Friday, December 19, 2008

Javascript image effects, fade-in

It's been a long while since my last post, but recently I found some time to write some new scripts. These are object oriented, so they are easier to use and have very little (or no) issues with scope collisions and the like. From now on, I will try to write all examples using OOP and 'classes'. This script is used to apply effects on pictures in a page. The effect shown in it is "Fade-in" - the image starts fully transparent and smoothly appears till it's fully visible. This is just the first effect of the series, and that is all I will show for today, but there will be additional effects added constantly :) Here's what I've made:
//THE object constructor (class, etc.)
function imageEffects(elmnt, pics, effectId, steps, time)
{
 //If the required parameters are not passed, show an error and stop.
 if(!elmnt || !pics)
 {
  alert('ERROR: imageEffects object not initialized properly!');
  
  return;
 } 
 
 //Assigning default values of the optional parameters
 if(!effectId)
  var effectId = 1;
 
 if(!steps)
  var steps = 50;
 
 if(!time)
  var time = 1000;
 
 
 this.elmnt = document.getElementById(elmnt); //html element (img) that will be manipulated
 this.pics = pics;          //an array with the pictures that will be shown
 this.steps = steps;         //number of steps for changing pictures
 this.effectId = effectId;       //id of the effect that will be applied. this is for future use
 this.effectTime = time;        //time that will be needed to change between pictures
 this.step = this.steps;        //used to control the smooth changing of the pictures
 this.pic = 0;           //current picture that is being shown
}


//Changes the opacity of any given element. cross browser.
imageEffects.prototype.setOpacity = function(opacity) 
{
   this.elmnt.opacity = (opacity / 100);
   this.elmnt.filter = "alpha(opacity="+opacity+")";
   this.elmnt.MozOpacity = (opacity / 100);
 this.elmnt.KhtmlOpacity = (opacity / 100);
}

//This prototype changes the pictures, handles steps, etc.
imageEffects.prototype.changePic = function(reverse)
{
 //If the previous picture hasn't finished showing, we need to wait
 if(this.step < this.steps)
  return;
 
 //If we got here, the previous picture has finished showing and the user now wants to change it. 
 //Set the step to 0 to start the effect again
 this.step = 0;
 
 if(reverse) //Show previous picture (or if this is the first one - show last)
 {
  if(this.pic == 0)
  {
   this.pic = this.pics.length-1;
  }
  else
   this.pic--;
 }
 else //Show next picture (or if this is the last one - show first)
 {
  if(this.pic == this.pics.length-1)
  {
   this.pic = 0;
  }
  else
   this.pic++;
 }
 
 
 //Change the image
 this.elmnt.src = this.pics[this.pic];
 
 //Determine the time interval that will be used based on the overal time and number of steps 
 var interval = this.effectTime/this.steps;
 
 for(i = 1; i < this.steps+1; i++)
 {
  //call the prototype that visualizes the effect
  setTimeout(methodize(this.setOpacity, this), i*interval);
 }
}


//The fade-in effect. Smoothly changes opacity of the picture from 0 to 100
imageEffects.prototype.setOpacity = function()
{
 //if we've reached the last step - stop the effect. Generally, this soudn't happen, cause it's 
 //controlled by the code that calls the effect, but it's an extra insurance. 
 if(this.step == this.steps)
    return;

 //Determine the opacity that the picture will have at this step.. 
 var opacity = this.step*(100/this.steps);

 //..and apply it to the image. 
 var element = this.elmnt.style; 
 
 element.opacity = (opacity / 100);
   element.filter = "alpha(opacity="+opacity+")";
   element.MozOpacity = (opacity / 100);
   element.KhtmlOpacity = (opacity / 100);
   
   //Go to the next step
   this.step++;
}

//This is a very simple, yet very powerful function that basically allows us to call objects from another 
//scope,in fact, any scope we want, which is not possible with a language construct or anything of the like..   
//There are still a lot of limitations in javascript and this is breaking one of them :)
//This is where I heard of it the first time I think - 
//http://www.tapper-ware.net/2006/12/object-oriented-programming-and-event.html. There are some additional 
//features in the example and I recomend you read it, but we just don't need them here. 
function methodize(methodize_func,methodize_scope)
{
    return (function() { methodize_func.call(methodize_scope); });
}
The html we need to use to get this working is just an image element and some kind of event trigger. We can use any of the event triggers that exist, but I think it's most appropriate to use either onclick or onmouseover. I've set an example page that shows three pictures. The first one is changed onclick. The second one is changed by clicking on the two arrows beneath it. The first arrow shows previous picture and the second one shows next. The last picture is changed onmouseover, and it changes in reverse/descending order. I've used a div and some other elements to position the elements on the page, but the code itself doesn't require anything else except an image. Here is the html:
<div style="width: 1024px; position: absolute; left:50%; margin-left: -512px; text-align: center">
<img id="img" src="1.jpg" style="width: 512px" onclick="test2.changePic(1);">
<br /><hr />
<img id="img2" src="2.jpg" style="width: 1024px"><br /><br />
<img id="l_arrow" class="arrow" src="lArrow.gif" onclick="test.changePic(1);">
     
<img id="r_arrow" class="arrow" src="rArrow.gif" onclick="test.changePic();">
<br /><hr />
<img id="img3" src="3.jpg" style="width: 1024px" onmouseover="test3.changePic();">
</div>
Now that we have the html, we need to create the imageEffects objects for every picture we want to manipulate. These are already used in the html and are named test, test2 and test3. Lets create the objects now:
//The first one will change the pictures for two seconds (2000 miliseconds)
//and will do it in 40 steps
var test = new imageEffects('img', new Array('1.jpg', '2.jpg', '3.jpg'), 1, 40,
2000);

//The second will use the default values for steps and time, which are -
//change the pictures for a second, in 50 steps.
//This one uses the same pictures, but in slightly different order.
var test2 = new imageEffects('img2', new Array('2.jpg', '3.jpg', '1.jpg'));

//The third one will change the pictures for 3 seconds in 100 steps
//This one uses the pictures in completely different order.
var test3 = new imageEffects('img3', new Array('3.jpg', '1.jpg', '2.jpg'), 1,
100, 3000);
This is pretty much it. I've put the code on one of my pages, so you can use it on your page using this code:
<script type="text/javascript" src="http://enikoloff.info/scripts/imageEffects.js"></script>
This will create the imageEffects class on your page. Then all you need to do is create some instances of that object (just as I did with test, test1 and test2) and call them with some event trigger. Don't forget to visit my site where you can find other examples on using this class and other free scripts :) P.S You can see the example from above here.

Saturday, September 13, 2008

Javascript drag and drop

As promised, I got the simple drag and drop script further. Lots of the stuff is still the same, but now we actually drag the element. Most of the new code handles getting the mouse position and moving the element according to it. I even made the dragged item transparent, cause I tought it would be useful to see the content that is under it. I also found a bug in the old script. Instead of using window.onmouseup we must use document.onmouseup to make sure the function works in all browsers. Anyways, the simple script was just an example, now this bug is fixed and everything works cross-browser. I think this script is really usefull, so feel free to put it on your site ;) Here is the javascript code:
//capture the mousemove event and call a function that will get the position of the cursor
if (document.layers) 
{ 
    document.captureEvents(Event.MOUSEMOVE);
    document.onmousemove = captureMousePosition;
} 
else if(document.all || document.getElementById) 
{ 
    document.onmousemove = captureMousePosition;
}

//this variables are used to store the mouse position coordinates
xMousePos = 0; 
yMousePos = 0; 

//this function stores the coordinates into the global variables every time the mouse moves over the page
function captureMousePosition(e) 
{
 if(document.layers) 
 {
  xMousePos = e.pageX;
  yMousePos = e.pageY;
 } 
 else if(document.all) 
 {
  xMousePos = window.event.x+document.body.scrollLeft;
  yMousePos = window.event.y+document.body.scrollTop;
 } 
 else if(document.getElementById) 
 {
  xMousePos = e.pageX;
  yMousePos = e.pageY;
 }
 
 //after we have captured the new mouse position move the dragged element (if there is one) to it 
 if(window.dragged_item)
  moveDraggedItem();
}


//this will store the object that is currently being dragged
var dragged_item = false;

//when the user release the mouse anywhere on the page we need to drop the object.
//creating this global onmouseup event always clears the currently dragged element
document.onmouseup = function()
{
 window.dragged_item = false;
}

//get the element that is being dragged
function get(elmnt)
{
 window.dragged_item = elmnt;
 
 //make the dragged object transparent
 setOpacity(elmnt.id, 50);
}

//drop the element in it's new spot.
function drop(elmnt)
{
 //what we do is access the parent node of the dragged element and remove the element from it.
 //this line works for all objects, no matter if they are part of the whole page (window object) or any other element within the page
 window.dragged_item.parentNode.removeChild(window.dragged_item);
 
 //we won't move the element anymore, so - reset it's position styles
 window.dragged_item.style.position = 'relative';
 window.dragged_item.style.left = 0;
 window.dragged_item.style.top = 0;
 
 //then append the dragged item to it's new parent element
 elmnt.appendChild(window.dragged_item);
 
 //we've droped the element - make it fully visible again
 setOpacity(window.dragged_item.id, 100);
}

//this func changes the opacity of the elements. It makes them transparent. Works in all browsers.
//we will use it to make the dragged element transparent until it is droped.
function setOpacity(id, opacity) 
{
    var object = document.getElementById(id).style;
 
    object.opacity = (opacity / 100);
 object.filter = "alpha(opacity="+opacity+")";
    object.MozOpacity = (opacity / 100);
    object.KhtmlOpacity = (opacity / 100);
}

function moveDraggedItem()
{
 //set the position property to absolute, so we can move the element according to the mouse cursor
 window.dragged_item.style.position = 'absolute';

 //now move it to the mouse coordinates. I add 5 pixels to the bottom right, cause otherwise the
 //onmouseup event on the elements that the dragged one is being droped to, will not work..
 window.dragged_item.style.left = xMousePos+5;
 window.dragged_item.style.top = yMousePos+5;
}
The HTML that is used has not changed a lot, except that we now need to put an id to each element. The id is used in setting the opacity of elements. Here's the HTML I used for testing:
<div onmousedown='get(this);' id='1' style='border: 1px solid #333; width: 50px; height: 50px; background: #f99'></div>
<div onmousedown='get(this);' id='2' style='border: 1px solid #333; width: 50px; height: 50px; background: #9f9'></div>
<div onmousedown='get(this);' id='3' style='border: 1px solid #333; width: 50px; height: 50px; background: #99f'></div>

<div onmouseup='drop(this);' id='a' style='border: 1px solid #333; width: 200px; height: 200px;'></div>

<div onmouseup='drop(this);' id='b' style='border: 1px solid #333; width: 200px; height: 200px'></div>
You can see the new drag and drop script here. Just "save page as..." to get the code, for some reason freehostia (or is it just me?) is having some issues with the rar files i used to upload and I don't have the time to fix it now..

Sunday, September 7, 2008

Simplies javascript drag and drop

Drag and drop was something very common for desktop applications and yet rarely found on a web page. Well, a lot of things changed and over the last few years web pages are becoming more and more flexible and functional. Having faster browsers and lots of big, complicated projects (i.e Gmail) is pushing web masters and coders to offer more and more functionality within their pages. In this article I will show you what is the simplies way to implement a drag and drop interface. I call it 'simpliest', cause that's what it is - the very simple, ugly and primitive way to implement drag and drop. Funny thing is, that drag and drop is so commonly mistaken for something so hard to accomplish, that a lot of people are scared to even think about implementing it. Here I'll show you how with as little as 10-15 lines of code you can have drag and drop, working on each and every element on your page.

First, we need to get the dragged element and store it somewhere. This will be triggered by a onmousedown event:
//this will store the object that is currently being dragged
var dragged_item = false;


//get the element that is being dragged
function get(elmnt)
{
        //simply save the element (not it id or something - the whole HTML element) into our global var
 window.dragged_item = elmnt;
}
Now we can simply add a onmousedown='get(this);' to any object that we want to be able to drag and drop. Having the element in window.draged_item we can 'drop' it somewhere else:
//drop the element in it's new spot.
function drop(elmnt)
{
 //what we do is access the parent node of the dragged element and remove the element from it.
 //this line works for all objects, no matter if they are part of the whole page (window object) or any other element within the page
 window.dragged_item.parentNode.removeChild(window.dragged_item);
 
 //then append the dragged item to it's new parent element
 elmnt.appendChild(window.dragged_item);
}
Now all we need to do is add a onmouseup='drop(this);' event trigger to every object on the page where we want to be able to drop stuff into. Voila, actually this simple two functions are enough for a drag and drop functionality. However, I will add something else to make things a bit better:
//when the user release the mouse anywhere on the page we need to drop the object.
//creating this global onmouseup event always clears the currently dragged element
window.onmouseup = function()
{
 window.draged_item = false;
}
Not having this global onmouseup trigger will cause the elements to be dragged forever. The user can actually click the mouse somewhere on a blank space within the page, but he will still be able to drop the element once he clicks on another element, which has a onmouseup='drop(this);' trigger.. Creating the global function handles that and makes sure that when the user has released the mouse button the element will be droped, either onto it's new location, or into it's old.
That's it for now, I'll surely write more about the subject. Soon I will show you how to actually drag the element on the page, not just imagine that it is being dragged :) You can see two demos of the above code. In the first one I use some div elements. It can be seen here.
In the second demo I use some unordered lists. In this demo you can see what I mean by ugly drag and drop - you can drag the list elements from one list to another, but while doing it you select some of the text, some of it is still selected when you drop the element, etc, etc. Next time I will show you how to fix this issues.

Friday, September 5, 2008

Javascript on Google Chrome

This morning I found something very interesting. The last few days, after Google's new open source browser Chrome's beta version has been released, there have been a lot of discussions on how good or bad it is. One of the things that amased me is the fallowing test:


It's clear too see that Chrome is much faster than other browsers in terms of javascript execution. Google were right to tell that this browser will be much more 'usable' for rich web applications, as having fast javascript means that you can build stuff on the web that runs almost as smoothly as desktop applications. This is great news to me, and a lot of other developers, I believe. So, congrats guys, let's now hope that Chrome's issues will soon be fixed and there will not be lots of differences on how it handles the same code, compared to other browsers... :)

P.S You can run the tests from the picture here.

Monday, September 1, 2008

Javascript digital countdown clock

This is the conclusion of the digital clocks scripts. A countdown clock that is made in pretty much the same way as the others, but it countdowns a given time to zero. This has a lot of "real life" applications. IMHO, maybe the most appropriate usage is to tell the user how much session time he has left. How much time he has to spend waiting for that damn download to begin, etc., etc. Lots of the code is about the same as in the clock and the counter. Here it is:
window.onload = function()
{
 //create the clock just after the page has loaded
 draw_clock('countdown', '00:00:04');
}

function draw_clock(id, starting_time)
{
 //create the div that will hold the clock
 var clock = document.createElement('div');
 
 clock.id = id;
 
 //you can change the style of the clock ie to position it at a specific place on the page
 //i'll put this one approximately in the center of the page, but you can adjust that to fit your needs
 clock.style.position = 'absolute';
 clock.style.left = '50%';
 clock.style.top = '50%';
 clock.style.marginLeft = '-50px';
 clock.style.marginTop = '-20px';
 
 //keep the current time in an unexisting property (for the div element) - 'time'. Instead of declaring a global variable
 //you can use the current objects you have. This makes it a lot easier to remember what is what. If you are familiar 
 //with OOP, you can go even furher by declaring new javascript objects. Well, I will digg further into that OOP stuff later,
 //in another script :)
 clock.time = starting_time; 
 
 //get the current time and set it as div's innerHTML, using a function that formats it to look good on the page
 clock.innerHTML = get_clock_innerHTML(clock.time);

 //add the element to the page
 document.body.appendChild(clock);
 
 //set the timer which will update the clock. The interval can also be set to more or less than a second. 
 //If you need to update the time in another interval of time, say 15 seconds, you can use 15000 as the second argument to setInterval()
 window.countdown_interval = setInterval("clock_timer('"+id+"')", 1000);
}

function get_clock_innerHTML(time)
{
 //an array that stores the symbols which draw the good old-fashioned digital clock :) 
 //IMPORTANT: don't change the alignment or anything else on this array, cause this will cause the clock to look uglier, or even not work
 var digits = " _     _  _     _  _ _   _  _    "+
     "| | |  _| _||_||_ |_  | |_||_| . "+
     "|_| | |_  _|  | _||_| | |_| _| . "+
     "                                 ";

 //put the symbols inside a <pre> tag to make sure they will be displayed just like they are written in the array.
 //you can also change the style settings i've set
 var data = "<pre><span style='color: #181; background: #111; font-size: 10px;'>";

 //loop trough the four 'rows' of the array and display the appropriate symbols
 for(r = 0; r < 100; r += 33)
 {
  for(i = 0; i < time.length; i++)
  {
   for(c = (time[i])*3 + r , b = 0; b < 3; b++, c++)
   {
    if(isNaN(c))
     c = 10*3+r;

    data += digits[c];
   }
  }

  data += "<br />";
 }
 
 data += "</span></pre>";

 return data;
}

function clock_timer(id)
{
 var clock = document.getElementById(id);

 //get the current time and split it into hours minutes and seconds
 var tmp = clock.time.split(":");
 
 var hours   = tmp[0];
 var minutes = tmp[1];
 var seconds = tmp[2];
 
 //check what to decrement. If the seconds have reached zero we need to change either the minutes or both - minutes and hours
 if(seconds == 0)
 {
  //if the minutes have reached zero, decrement the hours and reset minutes and seconds.
  if(minutes == 0)
  {
   hours--;
   minutes = 59;
    seconds = 59;
  }
  else //just decrement the minutes and reset seconds
  {
   minutes--;
   seconds = 59;
  }
 }
 else //nothing interesting happend this last second - just decrement seconds and go on :)
  seconds--;
 
 //if the time has elapsed - call the function to destroy the counter and do someting else if you need to
 if(hours == 0 && minutes == 0 && seconds == 0)
  countdown_finished(id);
 
 //Save the new time in the appropriate form of HH:MM:SS
 clock.time = ((hours < 10) ? "0"+parseInt(hours) : hours)+
 ":"+ ((minutes < 10) ? "0"+parseInt(minutes) : minutes) +
 ":"+ ((seconds < 10) ? "0"+parseInt(seconds) : seconds);
 
 //update the clock with the new time
 clock.innerHTML = get_clock_innerHTML(clock.time);
}
That was easy, everything looks just like the counter, except we're counting down this time. Here is a little something that makes a lot of difference - the countdown_finished() function. It is called when the time has elapsed. This is the place where you can stop the countdown, alert() the appropriate message to the user, etc., etc. Do what you have to do when the time has elapsed. Here are some examples of what you might want to do:
  • The simpliest one - stop the countdown and tell the user the time has elapsed:
    function countdown_finished(id)
    {
     //clear the interval, cause the time has elapsed
     clearInterval(window.countdown_interval);
     
     alert('The time has elapsed!');
    }
    
    You can see a demo here and download the code from here.

  • Again, tell the user the countdown has finished, but this time remove the clock from the page:
    function countdown_finished(id)
    {
     //clear the interval, cause the time has elapsed
     clearInterval(window.countdown_interval);
     
     alert('The time has elapsed! It\' time to dissapear..');
     
     //get rid of the clock, we don't need it anymore ]:->
     document.body.removeChild(document.getElementById(id));
    }
    
    You can see a demo here and download the code from here.

  • Tell the user the time has elapsed and send him somewhere else:
    function countdown_finished(id)
    {
     //clear the interval, cause the time has elapsed
     clearInterval(window.countdown_interval);
     
     //tell the user he has had his time on that page..
     alert('Go away! You\'re not welcome anymore!');
     
     //and send him somewhere else
     window.location = "http://javascripthowtos.blogspot.com/";
    }
    
    You can see a demo here and download the code from here.

  • Redirect the user to the download he has waited for:
    function countdown_finished(id)
    {
     //clear the interval, cause the time has elapsed
     clearInterval(window.countdown_interval);
     
     //time has elapsed - redirect the user to the long waited download..
     alert('Ok, now you know how I look and what I can do. Now, download me!');
     
     //set the new location - the file to download
     window.location = "javascript digital countdown clock4.zip";
    }
    
    You can see a demo here and download the code from here.

  • After telling the user the time has elapsed - start the countdown again. This is also very usable if you wan't to do stuff over a period of time, and want to user to know how much time is left till 'stuff' happens.. :)
    function countdown_finished(id)
    {
     //clear the interval, cause the time has elapsed
     clearInterval(window.countdown_interval);
     
     alert('OK, one down! There goes another one!');
     
     //The countdown is dead. Long live the countdown! :)
     //create a new timeout for another countdown
     var new_timeout = Math.ceil(Math.random()*10);
     
     //add a leading zero if the number is just one digit
     if(new_timeout < 10)
      new_timeout = "0"+new_timeout;
     
     //create the new countdown clock, even use the same id as before, but use the new timeout
     draw_clock('countdown', "00:00:"+new_timeout); 
    }
    
    You can see a demo here and download the code from here.
The possibilities are endless - do whatever you need to do when the time has elapsed :)

Thursday, August 28, 2008

Javascript digital counter

I tought of something else I can also do with the digital clock script. Using quite the same code as before, I made a counter, which is a very convinient way to tell the users how much they have been on your site. It starts as the page loads, from "00:00:00" and goes up each second. Of course, you can change the starting value if you need to, just edit it in the code.
Here is the code:
window.onload = function()
{
 //draw the clock when the page loads
 draw_clock('counter');
}

function draw_clock(id)
{
 //create the div that will hold the clock
 var clock = document.createElement('div');

 clock.id = id;
 
 //you can change the style of the clock ie to position it at a specific place on the page
 //i'll put this one approximately in the center of the page, but you can adjust that to fit your needs
 clock.style.position = 'absolute';
 clock.style.left = '50%';
 clock.style.top = '50%';
 clock.style.marginLeft = '-50px';
 clock.style.marginTop = '-20px';

 //set a starting time for the counter. 
 clock.time = '00:00:00';

 //display the time as div's innerHTML, using a function that formats it to look good on the page
 clock.innerHTML = get_clock_innerHTML(clock.time);

 //append the clock to the page
 document.body.appendChild(clock);

 //start a timer that will update the counter every second. You cam use other intervals if you need to
 setInterval("clock_counter('"+id+"')", 1000);
}

function get_clock_innerHTML(time)
{
 //an array that stores the symbols which draw the good old-fashioned digital clock :) 
 //IMPORTANT: don't change the alignment or anything else on this array, cause this will cause the clock to look uglier, or even not work
 var digits = " _     _  _     _  _ _   _  _    "+
     "| | |  _| _||_||_ |_  | |_||_| . "+
     "|_| | |_  _|  | _||_| | |_| _| . "+
     "                                 ";

 //put the symbols inside a <pre> tag to make sure they will be displayed just like they are written in the array.
 //you can also change the style settings i've set
 var data = "<pre><span style='color: #000; background: #ccc; font-size: 10px;'>";

 //loop trough the four 'rows' of the array and display the appropriate symbols
 for(r = 0; r < 100; r += 33)
 {
  for(i = 0; i < time.length; i++)
  {
   for(c = (time[i])*3 + r , b = 0; b < 3; b++, c++)
   {
    if(isNaN(c))
     c = 10*3+r;

    data += digits[c];
   }
  }

  data += "<br />";
 }
 
 data += "</span></pre>";

 return data;
}

function clock_counter(id)
{
 var clock = document.getElementById(id);

 //split the time into hours, minutes and seconds
 var tmp = clock.time.split(":");

 var hours = tmp[0];
 var minutes = tmp[1];
 var seconds = tmp[2];

 //if the seconds and/or minutes are about to pass 59 - increase the minutes/hours and set seconds/minutes back to zero.
 if(seconds == 59)
 {
  if(minutes == 59)
  {
   hours++;
   minutes = '00';
   seconds = '00';
  }
  else
 {
   minutes++;
   seconds = '00';
  }
 }
 else //otherwise just increase the seconds untill they reach 60
  seconds++;
 
 //update the var that holds the time
 clock.time = ((hours < 10) ? "0"+parseInt(hours) : hours)+
 ":"+ ((minutes < 10) ? "0"+parseInt(minutes) : minutes) +
 ":"+ ((seconds < 10) ? "0"+parseInt(seconds) : seconds);

 //and update the innerHTML of clock's div
 clock.innerHTML = get_clock_innerHTML(clock.time);
}
Make sure your users know how long they've been on the page, they have to eat from time to time, you know ;) You can see a demo here and get the code from here.

Javascript digital clock

Do you wanna have a clock on your pages? I bet you do. Well, there are tons of clock scripts out there, but I tried something different here. Instead of using images to represent the clock, I used symbols, just like they do in the old digital clocks. It's a bit nasty algorithm, but it sure works :)
Here is what I did:
window.onload = function()
{
 //draw the clock when the page loads
 draw_clock('current_time', 1);
}

function get_current_time()
{
 //create a new date object and get current hours, minutes and seconds
 var d = new Date();
 var h = d.getHours();
 var m = d.getMinutes();
 var s = d.getSeconds();

 //add a leading 0 (zero) to those which are one digit
 if(h < 10)
  h = "0" + h;

 if(m < 10)
  m = "0" + m;

 if(s < 10)
  s = "0" + s;

 return h+":"+m+":"+s;
}

function draw_clock(id)
{
 //create the div that will hold the clock
 var clock = document.createElement('div');
 
 clock.id = id;
 
 //you can change the style of the clock ie to position it at a specific place on the page
 //i'll put this one approximately in the center of the page, but you can adjust that to fit your needs
 clock.style.position = 'absolute';
 clock.style.left = '50%';
 clock.style.top = '50%';
 clock.style.marginLeft = '-50px';
 clock.style.marginTop = '-20px';
 
 //get the current time and set it as div's innerHTML, using a function that formats it to look good on the page
 clock.innerHTML = get_clock_innerHTML(get_current_time());

 //add the element to the page
 document.body.appendChild(clock);

 //set the timer which will update the clock. The interval can also be set to more that a second. 
 //If you need to update the time in another interval of time, say 15 seconds, you can use 15000 as the second argument to setInterval()
 setInterval("clock_current_time('"+id+"')", 1000);
}

function get_clock_innerHTML(time)
{
 //an array that stores the symbols which draw the good old-fashioned digital clock :) 
 //IMPORTANT: don't change the alignment or anything else on this array, cause this will cause the clock to look uglier, or even not work
 var digits = " _     _  _     _  _ _   _  _    "+
       "| | |  _| _||_||_ |_  | |_||_| . "+
       "|_| | |_  _|  | _||_| | |_| _| . "+
       "                                 ";

 //put the symbols inside a <pre> tag to make sure they will be displayed just like they are written in the array.
 //you can also change the style settings i've set
 var data = "<pre><span style='color: #000; background: #ccc; font-size: 10px;'>";

 //loop trough the four 'rows' of the array and display the appropriate symbols
 for(r = 0; r < 100; r += 33)
 {
  for(i = 0; i < time.length; i++)
  {
   for(c = (time[i])*3 + r , b = 0; b < 3; b++, c++)
   {
    if(isNaN(c))
     c = 10*3+r;

    data += digits[c];
   }
  }

  data += "<br />";
 }
 
 data += "</span></pre>";

 return data;
}

function clock_current_time(id)
{
 //get the new time and change the innerHTML of the clock
 document.getElementById(id).innerHTML = get_clock_innerHTML(get_current_time());
}
Now you know what time it is* :) You can see a preview here and download the code from here.

*Does anyone know what "it" means in the sentence "What time is it?" :)

Thursday, August 14, 2008

Javascript image magnifier

A friend of mine has asked me if she can put a script on her image gallery that magnifies the pictures the way that desktop software does when you zoom in. The main reason for this was that some of the people, browsing the gallery, have found it difficult to read some funny stuff like a road sign in the background of the picture. She needed something to work on the page itself, so the users won't need to save the picture on their pc and then zoom in to read this funny road sign. So, here it is, a javascript image magnifier:

I've made some settings for the the script to be more easily adjustable to what you need. The code starts with the declaration of the magnifier_settings array:

var magnifier_settings = new Array();
magnifier_settings['widht'] = 100;
magnifier_settings['height'] = 100;
magnifier_settings['zoom_level'] = 2;

The width and height indexes of the array are used to manage how big the magnifier should be. The zoom_level is, well, a zoom level :) The value in this var will be used to determine how much times the magnified image will be biger than the original one.

What fallows is a function that I've already posted about, which gets the offset coordinates of the cursor, according to the image on which it is called. This offsets will be used to determine where should the magnifier be displayed.

function get_image_offset(e, id)
{
 offset_x = e.offsetX ? e.offsetX : e.pageX-document.getElementById(id).offsetLeft;
 offset_y = e.offsetY ? e.offsetY : e.pageY-document.getElementById(id).offsetTop;
 
 magnify(document.getElementById(id));
}

The new addition to the code in this function is the call to magnify(), which is the function that does the magnification.

function magnify(elmnt)
{
 //check if the element exists; if it does not - create it
 if(!document.getElementById('magnifier'))
 {
  //create the div that will hold the magnifier
  var magnifier = document.createElement('div');
  magnifier.id = 'magnifier';
  magnifier.style.width = magnifier_settings['widht'];
  magnifier.style.height = magnifier_settings['height'];
  magnifier.style.overflow = 'hidden';
  magnifier.style.border = '2px solid #000';
  magnifier.style.position = 'relative';
  
  //magnified image. The original image is used to create the new one, which means that this function 
  //will work on any number of images on the same page, without the need to declare them or anything else..
  var magnifier_img = document.createElement('img');
  magnifier_img.id = 'magnifier_img';
  magnifier_img.src = elmnt.src;
  magnifier_img.width = parseInt(elmnt.width)*magnifier_settings['zoom_level'];
  magnifier_img.height = parseInt(elmnt.height)*magnifier_settings['zoom_level'];
 }
 else 
 {
  //if the element already existst we don't need to recreate it. Just declare the same variables, as used when creating the elements. 
  //This saves a lot of work for the browser and makes the script run smoother even on older PCs
  var magnifier = document.getElementById('magnifier');
  var magnifier_img = document.getElementById('magnifier_img');
 }
 
 //Adjust the magnifier position. Basically, it is set to the offset of the cursor plus a random value(i use 25) 
 //that will move the magnifier a little bit to the right  bottom of the page. This is used with two purposes: 
 //1. the magnifier will not pop over the cursor, so the user will actually see what will be magnified :)
 //2. this resolves an issue with the onmouseover trigger of the original image. If the value is not altered by 25, 
 //the instant when the magnifier is displayed, a onmouseout event is triggered on the original image, cause 
 //the mouse is now over the magnifier and not the original image. This causes the magnifier to be destoyed 
 //and in general is quite the oposite of what we want, cause this adds a big load to the client machine.
 //The top value is altered by the elements height, cause if the image is not at the top of the page,  
 //the magnifier will be misplaced somewhere above the image
 magnifier.style.left = offset_x+25;
 magnifier.style.top = offset_y+25-elmnt.height; 
 
 //Put negative margins to the magnified image, so the will show at the right place in the magnifier div
 magnifier_img.style.marginLeft = '-'+offset_x*magnifier_settings['zoom_level']+'px';
 magnifier_img.style.marginTop = '-'+offset_y*magnifier_settings['zoom_level']+'px';
 
 
 //Check again, if the magnifier is not created, cause if it's not we need to append it to the page elements
 if(!document.getElementById('magnifier'))
 {
  magnifier.appendChild(magnifier_img);
  
  //The only way I figured this magnification thing would work is using an image 'holder', which is a div 
  //with the same id as the  element plus the part '_holder'.
  var id = elmnt.id+'_holder';
  
  document.getElementById(id).appendChild(magnifier);
 }
}

//Removes the magnifier from tha page. This can be changed to just alter the magnifier's display property to 'none'
//or visibility to 'hidden', but i figured removing it is the most appropriate way
function hide_magnifier(id)
{
 id += '_holder';
 
 if(document.getElementById('magnifier'))
  document.getElementById(id).removeChild(document.getElementById('magnifier'));

}

And now, the HTML code that will display the images on the page:

<div id='test_holder'>
<img id='test' src='test.jpg' onmousemove='get_image_offset(event, this.id);' onmouseout='hide_magnifier(this.id)'>
</div>
<div id='test2_holder'>
<img id='test2' src='test2.jpg' onmousemove='get_image_offset(event, this.id);' onmouseout='hide_magnifier(this.id)'>
</div>
<div id='test3_holder'>
<img id='test3' src='test.jpg' onmousemove='get_image_offset(event, this.id);' onmouseout='hide_magnifier(this.id)'>
</div>

You can put as many images as you wish, they will be handled by the same function automatically. I've used 3 images to show how the script works on more that one image. You can put the code on you entire gallery or just a single image, it's your call :)

The two things required for this script to work are as fallows:

  • You need to have an id on each image. This is very important, cause otherwise the script won't work and a handful of javascript errors will occur when the user mouseover's an image that doesn't have an 'id' property. You can use whatever id you want, just use one :)
  • The second thing is a div that holds the images. This is also very important, cause the script again won't work, and again there will be many many javascript errors when you mouseover the images. The requirement here is that the id for the div is the same as the id of the image it holds, plus the text '_holder'. You can use whatever styles you want on that div. If you want to, you can also put some other stuff in it, not just the image. Again - just put the images in divs and use the same ids with the text '_holder' added to them.

I made two demos for this script with different settings. The first one is here and it uses a 100x100 pixels magnifier, with a zoom level of 2. You can download the code from here. The second one can be seen here and it uses 200x200 pixels magnifier with the zoom level of 4. You can download this code from here.

Javascript image map

Have you ever needed to know exactly where the user has pointed or clicked on an image? Well, this is easily done with HTML image maps, they are quite useful. But they do have some disadvantages. Using an HTML/XHTML image map requires form submission or page redirection to be used. What if you need to display appropriate content somewhere on the page, depending on where the user has pointed? Here is a way to get the offset coordinates of the pointer, inside an image.

function get_image_offset(e, id)
{
offset_x = e.offsetX ? e.offsetX : e.pageX-document.getElementById(id).offsetLeft;
offset_y = e.offsetY ? e.offsetY : e.pageY-document.getElementById(id).offsetTop;
 
document.getElementById('x').innerHTML = offset_x;
document.getElementById('y').innerHTML = offset_y;
}

This function takes two parameters - the event (mouseover, click, mousemove), and the id of the element (image) that we wan't to use. It saves the offset in offset_x and offset_y. If client's browser is IE, the offsetX and offsetY values will be used, but since this is not supported by the other browsers, we can use the pageX and pageY values and the elements offsetLeft and offsetTop values to determine the cursor offset.

After the two lines of code have been executed we have the offset in the variables offset_x and offset_y and we can use them for any purpose. I have added two span elements to the HTML, which show the offset as the user moves the mouse over the image. Here is the rest of the code you need to get this working:

<img id='my_image_map' src='test.jpg' onmousemove='get_image_offset(event, this.id)'>
<br />
X: <span id='x'>0</span>; Y: <span id='y'>0</span>

Now, presuming you have a 'test.jpg' file inside the folder of your page, you will see that when you move the mouse over it, the values of the two spans change width the coordinates of the cursor offset. You can change the code that alters the innerHTML of the two spans and do whatever you need to do with this offset coordinates. You can also change the event that triggers the function. I use onmousemove to update the coordinates every time the cursor moves over the image, but you can use other triggers like onclick, ondblclick, etc.

P.S. You can see a demo of this code here and you can get the example code from here