Flex textField causing touch touch_out to fire incorrectly - apache-flex

I am currently working on a graphic design program for the iPad and have ran into a little problem using the textField with touch events.
I have to use the textField object to display text on the screen since it is the ONLY text object which I can disable anti-aliasing. (If you know of a way to do it with Spark, it would seriously change my life.)
The scope of my problem is the following:
I have a spark group which contains all the objects the end user adds to the screen (text, images).
Images added are spark:Image
Text added is flash.text.textField
I wrap the textField in a UIComponent then containingGroup.addElement(UIComponent)
Everything works really well until I get to movement.
I am using a view to hold the objects.
I created a spark label called touchPlatform, to which I have added my Begin, Move, End, and Touch_Out events to. I did this so I would not have to add an event listener to each object I add to the screen (performance hit). Below is the basic MXML setup:
<View>
<ContainerGroup/>
<TouchPlatform/>
</View>
Whenever I do something to the TouchPlatform, I mirror those changes to the selected object (Users have a list of objects which are on the screen they can select).
Down to the problem:
It seems the textFields are not reacting to the touch events correctly (not surprising since they are older components). When I drag my finger on the screen, everything works file until I hit a textField. When I enter or exit a text field, it throws a touch_out event.
Reasons why this should not happen:
I am touching the touchPlatform (its higher, it takes up the entire
screen)
Handlers are only on the touchPlatform, not on the textFields themselves
The fired event never tells me the e.target or e.currentTarget is anything other than the touchPlatform. I am doing specific tests asking for the exact object or if the object "is" a textField/label/image/other.
That is my major point of concern. If I could receive a touch_out event where I would receive a textField object as my target, I could simply ignore it. In this case, the return is as valid as possible; it says the event was triggered by the touchPlatform.
I have set the textField.selectable = false.
I have been noticing a problem which I think is a clue to this issue. When a GUI component is added to the screen (lets say a Spark:TextInput), unless I set the skinClass to a mobile version, it will still be selectable and editable even if it has been set enabled=false, its container has been disabled, groups and labels have overlayed it, etc. If you can see it, you can interact with it. The moment I set it to a mobile skin, everything starts working. I'm wondering if this flash component is disrupting the touch event in a similar way.
If anyone knows a solutions to this situation I would greatly appreciate it.
If someone has another simple solution to accomplishing this task, please let me know as well. I need to have this done on Monday, which is in 2.5 days.
Thank you in advance for the help
CODE:
Where Touch Platform gets created and how it is over Workbench Container (the thing that holds all the objects on the screen):
<s:Group height="600" width="100%" creationComplete="touchPlatform_creationCompleteHandler(event)">
<Components:WorkbenchContainer id="wrkBenchContainer">
</Components:WorkbenchContainer>
<s:VGroup>
<s:HGroup id="grpLoading" visible="{properties.loading}">
<s:BusyIndicator id="bsyLoading" symbolColor="#FFFFFF"/>
<s:Label id="lblLoading" text="Loading..." color="#FFFFFF"/>
</s:HGroup>
</s:VGroup>
<s:Label id="touchPlatform" width="100%" height="100%" creationComplete="touchPlatform_creationCompleteHandler(event)"/>
</s:Group>
EVENT HANDLER RESULT FOR TOUCH_OUT ATTACHED TO touchPlatform
public function handleTouchEnd(e:TouchEvent):void{
if(m_layersPanel.lstLayers.selectedIndex == -1)
return;
/*
var stopTouch:Boolean = false;
var reason:String = "";
if(e.stageX > (m_workbenchContainer.width + m_workbenchContainer.x) || e.stageX < 0 || e.stageY < 0 || e.stageY > (m_workbenchContainer.height + m_workbenchContainer.y)){
reason+= "OUT OF BOUNDS X:" + e.stageX + " Y:" + e.stageY + " WX:" + m_workbenchContainer.x + " WY:" + m_workbenchContainer.y + " MaxX:" + m_workbenchContainer.x + m_workbenchContainer.width + " MaxY:" + m_workbenchContainer.y + m_workbenchContainer.height;
stopTouch = true;
}
for(var z:int = 0; z < m_workbench.grpLayers.numElements; z++){
if(e.target == m_workbench.grpLayers.getElementAt(z)){
stopTouch = true;
reason += "TOUCHING OBJECT: " + e.target.toString();
}
}
*/
properties.bounds = "BOUNDS: ID: " + e.touchPointID + " X:" + e.stageX + " Y:" + e.stageY + " WX:" + m_workbenchContainer.x + " WY:" + m_workbenchContainer.y + " MaxX:" + m_workbenchContainer.x + m_workbenchContainer.width + " MaxY:" + m_workbenchContainer.y + m_workbenchContainer.height;
var stopTouch:Boolean = false;
if(e.currentTarget is Label){
reason += "Touched Label";
stopTouch = true;
}else if(e.currentTarget is TextField){
reason += "Touched TextField";
}else{
reason += "Unknown: " + e.currentTarget.toString();
}
if(!(e.currentTarget is Label))
{
properties.status = "TRIP OBJECT: " + e.touchPointID + "- " + reason;
//e.preventDefault();
//e.stopImmediatePropagation();
return;
}else if(e.stageX > (.95 * (m_workbenchContainer.width + m_workbenchContainer.x)) || e.stageX < 10 || e.stageY < 10 || e.stageY > (.95 * (m_workbenchContainer.height + m_workbenchContainer.y))){
properties.status = "OUTSIDE BOUNDS" + reason + e.currentTarget.toString();
}else{
properties.status = "VALID? " + reason + e.currentTarget.toString();
}
/* if(e.target is DoodleText || e.target is DoodleImage)
properties.status = "TOUCHED IMAGE OR TEXT";
else if(e.target is UIComponent){
properties.status = "Touched UI Component";
}else
properties.status = "Out Of Bounds";
else
properties.status = "END TOUCH";
*/
//Primary finger removed
if(primTouchID == e.touchPointID){
primTouchID = -1;
secTouchID = -1;
properties.primaryStatus = "RESET";
properties.secondaryStatus = "RESET";
var obj:DoodleInterface = DoodleInterface(m_layersPanel.lstLayers.selectedItem);
m_undoHandler.addUndo(m_layersPanel.lstLayers.selectedItem,"TRANSFORM",(originalX + "," + originalY + "," + originalWidth + "," + originalHeight), (obj.getActualX() + "," + obj.getActualY() + "," + obj.getActualWidth() + "," + obj.getActualHeight()));
}
//Secondary finger removed
if(secTouchID == e.touchPointID){
secTouchID = -1;
properties.secondaryStatus = "RESET";
}
//Stop Stretching if both primary and secondary fingers have been removed
if(primTouchID == -1 && secTouchID == -1){
stretching = false;
//Ensure Object is Snapped to Grid
var endobj:DoodleInterface = DoodleInterface(m_layersPanel.lstLayers.selectedItem)
endobj.setX(int(endobj.getActualX()));
endobj.setY(int(endobj.getActualY()));
endobj.setWidth(int(endobj.getActualWidth()));
endobj.setHeight(int(endobj.getActualHeight()));
}
m_workbench.refreshSelection();
}

I found the solution. For anyone encountering the same issue, please note that older flash components don't exactly like to play nice with spark components.
As you can see in my above code, I was using a spark label as my touch area. The textFields within the group below the touch area were pushing through the spark label and causing the touch_out event to fire.
I have resolved this by having everyone play by the same rules. Instead of mixing a spark label and a flash textField, I have created changed the touch area from a Spark Label to a Text Field.
I create the textfield in actionscript, set its x,y,width,height, and selectable=false. Then add the textField to a UIComponent, and then add the UIComponent to the same group as before.
From what I can tell, everything is working well.
Below is my code. If anyone has any questions, please let me know.
Touch Platform Creation:
if(grpContainer.containsElement(touchPlatformContainer))
grpContainer.removeElement(touchPlatformContainer);
touchPlatform = new TextField();
touchPlatform.selectable = false;
touchPlatform.width = 1152;
touchPlatform.height = 600;
touchPlatform.x = 0;
touchPlatform.y - 0;
touchPlatformContainer = new UIComponent;
touchPlatformContainer.addChild(touchPlatform);
grpContainer.addElement(touchPlatformContainer);
Same Assignments of Touch Events as before:
touchPlatform.removeEventListener(TouchEvent.TOUCH_BEGIN, m_controlPanel.handleTouchBegin);
touchPlatform.removeEventListener(TouchEvent.TOUCH_MOVE, m_controlPanel.handleTouchMove);
touchPlatform.removeEventListener(TouchEvent.TOUCH_END, m_controlPanel.handleTouchEnd);
touchPlatform.removeEventListener(TouchEvent.TOUCH_OUT, m_controlPanel.handleTouchEnd);
touchPlatform.addEventListener(TouchEvent.TOUCH_BEGIN, m_controlPanel.handleTouchBegin);
touchPlatform.addEventListener(TouchEvent.TOUCH_MOVE, m_controlPanel.handleTouchMove);
touchPlatform.addEventListener(TouchEvent.TOUCH_END, m_controlPanel.handleTouchEnd);
touchPlatform.addEventListener(TouchEvent.TOUCH_OUT, m_controlPanel.handleTouchEnd);

Related

Unable to see 2D text sprites in Autodesk Forge

I'm trying to render 2D text using Sprites in the Autodesk Forge viewer, but I can't get it to show up. If I consult the layer by console I see that it contains the created Sprite but nevertheless I can’t see it in the scene. I have tried different scaling and position settings but no results.
I attach the code below:
function createText(text, preferencia, tamanyo) {
var sprite = spriteTexto("Prueba texto sprite", preferencia, tamanyo);
if (!NOP_VIEWER.impl.overlayScenes['overlaySprites'])
NOP_VIEWER.impl.createOverlayScene('overlaySprites');
NOP_VIEWER.impl.addOverlay('overlaySprites', sprite);
}
function spriteTexto(text, preferencia, tamanyo) {
var fontface = NOP_VIEWER.fontName;
var fontsize = 18; //tamanyo
var borderThickness = 4;
var borderColor = { r:0, g:0, b:0, a:1.0 };
var backgroundColor = { r:0, g:0, b:0, a:0.0 };
var textColor = { r:0, g:0, b:255, a:1 }; //hexadecimalARgb(preferencia.color);
var canvas = document.createElement('canvas');
var context = canvas.getContext('2d');
context.font = "Bold " + fontsize + "px " + fontface;
var metrics = context.measureText( text );
var textWidth = metrics.width;
context.fillStyle = "rgba(" + backgroundColor.r + "," + backgroundColor.g + "," + backgroundColor.b + "," + backgroundColor.a + ")";
context.strokeStyle = "rgba(" + borderColor.r + "," + borderColor.g + "," + borderColor.b + "," + borderColor.a + ")";
context.fillStyle = "rgba(" + textColor.r+", " + textColor.g + ", " + textColor.b + ", 1.0)";
context.fillText( text, borderThickness, fontsize + borderThickness);
var texture = new THREE.Texture(canvas);
texture.needsUpdate = true;
var spriteMaterial = new THREE.SpriteMaterial( { map: texture, useScreenCoordinates: false } );
var sprite = new THREE.Sprite( spriteMaterial );
sprite.scale.set(1*fontsize,1*fontsize,1*fontsize);
sprite.position.set(5,5,6);
return sprite;
}
I would be very grateful if you could help me find the error, thank you very much in advance for your help!
EDIT:------------------------------------------------
We want to render 2D text that can be interacted with (specifically select, rotate, and move).
To do this currently we are working with meshes (using MeshBasicMaterial, Mesh and TextGeometry), but it turns out that the text does not look perfectly sharp, it presents aliasing and we’ve found that according to the API reference, the antialiasing is not applicable to 2d.
Here are some examples of the problem, as you can see, the more we move away from the plane, the worse the text looks (and even up close it doesn't look perfect):
We were trying to make a test representing the text with Sprites (despite the fact that it would mean having to change the entire implementation already made with meshes) to try to implement it in another way that will solve the problem. But we see that it is not possible either.
How can we correct the rendering of the text then? Is there a way to fix it or is this the most we can get in 2D? We've tried searching for information on this but we haven't find anything helpful.
Unfortunately, Forge Viewer doesn't support THREE.Sprite at present. It uses a self-maintained three.js r71 and removes this support as I know.
Could you share the use case in detail on why you want to use THREE.Sprite with Forge Viewer? If you don't want to share that publicly, you can send it to forge (DOT) help (AT) autodesk (DOT) com.

How to find the clicked button in the action method

When I have a dialog and multiple buttons have the same click-callback (action method) I mostly want to know which button has been pressed. How do I do that?
Example:
class ButtonDialog : UIFrame{
void button_pressed(object self){
// how do I get this button
TagGroup pressed_button = ?;
result("The button " + pressed_button + " is pressed.\n");
}
object init(object self){
TagGroup dlg, dlg_items, button1, button2;
dlg = DLGCreateDialog("Press a button", dlg_items);
button1 = DLGCreatePushButton("Button 1", "button_pressed");
button1.DLGIdentifier("button1");
dlg_items.DLGAddElement(button1);
button2 = DLGCreatePushButton("Button 2", "button_pressed");
button2.DLGIdentifier("button2");
dlg_items.DLGAddElement(button2);
self.super.init(dlg);
return self;
}
}
object dialog = alloc(ButtonDialog).init();
dialog.pose();
In my current program I have multiple rows created from a TagGroup. Each row has multiple buttons doing the same thing but for their specific row. Therefore I need to know which button it is to get the row to modify. Also the length of the TagGroup and therefore the row count is not fixed. So I cannot create button1_pressed, button2_pressed, ... functions except with doing some weird stuff with code evaluation on the fly which I want to avoid if possible.
The fact that you cannot pass an argument in the simple call-back of a push-button is a bit of a bummer. The easiest solution (albeit not elegant) is to use simple-one-line-callback methods which are unique but themselves call a generalized method as in the code below.
Of course mile7 stated that the number of buttons isn't fixed at compile time, which is an issue here. But unless the (potential) number of buttons is legion, this approach is still the easiest and cleanest, and as each "hard coded" call-back is only one line with a very systemic change, it should be fairly trivial to use Notepad++ or similar to provide an extensive enough set of such calls. (It doesn't hurt if some of them are actually never used.)
class ButtonDialog : UIFrame{
void button_pressed(object self, string buttonID){
// how do I get this button
TagGroup pressed_button = self.LookUpElement(buttonID);
if ( pressed_button.TagGroupIsValid() )
result("The button " + buttonID + " is pressed.\n");
else
result("The button " + buttonID + " was not found!\n");
}
// Need to be done for each button
void button_pressed_0(object self) { self.button_pressed("button0"); }
void button_pressed_1(object self) { self.button_pressed("button1"); }
object init(object self){
TagGroup dlg, dlg_items
dlg = DLGCreateDialog("Press a button", dlg_items);
number nButtons = 2
for( number n=0; n<nButtons; n++ ){
TagGroup button = DLGCreatePushButton("Button " + n , "button_pressed_" + n);
button.DLGIdentifier("button" + n);
dlg_items.DLGAddElement(button);
}
self.super.init(dlg);
return self;
}
}
object dialog = alloc(ButtonDialog).init();
dialog.pose();
So I kind of found an answer which I can live with, but I'm still hoping for better results.
My current idea is to use DualStateBevelButtons. If a button gets clicked, the state changes and the callback is executed. Then all buttons are checked if they have a changed state. If so, this is the clicked button and the state is reset.
The very very big downside of this solution is, that there are only buttons with images allowed, no text is possible. So this is not really the general solution to work with.
rgbimage button_img = RGBImage("button-image", 4, 16, 16);
button_img = max(0, 255 - iradius / 8 * 255);
class ButtonDialog : UIFrame{
TagGroup buttons;
void button_pressed(object self){
for(number i = 0; i < buttons.TagGroupCountTags(); i++){
TagGroup button;
if(buttons.TagGroupGetIndexedTagAsTagGroup(i, button)){
if(button.DLGGetValue() == 1){
// this button is toggled so it is clicked
string identifier;
button.DLGGetIdentifier(identifier);
result("Button " + i + " (" + identifier + ") is clicked.\n");
// reset button state
button.DLGBevelButtonOn(0);
// do not continue searching, found pressed button already
break;
}
}
}
}
object init(object self){
TagGroup dlg, dlg_items, button1, button2;
dlg = DLGCreateDialog("Press a button", dlg_items);
buttons = NewTagList();
button1 = DLGCreateDualStateBevelButton("button1", button_img, button_img, "button_pressed");
buttons.TagGroupInsertTagAsTagGroup(infinity(), button1);
dlg_items.DLGAddElement(button1);
button2 = DLGCreateDualStateBevelButton("button2", button_img, button_img, "button_pressed");
buttons.TagGroupInsertTagAsTagGroup(infinity(), button2);
dlg_items.DLGAddElement(button2);
self.super.init(dlg);
return self;
}
}
object dialog = alloc(ButtonDialog).init();
dialog.pose();

Trying to assign a value to CSS in typescript doesn't work

I have script that is taking a HTMLElement and the css.top and css.marginLeft of an element which refuses to set the properties in TypeScript.
here's my code:
let moveable1: HTMLElement = document.getElementsByClassName('moveable1')[0] as HTMLElement;
Here's how I'm getting the values and "trying" to set the properties.
console.log("**style.top** = " + (moveable1.style.top =
String((+this.chatScrollTop + +this.boxScrollTop).toFixed(0))));
console.log("**style.marginLeft** = " + (moveable1.style.marginLeft = String((+this.chatScrollLeft + +this.boxScrollLeft).toFixed(0))));
moveable1.style.top = String(moveable1.style.top);
moveable1.style.marginLeft = String(moveable1.style.marginLeft);
What's happening is:
moveable1.style.marginLeft and moveable1.style.top ALWAYS equals ""
I don't understand.
The console logs are reporting the correct values
style.top = 69
style.marginLeft = 100
top: **<<<=== "EMPTY"** and should be 69
marginLeft: **<<<=== "EMPTY"** and should be 100
Thoughts, anyone?
UPDATE:
Zeh suggested the solution:
I modified it a wee bit...
let top = +this.chatScrollTop + +this.boxScrollTop;
const marginLeft = this.chatScrollLeft + this.boxScrollLeft;
moveable1.style.top = top.toFixed(0) + "px";
moveable1.style.marginLeft = String(parseInt(marginLeft).toFixed(0)) + "px";
console.log("top: " + moveable1.style.top);
console.log("marginLeft: " + moveable1.style.marginLeft);
THANK YOU ZEH!
You're setting a style property to a number and then trying to re-read and convert it to a string. This doesn't work; top (et al) cannot be numbers therefore they're kept at their previous value("").
Also, you need units ("px", "pt", etc) when setting a style, otherwise it won't set either, even if it's a string. Hence when you try converting them from number to string you get another blank string.
// This returns 1
console.log(document.body.style.top = 1);
// Nevertheless, it didn't work, since this returns ""
console.log(document.body.style.top);
This is not a TypeScript problem, this is a JavaScript (rather, a DOM) "problem".
My suggestion is to simplify this code. It's not just hard to read, it's doing a lot that it shouldn't be doing - unnecessary conversions, depending on assignment side effects, etc.
Something like this should work:
const top = this.chatScrollTop + this.boxScrollTop;
const marginLeft = this.chatScrollLeft + this.boxScrollLeft;
moveable1.style.top = top.toFixed(0) + "px";
moveable1.style.marginLeft = marginLeft.toFixed(0) + "px";

Change color of past events in Fullcalendar

I'm trying to implement this solution to "grey out" past events in Fullcalendar, but I'm not having any luck. I'm not too well versed in Javascript, though, so I assume I'm making some dumb mistakes.
I've been putting the suggested code into fullcalendar.js, inside the call for daySegHTML(segs) around line 4587.
I added the first two lines at the end of the function's initial var list (Why not, I figured)—so something like this:
...
var leftCol;
var rightCol;
var left;
var right;
var skinCss;
var hoy = new Date;// get today's date
hoy = parseInt((hoy.getTime()) / 1000); //get today date in unix
var html = '';
...
Then, just below, I added the other two lines inside the loop:
for (i=0; i<segCnt; i++) {
seg = segs[i];
event = seg.event;
classes = ['fc-event', 'fc-event-skin', 'fc-event-hori'];
if (isEventDraggable(event)) {
classes.push('fc-event-draggable');
}
unixevent = parseInt((event.end.getTime()) / 1000); //event date in Unix
if (unixevent < hoy) {classes.push('fc-past');} //add class if event is old
if (rtl) {
if (seg.isStart) {
classes.push('fc-corner-right');
}
...
Running this code results in a rendered calendar with no events displayed and an error message: Uncaught TypeError: Cannot call method 'getTime' of null
The "null" being referred to is, apparently, event.end.getTime(). But I'm not sure I understand what exactly is going wrong, or how things are being executed. As written, it seems like it should work. At this point in the code, from what I can tell, event.end contains a valid IETF timecode, but for some reason it's "not there" when I try to run it through getTime()?
This isn't a mission-critical tweak for me, but would still be nice—and I'd like to understand what's going on and what I'm doing wrong, as well! Any help greatly appreciated!
If you are using FullCalendar2 with Google Calendar, you will need to use the version of the code below. This uses Moment.js to do some conversions, but since FC2 requires it, you'll be using it already.
eventRender: function(event, element, view) {
var ntoday = new Date().getTime();
var eventEnd = moment( event.end ).valueOf();
var eventStart = moment( event.start ).valueOf();
if (!event.end){
if (eventStart < ntoday){
element.addClass("past-event");
element.children().addClass("past-event");
}
} else {
if (eventEnd < ntoday){
element.addClass("past-event");
element.children().addClass("past-event");
}
}
}
As per FullCalendar v1.6.4
Style past events in css:
.fc-past{background-color:red;}
Style future events in css:
.fc-future{background-color:red;}
There's no need to fiddle with fullcalendar.js. Just add a callback, like:
eventRender: function(calev, elt, view) {
if (calev.end.getTime() < sometime())
elt.addClass("greyclass");
},
you just have to define the correct CSS for .greyclass.
Every event has an ID associated with it. It is a good idea to maintain your own meta information on all events based on their ids. If you are getting the events popupated from a backend database, add a field to your table. What has worked best for me is to rely on callbacks only to get the event ids and then set/reset attributes fetched from my own data store. Just to give you some perspective, I am pasting below a section of my code snippet. The key is to target the EventDAO class for all your needs.
public class EventDAO
{
//change the connection string as per your database connection.
//private static string connectionString = "Data Source=ASHIT\\SQLEXPRESS;Initial Catalog=amit;Integrated Security=True";
//this method retrieves all events within range start-end
public static List<CalendarEvent> getEvents(DateTime start, DateTime end, long nParlorID)
{
List<CalendarEvent> events = new List<CalendarEvent>();
// your data access class instance
clsAppointments objAppts = new clsAppointments();
DataTable dt = objAppts.SelectAll( start, end);
for(int i=0; i<dt.Rows.Count; ++i)
{
CalendarEvent cevent = new CalendarEvent();
cevent.id = (int)Convert.ToInt64(dt.Rows[i]["ID"]);
.....
Int32 apptDuration = objAppts.GetDuration(); // minutes
string staffName = objAppts.GetStaffName();
string eventDesc = objAppts.GetServiceName();
cevent.title = eventDesc + ":" + staffName;
cevent.description = "Staff name: " + staffName + ", Description: " + eventDesc;
cevent.start = (DateTime)dt.Rows[i]["AppointmentDate"];
cevent.end = (DateTime) cevent.start.AddMinutes(apptDuration);
// set appropriate classNames based on whatever parameters you have.
if (cevent.start < DateTime.Now)
{
cevent.className = "pastEventsClass";
}
.....
events.Add(cevent);
}
}
}
The high level steps are as follows:
Add a property to your cevent class. Call it className or anything else you desire.
Fill it out in EventDAO class while getting all events. Use database or any other local store you maintain to get the meta information.
In your jsonresponse.ashx, retrieve the className and add it to the event returned.
Example snippet from jsonresponse.ashx:
return "{" +
"id: '" + cevent.id + "'," +
"title: '" + HttpContext.Current.Server.HtmlEncode(cevent.title) + "'," +
"start: " + ConvertToTimestamp(cevent.start).ToString() + "," +
"end: " + ConvertToTimestamp(cevent.end).ToString() + "," +
"allDay:" + allDay + "," +
"className: '" + cevent.className + "'," +
"description: '" +
HttpContext.Current.Server.HtmlEncode(cevent.description) + "'" + "},";
Adapted from #MaxD The below code is what i used for colouring past events grey.
JS for fullcalendar pulling in Json
events: '/json-feed.php',
eventRender: function(event,element,view) {
if (event.end < new Date().getTime())
element.addClass("past-event");
},
other options ....
'event.end' in my Json is a full date time '2017-10-10 10:00:00'
CSS
.past-event.fc-event, .past-event .fc-event-dot {
background: #a7a7a7;
border-color: #848484
}
eventDataTransform = (eventData) => {
let newDate = new Date();
if(new Date(newDate.setHours(0, 0, 0, 0)).getTime() > eventData.start.getTime()){
eventData.color = "grey";
}else{
eventData.color = "blue";
}
return eventData;
}
//color will change background color of event
//textColor to change the text color
Adapted from #Jeff original answer just simply check to see if an end date exists, if it does use it otherwise use the start date. There is an allDay key (true/false) but non allDay events can still be created without an end date so it will still throw an null error. Below code has worked for me.
eventRender: function(calev, elt, view) {
var ntoday = new Date().getTime();
if (!calev.end){
if (calev.start.getTime() < ntoday){
elt.addClass("past");
elt.children().addClass("past");
}
} else {
if (calev.end.getTime() < ntoday){
elt.addClass("past");
elt.children().addClass("past");
}
}
}
Ok, so here's what I've got now, that's working (kind of):
eventRender: function(calev, elt, view) {
var ntoday = new Date();
if (calev.start.getTime() < ntoday.getTime()){
elt.addClass("past");
elt.children().addClass("past");
}
}
In my stylesheet, I found I needed to restyle the outer and inner elements to change the color; thus the elt.children().addclass addition.
The only time check I could get to work, lacking an end time for all day events, was to look at the start time - but this is going to cause problems with multi-day events, obviously.
Is there another possible solution?

Asp.net paging crashing on chrome

I have a timer control on my page and an image handler which is set on every timer refresh. After about two minutes of running my page the page crashes on chrome with the "Aw Snap message". Can anybody help me out ??
JS Code.
var t
function set_coordinates_up(event) {
//Get final co-ordinates
var pos_x = event.offsetX ? (event.offsetX) : event.pageX - document.getElementById("divCar").offsetLeft;
var pos_y = event.offsetY ? (event.offsetY) : event.pageY - document.getElementById("divCar").offsetTop;
var hdf = document.getElementById('HiddenField1')
//Store event information in hidden feild
if (hdf != null) hdf.value = t + " " + pos_x + " " + pos_y;
}
function set_coordinates_down(event) {
//Get initial co-ordinates
var pos_x = event.offsetX ? (event.offsetX) : event.pageX - document.getElementById("divCar").offsetLeft;
var pos_y = event.offsetY ? (event.offsetY) : event.pageY - document.getElementById("divCar").offsetTop;
t = pos_x + " " + pos_y
}
check if your tab is leaking memory for some reason by opening up Chromes Task manager... probable reasons would be an infinite loop somewhere.
Chrome pages usually crash (Snap!) when there is low memory on the system. I would worry about that too.. Make sure you dont have many other processes running either.
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