I'm using the I'm currently using the tooltip formatter function to control the look of the tooltip, including adding some custom css to create an arrow on the side of the tooltip box facing the mouse. I am also using the positioner callback to not only determine the placement of the tooltip, but when it changes from one side of the mouse to the other I'm updating the formatter callback to switch the side of the tooltip the arrow lies on (see code below). Everything works fine, except for the very first point which causes the tooltip to switch sides of the mouse. Its clear that a tooltip's "formatter" function is called before the tooltips "positioner" function ( for reasons that are probably obvious ). However, it prevents me from correctly drawing the tooltip when it changes sides. What I really need to be able to do in the positioner callback is to update the formatter function, and then redraw the tooltip. Is that possible?
positioner: function (boxWidth, boxHeight, point) {
// Set up the variables
var chart = this.chart;
var plotLeft = chart.plotLeft;
var plotTop = chart.plotTop;
var plotWidth = chart.plotWidth;
var plotHeight = chart.plotHeight;
var distance = 40;
var pointX = point.plotX;
var pointY = point.plotY;
// Determine if we need to flip the tooltip from following on the left to
// following on the right
if ((pointX - boxWidth - distance) < plotLeft) {
x = pointX + distance;
chart.tooltip.options.formatter = function () {
// UPATE THE TOOLTIP FORMATTER HERE
};
}
}
Here is a js fiddle example of the issue
http://jsfiddle.net/bteWs/
If you go slowly, and notice the very first point where the switch happens the arrow will be point the wrong direction. After that it corrects ( as described in my post ). Just looking for a solution to get the correct behavior in this case.
You can always have enabled both classes for tooltip, and just remove inproper in positioner, see: http://jsfiddle.net/bteWs/3/
Default formatter:
formatter: function () {
var s = '<div id="custom-tooltip" class="tooltip-left tooltip-right">';
var chart = null;
s += "<div style='padding:5px;color:white'>Some Tooltip</div></div>";
return s;
},
And removing:
if ((pointX - boxWidth - distance) < plotLeft) {
x = pointX + 60;
$("#custom-tooltip").removeClass('tooltip-right');
}
else {
x = Math.max(plotLeft, pointX - boxWidth - 10);
$("#custom-tooltip").removeClass('tooltip-left');
}
I had the same issue. The problem is that positioner is begin called after the formatter. I made a fix to your jsfiddle. It's a huge hack but you can see how you can overcome your problem.
In the fix, I made use of a global. You don't need to but I hacked your fiddle in a hurry. I also got rid of some of your duplicate code.
The trick is to force a refresh on the tooltip after the tooltip switch sides.
positioner: function (boxWidth, boxHeight, point) {
// Set up the variables
var chart = this.chart;
var plotLeft = chart.plotLeft;
var plotTop = chart.plotTop;
var plotWidth = chart.plotWidth;
var plotHeight = chart.plotHeight;
var distance = 40;
var pointX = point.plotX;
var pointY = point.plotY;
var refreshTooltip = false;
var previousAlign = chart.align;
if ((pointX - boxWidth - distance) < plotLeft) {
x = pointX + 60;
chart.align = "left";
}
else {
x = Math.max(plotLeft, pointX - boxWidth - 10);
chart.align = "right";
}
y = Math.min(plotTop + plotHeight - boxHeight, Math.max(plotTop, pointY - boxHeight + plotTop + boxHeight / 2));
if (previousAlign != null && chart.align != previousAlign) {
chart.tooltip.refresh(activePoint);
}
return { x: x, y: y };
}
See the complete fiddle here:
http://jsfiddle.net/anber500/bteWs/1/
Related
I'm using the NVD3 library to draw a graph. I am using the interactive guideline and for some reason after I update the chart data + graph, the tooltip pointers stay at the old position.
When I update the data I do this:
chartData.datum(data).call(chart);
Everything updates fine except the position of the pointers of the tooltip. They seem to get stuck at the old position. I also tried calling this:
chart.update();
I noticed that when resizing my window and calling chart.update(), the pointers are set to the right position.
Someone any idea how to fix this?
Found it! I apparently had to add transition().duration(500);
So in order to update the graph I call this:
chartData.datum(data)
.transition().duration(500)
.call(chart);
Can you post a Little More description about the problem ... Becuase Previously i was having the Same .. that override the nvd3 tooltip function
`this._nvctp = nv.tooltip.calcTooltipPosition;
nv.tooltip.calcTooltipPosition = this.calcTooltipPosition;
calcTooltipPosition : function() {
this.findTotalOffsetTop = function(a, b) {
return 0;
};
this.findTotalOffsetLeft = function(a, b) {
return 0;
};
arguments[0] = [ window.event.pageX, window.event.pageY ];
var p = nvk.tooltip._nvctp.apply(this, arguments);
p.style.left = (window.event.clientX - (p.clientWidth / 2))
+ 'px';
p.style.top = (window.event.clientY - (p.clientHeight * 1.2))
+ 'px';
p.style.opacity = 1;
p.style.position = 'fixed';
return p;
}
For other jquery interactions/widgets there are step values.
How might I go about forcing a resize to increase/decrease to certain values?
Must I do something like this?
(side issue, for a more effective hack, how can I know which compass point is being resized?)
var desiredStepPixels = 8;
var containmentLeftPos = 100;
var containmentTopPos = 250;
$("#resizeDivID").resizable({
resize: function( event, ui ) {
var newLeftPxValue = $("#resizeDivID").css("left");
var leftPxModulus = (newLeftPxValue - containmentLeftPos ) % desiredStepPixels;
if ( leftPxModulus != 0){
if (leftPxModulus>(desiredStepPixels/2)){
var forcedNewLeftPx = newLeftPxValue + (desiredStepPixels - leftPxModulus);
$("#resizeDivID").css({"left":forcedNewLeftPx});
}else{
//force a round down on the left side
}
}
//and then etc etc for top, width and height!
}
});
My bad, apologies. Of course Jquery have thought of this!
it's called GRID
http://api.jqueryui.com/resizable/#option-grid
I apologise, I had checked the documentation but just didn=t see what I was looking for!
In the highchart documentation is says:
positioner: Function
A callback function to place the tooltip in a default position. The callback receives three parameters: labelWidth, labelHeight and point, where point contains values for plotX and plotY telling where the reference point is in the plot area.
Add chart.plotLeft and chart.plotTop to get the full coordinates.
http://api.highcharts.com/highcharts#tooltip.positioner
But I'm not sure where I am supposed to add plotLeft, or plotTop
I don't see it on the scope, and I can't see it in the "chart" property options.
Can anyone explain?
Example for you: http://jsfiddle.net/j92p2/
tooltip: {
positioner: function (w, h, p) {
var chart = this.chart, // get chart
plotLeft = chart.plotLeft, // get plotLeft
plotTop = chart.plotTop; // get plotTop
console.log(this, plotTop, plotLeft); // watch console while hovering points
return { x: 80, y: 50 };
}
}
See inline comments. Let me know if you have any more questions.
For a JQplot chart with 2 y axes, I am able to set the tooltip but when i hover over a datapoint i need to know to which y axis the tooltip belongs. I need this so that i can display the tooltip after multiplying with the appropriate scale factor. The code i tried is shown below. I thought y will be null when we hover over a data point belonging to y2 axis. But y is never null.
$("#"+sTargetId).bind('jqplotcustomDataMouseOver',
function (ev, seriesIndex, pointIndex, data) {
var chart_left = $("#"+sTargetId).offset().left,
chart_right = ($(window).width() - ($("#"+sTargetId).offset().left + $("#"+sTargetId).outerWidth())),
chart_top = $("#"+sTargetId).offset().top,
x = oPlot.axes.xaxis.u2p(data[0]),
y = oPlot.axes.yaxis.u2p(data[1]),
y2 = oPlot.axes.y2axis.u2p(data[1]);;
if(y===null|| y===undefined){ //this condition doesnt work
var tooltipDataYaxis = data[1]*scaleYaxis1;
var sYDisplay = this.sYAxis1MeasureName;
$('#tooltip').css({left:chart_left+x, top:chart_top+y, marginRight:chart_right});
}
else{
tooltipDataYaxis = data[1]*scaleYaxis2;
sYDisplay = this.sYAxis2MeasureName;
$('#tooltip').css({left:chart_left+x, top:chart_top+y2, marginRight:chart_right});
}
$('#tooltip').html(
'<span style="font-family: Arial;font-size:'+sTooltip+';font:bold;color:#000000;">'+ sYDisplay+': ' + tooltipDataYaxis +'</span>');
$('#tooltip').show();
});
$("#"+sTargetId).bind('jqplotcustomDataUnhighlight',
function (ev, seriesIndex, pointIndex, data) {
$('#tooltip').empty();
$('#tooltip').hide();
});
}
The variable seriesIndex will help to identify which series the tooltip belongs to. :)
I was just playing with jqplot for the first time. quite fun.
In the highlighter plugin jqplot.highlighter.js
I extended it on line 336
elem.html(str + " component:"+neighbor.data[2]);
You might use Chrome developer tools to get the data model at this point and look at the contents of the neighbor object.
(scope variables > Local > neighbor > data )
That's how I did it anywho. Hope it helps.
I'm trying to catch a JSON object with a mouse click event. I use ray to identify the object, but for some reason, the objects are not always identified. I suspect that it is related to the fact that I move the camera, because when I click nearby the object, i is identified.
Can you help me figure out how to set the ray correctly, in accordance with the camera move?
Here is the code :
this is the part of the mouse down event *
document.addEventListener("mousemove", onDocumentMouseMove, false);
document.addEventListener("mouseup", onDocumentMouseUp, false);
document.addEventListener("mouseout", onDocumentMouseOut, false);
mouseXOnMouseDown = event.clientX - windowHalfX;
targetRotationOnMouseDown = targetRotation;
var ray, intersections;
_vector.set((event.clientX / window.innerWidth) * 2 - 1, -(event.clientY / window.innerHeight) * 2 + 1, 0);
projector.unprojectVector(_vector, camera);
ray = new THREE.Ray(camera.position, _vector.subSelf(camera.position).normalize());
intersections = ray.intersectObjects(furniture);
if (intersections.length > 0) {
selected_block = intersections[0].object;
_vector.set(0, 0, 0);
selected_block.setAngularFactor(_vector);
selected_block.setAngularVelocity(_vector);
selected_block.setLinearFactor(_vector);
selected_block.setLinearVelocity(_vector);
mouse_position.copy(intersections[0].point);
block_offset.sub(selected_block.position, mouse_position);
intersect_plane.position.y = mouse_position.y;
}
}
this is the part of the camera move *
camera.position.x = (Math.cos(timer) * 10);
camera.position.z = (Math.sin(timer) * 10);
camera.lookAt(scene.position);
Hmmm, It is hard to say what your problem might be without seeing some kind of demonstration of how your program is actually acting. I would suggest looking at my demo that I have been working on today. I handle my camera, controls, and rays. I am using a JSON as well.
First you can view my demo: here to get an idea of what it is doing, what your describing sounds similar. You should be able to adapt my code if you can understand it.
--If you would like a direct link to the source code: main.js
I also have another you might find useful where I use rays and mouse collisions to spin a cube. --Source code: main.js
Finally I'll post the guts of my mouse events and how I handle it with the trackball camera in the first demo, hopefully some of this will lead you to a solution:
/** Event fired when the mouse button is pressed down */
function onDocumentMouseDown(event) {
event.preventDefault();
/** Calculate mouse position and project vector through camera and mouse3D */
mouse3D.x = mouse2D.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse3D.y = mouse2D.y = -(event.clientY / window.innerHeight) * 2 + 1;
mouse3D.z = 0.5;
projector.unprojectVector(mouse3D, camera);
var ray = new THREE.Ray(camera.position, mouse3D.subSelf(camera.position).normalize());
var intersects = ray.intersectObject(maskMesh);
if (intersects.length > 0) {
SELECTED = intersects[0].object;
var intersects = ray.intersectObject(plane);
offset.copy(intersects[0].point).subSelf(plane.position);
killControls = true;
}
else if (controls.enabled == false)
controls.enabled = true;
}
/** This event handler is only fired after the mouse down event and
before the mouse up event and only when the mouse moves */
function onDocumentMouseMove(event) {
event.preventDefault();
/** Calculate mouse position and project through camera and mouse3D */
mouse3D.x = mouse2D.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse3D.y = mouse2D.y = -(event.clientY / window.innerHeight) * 2 + 1;
mouse3D.z = 0.5;
projector.unprojectVector(mouse3D, camera);
var ray = new THREE.Ray(camera.position, mouse3D.subSelf(camera.position).normalize());
if (SELECTED) {
var intersects = ray.intersectObject(plane);
SELECTED.position.copy(intersects[0].point.subSelf(offset));
killControls = true;
return;
}
var intersects = ray.intersectObject(maskMesh);
if (intersects.length > 0) {
if (INTERSECTED != intersects[0].object) {
INTERSECTED = intersects[0].object;
INTERSECTED.currentHex = INTERSECTED.material.color.getHex();
plane.position.copy(INTERSECTED.position);
}
}
else {
INTERSECTED = null;
}
}
/** Removes event listeners when the mouse button is let go */
function onDocumentMouseUp(event) {
event.preventDefault();
if (INTERSECTED) {
plane.position.copy(INTERSECTED.position);
SELECTED = null;
killControls = false;
}
}
/** Removes event listeners if the mouse runs off the renderer */
function onDocumentMouseOut(event) {
event.preventDefault();
if (INTERSECTED) {
plane.position.copy(INTERSECTED.position);
SELECTED = null;
}
}
And in order to get the desired effect shown in my first demo that I wanted, I had to add this to my animation loop in order to use the killControls flag to selectively turn on and off the trackball camera controls based on the mouse collisions:
if (!killControls) controls.update(delta);
else controls.enabled = false;