[英]How to change javascript event listener?
我剛剛切換到一個新的 shopify 主題。 我遇到了一些代碼問題,這些問題在我的其他主題上運行良好,但在這個新主題上卻沒有,因為它們的主題是如何構建的。 他們的文檔說使用以下事件偵聽器而不是 document.onload 和 $(document).ready():
document.addEventListener('page:loaded', function() { console.log('page:loaded'); });
我不擅長 javascript,並且無法使用以下 2 個腳本。 任何人都可以提供幫助嗎?
<script type="text/javascript"> jQuery(document).ready(function($) { $('a[data-rel^=lightcase]').lightcase(); }); </script>
<script> window.addEventListener("load", function () { var curtains = new Curtains({ container: "planes-canvas" }); var planeEls = document.getElementsByClassName("planes"); var vs = `#ifdef GL_ES precision mediump float; #endif // default mandatory attributes attribute vec3 aVertexPosition; attribute vec2 aTextureCoord; // those projection and model view matrices are generated by the library // it will position and size our plane based on its HTML element CSS values uniform mat4 uMVMatrix; uniform mat4 uPMatrix; // texture coord varying that will be passed to our fragment shader varying vec2 vTextureCoord; void main() { // apply our vertex position based on the projection and model view matrices gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); // varying // use texture matrix and original texture coords to generate accurate texture coords vTextureCoord = aTextureCoord; }`; var fs = ` #ifdef GL_ES precision mediump float; #endif // get our varyings varying vec3 vVertexPosition; varying vec2 vTextureCoord; // the uniform we declared inside our javascript uniform float uTime; // our texture sampler (default name, to use a different name please refer to the documentation) uniform sampler2D planeTexture; vec3 hueRotate(vec3 col, float hue) { vec3 k = vec3(0.57735, 0.57735, 0.57735); float cosAngle = cos(hue); return col * cosAngle + cross(k, col) * sin(hue) + k * dot(k, col) * (1.0 - cosAngle); } vec3 saturate(vec3 rgb, float adjustment) { vec3 W = vec3(0.2125, 0.7154, 0.0721); vec3 intensity = vec3(dot(rgb, W)); return mix(intensity, rgb, adjustment); } void main() { // get our texture coords vec2 textureCoord = vTextureCoord; // displace our pixels along both axis based on our time uniform and texture UVs // this will create a kind of water surface effect // try to comment a line or change the constants to see how it changes the effect // reminder : textures coords are ranging from 0.0 to 1.0 on both axis const float PI = 3.141592; textureCoord.x += ( sin(textureCoord.x * 12.0 + ((uTime * (PI / 15.0)) * 0.031)) + sin(textureCoord.y * 12.0 + ((uTime * (PI / 12.489)) * 0.047)) ) * 0.0050; textureCoord.y += ( sin(textureCoord.y * 8.0 + ((uTime * (PI / 12.023)) * 0.023)) + sin(textureCoord.x * 8.0 + ((uTime * (PI / 15.1254)) * 0.067)) ) * 0.0100; vec4 color = texture2D(planeTexture, textureCoord); // hue rotation from 0 to PI in 10 seconds float hueRotation = cos(uTime / 600.0) * PI; color.rgb = hueRotate(color.rgb, hueRotation); // saturate color.rgb = saturate(color.rgb, 2.0); gl_FragColor = color; } `; var planes = []; function handlePlane(index) { var plane = planes[index]; plane .onReady(function () { // our texture has been loaded, resize our plane! plane.planeResize(); }) .onRender(function () { plane.uniforms.time.value++; }); } for (var i = 0; i < planeEls.length; i++) { var params = { vertexShader: vs, fragmentShader: fs, uniforms: { time: { name: "uTime", type: "1f", value: 0 } } }; var plane = curtains.addPlane(planeEls[i], params); if (plane) { planes.push(plane); handlePlane(i); } } }); </script>
要使此代碼與新主題一起使用,您需要偵聽特定於此新主題的自定義事件page:loaded
,而不是標准事件window.onload
或$(document).ready()
。
您將在下面找到適用於新事件的舊代碼片段:
<script type="text/javascript">
document.addEventListener('page:loaded', function() {
$('a[data-rel^=lightcase]').lightcase();
});
</script>
<script>
document.addEventListener('page:loaded', function() {
var curtains = new Curtains({
container: "planes-canvas"
});
var planeEls = document.getElementsByClassName("planes");
var vs = `#ifdef GL_ES
precision mediump float;
#endif
// default mandatory attributes
attribute vec3 aVertexPosition;
attribute vec2 aTextureCoord;
// those projection and model view matrices are generated by the library
// it will position and size our plane based on its HTML element CSS values
uniform mat4 uMVMatrix;
uniform mat4 uPMatrix;
// texture coord varying that will be passed to our fragment shader
varying vec2 vTextureCoord;
void main() {
// apply our vertex position based on the projection and model view matrices
gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);
// varying
// use texture matrix and original texture coords to generate accurate texture coords
vTextureCoord = aTextureCoord;
}`;
var fs = `
#ifdef GL_ES
precision mediump float;
#endif
// get our varyings
varying vec3 vVertexPosition;
varying vec2 vTextureCoord;
// the uniform we declared inside our javascript
uniform float uTime;
// our texture sampler (default name, to use a different name please refer to the documentation)
uniform sampler2D planeTexture;
vec3 hueRotate(vec3 col, float hue) {
vec3 k = vec3(0.57735, 0.57735, 0.57735);
float cosAngle = cos(hue);
return col * cosAngle + cross(k, col) * sin(hue) + k * dot(k, col) * (1.0 - cosAngle);
}
vec3 saturate(vec3 rgb, float adjustment) {
vec3 W = vec3(0.2125, 0.7154, 0.0721);
vec3 intensity = vec3(dot(rgb, W));
return mix(intensity, rgb, adjustment);
}
void main() {
// get our texture coords
vec2 textureCoord = vTextureCoord;
// displace our pixels along both axis based on our time uniform and texture UVs
// this will create a kind of water surface effect
// try to comment a line or change the constants to see how it changes the effect
// reminder : textures coords are ranging from 0.0 to 1.0 on both axis
const float PI = 3.141592;
textureCoord.x += (
sin(textureCoord.x * 12.0 + ((uTime * (PI / 15.0)) * 0.031))
+ sin(textureCoord.y * 12.0 + ((uTime * (PI / 12.489)) * 0.047))
) * 0.0050;
textureCoord.y += (
sin(textureCoord.y * 8.0 + ((uTime * (PI / 12.023)) * 0.023))
+ sin(textureCoord.x * 8.0 + ((uTime * (PI / 15.1254)) * 0.067))
) * 0.0100;
vec4 color = texture2D(planeTexture, textureCoord);
// hue rotation from 0 to PI in 10 seconds
float hueRotation = cos(uTime / 600.0) * PI;
color.rgb = hueRotate(color.rgb, hueRotation);
// saturate
color.rgb = saturate(color.rgb, 2.0);
gl_FragColor = color;
}
`;
var planes = [];
function handlePlane(index) {
var plane = planes[index];
plane
.onReady(function () {
// our texture has been loaded, resize our plane!
plane.planeResize();
})
.onRender(function () {
plane.uniforms.time.value++;
});
}
for (var i = 0; i < planeEls.length; i++) {
var params = {
vertexShader: vs,
fragmentShader: fs,
uniforms: {
time: {
name: "uTime",
type: "1f",
value: 0
}
}
};
var plane = curtains.addPlane(planeEls[i], params);
if (plane) {
planes.push(plane);
handlePlane(i);
}
}
});
</script>
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