change container fluid class in resolution up than 1200 - resolution

How can I change div class from container-fluid to container when resolution greater than 1200?
im working with bootstrap 3.

If you want to change the class names on html, you can use Jquery. Like this:
$(window).resize(function(){
var windowWidth = $(window).width();
var container = $('.container');
var containerFluid = $('.container-fluid');
if(windowWidth < 600){
containerFluid.removeClass('container-fluid').addClass('container');
}else if (windowWidth > 600){
container.removeClass('container').addClass('container-fluid');
}
});
Here is JS Fiddle
As you can see, according to window size, class changes on html.

Related

How to use .contentDocument in a .hover variable path?

I have an SVG loading like this:
<object id="svg-object" type="image/svg+xml" width="1400px" height="900px" data="media/1.svg?"></object>
I then have a function that works calling out one element in this svg and apply a style to it just fine. Here is the onload event that is working for getting me the element properly:
window.onload=function() {
var svgObject = document.getElementById('svg-object').contentDocument;
var element = svgObject.getElementById('sprite1');
};
But how do I set a .hover even in for this same element? I've tried:
$('#${element}').hover(function(e) { }
But no luck.
Also, how can I apply the svgObject variable to a whole class like path or polygon? I use this on a local inline SVG and it works fine:
$("polygon, path").hover(function(e) { }
I would like this to work on the object embedded in the svg also.
Sorry, I am not able to put an external svg in snippet (or at least I don't know how) as external URL will not load in an object. And it needs to load as an object for you to see the issue.
Any help?
Also, here is code that works defining element color from script but mouseover not working either. (tried instead of hover)
window.onload=function() {
var svgObject = document.getElementById('svgEmb').contentDocument;
var element = svgObject.getElementById('left');
element.style.fill = "blue";
element.style.stroke ="blue";
};
element.addEventListener("mouseover", function() {
element.style.fill = "red";
element.style.stroke ="red";
});

How to get char code of fontawesome icon?

I'd like to use fontawesome icons in SVG scope. I cannot achieve it in common way, but I can add <text> element containing corresponding UTF-8 char and with font set to fontawesome, like that:
<text style="font-family: FontAwesome;">\uf0ac</text>
To make it clear I wrote a switch for getting useful icons:
getFontAwesomeIcon(name) {
switch (name) {
case 'fa-globe':
return '\uf0ac'
case 'fa-lock':
return '\uf023'
case 'fa-users':
return '\uf0c0'
case 'fa-ellipsis-h':
return '\uf141'
default:
throw '# Wrong fontawesome icon name.'
}
}
But of course that's ugly, because I must write it myself im my code. How can I get these values just from fontawesome library?
You can avoid producing such a list and extract the information from the font-awesome stylesheet on the fly. Include the stylesheet and set the classes like usual, i. e.
<tspan class="fa fa-globe"></tspan>
and you can do the following:
var icons = document.querySelectorAll(".fa");
var stylesheet = Array.from(document.styleSheets).find(function (s) {
return s.href.endsWith("font-awesome.css");
});
var rules = Array.from(stylesheet.cssRules);
icons.forEach(function (icon) {
// extract the class name for the icon
var name = Array.from(icon.classList).find(function (c) {
return c.startsWith('fa-');
});
// get the ::before styles for that class
var style = rules.find(function (r) {
return r.selectorText && r.selectorText.endsWith(name + "::before");
}).style;
// insert the content into the element
// style.content returns '"\uf0ac"'
icon.textContent = style.content.substr(1,1);
});
My two answers for two approaches to the problem (both developed thanks to ccprog):
1. Setting char by class definition:
In that approach we can define element that way:
<text class="fa fa-globe"></text>
And next run that code:
var icons = document.querySelectorAll("text.fa");
// I want to modify only icons in SVG text elements
var stylesheets = Array.from(document.styleSheets);
// In my project FontAwesome styles are compiled with other file,
// so I search for rules in all CSS files
// Getting rules from stylesheets is slightly more complicated:
var rules = stylesheets.map(function(ss) {
return ss && ss.cssRules ? Array.from(ss.cssRules) : [];
})
rules = [].concat.apply([], rules);
// Rest the same:
icons.forEach(function (icon) {
var name = Array.from(icon.classList).find(function (c) {
return c.startsWith('fa-');
});
var style = rules.find(function (r) {
return r.selectorText && r.selectorText.endsWith(name + "::before");
}).style;
icon.textContent = style.content.substr(1,1);
});
But I had some problems with that approach, so I developed the second one.
2. Getting char with function:
const getFontAwesomeIconChar = (name) => {
var stylesheets = Array.from(document.styleSheets);
var rules = stylesheets.map(function(ss) {
return ss && ss.cssRules ? Array.from(ss.cssRules) : [];
})
rules = [].concat.apply([], rules);
var style = rules.find(function (r) {
return r.selectorText && r.selectorText.endsWith(name + "::before");
}).style;
return style.content.substr(1,1);
}
Having that funcion defined we can do something like this (example with React syntax):
<text>{getFontAwesomeIconChar('fa-globe')}</text>

Get widget width using YUI JS

var _TooltipHandler = {
toolTipOverlay : null,
onMouseOver : function (e)
{
_TooltipHandler.toolTipOverlay.set("bodyContent", this.get('alt'));
var region= this.get('region');
var elmLeft = region.left;
var windowWidth = this.get('winWidth');
_TooltipHandler.toolTipOverlay.set("align", {node:this,
points:[_yui.WidgetPositionExt.BL, _yui.WidgetPositionExt.TR]});
_TooltipHandler.toolTipOverlay.show();
e.preventDefault();
},
}
Hello guys,
Give me a way to find the width of the current toolTipOverlay div. We do not use jquery so please be specific related to yui 3.0 js.
Thanks in advance.
The width of the widget (tooltip inherited from Widget) is the width of the boundingBox node;
var bb_width = widget_instance.get('boundingBox').getStyle('width');
Check the Widget's Basic Attributes : http://yuilibrary.com/yui/docs/widget/#attributes

Convert SVG to PNG and maintain CSS integrity

I am currently using canvg() and Canvas2Image to copy my SVG to a canvas and then convert the canvas to PNG. I would like to maintain the image format and not use PDF.
How can I maintain the CSS integrity? Chart is made using NVD3.js.
downloadPhoto: function() {
var chartArea = document.getElementsByTagName('svg')[0].parentNode;
var svg = chartArea.innerHTML;
var canvas = document.createElement('canvas');
canvas.setAttribute('width', chartArea.offsetWidth);
canvas.setAttribute('height', chartArea.offsetHeight);
canvas.setAttribute('display', 'none');
canvas.setAttribute(
'style',
'position: absolute; ' +
'top: ' + (-chartArea.offsetHeight * 2) + 'px;' +
'left: ' + (-chartArea.offsetWidth * 2) + 'px;');
document.body.appendChild(canvas);
canvg(canvas, svg);
Canvas2Image.saveAsPNG(canvas);
canvas.parentNode.removeChild(canvas);
}
Style definitions for svg elements defined in stylesheets are not applied to the generated canvas. This can be patched by adding style definitions to the svg elements before calling canvg.
Inspired on this article, I've created this:
function generateStyleDefs(svgDomElement) {
var styleDefs = "";
var sheets = document.styleSheets;
for (var i = 0; i < sheets.length; i++) {
var rules = sheets[i].cssRules;
for (var j = 0; j < rules.length; j++) {
var rule = rules[j];
if (rule.style) {
var selectorText = rule.selectorText;
var elems = svgDomElement.querySelectorAll(selectorText);
if (elems.length) {
styleDefs += selectorText + " { " + rule.style.cssText + " }\n";
}
}
}
}
var s = document.createElement('style');
s.setAttribute('type', 'text/css');
s.innerHTML = "<![CDATA[\n" + styleDefs + "\n]]>";
//somehow cdata section doesn't always work; you could use this instead:
//s.innerHTML = styleDefs;
var defs = document.createElement('defs');
defs.appendChild(s);
svgDomElement.insertBefore(defs, svgDomElement.firstChild);
}
// generate style definitions on the svg element(s)
generateStyleDefs(document.getElementById('svgElementId'));
The key thing here is that all the style rules need to be part of the SVG, not in external style files. So you would need to go through all the CSS for NVD3 and set all of those attributes in the code. Anything that is set via an external stylesheet will be ignored.
just to make #Lars Kotthoff's answer more concrete. "example of how to export a png directly from an svg" has a working example. the code snippet/gist tries to first apply all css to the svg inline and then draw the image on the canvas and export the data as png. (internally it adopted svg-crowbar code). and i apply the technique in my project and it works smoothly - a download button that can download the svg image rendered using nvd3.

yui How to make in tag image does not necessarily will been to specify its size?

Good day.
I use script Imagecropper
Script:
<img src="http://test.com/img/1362244329.jpg" id="yui_img" height="768" width="1024">
<script>
(function() {
var Dom = YAHOO.util.Dom,
Event = YAHOO.util.Event;
var crop = new YAHOO.widget.ImageCropper('yui_img');
})();
</script>
result:
But if i do not specify the image size, then i get next(see image):
<img src="http://test.com/img/1362244329.jpg" id="yui_img">
result:
And if i specify the wrong picture size, the window will increase the portion of the image:
<img src="http://test.com/img/1362244329.jpg" id="yui_img" height="333" width="500">
result:
How to make in tag image does not necessarily will been to specify its size?
First of all I'd like to point you to YUI 3 since YUI 2 is no longer supported. You shouldn't write new code using YUI 2. There's an ImageCropper component I wrote for YUI 3 that works just like the YUI 2 version in the YUI Gallery: http://yuilibrary.com/gallery/show/imagecropper. Since it copies what the YUI 2 ImageCropper did, it shares these issues with the older version.
What to do when the size of the image isn't specified
The reason why you're getting a small ImageCropper is that you're creating the widget before the image has been fetched and so the browser doesn't know its size yet. What you can do is wait for the image's onload event. You can listen to that event and create the ImageCropper after it fires:
(function() {
var Dom = YAHOO.util.Dom,
Event = YAHOO.util.Event;
var yui_img = Dom.get('yui_img');
Event.addListener(yui_img, 'load', function () {
var crop = new YAHOO.widget.ImageCropper(yui_img);
});
})();
Why the ImageCropper doesn't work with images with the wrong size
Neither the YUI 2 ImageCropper nor my YUI 3 version work with images when they don't have the right size. The reason is that both use the background: url() CSS style for showing the image inside the crop area (the non-darkened part of the widget). CSS backgrounds don't let you use a resized/zoomed image.
I plan on using another strategy at some point for the YUI 3 version that will fix the issue. However, you need to keep in mind that the ImageCropper component is designed so that you send the crop coordinates to the server for it to actually crop the image. That means that if you have the wrong size set to the image, the coordinates that the image cropper returns with its getCropCoords method wouldn't be the coordinates that match with the full sized image. Instead you'd also have to send the server the size of the image you've been using and do extra math to crop the image correctly.
In conclusion, you shouldn't use the image with the wrong size. You can fix the size of the image in two ways:
Use the HTML5 naturalWidth and naturalHeight attributes of the image. Those return the real size of the image even if it's resized. Unfortunately these attributes are not yet supported by all browsers.
Create a new image with JS, set it the same src as the image you're using, listen to its load event and get that image's size.
Something like this:
(function () {
var Dom = YAHOO.util.Dom;
var yui_img = Dom.get('yui_img'),
new_img = new Image();
new_img.onload = function () {
yui_img.width = new_img.width;
yui_img.height = new_img.height;
// create the ImageCropper
};
new_img.src = yui_img.src;
}());
A YUI3 version
You can easily do all this with YUI3:
YUI().use('gallery-imagecropper', function (Y) {
var img = Y.one('#yui_img');
img.on('load', function () {
var cropper = new Y.ImageCroper({
srcNode: img,
width: img.get('width'),
height: img.get('height')
});
cropper.render();
});
});
Typo in code. Should be
var cropper = new Y.ImageCropper({
You missed a letter "p".

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