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.
Related
So I made this canvas on which you can paint on. The problem is that when you erase your drawings it will also erase the background.
// SETTING ALL VARIABLES
var isMouseDown=false;
var canvas = document.createElement('canvas');
var body = document.getElementsByTagName("body")[0];
var ctx = canvas.getContext('2d');
var linesArray = [];
currentSize = 5;
var currentColor = "rgb(200,20,100)";
var currentBg = "white";
let newImage = new Image();
newImage.src = 'https://www.arnoldvanhooft.nl/wp-content/uploads/2019/06/ja-knop.png'
// INITIAL LAUNCH
newImage.onload = () => {
ctx.drawImage(newImage, 0, 0, 500, 500);
}
createCanvas();
// BUTTON EVENT HANDLERS
document.getElementById('canvasUpdate').addEventListener('click', function() {
createCanvas();
redraw();
});
document.getElementById('colorpicker').addEventListener('change', function() {
currentColor = this.value;
});
document.getElementById('bgcolorpicker').addEventListener('change', function() {
ctx.fillStyle = this.value;
ctx.fillRect(0, 0, canvas.width, canvas.height);
redraw();
currentBg = ctx.fillStyle;
});
document.getElementById('controlSize').addEventListener('change', function() {
currentSize = this.value;
document.getElementById("showSize").innerHTML = this.value;
});
document.getElementById('saveToImage').addEventListener('click', function() {
downloadCanvas(this, 'canvas', 'masterpiece.png');
}, false);
document.getElementById('eraser').addEventListener('click', eraser);
document.getElementById('clear').addEventListener('click', createCanvas);
document.getElementById('save').addEventListener('click', save);
document.getElementById('load').addEventListener('click', load);
document.getElementById('clearCache').addEventListener('click', function() {
localStorage.removeItem("savedCanvas");
linesArray = [];
console.log("Cache cleared!");
});
// REDRAW
function redraw() {
for (var i = 1; i < linesArray.length; i++) {
ctx.beginPath();
ctx.moveTo(linesArray[i-1].x, linesArray[i-1].y);
ctx.lineWidth = linesArray[i].size;
ctx.lineCap = "round";
ctx.strokeStyle = linesArray[i].color;
ctx.lineTo(linesArray[i].x, linesArray[i].y);
ctx.stroke();
}
}
// DRAWING EVENT HANDLERS
canvas.addEventListener('mousedown', function() {mousedown(canvas, event);});
canvas.addEventListener('mousemove',function() {mousemove(canvas, event);});
canvas.addEventListener('mouseup',mouseup);
// CREATE CANVAS
function createCanvas() {
canvas.id = "canvas";
canvas.width = parseInt(document.getElementById("sizeX").value);
canvas.height = parseInt(document.getElementById("sizeY").value);
canvas.style.zIndex = 8;
canvas.style.position = "absolute";
canvas.style.border = "1px solid";
ctx.fillStyle = currentBg;
ctx.fillRect(0, 0, canvas.width, canvas.height);
body.appendChild(canvas);
}
// DOWNLOAD CANVAS
function downloadCanvas(link, canvas, filename) {
link.href = document.getElementById(canvas).toDataURL();
link.download = filename;
}
// SAVE FUNCTION
function save() {
localStorage.removeItem("savedCanvas");
localStorage.setItem("savedCanvas", JSON.stringify(linesArray));
console.log("Saved canvas!");
}
// LOAD FUNCTION
function load() {
if (localStorage.getItem("savedCanvas") != null) {
linesArray = JSON.parse(localStorage.savedCanvas);
var lines = JSON.parse(localStorage.getItem("savedCanvas"));
for (var i = 1; i < lines.length; i++) {
ctx.beginPath();
ctx.moveTo(linesArray[i-1].x, linesArray[i-1].y);
ctx.lineWidth = linesArray[i].size;
ctx.lineCap = "round";
ctx.strokeStyle = linesArray[i].color;
ctx.lineTo(linesArray[i].x, linesArray[i].y);
ctx.stroke();
}
console.log("Canvas loaded.");
}
else {
console.log("No canvas in memory!");
}
}
// ERASER HANDLING
function eraser() {
currentSize = 50;
currentColor = ctx.fillStyle
}
// GET MOUSE POSITION
function getMousePos(canvas, evt) {
var rect = canvas.getBoundingClientRect();
return {
x: evt.clientX - rect.left,
y: evt.clientY - rect.top
};
}
// ON MOUSE DOWN
function mousedown(canvas, evt) {
var mousePos = getMousePos(canvas, evt);
isMouseDown=true
var currentPosition = getMousePos(canvas, evt);
ctx.moveTo(currentPosition.x, currentPosition.y)
ctx.beginPath();
ctx.lineWidth = currentSize;
ctx.lineCap = "round";
ctx.strokeStyle = currentColor;
}
// ON MOUSE MOVE
function mousemove(canvas, evt) {
if(isMouseDown){
var currentPosition = getMousePos(canvas, evt);
ctx.lineTo(currentPosition.x, currentPosition.y)
ctx.stroke();
store(currentPosition.x, currentPosition.y, currentSize, currentColor);
}
}
// STORE DATA
function store(x, y, s, c) {
var line = {
"x": x,
"y": y,
"size": s,
"color": c
}
linesArray.push(line);
}
// ON MOUSE UP
function mouseup() {
isMouseDown=false
store()
}
.colorButtons {
display: block;
margin: 20px 0;
}
canvas {
cursor: crosshair;
}
div#sidebar {
position: absolute;
left: 0;
width: 150px;
padding: 20px 20px;
top: 0;
}
canvas#canvas {
left: 150px;
top: 45px;
}
.btn {
margin-bottom: 10px;
width: 100%;
}
input {
width: 100%;
margin-bottom: 10px;
}
.input-group {
margin-bottom: 10px;
}
.toolsButtons .btn {
width: 48%;
}
.sizeButtons .btn {
width: 48%;
}
.colorpicker {
background: transparent;
height: 40px;
}
<!-- using Bootstrap CSS because lazy to write 3 classes -->
<body>
<div id="sidebar">
<div class="colorButtons">
<h3>Colour</h3>
<input type="color" id="colorpicker" value="#c81464" class="colorpicker">
</div>
<div class="colorButtons">
<h3>Bg Color</h3>
<input type="color" value="#ffffff" id="bgcolorpicker" class="colorpicker">
</div>
<div class="toolsButtons">
<h3>Tools</h3>
<button id="eraser" class="btn btn-default">eraser</span></button>
<button id="clear" class="btn btn-danger"> <span class="glyphicon glyphicon-repeat" aria-hidden="true"></span></button>
</div>
<div class="buttonSize">
<h3>Size (<span id="showSize">5</span>)</h3>
<input type="range" min="1" max="50" value="5" step="1" id="controlSize">
</div>
<div class="canvasSize">
<h3>Canvas</h3>
<div class="input-group">
<span class="input-group-addon">X</span>
<input type="number" id="sizeX" class="form-control" placeholder="sizeX" value="800" class="size">
</div>
<div class="input-group">
<span class="input-group-addon">Y</span>
<input type="number" id="sizeY" class="form-control" placeholder="sizeY" value="800" class="size">
</div>
<input type="button" class="updateSize btn btn-success" value="Update" id="canvasUpdate">
</div>
<div class="Storage">
<h3>Storage</h3>
<input type="button" value="Save" class="btn btn-warning" id="save">
<input type="button" value="Load" class="btn btn-warning" id="load">
<input type="button" value="Clear" class="btn btn-warning" id="clearCache">
</div>
<div class="extra">
<h3>Extra</h3>
<a id="saveToImage" class="btn btn-warning">Download</a>
</div>
</div>
</body>
I have tried by adding the photo in a different way but that way it wouldn't be saved the right way. I also have tried changing layers with CSS and index but that also didn't work
Using layers
A canvas drawing app can use many canvases to define layers. Layers can include things like backgrounds, drawing layers, composite layers (multiply, screen, etc) and much more. Much the same as layers are used in apps like photoshop.
A bonus when using layers is that the immediate drawing state can be displayed without affecting the existing layers, as you can draw the pen on the output layer when the mouse button is not down. (see example)
To get the most from canvas layers you should become familiar with the many ctx.globalCompositeOperation modes.
The example uses the following ctx.globalCompositeOperation modes
"copy" copies pixels from source to destination including transparent pixels.
"source-over" (used in example draw mode) The default drawing mode. Copies pixels ignoring transparent pixels and blending semi transparent pixels.
"destination-out" (used in example erase mode) Removes pixels from the destination canvas where you draw opaque pixels, and partially removes pixels where you draw semi transparent pixels.
Performance
Even lowend devices can handle many canvas layers easily as long as you ensure that the canvas resolution does not exceed the device display size by many factors as performance is regulated by the availability of GPU RAM
You may be tempted to have the DOM handle the layer composition. It turns out that using the CanvasRenderingContext2D API to do layering is more efficient than letting the DOM handle it
Example
Below is a very basic drawing example. It uses 2 canvas layers, one for the background, and one for the drawing layer.
The background is loaded and then drawn to scale on the bg canvas.
When the mouse button is down the update function draws or erases to/from the drawing layer.
A 3rd canvas is used to show the result. This canvas is added to the DOM and the update function renders the layers to it as needed.
To save the result of the layers you can download the content of the 3rd canvas, or create a new canvas (if the display canvas size does not match the drawing size), draw the layers to it, and download its content.
Useage: Use mouse (left click) to draw / erase on drawing layer. Use button to toggle drawing mode (Draw / Erase)
;(()=>{
setTimeout(start, 0);
var ctx1, ctx2, ctx3;
const SIZE = 180;
const PEN_SIZE = 30;
function start() {
const button = tag("button", {textContent: "Draw", title: "Toggle erase / draw mode", className: "floatBtn"});
const canProps = {width: SIZE, height: SIZE};
ctx1 = tag("canvas", canProps).getContext("2d"); // BG layer
ctx2 = tag("canvas", canProps).getContext("2d"); // drawing layer
ctx3 = tag("canvas", canProps).getContext("2d"); // display canvas context
ctx2.lineWidth = ctx3.lineWidth = PEN_SIZE;
ctx2.lineCap = ctx3.lineCap = "round";
ctx2.lineJoin = ctx3.lineJoin = "round";
ctx2.strokeStyle = ctx3.strokeStyle = "BLUE";
append(BODY, ctx3.canvas, button);
// Load BG image and draw on bg canvas when loaded. Note bg is
// scaled to fit 180 by 180 canvas
const bgImg = new Image;
bgImg.src = "https://i.stack.imgur.com/C7qq2.png?s=256&g=1";
listener(bgImg, "load", () => (ctx1.drawImage(bgImg, 0, 0, 180, 180), mouse.update = true), {once: true});
listener(button, "click", () => {
mouse.draw = !mouse.draw; // Toggle drawing mode
button.textContent = mouse.draw ? "Draw" : "Erase";
});
mouse.update = true;
update();
}
function update() {
requestAnimationFrame(update)
if (!mouse.update) { return }
ctx3.globalCompositeOperation = "copy"; // to draw bg image
ctx3.drawImage(ctx1.canvas, 0 , 0);
if (mouse.lastX !== undefined) { // Avoid line from zero when mouse first over body
ctx3.globalCompositeOperation = "source-over"; // to draw drawing layer
if (mouse.button) { // draw on drawing layer if mouse down
ctx2.globalCompositeOperation = mouse.draw ? "source-over" : "destination-out";
ctx2.beginPath();
ctx2.lineTo(mouse.lastX, mouse.lastY);
ctx2.lineTo(mouse.x, mouse.y + 0.01); // Small 100th px offset
// ensures line is drawn
ctx2.stroke();
}
ctx3.drawImage(ctx2.canvas, 0 , 0);
if (!mouse.button) {
ctx3.strokeStyle = mouse.draw ? "BLUE" : "RED";
ctx3.beginPath();
ctx3.lineTo(mouse.lastX, mouse.lastY);
ctx3.lineTo(mouse.x, mouse.y + 0.01);
ctx3.stroke();
}
mouse.lastX = mouse.x;
mouse.lastY = mouse.y;
}
mouse.update = false;
}
const TAU = Math.PI * 2;
const DOC = document, BODY = DOC.body, assign = Object.assign;
const isArr = Array.isArray;
const tag = (tag, props = {}) => assign(DOC.createElement(tag), props);
const append = (el, ...sibs) => sibs.reduce((p, sib) => ((isArr(sib) ? append(p, ...sib) : p.appendChild(sib)), p), el);
const listener = (qe, name, call, opt = {}) => (qe.addEventListener(name, call, opt), qe);
const mouse = {x: 0, y: 0, button: false, lastX: undefined, lastY: undefined, draw: true, update: true}
function mouseEvents(e) {
mouse.update = true;
mouse.x = e.pageX;
mouse.y = e.pageY;
if (mouse.lastX === undefined) {
mouse.lastX = mouse.x;
mouse.lastY = mouse.y;
}
mouse.button = e.type === "mousedown" ? true : e.type === "mouseup" ? false : mouse.button;
}
["down", "up", "move"].forEach(name => document.addEventListener("mouse" + name, mouseEvents));
})();
canvas { position: absolute; top: 0px; left: 0px; cursor: crosshair}
.floatBtn { position : absolute; top: 0px; left: 180px; cursor: pointer}
I googled this topic during hours but I couldn't get any answer. I'm trying to trigger click event of a button in Canvas. The source code looks like below:
<body>
<div class="webgl">
<div id="unity">
<canvas id="canvas"></canvas>
</div>
</div></body>
I cannot reach the button element. I don't know that there is a solution. Can you help me please ?
We can't attach event handlers to the paths drawn inside canvas, but we can attach event to the whole canvas, get the x, y co-ordinates and find out whether the user clicked on a button inside canvas. You can run the following code, in which I have created 2 buttons and attached a click handler on whole canvas element. Inside that handler I am collecting the event co-ordinates and using some math to find out whether the click is actually happened on the button or not.
const canvas = document.getElementById('canvas');
const ctx = canvas.getContext('2d');
// create circles to draw
const buttons = [
{
x: 40,
y: 40,
width: 100,
height: 40,
color: 'rgb(255,0,0)',
text: 'Button 1'
},
{
x: 40,
y: 100,
width: 100,
height: 40,
color: 'rgb(255,0,255)',
text: 'Button 2'
}
];
buttons.forEach(b => {
ctx.beginPath();
ctx.rect(b.x, b.y, b.width, b.height);
ctx.fillStyle = b.color;
ctx.fill();
ctx.fillStyle = 'white';
ctx.font = "14px Arial";
ctx.fillText(b.text, b.x + b.width / 4, b.y + b.height / 1.6);
});
function isIntersect(pos, btn){
if(
(pos.x >= btn.x && pos.x < btn.x + btn.width) &&
(pos.y >= btn.y && pos.y < btn.y + btn.height)
)
return true;
return false;
}
canvas.addEventListener('click', (e) => {
const pos = {
x: e.clientX,
y: e.clientY
};
buttons.forEach((b,i) => {
if (isIntersect(pos, b)) {
alert('click on circle: ' + i);
}
});
});
body {
margin: 0;
padding: 0;
-webkit-box-sizing: border-box;
-moz-box-sizing: border-box;
box-sizing: border-box;
}
canvas{
border: 1px solid red;
}
<canvas id="canvas" />
I'm working on a website and added a custom HTML block with HTML, CSS and JavaScript. But in the view page it remains behind another content. Don't know why this is happening.
Red arrow is the custom HTML
The custom HTML block inside wordpress
body {
background-color: #eee;
}
#canvas1{
background-color: #fff;
border: 1px solid #ccc;
}
.slider {
width: 400px;
color: #ccc;
}
.wrapper {
position:relative;
}
.wrapper > canvas,
.wrapper > input {
position:absolute;
left:50px;
top:50px;
}
.wrapper > input {
left:150px !important; /* places the slider */
top:450px;
}
<div class="wrapper">
<canvas id = 'canvas1' style="margin:0 auto;display:block;" width="600" height="500"><p>Your browser does not support html5 canvas.</p></canvas>
<input id="volume" class="slider" type=range min=0 max=199 value=0 oninput='realTime(this)'>
</div>
//in this instance, canvas1 is an 800x800 canvas element
var context = document.getElementById('canvas1').getContext('2d');
context.font = '16px Roboto, "Helvetica Neue", Helvetica, Arial, sans-serif';
context.fillStyle = "#4D5C6D";
// a + b = width
var width = 200;
var focal = 0;
var timer = setInterval(function() {
drawEllipse(300, 250)
}, 100);
function realTime(obj) {
clearInterval(timer);
focal = obj.value;
drawEllipse(300, 250);
context.fillStyle = "#BBB";
context.fillRect(18, 145, 160, 20);
context.fillStyle = "#FFF";
context.fillText("Clique para reiniciar", 25, 160);
context.fillStyle = "#4D5C6D";
}
function drawEllipse(centerX, centerY) {
context.clearRect(0, 0, 600, 500);
var height = Math.sqrt((width * width) - (focal * focal));
var eccen = ((focal) / (width));
context.fillText("Excentricidade = " + eccen.toFixed(2), 20, 40);
context.fillText("Largura Focal = " + focal, 20, 70);
context.fillText("Maior Eixo = " + width, 20, 100);
context.fillText("Menor Eixo = " + height.toFixed(2), 20, 130);
context.fillRect(centerX - (focal / 2.0), centerY, 2, 2);
context.fillRect(centerX + (focal / 2.0), centerY, 2, 2);
volume.value = focal;
var a = width / 2.0;
var b = height / 2.0;
for (var t = 0; t < 360; t++) {
var theta = t * Math.PI / 180;
context.fillRect(centerX + a * Math.cos(theta), centerY + b * Math.sin(theta), 2, 2);
}
focal++;
if (focal >= 200) {
clearInterval(timer);
context.fillStyle = "#BBB";
context.fillRect(18, 145, 145, 20);
context.fillStyle = "#FFF";
context.fillText("Clique para repetir", 25, 160);
context.fillStyle = "#4D5C6D";
}
}
document.getElementById('canvas1').addEventListener('click', function() {
clearInterval(timer);
focal = 0;
timer = setInterval(function() {
drawEllipse(300, 250)
}, 50);
});
This HTML contains a simulation of the eccentricity of an ellipse.
I'm not sure what you want to achieve here.
I think if you want to choose which view is upon which view, try adding z-index to css styles. The higher z-index value, the upper the view will be.
Answer was given by Tim Wilson and Jeff Vdovjak. I just changed .wrapper > input to relative.
.wrapper > input {
position:relative;
Their answers:
Tim Wilson: What happens if you change the position of .wrapper > input to relative instead of absolute?
Jeff Vdovjak: Welcome to stackoverflow Felipe. Your .wrapper class has a position: absolute. So it breaks that content out of the page flow and puts it overtop of what is there. Try removing the absolute, and relying on the position: relative.**
Thank you guys!
I am working on a project where i need to create resizable rectangles on my image.
I found this codepen useful:
https://codepen.io/taye/pen/xEJeo
the problem is when i write same code in my codepen, its not working same. see
here
https://codepen.io/KushalParikh/pen/rJOeOy.
Can you please tell me what I am missing. I am new to javascript and svg.
my code
var svgCanvas = document.querySelector('svg'),
svgNS = 'http://www.w3.org/2000/svg',
rectangles = [];
function Rectangle (x, y, w, h, svgCanvas) {
this.x = x;
this.y = y;
this.w = w;
this.h = h;
this.stroke = 5;
this.el = document.createElementNS(svgNS, 'rect');
this.el.setAttribute('data-index', rectangles.length);
this.el.setAttribute('class', 'edit-rectangle');
rectangles.push(this);
this.draw();
svgCanvas.appendChild(this.el);
}
Rectangle.prototype.draw = function () {
this.el.setAttribute('x', this.x + this.stroke / 2);
this.el.setAttribute('y', this.y + this.stroke / 2);
this.el.setAttribute('width' , this.w - this.stroke);
this.el.setAttribute('height', this.h - this.stroke);
this.el.setAttribute('stroke-width', this.stroke);
}
interact('.edit-rectangle')
// change how interact gets the
// dimensions of '.edit-rectangle' elements
.rectChecker(function (element) {
// find the Rectangle object that the element belongs to
var rectangle = rectangles[element.getAttribute('data-index')];
// return a suitable object for interact.js
return {
left : rectangle.x,
top : rectangle.y,
right : rectangle.x + rectangle.w,
bottom: rectangle.y + rectangle.h
};
})
.inertia({
// don't jump to the resume location
// https://github.com/taye/interact.js/issues/13
zeroResumeDelta: true
})
.restrict({
// restrict to a parent element that matches this CSS selector
drag: 'svg',
// only restrict before ending the drag
endOnly: true,
// consider the element's dimensions when restricting
elementRect: { top: 0, left: 0, bottom: 1, right: 1 }
})
.draggable({
max: Infinity,
onmove: function (event) {
var rectangle = rectangles[event.target.getAttribute('data-index')];
rectangle.x += event.dx;
rectangle.y += event.dy;
rectangle.draw();
}
})
.resizable({
max: Infinity,
onmove: function (event) {
var rectangle = rectangles[event.target.getAttribute('data-index')];
rectangle.w = Math.max(rectangle.w + event.dx, 10);
rectangle.h = Math.max(rectangle.h + event.dy, 10);
rectangle.draw();
}
});
interact.maxInteractions(Infinity);
for (var i = 0; i < 5; i++) {
new Rectangle(50 + 100 * i, 80, 80, 80, svgCanvas);
}
svg {
width: 100%;
height: 240px;
background-color: #2e9;
-ms-touch-action: none;
touch-action: none;
}
.edit-rectangle {
fill: #92e;
stroke: black;
}
body { margin: 0; }
<svg>
</svg>
Indeed your pen is not working properly. You forgot to add interact.js to your pen as necessary javascript resource. Just go to Settings|Javascript and add something like https://c4d6f7d727e094887e93-4ea74b676357550bd514a6a5b344c625.ssl.cf2.rackcdn.com/interact-1.1.1.min.js
You need to import
https://c4d6f7d727e094887e93-4ea74b676357550bd514a6a5b344c625.ssl.cf2.rackcdn.com/interact-1.1.1.min.js
in your JS
I am thinking of making a mouseover detect on edges for arbor.js data chart. I can detect the mouse on the edges by employing canvas getImageData technique
function detectLine(x, y,content) {
var imageData = ctx.getImageData(0, 0, w, h),
inputData = imageData.data,
pData = (~~x + (~~y * w)) * 4;
if (inputData[pData]===16 && edg._id) {
var z=sys.getEdges(ion,lbl);
console.log(z)
$('<div id="tooltip">' + content + '</div>').css( {
position: 'absolute',
display: 'none',
top: y + 5,
left: x + 5,
border: '1px solid #fdd',
padding: '2px',
'background-color': '#fee',
opacity: 0.80
}).appendTo("body").fadeIn(200);
return true;
}
else{
$("#tooltip").remove();
return false;
}
}
and then calling this:
canvas.addEventListener("mousemove", function(e){
var x = parseInt(e.offsetX);
var y = parseInt(e.offsetY);
detectLine(x,y,nd._id);
// console.log(edg.target.data.label);
});
This surely detects the edges on mouseover, but i can't get to get the id or name of each edge on the tooltip. This works by detecting the color pixel of the edges which I have kept same for all the edges. Any idea on how to call the particular edge name or id when mouseover is detected.