p) {
x -= parseInt(p.scrollLeft, 10) || 0;
y -= parseInt(p.scrollTop, 10) || 0;
if (p.nodeType == 1) {
var parentStyle = getStyle(p)
, localName = p.localName
, parent = node.parentNode;
if (parentStyle.position != 'static') {
x += parseInt(parentStyle.borderLeftWidth, 10) || 0;
y += parseInt(parentStyle.borderTopWidth, 10) || 0;
if (localName == 'TABLE') {
x += parseInt(parentStyle.paddingLeft, 10) || 0;
y += parseInt(parentStyle.paddingTop, 10) || 0;
}
else if (localName == 'BODY') {
style = getStyle(node);
x += parseInt(style.marginLeft, 10) || 0;
y += parseInt(style.marginTop, 10) || 0;
}
}
else if (localName == 'BODY') {
x += parseInt(parentStyle.borderLeftWidth, 10) || 0;
y += parseInt(parentStyle.borderTopWidth, 10) || 0;
}
while (p != parent) {
x -= parseInt(parent.scrollLeft, 10) || 0;
y -= parseInt(parent.scrollTop, 10) || 0;
parent = parent.parentNode;
}
addOffset(p);
}
}
else {
if (node.localName == 'BODY') {
style = getStyle(node);
x += parseInt(style.borderLeftWidth, 10) || 0;
y += parseInt(style.borderTopWidth, 10) || 0;
var htmlStyle = getStyle(node.parentNode);
x -= parseInt(htmlStyle.paddingLeft, 10) || 0;
y -= parseInt(htmlStyle.paddingTop, 10) || 0;
}
if ((X = node.scrollLeft)) x += parseInt(X, 10) || 0;
if ((Y = node.scrollTop)) y += parseInt(Y, 10) || 0;
}
}
}
//Create and append the visible helper
this.helper = this._createHelper(event);
//Cache the helper size
this._cacheHelperProportions();
//If ddmanager is used for droppables, set the global draggable
if($.ui.ddmanager)
$.ui.ddmanager.current = this;
/*
* - Position generation -
* This block generates everything position related - it's the core of draggables.
*/
//Cache the margins of the original element
this._cacheMargins();
//Store the helper's css position
this.cssPosition = this.helper.css("position");
this.scrollParent = this.helper.scrollParent();
//The element's absolute position on the page minus margins
this.offset = this.positionAbs = getViewOffset(this.element[0]);
this.offset = {
top: this.offset.top - this.margins.top,
left: this.offset.left - this.margins.left
};
$.extend(this.offset, {
click: { //Where the click happened, relative to the element
left: event.pageX - this.offset.left,
top: event.pageY - this.offset.top
},
parent: this._getParentOffset(),
relative: this._getRelativeOffset() //This is a relative to absolute position minus the actual position calculation - only used for relative positioned helper
});
//Generate the original position
this.originalPosition = this.position = this._generatePosition(event);
this.originalPageX = event.pageX;
this.originalPageY = event.pageY;
//Adjust the mouse offset relative to the helper if 'cursorAt' is supplied
(o.cursorAt && this._adjustOffsetFromHelper(o.cursorAt));
//Set a containment if given in the options
if(o.containment)
this._setContainment();
//Trigger event + callbacks
if(this._trigger("start", event) === false) {
this._clear();
return false;
}
//Recache the helper size
this._cacheHelperProportions();
//Prepare the droppable offsets
if ($.ui.ddmanager && !o.dropBehaviour)
$.ui.ddmanager.prepareOffsets(this, event);
this.helper.addClass("ui-draggable-dragging");
//JWL: Hier vindt de jump plaats
this._mouseDrag(event, true); //Execute the drag once - this causes the helper not to be visible before getting its correct position
//If the ddmanager is used for droppables, inform the manager that dragging has started (see #5003)
if ( $.ui.ddmanager ) $.ui.ddmanager.dragStart(this, event);
return true;
};
}
monkeyPatch_mouseStart();
I prefer this workaround as it preserves the original handler
It removes the transform then restores it
$(document).ready(function(){
// backup original handler
var _mouseStart = $.ui.draggable.prototype._mouseStart;
$.ui.draggable.prototype._mouseStart = function(event) {
//remove the transform
var transform = this.element.css('transform');
this.element.css('transform', 'none');
// call original handler
var result = _mouseStart.call(this, event);
//restore the transform
this.element.css('transform', transform);
return result;
};
});
demo (started from #Liao San-Kai jsbin)
the answer of David Wick was very helpful... thanks...
here i coded the same workaround for the resizeable, because it has the same problem:
search for the following in jquery.ui.resizable.js
var o = this.options, iniPos = this.element.position(), el = this.element;
and replace with:
var o = this.options, iniPos = {top:this.element[0].offsetTop,left:this.element[0].offsetLeft}, el = this.element;
I used a lot of the solutions to get dragging working correctly. BUT, it still reacted wrong to a dropzone (like it wasn't rotated). The Solution really is to use a parent container that is positioned relative.
This saved me soooo much time.
<div id="drawarea">
<div class="rect-container h">
<div class="rect"></div>
</div>
</div>
.rect-container {
position:relative;
}
Full Solution here (it's not from me):
http://jsfiddle.net/Sp6qa/2/
Also I researched a lot. And its just like this, jQuery doesn't have any plans to change that current behavior in the future. All submitted tickets about that topic were closed. So just start out with having parentcontainers that are positioned relative. It works like a charm and should be futureproof.
You have to set the parent container of the draggable element to "position: relative".

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