Highmaps, how to get marker position - position

I am working on a highmaps map of the world project and would like to zoom into a marker when the user clicks. I achieved this functionality by using the event in series in the below manner:
events: {
click: function () {
zoomInMarker();
}
},
In my click function I am calling a function that gets Europe's coordinates. the function is defined as below:
function zoomInMarker () {
var chart = $('#container').highcharts();
chart.xAxis[0].setExtremes(740, 1180, false);
chart.yAxis[0].setExtremes(-1730, -1470, false);
chart.redraw();
}
this works but which ever marker on the map I click, obviously always zooms in the same place that is Europe. How do i alter the zoomInMarker function to get the coordinates of the marker that was clicked. like for example using point.position instead of actual values like (740, 1180).

Related

How to get position of clicked icon on cesium map

I am trying to draw circles around an icon that is selected via clicking. My current code is:
this.handler.setInputAction(function(click) {
var pickedObjects = viewer.scene.drillPick(click.Position);
if(Cesium.defined(pickedObjects)) {
if(pickedObjects.length >=1)
{
var cartesian = thisRef.viewer.camera.pickEllipsoid(click.position, thisRef.viewer.scene.globe.ellipsoid);
thisRef.drawCircle(cartesian);
}
}
}, Cesium.ScreenSpaceEventType.LEFT_CLICK;
};
If the user is zoomed out quite far, the position won't be accurate. It needs to be based on the selected object, not the users click. However I can't figure out how to do this. I have pickedObjects, but I can't figure out how to get their position from those objects. It doesn't seem to be an entity (even though I think the icon was an entity when it was being created) and so I can't use entity.position. Thank you for your help.
To be able to access the standard Cesium entity, it turns out, you must go in the drillPick objects id. So I modified my code to get the first object in the list of objects and get the id from that, and now I can call the member position of a standard entity.
this.handler.setInputAction(function(click) {
var pickedObjects = viewer.scene.drillPick(click.Position);
if(Cesium.defined(pickedObjects)) {
if(pickedObjects.length >=1)
{
var entity = pickedObjects[0].id;
thisRef.drawCircle(entity.position);
}
}
}, Cesium.ScreenSpaceEventType.LEFT_CLICK;
};

svg.js with existing svg

I'm trying to implement svg.js to make a map of a clickable floorplan.
But I cannot make this work properly, or this works but doesn't work like I expected:
const map = SVG.get('mysvg');
map.click(function( event ) {
this.fill({ color: '#000' });
console.log(this);
console.log(event.target);
});
When I try to click on some area on the map, instead of change fill color I get nothing.
Actually svgjs triggers 'create' as you can see in console with inspector.
Not sure what am I doing wrong here?
I would expect that the area will change fill color?
https://codepen.io/bobz-zg/pen/LdyXBe
You can use the select function as described here to create a Set. You'd then use the each() method from Set to iterate over each entry and apply the click event handler. For example:
const map = SVG.get("mysvg");
var restaurants = map.select('[id*="restaurant"]:not(g)'); // Create an svg.js Set, but do not capture the group in the set
restaurants.each(function() {
this.click(function(event) {
this.fill({ color: "#000" });
});
});
If you can edit the svg that you are using as an input, I would suggest adding a class to each of the clickable elements to use that as the reference for select. Otherwise, you'll have to do something like selecting all element id 'types' (i.e. restaurant, retail etc.) separately and concatenating the Sets using Set.add() before you do the loop to add the click listener, but that could get messy.

Jointjs When dragging a link target, have it call a custom function

I would like to override the default link behaviour. I have a function that deals with connecting a link to a target following a certain set of rules. For example, LinkTypeA will can only connect to ObjectType1 and ObjectType2, and LinkTypeB will only connect with ObjectType3.
In the case that the user is creating LinkTypeA, and terminates when clicking on ObjectType3, a point (x, y) is created for the links target.
This is because ObjectType1 and ObjectType2 are often embedded above a ObjectType3.
I have that behaviour working correctly, but when you grab a links end and drag it, when letting go, it runs an internal function instead, which allows it to connect to ObjectType3.
I would like to override this and have it call my custom function. How can I do this?
linkValidation function should handle it even if the link is being dragged. In the example below only shapes with a same type can be linked (rect with rect, circle with circle).
var paper = new joint.dia.Paper({
el: $('#paper'),
width: 650,
height: 400,
model: graph,
linkPinning: false,
validateConnection: function(cellViewS, magnetS, cellViewT, magnetT, end, linkView) {
var source = cellViewS.model.get('type');
var target = cellViewT.model.get('type');
return source && source === target;
}
});
https://jsfiddle.net/vtalas/65uteht9/

fabric.js canvas.on('mouse:down')

Im drawing elements to a new fabric.js canvas. Im using the following code to listen to click events
canvas.on('mouse:down', function(options) {
console.log(options.target);
if (options.target) {
//get details of element
var clicked_id= options.target.get('id')
//before hide or move logs:
//options -> Object {target: u, e: MouseEvent}
//after hide or move logs:
//options -> Object {target: undefined, e: MouseEvent}
}
});
The problems comes, when I hide or move an element. The options parameter within the callback function doesn't recognize that the click X,Y was on top of an element, even if I do a canvas.renderall() call.
The only way I can get around this is to initize the canavs object again.
any ideas?
Call canvas.calcOffset();
after move and render
If it didn't work then try .setCoords();

CKEditor 3 Dialog Positioning

I have checked and tried the method posted here to set where CKEditor dialogs pop up:
Programatically set the position of CKEditor's dialogs
This seems to either be deprecated or incomplete. When attempting this for the 'link' dialog, the dialog box does not format correctly, as if this onShow definition replaces the default action rather than adding to it. Any suggestions to alter this code or a new method to position the link dialog closer to the menu bar?
CKEDITOR.on('dialogDefinition', function(e) {
var dialogDefinition = e.data.definition;
dialogDefinition.onShow = function() {
this.move(200, 100);
}
})
You're right. Your code is overwriting the basic onShow definition.
What you have to do is simply to save a default (generic) onShow, then overwrite it so it calls the saved one and eventually executes your code:
CKEDITOR.on( 'dialogDefinition', function( event ) {
var dialogDefinition = event.data.definition,
genericOnShow = dialogDefinition.onShow;
dialogDefinition.onShow = function() {
genericOnShow.apply( this );
this.move( 10, 10 );
// ...or anything you want ;)
}
});
VoilĂ !
PS. Remember to always pass the context with apply or call.

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