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
Related
I need to position text inputs at various places on a KonvaJS layer. I found the following code at https://konvajs.github.io/docs/sandbox/Editable_Text.html and I'm trying to understand the textPosition, stageBox, and areaPosition vars in this code. I want my stage centered in the browser window, but when I do that, the textarea (activated on dblclick) pops up way off to the left. I can't get a console readout of the x/y coordinates, so I can't visualize how the positioning works &, thus, how to change it. Can anyone explain, or point me in the right direction?
var text_overlay = new Konva.Layer();
stage.add(text_overlay);
var textNode = new Konva.Text({
text: 'Some text here',
x: 20,
y: 50,
fontSize: 20
});
text_overlay.add(textNode);
text_overlay.draw();
textNode.on('dblclick', () => {
// create textarea over canvas with absolute position
// first we need to find its position
var textPosition = textNode.getAbsolutePosition();
var stageBox = stage.getContainer().getBoundingClientRect();
var areaPosition = {
x: textPosition.x + stageBox.left,
y: textPosition.y + stageBox.top
};
// create textarea and style it
var textarea = document.createElement('textarea');
document.body.appendChild(textarea);
textarea.value = textNode.text();
textarea.style.position = 'absolute';
textarea.style.top = areaPosition.y + 'px';
textarea.style.left = areaPosition.x + 'px';
textarea.style.width = textNode.width();
textarea.focus();
textarea.addEventListener('keydown', function (e) {
// hide on enter
if (e.keyCode === 13) {
textNode.text(textarea.value);
text_overlay.draw();
document.body.removeChild(textarea);
}
});
})
// add the layer to the stage
stage.add(text_overlay);
UPDATE: I solved part of the problem--the textarea showing up way out of position. You need to use 2 divs in the HTML file instead of one, like so:
<div id="containerWrapper" align="center"><div id="container"></div></div>
Thanks to Frens' answer on Draw border edges of the Konvajs container Stage in html for that one!
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>
I am testing the <webview> element in Chrome and I have gone through the documentation but I cannot figure out why the Webview is not resizing when the parent window does.
Index.Html
<body>
<webview src="http://website.com" style="width:1010px; height:700px" minwidth="1010" minheight="700" autosize="on""></webview>
<script src="index.js"></script>
background.js
chrome.app.runtime.onLaunched.addListener(function() {
chrome.app.window.create('index.html', {
'bounds': {
'width': 1010,
'height': 700
}});});
Index.js
$(function() {
function resizeWebView() {
$('webview').get(0).width = $(window).width();
$('webview').get(0).height = $(window).height();
}
$(window).resize(resizeWebView);
resizeWebView();
});
I tried also removing the autosize=on as recommended but it does not work.
Another question how to disable the main window (Embedder) from resizing.
Thanks
You should use the chrome.app.window.onBoundsChanged API on the window object returned by chrome.app.window.create. Simple implementation:
background.js
var appWin = null;
chrome.app.runtime.onLaunched.addListener(function() {
chrome.app.window.create(
'index.html',
{'bounds': {'width': 1010, 'height': 700}},
onWindowCreated
);
});
function onWindowCreated(win) {
appWin = win;
// Resize the webview when the window resizes.
appWin.onBoundsChanged.addListener(onBoundsChanged);
// Initialize the webview size once on launch.
onBoundsChanged();
}
function onBoundsChanged() {
var webview = document.querySelector('webview');
var bounds = appWin.getBounds();
webview.style.height = bounds.height + 'px';
webview.style.width = bounds.width + 'px';
}
index.js
// Nothing here
See a much more elaborate object-oriented example with multiple windows and persisting/reusing the last window size set by the user here: https://github.com/GoogleChrome/chrome-app-samples/tree/master/url-handler.
As to your second question, it would be good if you asked it separately, but nevertheless: just set the resizable parameter of chrome.app.window.create to false:
...
chrome.app.window.create(
'index.html',
{
'bounds': {'width': 1010, 'height': 700},
'resizable': false
},
...
I set out to achieve something similar and the following approach is how I implemented it.
index.html
<webview src="http://website.com" style="width:1010px; height:700px"></webview>
background.js
The code you have here looks correct.
index.js
I approached this in a slightly different way by using the window.onresize event to handle the resize. Please keep in mind that resize event is fired after the screen has been resized and may seem to create a slightly laggy feel.
window.onresize = setWebview;
function setWebview() {
var webview = document.querySelector('webview');
var webviewWidth = document.documentElement.clientWidth;
var webviewHeight = document.documentElement.clientHeight;
webview.style.width = webviewWidth + 'px';
webview.style.height = webviewHeight + 'px';
}
I also call the setWebview(); function in the onLoad or something of the sorts for the initial setting of the webview.
So that is my approach, looking at your index.js I think you may be having an issue in that you are trying to set the width and height of the <webview> when in fact you need to be setting the style width and height, so maybe the following would have worked;
$('webview').get(0).style.width = $(window).width();
$('webview').get(0).style.height = $(window).height();
Notice that I added in .style before .width and .height
Hope that helps..
I don't know if this is a new thing but I did exactly this with CSS:
webview {
height: 100%;
width: 100%;
}
Easy as pie!
I have an SVG canvas with text that I would like to respond to clicks. The code below isn't getting the job done:
var MyView = Backbone.View.extend({
tagName : "text",
events : {
"click" : "clickhandler"
},
initialize : function() {
this.centerX = this.options.centerX;
this.centerY = this.options.centerY;
this.svg = this.options.svg;
this.tagText = this.model.get("tag_name");
this.render();
},
clickhandler : function(event) {
console.log("I was clicked!"); //This is not firing on click
},
render : function() {
this.el = this.svg.text(this.centerX, this.centerY, this.tagText, {});
return this;
}
});
This is being called in the render function of another view as such :
container.svg({
onLoad : function(svg) {
for ( var i = 1; i < that.relatedTags.length; i++) {
tagView = new MyView({
model : this.relatedTags.at(i),
centerX : 100,
centerY : 200,
svg : svg
});
}
container.append(tagView);
}
});
It shows up just fine and if I throw this in at the end of the for loop :
$(tagView.el).click(function() {
alert("xx");
});
Then the clicking works but I need to access the Backbone Model associated with the view so I'd much prefer the backbone event to a straight JQuery event.
The problem here is, that you set the element of the view in the render method. But backbone tries to add the events on initialization. So when backbone tries to add the events there is no element in you case. So either you have to start your view with your svg text, or you add the events by hand in your render method.
Maybe you can add the events on the svg itself and jquery is clever enough to handle the delegation. But I'm not sure in this case.
I want to position Dojo's Dijit Dialog relative to one of my html element. is it Possible?
If yes. How?
currently it always shows dialog in middle of viewport.
Can any one help me regarding the matter?
Thanks.
amar4kintu
Another way that I do this (not great because I override a private method but it gives me the flexibility I want):
var d = new Dialog({
title:"Your Dialog",
_position:function(){
if(this.refNode){
p = Geo.position(this.refNode);
Style.set(this.domNode,{left:p.x + "px", top:p.y + "px"});
}
},
showAround:function(node){
this.refNode = node;
this.show();
}
});
d.showAround(dojo.byId("someNode"));
This example uses "dojo/dom-style" as Style and "dojo/dom-geometry" as Geo.
I did that by adjusting default absolute position of dijit.dialog using dojo..
I used following code to readjust absolute position of dialog to what I want..
dijit.byId('dialog').show();
dojo.style('dialog','background-color','#AAAAAA');
var co = dojo.coords('period'); // element below which I want to display dialog
dojo.style('md1','top',(co.y + 25)+'px');
dojo.style('md1','left', co.x+'px');
Hopefully this will help someone..
Thanks.
amar4kintu
I think dijit.TooltipDialog is what you need.
var dialog = new dijit.Dialog({
title: myTitle,
content: myDialogContent,
style: "width: 300px;",
onShow: function() { dojo.style(this.containerNode.parentNode,'visibility','hidden'); },
onLoad: function() { dojo.style(this.containerNode.parentNode,{top:'100px', visibility:'visible'}); }
});
Instead top:'100px' you can use also top:'20%' but not tested well. My dojo is 1.7.1.