how to compute Facebook graph api cover offset_y to pixel? - javascript

I can retrieve facebook cover source and offset_y from graph api for example -
https://graph.facebook.com/Inna
I get this -
"cover": {
"cover_id": "10151356812150381",
"source": "http://sphotos.xx.fbcdn.net/hphotos-snc7/s720x720/419277_10151356812150381_302056140380_23114100_97822830_n.jpg",
"offset_y": 54
}
But when i look at the actual facebook page for this, i see the top offset is -135px.
How is that calculated from 54?
I want to display someones cover photo on my website, with the same offset as facebook. So I am basically doing -
<div class="ed-cover">
<img src=""/>
</div>
CSS -
.ed .ed-cover
{
height:315px;
overflow:hidden;
position:relative;
}
.ed .ed-cover img
{
width:100%;
position:absolute;
}
JS -
FB.api(artist, function (data) {
$('.ed-cover img').attr('src', data.cover.source).css("top", -1 * data.cover.offset_y);
});
But the CSS offset here for the "top" property is incorrect as i get back 54 and the real offset is -135px;

Does that really work for you? I have tested it with many images (landscape and portrait) and if you use %, the position is always slightly different. This here works good for me:
$.fn.positionate_cover = function (offset_y) {
var cover_w = 850;
var cover_h = 315;
var img_w = $(this).width ();
var img_h = $(this).height ();
var real_img_h = (cover_w * img_h / img_w) - cover_h;
$(this).css ({ top: parseInt (real_img_h * offset_y / 100 * -1) + "px" });
};
$(".ed-cover img")
.attr ("src", data.cover.source)
.positionate_cover (data.cover.offset_y)
;

Yes i actually found the answer myself. The offset that facebook sends is in percentage!
The following worked perfectly -
FB.api(artist, function (data) {
$('.ed-cover img').attr('src', data.cover.source)
.css("top", (-1 * data.cover.offset_y) + '%');
});

I found this jquery plugin in the net. The plugin get the picture correctly with the right offset
here is the link http://restyr.com/getting-facebook-cover-photo-with-offset-y-using-fbgetcover-jquery-plugin/
Its look like it’s using the offset as percentage

MoXplod, are you sure about it?
From my experience the offset is a % of the invisible part of the image (aka the part that doesn't fit in the window).
For example:
offset = 51
facebook cover photo size (web) = 851X315
scaled image size = 851X1135
top= -420px.
So top = 51% * (1135-315).
I have tried it with many diffrent cover photos of different sizes.

If you only set the negative percentage offset returned by Facebook API, it may work in 80% cases. However the only way to get 100% correct position is to use Claudios solution.

some solution on php i'm using PhpThumb_Factory:
private $_cropX = 850;
private $_cropY = 315;
private $_origignalHeight;
private $_origignalWidth;
$scale = $this->caclScale($cover->cover->source);
$thumb = \PhpThumb_Factory::create($imagePath);
$real_img_y = ($this->_cropX * $this->_origignalHeight / $this->_origignalWidth) - $this->_cropY;
$real_img_x = ($this->_cropY * $this->_origignalWidth / $this->_origignalHeight) - $this->_cropX;
$offset = $this->_authSession->offset;
$offset_x=($real_img_x * $offset['x'] / 100);
$offset_y=($real_img_y * $offset['y'] / 100);
$thumb->crop($offset_x, $offset_y, $this->_cropX, $this->_cropY);
$thumb->save($imagePath);
private function caclScale($url) {
$originalFileSizeParams = #exif_read_data($url);
// //$originalFileSize = $originalFileSizeParams['FileSize'];
// Zend_Debug::dump($originalFileSizeParams);
// die();
$this->_origignalHeight = $originalFileSizeParams['COMPUTED']['Height'];
$this->_origignalWidth = $originalFileSizeParams['COMPUTED']['Width'];
if ($this->_origignalWidth < $this->_cropX) {
$scale = ($this->_cropX * 100) / $this->_origignalWidth;
} else {
$scale = 100;
}
return $scale;
}

Related

RevealJS and Highchart Mouse position Tooltip Issue

I've just built my first RevealJS presentation and while all seemed to work at glance I ran into an game breaking issue with a HighChart that is caused by the way RevealJS scales/moves and elements and SVG related (at least I think so).
There's a similar issue report here, at least it seems related, though I've been unable to resolve my issue as the suggested code is not a drop-in and I'm my JS skills are lacking at best ->
Mouse position in SVG and RevealJS
I was hoping someone could help me pinpoint a potential solution, maybe that of the other stack easily can be adapted (I do need the scaling function, I know I could initialize RevealJS with a percentage option, but that will effectively break scaling on any smaller devices).
This is the code part that seems related, in my case the second else if( scale > 1 && features.zoom ) { ... } is triggered and the scaling creates a bad offset depending on resolution.
var size = getComputedSlideSize();
// Layout the contents of the slides
layoutSlideContents( config.width, config.height );
dom.slides.style.width = size.width + 'px';
dom.slides.style.height = size.height + 'px';
// Determine scale of content to fit within available space
scale = Math.min( size.presentationWidth / size.width, size.presentationHeight / size.height );
console.log("Size:"+size.presentationWidth);
console.log("Size:"+size.width);
console.log("1:"+scale);
// Respect max/min scale settings
scale = Math.max( scale, config.minScale );
console.log("2:"+scale);
scale = Math.min( scale, config.maxScale );
console.log("3:"+scale);
// Don't apply any scaling styles if scale is 1
if( scale === 1 ) {
dom.slides.style.zoom = '';
dom.slides.style.left = '';
dom.slides.style.top = '';
dom.slides.style.bottom = '';
dom.slides.style.right = '';
transformSlides( { layout: '' } );
}
else {
// Prefer zoom for scaling up so that content remains crisp.
// Don't use zoom to scale down since that can lead to shifts
// in text layout/line breaks.
if( scale > 1 && features.zoom ) {
dom.slides.style.zoom = scale;
dom.slides.style.left = '';
dom.slides.style.top = '';
dom.slides.style.bottom = '';
dom.slides.style.right = '';
transformSlides( { layout: '' } );
}
// Apply scale transform as a fallback
else {
dom.slides.style.zoom = '';
dom.slides.style.left = '50%';
dom.slides.style.top = '50%';
dom.slides.style.bottom = 'auto';
dom.slides.style.right = 'auto';
transformSlides( { layout: 'translate(-50%, -50%) scale('+ scale +')' } );
}
}
I've created a codepen to illustrate the issue, resize it from small to max size and check the mouse tooltip, there will be a small to massive offset between where the mouse is and what tooltip point shows except when the scale is 1:1.
https://codepen.io/anon/pen/MVLazG
Any and all help would be welcome. If there's a way to process the graph in a way that would retain a better mouse position I'd be grateful both suggestions and code (banged my head for a couple of hours on different approaches without luck).
It is caused by setting transform's scale on the wrapping div. You can read more about on Highcharts github here.
There is a workaround for this which seems to work in your example:
Highcharts.wrap(Highcharts.Pointer.prototype, 'normalize', function (proceed, event, chartPosition) {
var e = proceed.call(this, event, chartPosition);
var element = this.chart.container;
if (element && element.offsetWidth && element.offsetHeight) {
var scaleX = element.getBoundingClientRect().width / element.offsetWidth;
var scaleY = element.getBoundingClientRect().height / element.offsetHeight;
if (scaleX !== 1) {
e.chartX = parseInt(e.chartX / scaleX, 10);
}
if (scaleY !== 1) {
e.chartY = parseInt(e.chartY / scaleY, 10);
}
}
return e;
});
live example: https://codepen.io/anon/pen/GxzPKq

Resize a group of variably sized images both horizontally & vertically - need help optimising

WARNING CODE CRASHES IN EVERYTHING EXCEPT GOOGLE CHROME
I'm trying to create a feature on our website that takes 8 random images and places them in two rows and dynamically resizes the images to take up the full width of the page.
I've created a jsbin for this to try and demonstrate the issue.
https://jsbin.com/yijemazovi/edit?html,css,js,output
The comments in the code should give you an good idea of what I'm doing. What seems to be happening for everything but Google Chrome is that the while condition is never satisfied so it goes on infinitely and crashes the browser.
Perhaps it is something as simple as I am doing the do/while loop incorrectly or I should just be using a while loop???
Any help is appreciated!
/*****
* Get the overall width of the container that we want to match
**********/
var ContainerWidth = $('.feature-inim-collage .col.span_1_of_1').width();
/*****
* Increase the height of the images until the total sum of the width
* if the 4 images + the gutters is larger than ContainerWidth - then
* stop
**********/
/*****
* Increment in jumps of 10px until we get within 80% of the width of
* the ContainerWidth and then go to a more precise increment of 1px.
* We can increase the px from 10 to 20 or 30 so there are less loops
* but this can cause issues when we look at mobile and there is less
* overall width in the containers and jumping by 30px will be too much
**********/
var i = 0;
do {
$('.feature-inims-top-row .growable-container').css('height', i);
var RowWidth1 = CalculateTotalWidth(1);
if(RowWidth1 < (ContainerWidth*0.8)){
i = i+10;
}else{
i++;
}
}
while (RowWidth1 < (ContainerWidth - 3));
/*****
* Repeat above for the 2nd row
**********/
var i = 0;
do {
$('.feature-inims-bottom-row .growable-container').css('height', i);
var RowWidth2 = CalculateTotalWidth(2);
if(RowWidth2 < (ContainerWidth*0.8)){
i = i+10;
}else{
i++;
}
}
while (RowWidth2 < (ContainerWidth - 3));
/*********
* Calculate the combined width of the images + the gutters
****/
function CalculateTotalWidth(Row) {
var Image1Width = $('.growable-container-1').width();
var Image2Width = $('.growable-container-2').width();
var Image3Width = $('.growable-container-3').width();
var Image4Width = $('.growable-container-4').width();
var Image5Width = $('.growable-container-5').width();
var Image6Width = $('.growable-container-6').width();
var Image7Width = $('.growable-container-7').width();
var Image8Width = $('.growable-container-8').width();
var GutterSize = 24; // (3 gutters # 8px each)
if(Row == 1){
var RowWidth = GutterSize + Image1Width + Image2Width + Image3Width + Image4Width;
}else{
var RowWidth = GutterSize + Image5Width + Image6Width + Image7Width + Image8Width;
}
return RowWidth
}
It turns out the issue with this was that in the CalculateTotalWidth() function I was checking the width of the container the image was in rather than the image itself. As soon as I changed this it worked perfectly.
var Image1Width = $('.growable-container-1 img').width();
instead of
var Image1Width = $('.growable-container-1').width();

Fill window with divs. Div pixel height displayed incorrectly in google chrome. Width works

I want to fill the window size with divs. For a specified div size in px, the screen will be filled as much as it can be, leaving a remainder edge amount of px on the side and bottom. This remainder amount is then divided by the number of cells in the row (or column) and that is then added to the height (or width) of each cell in the row (or column).
For the width this works perfectly but when the same logic is applied to the height, it breaks. Both width and height work in firefox.
Screenshot: http://i.imgur.com/mpDCM0G.png
JSfiddle of making the divs: https://jsfiddle.net/xb82c4zt/
Live: http://conwaygameoflife.heroku.com/
var windowWidth = window.innerWidth;
var windowHeight = window.innerHeight;
var size = 100;
// Calculate the number of cells we can fit in the width
//and height (there will be extra space)
w = Math.floor(windowWidth / size);
h = Math.floor(windowHeight / size);
// Calculate the extra space
var widthDiff = windowWidth % size;
var heightDiff = windowHeight % size;
// Add the needed amount of height and width to each cell to fill the window
var widthSize = size + widthDiff / w;
var heightSize = size + heightDiff / h;
// Begin to alter the DOM
var parentDiv = document.createElement('div');
parentDiv.className = 'grid';
for(var y = 0; y < h; y++) {
for(var x = 0; x < w; x++) {
var cellDiv = document.createElement('div')
cellDiv.className = 'cellDiv'
cellDiv.style.height = heightSize + 'px';
cellDiv.style.width = widthSize + 'px';
parentDiv.appendChild(cellDiv)
}
}
document.body.appendChild(parentDiv)
In Chrome (and probably other browsers), height and width pixel values are truncated! See this stackoverflow answer with the related jsFiddle
Precentage values are truncated too, but not as severely. So, to solve this you can convert pixels to percentages as I did in this jsFiddle.
The main thing I added was:
var widthPercent = widthSize / windowWidth * 100;
var heightPercent = heightSize / windowHeight * 100;
Because we're using percentages now, the parent container must have width/height:
parentDiv.style.height = windowHeight + 'px';
parentDiv.style.width = windowWidth + 'px';
And changed the loop to:
for(var x = 0; x < w*h; x++) {
var cellDiv = document.createElement('div');
cellDiv.className = 'cellDiv';
cellDiv.style.height = heightPercent + '%';
cellDiv.style.width = widthPercent + '%';
parentDiv.appendChild(cellDiv)
}
Now this doesn't always work in chrome perfectly. However, it does make it perfect in some cases... basically depends on when (and how drastic) the truncation of percentages is.
After further reflection, it looks like percentages get resolved to fractional pixel values as well... which still get truncated in Chrome. So, let's make our math better, and figure out the biggest non-fractional pixel value we can use... it's actually really easy. See here
Basically, we just floor the values, then center the grid so that we can make it look nice.
edit: wasn't very happy with this answer, so screwed with it some more. Added a function that found the closest multiple of window size and made it so that it would prefer that number. Makes it work in most screen sizes, and has a fallback to the percentage method if it doesn't perfectly work. See here. However, because it relies on a recursive (naive) algorithm to find the closest multiple, it's really easy to screw your browser performance. Limiting to only 5-10 pixels of search space helps. The gist of it:
function closestMultiple(width, size, n, limit) {
if(n > limit) {
return {m: width/size, s:size};
}
if((width % (size+n)) == 0) {
return {m: width / (size+n), s: size+n};
} else if((width % (size-n)) == 0) {
return {m: width / (size-n), s: size-n};
}
return closestMultiple(width, size, n+1, limit);
}
It's very naive and ignores things like "an odd width will never be divisible by an even number"... so there's a ton of room for improvement. Check out this discussion and this discussion for more on this.

JavaScript Plugin Help - ContentFlow

I recently downloaded a JavaScript plugin (found here: http://www.jacksasylum.eu/ContentFlow/download.php) and I'm trying to change it up a bit. So far, all the edits that I've made to the code have been done by reading the walkthroughs under the documentation tab on that site. I've searched and searched and I can only find one piece of code that I THINK could be what I need to change. I just don't have enough JavaScript knowledge to do it.
If you have downloaded that plugin before, or you read some of the documentations tab, here's the picture of what's going on.
The icons are spread out way too far. (Ignore the icons, I just used the Facebook and Twitter because they were easy.) I need them to be closer. (They are spreading out over a 960px wide div!)
I found this code that may be what I'm looking for. It's called the StepWidth. I have no clue if that's what I need or not. Can anyone fill me in?
calcStepWidth: function(diff) {
var vI = this.conf.visibleItems;
var items = this.items.length;
items = items == 0 ? 1 : items;
if (Math.abs(diff) > vI) {
if (diff > 0) {
var stepwidth = diff - vI;
} else {
var stepwidth = diff + vI;
}
} else if (vI >= this.items.length) {
var stepwidth = diff / items;
} else {
var stepwidth = diff * ( vI / items);
//var stepwidth = diff/absDiff * Math.max(diff * diff,Math.min(absDiff,0.3)) * ( vI / this.items.length);
//var stepwidth = this.flowSpeedFactor * diff / this.visibleItems;
//var stepwidth = this.flowSpeedFactor * diff * ( this.visibleItems / this.items.length)
//var stepwidth = this.flowSpeedFactor * diff / this._millisecondsPerStep * 2; // const. speed
}
return stepwidth;
This might be easier if you have the plugin, but any knowledge will help.
First, this is not a JQuery plugin. Your issue is both with size of your images and the width of your contentFlow container. The small icons spread out to fill the 960px container. You need to increase the size of your images and/or reduce the width of your the containing div for the contentflow. You can use px or %. As an example, on the contentflow site, you can see that the gallery on the right on the main page has a div width:70%;.
First Install ContentFlowAddOn_DEFAULT.js, then search on " calcCoordinates: function (item) " you will find:
calcCoordinates: function (item) {
var rP = item.relativePosition;
//var rPN = item.relativePositionNormed;
var vI = this.conf.visibleItems;
var f = 1 - 1/Math.exp( Math.abs(rP)*0.75);
var x = item.side * vI/(vI+1)* f;
var y = 1;
return {x: x, y: y};
},
try to minimize the value 0.75 (i.e 0.3) or less till you reach the proper distance you are looking for

Javascript Image Pan / Zoom

By combining some CSS and Jquery UI / draggable I have created the ability to pan an image and with a little extra JS you can now zoom the image.
The problem I am having is that, if you zoom in the image's top left corner is fixed, as you would expect. What I would like is for the image to stay central (based on the current pan) so that the middle of the image stays in the middle of the container whilst getting larger.
I have written some code for this but doesn't work, I expect my maths is wrong. Could anyone help?
I want it to work like this does. When you scroll into an image it keeps the image centered based on the current pan rather than zooming out from the corner.
HTML:
<div id="creator_container" style="position: relative; width: 300px; height: 400px; overflow: hidden;">
<img src="/images/test.gif" class="user_image" width="300" style="cursor: move; position: absolute; left: 0; top: 0;">
</div>
Javascript:
$("#_popup_creator .user_image").bind('mousewheel', function(event, delta) {
zoomPercentage += delta;
$(this).css('width',zoomPercentage+'%');
$(this).css('height',zoomPercentage+'%');
var widthOffset = (($(this).width() - $(this).parent().width()) / 2);
$(this).css('left', $(this).position().left - widthOffset);
});
Long story short, you need to make a transform matrix to scale by the same amount as the image and then transform the image's position using that matrix. If that explanation is complete greek to you, look up "image transforms" and "matrix math".
The beginning of this page is a pretty good resource to start with even though it's a different programming language:
http://livedocs.adobe.com/flash/9.0/ActionScriptLangRefV3/flash/geom/Matrix.html
Anyway, I've implemented those methods in some projects of my own. Here's the zoom in function from something I wrote that functions the way you want:
function zoomIn(event) {
var prevS = scale;
scale += .1;
$(map).css({width: (baseSizeHor * scale) + "px", height: (baseSizeVer * scale) + "px"});
//scale from middle of screen
var point = new Vector.create([posX - $(viewer).width() / 2, posY - $(viewer).height() / 2, 1]);
var mat = Matrix.I(3);
mat = scaleMatrix(mat, scale / prevS, scale / prevS);
point = transformPoint(mat, point);
//http://stackoverflow.com/questions/1248081/get-the-browser-viewport-dimensions-with-javascript
posX = point.e(1) + $(viewer).width() / 2;
posY = point.e(2) + $(viewer).height() / 2;
$(map).css({left: posX, top: posY});
return false;//prevent drag image out of browser
}
Note the commands "new Vector.create()" and "Matrix.I(3)". Those come from the JavaScript vector/matrix math library http://sylvester.jcoglan.com/
Then note "transformPoint()". That's one of the functions from that ActionScript link (plus hints on http://wxs.ca/js3d/) that I implemented using sylvester.js
For the full set of functions I wrote:
function translateMatrix(mat, dx, dy) {
var m = Matrix.create([
[1,0,dx],
[0,1,dy],
[0,0,1]
]);
return m.multiply(mat);
}
function rotateMatrix(mat, rad) {
var c = Math.cos(rad);
var s = Math.sin(rad);
var m = Matrix.create([
[c,-s,0],
[s,c,0],
[0,0,1]
]);
return m.multiply(mat);
}
function scaleMatrix(mat, sx, sy) {
var m = Matrix.create([
[sx,0,0],
[0,sy,0],
[0,0,1]
]);
return m.multiply(mat);
}
function transformPoint(mat, vec) {
return mat.multiply(vec);
}

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