I'm trying to link two jQuery UI sliders so they'll add up to 100%. I've found the perfect solution for three sliders here on SO, but for some reason I am unable to get the math to add up correctly when modifying this jsFiddle example to strip out the third slider: http://jsfiddle.net/gWbMp/3/
Can anyone help me out in forking this to simply include two sliders instead of three?
Here's the (close) javascript I've ended up with but it's not quite right:
var min = 0;
var max = 100;
$("input").change(function(){
console.log("a");
var index = $(this).attr('class').substring(0,1);
$("#slider_"+ index).slider('value', this.value);
refreshSliders( index - 0 );
});
$('.selector').slider({
animate : true
}, {
min : min
}, {
max : max
}, {
change : function(event, ui) {
totalvalue = $("#slider_1").slider("value") + $("#slider_2").slider("value");
$('.1percent').val($("#slider_1").slider("value"));
$('.2percent').val($("#slider_2").slider("value"));
}
}, {
slide : function(event, ui) {
$('.1percent').val($("#slider_1").slider("value"));
$('.2percent').val($("#slider_2").slider("value"));
}
});
$("#slider_1").slider('value', 10);
$("#slider_2").slider('value', 90);
$('.1percent').val($("#slider_1").slider("value"));
$('.2percent').val($("#slider_2").slider("value"));
function refreshSliders(slidermainin) {
var value1 = $("#slider_1").slider("option", "value");
var value2 = $("#slider_2").slider("option", "value");
var valuechange = (value1 + value2) - 100;
var valuemain = 0, valueother1 = 0;
switch(slidermainin) {
case 1:
slidermain = "#slider_1";
sliderother1 = "#slider_2";
valuemain = value1;
valueother1 = value2;
break;
case 2:
slidermain = "#slider_2";
sliderother1 = "#slider_1";
valuemain = value2;
valueother1 = value1;
break;
}
if (valueother1 === 0) {
if (valueother1 === 0) {
if (valuechange <= 0) {
$(sliderother1).slider('value', valueother1 - (valuechange / 2));
}
} else {
if (valuechange <= 0) {
$(sliderother1).slider('value', valueother1 - (valuechange / 2));
} else {
$(sliderother1).slider('value', valueother1 - valuechange);
}
}
} else {
$(sliderother1).slider('value', valueother1 - (valuechange / 2));
}
}
var bindSliders = function(selector, value) {
$(selector).bind("slidechange slide", function(event, ui) {
event.originalEvent && (event.originalEvent.type == 'mousemove' || event.originalEvent.type == 'mouseup' || event.originalEvent.type == 'keydown') && refreshSliders(value);
});
};
bindSliders("#slider_1", 1);
bindSliders("#slider_2", 2);
I think this can be done much shorter for two sliders
You can rewrite refreshSliders function to calculate second value on the basis of max value
And call it directly on slider "change" and "slide" (or even just second one)
function refreshSliders(thisSlider, ui){
var thisNum = $(thisSlider).attr("id").replace("slider_", "");
var otherNum = (thisNum==1)?2:1;
$('.'+thisNum+'percent').val(ui.value);
if ($("#slider_"+otherNum).slider("value")!=max-ui.value){
$("#slider_"+otherNum).slider("value", max-ui.value);
$('.'+otherNum+'percent').val(max-ui.value);
}
}
have a look at this jsfiddle, i forked it from original one and adjusted a bit: http://jsfiddle.net/paulitto/fBxCm/1/
Related
I added a custom "compare" routine in order to compute the difference of some point value relative to the previous point (instead of relative to the first point in the series as implemented in compare: 'value'):
Highcharts.wrap(Highcharts.Series.prototype, "setCompare", function(proceed, compare) {
// Set or unset the modifyValue method
this.modifyValue = (compare === 'value' || compare === 'percent' || compare === 'value_previous' || compare === 'percent_previous') ?
function(value, point) {
// MODIFIED ---------------------
var compareValue;
if (point && compare.includes("_previous")) {
compareValue = point.series.processedYData[point.index - 1];
} else {
compareValue = this.compareValue;
}
// -------------------------------
if (typeof value !== 'undefined' && typeof compareValue !== 'undefined') { // #2601, #5814
// Get the modified value
if (compare.includes('value')) { // MODIFIED!!!!!!!
value -= compareValue;
// Compare percent
} else {
value = 100 * (value / compareValue) - (this.options.compareBase === 100 ? 0 : 100);
}
// record for tooltip etc.
if (point) {
point.change = value;
}
return value;
}
return 0;
} :
null;
// Survive to export, #5485
this.userOptions.compare = compare; // ---WHAT TO DO???---
// Mark dirty
if (this.chart.hasRendered) {
this.isDirty = true;
}
});
The chart is drawn as expected (see fiddle), but the yaxis' range does not cover the new computed values. Any idea how to solve the problem?
Fiddle
You need also include this part of the code which will trigger and get the this.modifyValue from your custom wrap.
///
/// MISSED FUNCTIONS
///
var arrayMin = Highcharts.arrayMin = function arrayMin(data) {
var i = data.length, min = data[0];
while (i--) {
if (data[i] < min) {
min = data[i];
}
}
return min;
};
var arrayMax = Highcharts.arrayMax = function arrayMax(data) {
var i = data.length, max = data[0];
while (i--) {
if (data[i] > max) {
max = data[i];
}
}
return max;
};
// Modify series extremes
Highcharts.addEvent(Highcharts.Series.prototype, 'afterGetExtremes', function (e) {
var dataExtremes = e.dataExtremes;
if (this.modifyValue && dataExtremes) {
var extremes = [
this.modifyValue(dataExtremes.dataMin),
this.modifyValue(dataExtremes.dataMax)
];
dataExtremes.dataMin = arrayMin(extremes);
dataExtremes.dataMax = arrayMax(extremes);
}
});
///
///
///
Demo: https://jsfiddle.net/BlackLabel/ucvae7xy/
In my project, we are using the highchart version: Highcharts JS v3.0.10.
What should be equivalent code or property which is suitable for allowOverlap = false according to the newer version?
How to achieve alloOverlap= false in the older version?
Link: https://api.highcharts.com/highcharts/series.timeline.dataLabels.allowOverlap
The code that is responsible for hiding the overlapping data labels is currently in Highcharts core: https://code.highcharts.com/highcharts.src.js, but previously it was a separate module: https://code.highcharts.com/5/modules/overlapping-datalabels.src.js
However, to make it work you would have to make many changes in your code. I think using the plugin below will be the best solution for you:
(function(H) {
var each = H.each,
extend = H.extend;
/**
* Hide overlapping labels. Labels are moved and faded in and out on zoom to provide a smooth
* visual imression.
*/
H.Series.prototype.hideOverlappingDataLabels = function() {
var points = this.points,
len = points.length,
i,
j,
label1,
label2,
intersectRect = function(pos1, pos2, size1, size2) {
return !(
pos2.x > pos1.x + size1.width ||
pos2.x + size2.width < pos1.x ||
pos2.y > pos1.y + size1.height ||
pos2.y + size2.height < pos1.y
);
};
// Mark with initial opacity
each(points, function(point, label) {
label = point.dataLabel;
if (label) {
label.oldOpacity = label.opacity;
label.newOpacity = 1;
}
});
// Detect overlapping labels
for (i = 0; i < len - 1; ++i) {
label1 = points[i].dataLabel;
for (j = i + 1; j < len; ++j) {
label2 = points[j].dataLabel;
if (label1 && label2 && label1.newOpacity !== 0 && label2.newOpacity !== 0 &&
intersectRect(label1.alignAttr, label2.alignAttr, label1, label2)) {
(points[i].labelrank < points[j].labelrank ? label1 : label2).newOpacity = 0;
}
}
}
// Hide or show
each(points, function(point, label) {
label = point.dataLabel;
if (label) {
if (label.oldOpacity !== label.newOpacity) {
label[label.isOld ? 'animate' : 'attr'](extend({
opacity: label.newOpacity
}, label.alignAttr));
}
label.isOld = true;
}
});
};
H.wrap(H.Series.prototype, 'drawDataLabels', function(proceed) {
proceed.call(this);
this.hideOverlappingDataLabels();
});
}(Highcharts));
Live demo: http://jsfiddle.net/BlackLabel/6s5ycrwa/
The focus moves to the next input field before the event is fired. Can anyone help me find the bug, or figure out how to find it myself?
The goal is to catch the keyup event, verify that it is tab or shift+tab, and then tab as though it were tabbing through a table. When the focus gets to the last input that is visible, the three rows (see fiddle for visual) should move together to reveal hidden inputs. Once to the end of the inputs in that row, the three rows will slide back down to the beginning again, kind of like a carriage return on a typewriter, or tabbing into a different row in a table.
Right now, the tab event is moving just the row that holds the focus, and it is moving it before my script even starts to run. I just need to know why this is happening so that I can research how to resolve it.
Any help you can offer is appreciated. Please let me know if you need more information.
P.S. Using jquery 1.9.1
Link to Fiddle
jQuery(document).ready(function ($) {
// bind listeners to time input fields
//$('.timeBlock').blur(validateHrs);
$('.timeBlock').keyup(function () {
var caller = $(this);
var obj = new LayoutObj(caller);
if (event.keyCode === 9) {
if (event.shiftKey) {
obj.dir = 'prev';
}
obj.navDates();
}
});
// bind listeners to prev/next buttons
$('.previous, .next').on('click', function () {
var str = $(this).attr('class');
var caller = $(this);
var obj = new LayoutObj(caller);
obj.src = 'pg';
if (str === 'previous') {
obj.dir = 'prev';
}
obj.navDates();
});
});
function LayoutObj(input) {
var today = new Date();
var thisMonth = today.getMonth();
var thisDate = today.getDate();
var dateStr = '';
var fullDates = $('.dateNum');
var splitDates = new Array();
this.currIndex = 0; //currIndex defaults to 0
this.todayIndex;
fullDates.each(function (index) {
splitDates[index] = $(this).text().split('/');
});
//traverse the list of dates in the pay period, compare values and stop when/if you find today
for (var i = 0; i < splitDates.length; i++) {
if (thisMonth === (parseInt(splitDates[i][0], 10) - 1) && thisDate === parseInt(splitDates[i][1], 10)) {
thisMonth += 1;
thisMonth += '';
thisDate += '';
if (thisMonth.length < 2) {
dateStr = "0" + thisMonth + "/";
}
else {
dateStr = thisMonth + "/";
}
if (thisDate.length < 2) {
dateStr += "0" + thisDate;
}
else {
dateStr += thisDate;
}
fullDates[i].parentNode.setAttribute('class', 'date today');
this.todayIndex = i;
break;
}
}
//grab all of the lists & the inputs
this.window = $('div.timeViewList');
this.allLists = $('.timeViewList ul');
this.inputs = $('.timeBlock');
//if input`isn't null, set currIndex to match index of caller
if (input !== null) {
this.currIndex = this.inputs.index(input);
}
//else if today is in the pay period, set currIndex to todayIndex
else if (this.todayIndex !== undefined) {
this.currIndex = this.todayIndex;
}
//(else default = 0)
//grab the offsets for the cell, parent, and lists.
this.winOffset = this.window.offset().left;
this.cellOffset = this.inputs.eq(this.currIndex).offset().left;
this.listOffset = this.inputs.offset().left;
//grab the width of a cell, the parent, and lists
this.cellWidth = this.inputs.outerWidth();
this.listWidth = this.inputs.last().offset().left + this.cellWidth - this.inputs.eq(0).offset().left;
this.winWidth = this.window.outerWidth();
//calculate the maximum (left) offset between the lists and the parents
this.offsetMax = (this.listWidth - this.winWidth);
//set default scroll direction as fwd, and default nav as tab
this.dir = 'next';
this.src = 'tab';
//grab the offsets for the cell, parent, and lists.
this.cellOffset = this.inputs.eq(this.currIndex).offset().left;
this.listOffset = this.inputs.eq(0).offset().left;
this.winOffset = this.allLists.parent().offset().left;
//calculate the maximum (left) offset between the lists and the parents
this.offsetMax = (this.listWidth - this.winWidth);
}
LayoutObj.prototype.focusDate = function () {
this.inputs.eq(this.currIndex).focus();
};
LayoutObj.prototype.slideLists = function (num) {
this.listOffset += num;
this.allLists.offset({ left: this.listOffset });
};
LayoutObj.prototype.navDates = function () {
if (!this.inWindow()) {
var slide = 0;
switch (this.src) {
case 'pg':
slide = this.winWidth - this.cellWidth;
break;
case 'tab':
slide = this.cellWidth + 1;
break;
default:
break;
}
if (this.dir === 'next') {
slide = -slide;
}
this.slideLists(slide);
}
this.focusDate();
};
LayoutObj.prototype.inWindow = function () {
//detects if cell intended for focus is visible in the parent div
if ((this.cellOffset > this.winOffset) && ((this.cellOffset + this.cellWidth) < (this.winOffset + this.winWidth))) {
return true;
}
else {
return false;
}
}
All it needed was 'keydown()' instead of 'keyup().'
I am unable to do pinch and zoom on ipad, I guess that the below given code may be effecting the code,
Please give any perfect solution.
Is there any issue with the binding of body child events or need to calculate the touches in different variables, and do manual calculation.
///I-Pad evenet Binding
$(document).ready(function () {
$("body").children().bind('touchstart touchmove touchend touchcancel', function () {
var touches = event.changedTouches, first = touches[0], type = "";
switch (event.type) {
case "touchstart": type = "mousedown";
break;
case "touchmove": type = "mousemove";
break;
case "touchend": type = "mouseup";
break;
default: return;
}
var simulatedEvent = document.createEvent("MouseEvent");
simulatedEvent.initMouseEvent(type, true, true, window, 1,
first.screenX, first.screenY,
first.clientX, first.clientY, false,
false, false, false, 0/*left*/, null);
if (touches.length < 2) {
first.target.dispatchEvent(simulatedEvent);
event.preventDefault();
}
});
(function () {
var last_x = null, last_y = null, w_area = workarea[0],
panning = false, keypan = false, dopanning = false;
$("#svgroot").bind('mousemove mouseup', function (evt) {
if (dopanning === false) return;
var clientxnew = +$("#svgcontent")[0].getAttribute("x"),
clientynew = +$("#svgcontent")[0].getAttribute("y");
clientxnew += (evt.clientX - last_x);
clientynew += (evt.clientY - last_y);
last_x = evt.clientX;
last_y = evt.clientY;
//this.setAttribute("viewBox", vb.join(' '));
// updateCanvas(true);
$("#svgcontent").show();
$("#svgcontent")[0].setAttribute("x", clientxnew);
$("#svgcontent")[0].setAttribute("y", clientynew);
svgedit.select.getSelectorManager().selectorParentGroup.setAttribute("transform", "translate(" + clientxnew + "," + clientynew + ")");
if (evt.type === 'mouseup') { dopanning = false; }
return false;
}).mousedown(function (evt) {
var mouse_target = svgCanvas.getMouseTarget(evt);
if (svgCanvas.getMode() == "text" || svgCanvas.getMode() == "textedit") {
dopanning = false; return;
}
if ((mouse_target.id.indexOf("grouplayerdragged") > -1 || mouse_target.id.indexOf("hotspot") > -1 ||
mouse_target.id.indexOf("clonediv") > -1 || mouse_target.tagName === "text")) { dopanning = false; return; }
if (selectedElement != null) {
dopanning = false; return;
}
if (evt.button === 0) {
dopanning = true;
last_x = evt.clientX;
last_y = evt.clientY;
svgCanvas.clearSelection(true);
return false;
}
});
$(window).mouseup(function () {
panning = false;
dopanning = false;
});
you should use gesturechange. try this way (this is not your exact solution but you can hack it)
var angle = 0;
var newAngle;
var scale = 1;
var newScale;
function saveChanges() {
angle = newAngle;
scale = newScale;
}
function getAngleAndScale(e) {
// Don't zoom or rotate the whole screen
e.preventDefault();
// Rotation and scale are event properties
newAngle = angle + e.rotation;
newScale = scale * e.scale;
// Combine scale and rotation into a single transform
var tString = "scale(" + newScale + ")";
document.getElementById("theDiv").style.webkitTransform = tString;
}
function init() {
// Set scale and rotation during gestures
document.getElementById("theDiv").addEventListener("gesturechange", getAngleAndScale, false);
// Preserve scale and rotation when gesture ends
document.getElementById("theDiv").addEventListener("gestureend", saveChanges, false);
}
<body>
<div style="width:300px;height:300px;overflow:scrool;-webkit-overflow-scrolling: touch;">
<img id="theDiv" style="width:100%;" src="http://animal.discovery.com/guides/wild-birds/gallery/mallard_duck.jpg" />
</div>
Try this on your ipad
I am using the following code to tween an movieclip once _global.choiceMade equals 1...
onClipEvent (load) {
import mx.transitions.Tween;
import mx.transitions.easing.*;
}
onClipEvent (enterFrame) {
if (_global.choiceMade == 1) {
var myTweenX:Tween = new Tween(this, "_x", mx.transitions.easing.Back.easeOut, this._x, -349, 0.5, True);
}
}
This is contained within each frame of the main timeline. The first time it runs fine but on the next frame it runs incredibly slow (takes about 12 seconds not 0.5 and is very choppy), if I then return to the first frame and run it again now this time it is extremely slow.
I can't work out why its doing this my CPU stays around 6-15% while its running so it can't be too demanding.
Updated to show rest of my code:
On main timeline have a frame each containing a movieclip. On the timeline of each of these movieclips contains:
//tint an object with a color just like Effect panel
//r, g, b between 0 and 255; amount between 0 and 100
Color.prototype.setTint = function(r, g, b, amount) {
var percent = 100-amount;
var trans = new Object();
trans.ra = trans.ga=trans.ba=percent;
var ratio = amount/100;
trans.rb = r*ratio;
trans.gb = g*ratio;
trans.bb = b*ratio;
this.setTransform(trans);
};//Robert Penner June 2001 - http://www.robertpenner.com
MovieClip.prototype.scaleXY = function(to){
this.onEnterFrame = function(){
this._alpha = to-(to-this._alpha)/1.2;
if(this._alpha > to-1 && this._alpha < to+1){
this._alpha = to;
delete this.onEnterFrame
}
}
}
scoreUpdated = 0;
Answer = 1;
_global.choiceMade = 0;
Buttons = new Array(this.buttonHolder.True, this.buttonHolder.False);
Answers = new Array(this.Correct, this.Wrong);
for (i=0; i<Answers.length; i++) {
Answers[i]._alpha = 0;
}
for (b=0; b<Buttons.length; b++) {
Buttons[b].thisValue = b;
}
In this movieclip there are two movieclip buttons (True and False) containing this code:
onClipEvent (enterFrame) {
this.onRollOver = function() {
this.gotoAndStop("over");
};
this.onRollOut = function() {
this.gotoAndStop("up");
};
this.onPress = function() {
this.gotoAndStop("down");
};
this.onReleaseOutside = function() {
this.gotoAndStop("up");
};
this.onRelease = function() {
this.gotoAndStop("down");
whichChoice = this;
_global.choiceMade = 1;
counter = 0;
};
if (_global.choiceMade == 1) {
this.enabled = false;
this._parent.scoreNow = _global.score;
this._parent.scoreOutOf = (this._parent._parent._currentframe)- 1 + ( _global.choiceMade);
if (thisValue == this._parent._parent.Answer && whichChoice == this) {
myColor = new Color(this);
myColor.setTint(0,204,0,13);
this._parent._parent.Answers[0]._alpha = 100;
this._parent._parent.Answers[0].scaleXY(100);
this.tick.swapDepths(1000);
if (counter == 0) {
_global.score++;
counter++;
}
}
else if (thisValue == this._parent._parent.Answer) {
myColor = new Color(this);
myColor.setTint(0,204,0,13);
this.tick.swapDepths(1000);
}
else if (whichChoice == this) {
this._parent._parent.Answers[1]._alpha = 100;
this._parent._parent.Answers[1].scaleXY(100);
myColor = new Color(this);
myColor.setTint(255,0,0,13);
this.cross.swapDepths(1000);
}
else {
myColor = new Color(this);
myColor.setTint(255,0,0,13);
myColor.setTint(255,0,0,13);
this.cross.swapDepths(1000);
}
}
}
The script at the top is on a movieclip these buttons are contained in called buttonHolder which does what it says, and tweens the buttons across the screen to reveal a next button once an answer is chosen.
From what I can see, as long as you have choiceMade == 1 you create a new effect! which is not ok. because in 1 sec at 15 fps you will have 15 tweens running :(
try yo set choiceMade = 0 or somehting else than 1
onClipEvent (enterFrame)
{
if (_global.choiceMade == 1)
{
_global.choiceMade = -1;
var myTweenX:Tween = new Tween(this, "_x", mx.transitions.easing.Back.easeOut, this._x, -349, 0.5, True);
}
}
Without seeing the rest of your code it's hard to see exactly what's going on. But it looks like you never change choiceMade and it continuously recreates the tween.
onClipEvent (enterFrame) {
if (_global.choiceMade == 1) {
var myTweenX:Tween = new Tween(this, "_x", mx.transitions.easing.Back.easeOut, this._x, -349, 0.5, True);
_global.choiceMade = 0;
}
}