Self invoking function that can be called as well - javascript

The following code works, but I'd like to use the self-invoking function syntax when declaring it instead of calling it explicitly on the last line:
var ShowMe = function() {
if ($('input:checkbox:checked').length) {
$('#Save').fadeIn('slow');
} else {
$('#Save').hide();
}
};
$('input:checkbox').on('click',ShowMe);
ShowMe();

You can't declare the var inside of an expression, but you can put its definition in one:
var ShowMe; (ShowMe = function() {
if ($('input:checkbox:checked').length) {
$('#Save').fadeIn('slow');
} else {
$('#Save').hide();
}
})();
$('input:checkbox').on('click',ShowMe);

Try this instead:
var ShowMe = function() {
if ($(this).length) { // `this` is the input that was clicked
$('#Save').fadeIn('slow');
} else {
$('#Save').hide();
}
};
$('input:checkbox').on('click', ShowMe).trigger('click');
Update based on comments below:
$('#Save').hide();
$('input:checkbox').on('click', function() {
if(this.checked) { //check if this is checked
$('#Save').show('slow');
}
else if(!($('input[type="checkbox"]:checked').length)) {
//check to see if anything else was checked
$('#Save').hide();
}
});

Related

object delegation with module pattern

I'm trying to seperate concerns using the module pattern and everything is going Ok except that I'm trying to delegate the dom strings from a module (the UIController module) to another actually I succeeded at doing it once but I don't know what is happening know it didn't work
as you see above the Domstrings object is inside the UIcontroller module so I expose it to the public so the other modules could use it
and as you see I did it before and it works fine without any problem as you see below
but when I use it inside the internalController module I got this error
so here is where I'm using it in:
so here is my code and thank you in advance:
JS
var internalController = (function(UICtrl) {
addItem: function(day, from, to, text, goingToCkecked) {
var newPlan, ID,Dom=UICtrl.getDOMstrings();
if (day === 'pick the day') {
document.querySelector(Dom.errorCase).style.visibility = "visible";
document.querySelector(".optionList").classList.add("error-red");
} else {
document.querySelector(".error-case").style.visibility = "hidden";
document.querySelector(".optionList").classList.remove("error-red");
console.log("that is me");
}
document.querySelector("#optionList").addEventListener("change", function(e) {
document.querySelector(".error-case").style.visibility = "hidden";
document.querySelector(".optionList").classList.remove("error-red");
});
})(UIController);
var UIController = (function() {
var DOMstrings = {
inputDay: ".optionList",
inputTimeF: ".inputTime",
inputTimeT: ".inputTime2",
inputText: ".inputText",
goingToCkecked: ".checkboxx",
inputBtn: ".add__btn",
planContainer: ".container",
errorCase: ".error-case",
optionList: ".optionList",
};
return {
getInput: function() {
return {
inputDay: document.querySelector(DOMstrings.inputDay).value,
inputTimeF: document.querySelector(DOMstrings.inputTimeF).value,
inputTimeT: document.querySelector(DOMstrings.inputTimeT).value,
inputText: document.querySelector(DOMstrings.inputText).value,
goingToCkecked: document.querySelector(DOMstrings.goingToCkecked).checked,
};
},
getDOMstrings: function() {
return DOMstrings;
},
}
}
};
})();
var controller = (function(interCtrl, UICtrl) {
var input, newPlan;
function setupEventListeners() {
var DOM = UICtrl.getDOMstrings();
document.querySelector(DOM.inputBtn).addEventListener("click", ctrlAddPlans);
document.addEventListener("keypress", function(e) {
if (e.keyCode === 13) {
ctrlAddPlans();
}
});
}
return {
init: function() {
console.log('the app has started');
setupEventListeners();
},
};
})(internalController, UIController);
controller.init();
// setInterval(function() {
// }, 100);
setTimeout(function() {
document.querySelector(".plansBackground").classList.add("height");
}, 1000);

How to change image and text at the same time on click

I'm trying to change my text and image on click (mobile only) but it's not working. Only the image can be changed with the function I wrote. Could anyone help me with that, please?
Here is the live code: https://codepen.io/oleanderek/pen/OdNzME
document.querySelectorAll(".nav__label").forEach((el) => {
el.addEventListener('click', changeArrow);
el.addEventListener('click', changeText);
});
function changeArrow() {
var arrow = this.getElementsByClassName('arrow')[0];
if (arrow.classList.contains("down-arrow")) {
arrow.classList.remove("down-arrow");
arrow.classList.add("up-arrow");
} else if (arrow.classList.contains("up-arrow")) {
arrow.classList.remove("up-arrow");
arrow.classList.add("down-arrow");
}
}
function changeText() {
var changeText = this.getElementsByClassName('showText')[0];
if (changeText.classList.contains("showText")) {
arrow.classList.remove("showText");
arrow.classList.add("hideText");
} else if (changeText.classList.contains("hideText")) {
arrow.classList.remove("hideText");
arrow.classList.add("showText");
}
}
If you delete the class to change, the variable you define remains undefined. Therefore, you must define a class that you will not change. I added newClass This works fine.
HTML
<p class="newClass showText">.</p>
Javascript
document.querySelectorAll(".nav__label").forEach((el) => {
el.addEventListener('click', changeArrow);
el.addEventListener('click', changeText);
});
function changeArrow() {
var arrow = this.getElementsByClassName('arrow')[0];
if (arrow.classList.contains("down-arrow")) {
arrow.classList.remove("down-arrow");
arrow.classList.add("up-arrow");
} else if (arrow.classList.contains("up-arrow")) {
arrow.classList.remove("up-arrow");
arrow.classList.add("down-arrow");
}
}
function changeText() {
var changeText = document.querySelector(".newClass");
if (changeText.classList.contains("showText")) {
changeText.classList.remove("showText");
changeText.classList.add("hideText");
} else if (changeText.classList.contains("hideText")) {
changeText.classList.remove("hideText");
changeText.classList.add("showText");
}
}

custom when statement not firing functions

I am trying to make a when statement but it is not working as planned. Basically its a function to call another function when try. First before I explain further here is the syntax
when(function() {
//code here
});
Now basically... Think this way.. We have a progressbar.. We also have a custom event such as...
var pBarEvent = document.createEvent('Event');
pBarEvent.initEvent('pbardone', true, true);
document.addEventListener('pbardone', function() {
//code here
});
//if progress bar reaches 100 dispatchEvent
if (document.querySelector(".progress-bar").style.width === 100 + "%")
{
document.dispatchEvent(pBarEvent);
}
Now that piece of code is an example. If the document loads and its for instance at 50% it wont trigger until you add another event such as keydown or click. I dont want to do that I want to do.... "when" progress bar width equals 100% trigger it. Thats basically what needs to happen. So here is the code for the when statement so far (keep in mind its not the best looking one. As I dont normally do this but I wanted to keep this dynamic and who knows someone who later wants to do this can look at this question)
when function
function when(func)
{
var nowActive = false;
if (!typeof func === 'undefined')
{
func = new Function();
}
if (func)
{
nowActive = true;
clearInterval(whenStatementTimer);
}
else
{
nowActive = false;
var whenStatementTimer = setInterval(function() {
switch(func)
{
case true:
{
nowActive = true;
when();
break;
}
case false:
{
nowActive = false;
when();
break;
}
}
}, 1000);
}
if (nowActive === true)
{
func();
}
}
Now this does not work when I go to try something like....
when(function() {
SmartLeadJS.SmartLeadEvents.customEvents.progressBarFull(function() {
alert("100%");
SmartLeadJS.SmartLeadAds.LeadView.ChromeExtension.General.DynamicStyles.$.style("body", "background", "black");
});
});
It does not trigger. I need help possibly getting this when statement to work. What am I doing wrong? What can I do to fix it? No errors get thrown but it never fires.
edit based on answer
Function tried
function when(currentValue)
{
try
{
var o = {};
o.currentValue = currentValue;
o.do = function(func)
{
if (!typeof func === 'undefined')
{
func = new Function();
}
if (this.currentValue)
{
func();
}
else
{
setTimeout(this.do(func), 100);
}
};
return o;
}
catch(e)
{
console.log(e);
}
}
used as
when(true).do(function() {
SmartLeadJS.SmartLeadEvents.customEvents.progressBarFull(function() {
alert("This divs going through changes!!");
SmartLeadJS.SmartLeadAds.LeadView.ChromeExtension.General.DynamicStyles.$.style(".div", "background", "black");
});
});
This does not work. It never fires. But if I use a onclick listener as such it fires
document.addEventListener("click", function() {
SmartLeadJS.SmartLeadEvents.customEvents.progressBarFull(function() {
alert("This divs going through changes!!");
SmartLeadJS.SmartLeadAds.LeadView.ChromeExtension.General.DynamicStyles.$.style(".div", "background", "black");
});
}, false);
function when(statement){
o={};
o.statement=statement;
o.do=function(func){
awhen(this.statement,func);
};
return o;
}
function awhen(statement,func){
if(eval(statement)){
func();
}else{
window.setTimeout(function(){awhen(statement,func);},100);
}
}
Use:
when("true").do(function(){});
It works now :) . Its important to put the condition in ""!

Mini Refactoring Javascript Code

I want to optimize my Js code, at the moment i am rewriting the same function to launch a game in a popup. The only difference between the functions (open_web_client, open_web_client_2) is the openPopup size
I would like to use the same function for both games launched in the pop up, how can i use just a function for both in order to avoid repeating all the code?
This is the code
$(document).ready(function() {
web_client();
});
var web_client = function() {
var open_web_client = function(e) {
e.preventDefault();
if (!app.userIsLoggedIn()) {
app.showLoginPopup(translate.login_required_to_play_for_real);
} else {
if (Utils.analytics_enabled()) {
Utils.analytics_track_click('Play', $(this).attr("data-game-name"));
}
new GameWindow($(this).attr('href'), 'LOBBY').openPopup('1100x800');
}
}
var open_web_client_2 = function(e){
e.preventDefault();
if(!app.userIsLoggedIn()){
app.showLoginPopup(translate.login_required_to_play_for_real);
} else {
if(Utils.analytics_enabled()){
Utils.analytics_track_click('Play', $(this).attr("data-game-name"));
}
new GameWindow($(this).attr('href'), 'LOBBY').openPopup('1024x768');
}
}
if ($("a.ea_client").size() > 0) {
$('a.ea_client').on("click", open_web_client);
$('a.oneworks_client').on("click", open_web_client_2);
}
};
The only difference between the two functions is the value that is passed to openpopup.
So create a common function and pass the dimensions to the event handler.
var open_web_client = function(e) {
e.preventDefault();
if (!app.userIsLoggedIn()) {
app.showLoginPopup(translate.login_required_to_play_for_real);
} else {
if (Utils.analytics_enabled()) {
Utils.analytics_track_click('Play', $(this).attr("data-game-name"));
}
//here the hardcoded value is replaced with e.data.dim
new GameWindow($(this).attr('href'), 'LOBBY').openPopup(e.data.dim);
}
};
then modify the handler code to pass the dimensions uniquely
$('a.ea_client').on("click",{dim:'1100x800'}, open_web_client);
$('a.oneworks_client').on("click",{dim:'1024x768'}, open_web_client);
arguments passed this way to handlers can be accessed through data property present in the event object.
The only difference between the functions (open_web_client, open_web_client_2) is the openPopup size
That is basically begging to become a parameter of your function:
function open_web_client(e, size) {
e.preventDefault();
if (!app.userIsLoggedIn()) {
app.showLoginPopup(translate.login_required_to_play_for_real);
} else {
if (Utils.analytics_enabled()) {
Utils.analytics_track_click('Play', $(this).attr("data-game-name"));
}
new GameWindow($(this).attr('href'), 'LOBBY').openPopup(size);
}
}
$('a.ea_client').on("click", function(e) {
open_web_client(e, '1100x800');
});
$('a.oneworks_client').on("click", function(e) {
open_web_client(e, '1024x768');
});
A littlebit more advanced technique is to use a closure, with a function that creates the listener:
function make_web_client_opener(size) {
return function open_web_client(e) {
e.preventDefault();
if (!app.userIsLoggedIn()) {
app.showLoginPopup(translate.login_required_to_play_for_real);
} else {
if (Utils.analytics_enabled()) {
Utils.analytics_track_click('Play', $(this).attr("data-game-name"));
}
new GameWindow($(this).attr('href'), 'LOBBY').openPopup(size);
}
};
}
$('a.ea_client').on("click", make_web_client_opener('1100x800'));
$('a.oneworks_client').on("click", make_web_client_opener('1024x768'));

My function is not running in JavaScript

How do I get this code to work in the "head" tag of the HTML. I must use these two functions, and cannot use only one function. I know this is bad practice, but how would I go about doing this? Thank you for your help.
var myImage;
function prepareEventHandlers() {
var myImage = document.getElementById('mainImage');
}
function runEvents() {
myImage.onclick = function() {
alert('You clicked on the image.');
};
}
window.onload = function() {
prepareEventHandlers();
runEvents();
}
You need to remove var in prepareEventHandlers(), because you are declaring a new local variable called myImage, not assigning the outer one.
var myImage;
function prepareEventHandlers() {
myImage = document.getElementById('mainImage');
}
Remove the "var" in your prepareEventHandlers() function.
var myImage;
function prepareEventHandlers() {
myImage = document.getElementById('mainImage');
}
function runEvents() {
myImage.onclick = function() {
alert('You clicked on the image.');
};
}
window.onload = function() {
prepareEventHandlers();
runEvents();
}

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