How to update DOM after Maquette modifies it - javascript

As mentioned previously, I want to use Maquette as a basic hyperscript language. Consequently, I don't want to use the maquette.projector. However, despite being able to append SVG objects made with Maquette to the DOM, the DOM does not seem to be updating. For example, in the code below, I expect to be able to click a button to create a circle. If I inspect the DOM by using Chrome Dev tools, I can the the SVG circle object was added to the DOM, but the DOM hasn't been updated. How I am supposed to update the DOM?
var h = maquette.h;
var dom = maquette.dom;
var svg;
var svgNode;
var root;
var rootDiv;
function addCircle(evt) {
console.log("adding circle");
const c = h('g', [
h('circle#cool.sweet', {cx: '100', cy: '100', r: '100', fill: 'red'}),
]);
const g = dom.create(c).domNode;
svgNode.appendChild(g);
}
document.addEventListener('DOMContentLoaded', function () {
svg = h('svg', {styles: {height: "200px", width: "200px"}})
rootDiv = h('div.sweet', [
svg,
]);
root = dom.create(rootDiv).domNode;
document.body.appendChild(root);
svgNode = root.querySelector("svg");
const button = h('button', {
onclick: addCircle,
}, ["Add circle"]);
const buttonNode = dom.create(button).domNode;
root.appendChild(buttonNode);
});
<script src="//cdnjs.cloudflare.com/ajax/libs/maquette/2.4.1/maquette.min.js"></script>
Why is appendChild not rendering anything?

This was a tough one. The reason the circle does not appear on the screen (although it is added to the DOM) has to do with XML-namespaces.
SVG Elements and descendents thereof should get the SVG XML namespace. When you use maquette to render nodes that start in HTML with embedded SVG, you do not have to worry about this.
But now you start inside an SVG by creating a <g> node. Maquette assumes that you need a 'nonstandard' HTML <g> Node, because it does not know you were inside an SVG.
This is why maquette provides a second argument to its DOM.create method which you can use as follows to fix your problem:
const g = dom.create(c, {namespace: 'http://www.w3.org/2000/svg'}).domNode;

Related

when convert canvas to svg need only cropped content

I am using the HTML5 CANVAS with fabric js. Finally will be converted it into SVG.we can upload images and crop into circle,rectangle,.. .The image also being cropped and added text on it.The problem which i am facing is the images are not being cropped into svg.It shows full images like below.i have tried viewBox also in toSVG.Please suggest me what to do or if i am doing anything wrong.
$(function(){
var canvas = new fabric.Canvas('Canvas',{backgroundColor: '#ffffff',preserveObjectStacking: true});
canvas.clipTo = function (ctx) {
ctx.arc(250, 300, 200, 0, Math.PI*2, true);
};
fabric.Image.fromURL('https://fabric-canvas.s3.amazonaws.com/Tulips.jpg', function(oImg) {
canvas.add(oImg);
});
canvas.add(new fabric.IText('Welcome ', {
left : fabric.util.getRandomInt(50,50),
top:fabric.util.getRandomInt(430, 430)
}));
canvas.renderAll();
$('#tosvg_').on('click',function(){
$('#svgcontent').html(canvas.toSVG());
});
});
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/fabric.js/1.7.18/fabric.js"></script>
<div class="container">
<div id='canvascontain' width='1140' height='600' style='left:0px;background-color:rgb(240,240,240)'>
<canvas id="Canvas" width='1140' height='600'></canvas>
</div>
<input type='button' id='tosvg_' value='create SVG'>
<div id='svgcontent'></div>
I looked through the fabric documentation and could not find any methods for carrying over the canvas's clipTo property to the generated SVG. So I think the best (only) way to crop the SVG image to a circle, is to insert some additional SVG elements into it. Rather than explaining piece by piece, I'll just paste some commented JS code I came up with for this.
$(function(){
var canvas = new fabric.Canvas('Canvas',{backgroundColor: '#ffffff',preserveObjectStacking: true});
canvas.clipTo = function (ctx) {
ctx.arc(250, 300, 200, 0, Math.PI*2, true);
};
// Using a JQuery deferred object as a promise. This is used to
// synchronize execution, so that the SVG is never created before
// the image is added to the canvas.
var dImageLoaded = $.Deferred();
fabric.Image.fromURL('https://fabric-canvas.s3.amazonaws.com/Tulips.jpg', function(oImg) {
// Insert the image object below any existing objects, so that
// they appear on top of it. Then resolve the deferred.
canvas.insertAt(oImg, 0);
dImageLoaded.resolve();
});
canvas.add(new fabric.IText('Welcome ', {
left : fabric.util.getRandomInt(50,50),
top:fabric.util.getRandomInt(430, 430)
}));
canvas.renderAll();
$('#tosvg_').on('click',function(){
// Wait for the deferred to be resolved.
dImageLoaded.then(function () {
// Get the SVG string from the canvas.
var svgString = canvas.toSVG({
viewBox: {
x: 50,
y: 100,
width: 400,
height: 400,
},
width: 400,
height: 400,
});
// SVG content is not HTML, nor even standard XML, so doing
// $(svgString) might mutilate it. Therefore, even though we
// will be modifying the SVG before displaying it, we need to
// insert it straight into the DOM before we can get a JQuery
// selector to it.
// The plan is to hide the svgcontent div, append the SVG,
// modify it, and then show the svcontent div, to prevent the
// user from seeing half-baked SVG.
var $svgcontent = $('#svgcontent').hide().html(svgString);
var $svg = $svgcontent.find('svg');
// Create some SVG elements to represent the clip path, and
// append them to $svg. To create SVG elements, we need to use
// document.createElementNS, not document.createElement, which
// is also what $('<clipPath>') and $('<circle>') would call.
var $clipPath = $(document.createElementNS('http://www.w3.org/2000/svg', 'clipPath'))
.attr('id', 'clipCircle')
.appendTo($svg);
var $circle = $(document.createElementNS('http://www.w3.org/2000/svg', 'circle'))
.attr('r', 200)
.attr('cx', 250)
.attr('cy', 300)
.appendTo($clipPath);
// This part is brittle, since it blindly writes to the
// transform attributes of the image and text SVG elements.
// SVG clip paths clip content relative to the pre-transformed
// coordinates of the element. The canvas.toSVG method places
// the image and the text each inside of group elements, and
// transforms the group elements. It does not transform the
// image and text. Because transforms work equally well on
// image and text as on groups, we move the transform attribute
// from the two groups to their contents. Then, we can use the
// same clip-path on all groups.
// If the contents of the groups already had transforms, we
// would need to create multiple clip paths - one for each group
// - based on the groups' transforms.
$svg.find('g').each(function () {
var $g = $(this);
// Move transform attribute from group to its children, and
// give the group a clip-path attribute.
$g.children().attr('transform', $g.attr('transform'));
$g.removeAttr('transform').attr('clip-path', 'url(#clipCircle)');
});
$('#svgcontent').show();
});
});
});
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/fabric.js/1.7.18/fabric.js"></script>
<div class="container">
<div id='canvascontain' width='1140' height='600' style='left:0px;background-color:rgb(240,240,240)'>
<canvas id="Canvas" width='1140' height='600'></canvas>
</div>
<input type='button' id='tosvg_' value='create SVG'>
<div id='svgcontent'></div>
</div>
I noticed that part of the Welcome text gets clipped, but I'll leave it to you to move that.

Leaflet using inline svg as the base layer

Currently, I serve a map with an imageOverlay base layer.
Right now, I need to use an svg instead of the current png imageOverlay,
and to alter the svg css (like, changing opacity for the nearest places (paths in the svg) etc), dynamically,
so basically, I need to control the actual map svg style dynamically.
I've decided I need to use an inline svg to alter the style of the svg,
instead of an image with an svg source.
I tried replacing the leaflet created image overlay with an actual inline svg at runtime.
it worked, but the zoom control won't affect the layer anymore,
and switching layers is a bit buggy.
is there any inside capabilities of leaflet to support this kind of requirement?
adding a fiddle to explain it better http://jsfiddle.net/dh5wgu2x/
var map = L.map('map', {
center: [40.75, -74.2],
zoom: 13
});
var imageUrl = 'https://rawgit.com/VengadoraVG/moving-to-gnulinux/master/img/tux.svg',
imageBounds = [
[40.712216, -74.22655],
[40.773941, -74.12544]
];
L.imageOverlay(imageUrl, imageBounds).addTo(map);
setTimeout(() => {
var $img = $('.leaflet-image-layer');
var imgURL = $img.attr('src');
var attributes = $img.prop("attributes");
$.get(imgURL, function(data) {
// Get the SVG tag, ignore the rest
var $svg = $(data).find('svg');
// Remove any invalid XML tags
$svg = $svg.removeAttr('xmlns:a');
// Loop through IMG attributes and apply on SVG
$.each(attributes, function() {
$svg.attr(this.name, this.value);
});
// Replace IMG with SVG
$img.replaceWith($svg);
}, 'xml');
}, 2000);

Element created with createElementNS doesn't show

I'm trying to create a new <img> with the <svg> tag with JavaScript every time I click on the button. When I see the result in the console firebug it works correctly, but nothing on screen displays.
What I want is for an image <svg> to appear after the last one every time you click the button.
Thanks in advance.
var svgNS = "http://www.w3.org/2000/svg";
mybtn.addEventListener("click", createCircleSVG);
function createCircleSVG(){
var d = document.createElement('svg');
d.setAttribute('id','mySVG');
document.getElementById("svgContainer").appendChild(d);
createCircle();
}
function createCircle(){
var myCircle = document.createElementNS(svgNS,"circle"); //to create a circle."
myCircle.setAttributeNS(null,"id","mycircle" + opCounter++);
myCircle.setAttributeNS(null,"cx",25);
myCircle.setAttributeNS(null,"cy",25);
myCircle.setAttributeNS(null,"r",100);
myCircle.setAttributeNS(null,"fill","black");
myCircle.setAttributeNS(null,"stroke","blue");
document.getElementById("mySVG").appendChild(myCircle);
}
Create a SVG:
var svg = document.createElementNS(ns, 'svg');
First function:
function createSVG() { ... }
Second function:
function createSVGCircle() { createSVG() ... }
Or separated:
createSVG();
createSVGCircle();
Example
You need to create the svg element in the SVG namespace using createElementNS (like you already do for the circle) e.g.
var d = document.createElementNS(svgNS, 'svg');
giving the SVG element a width and height is also necessary
d.setAttribute("width", "100%");
d.setAttribute("height", "100%");
Note here we can use setAttribute as the attributes are in the null namespace. You can convert the circle setAttributeNS calls too if you want.

How to clear a chart from a canvas so that hover events cannot be triggered?

I'm using Chartjs to display a Line Chart and this works fine:
// get line chart canvas
var targetCanvas = document.getElementById('chartCanvas').getContext('2d');
// draw line chart
var chart = new Chart(targetCanvas).Line(chartData);
But the problem occurs when I try to change the data for the Chart. I update the graph by creating a new instance of a Chart with the new data points, and thus reinitializing the canvas.
This works fine. However, when I hover over the new chart, if I happen to go over specific locations corresponding to points displayed on the old chart, the hover/label is still triggered and suddenly the old chart is visible. It remains visible while my mouse is at this location and disappears when move off that point. I don't want the old chart to display. I want to remove it completely.
I've tried to clear both the canvas and the existing chart before loading the new one. Like:
targetCanvas.clearRect(0,0, targetCanvas.canvas.width, targetCanvas.canvas.height);
and
chart.clear();
But none of these have worked so far. Any ideas about how I can stop this from happening?
I had huge problems with this
First I tried .clear() then I tried .destroy() and I tried setting my chart reference to null
What finally fixed the issue for me: deleting the <canvas> element and then reappending a new <canvas> to the parent container
My specific code (obviously there's a million ways to do this):
var resetCanvas = function(){
$('#results-graph').remove(); // this is my <canvas> element
$('#graph-container').append('<canvas id="results-graph"><canvas>');
canvas = document.querySelector('#results-graph');
ctx = canvas.getContext('2d');
ctx.canvas.width = $('#graph').width(); // resize to parent width
ctx.canvas.height = $('#graph').height(); // resize to parent height
var x = canvas.width/2;
var y = canvas.height/2;
ctx.font = '10pt Verdana';
ctx.textAlign = 'center';
ctx.fillText('This text is centered on the canvas', x, y);
};
I have faced the same problem few hours ago.
The ".clear()" method actually clears the canvas, but (evidently) it leaves the object alive and reactive.
Reading carefully the official documentation, in the "Advanced usage" section, I have noticed the method ".destroy()", described as follows:
"Use this to destroy any chart instances that are created. This will
clean up any references stored to the chart object within Chart.js,
along with any associated event listeners attached by Chart.js."
It actually does what it claims and it has worked fine for me, I suggest you to give it a try.
var myPieChart=null;
function drawChart(objChart,data){
if(myPieChart!=null){
myPieChart.destroy();
}
// Get the context of the canvas element we want to select
var ctx = objChart.getContext("2d");
myPieChart = new Chart(ctx).Pie(data, {animateScale: true});
}
This is the only thing that worked for me:
document.getElementById("chartContainer").innerHTML = ' ';
document.getElementById("chartContainer").innerHTML = '<canvas id="myCanvas"></canvas>';
var ctx = document.getElementById("myCanvas").getContext("2d");
We can update the chart data in Chart.js V2.0 as follows:
var myChart = new Chart(ctx, data);
myChart.config.data = new_data;
myChart.update();
I had the same problem here... I tried to use destroy() and clear() method, but without success.
I resolved it the next way:
HTML:
<div id="pieChartContent">
<canvas id="pieChart" width="300" height="300"></canvas>
</div>
Javascript:
var pieChartContent = document.getElementById('pieChartContent');
pieChartContent.innerHTML = ' ';
$('#pieChartContent').append('<canvas id="pieChart" width="300" height="300"><canvas>');
ctx = $("#pieChart").get(0).getContext("2d");
var myPieChart = new Chart(ctx).Pie(data, options);
It works perfect to me... I hope that It helps.
This worked very well for me
var ctx = $("#mycanvas");
var LineGraph = new Chart(ctx, {
type: 'line',
data: chartdata});
LineGraph.destroy();
Use .destroy this to destroy any chart instances that are created. This will clean up any references stored to the chart object within Chart.js, along with any associated event listeners attached by Chart.js. This must be called before the canvas is reused for a new chart.
It's best to use Chart.js specific functionalities to initially check for the existing chart instance and then perform destroy or clear in order to reuse the same canvas element for rendering another chart, instead of handlding HTML elements from within JS.
ChartJs's getChart(key) - finds the chart instance from the given key.
If the key is a string, it is interpreted as the ID of the Canvas element for the Chart.
The key can also be a CanvasRenderingContext2D or an HTMLDOMElement.
Note: This will return undefined if no Chart is found. If the instance of the chart is found, it signifies that the chart must have previously been created.
// JS - Destroy exiting Chart Instance to reuse <canvas> element
let chartStatus = Chart.getChart("myChart"); // <canvas> id
if (chartStatus != undefined) {
chartStatus.destroy();
//(or)
// chartStatus.clear();
}
//-- End of chart destroy
var chartCanvas = $('#myChart'); //<canvas> id
chartInstance = new Chart(chartCanvas, {
type: 'line',
data: data
});
<!-- HTML -Line Graph - Chart.js -->
<div class="container-fluid" id="chartContainer">
<canvas id="myChart" width="400" height="150"> </canvas>
</div>
This approach would save you from remove - create - append a Canvas element into DIV from inside JS.
Simple edit for 2020:
This worked for me. Change the chart to global by making it window owned (Change the declaration from var myChart to window myChart)
Check whether the chart variable is already initialized as Chart, if so, destroy it and create a new one, even you can create another one on the same name. Below is the code:
if(window.myChart instanceof Chart)
{
window.myChart.destroy();
}
var ctx = document.getElementById('myChart').getContext("2d");
Hope it works!
Complementing Adam's Answer
With Vanilla JS:
document.getElementById("results-graph").remove(); //canvas
div = document.querySelector("#graph-container"); //canvas parent element
div.insertAdjacentHTML("afterbegin", "<canvas id='results-graph'></canvas>"); //adding the canvas again
Using CanvasJS, this works for me clearing chart and everything else, might work for you as well, granting you set your canvas/chart up fully before each processing elsewhere:
var myDiv= document.getElementById("my_chart_container{0}";
myDiv.innerHTML = "";
I couldn't get .destroy() to work either so this is what I'm doing. The chart_parent div is where I want the canvas to show up. I need the canvas to resize each time, so this answer is an extension of the above one.
HTML:
<div class="main_section" >
<div id="chart_parent"></div>
<div id="legend"></div>
</div>
JQuery:
$('#chart').remove(); // this is my <canvas> element
$('#chart_parent').append('<label for = "chart">Total<br /><canvas class="chart" id="chart" width='+$('#chart_parent').width()+'><canvas></label>');
When you create one new chart.js canvas, this generate one new iframe hidden, you need delete the canvas and the olds iframes.
$('#canvasChart').remove();
$('iframe.chartjs-hidden-iframe').remove();
$('#graph-container').append('<canvas id="canvasChart"><canvas>');
var ctx = document.getElementById("canvasChart");
var myChart = new Chart(ctx, { blablabla });
reference:
https://github.com/zebus3d/javascript/blob/master/chartJS_filtering_with_checkboxs.html
This worked for me.
Add a call to clearChart, at the top oF your updateChart()
`function clearChart() {
event.preventDefault();
var parent = document.getElementById('parent-canvas');
var child = document.getElementById('myChart');
parent.removeChild(child);
parent.innerHTML ='<canvas id="myChart" width="350" height="99" ></canvas>';
return;
}`
Since destroy kind of destroys "everything", a cheap and simple solution when all you really want is to just "reset the data". Resetting your datasets to an empty array will work perfectly fine as well. So, if you have a dataset with labels, and an axis on each side:
window.myLine2.data.labels = [];
window.myLine2.data.datasets[0].data = [];
window.myLine2.data.datasets[1].data = [];
After this, you can simply call:
window.myLine2.data.labels.push(x);
window.myLine2.data.datasets[0].data.push(y);
or, depending whether you're using a 2d dataset:
window.myLine2.data.datasets[0].data.push({ x: x, y: y});
It'll be a lot more lightweight than completely destroying your whole chart/dataset, and rebuilding everything.
If you are using chart.js in an Angular project with Typescript, the you can try the following;
Import the library:
import { Chart } from 'chart.js';
In your Component Class declare the variable and define a method:
chart: Chart;
drawGraph(): void {
if (this.chart) {
this.chart.destroy();
}
this.chart = new Chart('myChart', {
.........
});
}
In HTML Template:
<canvas id="myChart"></canvas>
What we did is, before initialization of new chart, remove/destroy the previews Chart instance, if exist already, then create a new chart, for example
if(myGraf != undefined)
myGraf.destroy();
myGraf= new Chart(document.getElementById("CanvasID"),
{
...
}
Hope this helps.
First put chart in some variable then history it next time before init
#Check if myChart object exist then distort it
if($scope.myChart) {
$scope.myChart.destroy();
}
$scope.myChart = new Chart(targetCanvas
You should save the chart as a variable.
On global scope, if its pure javascript, or as a class property, if its Angular.
Then you'll be able to use this reference to call destroy().
Pure Javascript:
var chart;
function startChart() {
// Code for chart initialization
chart = new Chart(...); // Replace ... with your chart parameters
}
function destroyChart() {
chart.destroy();
}
Angular:
export class MyComponent {
chart;
constructor() {
// Your constructor code goes here
}
ngOnInit() {
// Probably you'll start your chart here
// Code for chart initialization
this.chart = new Chart(...); // Replace ... with your chart parameters
}
destroyChart() {
this.chart.destroy();
}
}
For me this worked:
var in_canvas = document.getElementById('chart_holder');
//remove canvas if present
while (in_canvas.hasChildNodes()) {
in_canvas.removeChild(in_canvas.lastChild);
}
//insert canvas
var newDiv = document.createElement('canvas');
in_canvas.appendChild(newDiv);
newDiv.id = "myChart";
Chart.js has a bug:
Chart.controller(instance) registers any new chart in a global property Chart.instances[] and deletes it from this property on .destroy().
But at chart creation Chart.js also writes ._meta property to dataset variable:
var meta = dataset._meta[me.id];
if (!meta) {
meta = dataset._meta[me.id] = {
type: null,
data: [],
dataset: null,
controller: null,
hidden: null, // See isDatasetVisible() comment
xAxisID: null,
yAxisID: null
};
and it doesn't delete this property on destroy().
If you use your old dataset object without removing ._meta property, Chart.js will add new dataset to ._meta without deletion previous data. Thus, at each chart's re-initialization your dataset object accumulates all previous data.
In order to avoid this, destroy dataset object after calling Chart.destroy().
for those who like me use a function to create several graphics and want to update them a block too, only the function .destroy() worked for me, I would have liked to make an .update(), which seems cleaner but ... here is a code snippet that may help.
var SNS_Chart = {};
// IF LABELS IS EMPTY (after update my datas)
if( labels.length != 0 ){
if( Object.entries(SNS_Chart).length != 0 ){
array_items_datas.forEach(function(for_item, k_arr){
SNS_Chart[''+for_item+''].destroy();
});
}
// LOOP OVER ARRAY_ITEMS
array_items_datas.forEach(function(for_item, k_arr){
// chart
OPTIONS.title.text = array_str[k_arr];
var elem = document.getElementById(for_item);
SNS_Chart[''+for_item+''] = new Chart(elem, {
type: 'doughnut',
data: {
labels: labels[''+for_item+''],
datasets: [{
// label: '',
backgroundColor: [
'#5b9aa0',
'#c6bcb6',
'#eeac99',
'#a79e84',
'#dbceb0',
'#8ca3a3',
'#82b74b',
'#454140',
'#c1502e',
'#bd5734'
],
borderColor: '#757575',
borderWidth : 2,
// hoverBackgroundColor : '#616161',
data: datas[''+for_item+''],
}]
},
options: OPTIONS
});
// chart
});
// END LOOP ARRAY_ITEMS
}
// END IF LABELS IS EMPTY ...
just declare let doughnut = null before creating your chart
const doughnutDriverStatsChartCanvas = $('#dougnautChartDriverStats').get(0).getContext('2d')
const doughnutOptionsDriverStats = {
maintainAspectRatio: false,
responsive: true,
}
let doughnut = null
doughnut = new Chart(doughnutDriverStatsChartCanvas, {
type: 'doughnut',
data: doughnutChartDriverStats,
options: doughnutOptionsDriverStats
})

Transform (Move/Scale/Rotate) shapes with KineticJS

I'm trying to build a transform manager for KineticJS that would build a bounding box and allow users to scale, move, and rotate an image on their canvas. I'm getting tripped up with the logic for the anchor points.
http://jsfiddle.net/mharrisn/whK2M/
I just want to allow a user to scale their image proportionally from any corner, and also rotate as the hold-drag an anchor point.
Can anyone help point me in the right direction?
Thank you!
Here is a proof of concept of a rotational control I've made:
http://codepen.io/ArtemGr/pen/ociAD
While the control is dragged around, the dragBoundFunc is used to rotate the content alongside it:
controlGroup.setDragBoundFunc (function (pos) {
var groupPos = group.getPosition()
var rotation = degrees (angle (groupPos.x, groupPos.y, pos.x, pos.y))
status.setText ('x: ' + pos.x + '; y: ' + pos.y + '; rotation: ' + rotation); layer.draw()
group.setRotationDeg (rotation); layer.draw()
return pos
})
I am doing the same thing, and I've posted a question which is allmoast the same, but I found a link where you have the resize and move tool ready developed. So I have used the same. It does not contain the rotate tool however, but this can be a good start for you too, it is very simple and logical. Here is the link: http://www.html5canvastutorials.com/labs/html5-canvas-drag-and-drop-resize-and-invert-images/
I will come back with the rotation tool as well if I manage to get it working perfectly.
I hope I am not late yet for posting this code snippet that I made. I had the same problem with you guys dealing with this kind of task. Its been 3 days since I tried so many workarounds to mimic the fabricjs framework capability when dealing with images and objects. I could use Fabricjs though but it seems that Kineticjs is more faster/consistent to deal with html5.
Luckily, we already have existing plugin/tool that we could easily implement together with kineticjs and this is jQuery Transform tool. SUPER THANKS TO THE AUTHOR OF THIS! Just search this on google and download it.
I hope the code below that I created would help lots of developers out there who is pulling their hair off to solve this kind of assignment.
$(function() {
//Declare components STAGE, LAYER and TEXT
var _stage = null;
var _layer = null;
var simpleText = null;
_stage = new Kinetic.Stage({
container: 'canvas',
width: 640,
height: 480
});
_layer = new Kinetic.Layer();
simpleText = new Kinetic.Text({
x: 60,
y: 55,
text: 'Simple Text',
fontSize: 30,
fontFamily: 'Calbiri',
draggable: false,
name:'objectInCanvas',
id:'objectCanvas',
fill: 'green'
});
//ADD LAYER AND TEXT ON STAGE
_layer.add(simpleText);
_stage.add(_layer);
_stage.draw();
//Add onclick event listener to the Stage to remove and add transform tool to the object
_stage.on('click', function(evt) {
//Remove all objects' transform tool inside the stage
removeTransformToolSelection();
// get the shape that was clicked on
ishape = evt.targetNode;
//Add and show again the transform tool to the selected object and update the stage layer
$(ishape).transformTool('show');
ishape.getParent().moveToTop();
_layer.draw();
});
function removeTransformToolSelection(){
//Search all objects inside the stage or layer who has the name of "objectInCanvas" using jQuery iterator and hide the transform tool.
$.each(_stage.find('.objectInCanvas'), function( i, child ) {
$(child).transformTool('hide');
});
}
//Event listener/Callback when selecting image using file upload element
function handleFileSelect(evt) {
//Remove all objects' transform tool inside the stage
removeTransformToolSelection();
//Create image object for selected file
var imageObj = new Image();
imageObj.onload = function() {
var myImage = new Kinetic.Image({
x: 0,
y: 0,
image: imageObj,
name:'objectInCanvas',
draggable:false,
id:'id_'
});
//Add to layer and add transform tool
_layer.add(myImage);
$(myImage).transformTool();
_layer.draw();
}
//Adding source to Image object.
var f = document.getElementById('files').files[0];
var name = f.name;
var url = window.URL;
var src = url.createObjectURL(f);
imageObj.src = src;
}
//Attach event listener to FILE element
document.getElementById('files').addEventListener('change', handleFileSelect, false);
});

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