Can't find absoluteLayout function - nativescript

after pageLoaded, code
var page = args.object;
page.bindingContext = vmModule.mainViewModel;
debugger;
var view = page.getViewById("absoluteWrap");
var btn = new button.Button();
debugger;
view.addChild( btn );
var x = 1;
var count = view.getChildrenCount();
console.log("child count", count, view.setLeft, view.addChild);
//view.setLeft( btn, 100);
setInterval( function(){
//view.setLeft( btn, x * 10);
console.log("x==", x, view, btn );
x +=1;
},2000);
view.setLeft is undefined? why?
count value is 1, so the btn is exist.

I find the reason, setLeft is a static method, haha.

Related

Moving element on Window scroll

You'll see in this JsFiddle https://jsfiddle.net/xpvt214o/402281/ there is an image scrolling within another one on window scroll.
How can I modify the below so that it doesn't start scrolling until it hits that element (after all the br tags)?
I've tried offsetting it but not getting anywhere.
It would also be fine if it just scrolled a lot slower.
jQuery(document).ready(
function() {
var $w = $(window);
var $d = $('.oh');
$(window).scroll(function(event) {
var st = $w.scrollTop();
_x = st;
lastScrollTop = st;
$d.css('bottom', _x);
});
});
Here's an example of what I'm trying to achieve https://www.sketchapp.com/
I found this which does what I'm looking for
https://codepen.io/JTParrett/pen/BkDie
$.fn.moveIt = function(){
var $window = $(window);
var instances = [];
$(this).each(function(){
instances.push(new moveItItem($(this)));
});
window.addEventListener('scroll', function(){
var scrollTop = $window.scrollTop();
instances.forEach(function(inst){
inst.update(scrollTop);
});
}, {passive: true});
}
var moveItItem = function(el){
this.el = $(el);
this.speed = parseInt(this.el.attr('data-scroll-speed'));
};
moveItItem.prototype.update = function(scrollTop){
this.el.css('transform', 'translateY(' + -(scrollTop / this.speed) +
'px)');
};
// Initialization
$(function(){
$('[data-scroll-speed]').moveIt();
});

Ckeditor scrollbar marker / Text Position Indicator

I would like to implement scrollbar marker into ckeditor and i can't seem to find the right way to do it i have triyed this code
var win = new CKEDITOR.dom.window( window );
var pos = win.getScrollPosition();
console.log(pos);
but it only return the google chrome scrollbar x=0 & Y=0
var win = new CKEDITOR.dom.window( domWindow );
var pos = win.getScrollPosition();
console.log(pos);
and this give me an error domWindow is not defined
i found this example it may help: https://codepen.io/Rplus/pen/mEjWJm
(() => {
var containerQS = '.article';
var container = document.querySelector(containerQS);
var form = document.querySelector('.form');
var input = form.querySelector('input[type="text"]');
var markClass = 'mark';
var markerHeight = '2px';
var _color = 'currentColor';
var containerY = container.offsetTop;
var containerH = container.scrollHeight;
var customStyle = document.createElement('style');
container.appendChild(customStyle);
var renderScrollMarker = ($parent, posArr) => {
var _posArr = posArr.map(i => {
return `transparent ${i}, ${_color} ${i}, ${_color} calc(${i} +
${markerHeight}), transparent calc(${i} + ${markerHeight})`;
});
customStyle.innerHTML = `article::-webkit-scrollbar-track {
background-image: linear-gradient(${_posArr.join()});
}`;
};
var calcEleRelativePos = ($ele) => {
return ($ele.offsetTop - containerY) / containerH;
};
var markOpt = {
className: markClass,
done: function () {
var marks = document.querySelectorAll(`.${markClass}`);
var allY = [].map.call(marks, (mark) => {
return (calcEleRelativePos(mark) * 100).toFixed(2) + '%';
});
renderScrollMarker(container, allY);
console.log(allY);
}
};
var instance = new Mark(container);
form.addEventListener('submit', (e) => {
e.preventDefault();
var _text = input.value.trim();
console.log(_text, form.oldText);
if (_text === '') {
instance.unmark(markOpt);
return;
}
form.oldText = _text;
instance.unmark().mark(_text, markOpt);
});
// trigger
form.querySelector('input[type="submit"]').click();
})();
but as ckeditor secures a lot of element, i would love to know if any one has done this before with CKeditor
i just got the real editor scrollbar position, i only need to put a marker using style or any availble methode
var win=CKEDITOR.instances.editor1.document.getWindow();
var pos = win.getScrollPosition().y;
console.log(pos);
this worked for me :
var jqDocument = $(editor.document.$);
var documentHeight = jqDocument.height();
var scrollTo =jqDocument.scrollTop();
var docHeight = jqDocument.height();
var scrollPercent = (scroll)/(docHeight);
var scrollPercentRounded = Math.round(scrollPercent*100);
$(".ui-slider-handle").css("bottom", 100-scrollPercentRounded+"%");

Snapsvg - rotate relative to its current position

I'm having trouble getting an element to rotate relative to its position after being dragged.
I have a slider which goes from 0-360 and when the value is changed the following is called:
var origTransform = activeElement.transform().local
if( origTransform ) {
var rSplit = origTransform.split('r');
if( rSplit.length !== 0 ) {
origTransform = rSplit[0] + "r" + degrease + ",20,20"
}
} else {
origTransform = "r" + degrease + ",20,20"
}
activeElement.attr({
transform: origTransform
});
Anyone see where I'm going wrong?
thanks to #ian for getting me there:
http://jsfiddle.net/4eL3gstp/17/
(function(){
var canvas = Snap( '#svg' );
var text = null;
var setRotation = function(degrease){
var data = text.data('origionalData');
var matrix = new Snap.Matrix(1,0,0,1,data.dx,data.dy);
matrix.rotate(degrease,0,0);
text.attr({
transform: matrix,
});
};
canvas.attr({ width : 200, height : 200 });
text = canvas.text(100,100, 'texttext' ).attr({
'text-anchor' : 'middle',
'font-size' : 50,
transform: 't50,50'
});
text.drag();
text.data('origionalData', text.transform().localMatrix.split());
text.attr({
transform : 't' + text.data('origionalData').dx + ',' + text.data('origionalData').dy,
x : 0,
y : 0
});
eve.on("snap.drag.end", function () {
text.data('origionalData', text.transform().localMatrix.split());
});
var interval = null;
$('#textRotate').bind( 'mousedown', function(){
var slider = $(this);
interval = setInterval(function(){
setRotation(slider.val());
}, 50);
}).bind( 'mouseup.builder', function(){
clearInterval(interval);
})
.bind( 'change', function(){
setRotation($(this).val());
});
})();

OpenLayers3 : Draggable OverviewMapControl

In OpenLayers 2, in the OverviewMapControl, you can drag the "box" to move the map.
You can not do this in OpenLayers 3.
I've tried to implement a custom control based on https://github.com/openlayers/ol3/blob/master/src/ol/control/overviewmapcontrol.js, but you can not use goog.xxx or other fancy stuff like ol.extent.scaleFromCenter when you are not in debug !
How should I proceed ?
basically, implementing drag'n drop is fairly "simple" :
var dragging = null;
var getMap = this.getMap.bind(this); //during ctor of a control, we have no access to the map !
$(document.body).on("mousemove", function (e) {
if (dragging) {
dragging.el.offset({
top: e.pageY,
left: e.pageX
});
}
});
$(box).on("mousedown", function (e) {
dragging = {
el: $(e.target)
};
});
$(document.body).on("mouseup", function (e) {
if (dragging) {
debugger;
var coords = ovmap.getEventCoordinate(e.originalEvent);
//TODO: taking event coordinates is not good, we must use center of the box coordinates
//the problem is that ovmap.getCoordinateFromPixel(dragging.el.offset()) is not working at all because we need to adjust ovmap viewport
getMap().getView().setCenter(coords);
dragging = null;
}
});
For those interested (which does not seem to be the case at the moment :)), here is the way I solved
/**
* Mostly a big copy/paste from https://raw.githubusercontent.com/openlayers/ol3/master/src/ol/control/overviewmapcontrol.js
* without rotation and zoom/dezoom plus some adapations from http://ol3.qtibia.ro/build/examples/overviewmap-custom-drag.html
* to add the possibility to drag the box on the minimap to move the main map
*/
ol.control.CustomOverviewMap = function (opt_options) {
var options = typeof opt_options !== 'undefined' ? opt_options : {};
this.collapsed_ = typeof options.collapsed !== 'undefined' ? options.collapsed : true;
this.onCollapseOrExpand = options.onCollapseOrExpand || function () { };
this.needFirstRenderUpdate_ = this.collapsed_; //prepare the hack to render the map when uncollapsed the first time
var tipLabel = typeof options.tipLabel !== 'undefined' ? options.tipLabel : 'Overview map';
this.collapseLabel_ = $('<span>\u00BB</span>').get(0);
this.label_ = $('<span>\u00AB</span>').get(0);
var activeLabel = (!this.collapsed_) ? this.collapseLabel_ : this.label_;
var button = $('<button type="button" title="{0}"></button>'.replace('{0}', tipLabel)).append(activeLabel);
button.on('click', this.handleClick_.bind(this));
//ol.control.Control.bindMouseOutFocusOutBlur(button);
button.on('mouseout', function () { this.blur(); });
button.on('focusout', function () { this.blur(); });
var ovmapDiv = $('<div class="ol-overviewmap-map"></div>').get(0);
this.ovmap_ = new ol.Map({
controls: new ol.Collection(),
interactions: new ol.Collection(),
layers: [options.tileLayer],
target: ovmapDiv,
view: new ol.View(opt_options.view)
});
var box = $('<div class="ol-overviewmap-box"></div>');
this.boxOverlay_ = new ol.Overlay({
position: [0, 0],
positioning: 'bottom-left',
element: box.get(0)
});
this.ovmap_.addOverlay(this.boxOverlay_);
var cssClasses = 'ol-overviewmap ol-unselectable ol-control' +
(this.collapsed_ ? ' ol-collapsed' : '');
var element = $('<div class="{0}"></div>'.replace('{0}', cssClasses)).append(ovmapDiv).append(button).get(0);
ol.control.Control.call(this, {
element: element,
render: ol.control.CustomOverviewMap.render
});
// deal with dragable minimap
this.dragging = null;
box.on("mousedown", this.onStartDrag.bind(this));
$(document.body).on("mousemove", this.onDrag.bind(this));
$(document.body).on("mouseup", this.onEndDrag.bind(this));
};
ol.inherits(ol.control.CustomOverviewMap, ol.control.Control);
ol.control.CustomOverviewMap.prototype.onStartDrag = function (e) {
// remember some data to use during onDrag or onDragEnd
var box = $(e.target);
this.dragging = {
el: box,
evPos: { top: e.pageY, left: e.pageX },
elPos: box.offset()
};
}
ol.control.CustomOverviewMap.prototype.onDrag = function (e) {
if (this.dragging) {
//set the position of the box to be oldPos+translation(ev)
var curOffset = this.dragging.el.offset();
var newOffset = {
top: curOffset.top + (e.pageY - this.dragging.evPos.top),
left: curOffset.left + (e.pageX - this.dragging.evPos.left)
};
this.dragging.evPos = { top: e.pageY, left: e.pageX };
this.dragging.el.offset(newOffset);
}
}
ol.control.CustomOverviewMap.prototype.onEndDrag = function (e) {
if (this.dragging) {
//see ol3.qtibia.ro href at the top of the class to understand this
var map = this.getMap();
var offset = this.dragging.el.position();
var divSize = [this.dragging.el.width(), this.dragging.el.height()];
var mapSize = map.getSize();
var c = map.getView().getResolution();
var xMove = offset.left * (Math.abs(mapSize[0] / divSize[0]));
var yMove = offset.top * (Math.abs(mapSize[1] / divSize[1]));
var bottomLeft = [0 + xMove, mapSize[1] + yMove];
var topRight = [mapSize[0] + xMove, 0 + yMove];
var left = map.getCoordinateFromPixel(bottomLeft);
var top = map.getCoordinateFromPixel(topRight);
var extent = [left[0], left[1], top[0], top[1]];
map.getView().fitExtent(extent, map.getSize());
map.getView().setResolution(c);
//reset the element at the original position so that when the main map will trigger
//the moveend event, this event will be replayed on the box of the minimap
this.dragging.el.offset(this.dragging.elPos);
this.dragging = null;
}
}
ol.control.CustomOverviewMap.render = function (mapEvent) {
//see original OverviewMap href at the top of the class to understand this
var map = this.getMap();
var ovmap = this.ovmap_;
var mapSize = map.getSize();
var view = map.getView();
var ovview = ovmap.getView();
var overlay = this.boxOverlay_;
var box = this.boxOverlay_.getElement();
var extent = view.calculateExtent(mapSize);
var ovresolution = ovview.getResolution();
var bottomLeft = ol.extent.getBottomLeft(extent);
var topRight = ol.extent.getTopRight(extent);
overlay.setPosition(bottomLeft);
// set box size calculated from map extent size and overview map resolution
if (box) {
var boxWidth = Math.abs((bottomLeft[0] - topRight[0]) / ovresolution);
var boxHeight = Math.abs((topRight[1] - bottomLeft[1]) / ovresolution);
$(box).width(boxWidth).height(boxHeight);
}
};
ol.control.CustomOverviewMap.prototype.handleClick_ = function (event) {
event.preventDefault();
this.collapsed_ = !this.collapsed_;
$(this.element).toggleClass('ol-collapsed');
// change label
if (this.collapsed_) {
this.collapseLabel_.parentNode.replaceChild(this.label_, this.collapseLabel_);
} else {
this.label_.parentNode.replaceChild(this.collapseLabel_, this.label_);
}
// manage overview map if it had not been rendered before and control is expanded
if (!this.collapsed_ && this.needFirstRenderUpdate_) {
this.needFirstRenderUpdate_ = false;
this.ovmap_.updateSize();
this.ovmap_.once("postrender", function () {
this.render();
}.bind(this));
}
//trigger event
this.onCollapseOrExpand(this.collapsed_);
};

MooTools - how to reload image?

Is there any way to reload the same image using mootools. I have a camera that gives me image, but I have to refresh it. I wrote this, but it doesn't work so well:
var url = "some valid url to some image.jpg";
var timer = 10;
var periodical;
var camera_container;
var refresh = (function() {
var loader = new Asset.image(url, {
onLoad : function() {
camera_container.empty();
camera_container.inject(loader);
}
});
});
window.addEvent('domready', function() {
// the periodical starts here, the * 1000 is because milliseconds required
refresh.periodical(timer * 1000, this);
camera_container = $('camera-image');
});
Any help appreciated. Thanks.
why not add a seeding bit to the url?
(function() {
var url = "some valid url to some image.jpg?";
this.timer = 10;
var counter = 0;
this.refresh = (function() {
var loader = new Asset.image(url + counter, {
onLoad: function() {
camera_container.empty();
camera_container.inject(loader);
counter++;
}
});
});
})();
window.addEvent('domready', function() {
// the periodical starts here, the * 1000 is because milliseconds required
refresh.periodical(timer * 1000, this);
this.camera_container = $('camera-image');
});
this way the url will always be path/image.jpg?n where n changes and will force the browser to re-fetch it.
I think something like this also can work:
<div id="image-holder">
<img src="http://www.image.com/image.jpg"/>
</div>
var srcImage = 'http://www.image.com/image.jpg';
var reloadTime = 4000;
var holder = document.id('image-holder');
var imageReload = function(){
holder.empty();
var newImage = new Element('img',{
id:'image',
src:srcImage ,
alt:'image new'
}).inject(holder);
}
var start = function() {
interval = imageReload.periodical(reloadTime);
};
start();

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