How do I stop events from bubbling/multiple events with animated mouseovers? - animation

I noticed a lot of JQuery answers on this, but I'm using MooTools...
I have a Table of Contents which uses CSS Fixed positioning to keep it off to the left side, except for 20 pixels. The user hovers their cursor over the 20 pixels, which fires the DIV's mouseover event and the ToC slides fully into the page. When the cursor leaves, the ToC slides back to where it was.
$('frameworkBreakdown').addEvents({
'mouseover': function(event){
event = new Event(event);
$('frameworkBreakdown').tween('left', 20);
event.stop;
},
'mouseout': function(event){
event = new Event(event);
$('frameworkBreakdown').tween('left', (10 - $('frameworkBreakdown').getStyle('width').toInt()) );
event.stop;
}
});
This works well (aside from unrelated issues) except that when I move the mouse on the DIV it starts to jitter, presumably because the contents of the DIV are also firing the event, or the event refires as the mouse tracks over the DIV.
How can I stop this behaviour from occuring? Is there a standard method, or do I use some sort of nasty global variable that determines whether effects are in action, and thus ignore the event?

Use mouseenter/mouseleave instead of mouseover/mouseout.
Also, you shouldn't be doing this in MooTools 1.2+:
event = new Event(event);
event.stop;
A simple event.stop() will suffice.

Related

How do I pause or continue a page animation when going to another tab in the browser?

I don't code so asking for help :-) Hi, I have an issue for a page animation with a couple of interactions. How do I insert a code snippet to tell the browser to either continue or pause the animation, when a user opens/clicks another tab.
Right now, the animation pauses for the first part, but the subsequent interactions keep going. And it's a jumbled mess.
What is the easiest/simple way to do this? Can someone share the full/complete code snippet to accomplish this? I've been searching for hours and can't seem to find the right solution.
I'm using Webflow for the site. Thanks a bunch.
When the user clicks away from a window, certain events are fired off. You can add event handlers to your window object that respond to these events.
You probably want to listen for 'focus' and 'blur' events. JavaScript:
window.addEventListener('blur', function (evt) {
// turn off your animation here
});
window.addEventListener('focus', function (evt) {
// turn on your animation here
});
Documentation on window blur event, window focus event, addEventListener().
I have a simple page that reports all window events, it might be useful:
https://terrymorse.com/coding/windowevents/index.html

Redux/Flux (with ReactJS) and animation

I'm learning React+Redux and I don't understand the proper way of doing the animations. Lets speak by example:
For instance, I have a list and I would like to remove items on click. That's super easy if I have no animation effects there: dispatch REMOVE_ITEM action on click, reducer removes the item from the store and react re-renders html.
Let's add an animation of deleting the line item on click. So, when user clicks on an item I want to run a fancy effect of line item removal and... how? I can think of several ways how to do it:
1) On click I dispatch REMOVE_ITEM action, then reducer mark an item as goingToBeDeleted in Store, then react renders that element with a class of .fancy-dissolve-animation and I run a timer to dispatch the second action REMOVE_ITEM_COMPLETED. I don't like this idea, because it's still unclear how to add JS animations here (for example, with TweenMax) and I run a JS timer to re-render when CSS animation ends. Doesn't sound good.
2) I dispatch ITEM_REMOVE_PROGRESS actions with an interval of ~30ms, and store holds some "value" which represents the current state of animation. I don't like it too, as it would require me to copy the store ~120 times for ~2 seconds of animation (say, I want smooth 60 fps animation) and that's simply a waste of memory.
3) Make an animation and dispatch REMOVE_ITEM only after animation finishes. That's the most appropriate way I can think of, but still I'd like to have things changed in store right after user makes the action. For example, animation may take longer than few seconds and REMOVE_ITEM might sync with a backend – there's no reason to wait animation finish to make a backend API call.
Thanks for reading – any suggestions?
React has a great solution to this problem in the ReactCSSTransitionGroup helper class (see https://facebook.github.io/react/docs/animation.html). With this option, React takes care of it for you, by keeping the DOM state for the child as it was at the last render. You simply wrap your items in a ReactCSSTransitionGroup object. This keeps track of its children, and when it is rendered with a child removed, instead of rendering without the child, it renders with the child, but adds a CSS class to the child (which you can use to trigger a CSS animation, or you can just use CSS transitions for simplicity). Then, after a timeout (configured as a prop passed to ReactCSSTransitionGroup), it will re-render again, with the child removed from the DOM.
To use ReactCSSTransitionGroup, you'll need to npm install react-addons-css-transition-group, and then require/import 'react-addons-css-transition-group'. The animation docs give more detailed information.
One thing to remember - make sure the children have unique, unchanging keys. Just using the index as the key will make it behave incorrectly.
Instant actions are problematic in redux which saves state, so if we send action and it will change store then this change in store is available in next states, so We can have situation where animation is showing over and over because in store such parameter was set.
My solution for redux instant actions is to add some id like ( Action example code ):
{
type:"SOME_ANIMATION",
id: new Date().getTime() //we get timestamp of animation init
}
Next in component which runs animations save last animation id and if its match don't do animation. I use component state so for example ( Component code):
componentDidUpdate (){
if (this.lastAnimationId===this.props.animation.id)
return; //the same animation id so do not do anything
//here setState or do animation because it is new one
this.lastAnimationId=this.props.animation.id; //here set new id of last abnimation
}
Thanks id we can have only one action without actions which are reversing the state. Reversing actions after timeout can cause problems because if other action ( which is connected with component ) will be send before reverse action then animation can start again.
Minuses of proposed by me approach are that animation data exists in state, but exists also animation id which give us information about it. So we can say that store saves last dispatched animation.

Polymer 1.0 Unable to stop on-tap event propagation

I have a paper-button with the on-tap function that opens a paper-dialog that contains a "Accept" paper-button that will close it when clicked.
The problem i'm getting is if depending on my screen resolution, and the dialog's "Accept" button is over the initial button to open the dialog, when clicked, the dialog opens and closes. I'm assuming the on-tap event is being fired to both.
I've tried these 2 methods but they do not seem to help.
event.cancelBubble = true;
event.stopPropagation();
The problem is that a capacitive screens or even mouses can generate multiple tap event on the same spot within a few milisec.
The mouses because a quick change in a high and low voltage (logical 1 and 0) generating an AC signal wich can jump trough on a capacitator (which can be the button two contactor between the air) if the conditions matching. But the onclick event is already catching this case and you does not require to do anything to solve it.
The capacitve screens are capacitators and just rolling your finger should trigger multiple tap events because your skin has different depth of insulation and hard to mark the tap begin and end in some cases.
This physical problem should be solved by the platform, but it is not in every situation currently (but most of the devices are filtering this). Im usally solving this isse with a transparent overlay element wich can catch the pointer events for a little duration so I could catch the "prelling" of a button or the capacitive screen for a few ms.
If a 10-20ms is enough for you then wait a frame in your on-tap function with requestAnimationFrame and then show the dialog. Cheap trick, but it does what it has to, but ultimately you can wait a fix timeout to show the dialog, because you have 100ms to respond a user interaction.
You cannot fix this by manipulating the browser events options though because as I know you dont have option to how much time need to pass until the next same event should happend. But if you wait a frame thats could behave like you add a delay between the events.

Separating single clicks from click and hold

I need to implement a behavior:
when element clicked - one thing happens
but when it's clicked and held for more than one second, something else happens (e.g element becomes draggable) and then the first event never fires
I think I know how to catch click&hold type of events, but how to distinguish between first and second?
Can you show me how to do that using this jsbin. I already made the "click, hold & drag" part, except that it is still firing the 'click' event after dragging the element and it shouldn't.
again: element clicked - one event, click and hold - element is draggable (even after mouse up) and when clicked again it's back to normal (undraggable) state.
I am not looking for a trivial solution, it has to be built using Rx.Observable or at least Bacon's streamEvent object
Thank you
I think you were pretty close with your solution, but probably it is not possible to elegantly achieve what you want while using the browser's built-in click event.
HERE is my attempt to tackle your problem.
The main idea is to define your own click streams like so:
var clicks = downs.flatMapLatest(function(){
return ups.takeUntil(Rx.Observable.timer(250));
});
var longDownsStart = downs.flatMapLatest(function(){
return Rx.Observable.timer(1000).takeUntil(ups);
});
In case of clicks we wait max 250 ms after a mouse down for a mouse-up; in case of the latter we generate the event only if there was no mouse-up within 1000 ms.
There might be some corner cases in which the code does not work as intended.
Here is my proposed solution (with Bacon.js).

How to make it so events cannot occur while an event is running in DOJO?

Is there some way I can disable all events until an event is completed in DOJO? For instance I am fading elements and the user can click the event again and it will not complete the last event.
If you control all events that need to be disabled, you could try using a global variable as a "lock" - set it on when you start the animation (and have all events abort if they find this flag triggered) and unset it when it ends.
Javascript is not concurrent (so you don't need to worry about timing issues and having an "actual" lock) but perhaps the fading uses setTimeout behind the scenes (allowing other events to trigger before it is done). If this is the case, just remember that you would need to use the onEnd callback to properly detect when the anim is over
var lock = false;
function my_event_handler(evt){
if(lock) return; //someone else is using the lock;
//perhaps cancel event propagation as well?
lock = true;
dojo.anim({
...
onEnd: function(){
lock = false;
}
});
}
caveat: this is pseudocode off the top of my head. I haven't used dojo animations in a while if you didn't notice already :P
I'm not sure I understand what you mean by events here, but if you want to prevent interaction with elements on a page, you can put up a modal shield... basically a transparent DIV element to capture events, positioned over your content with a high z-index

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