How to "hide" a password in html text input - html

I am currently building a form, where I have a password.
Is a way to maintain the input type as text while the password remains "hidden".
So basically instead of this being displayed in the text field:
mypassword
I want it to say:
*********
or something close to that. So basically just making the text that the user inputs not to be visible.
I know that changing the type to password will be a solution but I need to maintain the type as text.

One reason why this could be useful is temporarily show last entered character as on mobile devices:
function passwordInput(el)
{
//already initialized?
if (el.actualValue !== undefined)
return el;
let timer = null;
el.actualValue = el.value;
el.addEventListener("input", e =>
{
clearTimeout(timer);
const val = el.value,
start = el.selectionStart,
end = el.selectionEnd,
len = val.length - el.actualValue.length,
//find none-hidden characters
diff = (val.substring(0, start).match(/[^●]+/g)||[""])[0],
//this will be shown for nn seconds
last = diff === "" ? "" : diff[diff.length - 1],
//replace all characters with hidden character
vis = "".padStart(val.length, "●");
//record new value
el.actualValue = el.actualValue.substring(0, start - diff.length) + diff + el.actualValue.substring(start - len);
//replace visible value with hidden characters, except for the last "new" character
el.value = vis.substring(0, start - last.length) + last + vis.substring(start);
//set cursor back to it's original position
el.selectionStart = start;
el.selectionEnd = end;
//hide entire visible value after nn seconds
timer = setTimeout(() =>
{
const start = el.selectionStart,
end = el.selectionEnd;
el.value = vis;
el.selectionStart = start;
el.selectionEnd = end;
}, 1000); // 1 second delay
});
if (el.value !== "")
el.dispatchEvent(new Event("input"))
return el;
}
passwordInput(document.getElementById("myInput")).addEventListener("input", e =>
{
//display real value
output.textContent = e.target.actualValue;
});
<input type="text" id="myInput" autocomplete="off">
<div>Actual value: <span id="output"></span><div>
Basically, what it does, is store actual value in inputElement.actualValue property and replaces value with "●" character. There is one kink I didn't bother to look at, is selection getting reset when last character become hidden.

Related

Countdown using astrisk

Currently it shows smallest to biggest. I want it start from biggest to smallest, can't figure it out.
Current output of code
Sample run:
Input to text box: 3
Output in div:
[*]
[**]
[***]
And that’s all folks!
Desired output of code
Sample Run:
Input to text box: 3
Output in div:
[***]
[**
[*]
And that’s all folks!
<!doctype html>
<!—This code will produce a triangle of stars -->
<!-- ================================== -->
<html>
<head>
<title> Countdown </title>
<script type="text/javascript">
function Countdown() {
var count, astrisk;
i=1;
//j=0;
count = parseFloat(document.getElementById('countBox').value);
document.getElementById('outputDiv').innerHTML = '';
astrisk = '*'
while (i<count) {
j=0;
while (j<i) {
document.getElementById('outputDiv').innerHTML =
document.getElementById('outputDiv').innerHTML + astrisk ;
j=j+1;
}
document.getElementById('outputDiv').innerHTML =
document.getElementById('outputDiv').innerHTML + '<br>';
i=i+1;
}
document.getElementById('outputDiv').innerHTML =
document.getElementById('outputDiv').innerHTML + 'And that\'s all folks!' + '<br>';
}
</script>
</head>
<body>
<p>
Start of the countdown:
<input type="text" id="countBox" size=4 value=10>
</p>
<input type="button" value="Begin Countdown" onclick="Countdown();">
<hr>
<div id="outputDiv"></div>
</body>
</html>
I tried flipping some variables, couldn't exactly get it to do what I want. Most of my attempts have led to my computer crashing, I feel like answer is there, but I can't exactly see it. code isn't properly formatted, spent 2 hours trying to indent correctly, and eventually I gave up.
Get the input, button and p (output)
Add click event to the button
When the button is clicked, get input.value plus 1 since it's automatically decreased at the beginning of the function
Print to the DOM the asterisk repeated by the value (that is decreased every 1 second).
When the value reaches 0, clear the function.
let btn = document.querySelector('button');
let input = document.querySelector('input');
let output = document.querySelector('p');
// Button onclick
btn.addEventListener('click', () => {
// Save the run time (input value + 1) since it's automatically decreased at run-time
let timesRun = Number(input.value) + 1;
// Disable the button when it's counting
btn.disabled = true;
// Repeated function every 1 second
let interval = setInterval(function(){
// Decrease the run time
timesRun -= 1;
// If reaches 0, clear the function
if(timesRun === 0){
btn.disabled = false;
clearInterval(interval);
output.innerHTML = 'TIMEOUT';
// Else? print the * repeated by times remain
} else {
output.innerHTML = '*'.repeat(timesRun);
}
}, 1000);
});
<input type="number" placeholder="Countdown" />
<button>Start</button>
<div>
<p></p>
</div>
Updated with the following conditions:
Check that the input is a valid number and not empty
Accept a number between 1 and 10 (including)
let btn = document.querySelector('button');
let input = document.querySelector('input');
let output = document.querySelector('p');
// Button onclick
btn.addEventListener('click', () => {
// Check it's a valid nubmer and not empty
if(input.value.length === 0 || isNaN(Number(input.value))) {
output.innerHTML = 'Please type a valid number.';
// Check if the number is between 1 and 10
} else if (Number(input.value) <= 0 || Number(input.value) > 10) {
output.innerHTML = 'Please type a number between 1-10';
} else {
// Save the run time (input value + 1) since it's automatically decreased at run-time
let timesRun = Number(input.value) + 1;
// Disable the button when it's counting
btn.disabled = true;
// Repeated function every 1 second
let interval = setInterval(function(){
// Decrease the run time
timesRun -= 1;
// If reaches 0, clear the function
if(timesRun === 0){
btn.disabled = false;
clearInterval(interval);
output.innerHTML = 'TIMEOUT';
// Else? print the * repeated by times remain
} else {
output.innerHTML = '*'.repeat(timesRun);
}
}, 1000);
}
});
<input type="number" placeholder="Countdown" />
<button>Start</button>
<div>
<p></p>
</div>

Google Chrome and Safari on MacOS grabs the character preceding the selected text when you drag'n'drop it into <textarea>

Clean textarea code (as in sandbox) without any side factors (like scripts and specific styles) its work via drag'n'drop in the Chrome browser is followed by a strange phenomenon.
<textarea cols="80" rows="10">
row1w1 row1w2 row1w3 row1w4 row1w5
row2w1 row2w2 row2w3 row2w4 row2w5
row3w1 row3w2 row3w3 row3w4 row3w5
row4w1 row4w2 row4w3 row4w4 row4w5
row5w1 row5w2 row5w3 row5w4 row5w5
row6w1 row6w2 row6w3 row6w4 row6w5
row7w1 row7w2 row7w3 row7w4 row7w5
</textarea>
For example, I drag the first word from any line somewhere like in the GIF image.
Along with the word, for some reason the drag-n-drop event grabs the character before the word (in this case, it's a line break character), even though that character was not selected. It is "compensated", if I may say so, by a space put before the word inserted in the new place. In some cases, this space can stand before the word, after the word and even turn into two spaces on both sides of the word, and sometimes does not appear at all.
The actual question is. Is there a way to make Chrome behave like a text editor or like Firefox? Is there a standard somewhere, or at least some description of how the phenomenon works, when it puts a space and when it doesn't?
I tried to solve this problem with a script. But the code works very crudely. For example, I can not track the difference between moving the selected text one character forward or backward. I think there is a better solution.
// If Google Chrome used
if (/Chrome/.test(window.navigator.userAgent)) {
// This variable handles source drag info
let dragging = null;
// This flag indicates whether the browser has captured a character before the word
let captureFlag = null;
// DragStart event handler
textarea.ondragstart = (e) => {
// First of all, аt this point we can read the initial state before dragging
const {
value,
selectionStart,
selectionEnd
} = textarea;
// Selected text
const selectionData = value.substring(selectionStart, selectionEnd);
// And keep the symbol before of the selected word
const selectionBefore = selectionStart ? value[selectionStart - 1] : '';
dragging = {
selectionStart,
selectionEnd,
selectionData,
selectionBefore
};
}
// Input event handler
textarea.oninput = (e) => {
// When dragging, this event is triggered twice
if (e.inputType == 'deleteByDrag') {
// At this point the highlighted word has already been deleted.
const {
selectionStart
} = textarea;
// If the cursor moved one character backward,
// the browser has definitely captured this character
captureFlag = dragging && selectionStart == (dragging.selectionStart - 1);
} else if (e.inputType == 'insertFromDrop') {
// At this point, the selected word is already inserted in its new location.
if (dragging) {
// Chrome browser leaves the word selected.
const {
value,
selectionStart,
selectionEnd
} = textarea;
// First we cut out what is inserted from the value
let newValue = value.substr(0, selectionStart) + value.substr(selectionEnd);
// If the browser does grab a character before selecting
if (captureFlag && dragging.selectionStart > 0) {
// Let's calculate his position
const insertPos = dragging.selectionStart - 1;
// Put the missing symbol back in place
newValue = newValue.substr(0, insertPos) +
dragging.selectionBefore +
newValue.substr(insertPos);
}
// Next, we have to determine the offset.
// If the pasted text was inserted somewhere after the deletion,
// we need to add to the offset one character that we just inserted
const offset = (captureFlag && (selectionStart > dragging.selectionStart)) ? 1 : 0;
// Now let's count the positions where we insert the originally selected text
const newSelectionStart = selectionStart + offset;
const newSelectionEnd = dragging.selectionEnd - dragging.selectionStart +
selectionStart + offset;
// Insert text that was originally selected (still in the dragstart event)
newValue = newValue.substr(0, newSelectionStart) +
dragging.selectionData +
newValue.substr(newSelectionStart);
// Apply the new value
textarea.value = newValue;
// And let's select this area of text like the browser
textarea.setSelectionRange(newSelectionStart, newSelectionEnd, "none");
}
}
}
// Reset the variables when the drag is finished
textarea.ondragend = () => {
dragging = null;
captureFlag = null
};
}
<textarea id="textarea" cols="80" rows="10">
row1w1 row1w2 row1w3 row1w4 row1w5
row2w1 row2w2 row2w3 row2w4 row2w5
row3w1 row3w2 row3w3 row3w4 row3w5
row4w1 row4w2 row4w3 row4w4 row4w5
row5w1 row5w2 row5w3 row5w4 row5w5
row6w1 row6w2 row6w3 row6w4 row6w5
row7w1 row7w2 row7w3 row7w4 row7w5
</textarea>
UPDATE
I was fixed to track the dragging of the word one character backward or forward.
// If Google Chrome used
if (/Chrome/.test(window.navigator.userAgent)) {
// This variable handles source drag info
let dragging = null;
// This flag indicates whether the browser has captured a character before the word
let captureFlag = null;
// DragStart event handler
textarea.ondragstart = (e) => {
// First of all, аt this point we can read the initial state before dragging
const {
value,
selectionStart,
selectionEnd
} = textarea;
// Selected text
const selectionData = value.substring(selectionStart, selectionEnd);
// And keep the symbol before of the selected word
const selectionBefore = selectionStart ? value[selectionStart - 1] : '';
// Save drag position
dragging = {
selectionStart,
selectionEnd,
selectionData,
selectionBefore,
dragLayerX: e.layerX,
dragLayerY: e.layerY,
dropLayerX: -1,
dropLayerY: -1,
};
}
// drop event handler
textarea.ondrop = (e) => {
// Save drop position
dragging.dropLayerX = e.layerX;
dragging.dropLayerY = e.layerY;
}
// Input event handler
textarea.oninput = (e) => {
// When dragging, this event is triggered twice
if (e.inputType == 'deleteByDrag') {
// At this point the highlighted word has already been deleted.
const {
selectionStart
} = textarea;
// If the cursor moved one character backward,
// the browser has definitely captured this character
captureFlag = dragging && selectionStart == (dragging.selectionStart - 1);
} else if (e.inputType == 'insertFromDrop') {
// At this point, the selected word is already inserted in its new location.
if (dragging) {
// Chrome browser leaves the word selected.
const {
value,
selectionStart,
selectionEnd
} = textarea;
// First we cut out what is inserted from the value
let newValue = value.substr(0, selectionStart) + value.substr(selectionEnd);
// If the browser does grab a character before selecting
if (captureFlag && dragging.selectionStart > 0) {
// Let's calculate his position
const insertPos = dragging.selectionStart - 1;
// Put the missing symbol back in place
newValue = newValue.substr(0, insertPos) +
dragging.selectionBefore +
newValue.substr(insertPos);
}
// Next, we have to determine the offset.
let offset;
// If text was dragged from end of row and dropped to start of next row
if(selectionStart == dragging.selectionStart){
offset = 1;
}
// If text was dragging on one char backward or forward
// It was need to be calculated
else if(selectionStart - dragging.selectionStart == -1){
// First of all, lets calculate one text line height
let ctx = document.createElement('canvas').getContext('2d');
ctx.font = getComputedStyle(textarea).font;
const measure = ctx.measureText(textarea.value);
const lineHeight = measure.fontBoundingBoxAscent + measure.fontBoundingBoxDescent;
// Then set offset 0 if text moved backward or 2 if forward
if(Math.abs(dragging.dragLayerY - dragging.dropLayerY) > 0.6 * lineHeight){
offset = dragging.dragLayerY < dragging.dropLayerY ? 2 : 0;
}
else {
offset = dragging.dragLayerX < dragging.dropLayerX ? 2 : 0;
}
}
else {
// If the pasted text was inserted somewhere after the deletion,
// we need to add to the offset one character that we just inserted
offset = (captureFlag && (selectionStart > dragging.selectionStart)) ? 1 : 0;
}
// Now let's count the positions where we insert the originally selected text
const newSelectionStart = selectionStart + offset;
const newSelectionEnd = dragging.selectionEnd - dragging.selectionStart +
selectionStart + offset;
// Insert text that was originally selected (still in the dragstart event)
newValue = newValue.substr(0, newSelectionStart) +
dragging.selectionData +
newValue.substr(newSelectionStart);
// Apply the new value
textarea.value = newValue;
// And let's select this area of text like the browser
textarea.setSelectionRange(newSelectionStart, newSelectionEnd, "none");
}
}
}
// Reset the variables when the drag is finished
textarea.ondragend = () => {
dragging = null;
captureFlag = null
};
}
<textarea id="textarea" cols="80" rows="10">
row1w1 row1w2 row1w3 row1w4 row1w5
row2w1 row2w2 row2w3 row2w4 row2w5
row3w1 row3w2 row3w3 row3w4 row3w5
row4w1 row4w2 row4w3 row4w4 row4w5
row5w1 row5w2 row5w3 row5w4 row5w5
row6w1 row6w2 row6w3 row6w4 row6w5
row7w1 row7w2 row7w3 row7w4 row7w5
</textarea>

Guessing Number Game Program not Functioning Correctly

in my program, the user sets a range of numbers for the computer to guess. The user then has to guess which number the computer chose with a limit of guesses starting at 5. There are several problems in my functioning program in which I do not understand how to fix. These errors include:
-The number of guesses left always remains at 0. It won't start at 5 and decrease by 1 each time I click the btnCheck button.
-Whenever I click the btnCheck button for a new guessing number, the statement if you've guessed too high or too low remains the same.
-When I press btnNewGame, the values I insert in my low value and my high value text inputs will not be cleared.
-How can the computer generate a random whole number based on what I set as the number range?
Revising my code down below will be much appreciated.
// This line makes the button, btnCheckGuess wait for a mouse click
// When the button is clicked, the checkGuess function is called
btnCheckGuess.addEventListener(MouseEvent.CLICK, checkGuess);
// This line makes the button, btnNewGame wait for a mouse click
// When the button is clicked, the newGame function is called
btnNewGame.addEventListener(MouseEvent.CLICK, newGame);
// Declare Global Variables
var computerGuess:String; // the computer's guess
var Statement:String; // Statement based on your outcome
// This is the checkGuess function
// e:MouseEvent is the click event experienced by the button
// void indicates that the function does not return a value
function checkGuess(e:MouseEvent):void
{
var LowValue:Number; // the user's low value
var HighValue:Number; // the user's high value
var UserGuess:Number; // the user's guess
var CorrectGuess:int; // the correct number
var FirstGuess:String; //the user's guess
// get the user's range and guess
LowValue = Number(txtinLow.text);
HighValue = Number(txtinHigh.text);
UserGuess = Number(txtinGuess.text);
// determine the number of the user
GuessesLeft = checkCorrectGuess(FirstGuess);
lblNumber.text = GuessesLeft.toString();
lblStatement.text = "You have guessed " + Statement.toString() + "\r";
}
// This is function checkColoursCorrect
// g1– the user's guess
function checkCorrectGuess(g1:String):int
{
var GuessesLeft:int = 5; // How many guesses are left
if (g1 != computerGuess)
{
GuessesLeft - 1;
}
else
{
GuessesLeft = 0;
}
return GuessesLeft;
}
// This is the newGame function
// e:MouseEvent is the click event experienced by the button
// void indicates that the function does not return a value
function newGame(e:MouseEvent):void
{
var Guess1:int; // computer's guess in numbers
var UserGuess1:int; // user's guess in numbers
Guess1 = randomWholeNumber(100,1); //It is not (100,1). How do I change this to the range the user put?
UserGuess1 = randomWholeNumber(100,1); //It is not (100,1). How do I change this to the range the user put?
if (Guess1 > UserGuess1) {
Statement = "TOO HIGH";
} else if (Guess1 < UserGuess1) {
Statement = "TOO LOW";
} else if (Guess1 == UserGuess1) {
Statement = "CORRECTLY";
}
txtinGuess.text = "";
lblStatement.text = "";
}
// This is function randomWholeNumber
// highNumber – the maximum value desired
// lowNumber – the minimum value desired
// returns – a random whole number from highNumber to lowNumber inclusive
function randomWholeNumber(highNumber:int,lowNumber:int):int //How do I make a whole random number based on the range the user made?
{
return Math.floor((highNumber - lowNumber + 1) * Math.random() + lowNumber);
}
To answer your questions...
You've declared GuessesLeft inside checkCorrectGuess() which means its a local variable that's being redefined every time you call the function. Futhermore, because you're passing in var FirstGuess:String; (an uninitialized, non-referenced string variable), (g1 != computerGuess) is returning false, and the answer is always 0.
GuessesLeft - 1; is not saving the result back to the variable. You need to use an assignment operator such as GuessesLeft = GuessesLeft - 1 or simply type GuessesLeft-- if all you want is to decrement. You could also write GuessesLeft -= 1 which subtracts the right from the left, and assigns the value to the variable on the left. See AS3 Operators...
You've already assigned values to these TextFields earlier; simply repeat the process inside of newGame() with a txtinLow.text = "" (same with high)
Use your variables. You defined them earlier in checkGuess() as UserGuess, LowValue, and HighValue
Be mindful that you only need to split out functionality into separate functions if that piece of code is likely to be called elsewhere. Otherwise, every function on the stack incurs more memory and performance hits. checkCorrectGuess() falls into that category and is therefore unnecessary.
Also, you are printing your feedback to the user in the newGame() function instead of checkGuess(). It seemed like an oversight.
btnCheckGuess.addEventListener(MouseEvent.CLICK, checkGuess);
btnNewGame.addEventListener(MouseEvent.CLICK, newGame);
// Global Variables
var computerGuess:int;
var remainingGuesses:int;
newGame();
function newGame(e:MouseEvent):void {
// Reset our guess limit
remainingGuesses = 5;
// Generate a new number
computerGuess = random(int(txtinLow.text), int(txtinHigh.text));
// Reset our readouts.
txtinGuess.text = "";
lblStatement.text = "";
}
function checkGuess(e:MouseEvent):void {
var guess:int = int(txtinGuess.text);
var msg:String;
if (guess == computerGuess) { // Win
remainingGuesses = 0; // Zero our count
msg = "CORRECT";
} else { // Missed
remainingGuesses--; // Decrement our count
if (guess > computerGuess) {
msg = "TOO HIGH";
} else if (guess < computerGuess) {
msg = "TOO LOW";
}
}
lblNumber.text = remainingGuesses.toString();
lblStatement.text = "You have guessed " + msg;
}
function random(low:int, high:int):int {
return Math.floor((high - low + 1) * Math.random() + low);
}

Get an HTML element's line number

Was wondering if there is a better way to find an elements line number in the sources code.
This is what i've go so far:
// Get the item that the user is clicking on:
var focused = doc.getSelection().anchorNode;
if(focused.nodeType == 3){ // text node
focused = focused.parentNode;
}
// Get the entire page as a string
// NOTE: <!doctype> is not included in this!
var pageStr = doc.documentElement.outerHTML;
// Get the focused node's parent and
// find where it begins in the page.
var parentNodeStr = focused.outerHTML;
var parentNodeIndex = pageStr.indexOf(parentNodeStr);
// Find where the focused node begins in it's parent.
var focusedStr = focused.outerHTML;
var focusedIndex = parentNodeStr.indexOf(focusedStr);
// Now find where the focused node begins in the overall page.
var actualIndex = parentNodeIndex - focusedIndex;
// Grab the text above the focused node
// and count the number of lines.
var contentAbove = pageStr.substr(0, actualIndex);
var lineNumbers = contentAbove.split("\n").length;
console.log("lineCount", lineNumbers);
Here's a better solution I've come up with, hopefully this will help someone down the road that's using Ace or CodeMirror in conjunction with contenteditable:
Setup (for newbies)
We can obtain where the user is selecting using:
var sel = document.getSelection();
The beginning of the selection is called the "anchor"
and the end is called "focus". For example,
when you select a few words of text, there is
a beginning and an end of the selection.
var anchorPoint = elementPointInCode(sel.anchorNode, sel.anchorOffset);
var focusPoint = elementPointInCode(sel.focusNode, sel.focusOffset);
Since HTML contains tags and readable text, there is an
offset. For example:
<p>abcdefgh</p>
// ...^
The offset is the index within the text node string.
In our example the letter "d" is offset by 4 characters
from the entry point of the &gtp&lt tag.
But the offset is zero based, so the offset is actually 3.
We get the offset using:
var offset = sel.anchorOffset;
// -- or --
var offset = sel.focusOffset;
... depending on what we want, the beginning of end.
Function
function elementPointInCode(element, offset) {
// There may or may not be an offset.
offset = offset || 0;
var node = element;
// Process first node because it'll more-than-likely be a text node.
// And we don't want to go matching text against any of the node HTML.
// e.g. page 1
// where the text "page" sould match the "page" within the <a> attributes.
var strIndex;
var str;
// Bump text nodes up to parent
if(node.nodeType == 3) {
node = node.parentNode;
str = node.outerHTML;
strIndex = str.indexOf(">") + offset + 1;
} else {
strIndex = ;
}
// This will ultimately contain the HTML string of the root node.
var parentNodeStr = "";
while(node){
// Get the current node's HTML.
var str = node.outerHTML;
// Preemptively snag the parent
var parent = node.parentNode;
if(parent && str){
// The <html> root, we won't have a parent.
var outer = parent.outerHTML;
if(outer){
// Stash the node's HTML for post processing.
parentNodeStr = outer;
// Cumulatively count the offset's within each node
strIndex += parentNodeStr.indexOf( str );
}
}
// Work our way up to the root
node = parent;
}
// Chop the root HTML by our cumulative string index
var str = parentNodeStr.substr(0, strIndex);
var Astr = str.split("\n" );
return {
row : Astr.length,
col : Astr.pop().length
}
};

How to add an html form in D3?

I'm trying to create an input form that appears over a node in a d3 directed force diagram when the node is clicked. The information input by the user will update the attributes of the node - such as name will change the title, and role the colour of the node etc. I've managed to get this working with one input describing one attribute with the following function:
function nodeForm(d) {
var p = this.parentNode;
var el = d3.select(this);
var p_el = d3.select(p);
var form = p_el.append("foreignObject");
var input = form
.attr("width", 300)
.attr("height", 100)
.attr("class", "input")
.append("xhtml:form")
.html(function(d) {return "<strong>Name:</strong>"})
.append("input")
.attr("value", function(d) {this.focus(); return d.name})
.attr("style", "width: 200px;")
.on("keypress", function() {
if (!d3.event)
d3.event = window.event;
//Prevents total update
var e = d3.event;
if (e.keyCode == 13){
if (typeof(e.cancelBubble) !== 'undefined') // IE
e.cancelBubble = true;
if (e.stopPropagation)
e.stopPropagation();
e.preventDefault();
var text = input.node().value;
d.name = text;
el.text(function(d) { return d.name; });
}
})
}
Now I am having trouble with adding other inputs. I was hoping that it would be possible to add an input box into the appended html function (as below) but it doesn't recognise the values, and the input box - although it does appear - doesn't allow anything to be input.
.html(function(d) {return "<strong>Name:</strong> <input type = 'text' value = "d.name"> <br> <strong>Role:</strong> <input type = 'text' value = "d.role"> <br> <strong>Name:</strong> <input type = 'text' value = "d.tribe">"})
I am very new to programming and hopefully someone will be able to point me in the right direction.
I am still not able to get a pop-up input box to work. Using a variety of methods (including appendng it to the node group, appending it using .html, calling on a form in the html file, including it in the mouseup function, using tooltips etc.) and all I've managed to do is get to the same result - where I can see the input boxes but I can't edit them. I think the foreignObject is working as I can see it in the consol but I can't seem to make it editable. I must be doing something fundamentally wrong and I hope someone can point me in the right direction. Here is a fiddle of the complete code so far - https://jsfiddle.net/VGerrard/91e7d5g9/2/
you forgot to add + between the string and the values, this might get what you're trying to do
.html(function(d) {
return "<strong>Name:</strong> <input type = 'text'
value = " + d.name + "> <br> <strong>Role:</strong> <input type =
'text' value = " + d.role + "> <br> <strong>Name:</strong> <input type
= 'text' value = " + d.tribe + ">"
})