I used this from another stackoverflow question: http://jsfiddle.net/Aapn8/3410/ to create circle progress bars.
Except when I'm trying to create more then 1, nothing happens how can you clean fix this without copying the JavaScript and change just 1 var.
This is my code:
.circleWrapper {
width: 250px;
float: left;
}
.circleText {} .circleTextSmall {} #graph div {
position: relative;
margin: 80px;
width: 220px;
height: 220px;
}
#graph canvas {
display: block;
top: 0;
left: 0;
}
#graph span {
color: #555;
display: block;
line-height: 220px;
text-align: center;
width: 220px;
font-family: sans-serif;
font-size: 40px;
font-weight: 100;
margin-left: 5px;
}
#graph input {
width: 200px;
}
<div class="circleWrapper">
<div class="chart" id="graph" data-percent="50"></div>
<div class="circleText">HTML/CSS</div>
<div class="circleTextSmall">Small text</div>
</div>
<div class="circleWrapper">
<div class="chart" id="graph" data-percent="45"></div>
<div class="circleText">PHP</div>
<div class="circleTextSmall">Small text</div>
</div>
var els = document.getElementsByClassName("chart");
for(var i=0; i < els.length; i++){
var el = els[i];
var options = {
percent: el.getAttribute('data-percent') || 25,
size: el.getAttribute('data-size') || 220,
lineWidth: el.getAttribute('data-line') || 15,
rotate: el.getAttribute('data-rotate') || 0
}
var canvas = document.createElement('canvas');
var span = document.createElement('span');
span.textContent = options.percent + '%';
if (typeof(G_vmlCanvasManager) !== 'undefined') {
G_vmlCanvasManager.initElement(canvas);
}
var ctx = canvas.getContext('2d');
canvas.width = canvas.height = options.size;
el.appendChild(span);
el.appendChild(canvas);
ctx.translate(options.size / 2, options.size / 2); // change center
ctx.rotate((-1 / 2 + options.rotate / 180) * Math.PI); // rotate -90 deg
//imd = ctx.getImageData(0, 0, 240, 240);
var radius = (options.size - options.lineWidth) / 2;
var drawCircle = function(color, lineWidth, percent) {
percent = Math.min(Math.max(0, percent || 1), 1);
ctx.beginPath();
ctx.arc(0, 0, radius, 0, Math.PI * 2 * percent, false);
ctx.strokeStyle = color;
ctx.lineCap = 'round'; // butt, round or square
ctx.lineWidth = lineWidth
ctx.stroke();
};
drawCircle('#efefef', options.lineWidth, 100 / 100);
drawCircle('#555555', options.lineWidth, options.percent / 100);
}
div {
position:relative;
margin:80px;
width:220px; height:220px;
}
canvas {
display: block;
position:absolute;
top:0;
left:0;
}
span {
color:#555;
display:block;
line-height:220px;
text-align:center;
width:220px;
font-family:sans-serif;
font-size:40px;
font-weight:100;
margin-left:5px;
}
input {
width: 200px;
}
span {
}
<div class="chart" data-percent="88"></div>
<div class="chart" data-percent="78"></div>
Put your code inside a function which accepts some way of identifying a particular element, then call that function multiple times. Here's a fork of that fiddle as a working example:
function startGraph(el) { // turn it into a function which accepts an element
// (Nothing else has changed)
var options = {
percent: el.getAttribute('data-percent') || 25,
size: el.getAttribute('data-size') || 220,
lineWidth: el.getAttribute('data-line') || 15,
rotate: el.getAttribute('data-rotate') || 0
}
var canvas = document.createElement('canvas');
var span = document.createElement('span');
span.textContent = options.percent + '%';
if (typeof(G_vmlCanvasManager) !== 'undefined') {
G_vmlCanvasManager.initElement(canvas);
}
var ctx = canvas.getContext('2d');
canvas.width = canvas.height = options.size;
el.appendChild(span);
el.appendChild(canvas);
ctx.translate(options.size / 2, options.size / 2); // change center
ctx.rotate((-1 / 2 + options.rotate / 180) * Math.PI); // rotate -90 deg
//imd = ctx.getImageData(0, 0, 240, 240);
var radius = (options.size - options.lineWidth) / 2;
var drawCircle = function(color, lineWidth, percent) {
percent = Math.min(Math.max(0, percent || 1), 1);
ctx.beginPath();
ctx.arc(0, 0, radius, 0, Math.PI * 2 * percent, false);
ctx.strokeStyle = color;
ctx.lineCap = 'round'; // butt, round or square
ctx.lineWidth = lineWidth
ctx.stroke();
};
drawCircle('#efefef', options.lineWidth, 100 / 100);
drawCircle('#555555', options.lineWidth, options.percent / 100);
}
Assuming each element has class="chart" then you can get all the elements and call the function with each one:
// Get all charts:
var myCharts=document.getElementsByClassName("chart");
// For each one..
for (var i in myCharts) {
// Start it:
startGraph(myCharts[i]);
}
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