I want to change the options for jquery cycle dynamically on the page. Specifically, I want the speed to drop. According to one of it's creator, you can use 'cycle.opts' to do this. In my example I have specifically
$('.cycle-streams').cycle({
fx: 'scrollVert',
continuous: 1,
speed: 1000,
delay: 0,
easing: 'linear'
});
var changedOpts = $('.cycle-streams').data('cycle.opts');
$('.cycle-streams').mouseover(function() {
var changedOpts = $('.cycle-streams').data('cycle.opts');
changedOpts.speed = 1000000000000;
$('.cycle-streams').data('cycle.opts', changedOpts);
});
I've been working on this for some time now and am lost as to what I'm doing wrong. Any help would be appreciated. The jsfiddle is here... http://jsfiddle.net/bmXgj/
I changed your fiddle to this:
var changedOpts = $('.cycle-streams').data('cycle.opts');
$('.cycle-streams').mouseover(function() {
//hover in
$('.cycle-streams').cycle('pause');
changedOpts.speedIn = 500;
changedOpts.speedOut = 500;
$('.cycle-streams').cycle('next');
$('.cycle-streams').cycle('resume');
});
$('.cycle-streams').mouseout(function() {
//hover out
$('.cycle-streams').cycle('pause');
changedOpts.speedIn = 3000;
changedOpts.speedOut = 3000;
//$('.cycle-streams').cycle('next');
$('.cycle-streams').cycle('resume');
});
I noticed that you were re-declaring 'changedOpts' for some reason. When I watched this variable in the console, it was coming out as undefined. Since you already defined it I just kept using it.
also you were never resetting the state of the cycle. I added pause and resume. It appears to work now but it is not perfect. The last side needs to clear before the new speeds will be used, so drastic jumps (3000 to 500 for example) allow for a noticeable delay when trying to speed up. I also added a next statement.
I noticed that when the plugin was handling next it was clearing the timeouts. So I figured if I stored the remaining time (Pause), then moved to the next slide (next), then resumed the show (resume) that the time would be restored. This seems to be working.
The 'next' action, is not needed when going from fast to slow because you will not usually notice the 'orphan' slide when leaving the container because it is cycling quickly. I put it in there for good measure in case your speeds are not that far apart.
Also I noticed you were only changing one speed. I am assuming, without looking at the guts of the plugin, that the 'speed' option is used at initialization only. After adding the other two speeds I got the right action. After reviewing the 'guts' of the plugin, I am certain that the speed option is used for synchronizing the other two speeds. If they all do not match you may get out of sync. The initialization code uses the 'speed' to set 'speedIn' and 'speedOut', so we need to change those two to affect the 'running' speed.
http://jsfiddle.net/bmXgj/6/
EDIT: did not need to pause and resume.
EDIT2: I did need the pause and resume, but I also needed a next. Also the 'speed' option can be ignored once it is set the first time to start the cycle. It appears to be shorthand for speedIn = speedOut = X
Related
I faced an issue during my project developing, it's related to a difference between getBoundingClientRect values with and without preventive break points during debugging. Trying to minimize repro, I got following.
const scrollHandler = () => {
setTimeout(() => {
const top = document.getElementById('test').getBoundingClientRect().top;
console.log(top);
});
};
document.getElementById('viewport').addEventListener('scroll', scrollHandler);
where the viewport is just scrollable div with fixed height. The content of the viewport is big enough to be able to fire at least one scroll event. I also created Plunker demo. All magic happens inside of setTimeout callback.
Now the steps. Success scenario.
Set break point at the beginning of the setTimeout callback.
Fire scroll event.
Make "step over" to obtain top value.
Execute document.getElementById('test').getBoundingClientRect().top in the console.
The results of 3 and 4 are the same.
Failed scenario.
Set break point at the end of the setTimeout callback.
Fire scroll event.
Get the value of top variable (no action is needed).
Execute document.getElementById('test').getBoundingClientRect().top in the console.
The results of 3 and 4 are not the same.
To avoid any misunderstanding with this repro, I recorded a short demo movie with the above steps.
In my project I'm doing calculations in a similar environment (throttled scroll events) and getting wrong results that don't match expectations. But when I debug it, I'm getting different picture; a preventive break point fixes calculations.
Is it a bug or known issue? Or did I miss something? should I refuse to use getBoundingClientRect in such a situation?
I'm not sure what it is that you are looking for but assume your animation on scroll isn't working as expected.
There is a tip on throttling scroll here that is incorrect. Let's say you throttle to every 30 milliseconds. If page stops scrolling 25 milliseconds after last animation then you're stuck with a scroll position 25 milliseconds before it stopped scrolling.
Maybe a better way to do it is this (can test in the console on this page):
var ol = document.querySelectorAll("ol")[2];
window.onscroll = ((lastExecuted)=>{
const expensiveHandler = e => {
lastExecuted=Date.now();
//do some animation maybe with requestAnimationFrame
// it may prevent overloading but could make animation
// glitchy if system is busy
console.log("1:",ol.getBoundingClientRect().top);
};
var timerID
return e=>{
if(Date.now()-lastExecuted>19){
//only animate once every 20 milliseconds
clearTimeout(timerID);
expensiveHandler(e);
}else{
//make sure the last scroll event does the right animation
// delay of 20 milliseconds
console.log("nope")
clearTimeout(timerID);//only the last is needed
timerID=setTimeout(e=>expensiveHandler(e),20);
}
}
})(Date.now())
I have this fiddle : https://jsfiddle.net/reko91/e6uwqnof/2/
On button press it creates 50 rectangles that all move down towards the bottom of the screen.
for(i=0;i<50;i++){
enemyArray.push(new enemy(normalBullet.x+i*5, normalBullet.y, normalBullet.speed, 1, 10, "#F00"));
}
Works fine on first click, but once I start adding more, it really starts to lag. Is there a best of practice way of dealing with hundreds of moving elements ? Or is HTML and Javascript not the best language to deal with this amount of moving data ?
Your main problem is in the update function:
function update() {
// enemy.update();
//if (keystate[SpaceBar]) {
$('#newEnemy').click(function() {
createNewEnemy()
})
//...
}
Probably a mistake, but you're attaching the event every time update gets called, which is 60 times per seconds! (Until it can't do it anymore, that is.)
This means that every time you press the button, you generate a ton of elements right in the canvas.
Move the event listener addition outsite update and you're golden.
You are assigning button pushes inside the frame loop, so when you push it, it's actually calling the button push however many times the loop has run.
Move this code outside:
$('#newEnemy').click(function() {
console.log("createEnemy");
createNewEnemy()
});
I've a scenario that requires me to detect animation stop of a periodically animated element and trigger a function. I've no control over the element's animation. The animation can be dynamic so I can't use clever setTimeout.
Long Story
The simplified form of the problem is that I'm using a third party jQuery sliding banners plugin that uses some obfuscated JavaScript to slide banners in and out. I'm in need of figuring out a hook on slideComplete sort of event, but all I have is an element id. Take this jsfiddle as an example and imagine that the javascript has been obfuscated. I need to trigger a function when the red box reaches the extremes and stops.
I'm aware of the :animated pseudo selector but I think it will need me to constantly poll the required element. I've gone through this, this, and this, but no avail. I've checked jquery promise but I couldn't figure out to use that in this scenario. This SO question is closest to my requirements but it has no answers.
P.S. Some more information that might be helpful:
The element isn't created by JavaScript, it is present on page load.
I've control over when to apply the plugin (that makes it periodically sliding banner) on the element
Most of the slideshow plugins I have used use changing classes at the end of the animation... You could extend the "addClass" method of jQuery to allow you to capture the class change as long as the plugin you use is using that method like it should:
(function($){
$.each(["addClass","removeClass"],function(i,methodname){
var oldmethod = $.fn[methodname];
$.fn[methodname] = function(){
oldmethod.apply( this, arguments );
this.trigger(methodname+"change");
return this;
}
});
})(jQuery);
I threw together a fiddle here
Even with obfuscated code you should be able to use this method to check how they are sending in the arguments to animate (I use the "options" object when I send arguments to animate usually) and wrap their callback function in an anonymous function that triggers an event...
like this fiddle
Here is the relevant block of script:
(function($){
$.each(["animate"],function(i,methodname){
var oldmethod = $.fn[methodname];
$.fn[methodname] = function(){
var args=arguments;
that=this;
var oldcall=args[2];
args[2]=function(){
oldcall();
console.log("slideFinish");
}
oldmethod.apply( this, args );
return this;
}
});
})(jQuery);
Well since you didn't give any indication as to what kind of animation is being done, I'm going to assume that its a horizontal/vertical translation, although I think this could be applied to other effects as well. Because I don't know how the animation is being accomplished, a setInterval evaluation would be the only way I can guess at how to do this.
var prevPos = 0;
var isAnimating = setInterval(function(){
if($(YOUROBJECT).css('top') == prevPos){
//logic here
}
else{
prevPos = $(YOUROBJECT).css('top');
}
},500);
That will evaluate the vertical position of the object every .5 seconds, and if the current vertical position is equal to the one taken .5 seconds ago, it will assume that animation has stopped and you can execute some code.
edit --
just noticed your jsfiddle had a horizontal translation, so the code for your jsfiddle is here http://jsfiddle.net/wZbNA/3/
Using OpenLayers, I have a OpenLayers.Control.SelectFeature installed on a layer, with the hover option set to true. When creating the layer I call
<layer>.events.register("featureselected",...)
and
<layer>.events.register("featureunselected",...)
to register functions that create and destroy a popup. This all works fine. Now I want to add a small delay before the popup is created in order to avoid the popup flickering that currently occurs when moving the mouse across multiple features. However, I can't seem to figure out how to do this. I did find the OpenLayers.Handler.Hover handler, which has a delay option, but I don't know how to combine that with the SelectFeature control (if I even can).
I think this post has some valuable info, which I'm about to verify. Some answers down, someone talks about the flickering.
edit: In case you are making your own labels, I noticed the effect is less when you raise the labelOutlineWidth . It seems that only the letters of the label count as 'hover' and not the whole PointRadius radius. When you make the label outline too big, the label looks like a fly that hit a windscreen though (not a square but it follows the label contours, the letters more specifically).
update: apparently this is why when you hover a text label , check this out: pointer events properties. set this attribute (pointerEvents: ) in your OpenLayers.Style and try value 'all' and the others. It sure makes a difference for me.
I bind my feature selections a little different, here's a quick (untested) example that should get you what you need.
var timer,
delay = 500, //delay in ms
hover = new OpenLayers.Control.SelectFeature( <layer> , {
hover: true,
onSelect: function (feature) {
// setup a timer to run select function
timer = window.setTimeout(function () {
// your select code
}, delay);
},
onUnselect: function () {
// first cancel the pending timer (no side effects)
window.clearTimeout(timer);
// your unselect code
}
});
<map>.addControl(hover);
hover.activate();
I'm asking a question very similar to this one—dare I say identical?
An example is currently in the bottom navigation on this page.
I'm looking to display the name and link of the next and previous page when a user hovers over their respective icons. I'm pretty sure my solution will entail binding or timers, neither of which I'm seeming to understand very well at the moment.
Currently, I have:
$(document).ready(function() {
var dropdown = $('span.hide_me');
var navigator = $('a.paginate_link');
dropdown.hide();
$(navigator).hover(function(){
$(this).siblings(dropdown).fadeIn();
}, function(){
setTimeout(function(){
dropdown.fadeOut();
}, 3000);
});
});
with its respective HTML (some ExpressionEngine code included—apologies):
<p class="older_entry">Older<span class="hide_me">Older entry:
<br />
{title}</span></p>
{/exp:weblog:next_entry}
<p class="blog_home">Blog Main<span class="hide_me">Back to the blog</span></p>
{exp:weblog:prev_entry weblog="blog"}
<p class="newer_entry">Newer<span class="hide_me">Newer entry:
<br />
{title}</span></p>
This is behaving pretty strangely at the moment. Sometimes it waits three seconds, sometimes it waits one second, sometimes it doesn't fade out altogether.
Essentially, I'm looking to fade in 'span.hide_me' on hover of the icons ('a.paginate_link'), and I'd like it to remain visible when users mouse over the span.
Think anyone could help walk me through this process and understand exactly how the timers and clearing of the timers is working?
Thanks so much, Stack Overflow. You guys have been incredible as I walk down this road of learning to make the internet.
If you just want to get it working, you can try to use a tooltip plugin like this one.
If you want to understand how this should be done: first, get rid of the timeout, and make it work without it. The difference (from the user's point of view) is very small, and it simplifies stuff (developing and debugging). After you get it working like you want, put the timeout back in.
Now, the problem is you don't really want to hide the shown element on the navigator mouse-out event. You want to hide it in its own mouse out event. So I think you can just pass the first argument to the navigator hover function, and add another hover to dropdowns, that will have an empty function as a first argument, and the hiding code in its second argument.
EDIT (according to your response to stefpet's answer)
I understand that you DO want the dropdown to disappear if the mouse moves out of the navigator, UNLESS its moved to the dropdown itself. This complicates a little, but here is how it can be done: on both types of items mouse-out event, you set a timer that calls a function that hides the dropdown. lets say the timer is 1 second. on both kind of item mouse-in even, you clear this timer (see the w3school page on timing for syntax, etc). plus, in the navigator's mouse-in you have to show the dropdown.
Another issue with the timer in your code is that it will always execute when mouse-out. Due to the 3 seconds delay you might very well trigger it again when mouse-over but since the timer still exist it will fade out despite you actually have the mouse over the element.
Moving the mouse back and forth quickly will trigger multiple timers.
Try to get it to work without the timer first, then (if really needed) add the additional complexity with the delay (which you must keep track of and remove/reset depending on state).
Here was the final working code, for anyone who comes across this again. Feel free to let me know if I could have improved it in any ways:
$(document).ready(function() {
var dropdown = $('span.hide_me');
var navigator = $('a.paginate_link');
dropdown.hide();
$(navigator).hover(function(){
clearTimeout(emptyTimer);
$(this).siblings(dropdown).fadeIn();
}, function(){
emptyTimer = setTimeout(function(){
dropdown.fadeOut();
}, 500);
});
$(dropdown).hover(function(){
clearTimeout(emptyTimer);
}, function(){
emptyTimer = setTimeout(function(){
dropdown.fadeOut();
}, 500);
});
});