Disable collision for certain event sources in fullcalendar - fullcalendar

Hi I want to have an event source which allows overlaying(collision with) other event sources without resizing.
But the other event sources should still be using the normal collision detection and resizing?
Did somebody have the same problem?

Ok I found the solution:
First change the function segCollide(seg1, seg2) in fullcalendar to:
function segsCollide(seg1, seg2) {
if(seg1.allowCollision || seg2.allowCollision)
{
return false
}
else
{
return seg1.end > seg2.start && seg1.start < seg2.end;
}
}
And sliceSegs() to:
function sliceSegs(events, visEventEnds, start, end) {
var segs = [],
i, len=events.length, event,
eventStart, eventEnd,
segStart, segEnd,
isStart, isEnd;
for (i=0; i<len; i++) {
event = events[i];
allowCollision = event.source.allowCollision;
eventStart = event.start;
eventEnd = visEventEnds[i];
if (eventEnd > start && eventStart < end) {
if (eventStart < start) {
segStart = cloneDate(start);
isStart = false;
}else{
segStart = eventStart;
isStart = true;
}
if (eventEnd > end) {
segEnd = cloneDate(end);
isEnd = false;
}else{
segEnd = eventEnd;
isEnd = true;
}
segs.push({
event: event,
start: segStart,
end: segEnd,
allowCollision: allowCollision,
isStart: isStart,
isEnd: isEnd,
msLength: segEnd - segStart
});
}
}
return segs.sort(segCmp);
}

Related

Timeline display is not possible in Fullcalender

I cannot display the timeline in Fullcalender using the code in the link below.
ttps://codepen.io/dreamflying/pen/jRoPWB
Console error content.
What is defs at the point of the function call? It would appear that it is null.
You could alter the function to not execute if defs is null (only execute if not null)
something like this
function addDefs(defs) {
if(defs != null && defs.length > 0) {
for (var _i = 0; _i < defs.length; _i++) {
var def = defs[_i];
if (!isAdded[def.id]) {
isAdded[def.id] = true;
addDefs(def.deps);
hooks = combineHooks(hooks, def);
}
}
}
}

Paning the bubbles

is there a way of paning the bubble in the current view when there are regions which are outside the mapview?
E.g. https://dev2.gruppenunterkuenfte.de/nordrhein-westfalen__r187.html?vs=1
You can click on a bubble at the edge and you see them outside.
Using google: https://www.gruppenunterkuenfte.de/nordrhein-westfalen__r187.html?vs=1
will pan automatically in the full view ...
Regards
Chris
Might not be available out of the box, but something as follows could be done to check when opening the bubble and move the map center.
var checkBubble = function(evt) {
setTimeout(function() {
if(infoBubble && infoBubble.getState() == "open"){
var border = 50;
var objRect = infoBubble.getContentElement().parentElement.getBoundingClientRect();
var objStyleRight = Math.abs(parseInt(infoBubble.getContentElement().parentElement.style.right));
objStyleRight = objStyleRight ? objStyleRight : 0;
var mapRect = map.getElement().getBoundingClientRect();
var shiftX = 0;
var shiftY = 0;
// check, if infobubble isn't too far to up
if ((objRect.top-border) < mapRect.top) {
shiftY = (mapRect.top - (objRect.top-border));
}
// check, if infobubble isn't too far to the left
var objLeft = (objRect.left - objStyleRight);
if ((objLeft-border) < mapRect.left) {
shiftX = (mapRect.left - (objLeft-border));
} // check, if infobubble isn't too far to the right
else if ((objRect.right+border) > mapRect.right) {
shiftX = -(objRect.right - (mapRect.right-border));
}
if ((shiftX == 0) && (shiftY == 0)) {
return;
}
var currScreenCenter = map.geoToScreen(map.getCenter());
var newY = (currScreenCenter.y - shiftY);
var newX = (currScreenCenter.x - shiftX);
var newGeoCenter = map.screenToGeo(newX, newY);
map.setCenter(newGeoCenter, true);
}
}, 20);
}
map.addEventListener("mapviewchange",checkBubble);
Thanks a lot works great! I extend to the case that the bubble is outside at the bottom:
...
// check, if infobubble isn't too far to up
if ((objRect.top-border) < mapRect.top) {
shiftY = (mapRect.top - (objRect.top-border));
} else {
if ((objRect.bottom+border) > mapRect.bottom) {
shiftY = -(objRect.bottom - (mapRect.bottom-border));
}
}
...
Regards
Chris

How to make jump animation in Game Maker?

for some reason when I run the game the sprite is in its jump animation and not its idle at the start even when moving left and right the sprite is still the jump animation. i followed a tutorial on youtube i know that the right and left animations work any help would be appreciated thanks.
///platform "physics"
var rkey = keyboard_check(vk_right);
var lkey = keyboard_check(vk_left);
var jkey = keyboard_check_pressed(vk_up);
//Check for ground
if (place_meeting(x, y+1, obj_solid))
{
airjump = 1;
vspd = 0;
//Jumping
if (jkey)
{
vspd = -jspd;
}
}
else
{
//Gravity
if (vspd < 10 )
{
vspd += grav;
}
//Check For airjump
if(airjump > 0)
{
if(jkey)
{
vspd = -jspd;
airjump -= 1;
}
}
}
//Moving Right
if(rkey)
{
hspd = spd;
//Left Wall-Jump
if(place_meeting(x-1, y, obj_solid) && !place_meeting(x, y+1, obj_solid)
&& !lkey)
{
vspd = -jspd;
}
}
//Moving Left
if(lkey)
{
hspd = -spd;
//Right Wall-Jump
if(place_meeting(x+1, y, obj_solid) && !place_meeting(x, y+1, obj_solid)
&& !rkey)
{
vspd = -jspd;
}
}
//Check for not moving
if((!rkey && !lkey) || (rkey & lkey))
{
hspd = 0 ;
}
//Horizontal Collisions
if(place_meeting(x + hspd, y, obj_solid))
{
while(!place_meeting(x+sign(hspd), y,obj_solid))
{
x += sign(hspd);
}
hspd = 0;
}
//Move Horizontally
x += hspd;
//Vertical Collisions
if(place_meeting(x, y+vspd, obj_solid))
{
while(!place_meeting(x, y+sign(vspd),obj_solid))
{
y += sign(vspd);
}
vspd = 0;
}
//Move Vertically
y += vspd;
//Control The Sprites
if(vspd != 0)
{
sprite_index = spr_player_jump;
image_speed = 1;
//use the next line if you have a falling animation as well but the
falling animation should be the second one
//image_index = y>yprevious;
}
else
{
if(hspd != 0)
{
sprite_index = spr_player_walk;
image_speed = .15;
}
else if(hspd = 0)
{
sprite_index = spr_player_stand;
}
}
if (!place_meeting(x,y+1, obj_solid))
{
sprite_index=spr_player_jump;
}
//Control the direction that the player is facing
if(hspd > 0)
{
image_xscale = 1;
}
else if (hspd < 0)
{
image_xscale = -1;
}
First, in the create event, set image_speed = 0; Then you have to play the animation once.
Then once you're in the step event, when the player jumps:
`while (image_index != image_number)
{
image_index++;
}
//Or you can replace image_number with the end
//value of your jump animation, if you also have other animations like
//walking then set image index to the start value before running the loop`
Also, a check to make sure the player is on the ground too (so pressing the space bar in the air doesn't make the animation play. Unless you want that.)

Why does R# tell me, "Not all code paths return a value" in a click handler?

At the end of my submit button click handler, Resharper warns that, "Not all code paths return a value."
What value would it be expecting from an event handler?
In deference to full disclosure, this is that event handler:
$("#submit_button").click(function() {
// http://stackoverflow.com/questions/18192288/how-can-i-compare-date-time-values-using-the-jqueryui-datepicker-and-html5-time
var begD = $.datepicker.parseDate('mm/dd/yy', $('#BeginDate').val());
var endD = $.datepicker.parseDate('mm/dd/yy', $('#EndDate').val());
if (begD > endD) {
alert('Begin date must be before End date');
$('#BeginDate').focus();
return false;
}
else if (begD.toString() == endD.toString()) {
var dteString = begD.getFullYear() + "/" + (begD.getMonth() + 1) + "/" + begD.getDate();
var begT = new Date(dteString + " " + $('#BeginTime').val());
var endT = new Date(dteString + " " + $('#EndTime').val());
if (begT > endT) {
alert('Begin date must be before End date');
$('#BeginTime').focus();
return false;
}
}
$("#NumberOfResults").css("visibility", "visible");
$("#NumberOfResults").html("Please wait...");
EnableButton("submit_button", false);
// If all are selected, don't enumerate them; just set it at "All" (change of case shows that the logic did execute)
var deptsList = $('#depts').checkedBoxes();
if (deptsList.length < deptsArray.length) {
$('#deptHeader span').html(deptsList.join(", "));
}
else if (deptsList.length == deptsArray.length) {
$('#deptHeader span').html("All");
}
// " "
var sitesList = $('#sites').checkedBoxes();
$('#sitesHeader span').html(sitesList.join(", "));
if (sitesList.length < sitesArray.length) {
$('#sitesHeader span').html(sitesList.join(", "));
}
else if (sitesList.length == sitesArray.length) {
$('#sitesHeader span').html("All");
}
$('#hiddenDepts').val(deptsList);
$('#hiddenSites').val(sitesList);
var UPCs = $('#UPC').val();
if (UPCs == "All") {
$('#UPC').val("1"); // take everything (1 and greater)
}
var resultsText = jQuery.trim($("#spanNumberOfResults").text());
if (resultsText != "") {
$("#NumberOfResults").css("visibility", "visible");
if (resultsText == "0") {
$("#NumberOfResults").css("color", "red");
} else {
var href = '/#ConfigurationManager.AppSettings["ThisApp"]/CCRCriteria/LoadReport';
// report_parms (sic) is referenced from LoadReport
var report_parms = {
GUID: "#Model.GUID",
SerialNumber: "#Model.SerialNumber",
ReportName: "#Model.ReportName"
};
window.open(href, "report_window", "resizable=1, width=850, left=" + (screen.width / 2 - 425));
}
}
}); // end of submit button click
Resharper isn't aware of event handlers.
It sees that your function will sometimes return false and sometimes won't return anything, and it complains.
It doesn't realize that this pattern is perfectly fine for event handlers.
Ignore it. Click handlers "can" return a boolean value indicating whether to process the click normally (true) or ignore it (false).
Resharper sees any return in the function as a clue that it should always return something.

Flex AS3: ProgressBar doesn't move

I am a little stuck and need some advice/help.
I have a progress bar:
<mx:ProgressBar id="appProgress" mode="manual" width="300" label="{appProgressMsg}" minimum="0" maximum="100"/>
I have two listener functions, one sets the progress, and one sets the appProgressMsg:
public function incProgress(e:TEvent):void {
var p:uint = Math.floor(e.data.number / e.data.total * 100);
trace("Setting Perc." + p);
appProgress.setProgress(p, 100);
}
public function setApplicationProgressStep(e:TEvent):void {
trace("Setting step:" + e.data);
appProgressMsg = e.data;
}
I want to reuse this progress bar alot. And not necessarily for ProgressEvents, but when going through steps.
For instance, I loop over a bunch of database inserts, and want to undate the progress etc.
Here is a sample:
public function updateDatabase(result:Object):void {
var total:int = 0;
var i:int = 0;
var r:SQLResult;
trace("updateDatabase called.");
for each (var table:XML in this.queries.elements("table")) {
var key:String = table.attribute("name");
if (result[key]) {
send(TEvent.UpdateApplicationProgressStep, "Updating " + key);
i = 1;
total = result[key].length;
for each (var row:Object in result[key]) {
//now, we need to see if we already have this record.
send(TEvent.UpdateApplicationProgress, { number:i, total: total } );
r = this.query("select * from " + key + " where server_id = '" + row.id + "'");
if (r.data == null) {
//there is no entry with this id, make one.
this.query(table.insert, row);
} else {
//it exists, so let's update.
this.update(key, row);
}
i++;
}
}
}
}
Everything works fine.
That is, the listener functions are called and I get trace output like:
updateDatabase called.
Setting step:Updating project
Setting Perc 25
Setting Perc 50
Setting Perc 75
Setting Perc 100
The issue is, only the very last percent and step is shown. that is, when it's all done, the progress bar jumps to 100% and shows the last step label.
Does anyone know why this is?
Thanks in advance for any help,
Jason
The new code, which works awesomely I might add:
public function updateDatabase(result:Object, eindex:int = 0, sindex:int = 0 ):void {
var total:int = 0;
var i:int = 0;
var j:int;
var r:SQLResult;
var table:XML;
var key:String;
var elems:XMLList = this.queries.elements("table");
var startTime:int = getTimer();
var row:Object;
for (i = eindex; i < elems.length(); i++) {
table = elems[i];
key = table.attribute("name");
if (!result[key])
continue;
total = result[key].length;
send(TEvent.UpdateApplicationProgressStep, "Updating " + key);
for (j = sindex; j < result[key].length; j++) {
if (getTimer() - startTime > 100) {
setTimeout(updateDatabase, 100, result, i, j);
send(TEvent.UpdateApplicationProgress, { number:j, total: total } );
return;
}
row = result[key][j];
r = this.query("select * from " + key + " where server_id = '" + row.id + "'");
if (r.data == null) {
//there is no entry with this id, make one.
this.query(table.insert, row,false);
} else {
//it exists, so let's update.
this.update(key, row,false);
}
}
send(TEvent.UpdateApplicationProgress, { number:1, total: 1 } );
}
}
Flash is single threaded. The display will not update until your function returns. For this reason, you should never have any code that runs for longer than about 100ms (1/10th of a second), otherwise the UI (or even the entire browser) will appear to be locked up.
The general solution is to split up your work over multiple frames, here is some pseudo-code:
function doWork(arg1:Obj, arg2:Obj, start:int=0) {
var startTime = getTimer(); // store starting time
for(i=start; i<length; i++) {
if(getTimer() - startTime > 100) { // see if we've been working too long
trace("Current progress: "+(i/length * 100)+"%");
updateProgress( i / length );
setTimeout(doWork, 100, arg1, arg2, i); // schedule more work to be done
return; // stop current loop
}
trace("Working on item "+i);
// processing here
}
trace("All work done");
}
doWork(data1, data2); // start the work
Your pseudo-code works for updating the progress bar however in my case my "work" was copying of files from DVD to the appStorageDirectory which seem to reintroduce the same issue that your work around resolved - the progress bar now does not update
Here is my hack of your solution
function doWork(arg1:int, arg2:int, start:int=0) {
var startTime = getTimer(); // store starting time
for(var i:int=start; i<arg2; i++) {
if(getTimer() - startTime > 100 ) { // see if we've been working too long
trace("Current progress: "+(i/arg2 * 100)+"%");
setTimeout(doWork, 100, i, arg2, i); // schedule more work to be done
return; // stop current loop
}
trace("Working on item "+i);
dispatchEvent(new progressMadeEvent("incrementChange",i,arg2))
var dir:String = copyRes[i].nativePath.toString().split(OSSep).pop()
copyRes[i].copyTo(appStore.resolvePath(dir)) // copies dir from DVD to appStorageDir
}
trace("All work done");
}

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