I am making a pie chart with canvas but I am unable to put labels into the canvas. I tried so many things... Can you help me?
HTML
<canvas id="can" width="200" height="200" />
JS
var D1 = 15;
var D2 = 15;
var D3 = 45;
var D4 = 25;
var canvas = document.getElementById("can");
var ctx = canvas.getContext("2d");
var lastend = 0;
var data = [D1,D2,D3,D4]; // If you add more data values make sure you add more colors
var myTotal = 0; // Automatically calculated so don't touch
var myColor = ["#ECD078","#D95B43","#C02942","#542437"];
var labels = ["25%","25%","25%","25%"];
for (var e = 0; e < data.length; e++) {
myTotal += data[e];
ctx.font = 'bold 15pt Calibri';
ctx.fillText(labels[e],15,15);
}
for (var i = 0; i < data.length; i++) {
ctx.fillStyle = myColor[i];
ctx.beginPath();
ctx.moveTo(canvas.width / 2, canvas.height / 2);
// Arc Parameters: x, y, radius, startingAngle (radians), endingAngle (radians), antiClockwise (boolean)
ctx.arc(canvas.width / 2, canvas.height / 2, canvas.height / 2, lastend, lastend + (Math.PI * 2 * (data[i] / myTotal)), false);
ctx.lineTo(canvas.width / 2, canvas.height / 2);
ctx.fill();
lastend += Math.PI * 2 * (data[i] / myTotal);
}
My intention is to put the labels[] number in order, inside the pie chart.
If its not too late, you may try this:
https://jsfiddle.net/rradik/kuqdwuyd/
<canvas id="canvas" width="200" height="200" />
var canvas;
var ctx;
var lastend = 0;
var pieColor = ["#ECD078","#D95B43","#C02942","#542437","#53777A"];
var pieData = [10,30,20,60,40];
var pieTotal = 10 + 30 + 20 + 60 + 40; // done manually for demo
canvas = document.getElementById("canvas");
ctx = canvas.getContext("2d");
ctx.clearRect(0, 0, canvas.width, canvas.height);
var hwidth = ctx.canvas.width/2;
var hheight = ctx.canvas.height/2;
for (var i = 0; i < pieData.length; i++) {
ctx.fillStyle = pieColor[i];
ctx.beginPath();
ctx.moveTo(hwidth,hheight);
ctx.arc(hwidth,hheight,hheight,lastend,lastend+
(Math.PI*2*(pieData[i]/pieTotal)),false);
ctx.lineTo(hwidth,hheight);
ctx.fill();
//Labels on pie slices (fully transparent circle within outer pie circle, to get middle of pie slice)
//ctx.fillStyle = "rgba(255, 255, 255, 0.5)"; //uncomment for debugging
// ctx.beginPath();
// ctx.moveTo(hwidth,hheight);
// ctx.arc(hwidth,hheight,hheight/1.25,lastend,lastend+
// (Math.PI*(pieData[i]/pieTotal)),false); //uncomment for debugging
var radius = hheight/1.5; //use suitable radius
var endAngle = lastend + (Math.PI*(pieData[i]/pieTotal));
var setX = hwidth + Math.cos(endAngle) * radius;
var setY = hheight + Math.sin(endAngle) * radius;
ctx.fillStyle = "#ffffff";
ctx.font = '14px Calibri';
ctx.fillText(pieData[i],setX,setY);
// ctx.lineTo(hwidth,hheight);
//ctx.fill(); //uncomment for debugging
lastend += Math.PI*2*(pieData[i]/pieTotal);
}
May not be perfect and very efficient one, but does the job nevertheless
The problem was that all your text was overlapping.
I simply changed the order of execution. The text is now drawn after the pie chart. One more thing, I added an offset to the text, each time the loop runs I offset by 50.
Working Example
var offset = 50;
for (var e = 0; e < data.length; e++) {
ctx.font = 'bold 15pt Calibri';
ctx.fillText(labels[e],offset*e,180);
}
Related
In my canvas pie chart, I'm trying to get my labels to display either an A, B, or a C primarily using the following snippets of code:
var PI2 = Math.PI * 2;
var myColor = ["white", "white", "white"];
var myData = [30, 60, 29];
var myLabels = ["A", "B","C"]
var cx = 150;
var cy = 150;
var radius = 80;
pieChart(myData, myColor, myLabels);
// draw the the label at end of sector
var midAngle = endAngle ;
var labelRadius = radius * 1.5;
var x = cx + (labelRadius) * Math.cos(midAngle);
var y = cy + (labelRadius) * Math.sin(midAngle);
ctx.fillStyle = 'blue';
ctx.fillText(myLabels, x, y);
Full code here: http://jsfiddle.net/2mf8gt2c/8/
However, each label shows all three letters from MyLabels. I tried adding an [i] after myLabels, but then only one sector appears.
How can I get each of the labels to display its respective letter?
Thanks!
Add a fifth argument to the drawWedge function and when calling the function inside for loop, pass myLabels[i] as the fifth parameter.
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var cw = canvas.width;
var ch = canvas.height;
ctx.lineWidth = 2;
ctx.font = '12px verdana';
var PI2 = Math.PI * 2;
var myColor = ["white", "white", "white"];
var myData = [30, 60, 29];
var myLabels = ["A", "B", "C"];
var cx = 150;
var cy = 150;
var radius = 80;
pieChart(myData, myColor, myLabels);
function pieChart(data, colors, myLabels) {
var total = 0;
for (var i = 0; i < data.length; i++) {
total += data[i];
}
var sweeps = []
for (var i = 0; i < data.length; i++) {
sweeps.push(data[i] / total * PI2);
}
var accumAngle = 0;
for (var i = 0; i < sweeps.length; i++) {
drawWedge(accumAngle, accumAngle + sweeps[i], colors[i], data[i], myLabels[i]);
accumAngle += sweeps[i];
}
}
function drawWedge(startAngle, endAngle, fill, label, letter) {
// draw the wedge
ctx.beginPath();
ctx.moveTo(cx, cy);
ctx.arc(cx, cy, radius, startAngle, endAngle, false);
ctx.closePath();
ctx.fillStyle = fill;
ctx.strokeStyle = 'black';
ctx.fill();
ctx.stroke();
// draw the label in middle of sector
var midAngle = startAngle + (endAngle - startAngle) / 2;
var labelRadius = radius * 0.5;
var x = cx + (labelRadius) * Math.cos(midAngle);
var y = cy + (labelRadius) * Math.sin(midAngle);
ctx.fillStyle = 'green';
ctx.fillText(label, x, y);
// draw the label in middle of arc on exterior
var midAngle = startAngle + (endAngle - startAngle) / 2;
var labelRadius = radius * 1.25;
var x = cx + (labelRadius) * Math.cos(midAngle);
var y = cy + (labelRadius) * Math.sin(midAngle);
ctx.fillStyle = 'black';
ctx.fillText(label, x, y);
// draw the the label at start of sector
var midAngle = startAngle;
var labelRadius = radius * 1.25;
var x = cx + (labelRadius) * Math.cos(midAngle);
var y = cy + (labelRadius) * Math.sin(midAngle);
ctx.fillStyle = 'red';
ctx.fillText(label, x, y);
// draw the the label at end of sector
var midAngle = endAngle;
var labelRadius = radius * 1.5;
var x = cx + (labelRadius) * Math.cos(midAngle);
var y = cy + (labelRadius) * Math.sin(midAngle);
ctx.fillStyle = 'blue';
ctx.fillText(letter, x, y);
}
<section>
<div>
<table width="80%" cellpadding=1 cellspacing=1 border=0>
<tr>
<td width=50%>
<canvas id="canvas" align="center" width="400" height="300"> This text is displayed if your browser does not support HTML5 Canvas. </canvas>
</td>
</tr>
</table>
</div>
</section>
I'm attempting to draw the rotating line in this canvas animation with trailing opacity but it's not working. I've seen this effect with rectangles and arcs but never with a line, so I'm not sure what I need to add.
function radians(degrees) {
return degrees * (Math.PI / 180);
}
var timer = 0;
function sonar() {
var canvas = document.getElementById('sonar');
if (canvas) {
var ctx = canvas.getContext('2d');
var cx = innerWidth / 2,
cy = innerHeight / 2;
canvas.width = innerWidth;
canvas.height = innerHeight;
//ctx.clearRect(0, 0, innerWidth, innerHeight);
ctx.fillStyle = 'rgba(255, 255, 255, 0.5)';
ctx.fillRect(0, 0, innerWidth, innerHeight);
var radii = [cy, cy - 30, innerHeight / 3.33, innerHeight / 6.67];
for (var a = 0; a < 4; a++) {
ctx.beginPath();
ctx.arc(cx, cy, radii[a], radians(0), radians(360), false);
ctx.strokeStyle = 'limegreen';
ctx.stroke();
ctx.closePath();
}
// draw grid lines
for (var i = 0; i < 12; i++) {
var x = cx + cy * Math.cos(radians(i * 30));
var y = cy + cy * Math.sin(radians(i * 30));
ctx.beginPath();
ctx.moveTo(cx, cy);
ctx.lineTo(x, y);
ctx.lineCap = 'round';
ctx.strokeStyle = 'rgba(50, 205, 50, 0.45)';
ctx.stroke();
ctx.closePath();
}
if (timer <= 360) {
timer++;
ctx.beginPath();
ctx.fillstyle = 'limegreen';
ctx.moveTo(cx, cy);
ctx.lineTo(cx + cy * Math.cos(radians(timer)), cy + cy * Math.sin(radians(timer)));
ctx.strokeStyle = 'limegreen';
ctx.stroke();
ctx.closePath();
} else {
timer = 0;
}
requestAnimationFrame(sonar);
}
}
sonar();
jsbin example
Here are two ways to do this: with a gradient and by adding translucent lines.
Sidenote, you should try and only redraw what you need to redraw. I separated the canvases and put one on top of the other so that we don't redraw the grid all the time.
function radians(degrees) {
return degrees * (Math.PI / 180);
}
var timer = 0;
function trail() {
var canvas = document.getElementById('trail');
var ctx = canvas.getContext('2d');
ctx.clearRect(0, 0, innerWidth, innerHeight);
var cx = innerWidth / 2,
cy = innerHeight / 2;
canvas.width = innerWidth;
canvas.height = innerHeight;
if (timer <= 360) {
timer++;
ctx.beginPath();
ctx.fillstyle = 'limegreen';
ctx.moveTo(cx, cy);
ctx.arc(cx,cy,cy,radians(timer-30),radians(timer));
ctx.lineTo(cx + cy * Math.cos(radians(timer)), cy + cy * Math.sin(radians(timer)));
var gradient = ctx.createLinearGradient(
cx+cy*Math.cos(radians(timer)), cy+cy*Math.sin(radians(timer)),
cx+cy*0.9*Math.cos(radians(timer-30)), cy+cy*0.9*Math.sin(radians(timer-30)));
gradient.addColorStop(0,'limegreen');
gradient.addColorStop(1,'transparent');
ctx.strokeStyle='transparent';
ctx.fillStyle = gradient;
ctx.fill();
ctx.beginPath();
var fade = 10;
for(var i =0;i<fade;i++)
{
ctx.moveTo(cx, cy);
ctx.lineTo(cx+cy*Math.cos(radians(180+timer-i*1.3)),cy+cy*Math.sin(radians(180+timer-i*1.3)));
ctx.strokeStyle ="rgba(50,205,50,0.1)";
ctx.lineWidth=5;
ctx.closePath();
ctx.stroke();
}
} else {
timer = 0;
}
requestAnimationFrame(trail);
}
function sonar() {
var canvas = document.getElementById('sonar');
if (canvas) {
var ctx = canvas.getContext('2d');
var cx = innerWidth / 2,
cy = innerHeight / 2;
canvas.width = innerWidth;
canvas.height = innerHeight;
//ctx.clearRect(0, 0, innerWidth, innerHeight);
var radii = [cy, cy - 30, innerHeight / 3.33, innerHeight / 6.67];
for (var a = 0; a < 4; a++) {
ctx.beginPath();
ctx.arc(cx, cy, radii[a], radians(0), radians(360), false);
ctx.strokeStyle = 'limegreen';
ctx.stroke();
ctx.closePath();
}
// draw grid lines
for (var i = 0; i < 12; i++) {
var x = cx + cy * Math.cos(radians(i * 30));
var y = cy + cy * Math.sin(radians(i * 30));
ctx.beginPath();
ctx.moveTo(cx, cy);
ctx.lineTo(x, y);
ctx.lineCap = 'round';
ctx.strokeStyle = 'rgba(50, 205, 50, 0.45)';
ctx.stroke();
ctx.closePath();
}
}
}
sonar();
trail();
canvas{
position: absolute;
}
<canvas id=sonar></canvas>
<canvas id=trail></canvas>
The problem is that to get this effect, you need to draw a triangle with a gradient along an arc, and you can't do that in a canvas. Gradients must be linear or radial.
The other option is to have an inner loop run each time you want to draw the sweeper, and go backwards from your sweeper line, drawing with slightly less opacity each time. But lets say you want your sweep to cover 15 degrees--obviously, if you have a 100% opacity line at d and a 5% opacity line at d - 15, that doesn't do the trick. So start filling in more lines, and more lines...you will have to draw so many lines to make it seem filled your performance would probably suffer.
My suggestion--you shouldn't have to redraw that on every frame. I would just make a PNG that looks like you want it to, and then place it and just rotate it around the center on each frame. No need to redraw it all the time then. That will be much faster than drawing a bunch of lines.
Canvas stack trails.
Below is a quick demo of how to use a stack of canvases to create a trailing effect.
You have a normal on screen canvas (this FX will not effect it) and then a stack of canvases for the trail FX. Each frame you move to the next canvas in the stack, first slightly clearing it then drawing to it what you want to trail. Then you render that canvas and the one just above it to the canvas.
A point to keep in mind is that the trails can also have a hugh range of FX, like blurring (just render each frame stack on itself slightly offset each time you render to it), zoom in and out trails. Trails on top or trails under. You can change the trail distance and much more.
It is overkill but over kill is fun.
The slider above the demo controls the trail length. Also the code need babel because I dont have time to write it for ES5.
Top slider is trail amount.One under that is trail distance. Trail dist does not transition well. Sorry about that.
//==============================================================================
// helper function
function $(query,q1){
if(q1 !== undefined){
if(typeof query === "string"){
var e = document.createElement(query);
if(typeof q1 !== "string"){
for(var i in q1){
e[i] = q1[i];
}
}else{
e.id = q1;
}
return e;
}
return [...query.querySelectorAll(q1)];
}
return [...document.querySelectorAll(query)];
}
function $$(element,e1){
if(e1 !== undefined){
if(typeof element === "string"){
$(element)[0].appendChild(e1);
return e1;
}
element.appendChild(e1);
return e1;
}
document.body.appendChild(element);
return element;
}
function $E(element,types,listener){
if(typeof types === "string"){
types = types.split(",");
}
element = $(element)[0];
types.forEach(t=>{
element.addEventListener(t,listener)
});
return element;
}
function R(I){
if(I === undefined){
return Math.random();
}
return Math.floor(Math.random()*I);
}
//==============================================================================
//==============================================================================
// answer code
// canvas size
const size = 512;
const trailDist = 10; // There is this many canvases so be careful
var trailDistCurrent = 10; // distance between trails
var clearAll = false;
// create a range slider for trail fade
$$($("input",{type:"range",width : size, min:0, max:100, step:0.1, value:50, id:"trail-amount",title:"Trail amount"}));
$("#trail-amount")[0].style.width = size + "px";
$E("#trail-amount","change,mousemove",function(e){fadeAmount = Math.pow(this.value / 100,2);});
// create a range slider trail distance
$$($("input",{type:"range",width : size, min:2, max:trailDist , step:1, value:trailDist , id:"trail-dist",title:"Trail seperation"}));
$("#trail-dist")[0].style.width = size + "px";
$E("#trail-dist","change,mousemove", function(e){
if(this.value !== trailDistCurrent){
trailDistCurrent= this.value;
clearAll = true;
}
});
$$($("br","")) // put canvas under the slider
// Main canvas
var canvas;
$$(canvas = $("canvas",{width:size,height:size})); // Not jquery. Just creates a canvas
// and adds canvas to the document
var ctx = canvas.getContext("2d");
// Trailing canvas
var trailCanvases=[];
var i =0; // create trail canvas
while(i++ < trailDist){trailCanvases.push($("canvas",{width:size,height:size}));}
var ctxT = trailCanvases.map(c=>c.getContext("2d")); // get context
var topCanvas = 0;
var fadeAmount = 0.5;
// Draw a shape
function drawShape(ctx,shape){
ctx.lineWidth = shape.width;
ctx.lineJoin = "round";
ctx.strokeStyle = shape.color;
ctx.setTransform(shape.scale,0,0,shape.scale,shape.x,shape.y);
ctx.rotate(shape.rot);
ctx.beginPath();
var i = 0;
ctx.moveTo(shape.shape[i++],shape.shape[i++]);
while(i < shape.shape.length){
ctx.lineTo(shape.shape[i++],shape.shape[i++]);
}
ctx.stroke();
}
// Create some random shapes
var shapes = (function(){
function createRandomShape(){
var s = [];
var len = Math.floor(Math.random()*5 +4)*2;
while(len--){
s[s.length] = (R() + R()) * 20 * (R() < 0.5 ? -1 : 1);
}
return s;
}
var ss = [];
var i = 10;
while(i--){
ss[ss.length] = createRandomShape();
}
ss[ss.length] = [0,0,300,0]; // create single line
return ss;
})();
// Create some random poits to move the shapes
var points = (function(){
function point(){
return {
color : "hsl("+R(360)+",100%,50%)",
shape : shapes[R(shapes.length)],
width : R(4)+1,
x : R(size),
y : R(size),
scaleMax : R()*0.2 + 1,
scale : 1,
s : 0,
rot : R()*Math.PI * 2,
dr : R()*0.2 -0.1,
dx : R()*2 - 1,
dy : R()*2 - 1,
ds : R() *0.02 + 0.01,
}
}
var line = shapes.pop();
var ss = [];
var i = 5;
while(i--){
ss[ss.length] = point();
}
var s = ss.pop();
s.color = "#0F0";
s.x = s.y = size /2;
s.dx = s.dy = s.ds = 0;
s.scaleMax = 0.5;
s.dr = 0.02;
s.shape = line;
s.width = 6;
ss.push(s);
return ss;
})();
var frameCount = 0; // used to do increamental fades for long trails
function update(){
// to fix the trail distance problem when fade is low and distance high
if(clearAll){
ctxT.forEach(c=>{
c.setTransform(1,0,0,1,0,0);
c.clearRect(0,0,size,size);
});
clearAll = false;
}
frameCount += 1;
// get the next canvas that the shapes are drawn to.
topCanvas += 1;
topCanvas %= trailDistCurrent;
var ctxTop = ctxT[topCanvas];
// clear the main canvas
ctx.setTransform(1,0,0,1,0,0); // reset transforms
// Fade the trail canvas
ctxTop.setTransform(1,0,0,1,0,0);
ctx.clearRect(0,0,size,size); // clear main canvas
// slowly blendout trailing layer
if(fadeAmount < 0.1){ // fading much less than this leaves perminant trails
// so at low levels just reduce how often the fade is done
if(((Math.floor(frameCount/trailDistCurrent)+topCanvas) % Math.ceil(1 / (fadeAmount * 10))) === 0 ){
ctxTop.globalAlpha = 0.1;
ctxTop.globalCompositeOperation = "destination-out";
ctxTop.fillRect(0,0,size,size);
}
}else{
ctxTop.globalAlpha = fadeAmount;
ctxTop.globalCompositeOperation = "destination-out";
ctxTop.fillRect(0,0,size,size);
}
ctxTop.globalCompositeOperation = "source-over";
ctxTop.globalAlpha = 1;
// draw shapes
for(var i = 0; i < points.length; i ++){
var p = points[i];
p.x += p.dx; // move the point
p.y += p.dy;
p.rot += p.dr;
p.s += p.ds;
p.dr += Math.sin(p.s) * 0.001;
p.scale = Math.sin(p.s) * p.scaleMax+1;
p.x = ((p.x % size) + size) % size;
p.y = ((p.y % size) + size) % size;
drawShape(ctxTop,p); // draw trailing layer (middle)
}
// draw the trail the most distance from the current position
ctx.drawImage(trailCanvases[(topCanvas + 1)%trailDistCurrent],0,0);
// do it all again.
requestAnimationFrame(update);
}
update();
I'm just starting with js and need little help! I got these two functions, to draw circles and splattered circles, I need to create a for loop to draw 10 random coloured circles and 10 random splattered circles! how can i do it? thanks
<canvas id="myCanvas" width="550" height="400"></canvas>
<script>
var randomColour;
var randomSize;
var xPos;
var yPos;
var i;
var j;
randomColour = '#' + Math.random().toString(16).substring(4); // random colour
c = document.getElementById("myCanvas");
ctx = c.getContext("2d");
function drawFilledCircle(size,xPos,Ypos,colour){ //draw circle
ctx.beginPath();
ctx.arc(xPos,yPos,size,0,2*Math.PI);
ctx.fillStyle = colour;
ctx.fill();
}
function drawSplatter(size,xPos,yPos,colour){ // draw splattered circle
for(j=0;j<10;j++){
var splatSize = size / Math.round(Math.random()*30);
drawFilledCircle(splatSize,xPos + Math.round(Math.random()*50),yPos + Math.round(Math.random()*50),colour);
}
}
</script>
var randomColour;
var randomSize;
var xPos;
var yPos;
var i;
var j;
c = document.getElementById("myCanvas");
ctx = c.getContext("2d");
function drawFilledCircle(size, xPos, yPos, colour) { //draw circle
ctx.beginPath();
ctx.arc(xPos, yPos, size, 0, 2 * Math.PI);
ctx.fillStyle = colour;
ctx.fill();
}
function drawSplatter(size, xPos, yPos, colour) { // draw splattered circle
for (j = 0; j < 10; j++) {
var splatSize = size / Math.round(Math.random() * 30);
drawFilledCircle(splatSize, xPos + Math.round(Math.random() * 50), yPos + Math.round(Math.random() * 50), colour);
}
}
var maxSize = 30;
var minSize = 10;
var maxX = c.width;
var maxY = c.height;
function randoms() {
var size = Math.ceil(Math.random() * maxSize);
size = Math.max(size, minSize);
var x = Math.floor(Math.random() * maxX);
var y = Math.floor(Math.random() * maxY);
var colour = '#' + Math.random().toString(16).substr(2,6);
return {size:size, x:x, y:y, colour:colour};
}
for (var i = 0; i < 10; i++) {
var r = randoms();
drawFilledCircle(r.size, r.x, r.y, r.colour);
r = randoms();
drawSplatter(r.size, r.x, r.y, r.colour);
}
body {
background-color:#222222;
}
<canvas id="myCanvas" width="550" height="400"></canvas>
I have a working 2d pie chart created using canvas2d by HTML and JavaScript. Is it possible to have in 3d the below same thing by using HTML, CSS, js or jQuery too. If not, is there any advanced graphics options such as splitting the pie chart and displaying it but 3d is preferred. Thanks in advance.
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
nvas.height;
ctx.lineWidth = 2;
ctx.font = '12px verdana';
ctx.textAlign='center';
ctx.textBaseline='middle';
var PI2 = Math.PI * 2;
var myColor = ['green','blue'];
var myData = [chv2,chs2];
var labels =["LA:" +chv2+"%","LB:" +chs2+"%"];
var cx = 150;
var cy = 150;
var radius = 100;
pieChart(myData, myColor);
function pieChart(data, colors) {
var total = 0;
for (var i = 0; i < data.length; i++) {
total += data[i];
}
var sweeps = [];
for (var i = 0; i < data.length; i++) {
sweeps.push(data[i] / total * PI2);
}
var accumAngle = 0;
for (var i = 0; i < sweeps.length; i++) {
drawWedge(accumAngle, accumAngle + sweeps[i], colors[i], labels[i]);
accumAngle += sweeps[i];
}
}
function drawWedge(startAngle, endAngle, fill, label) {
// draw the wedge
ctx.beginPath();
ctx.moveTo(cx, cy);
ctx.arc(cx, cy, radius, startAngle, endAngle, false);
ctx.closePath();
ctx.fillStyle = fill;
ctx.strokeStyle = 'black';
ctx.fill();
ctx.stroke();
// draw the label
var midAngle = startAngle + (endAngle - startAngle) / 2;
var labelRadius = radius * .75;
var x = cx + (labelRadius) * Math.cos(midAngle);
var y = cy + (labelRadius) * Math.sin(midAngle);
ctx.fillStyle = 'white';
ctx.fillText(label, x, y);
}
<canvas id="canvas" width="300" height="300" style="display:none;" >
This text is displayed if your browser does not support HTML5 Canvas.
</canvas>
Use this example using html, css, javascript:
var chart;
var legend;
var chartData = [{
country: "Lithuania",
value: 260},
/* more values ... */];
AmCharts.ready(function() {
// PIE CHART
chart = new AmCharts.AmPieChart();
chart.dataProvider = chartData;
chart.titleField = "country";
chart.valueField = "value";
chart.outlineColor = "";
chart.outlineAlpha = 0.8;
chart.outlineThickness = 2;
// this makes the chart 3D
chart.depth3D = 20;
chart.angle = 30;
// WRITE
chart.write("chartdiv");
});
I'm trying to plot a pie chart using HTML5 and Canvas.
Here below is my working example in jsfiddle.
http://jsfiddle.net/2mf8gt2c/
I need to show the values inside of the pie chart.
i.e
var myColor = ["Green","Red","Blue"];
var myData = [30,60,10];
The value should be displayed inside the pie chart. How can I achieve that?
The full code is available below.
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<title>My Title</title>
</head>
<body>
<section>
<div>
<table width="80%" cellpadding=1 cellspacing=1 border=0>
<tr>
<td width=50%><canvas id="canvas" align="center" width="400" height="250"> This text is displayed if your browser does not support HTML5 Canvas. </canvas>
</td>
</tr>
</table>
</div>
<script type="text/javascript">
var myColor = ["Green","Red","Blue"];
var myData = [30,60,10];
function degreesToRadians(degrees) {
return (degrees * Math.PI)/180;
}
function sumTo(a, i) {
var sum = 0;
for (var j = 0; j < i; j++) {
sum += a[j];
}
return sum;
}
function getTotal(){
var myTotal = 0;
for (var j = 0; j < myData.length; j++) {
myTotal += (typeof myData[j] == 'number') ? myData[j] : 0;
}
return myTotal;
}
var drawSegmentLabel = function(canvas, context, i)
{
context.save();
var x = Math.floor(250 / 2);
var y = Math.floor(100 / 2);
var angle;
var angleD = sumTo(myData, i);
var flip = (angleD < 90 || angleD > 270) ? false : true;
context.translate(x, y);
if (flip) {
angleD = angleD-180;
context.textAlign = "left";
angle = degreesToRadians(angleD);
context.rotate(angle);
context.translate(-(x + (canvas.width * 0.5))+15, -(canvas.height * 0.05)-10);
}
else {
context.textAlign = "right";
angle = degreesToRadians(angleD);
context.rotate(angle);
}
var fontSize = Math.floor(canvas.height / 25);
context.font = fontSize + "pt Helvetica";
context.fillStyle = "black";
var dx = Math.floor(250 * 0.5) - 10;
var dy = Math.floor(100 * 0.05);
context.fillText(myData[i], dx, dy);
context.restore();
}
function plotData()
{
var canvas;
var ctx;
var lastend = 0;
var myTotal = getTotal();
var pRadius = 100;
var xPie=250;
canvas = document.getElementById("canvas");
ctx = canvas.getContext("2d");
ctx.imageSmoothingEnabled = true;
ctx.clearRect(0, 0, canvas.width, canvas.height);
for (var i = 0; i < myData.length; i++)
{
ctx.fillStyle = myColor[i];
ctx.beginPath();
ctx.moveTo(xPie,pRadius+10);
ctx.arc(xPie,pRadius+10,pRadius,lastend,lastend +
(Math.PI*2*(myData[i]/myTotal)),false);
ctx.lineTo(xPie,pRadius+10);
ctx.fill();
lastend += Math.PI*2*(myData[i]/myTotal);
ctx.lineWidth = 2;
ctx.strokeStyle = '#000000';
ctx.stroke();
}
}
plotData();
</script>
</section>
</body>
</html>
Can someone help me to get this done?
Thanks,
Kimz
Here's an alternate way to draw a wedge with a specified starting & ending angle:
ctx.beginPath();
ctx.moveTo(cx,cy);
ctx.arc(cx,cy,radius,startAngle,endAngle,false);
ctx.closePath();
ctx.fillStyle=fill;
ctx.strokeStyle='black';
ctx.fill();
ctx.stroke();
I suggest this alternate method because you can easily calculate the angle exactly between the starting & ending angle like this:
var midAngle=startAngle+(endAngle-startAngle)/2;
And given the midAngle, you can use some trigonometry to calculate where to draw your values inside the wedge:
// draw the value labels 75% of the way from centerpoint to
// the outside of the wedge
var labelRadius=radius*.75;
// calculate the x,y at midAngle
var x=cx+(labelRadius)*Math.cos(midAngle);
var y=cy+(labelRadius)*Math.sin(midAngle);
Here's example code and a Demo:
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var cw = canvas.width;
var ch = canvas.height;
ctx.lineWidth = 2;
ctx.font = '12px verdana';
var PI2 = Math.PI * 2;
var myColor = ["Green", "Red", "Blue"];
var myData = [30, 60, 10];
var cx = 150;
var cy = 150;
var radius = 100;
pieChart(myData, myColor);
function pieChart(data, colors) {
var total = 0;
for (var i = 0; i < data.length; i++) {
total += data[i];
}
var sweeps = []
for (var i = 0; i < data.length; i++) {
sweeps.push(data[i] / total * PI2);
}
var accumAngle = 0;
for (var i = 0; i < sweeps.length; i++) {
drawWedge(accumAngle, accumAngle + sweeps[i], colors[i], data[i]);
accumAngle += sweeps[i];
}
}
function drawWedge(startAngle, endAngle, fill, label) {
// draw the wedge
ctx.beginPath();
ctx.moveTo(cx, cy);
ctx.arc(cx, cy, radius, startAngle, endAngle, false);
ctx.closePath();
ctx.fillStyle = fill;
ctx.strokeStyle = 'black';
ctx.fill();
ctx.stroke();
// draw the label
var midAngle = startAngle + (endAngle - startAngle) / 2;
var labelRadius = radius * .75;
var x = cx + (labelRadius) * Math.cos(midAngle);
var y = cy + (labelRadius) * Math.sin(midAngle);
ctx.fillStyle = 'white';
ctx.fillText(label, x, y);
}
body {
background-color: ivory;
padding: 10px;
}
#canvas {
border: 1px solid red;
}
<canvas id="canvas" width=400 height=300></canvas>