https://jsfiddle.net/techticchetan/p638quv8/3/
I want to select rect object when clicking on Cup image.
Please check below link. I want to do something like this.
http://preview.codecanyon.net/item/fancy-product-designer-woocommercewordpress/full_screen_preview/6318393?_ga=1.254133448.1940140524.1450868289
Thanks,
var canvas = new fabric.Canvas('cv' ) ;
var rect;
fabric.Image.fromURL('http://tmgraphics.biz/test/HTML5_CANVAS%20_TESTING/test-7-21-15/test33/77000_Lime.png', function(img) {
var hRatio = canvas.width / img.width ;
var vRatio = canvas.height / img.height ;
var ratio = Math.min ( hRatio, vRatio );
var centerShift_x = ( canvas.width - img.width*ratio ) / 2;
var centerShift_y = ( canvas.height - img.height*ratio ) / 2;
widdy = img.width*ratio;
hiddy = img.height*ratio;
img.set({
lockMovementX: true,
lockMovementY: true,
hasControls: false,
left: centerShift_x,
top: centerShift_y,
width: widdy,
height: hiddy,
selectable:false
});
canvas.add(img) ;
if (rect) img.bringToFront();
});
rect = new fabric.Rect({
top : 5,
left : 170,
width : 200,
height : 300,
stroke: 'blue', strokeWidth: 2,
fill : ''
});
canvas.add(rect);
canvas.bringToFront(img)
<script src="https://rawgit.com/kangax/fabric.js/master/dist/fabric.js"></script>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.9.1/jquery.min.js"></script>
<canvas id="cv" width="400" height="400" style="border:1px solid black;"></canvas>
I have got answer. Please check this https://github.com/kangax/fabric.js/issues/3506 link
That's quite straightforward, just add an event handler to the image object after you've added it to the canvas:
...
canvas.add(img) ;
if (rect) img.bringToFront();
// Add event handler
img.on('mouseup', function() {
canvas.setActiveObject(rect);
});
If you also want to move it to the front then:
rect.bringToFront();
canvas.renderAll();
I suggest you read the documentation on the Fabric event system in the tutorial
Related
I've been able to get the canvas to resize, and also include touch events. But for some reason, I can't get the overlay image to fill the canvas.
I'm using the recommended code from fabric.js
canvas.setOverlayImage('http://fabricjs.com/assets/jail_cell_bars.png', canvas.renderAll.bind(canvas), {
width: width,
height: height,
// Needed to position overlayImage at 0/0
originX: 'left',
originY: 'top'
});
My Fiddle has a fair bit of code, as I'm not sure if it's the resizer or touch events that might be causing this issue.
The problem in your fiddle stems from the fact that in Fabric.js, setting width and height don't scale an image to the given values but rather set the dimensions of the fabric.Image container. What you need to do is call canvas.overlayImage.scaleToWidth(width) (or .scaleToHeight(height)) in the setOverlayImage()'s callback, so that the image would actually be scaled to cover the whole canvas:
//Image Edit
var canvas = new fabric.Canvas('c', {
preserveObjectStacking: true
});
canvas.setWidth(window.innerWidth);
canvas.setHeight(window.innerWidth);
fabric.Image.fromURL("https://4.img-dpreview.com/files/p/E~TS590x0~articles/3925134721/0266554465.jpeg", function(img) {
img.scale(0.5).set({
left: 150,
top: 150,
angle: 0
});
canvas.add(img).setActiveObject(img);
});
var info = document.getElementById('info');
function resize() {
var canvasSizer = document.getElementById("imageEditor");
var canvasScaleFactor = canvasSizer.offsetWidth / 525;
var width = canvasSizer.offsetWidth;
var height = canvasSizer.offsetHeight;
var ratio = canvas.getWidth() / canvas.getHeight();
if ((width / height) > ratio) {
width = height * ratio;
} else {
height = width / ratio;
}
var scale = width / canvas.getWidth();
var zoom = canvas.getZoom();
zoom *= scale;
canvas.setDimensions({
width: width,
height: height
});
canvas.setViewportTransform([zoom, 0, 0, zoom, 0, 0])
canvas.setOverlayImage('https://i.imgur.com/1CURvP5.png', function() {
canvas.overlayImage && canvas.overlayImage.scaleToWidth(width)
canvas.renderAll()
}, {
// Needed to position overlayImage at 0/0
originX: 'left',
originY: 'top'
});
}
window.addEventListener('load', resize, false);
window.addEventListener('resize', resize, false);
var textObj = new fabric.IText("Test Text", {
fontSize: 22,
top: 362.5,
left: 262.5,
hasControls: true,
fontWeight: 'bold',
fontFamily: 'Montserrat',
fontStyle: 'normal',
centeredrotation: true,
originX: 'center',
originY: 'center'
});
canvas.add(textObj);
canvas.renderAll();
canvas.on({
'touch:gesture': function() {
var text = document.createTextNode(' Gesture ');
info.insertBefore(text, info.firstChild);
},
'touch:drag': function() {
var text = document.createTextNode(' Dragging ');
info.insertBefore(text, info.firstChild);
},
'touch:orientation': function() {
var text = document.createTextNode(' Orientation ');
info.insertBefore(text, info.firstChild);
},
'touch:shake': function() {
var text = document.createTextNode(' Shaking ');
info.insertBefore(text, info.firstChild);
},
'touch:longpress': function() {
var text = document.createTextNode(' Longpress ');
info.insertBefore(text, info.firstChild);
}
});
<script src="https://cdnjs.cloudflare.com/ajax/libs/fabric.js/2.4.4/fabric.js"></script>
<div id="imageEditor">
<div class="canvas-container">
<canvas id="c"></canvas>
</div>
</div>
(I had to re-upload the jail_cell_bars.png image elsewhere because the original hosting was not cooperating)
Below is a KonvaJS project where you can add stickers to an image. However, it has a fixed width and a fixed height.
Now because the sizes are fixed, it won't work with anything response, like a bootstrap modal.
Here is my attempt following a KonvaJS response guide, see here. and the guide here.
In my attempt, after I upload the image, my code can't get the new width of the modal as it returns 0, so it can't calculate it for the size of the canvas.
How can I make the canvas responsive?
function centreRectShape(shape) {
shape.x((stage.getWidth() - shape.getWidth()) / 2);
shape.y((stage.getHeight() - shape.getHeight()) / 2);
}
var stage = new Konva.Stage({
container: 'canvas-container',
width: 650,
height: 300
});
var layer = new Konva.Layer();
stage.add(layer);
var bgRect = new Konva.Rect({
width: stage.getWidth(),
height: stage.getHeight(),
fill: 'gold',
opacity: 0.1
});
layer.add(bgRect);
var uploadedImage = new Konva.Image({
draggable: false
});
layer.add(uploadedImage);
// make an object to keep things tidy - not strictly needed, just being tidy
function addSticker(imgUrl){
// make the sticker image object
var stickerObj = new Konva.Image({
x: 240,
y: 20,
width: 93,
height: 104,
name: 'sticker',
draggable: true
});
layer.add(stickerObj);
// make the sticker image loader html element
var stickerImage = new Image();
stickerImage.onload = function() {
stickerObj.image(stickerImage);
layer.draw();
};
stickerObj.on('transformstart', function(){
undoBefore = makeUndo(this);
})
stickerObj.on('transformend', function(){
var undoAfter = makeUndo(this);
addUndo(123, undoBefore, undoAfter)
})
// assigning the URL of the image starts the onload
stickerImage.src = imgUrl;
}
imgObj = new Image();
imgObj.onload = function() {
uploadedImage.image(imgObj);
var padding = 20;
var w = imgObj.width;
var h = imgObj.height;
var targetW = stage.getWidth() - (2 * padding);
var targetH = stage.getHeight() - (2 * padding);
var widthFit = targetW / w;
var heightFit = targetH / h;
var scale = (widthFit > heightFit) ? heightFit : widthFit;
w = parseInt(w * scale, 10);
h = parseInt(h * scale, 10);
uploadedImage.size({
width: w,
height: h
});
centreRectShape(uploadedImage);
layer.draw();
}
imgObj.src = 'https://images.pexels.com/photos/787961/pexels-photo-787961.jpeg?auto=compress&cs=tinysrgb&dpr=2&h=750&w=1260';
$('.sticker').on('click', function() {
var theSticker = addSticker($(this).attr('src'));
toggle(true);
toggle(false);
});
var vis = false;
$('#toggler').on('click', function(){
toggle(vis);
})
function undoData(opts){
this.x = opts.x;
this.y = opts.y;
this.width = opts.w;
this.height = opts.h;
this.rotation = opts.r;
}
var undoBefore;
function makeUndo(shape){
return new undoData({x:shape.getX(), y: shape.getY(), w: shape.getWidth(), h: shape.getHeight(), r: shape.getRotation() })
}
var undoList = [];
function addUndo(shapeId, before, after){
undoList.push({id: shapeId, before: before, after: after});
console.log(undoList[undoList.length - 1])
}
function toggle(isVisible){
if (!isVisible){
var shapes = stage.find('.sticker');
shapes.each(function(shape) {
var imgRotator = new Konva.Transformer({
node: shape,
name: 'stickerTransformer',
keepRatio: true,
enabledAnchors: ['top-left', 'top-right', 'bottom-left', 'bottom-right']
});
layer.add(imgRotator);
})
vis = true;
}
else {
var shapes = stage.find('.stickerTransformer');
shapes.each(function(shape) {
shape.remove();
})
vis=false;
}
layer.draw();
$('#toggler').html((vis ? 'Toggle Off' : 'Toggle On'));
}
html,
* {
margin: 0;
padding: 0;
}
body {
background: #eee;
}
#image-editor {
background: #fff;
border-radius: 3px;
border: 1px solid #d8d8d8;
width: 650px;
margin: 0 auto;
margin-top: 20px;
box-shadow: 0 3px 5px rgba(0, 0, 0, .2);
}
.stickers {
padding: 10px 5px;
background: #eee;
}
.stickers>img {
margin-right: 10px;
}
<div id="image-editor">
<div id="canvas-container"></div>
<div class="stickers">
<img class="sticker" src="https://craftblock.me/koa/fb-upload-clone/stickers/sticker%20(1).png" alt="Sticker" width="62px">
</div>
</div>
<script src="https://unpkg.com/konva#2.4.1/konva.min.js"></script>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
So let me try to explain the issue a bit more: Check out the live version of my attempt of making it responsive.
As you can see, after trying to load the image into the canvas, the modal pops up but the canvas fails to resize.
Here's the JS to that:
/**
* Image Editor
*/
var stageWidth = 1000;
var stageHeight = 1000;
var stage = new Konva.Stage({
container: 'canvas-container',
width: stageWidth,
height: stageHeight
});
var layer = new Konva.Layer();
stage.add(layer);
var bgRect = new Konva.Rect({
width: stage.getWidth(),
height: stage.getHeight(),
fill: 'gold',
opacity: 0.1
});
layer.add(bgRect);
var uploadedImage = new Konva.Image({
draggable: false
});
layer.add(uploadedImage);
imgObj.onload = function () {
uploadedImage.image(imgObj);
var padding = 20;
var w = imgObj.width;
var h = imgObj.height;
var targetW = stage.getWidth() - (2 * padding);
var targetH = stage.getHeight() - (2 * padding);
var widthFit = targetW / w;
var heightFit = targetH / h;
var scale = (widthFit > heightFit) ? heightFit : widthFit;
w = parseInt(w * scale, 10);
h = parseInt(h * scale, 10);
uploadedImage.size({
width: w,
height: h
});
centreRectShape(uploadedImage);
layer.draw();
}
$('.sticker').on('click', function () {
addSticker($(this).attr('src'));
});
fitStageIntoParentContainer();
window.addEventListener('resize', fitStageIntoParentContainer);
function centreRectShape(shape) {
shape.x((stage.getWidth() - shape.getWidth()) / 2);
shape.y((stage.getHeight() - shape.getHeight()) / 2);
}
function addSticker(imgUrl) {
var stickerObj = new Konva.Image({
x: 240,
y: 20,
width: 93,
height: 104,
draggable: true
});
var stickerImage = new Image();
stickerImage.onload = function () {
stickerObj.image(stickerImage);
centreRectShape(stickerObj);
layer.draw();
};
stickerImage.src = imgUrl;
layer.add(stickerObj);
addModifiers(stickerObj);
}
function addModifiers(obj) {
var imgRotator = new Konva.Transformer({
node: obj,
keepRatio: true,
enabledAnchors: ['top-left', 'top-right', 'bottom-left', 'bottom-right']
});
layer.add(imgRotator);
}
function fitStageIntoParentContainer() {
var container = document.querySelector("edit-image-modal");
// now we need to fit stage into parent
var containerWidth = container.offsetWidth;
// to do this we need to scale the stage
var scale = containerWidth / stageWidth;
stage.width(stageWidth * scale);
stage.height(stageHeight * scale);
stage.scale({
x: scale,
y: scale
});
stage.draw();
}
The technique you have used to listen for 'resize' on the page will work for the main window but likely not for the modal. You can confirm that by some simple console.log() output.
You need to use the bootstrap event on('show.bs.modal') to catch when the modal is shown, which is when you really want to fire the call to fitStageIntoParentContainer();
See this SO post for info. It is not a duplicate but covers the bootstrap modal event.
In case that question is erased, you should be heading for something like:
$('your_modal_element_selector').on('show.bs.modal', function () {
fitStageIntoParentContainer();
});
I am using fabricjs in my project but I want to show the radius of the circle on the fabric. Could I ask how to do this. There could be up to 20 circles which I will need this information for and the circles will have controls on so they can be expanded with the radius text adjusting to compensate.
http://jsfiddle.net/wayneker/a3q5c40r/
var canvas = new fabric.Canvas('canvas');
var circle = new fabric.Circle({
left: 50,
top: 50,
fill: "",
radius: 40,
hasControls: false,
hasRoatatingPoint: false,
stroke: 'red',
strokeWidth: 1
});
canvas.add(circle);
If this isn't possible, can a user set the radius via an input?
I'm not really sure what you are trying to do. In the example below I have a button that ads a group to the canvas of a circle and text box. When one of those groups are selected a range input appears that lets you change the radius. on change we reach in to the group and update the text and radius of the circle.
window.canvas = new fabric.Canvas('canvas');
function getCircleGroup(radius = 40) {
var text = new fabric.Text(radius.toString(), {
left: 50,
top: 50,
});
var circle = new fabric.Circle({
left: 50,
top: 50,
fill: "",
radius: radius,
hasControls: false,
hasRoatatingPoint: false,
stroke: 'red',
strokeWidth: 1
});
return new fabric.Group([ circle, text ], {
lockScalingX: true,
lockScalingY: true,
});
}
var button = document.querySelector('button');
button.addEventListener('click', () => {
var group = getCircleGroup();
canvas.add(group);
canvas.setActiveObject(group);
canvas.renderAll();
});
canvas.on('object:selected', (o) => {
var r = document.querySelector('.radiusChange');
r.style.display = 'block';
r.querySelector('input').value = o.radius;
})
canvas.on('selection:cleared', () => {
var r = document.querySelector('.radiusChange');
r.style.display = 'none';
});
var radiusChanger = document.querySelector('.radiusChange input')
radiusChanger.addEventListener('change', (e) => {
var group = canvas.getActiveObject();
var top = group.top;
var left = group.left;
group.item(0).setRadius(parseInt(e.target.value));
group.item(1).text = e.target.value;
group._calcBounds();
group._updateObjectsCoords();
group.top = top;
group.left = left;
canvas.renderAll();
})
<script type="text/javascript" src="https://cdnjs.cloudflare.com/ajax/libs/fabric.js/1.6.6/fabric.min.js"></script>
<button>add circle</button>
<div class="radiusChange" style="display:none;">
<br />change radius: <input type="range" max=100 min=10 step=1 /></div>
<canvas id="canvas" width="300" height="300" style="border:1px solid;"></canvas>
I have a canvas script, with a dynamic of data. I want to add a link to share the website to facebook:
https://gyazo.com/c1fd1fe956fddba27b48907dc0e9de0a
The icons are part of the image I have not generated them via canvas, now if I listen for a click for co-ords it won't work because it'll look for clicks on the first canvas part aswell.... How can I go about making those icons part of the image clickable....
Part that makes the menu:
ig.module("game.entities.gameover").requires("impact.entity", "game.entities.button-gameover").defines(function() {
var b = new ig.Timer;
EntityGameover = ig.Entity.extend({
size: {
x: 302,
y: 355
},
type: ig.Entity.TYPE.B,
animSheet: new ig.AnimationSheet("media/graphics/game/gameover.png", 301, 352),
zIndex: 900,
globalAlpha: 0.1,
closeDialogue: !0,
init: function(c, d, g) {
this.parent(c, d, g);
this.addAnim("idle", 1, [0]);
this.currentAnim = this.anims.idle;
this.tween({
pos: {
x: 89,
y: 120
}
}, 0.5, {
easing: ig.Tween.Easing.Back.EaseInOut
}).start();
this.storage = new ig.Storage;
this.storage.initUnset("highscore-CTF", 0);
this.storage.initUnset("highscore-CTF2", 0);
this.storage.initUnset("highscore-CTF3", 0);
ig.global.score > this.storage.get("highscore-CTF") ? (this.storage.set("highscore-CTF3", this.storage.get("highscore-CTF2")), this.storage.set("highscore-CTF2", this.storage.get("highscore-CTF")), this.storage.set("highscore-CTF", ig.global.score), this.storage.initUnset("highscore-CTF2", 0), this.storage.initUnset("highscore-CTF3", 0)) : ig.global.score > this.storage.get("highscore-CTF2") ?
(this.storage.set("highscore-CTF3", this.storage.get("highscore-CTF2")), this.storage.set("highscore-CTF2", ig.global.score), this.storage.initUnset("highscore-CTF2", 0), this.storage.initUnset("highscore-CTF3", 0)) : ig.global.score > this.storage.get("highscore-CTF3") && this.storage.set("highscore-CTF3", ig.global.score);
this.storage.initUnset("total-CTF", 0);
this.storage.set("total-CTF", this.storage.get("total-CTF") + ig.global.score);
ig.game.spawnEntity(EntityButtonGameover, 23, 700, {
buttonID: 1
});
ig.game.spawnEntity(EntityButtonGameover,
220, 700, {
buttonID: 2
});
ig.game.spawnEntity(EntityButtonGameover, 390, 700, {
buttonID: 3
});
b.set(0.3)
},
update: function() {
this.parent()
},
draw: function() {
this.ctx = ig.system.context;
this.closeDialogue ? (this.ctx.save(), this.ctx.fillStyle = "#000000", this.ctx.globalAlpha = this.globalAlpha, this.ctx.fillRect(0, 0, 480, 640), this.ctx.restore(), this.globalAlpha = 0.7 <= this.globalAlpha ? 0.7 : this.globalAlpha + 0.01) : this.closeDialogue || (this.ctx.save(), this.ctx.fillStyle = "#000000", this.ctx.globalAlpha = this.globalAlpha, this.ctx.fillRect(0,
0, 480, 640), this.ctx.restore(), this.globalAlpha = 0.1 >= this.globalAlpha ? 0 : this.globalAlpha - 0.05);
this.parent();
this.ctx.font = "30px happy-hell";
this.ctx.fillStyle = "#5b2a0b";
this.ctx.textAlign = "center";
this.ctx.fillText(_STRINGS.UI.Best, this.pos.x + 70, this.pos.y + 180);
this.ctx.fillText(_STRINGS.UI.Score, this.pos.x + 70, this.pos.y + 260);
//share
this.ctx.font = "30px happy-hell";
this.ctx.fillStyle = "#ffffff";
this.ctx.textAlign = "left";
this.ctx.fillText(this.storage.getInt("highscore-CTF"), this.pos.x + 140, this.pos.y + 180);
this.ctx.fillText(ig.global.score, this.pos.x + 140, this.pos.y + 260)
},
closeDialogueFunc: function() {
this.closeDialogue && (this.tween({
pos: {
x: 89,
y: -600
}
}, 0.5, {
easing: ig.Tween.Easing.Back.EaseInOut
}).start(), this.closeDialogue = !1)
}
})
});
A simple, versatile way to add menus to canvas graphics is to simply overlay an absolutely positioned DOM structure. Your browser has already all event handling build-in, there is no need to reinvent the wheel.
var canvas = document.getElementById('canvas'),
ctx = canvas.getContext('2d');
ctx.fillStyle = 'rgb(0, 155, 255)';
ctx.fillRect(0, 0, canvas.width, canvas.height)
#container {
position: relative;
display: inline-block;
}
#menu {
position: absolute;
text-align: center;
width: 100%;
height: 100%;
top: 0;
left: 0;
}
#menu a {
padding: 15px;
font-size: 50px;
line-height: 100px;
color: black;
text-shadow: 2px 2px 5px white;
}
#menu a:hover {
color: white;
}
<link href="https://maxcdn.bootstrapcdn.com/font-awesome/4.6.3/css/font-awesome.min.css" rel="stylesheet" />
<div id='container'>
<canvas id='canvas' width='400' height='100'></canvas>
<div id='menu'>
<a href='http://facebook.com'><i class='fa fa-facebook-official'></i></a>
<a href='http://twitter.com'><i class='fa fa-twitter'></i></a>
<a href='http://whatsapp.com'><i class='fa fa-whatsapp'></i></a>
</div>
</div>
Your browser is capable of rendering such overlay menus very quickly. You should use CSS to style your overlay menu links or buttons.
I have managed to click on a certain element in a canvas.
I have tried to explain with comments what it does.
I have made 3 limits as shown in the image below.
And I'm comparing only with x value, if it's in between these limits. It can be more complex so getCursorPosition() method returns an object with x and y components, just in case if you need to make more comparisons.
https://jsfiddle.net/_jserodio/asa10pye/
var canvas;
var ctx;
// first get your canvas
canvas = document.getElementById('canvas');
canvas.width = 253;
canvas.heigth = 68;
// assign the context
ctx = canvas.getContext("2d");
// asign click event to the canvas
addEventListener("click", listener, false);
function listener(e) {
// if you have 3 buttons
var position = getCursorPosition(e);
var limit1 = canvas.width / 3;
//console.log("limit1: " + limit1);
var limit2 = canvas.width * 2 / 3;
//console.log("limit2: " + limit2);
var limit3 = canvas.width;
//console.log("limit3: " + limit3);
if (position.x < limit1) {
console.log("go to facebook");
//window.open("http://www.facebook.com");
} else if (position.x < limit2) {
console.log("go to twitter");
//window.open("http://www.twitter.com");
} else if (position.x < limit3) {
console.log("go to whatsapp");
//window.open("http://www.whatsapp.com");
}
//console.log("\nx" + position.x);
//console.log("y" + position.y);
}
function getCursorPosition(event) {
var rect = canvas.getBoundingClientRect();
var x = event.clientX - rect.left;
var y = event.clientY - rect.top;
var data = {
x: x,
y: y
};
return data;
}
// load image from data url
var imageObj = new Image();
imageObj.onload = function() {
ctx.drawImage(this, 0, 0);
};
imageObj.src = 'https://justpaste.it/files/justpaste/d307/a11791570/file1.png';
<canvas id='canvas' width="253" height="68">
</canvas>
Bonus!
Here you have a demo I made using this. demo (Draughts/checkers).
You can check the entire code here if you want.
You have several operations in this case.
Option 1:
You'll need to remember the "bounding area" of the three buttons. Anytime the canvas receives a "click", get the click position (How do I get the coordinates of a mouse click on a canvas element?). Once you get the click position. Detect if said click occurs within the bounding area of the button. If it does, use window.open to go there.
Option 2: Similar to Option 1, but instead of remembering a "bounding area", create a separate hidden canvas of the same size as your image with the backgrounds black ('#000000') and the button given distinctive colors (for example, red for Facebook, green for Twitter, and blue for Hangout?).
Then, similar to Option 1, get the click position relative to the canvas. Then use ctx.getImageData(sx, sy, sw, sh) on the context of the hidden canvas layer. If the value you get back is red, then user clicked on Facebook, if green, Twitter, and if blue, Hangout.
I've got a question about fabric.js and the polygon-object.
I have an example of my problem in this fiddle:
Click me
First 4 fabric.Circle subobjects called linePoint are drawn.
The linePoint objects have an extra x(same as left) and y(same as top) coordinate and a reference to which polygon they belong to:
fabric.LinePoint = fabric.util.createClass(fabric.Circle,
{
initialize: function (options) {
options || (options = {});
this.callSuper('initialize', options);
options &&
this.set('type', 'line_point'),
this.set('x', this.left),
this.set('y', this.top),
this.set('polygon', options.polygon)
},
setPointCoordinates: function(new_left, new_top) {
this.set('x', new_left);
this.set('y', new_top);
this.set('left', new_left);
this.set('top', new_top);
}
With the now given x and y coordinates there is a Polygon drawn between the Points.
The problem is now, when you move the Circles, the Polygon is moved correctly, but its border (or I don't know how to exactly call it) will stay the same small rectangle as it was.
I want to update the polygon Coords too, I tried .setCoords(), but nothing happened.
Maybe you can help me. :) Thanks!
In reply also to:
https://groups.google.com/forum/#!topic/fabricjs/XN1u8E0EBiM
This is your modified fiddle:
https://jsfiddle.net/wum5zvwk/2/
fabric.LinePoint = fabric.util.createClass(fabric.Circle,
{
initialize: function (options) {
options || (options = {});
this.callSuper('initialize', options);
this.set('type', 'line_point'),
this.set('x', this.left),
this.set('y', this.top),
this.set('polygon', options.polygon)
},
setPointCoordinates: function(new_left, new_top) {
this.set('x', new_left);
this.set('y', new_top);
this.set('left', new_left);
this.set('top', new_top);
}
});
var canvas = new fabric.Canvas('canvas');
fabric.Object.prototype.originX = fabric.Object.prototype.originY = 'center';
document.getElementById("canvas").tabIndex = 1000;
drawPolygonToCanvas();
canvas.on('object:moving', function(event) {
var object = event.target;
switch(object.type) {
case 'line_point':
//move polygon
object.setPointCoordinates(object.left, object.top);
object.polygon.setCoords();
object.polygon.initialize(object.polygon.points);
object.polygon.top += object.polygon.height / 2;
object.polygon.left += object.polygon.width / 2;
canvas.renderAll();
break;
}
});
function drawPolygonToCanvas()
{
//creting end_points and set them
old_position = canvas.getPointer(event.e);
var end_point_1 = createLinePoint(100, 100);
var end_point_2 = createLinePoint(100, 150);
var end_point_3 = createLinePoint(150, 150);
var end_point_4 = createLinePoint(150, 100);
end_points_in_use = [end_point_1, end_point_2, end_point_3, end_point_4];
canvas.add(end_point_1, end_point_2, end_point_3, end_point_4);
drawPoly(end_points_in_use);
canvas.deactivateAll();
canvas.renderAll();
}
function drawPoly(point_array)
{
var poly = new fabric.Polygon(point_array, {
left: (100 + ((150 - 100) /2)),
top: (100 + ((150 - 100) /2)),
fill: 'lightblue',
lockScalingX: true,
lockScalingY: true,
lockMovementX: true,
lockMovementY: true,
perPixelTargetFind: true,
opacity: 0.5,
type: 'polygon'
});
for (var i = 0; i < point_array.length; i++) {
point_array[i].polygon = poly;
}
canvas.add(poly);
poly.sendToBack();
}
function createLinePoint(left, top) {
return new fabric.LinePoint({
left: left,
top: top,
strokeWidth: 2,
radius: 15,
fill: '#fff',
stroke: '#666',
related_poly_point: 0,
lockScalingX: true,
lockScalingY: true
});
}
<script src="https://rawgit.com/kangax/fabric.js/master/dist/fabric.js"></script>
<div id="canvas-wrapper" style="position:relative;width:704px;float:left;">
<canvas id="canvas" width="700" height="600" style="border:1px solid #000000;"></canvas>
</div>
Modifying the polygon points is not enough to have the bounding box adjusted. The easies thing i can think of is to re initialize the polygon with the new points coordinates.