I have built a web application in fabric.js where the user adds and draws several graphical elements over an originally blank canvas. My application has arrived to the point in which some of these graphical elements need to be interactively connected (i.e. connected by the user using the mouse). I am trying to design the best way to include these connections in the canvas since, due to aesthetic considerations, drawing lines with fabric might not be best solution for this.
I have run into jsPlumb and found several examples of connections between div and other dom elements. My specific question is: Is it possible to use the jsPlumb functionalities within the objects that fabric.js draws in the canvas. If so, does anyone have an example of this? In case this integration between jsPlumb and fabric.js is not possible, what would be the best way to achieve this?
Many thanks to all in advance.
IMHO, this integration doesn't make much sense.
Everything that fabricjs provides can be done using `jsPlumb', of course animation would require a bit of coding, but it's fairly possible.
Another reason is fabricjs deals with canvas, whereas jsPlumb deals with DOM elements, their integration would be more pain, than coding the actual requirement entirely in jsPlumb.
Related
I'm planning on creating an interactive 3d application in js. My question is whether or not babylon.js or three.js supports interactivity? Can't seem to find any information on this, and the documentation doesn't help much either.
Note; by interactivity, I mean for the user to be able to draw elements on a given 3d scene.
I can't speak for babylon.js as I've never used it, but I do have some experience with three.js.
If by "draw elements" you mean creating or manipulating shapes/geometries on the fly based on user-input, then the following examples should prove that its definitely possible.
For instance, on the three.js docs page, there is a control-panel used for manipulating a CylinderGeometry() object in the top-right corner of the live-example.
An example of "drawing" from cursor-input using raycasting can be found on thee.js's examples page as well as another example where objects within the scene are draggable.
To be honest, the interactivity of your app is only limited by you.
I'm searching for a JS framework that is compatible with CreateJS and KineticJS to create tooltips on a canvas.
I'm making an app that uses both CreateJSs and KineticJS and I want to draw tooltips on both of them (without using two libraries).
Thank you.
There are dozens (if not hundreds) of tooltip scripts out there—just ask google!
I assume that since you want to support both createJS and kineticJS that you must have already coded the trigger that requests a tooltip.
With that in mind, here is one tooltip library: http://www.opentip.org/documentation.html
It’s open-source so you can use/modify it freely.
It’s controlled by javascript so you have createJS/kineticJS independence while still working in JS.
It uses html canvas to display the tip so customizations should be familiar to you.
The tip-canvas is temporary and it floats so it should not interfere with your main canvas.
It allows you to offset the tooltip, so your code can exactly position the tip as you need.
I'm looking for a simple JavaScript library or framework to create interactive 2D animations in the browser. (Excuse the buzzword in the title, but I'm not set on any particular rendering technology like Canvas or SVG.)
This should make it simple to draw and animate arbitrary (though not very sophisticated) shapes on a canvas screen and allow users to select and move these shapes as objects (kind of like a very basic RTS game engine).
Ideally, the following features should be supported (directly or indirectly; I'd implement it myself if necessary):
panning
zooming
fisheye partial zooming
box selection (selecting multiple objects by drawing a box around them)
Not being familiar with such things yet, I find it tricky to research what's out there (e.g. regarding search terms). Also, I have no illusions about some magical package that doesn't require any effort on my part - indeed, I'd prefer simple and readable libraries so I can learn about the basics by reading the source.
If you like simple libraries, perhaps take a look at GameJS. It claims to be "a thin library on top of the HTML5 canvas element." It's a port of PyGame to JavaScript, which in my experience is a fairly nice abstraction layer that at the same time doesn't overdo it.
If that doesn't cut it, have a look at this list of JS game (and animation) engines.
You probably did make a search and found dozens of js game engines. I will just narrow it down for you. It is impossible to just spit out one single js game engine. Also, you might find some to be more appropriate than others based on the type of game you want to make. So here they are
LimeJS
Impact
Crafty
I want to create not complex interactive web application. It has some pinboard and user can create many simple objects on this pinboard (e.g. many small circles). After this user can:
move these objects
delete some of them or create new ones
make multiple selection and move/rotate elements of selected group
place members of the selected group in some special order (grid, line, circle, etc)
Zoom in/out pinboard
I think that I can use Flash/Flex or JavaScript/SVG/VML for this purpose. Disadvantage of Flash is that user must have plugin. Minus of JS/SVG/VML is that there aren't such powerfull developing tools as in Flash case, but if we use some library (like http://raphaeljs.com/) application won't require flash plug-in.
I'm finding right tool for this aim. So give me some recommendations, please. Thanks in advance.
I believe that you can achieve your goals without Flash using HTML(5), JavaScript and not the least the Canvas element present in HTML5.
Bottomline is, unless you today require your application to animate a lot of objects with framerates approaching three digits, the above should suffice fine and will also pair you with a prospective Web development platform. I am often sceptical of the new stuff, but HTML5 and Canvas are fairly standardized, patent-free and are being actively adopted.
The only benefit of going with Flash that I can think of is being backed by a rich API that does 2D as well as 3D, and the fact that you can later port your ActionScript code to say, JavaScript when you finally decide to go with HTML+JavaScript instead. Aside from having to perhaps rewrite part of your drawing stack, your ActionScript code will require minimal (syntactic mostly) changes.
I would still advise you to go with my first suggestion, unless you need live (camera) video publishing, 3D, sound editing and few features not available easily outside Flash Player. Which I don't think you will need.
You might want to have a look at existing similar projects, such as SVG Edit (MIT license).
I've started a new open source project aimed at providing a quality project management experience. To do this, I need access to a set of chart tools (Flash is off the table), and very specifically one that includes a Gantt chart. I've done my homework and shopped around the web and I've more or less come to the conclusion that what I want doesn't exist, at least not for free. So chances are I'm going to have to write this from scratch.
If I was going to create a Gantt chart with which people could interact with (which I'm assuming means having excellent DOM support), then what technology would I use? Should I go with SVG? Or HTML5 Canvas? Something else? Your suggestions are much appreciated.
Also, a requirement would be that whatever library I use needs to be actively supported in the community (i.e. no dead projects).
I would not think there would be many free options as this is a niche-need.
JS Option:
http://www.jsgantt.com/
http://code.google.com/p/flot/
Promising Perl modules:
http://cpansearch.perl.org/src/DARNOLD/DBD-Chart-0.82/dbdchart.html
http://search.cpan.org/~awestholm/Project-Gantt-1.03/Gantt.pm
Update:
There's been amazing advancements in terms of interactive/web charts in the past few years. Shortly before your question was asked, D3.js was created, which has become a generally accepted library, which uses SVG to implement visualizations. Here's a basic example and a more advanced implementation using D3. Note; Gantt charting is still in its infancy; D3 will most likely revisit it in the future.
The argument of Canvas vs SVG is one that has been considered many times. You should read this article by Microsoft; How to Choose Between Canvas and SVG for your Site. Basically, if you have many elements you have to display, Canvas will perform much better. If accessibility is a priority, SVG is better.
In terms of working with Canvas vs SVG, canvas feels more fluid and it is certainly more capable with WebGL, but SVG is more transportable. They both have their merits.
If you're going to make your own, I'd recommend the SVG library Raphaël, which allows you to draw things using SVG fairly easily. It's also simple to make mouse event handlers and other things, which you could use to make it interactive.
I haven't had much experience creating interactive graphics with canvas, but my instinct is that it would be hard to handle mouse events since you don't have "elements" to add event listeners to.