I need to find a way to draw a 1000x1000 squares grid, each square is clickable and they must be independently color changeable. Like mines game. I can use HTML (pure or using Canvas or SVG), CSS and JavaScript for this.
I know how to create one grid with these characteristics with JavaScript and CSS, it does well with 10x10 squares, with 100x100 the squares will turn into tall rectangles and 1000x1000 it loads, but the "squares" are soo much compressed that borders meet each other and renders a full gray page.
I tried using HTML and JavaScript to draw SVG squares, the squares' size problem solves, but I don't know how to make they change color when clicked and when I set to load 1000x1000 squares it will freeze the browse and eventually crash the tab.
Is this feasible in any way?
EDIT
Sorry if I wasn't clear, but yes, I need scroll bars in that. They are no problem for me.
You can see the two trials I described here:
JavaScript and CSS
var lastClicked;
var grid = clickableGrid(100,100,function(el,row,col,i){
console.log("You clicked on element:",el);
console.log("You clicked on row:",row);
console.log("You clicked on col:",col);
console.log("You clicked on item #:",i);
el.className='clicked';
if (lastClicked) lastClicked.className='';
lastClicked = el;
});
document.body.appendChild(grid);
function clickableGrid( rows, cols, callback ){
var i=0;
var grid = document.createElement('table');
grid.className = 'grid';
for (var r=0;r<rows;++r){
var tr = grid.appendChild(document.createElement('tr'));
for (var c=0;c<cols;++c){
var cell = tr.appendChild(document.createElement('td'));
++i;
cell.addEventListener('click',(function(el,r,c,i){
return function(){
callback(el,r,c,i);
}
})(cell,r,c,i),false);
}
}
return grid;
}
.grid { margin:1em auto; border-collapse:collapse }
.grid td {
cursor:pointer;
width:30px; height:30px;
border:1px solid #ccc;
}
.grid td.clicked {
background-color:gray;
}
JavaScript and HTML
document.createSvg = function(tagName) {
var svgNS = "http://www.w3.org/2000/svg";
return this.createElementNS(svgNS, tagName);
};
var numberPerSide = 20;
var size = 10;
var pixelsPerSide = 400;
var grid = function(numberPerSide, size, pixelsPerSide, colors) {
var svg = document.createSvg("svg");
svg.setAttribute("width", pixelsPerSide);
svg.setAttribute("height", pixelsPerSide);
svg.setAttribute("viewBox", [0, 0, numberPerSide * size, numberPerSide * size].join(" "));
for(var i = 0; i < numberPerSide; i++) {
for(var j = 0; j < numberPerSide; j++) {
var color1 = colors[(i+j) % colors.length];
var color2 = colors[(i+j+1) % colors.length];
var g = document.createSvg("g");
g.setAttribute("transform", ["translate(", i*size, ",", j*size, ")"].join(""));
var number = numberPerSide * i + j;
var box = document.createSvg("rect");
box.setAttribute("width", size);
box.setAttribute("height", size);
box.setAttribute("fill", color1);
box.setAttribute("id", "b" + number);
g.appendChild(box);
svg.appendChild(g);
}
}
svg.addEventListener(
"click",
function(e){
var id = e.target.id;
if(id)
alert(id.substring(1));
},
false);
return svg;
};
var container = document.getElementById("container");
container.appendChild(grid(100, 10, 2000, ["gray", "white"]));
<div id="container">
</div>
I will be trying implementing the given answers and ASAP I'll accept or update this question. Thanks.
SOLUTION
Just to record, I managed to do it using canvas to draw the grid and the clicked squares and added an event listener to know where the user clicks.
Here is the code in JavaScript and HTML:
function getSquare(canvas, evt) {
var rect = canvas.getBoundingClientRect();
return {
x: 1 + (evt.clientX - rect.left) - (evt.clientX - rect.left)%10,
y: 1 + (evt.clientY - rect.top) - (evt.clientY - rect.top)%10
};
}
function drawGrid(context) {
for (var x = 0.5; x < 10001; x += 10) {
context.moveTo(x, 0);
context.lineTo(x, 10000);
}
for (var y = 0.5; y < 10001; y += 10) {
context.moveTo(0, y);
context.lineTo(10000, y);
}
context.strokeStyle = "#ddd";
context.stroke();
}
function fillSquare(context, x, y){
context.fillStyle = "gray"
context.fillRect(x,y,9,9);
}
var canvas = document.getElementById('myCanvas');
var context = canvas.getContext('2d');
drawGrid(context);
canvas.addEventListener('click', function(evt) {
var mousePos = getSquare(canvas, evt);
fillSquare(context, mousePos.x, mousePos.y)
}, false);
<body>
<canvas id="myCanvas" width="10000" height="10000"></canvas>
</body>
Generating such a large grid with HTML is bound to be problematic.
Drawing the grid on a Canvas and using a mouse-picker technique to determine which cell was clicked would be much more efficient.
This would require 1 onclick and/or hover event instead of 1,000,000.
It also requires much less HTML code.
I wouldn't initialize all the squares right off, but instead as they are clicked -
(function() {
var divMain = document.getElementById('main'),
divMainPosition = divMain.getBoundingClientRect(),
squareSize = 4,
square = function(coord) {
var x = coord.clientX - divMainPosition.x + document.body.scrollLeft +
document.documentElement.scrollLeft,
y = coord.clientY - divMainPosition.y + document.body.scrollTop +
document.documentElement.scrollTop;
return {
x:Math.floor(x / squareSize),
y:Math.floor(y / squareSize)
}
}
divMain.addEventListener('click', function(evt) {
var sqr = document.createElement('div'),
coord = square(evt);
sqr.className = 'clickedSquare';
sqr.style.width = squareSize + 'px';
sqr.style.height = squareSize + 'px';
sqr.style.left = (coord.x * squareSize) + 'px';
sqr.style.top = (coord.y * squareSize) + 'px';
sqr.addEventListener('click', function(evt) {
console.log(this);
this.parentNode.removeChild(this);
evt.stopPropagation();
});
this.appendChild(sqr);
});
}());
#main {
width:4000px;
height:4000px;
background-color:#eeeeee;
position:relative;
}
.clickedSquare {
background-color:#dd8888;
position:absolute;
}
<div id="main">
</div>
Uses CSS positioning to determine which square was clicked on,
doesn't initialize a square until it's needed.
Granted I imagine this would start to have a negative impact to use r experience, but that would ultimately depend on their browser and machine.
Use the same format you noramlly use, but add this:
sqauareElement.height = 10 //height to use
squareElement.width = 10 //width to use
This will add quite a large scroll due to the size, but it's the only logical explanation I can come up with.
The canvas approach is fine, but event delegation makes it possible to do this with a table or <div> elements with a single listener:
const tbodyEl = document.querySelector("table tbody");
tbodyEl.addEventListener("click", event => {
const cell = event.target.closest("td");
if (!cell || !tbodyEl.contains(cell)) {
return;
}
const row = +cell.getAttribute("data-row");
const col = +cell.getAttribute("data-col");
console.log(row, col);
});
const rows = 100;
const cols = 100;
for (let i = 0; i < rows; i++) {
const rowEl = document.createElement("tr");
tbodyEl.appendChild(rowEl);
for (let j = 0; j < cols; j++) {
const cellEl = document.createElement("td");
rowEl.appendChild(cellEl);
cellEl.classList.add("cell");
cellEl.dataset.row = i;
cellEl.dataset.col = j;
}
}
.cell {
height: 4px;
width: 4px;
cursor: pointer;
border: 1px solid black;
}
table {
border-collapse: collapse;
}
<table><tbody></tbody></table>
Related
I'm trying to get a nice knob/dial that can be rotated to send a value back to the server via websockets.
The basic premise works well, I got the code from the web.
I am trying to modify the code so that I get a prettier knob. I've been successful by placing the canvas inside a couple of divs which display static images, while the canvas rotates a translucent image in response to mouse/touch events.
The additions that I made to the code work well on the desktop (I'm running Firefox 45.0.2) but do not work at all on an iPad (Safari, iOS 9.3.5) and only partially on an iPhone (iOS 10.2.1)
On the iPhone, the knob rotates in the opposite direction to that expected, and often only horizontal movement will start the knob rotating.
I'm not using (nor do I want to use) any libraries such as jquery.
The code below will work as is. However, removing the comment marks in the body section will cause the problems I indicated.
(Oh and to forestall any comments, the black background and odd text colour is just there to so that you can see the translucent element without the static backgrounds)
I'm not at all experienced with jscript and can only just manage to follow what the code is doing at the moment. (one of the reasons I don't want to use additional libraries)
I suspect that the problem lies with how the touch event coordinates are interpreted, but I can't test them in any way.
Any help or suggestions would be appreciated.
HTML Code:
<!DOCTYPE html>
<html>
<head>
<title>Stepper example</title>
<meta name="viewport" content="width=device-width, initial-scale=0.7">
<style>
body {
text-align: center; background-color: black;
color: red
}
.container{
position: relative;
background: url(step_background.png);
width: 480px;
height: 480px;
margin: auto;
z-index:1;
}
.knob{
position: relative;
top: 59px;
background: url(knob_bg.png);
width: 362px;
height:362px;
margin:auto;
z-index:2;
}
#stepper{
position: relative;
}
</style>
<script>
var MIN_TOUCH_RADIUS = 20;
var MAX_TOUCH_RADIUS = 200;
var CANVAS_WIDTH = 362, CANVAS_HEIGHT = 362;
var PIVOT_X = 181, PIVOT_Y = 181;
var plate_angle = 0;
var plate_img = new Image();
var click_state = 0;
var last_angle_pos = 0;
var mouse_xyra = {x:0, y:0, r:0.0, a:0.0};
var ws;
plate_img.src = "knob_fg.png";
function init() {
var stepper = document.getElementById("stepper");
var ctx = stepper.getContext("2d");
stepper.width = CANVAS_WIDTH;
stepper.height = CANVAS_HEIGHT;
stepper.addEventListener("touchstart", mouse_down);
stepper.addEventListener("touchend", mouse_up);
stepper.addEventListener("touchmove", mouse_move);
stepper.addEventListener("mousedown", mouse_down);
stepper.addEventListener("mouseup", mouse_up);
stepper.addEventListener("mousemove", mouse_move);
ctx.translate(PIVOT_X, PIVOT_Y);
rotate_plate(plate_angle);
}
function connect_onclick() {
if(ws == null) {
ws = new WebSocket('ws://'+ window.location.hostname + ':81/', ['arduino']);
document.getElementById("ws_state").innerHTML = "CONNECTING";
ws.onopen = ws_onopen;
ws.onclose = ws_onclose;
ws.onmessage = ws_onmessage;
ws.onerror = function(){ alert("websocket error " + this.url) };
}
else
ws.close();
}
function ws_onopen() {
document.getElementById("ws_state").innerHTML = "<font color='blue'>CONNECTED</font>";
document.getElementById("bt_connect").innerHTML = "Disconnect";
rotate_plate(plate_angle);
}
function ws_onclose() {
document.getElementById("ws_state").innerHTML = "<font color='gray'>CLOSED</font>";
document.getElementById("bt_connect").innerHTML = "Connect";
ws.onopen = null;
ws.onclose = null;
ws.onmessage = null;
ws = null;
rotate_plate(plate_angle);
}
function ws_onmessage(e_msg) {
e_msg = e_msg || window.event; // MessageEvent
plate_angle = Number(e_msg.data);
rotate_plate(plate_angle);
//alert("msg : " + e_msg.data);
}
function rotate_plate(angle) {
var stepper = document.getElementById("stepper");
var ctx = stepper.getContext("2d");
ctx.clearRect(-PIVOT_X, -PIVOT_Y, CANVAS_WIDTH, CANVAS_HEIGHT);
ctx.rotate(-angle / 180 * Math.PI);
ctx.drawImage(plate_img, -PIVOT_X, -PIVOT_Y);
ctx.rotate(angle / 180 * Math.PI);
/*
Currently, the angle displayed and sent as a message appears to be set such that movement in a clockwise direction
reports a negative number. Needs to be looked at, probably by changing "angle.toFixed" to "-angle.toFixed"
*/
if(ws && (ws.readyState == 1))
ws.send(plate_angle.toFixed(4) + "\r\n");
ws_angle = document.getElementById("ws_angle");
ws_angle.innerHTML = angle.toFixed(1);
}
function check_update_xyra(event, mouse_xyra) {
var x, y, r, a;
var min_r, max_r, width;
if(event.touches) {
var touches = event.touches;
x = (touches[0].pageX - touches[0].target.offsetLeft) - PIVOT_X;
y = PIVOT_Y - (touches[0].pageY - touches[0].target.offsetTop);
}
else {
x = event.offsetX - PIVOT_X;
y = PIVOT_Y - event.offsetY;
}
/* cartesian to polar coordinate conversion */
r = Math.sqrt(x * x + y * y);
a = Math.atan2(y, x);
mouse_xyra.x = x;
mouse_xyra.y = y;
mouse_xyra.r = r;
mouse_xyra.a = a;
if((r >= MIN_TOUCH_RADIUS) && (r <= MAX_TOUCH_RADIUS))
return true;
else
return false;
}
function mouse_down(event) {
if(event.target == stepper)
event.preventDefault();
if(event.touches && (event.touches.length > 1))
click_state = event.touches.length;
if(click_state > 1)
return;
if(check_update_xyra(event, mouse_xyra)) {
click_state = 1;
last_angle_pos = mouse_xyra.a / Math.PI * 180.0;
}
}
function mouse_up() {
click_state = 0;
}
function mouse_move(event) {
var angle_pos, angle_offset;
if(event.touches && (event.touches.length > 1))
click_state = event.touches.length;
if(!click_state || (click_state > 1))
return;
if(!check_update_xyra(event, mouse_xyra)) {
click_state = 0;
return;
}
event.preventDefault();
angle_pos = mouse_xyra.a / Math.PI * 180.0;
if(angle_pos < 0.0)
angle_pos = angle_pos + 360.0;
angle_offset = angle_pos - last_angle_pos;
last_angle_pos = angle_pos;
if(angle_offset > 180.0)
angle_offset = -360.0 + angle_offset;
else
if(angle_offset < -180.0)
angle_offset = 360 + angle_offset;
plate_angle += angle_offset;
rotate_plate(plate_angle);
}
window.onload = init;
</script>
</head>
<body>
<h2>
Smart Expansion / Stepper Motor<br><br>
Angle <font id="ws_angle" color="blue">0</font><br><br>
<!--
<div class="container">
<div class="knob">
-->
<canvas id="stepper"></canvas>
<!--
</div>
</div>
-->
<br><br>
WebSocket <font id="ws_state" color="gray">CLOSED</font>
</h2>
<p><button id="bt_connect" type="button" onclick="connect_onclick();">Connect</button></p>
</body>
</html>
I might need to add an additional comment to give the link to the backgound image
knob_bg.png
knob_fg.png
So, after managing to find out how to debug html on an ios device via firefox on windows, I have managed to find out what was causing my code to fail.
The problem was in the function check_update_xyra(event, mouse_xyra)
Specifically the lines :
x = (touches[0].pageX - touches[0].target.offsetLeft) - PIVOT_X;
y = PIVOT_Y - (touches[0].pageY - touches[0].target.offsetTop);
The target.offsetxxx was returning a value of 0. This made the radian value (r) to be out of bounds which caused the function to return false, or in the case of the iPhone caused the touch event to behave strangely.
The reason for for the offsets coming back as 0 was because I did not factor in the fact that they provided the offset from the targets parent only, not the document as a whole.
I managed to fix this by adding some code to add the offsets for all parent elements then used that sum to calculate new x and y coordinates.
My code change follows.
However, if anyone has a more elegant method of calculating the offsets, I would appreciate it.
Cheers...
function check_update_xyra(event, mouse_xyra) {
var x, y, r, a;
var tgtoffleft = 0;
var tgtofftop = 0;
var min_r, max_r, width;
if(event.touches) {
var touches = event.touches;
// Bit of code to calculate the actual Left and Top offsets by adding offsets
// of each parent back through the hierarchy
var tgt = event.touches[0].target;
while (tgt) {
tgtoffleft = tgtoffleft + tgt.offsetLeft;
tgtofftop = tgtofftop + tgt.offsetTop;
tgt = tgt.offsetParent;
}
// x = (touches[0].pageX - touches[0].target.offsetLeft) - PIVOT_X;
// y = PIVOT_Y - (touches[0].pageY - touches[0].target.offsetTop);
x = (touches[0].pageX - tgtoffleft) - PIVOT_X;
y = PIVOT_Y - (touches[0].pageY - tgtofftop);
}
else {
x = event.offsetX - PIVOT_X;
y = PIVOT_Y - event.offsetY;
}
/* cartesian to polar coordinate conversion */
r = Math.sqrt(x * x + y * y);
a = Math.atan2(y, x);
mouse_xyra.x = x;
mouse_xyra.y = y;
mouse_xyra.r = r;
mouse_xyra.a = a;
if((r >= MIN_TOUCH_RADIUS) && (r <= MAX_TOUCH_RADIUS))
return true;
else
return false;
}
Below is a script which defines two functions that draw 4 rectangular buttons and 1 circular button respectively. I am trying to implement specific Hover and Click functionality into the buttons (as described in the script alerts) but I am at a bit of a loss as to how to do this. I tried calling the makeInteractiveButton() functions on each click but this caused a lot of odd overlap and lag. I want the script to do the following:
If the circular button is hovered, I would like it's fillColour to change and if it is clicked I would like it to change again to the colours described in the code (#FFC77E for hover, #FFDDB0 for clicked). This should only happen for the duration of the hover or click.
HTML:
<html lang="en">
<body>
<canvas id="game" width = "750" height = "500"></canvas>
<script type='text/javascript' src='stack.js'></script>
</body>
</html>
JavaScript:
var c=document.getElementById('game'),
canvasX=c.offsetLeft,
canvasY=c.offsetTop,
ctx=c.getContext('2d')
elements = [];
c.style.background = 'grey';
function makeInteractiveButton(x, strokeColor, fillColor) {
ctx.strokeStyle=strokeColor;
ctx.fillStyle=fillColor;
ctx.beginPath();
ctx.lineWidth=6;
ctx.arc(x, 475, 20, 0, 2*Math.PI);
ctx.closePath();
ctx.stroke();
ctx.fill();
elements.push({
arcX: x,
arcY: 475,
arcRadius: 20
});
}
b1 = makeInteractiveButton(235, '#FFFCF8', '#FFB85D');
c.addEventListener('mousemove', function(event) {
x=event.pageX-canvasX; // cursor location
y=event.pageY-canvasY;
elements.forEach(function(element) {
if (x > element.left && x < element.left + element.width &&
y > element.top && y < element.top + element.height) { // if cursor in rect
alert('Rectangle should undergo 5 degree rotation and 105% scale');
}
else if (Math.pow(x-element.arcX, 2) + Math.pow(y-element.arcY, 2) <
Math.pow(element.arcRadius, 2)) { // if cursor in circle
alert('Set b1 fillColour to #FFC77E.');
}
});
}, false);
c.addEventListener('click', function(event) {
x=event.pageX-canvasX; // cursor location
y=event.pageY-canvasY;
elements.forEach(function(element) {
if (x > element.left && x < element.left + element.width &&
y > element.top && y < element.top + element.height) { // if rect clicked
alert('Move all cards to centre simultaneously.');
}
else if (Math.pow(x-element.arcX, 2) + Math.pow(y-element.arcY, 2) <
Math.pow(element.arcRadius, 2)) { // if circle clicked
alert('Set b1 fillColour to #FFDDB0.');
}
});
}, false);
One way is keep all element data and write a hitTest(x,y) function but when you have a lot of complex shapes its better to use a secondary canvas to render element with their ID instead of their color in it and the color of x,y in second canvas is ID of hitted element, I should mention that the second canvas is'nt visible and its just a gelper for get the hitted element.
Github Sample:
https://siamandmaroufi.github.io/CanvasElement/
Simple implementation of hitTest for Rectangles :
var Rectangle = function(id,x,y,width,height,color){
this.id = id;
this.x=x;
this.y=y;
this.width = width;
this.height = height;
this.color = color || '#7cf';
this.selected = false;
}
Rectangle.prototype.draw = function(ctx){
ctx.fillStyle = this.color;
ctx.fillRect(this.x,this.y,this.width,this.height);
if(this.selected){
ctx.strokeStyle='red';
ctx.setLineDash([5,5]);
ctx.lineWidth = 5;
ctx.strokeRect(this.x,this.y,this.width,this.height);
}
}
Rectangle.prototype.hitTest=function(x,y){
return (x >= this.x) && (x <= (this.width+this.x)) &&
(y >= this.y) && (y <= (this.height+this.y));
}
var Paint = function(el) {
this.element = el;
this.shapes = [];
}
Paint.prototype.addShape = function(shape){
this.shapes.push(shape);
}
Paint.prototype.render = function(){
//clear the canvas
this.element.width = this.element.width;
var ctx = this.element.getContext('2d');
for(var i=0;i<this.shapes.length;i++){
this.shapes[i].draw(ctx);
}
}
Paint.prototype.setSelected = function(shape){
for(var i=0;i<this.shapes.length;i++){
this.shapes[i].selected = this.shapes[i]==shape;
}
this.render();
}
Paint.prototype.select = function(x,y){
for(var i=this.shapes.length-1;i>=0;i--){
if(this.shapes[i].hitTest(x,y)){
return this.shapes[i];
}
}
return null;
}
var el = document.getElementById('panel');
var paint = new Paint(el);
var rectA = new Rectangle('A',10,10,150,90,'yellow');
var rectB = new Rectangle('B',150,90,140,100,'green');
var rectC = new Rectangle('C',70,85,200,70,'rgba(0,0,0,.5)');
paint.addShape(rectA);
paint.addShape(rectB);
paint.addShape(rectC);
paint.render();
function panel_mouseUp(evt){
var p = document.getElementById('panel');
var x = evt.x - p.offsetLeft;
var y = evt.y - p.offsetTop;
var shape = paint.select(x,y);
if(shape){
alert(shape.id);
}
//console.log('selected shape :',shape);
}
function panel_mouseMove(evt){
var p = document.getElementById('panel');
var x = evt.x - p.offsetLeft;
var y = evt.y - p.offsetTop;
var shape = paint.select(x,y);
paint.setSelected(shape);
}
el.addEventListener('mouseup',panel_mouseUp);
el.addEventListener('mousemove',panel_mouseMove);
body {background:#e6e6e6;}
#panel {
border:solid thin #ccc;
background:#fff;
margin:0 auto;
display:block;
}
<canvas id="panel" width="400px" height="200px" >
</canvas>
just click or move over the shapes
I used interact.js library to write this piece of code which works absolutely fine standalone on chrome, firefox and w3schools "Try it Yourself" (doesn't work on Edge and IE for some reason). The problem is that when I call a template.phtml with this code inside from the layout.xml, the magento renders it only once, thus the user is not allowed to resize the cubes.
<!-- CSS -->
<style type="text/css">
svg {
width: 100%;
height: 300px;
background-color: #CDC9C9;
-ms-touch-action: none;
touch-action: none;
}
.edit-rectangle {
fill: black;
stroke: #fff;
}
body { margin: 0; }
</style>
<!-- Content -->
<br>
<svg>
</svg>
<br>
<button onclick="location.href = 'square';" id="previousbutton">Go back</button>
<button onclick="location.href = 'squaresection';" style="float:right" id="nextButton">Proceed to next step</button>
<br>
<br>
<script type="text/javascript" src="interact.js">
</script>
<!-- JavaScript -->
<script type="text/javascript">
var svgCanvas = document.querySelector('svg'),
svgNS = 'http://www.w3.org/2000/svg',
rectangles = [];
labels = [];
rectNumb = 5;
function Rectangle (x, y, w, h, svgCanvas) {
this.x = x;
this.y = y;
this.w = w;
this.h = h;
this.stroke = 0;
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);
}
function Label (x, y, text, svgCanvas){
this.x = x;
this.y = y;
this.text = text;
this.el = document.createElementNS(svgNS, 'text');
labels.push(this);
this.draw();
svgCanvas.appendChild(this.el);
}
Label.prototype.draw = function () {
this.el.setAttribute('x', this.x);
this.el.setAttribute('y', this.y);
this.el.setAttribute('font-family', "Verdana");
this.el.setAttribute('font-size', 14);
this.el.setAttribute('fill', "black");
this.el.innerHTML = this.text;
}
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
};
})
/*
.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({
onstart: function (event) {},
onmove : function (event) {
if (event.target.getAttribute('data-index') > 0)
{
// Main Rect
var rectangle = rectangles[event.target.getAttribute('data-index')];
var rectangle2 = rectangles[event.target.getAttribute('data-index') - 1];
if (rectangle.w - event.dx > 10 && rectangle2.w + event.dx > 10){
rectangle.x += event.dx;
rectangle.w = rectangle.w - event.dx;
rectangle2.w = rectangle2.w + event.dx;
}
rectangle.draw();
rectangle2.draw();
var label = labels[event.target.getAttribute('data-index')];
var label2 = labels[event.target.getAttribute('data-index') - 1];
label.text = rectangle.w + " mm";
label2.text = rectangle2.w + " mm";
label.x = rectangle.x + rectangle.w / 4;
label2.x = rectangle2.x + rectangle2.w / 4;
label.draw();
label2.draw();
}
},
onend : function (event) {},
edges: {
top : false, // Disable resizing from top edge.
left : true,
bottom: false,
right : false // Enable resizing on right edge
},
inertia: false,
// Width and height can be adjusted independently. When `true`, width and
// height are adjusted at a 1:1 ratio.
square: false,
// Width and height can be adjusted independently. When `true`, width and
// height maintain the aspect ratio they had when resizing started.
preserveAspectRatio: false,
// a value of 'none' will limit the resize rect to a minimum of 0x0
// 'negate' will allow the rect to have negative width/height
// 'reposition' will keep the width/height positive by swapping
// the top and bottom edges and/or swapping the left and right edges
invert: 'reposition',
// limit multiple resizes.
// See the explanation in the #Interactable.draggable example
max: Infinity,
maxPerElement: 3,
});
interact.maxInteractions(Infinity);
var positionX = 50,
positionY = 80,
width = 80,
height = 80;
for (var i = 0; i < rectNumb; i++) {
positionX = 50 + 82 * i;
new Rectangle(positionX, positionY, width, height, svgCanvas);
}
for (var i = 0; i < rectNumb; i++) {
positionX = 50 + 82 * i;
new Label(positionX + width/4, positionY + height + 20, width +" mm", svgCanvas);
}
</script>
Any suggestions of what I could do to implement this code into magento would be much appreciated.
Magento did not render the code only once. The problem was that canvas event listener always assumed that pointer coordinates were wrong. Since canvas is the first element of the page(because it is the first element in that .phtml file), event listener assumed it will be displayed at the top, but that was not the case because of the way magento page rendering works.
This issue was resolved simply by measuring the height of content above canvas and just mathematically subtracting that from pointers position before passing it to event listener.
The problem with this solution is that it works only for single page or with multiple pages that have the same height of content above canvas(=>same design). If anyone knows a way in which person would not need to "recalculate" the height for every single page that has different design, sharing knowledge would be much appreciated.
I am trying to create a table with ~10,000 cells and turn this into a canvas on which the user can draw with mouse movements.
I would like to be able to draw on the canvas by highlighting the background of cells the mouse moves over when holding certain keys (blue = ctrl, red = shift, etc).
I have generated my HTML code but I am having trouble with the table. It seems that it is trying to select table cells instead of coloring in the cells.
Here is a screenshot of what I am talking about:
HTML:
<html>
<head>
<meta charset="utf-8">
<title>Drawing Program</title>
<h1>Drawing Demonstration</h1>
<link rel = "stylesheet" type = "text/css" href = "style.css">
<script src = "draw.js"></script>
</head>
<body>
<table id = "canvas">
<caption>Hold Ctrl (or Control) to draw in blue.
Hold Shift to draw in red.</caption>
<tbody id = "tablebody"></tbody>
</table>
</body>
</html>
CSS:
table{
width: 400px;
height: 400px;
border-collapse: collapse;
}
td {
width: 4px;
height: 4px;
border-collapse: collapse;
}
JavaScript:
function createCanvas()
{
var side = 100;
var tbody = document.getElementById( "tablebody" );
for( var i = 0; i < side; i++)
{
var row = document.createElement( "tr" );
for( var j = 0; j < side; j++)
{
var cell = document.createElement( "td" );
row.appendChild( cell );
}
tbody.appendChild( row );
}
document.getElementById( "canvas" ).addEventListener( "mousemove", processMouseMove, false );
}
function processMouseMove( e )
{
if( e.target.tagName.toLowerCase() == "td" )
{
if( e.ctrlKey )
{
e.target.setAttribute( "class", "blue" );
}
if ( e.shiftKey )
{
e.target.setAttribute( "class", "red" );
}
}
}
window.addEventListener( "load", createCanvas, false );
Instead of making ten thousand table cells, I recommend that you make a canvas element and paint it with pixels that are the size of table cells. You can convert the mouse coordinates into pixel positions with modulo arithmetic.
For example, if the mouse is at (x, y) and each pixel has size 4, the mouse is over the pixel such that:
row = x - x % 4
column = y - y % 4
The following snippet demonstrates this approach. When you run the snippet, you'll have to click inside the frame containing the canvas in order to give mouse focus to the frame.
var Paint = {
pixel: { size: 4 },
grid: { numRows: 100, numCols: 100 }
};
window.onload = function () {
var canvas = document.getElementById('paintCanvas'),
context = canvas.getContext('2d'),
offset = getOffset(canvas, document.body),
pixelSize = Paint.pixel.size,
numRows = Paint.grid.numRows,
numCols = Paint.grid.numCols,
painting = false;
canvas.width = numCols * pixelSize;
canvas.height = numRows * pixelSize;
window.onkeydown = function (event) {
var code = event.which;
if (code == 17 || code == 16) {
painting = true;
context.fillStyle = (code == 17 ? '#1b6bb5' : '#b53a31');
}
};
window.onkeyup = function (event) {
var code = event.which;
if (code == 17 || code == 16) {
painting = false;
}
};
canvas.onmousemove = function (event) {
if (!painting) {
return;
}
event = event || window.event;
var mouse = getMousePosition(event),
x = mouse.x - offset.left,
y = mouse.y - offset.top;
x -= x % pixelSize;
y -= y % pixelSize;
context.fillRect(x, y, pixelSize, pixelSize);
};
};
function getOffset(element, ancestor) {
var left = 0,
top = 0;
while (element != ancestor) {
left += element.offsetLeft;
top += element.offsetTop;
element = element.parentNode;
}
return { left: left, top: top };
}
function getMousePosition(event) {
if (event.pageX !== undefined) {
return { x: event.pageX, y: event.pageY };
}
return {
x: event.clientX + document.body.scrollLeft +
document.documentElement.scrollLeft,
y: event.clientY + document.body.scrollTop +
document.documentElement.scrollTop
};
}
body {
font-family: sans-serif;
}
canvas {
border: 2px solid #ccc;
}
<p> <b>Click here to start.</b> Hold Ctrl to draw in blue, Shift to draw in red. </p>
<canvas id="paintCanvas"></canvas>
I would add a blank div position absolute in front of the table and read the td height and width to calculate the xy position in the table from the mouse move. and then do the table magic.
see the news scroller on the top of this site
http://track.dc.gov/Agency/DH0
Any idea what library/functions this site uses to implment such a smooth scroller?
They have a very nicely formatted block of code you can study. Open your favorite JS debugger when you visit the site, wait for everything to get moving, and then press "Break All" or the equivalent in your debugger. You'll see something like the following:
Dashboard.UI.EndlessLine = function() {
var me = this;
me.jq = $(me);
me.classNames = { CONTAINER: "uiEndless", VIEW: "uiEndlessView", CANVAS: "uiEndlessCanvas", TILE: "uiEndlessTile" };
var canvas = null;
var view = null;
var tiles = null;
var x = 0;
var xx = 0;
var canvasWidth = 0;
var step = 1;
var delay = 40;
me.initialize = function(container, data, handler) {
required(container, "container");
required(data, "data");
required(handler, "handler");
container.addClass(me.classNames.CONTAINER);
view = newDiv(me.classNames.VIEW);
canvas = newDiv(me.classNames.CANVAS);
view.append(canvas);
container.append(view);
x = 0;
xx = 0;
canvasWidth = 0;
tiles = me.populateTiles(data, handler);
container.click(function() {
if (me.started()) me.stop(); else me.start();
});
};
me._resize = function(size) {
};
var moveId = 0;
me.start = function() {
me.stop();
me.tick();
}
me.stop = function() {
if (moveId > 0) clearTimeout(moveId);
moveId = 0;
}
me.started = function() {
return moveId > 0;
};
me.tick = function() {
var tile = tiles.current();
var width = tile.calculatedWidth;
if (x < width - step) {
x += step;
} else {
x = 0;
tile.css("left", canvasWidth + "px");
if (tiles.advance()) {
xx = 0;
canvasWidth = 0;
do {
current = tiles.current();
width = current.calculatedWidth;
current[0].style.left = canvasWidth + "px";
canvasWidth += width;
} while (!tiles.advance());
} else {
canvasWidth += width;
}
}
canvas[0].style.left = -(xx) + "px";
xx += step;
moveId = setTimeout(me.tick, delay);
}
me.populateTiles = function(data, handler) {
var tiles = new Dashboard.Core.List();
var viewWidth = view.contentWidth();
var maxHeight = 0;
each(data, function() {
var tile = newDiv(me.classNames.TILE);
handler.call(this, tile);
tile.css({ left: canvasWidth + "px", top: 0 });
canvas.append(tile);
var width = tile.outerWidth();
var height = tile.outerHeight();
if (maxHeight < height) maxHeight = height;
tile.calculatedWidth = width;
canvasWidth += width; // getting width may only be done after the element is attached to DOM
tiles.append(tile);
view.height(height);
});
return tiles.createCycle();
}
}
I'm impressed -- everything looks professional and nicely namespaced.
Update: If you want an explanation of how it works, focus on the tick method defined above. Glossing over all the details (cause I haven't really studied it myself), it calculates a step size, moves the message element to the left by the some amount, and schedules the next tick call for 40 milliseconds in the future.
jQuery enthusiast, Remy Sharp, has his own Marquee Plugin that you can implement pretty easily. You can gather deeper details of it on his blog or by visiting the demo page.
For Mootools users, there's Mooquee.
You can also view the actual code for this example online at http://track.dc.gov/Resource/Script/ - do a search for "uiEndless" to find the target-scripting.