So i'm using Konvajs, to draw segments, only vertical and horizontal. My problem is the following, when i start the debug, if the window is small and then i click to maximize, the layer will stay with same size as when small. Ex:
here it s the Javascript file for the Konva creation:
function setUpDesignMap(){
var width = $('#designContainer').width();
var height = $('#designContainer').height();
var blockSnapSize = gridSize;
var isDrawing = false;
var drawShape = null;
designStage = new Konva.Stage({
container: 'designContainer',
width: width,
height: height,
draggable: true,
name:'designStage'
// dragBoundFunc: function(pos) {
// var newY = pos.y < 0 ? 0 : pos.y;
// var newX = pos.x < 0 ? 0 : pos.x;
// return {
// x: newX,
// y: newY
// };
// }
});
/*Set up grid*/
var gridLayer = new Konva.Layer();
var tipLayer = new Konva.Layer();
drawLayer = new Konva.Layer();
segGrp = new Konva.Group({name:'segments'});
/* draw grid */
for (var i = 0; i < 240; i++) {
gridLayer.add(new Konva.Line({
points: [Math.round(i * blockSnapSize), 0, Math.round(i * blockSnapSize), 120*blockSnapSize],
stroke: '#888',
strokeWidth: 0.5,
}));
}
gridLayer.add(new Konva.Line({points: [0,0,10,10]}));
for (var j = 0; j < 120; j++) {
gridLayer.add(new Konva.Line({
points: [0, Math.round(j * blockSnapSize), 240*blockSnapSize, Math.round(j * blockSnapSize)],
stroke: '#888',
strokeWidth: 0.5,
}));
}
/* Stage initial position*/
zoomVars_design = {scale: 1, factor: 1.1, origin: {x:-100*gridSize,y:-50*gridSize}};
designStage.position(zoomVars_design.origin);
designStage.scale({ x: 1, y: 1 });
/*Set up mouse tip*/
var mouseTip = new Konva.Rect({
width: 6,
height: 6,
opacity:0,
fill: '#FFCC00',
stroke: '#FFCC00'
});
tipLayer.add(mouseTip);
/* Set up length indicator */
var lenShape = new Konva.Line({
points:[],
opacity: 1,
strokeWidth: 1,
stroke: '#000',
dash:[7,5]
});
gridLayer.add(lenShape);
/* Set up length text*/
var lenText = new Konva.Text({
align: 'center',
verticalAlign: 'middle',
fontSize: 12
});
gridLayer.add(lenText);
var lenSide = new Konva.Line({
points:[],
opacity: 1,
strokeWidth: 1,
stroke: '#000',
dash:[7,5]
});
gridLayer.add(lenSide);
/*Mouse handlers*/
//remove default behaviour for the container
$("#designContainer").on('mousedown', function(e){
e.preventDefault();
});
$("#designContainer").on('contextmenu', function(e){
e.preventDefault();
});
//mouse handlers on stage
designStage.on('contentMousedown', function (e) {
if(e.evt.button == 0){
designStage.draggable(false);
}
else{
designStage.draggable(true);
return;
}
if(mouseMode == 0){ //draw mode
var startPoint = {x:(mouseTip.attrs.x+3), y:(mouseTip.attrs.y+3)};
if(!isDrawing){
if(!isIntersection(startPoint)){ //cannot be intersection to avoid crosses
//check if there's an intersection on the begining
if(isCorner(startPoint)){
intersectingSeg = false;
intersectingCorner = true;
console.log('intersectingSeg = false')
}
else{
//check if its on an existing segment
var isonseg = isOnSegment(startPoint);
if(isonseg.b){
//validate resulting segments length
var intercected = getSegmentsArray(isonseg.d)[isonseg.i];
var res = breakSegAtIntersection(startPoint,intercected);
if(isValidLength(res[0].start,res[0].end) && isValidLength(res[1].start,res[1].end)){
intersectingSeg = true;
intersectingCorner = false;
console.log('>>>>>>>Intersecting Segment at start')
}
else{
consoleAdd('Resulting segments are too small to you');
return;
}
}
}
//start drawing
drawShape = new Konva.Line({
points: [startPoint.x, startPoint.y],
strokeWidth: 15,
stroke: 'black',
opacity: 0.5,
dir:'h'
});
drawShape.on('mouseover', function (e) {
if(mouseMode == 1){
this.stroke('#031C4D');
drawLayer.draw();
}
});
drawShape.on('mouseout', function (e) {
if(mouseMode == 1){
this.stroke('black');
drawLayer.draw();
}
});
drawShape.on('mouseup', function (e) {
if(mouseMode == 1){
this.stroke('#092C70');
drawLayer.draw();
}
});
segGrp.add(drawShape);
drawLayer.add(segGrp);
drawLayer.draw();
isDrawing = true;
}
else{
consoleAdd('Cannot start on an intersection');
}
gridLayer.draw();
}
}
});
So i want the layer not to be that small, always refitting. Thank you all for your attention!
You need to manually resize your stage when the size of container element is changed.
window.addEventListener('resize', () => {
var width = $('#designContainer').width();
var height = $('#designContainer').height();
designStage.width(width);
designStage.height(height);
})
You may also need to apply the scale to the stage.
Take a look into related demo: https://konvajs.org/docs/sandbox/Responsive_Canvas.html
Related
I am inspired with KonvaJS tutorial Modify Curves with Anchor Points to make my own example which is to create multiple custom arrows.
on click on the selectionBox create an anchor.
on the creation of the third anchor create the curved arrow.
on the fourth click reset all variables in order to draw a new curved arrow.
var width = window.innerWidth;
var height = window.innerHeight;
// globals
var selectionBoxLayer, curveLayer, lineLayer, anchorLayer, quad, bezier;
function updateDottedLines() {
var q = quad;
var quadLine = lineLayer.get('#quadLine')[0];
quadLine.setPoints([q.start.attrs.x, q.start.attrs.y, q.control.attrs.x, q.control.attrs.y, q.end.attrs.x, q.end.attrs.y]);
lineLayer.draw();
}
function buildAnchor(x, y) {
var anchor = new Konva.Circle({
x: x,
y: y,
radius: 20,
stroke: '#666',
fill: '#ddd',
strokeWidth: 2,
draggable: true
});
// add hover styling
anchor.on('mouseover', function() {
document.body.style.cursor = 'pointer';
this.setStrokeWidth(4);
anchorLayer.draw();
});
anchor.on('mouseout', function() {
document.body.style.cursor = 'default';
this.setStrokeWidth(2);
anchorLayer.draw();
});
anchor.on('dragend', function() {
drawCurves();
updateDottedLines();
});
anchorLayer.add(anchor);
anchorLayer.draw();
return anchor;
}
function drawCurves() {
var context = curveLayer.getContext();
var arrowLine = new Konva.Shape({
sceneFunc: function(context){
debugger;
// draw quad
context.beginPath();
context.moveTo(quad.start.attrs.x, quad.start.attrs.y);
context.quadraticCurveTo(quad.control.attrs.x, quad.control.attrs.y, quad.end.attrs.x, quad.end.attrs.y);
//Draw Arrow Head
var headlen = 10; // length of head in pixels
var angle = Math.atan2(quad.end.attrs.y - quad.control.attrs.y, quad.end.attrs.x - quad.control.attrs.x);
context.lineTo(quad.end.attrs.x-headlen*Math.cos(angle-Math.PI/6), quad.end.attrs.y-headlen*Math.sin(angle-Math.PI/6));
context.moveTo(quad.end.attrs.x, quad.end.attrs.y);
context.lineTo(quad.end.attrs.x- headlen*Math.cos(angle+Math.PI/6), quad.end.attrs.y-headlen*Math.sin(angle+Math.PI/6));
context.fillStrokeShape(this);
},
stroke: 'black',
strokeWidth: 4
});
curveLayer.add(arrowLine);
curveLayer.draw();
}
var stage = new Konva.Stage({
container: 'container',
width: width,
height: height
});
selectionBoxLayer = new Konva.Layer();
anchorLayer = new Konva.Layer();
lineLayer = new Konva.Layer();
// curveLayer just contains a canvas which is drawn
// onto with the existing canvas API
curveLayer = new Konva.Layer();
var quadLine = new Konva.Line({
dash: [10, 10, 0, 10],
strokeWidth: 3,
stroke: 'black',
lineCap: 'round',
id: 'quadLine',
opacity: 0.3,
points: [0, 0]
});
// add dotted line connectors
lineLayer.add(quadLine);
quad = {};
// keep curves insync with the lines
anchorLayer.on('beforeDraw', function() {
if(quad.start && quad.control && quad.end){
drawCurves();
updateDottedLines();
}
});
var selectionBoxBackground = new Konva.Rect({
x: 0,
y: 0,
height:stage.height(),
width: stage.width(),
fill: 'transparent',
draggable: false,
name: 'selectionBoxBackground'
});
selectionBoxLayer.add(selectionBoxBackground);
var clickCounter = 0;
selectionBoxBackground.on("click", function(){
clickCounter +=1;
var mousePos = {};
switch(clickCounter){
case 1:
mousePos = stage.getPointerPosition();
quad.start = buildAnchor(mousePos.x, mousePos.y);
break;
case 2:
mousePos = stage.getPointerPosition();
quad.control = buildAnchor(mousePos.x, mousePos.y);
break;
case 3:
mousePos = stage.getPointerPosition();
quad.end = buildAnchor(mousePos.x, mousePos.y);
drawCurves();
updateDottedLines();
break;
default:
clickCounter = 0;
quad = {};
anchorLayer.destroyChildren();
anchorLayer.draw();
}
});
stage.add(curveLayer);
stage.add(lineLayer);
stage.add(selectionBoxLayer);
stage.add(anchorLayer);
body {
margin: 0;
padding: 0;
overflow: hidden;
background-color: #F0F0F0;
}
<script src="https://cdn.rawgit.com/konvajs/konva/0.11.1/konva.min.js"></script>
<body>
<div id="container"></div>
</body>
P.S Please note when I write in the browser console curveLayer.children, it will bring all created curved arrows.
Hint: I think on the creation of new Shape() the values of all created shapes will be changed to the new one.
I don't know what I am missing.
I am new in Fabric js. can anyone suggest me for restrict scale object within bounding box ?
my java-script code is below
(function(global) {
var canvas = new fabric.Canvas('maincanvas');
var yourNameObjs = [];
var goodtop =358, goodleft=250, boundingObject;
var boundingObject = new fabric.Rect({
left: 100,
top: 90,
width: 200,
height: 250,
opacity: 4,
selectable:false,
fill: 'red',
});
canvas.add(boundingObject);
addText = function(){
var nametoprint = $("#nametoprint").val();
canvas.remove(yourNameObjs);
yourNameObjs = new fabric.Text(nametoprint, {
left: 150, //Take the block's position
opacity: 9,
top: 150,
fontFamily: 'Delicious_500',
}
);
canvas.add(yourNameObjs);
canvas.on("object:moving", function(){
var obj = yourNameObjs;
var bounds = boundingObject;
obj.setCoords();
if(!obj.isContainedWithinObject(bounds)){
obj.setTop(goodtop);
obj.setLeft(goodleft);
} else {
goodtop = obj.top;
goodleft = obj.left;
}
});
canvas.on("object:scaling", function(){
var obj = yourNameObjs;
var bounds = boundingObject;
obj.setCoords();
if(!obj.isContainedWithinObject(bounds)){
obj.setTop(goodtop);
obj.setLeft(goodleft);
} else {
goodtop = obj.top;
goodleft = obj.left;
}
});
canvas.renderAll();
};
})();
html code is below
<input type="text" name="nametoprint" id="nametoprint" value="alex" />
<input type= "button" name="addtxt" id="addtxt" onclick="addText()" value="add text" />
<canvas id="maincanvas" style="border:1px solid #000;" width="400" height="450" ></canvas>
also i added this in fiddle here http://jsfiddle.net/pfgm8myp/
i want only allow to scale text object within the red bound box.moving object is working fine.i also added code for scaling but its not working.
can any one suggest me how to restrict this scaling ?
thanks in advance.
i posted it here with my own logic. http://jsfiddle.net/9xojfmyt/
i added below javascript code
(function(global) {
var canvas = new fabric.Canvas('maincanvas');
var yourNameObjs = [];
var goodtop =358, goodleft=250, boundingObject;
var boundingObject = new fabric.Rect({
left: 100,
top: 90,
width: 200,
height: 250,
opacity: 4,
selectable:false,
fill: 'red',
});
canvas.add(boundingObject);
addText = function(){
var nametoprint = $("#nametoprint").val();
canvas.remove(yourNameObjs);
yourNameObjs = new fabric.Text(nametoprint, {
left: 150, //Take the block's position
opacity: 9,
top: 150,
fontFamily: 'Delicious_500',
}
);
canvas.add(yourNameObjs);
// canvas moving limit
canvas.observe("object:moving", function(e){
var obj = yourNameObjs;
var bounds = boundingObject;
var objw = parseInt(parseInt(obj.width) * obj.scaleX);
var objh = parseInt(parseInt(obj.height) * obj.scaleY);
//left
if(obj.left < bounds.left){
obj.setLeft(bounds.left);
}
//top
if(obj.top < bounds.top){
obj.setTop(bounds.top);
}
//right
if((parseInt(obj.left) + objw) > (parseInt(bounds.left)+parseInt(bounds.width))){
obj.setLeft(((parseInt(bounds.left)+parseInt(bounds.width)) - objw));
}
//bottom
if((parseInt(obj.top) + objh) > (parseInt(bounds.top)+parseInt(bounds.height))){
obj.setTop(((parseInt(bounds.top)+parseInt(bounds.height)) - objh));
}
});
// canvas scaling limit
canvas.observe("object:scaling", function(e){
var obj = yourNameObjs;
var bounds = boundingObject;
var objw = parseInt(parseInt(obj.width) * obj.scaleX);
var objh = parseInt(parseInt(obj.height) * obj.scaleY);
//left
if(obj.left < bounds.left || (parseInt(obj.left) + objw) > (parseInt(bounds.left)+parseInt(bounds.width))){
obj.setLeft(bounds.left);
obj.setScaleX((bounds.width/obj.width));
}
//top
if(obj.top < bounds.top || (parseInt(obj.top) + objh) > (parseInt(bounds.top)+parseInt(bounds.height))){
obj.setTop(bounds.top);
obj.setScaleY((bounds.height/obj.height));
}
});
canvas.renderAll();
};
})();
Bit modification compare to Albert's answer. If you want to restrict object within canvas then replace moving event with below code.
// canvas scaling limit
canvas.observe("object:scaling", function(e){
var obj = e.target;
var bounds = {
left : 5, //here it keep 5 px margin from all direction
top : 5,
width : canvas.width - 10,
height : canvas.height - 10
};
var objw = parseInt(parseInt(obj.width) * obj.scaleX);
var objh = parseInt(parseInt(obj.height) * obj.scaleY);
//left
if(obj.left < bounds.left || (parseInt(obj.left) + objw) > (parseInt(bounds.left)+parseInt(bounds.width))){
obj.setLeft(bounds.left);
obj.setScaleX((bounds.width/obj.width));
}
//top
if(obj.top < bounds.top || (parseInt(obj.top) + objh) > (parseInt(bounds.top)+parseInt(bounds.height))){
obj.setTop(bounds.top);
obj.setScaleY((bounds.height/obj.height));
}
});
var stages = new Array() ;
var limites = new Array() ;
numStage=0;
r = {
'x':65,
'y':120,
'xwidth':335,
'yheight':210
};
limites.push(r);
stages[numStage] = new Kinetic.Stage({
container: 'cmg_canvas_'+numStage,
width: 450,
height: 450
});
//creation image
obj = new Image();
obj.src = 'http://i.imgur.com/zFZgKuS.jpg';
image = new Kinetic.Image({
image: obj,
width: 450,
height: 450
});
// add image to calque
layer = new Kinetic.Layer();
layer.add(image);
stages[numStage].add(layer); //add image to canvas
layer = new Kinetic.Layer();
//set limit x y h l
/*var rect = new Kinetic.Rect({
name: 'limite',
x: limites[numStage].x,
y: limites[numStage].y,
width: limites[numStage].xwidth,
height: limites[numStage].yheight,
stroke: 'black',
strokeWidth: 0.5
});*/
//layer.add(rect);// add to canvas
stages[numStage].add(layer);
$('.cmg_text').live('blur', function(){
idText = 'cmg_line0';
numStage = 0;
drawTextPath(numStage, idText,$(this).val(),50,22,numStage);
//text = getText(this).text;
});
function getSVG(x,y,w,verif) {
halfw = parseFloat((w/2).toFixed(2));
x1 = parseFloat((halfw/2).toFixed(2));
x2 = parseFloat(halfw + x1);
if(parseInt(verif))
{
y1 = parseFloat(y) * 2 +18;
y2 = parseFloat(y) * 2 +18;
}
else
{
y1 = -18;
y2 = -18;
}
str = 'M '+x+','+y+' C '+x1+','+y1+' '+x2+','+y2+' '+w+','+y;
return str;
}
function drawTextPath(numStage, textId,text,valueSlider, newFontSize,numStage){
//'M 0,115 C42,-18 126,-18 165,115';
//'M 0,115 C45,230 180,230 180,115';
var arcOnly = 0;
if(textId == 'cmg_line0')
{
console.log('limites[numStage].yheight/2'+limites[numStage].yheight/2);
console.log('limites[numStage].xwidth'+limites[numStage].xwidth);
svg = getSVG(0,valueSlider,valueSlider*6.3,0);
arcOnly = 0;
}
//alert(svg);
console.log(parseFloat(limites[numStage].y));
console.log(parseFloat(arcOnly));
console.log(parseFloat(limites[numStage].y - arcOnly));
var layer = new Kinetic.Layer({name:'textPathLayer',draggable:true});
var textpath = new Kinetic.TextPath({
name:'TextPath',
id: textId,
//x: 0,
//x: limites[numStage].x + limites[numStage].xwidth/2,
//y: 0,
//y: limites[numStage].y + limites[numStage].yheight/2,
x: limites[numStage].x ,
y: limites[numStage].y + limites[numStage].yheight/2,
fill: '#000',
fontSize: newFontSize,
fontFamily: 'Arial',
text: text,
//offsetX:0,
//offsetY:0,
draggable: true,
dragBoundFunc: function(pos){
p = textParams(this, pos);
return {x: p.newX, y: p.newY};
},
data: svg
});
//
layer.add(textpath);
stages[numStage].add(layer);
//layer.moveToTop();
//layer.draw();
//stages[0].draw();
}
<script src="http://cdnjs.cloudflare.com/ajax/libs/kineticjs/4.6.0/kinetic.min.js"></script>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.7.2/jquery.min.js"></script>
<div id="cmg_canvas_0"></div>
<input type='text' class='cmg_text' />
I have to draw a draggable textpath with kineticjs, with text given by an input text, the action is triggered in blur.
I have a stage that contain 3 layers;
Layer for the background, and one layer for the textpath.
My problem that the draggable in the textpath is not working,
i tried to set the text layer in the top, but i didn't get it draggable.
This is my jsfiddle
I have a doubt of inner layer problem.
Thanks in advance.
I am trying to make a sticky note type utility with the fabric canvas. It will help to be used as annotators.
I want the text to wrap by itself at the given rectangle's width.
Can someone update my fiddle work??
Suggestions are appreciated. Regards...
The following is the link to a part of my fiddle:
http://jsfiddle.net/U7E9q/5/
var canvas = new fabric.Canvas('fabric-canvas');
canvas.hoverCursor = 'pointer';
var text = new fabric.IText("Enter Text Here ",{
fontSize: 20,
top: 100,
left: 100,
backgroundColor: '#faa',
lockScalingX: true,
lockScalingY: true,
selectable: true
});
//alert(text.text);
var rect = new fabric.Rect({
text_field: text,
width: 200,
height: 50,
fill: '#faa',
rx: 10,
ry: 10,
top: 100,
left: 100
});
canvas.add(rect);
canvas.add(text);
canvas.on('object:moving', function (event){
canvas.renderAll();
});
createListenersKeyboard();
function createListenersKeyboard() {
document.onkeydown = onKeyDownHandler;
//document.onkeyup = onKeyUpHandler;
}
function onKeyDownHandler(event) {
//event.preventDefault();
var key;
if(window.event){
key = window.event.keyCode;
}
else{
key = event.keyCode;
}
switch(key){
//////////////
// Shortcuts
//////////////
// Copy (Ctrl+C)
case 67: // Ctrl+C
if(ableToShortcut()){
if(event.ctrlKey){
event.preventDefault();
copy();
}
}
break;
// Delete (Ctrl+D)
case 127: // Ctrl+D
if(ableToShortcut()){
if(event.deleteKey){
delet();
}
}
break;
// Paste (Ctrl+V)
case 86: // Ctrl+V
if(ableToShortcut()){
if(event.ctrlKey){
event.preventDefault();
paste();
}
}
break;
default:
// TODO
break;
}
}
function ableToShortcut(){
/*
TODO check all cases for this
if($("textarea").is(":focus")){
return false;
}
if($(":text").is(":focus")){
return false;
}
*/
return true;
}
function copy(){
if(canvas.getActiveGroup()){
for(var i in canvas.getActiveGroup().objects){
var object = fabric.util.object.clone(canvas.getActiveGroup().objects[i]);
object.set("top", object.top+5);
object.set("left", object.left+5);
copiedObjects[i] = object;
}
}
else if(canvas.getActiveObject()){
var object = fabric.util.object.clone(canvas.getActiveObject());
object.set("top", object.top+5);
object.set("left", object.left+5);
copiedObject = object;
copiedObjects = new Array();
}
}
function paste(){
if(copiedObjects.length > 0){
for(var i in copiedObjects){
canvas.add(copiedObjects[i]);
}
}
else if(copiedObject){
canvas.add(copiedObject);
}
canvas.renderAll();
}
function delet(){
var activeObject = canvas.getActiveObject();
canvas.remove(activeObject);
console.log('after remove getActiveObject(): ', canvas.getActiveObject(), activeObject === canvas.getActiveObject());
canvas.renderAll();
}
If you manage the sticky note as a grouped rect and text you can improve the same behavior. When you need to edit the text inside the group, you just ungroup and clone the elements, append the cloned elements to the canvas and set text as editable.
You need to handle an event like double click to handle this behavior and then handle the mousedown or other interactivity with canvas to regroup them.
http://jsfiddle.net/4HE3U/1/
Above is one fiddle that can satisfy you
Basically i have made one group of Text and Rectangle and i have added it to canvas. There is only one change you need to make is that you can take one textbox to get current sticky note text content as we can not edit text of i-text online once we are adding it any group. Currently there is no way for IText to handle the events as they are not handed down to it if it's contained in a group. I think this is also the prefered way to handle that as it would confuse the user - what if he starts to edit multiple texts. This might end up in a mess. Maybe you can rework your script a little to workaround this problems.
I have added Text and Rectangle
var canvas = new fabric.Canvas('fabric-canvas');
canvas.hoverCursor = 'pointer';
var text = new fabric.IText("Enter Text Here ",{
fontSize: 20,
top: 100,
left: 100,
backgroundColor: '#faa',
lockScalingX: true,
lockScalingY: true,
selectable: true
});
//alert(text.text);
var rect = new fabric.Rect({
text_field: text,
width: 200,
height: 50,
fill: '#faa',
rx: 10,
ry: 10,
top: 100,
left: 100
});
var group = new fabric.Group([ rect, text ], {
left: 100,
top: 100,
lockScalingX: true,
lockScalingY: true,
hasRotatingPoint: false,
transparentCorners: false,
cornerSize: 7
});
canvas.add(group);
//canvas.add(text);
canvas.on('object:moving', function (event){
canvas.renderAll();
});
createListenersKeyboard();
function createListenersKeyboard() {
document.onkeydown = onKeyDownHandler;
//document.onkeyup = onKeyUpHandler;
}
function onKeyDownHandler(event) {
//event.preventDefault();
var key;
if(window.event){
key = window.event.keyCode;
}
else{
key = event.keyCode;
}
switch(key){
//////////////
// Shortcuts
//////////////
// Copy (Ctrl+C)
case 67: // Ctrl+C
if(ableToShortcut()){
if(event.ctrlKey){
event.preventDefault();
copy();
}
}
break;
// Delete (Ctrl+D)
case 127: // Ctrl+D
if(ableToShortcut()){
if(event.deleteKey){
delet();
}
}
break;
// Paste (Ctrl+V)
case 86: // Ctrl+V
if(ableToShortcut()){
if(event.ctrlKey){
event.preventDefault();
paste();
}
}
break;
default:
// TODO
break;
}
}
function ableToShortcut(){
/*
TODO check all cases for this
if($("textarea").is(":focus")){
return false;
}
if($(":text").is(":focus")){
return false;
}
*/
return true;
}
function copy(){
if(canvas.getActiveGroup()){
for(var i in canvas.getActiveGroup().objects){
var object = fabric.util.object.clone(canvas.getActiveGroup().objects[i]);
object.set("top", object.top+5);
object.set("left", object.left+5);
copiedObjects[i] = object;
}
}
else if(canvas.getActiveObject()){
var object = fabric.util.object.clone(canvas.getActiveObject());
object.set("top", object.top+5);
object.set("left", object.left+5);
copiedObject = object;
copiedObjects = new Array();
}
}
function paste(){
if(copiedObjects.length > 0){
for(var i in copiedObjects){
canvas.add(copiedObjects[i]);
}
}
else if(copiedObject){
canvas.add(copiedObject);
}
canvas.renderAll();
}
function delet(){
var activeObject = canvas.getActiveObject();
canvas.remove(activeObject);
console.log('after remove getActiveObject(): ', canvas.getActiveObject(), activeObject === canvas.getActiveObject());
canvas.renderAll();
}
<canvas id="fabric-canvas" width="400" height="400"></canvas>
Here is Sticky note functionality. Text wrap working and font size changes w.r.t sticky note width and height. Editing mode activates on double click.
export const createStickyNotes = (canvas, options) => {
fabric.StickyNote = fabric.util.createClass(fabric.Group, {
type: "StickyNote",
initialize: function (options) {
this.set(options);
var height = this.height;
var width = this.width;
this.rectObj = new fabric.Rect({
width: width,
height: height,
fill: this.rectObj?.fill ?? "rgba(251,201,112,1)",
originX: "center",
originY: "center",
objectCaching: false,
stateProperties: ["fill"],
});
this.textObj = new fabric.Textbox(this.textObj?.text ?? "Notes", {
originX: "center",
originY: "center",
textAlign: "center",
width: 100,
hasControls: false,
fontSize: this.textObj?.fontSize ?? 30,
lineHeight: 1,
stateProperties: ["text", "fontSize"],
scaleX: this.textObj?.scaleX ?? 1,
scaleY: this.textObj?.scaleY ?? 1,
objectCaching: false,
breakWords: true,
fontFamily: "Open Sans",
});
this._objects = [this.rectObj, this.textObj];
// this custom _set function will set custom properties value to object when it will load from json.
// at that time loadFromJson function will call this initialize function.
// this._setCustomProperties(this.options);
canvas.renderAll();
//evenet will fire if the object is double clicked by mouse
this.on("mousedblclick", (e) => {
var pasteFlag = false;
var scaling = e.target.getScaledWidth() / 100;
var textForEditing;
canvas.bringToFront(e.target);
e.target.selectable = false;
const [rectObj, textObj] = this.getObjects();
textObj.clone(function (clonedObj) {
clonedObj.set({
left: e.target.left,
top: e.target.top,
lockMovementY: true,
lockMovementX: true,
hasBorders: false,
scaleX: scaling,
scaleY: scaling,
breakWords: true,
width: textObj.width,
stateProperties: [],
});
textForEditing = clonedObj;
});
this.remove(textObj);
canvas.add(textForEditing);
canvas.setActiveObject(textForEditing);
textForEditing.enterEditing();
textForEditing.selectAll();
textForEditing.paste = (function (paste) {
return function (e) {
disableScrolling();
pasteFlag = true;
};
})(textForEditing.paste);
textForEditing.on("changed", function (e) {
var fontSize = textForEditing.fontSize;
var charCount = Math.max(textForEditing._text.length, 1);
var charWR =
(textForEditing.textLines.length * width) / (charCount * fontSize);
if (textForEditing.height < height - 15) {
fontSize = Math.min(
Math.sqrt(
((height - 10 - fontSize) / 1.16) *
(width / (charCount * charWR))
),
30
);
}
if (textForEditing.height > height - 15) {
fontSize = Math.sqrt(
((height - 10) / 1.16) * (width / (charCount * charWR))
);
}
if (pasteFlag) {
pasteFlag = false;
while (
textForEditing.height > height - 15 &&
textForEditing.fontSize > 0
) {
fontSize = textForEditing.fontSize -= 0.2;
canvas.renderAll();
}
}
textForEditing.fontSize = fontSize;
});
textForEditing.on("editing:exited", () => {
enableScrolling();
canvas.setActiveObject(textObj);
textObj.set({
text: textForEditing.text,
fontSize: textForEditing.fontSize,
visible: true,
});
this.add(textObj);
this.selectable = true;
canvas.remove(textForEditing);
canvas.discardActiveObject();
});
});
function disableScrolling() {
var x = window.scrollX;
var y = window.scrollY;
window.onscroll = function () {
window.scrollTo(x, y);
};
}
var _wrapLine = function (_line, lineIndex, desiredWidth, reservedSpace) {
var lineWidth = 0,
splitByGrapheme = this.splitByGrapheme,
graphemeLines = [],
line = [],
// spaces in different languges?
words = splitByGrapheme
? fabric.util.string.graphemeSplit(_line)
: _line.split(this._wordJoiners),
word = "",
offset = 0,
infix = splitByGrapheme ? "" : " ",
wordWidth = 0,
infixWidth = 0,
largestWordWidth = 0,
lineJustStarted = true,
additionalSpace = splitByGrapheme ? 0 : this._getWidthOfCharSpacing();
reservedSpace = reservedSpace || 0;
desiredWidth -= reservedSpace;
for (var i = 0; i < words.length; i++) {
// i would avoid resplitting the graphemes
word = fabric.util.string.graphemeSplit(words[i]);
wordWidth = this._measureWord(word, lineIndex, offset);
offset += word.length;
// Break the line if a word is wider than the set width
if (this.breakWords && wordWidth >= desiredWidth) {
if (!lineJustStarted) {
graphemeLines.push(line);
line = [];
lineWidth = 0;
lineJustStarted = true;
}
this.fontSize *= desiredWidth / (wordWidth + 1);
// Loop through each character in word
for (var w = 0; w < word.length; w++) {
var letter = word[w];
var letterWidth =
(this.getMeasuringContext().measureText(letter).width *
this.fontSize) /
this.CACHE_FONT_SIZE;
line.push(letter);
lineWidth += letterWidth;
}
word = [];
} else {
lineWidth += infixWidth + wordWidth - additionalSpace;
}
if (lineWidth >= desiredWidth && !lineJustStarted) {
graphemeLines.push(line);
line = [];
lineWidth = wordWidth;
lineJustStarted = true;
} else {
lineWidth += additionalSpace;
}
if (!lineJustStarted) {
line.push(infix);
}
line = line.concat(word);
infixWidth = this._measureWord([infix], lineIndex, offset);
offset++;
lineJustStarted = false;
// keep track of largest word
if (wordWidth > largestWordWidth && !this.breakWords) {
largestWordWidth = wordWidth;
}
}
i && graphemeLines.push(line);
if (largestWordWidth + reservedSpace > this.dynamicMinWidth) {
this.dynamicMinWidth =
largestWordWidth - additionalSpace + reservedSpace;
}
return graphemeLines;
};
fabric.util.object.extend(fabric.Textbox.prototype, {
_wrapLine: _wrapLine,
});
function enableScrolling() {
window.onscroll = function () {};
}
},
toObject: function (propertiesToInclude) {
// This function is used for serialize this object. (used for create json)
// not inlclude this.textObj and this.rectObj into json because when object will load from json, init fucntion of this class is called and it will assign this two object textObj and rectObj again.
var obj = this.callSuper(
"toObject",
[
"objectCaching",
"textObj",
"rectObj",
// ... property list that you want to add into json when this object is convert into json using toJSON() function. (serialize)
].concat(propertiesToInclude)
);
// delete objects array from json because then object load from json, Init function will call. which will automatically re-assign object and assign _object array.
delete obj.objects;
return obj;
},
});
fabric.StickyNote.async = true;
fabric.StickyNote.fromObject = function (object, callback) {
// This function is used for deserialize json and convert object json into button object again. (called when we call loadFromJson() fucntion on canvas)
return fabric.Object._fromObject("StickyNote", object, callback);
};
return new fabric.StickyNote(options);
};
//How to use
var options = {
width: 100,
height: 100,
originX: "center",
originY: "center",
};
var notes = StickyNotes(canvas, options);
canvas.add(notes);
I am trying to recreate the game http://www.sinuousgame.com/ and started studying html5 canvas and kineticJS.
Recently i came across the getIntersection function and coudnt find much details regarding it.But with what i had ,i did make a code to get the Collision detection done using getIntersection() function.
But it doesnt seem to be working.
As you can see, My Fiddle: http://jsfiddle.net/p9fnq/8/
//The working player code
var LimitedArray = function(upperLimit) {
var storage = [];
// default limit on length if none/invalid supplied;
upperLimit = +upperLimit > 0 ? upperLimit : 100;
this.push = function(item) {
storage.push(item);
if (storage.length > upperLimit) {
storage.shift();
}
return storage.length;
};
this.get = function(flag) {
return storage[flag];
};
this.iterateItems = function(iterator) {
var flag, l = storage.length;
if (typeof iterator !== 'function') {
return;
}
for (flag = 0; flag < l; flag++) {
iterator(storage[flag]);
}
};
};
var tail = new LimitedArray(50);
var flag = 0, jincr = 0;
var stage = new Kinetic.Stage({
container: 'container',
width: window.innerWidth,
height: window.innerHeight,
listening: true
});
var layer = new Kinetic.Layer({
listening: true
});
stage.add(layer);
var player = new Kinetic.Circle({
x: 20,
y: 20,
radius: 6,
fill: 'cyan',
stroke: 'black',
draggable: true
});
var line = new Kinetic.Line({
points: [],
stroke: 'cyan',
strokeWidth: 2,
lineCap: 'round',
lineJoin: 'round'
});
layer.add(line);
layer.add(player);
// move the circle with the mouse
stage.getContent().addEventListener('mousemove', function() {
player.position(stage.getPointerPosition());
var obj = {
x: stage.getPointerPosition().x,
y: stage.getPointerPosition().y
};
tail.push(obj);
var arr = [];
tail.iterateItems(function(p) {
arr.push(p.x, p.y);
});
line.points(arr);
});
var x = 0;
var y = 0;
var noOfEnemies = 200;
var enemyArmada = new Array();
createEnemy();
function createEnemy() {
for (var i = 0; i < noOfEnemies; i++) {
var enemy = new Kinetic.Circle({
x: Math.random() * window.innerWidth,
y: Math.random() * window.innerHeight,
radius: 4.5 + 1.5 * Math.random(),
fill: 'red',
stroke: 'black'
});
enemy.speedX = enemy.speedY = (0.5 + Math.random() * 50);
enemyArmada.push(enemy);
layer.add(enemy);
}
}
var checkCollide = function() {
var position = stage.getPointerPosition();
if(position == null)
position = player.position();
if(position == null)
position = {x:0,y:0};
var collided = stage.getIntersection(position);
console.log(position);
if (typeof collided !== 'Kinetic.Shape') {
console.log("not shape");
}
else {
console.log("BOOOM!!!");
}
};
var anim = new Kinetic.Animation(function(frame) {
checkCollide();
for (var i = 0; i < noOfEnemies; i++) {
var e = enemyArmada[i];
e.position({
x: e.position().x - e.speedX * (frame.timeDiff / 400),
y: e.position().y + e.speedY * (frame.timeDiff / 400)
});
if (e.position().y < 0 || e.position().x < 0) {
e.position({
x: (Math.random() * (window.innerWidth + 600)),
y: -(Math.random() * window.innerHeight)
});
}
}
}, layer);
anim.start();
I need the collision to be detected. The function i have written here is checkCollide and its called within the kinetic.Animation function.
Can anyone help me out with this??
(If you don't know the solution,please do like the post,i need the solution badly)
The source of the problem
getIntersection(point) means "is any object at this point".
Since the point you're using is the player's position, getIntersection will always return true because player is always at its own position !
One solution
Put your player on one layer and all enemies on a separate layer.
That way you can hit test the enemy layer without the interference of the player object.
Code and a Demo: http://jsfiddle.net/m1erickson/JCfW8/
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Prototype</title>
<script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>
<script src="http://d3lp1msu2r81bx.cloudfront.net/kjs/js/lib/kinetic-v5.0.1.min.js"></script>
<style>
body{padding:20px;}
#container{
border:solid 1px #ccc;
margin-top: 10px;
width:350px;
height:350px;
}
</style>
<script>
$(function(){
var stage = new Kinetic.Stage({
container: 'container',
width: 350,
height: 350
});
var enemyLayer = new Kinetic.Layer();
stage.add(enemyLayer);
var playerLayer = new Kinetic.Layer();
stage.add(playerLayer);
var player = new Kinetic.Circle({
x:100,
y:100,
radius: 10,
fill: 'green',
draggable: true
});
player.on("dragmove",function(){
if(enemyLayer.getIntersection(player.position())){
this.fill("red");
playerLayer.draw();
}
});
playerLayer.add(player);
playerLayer.draw();
var enemy = new Kinetic.Circle({
x:200,
y:100,
radius: 20,
fill: 'blue',
draggable: true
});
enemyLayer.add(enemy);
enemyLayer.draw();
}); // end $(function(){});
</script>
</head>
<body>
<h4>Drag the green player<br>Player will turn red if it collides<br>with the blue enemy</h4>
<div id="container"></div>
</body>
</html>
Another solution
Mathematically test the player against every enemy:
Warning: untested code--some tweaking might be required
function playerEnemyCollide(){
var playerX=player.x();
var playerY=player.y();
var playerRadius=player.radius();
for(var i=0;i<enemyArmada.length;i++){
var e=enemyArmada[i];
if(circlesColliding(playerX,playerY,playerRadius,e.x,e.y,e.radius)){
return(true);
}
}
return(false);
}
function circlesColliding(cx1,cy1,radius1,cx2,cy2,radius2){
var dx=cx2-cx1;
var dy=cy2-cy1;
return(dx*dx+dy*dy<(radius1*2+radius2*2);
}