How to add text inside the doughnut chart using Chart.js? - javascript

How to render Text inside the doughnut chart, I am using ChartJs.

None of the other answers resize the text based off the amount of text and the size of the doughnut. Here is a small script you can use to dynamically place any amount of text in the middle, and it will automatically resize it.
Example: http://jsfiddle.net/kdvuxbtj/
It will take any amount of text in the doughnut sized perfect for the doughnut. To avoid touching the edges you can set a side-padding as a percentage of the diameter of the inside of the circle. If you don't set it, it will default to 20. You also the color, the font, and the text. The plugin takes care of the rest.
The plugin code will start with a base font size of 30px. From there it will check the width of the text and compare it against the radius of the circle and resize it based off the circle/text width ratio.
It has a default minimum font size of 20px. If the text would exceed the bounds at the minimum font size, it will wrap the text. The default line height when wrapping the text is 25px, but you can change it. If you set the default minimum font size to false, the text will become infinitely small and will not wrap.
It also has a default max font size of 75px in case there is not enough text and the lettering would be too big.
This is the plugin code
Chart.pluginService.register({
beforeDraw: function(chart) {
if (chart.config.options.elements.center) {
// Get ctx from string
var ctx = chart.chart.ctx;
// Get options from the center object in options
var centerConfig = chart.config.options.elements.center;
var fontStyle = centerConfig.fontStyle || 'Arial';
var txt = centerConfig.text;
var color = centerConfig.color || '#000';
var maxFontSize = centerConfig.maxFontSize || 75;
var sidePadding = centerConfig.sidePadding || 20;
var sidePaddingCalculated = (sidePadding / 100) * (chart.innerRadius * 2)
// Start with a base font of 30px
ctx.font = "30px " + fontStyle;
// Get the width of the string and also the width of the element minus 10 to give it 5px side padding
var stringWidth = ctx.measureText(txt).width;
var elementWidth = (chart.innerRadius * 2) - sidePaddingCalculated;
// Find out how much the font can grow in width.
var widthRatio = elementWidth / stringWidth;
var newFontSize = Math.floor(30 * widthRatio);
var elementHeight = (chart.innerRadius * 2);
// Pick a new font size so it will not be larger than the height of label.
var fontSizeToUse = Math.min(newFontSize, elementHeight, maxFontSize);
var minFontSize = centerConfig.minFontSize;
var lineHeight = centerConfig.lineHeight || 25;
var wrapText = false;
if (minFontSize === undefined) {
minFontSize = 20;
}
if (minFontSize && fontSizeToUse < minFontSize) {
fontSizeToUse = minFontSize;
wrapText = true;
}
// Set font settings to draw it correctly.
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
var centerX = ((chart.chartArea.left + chart.chartArea.right) / 2);
var centerY = ((chart.chartArea.top + chart.chartArea.bottom) / 2);
ctx.font = fontSizeToUse + "px " + fontStyle;
ctx.fillStyle = color;
if (!wrapText) {
ctx.fillText(txt, centerX, centerY);
return;
}
var words = txt.split(' ');
var line = '';
var lines = [];
// Break words up into multiple lines if necessary
for (var n = 0; n < words.length; n++) {
var testLine = line + words[n] + ' ';
var metrics = ctx.measureText(testLine);
var testWidth = metrics.width;
if (testWidth > elementWidth && n > 0) {
lines.push(line);
line = words[n] + ' ';
} else {
line = testLine;
}
}
// Move the center up depending on line height and number of lines
centerY -= (lines.length / 2) * lineHeight;
for (var n = 0; n < lines.length; n++) {
ctx.fillText(lines[n], centerX, centerY);
centerY += lineHeight;
}
//Draw text in center
ctx.fillText(line, centerX, centerY);
}
}
});
And you use the following options in your chart object
options: {
elements: {
center: {
text: 'Red is 2/3 the total numbers',
color: '#FF6384', // Default is #000000
fontStyle: 'Arial', // Default is Arial
sidePadding: 20, // Default is 20 (as a percentage)
minFontSize: 20, // Default is 20 (in px), set to false and text will not wrap.
lineHeight: 25 // Default is 25 (in px), used for when text wraps
}
}
}
Credit to #Jenna Sloan for help with the math used in this solution.

Here is cleaned up and combined example of above solutions - responsive (try to resize the window), supports animation self-aligning, supports tooltips
https://jsfiddle.net/cmyker/u6rr5moq/
Chart.types.Doughnut.extend({
name: "DoughnutTextInside",
showTooltip: function() {
this.chart.ctx.save();
Chart.types.Doughnut.prototype.showTooltip.apply(this, arguments);
this.chart.ctx.restore();
},
draw: function() {
Chart.types.Doughnut.prototype.draw.apply(this, arguments);
var width = this.chart.width,
height = this.chart.height;
var fontSize = (height / 114).toFixed(2);
this.chart.ctx.font = fontSize + "em Verdana";
this.chart.ctx.textBaseline = "middle";
var text = "82%",
textX = Math.round((width - this.chart.ctx.measureText(text).width) / 2),
textY = height / 2;
this.chart.ctx.fillText(text, textX, textY);
}
});
var data = [{
value: 30,
color: "#F7464A"
}, {
value: 50,
color: "#E2EAE9"
}, {
value: 100,
color: "#D4CCC5"
}, {
value: 40,
color: "#949FB1"
}, {
value: 120,
color: "#4D5360"
}];
var DoughnutTextInsideChart = new Chart($('#myChart')[0].getContext('2d')).DoughnutTextInside(data, {
responsive: true
});
<html>
<script src="//ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<script src="//cdnjs.cloudflare.com/ajax/libs/Chart.js/1.0.2/Chart.min.js"></script>
<body>
<canvas id="myChart"></canvas>
</body>
</html>
UPDATE 17.06.16:
Same functionality but for chart.js version 2:
https://jsfiddle.net/cmyker/ooxdL2vj/
var data = {
labels: [
"Red",
"Blue",
"Yellow"
],
datasets: [
{
data: [300, 50, 100],
backgroundColor: [
"#FF6384",
"#36A2EB",
"#FFCE56"
],
hoverBackgroundColor: [
"#FF6384",
"#36A2EB",
"#FFCE56"
]
}]
};
Chart.pluginService.register({
beforeDraw: function(chart) {
var width = chart.chart.width,
height = chart.chart.height,
ctx = chart.chart.ctx;
ctx.restore();
var fontSize = (height / 114).toFixed(2);
ctx.font = fontSize + "em sans-serif";
ctx.textBaseline = "middle";
var text = "75%",
textX = Math.round((width - ctx.measureText(text).width) / 2),
textY = height / 2;
ctx.fillText(text, textX, textY);
ctx.save();
}
});
var chart = new Chart(document.getElementById('myChart'), {
type: 'doughnut',
data: data,
options: {
responsive: true,
legend: {
display: false
}
}
});
<script src="//cdnjs.cloudflare.com/ajax/libs/Chart.js/2.1.6/Chart.bundle.js"></script>
<canvas id="myChart"></canvas>

You have to modify the code like:
in chart.Doughnut.defaults
labelFontFamily : "Arial",
labelFontStyle : "normal",
labelFontSize : 24,
labelFontColor : "#666"
and then in function drawPieSegments
ctx.fillText(data[0].value + "%", width/2 - 20, width/2, 200);
See this pull: https://github.com/nnnick/Chart.js/pull/35
here is a fiddle http://jsfiddle.net/mayankcpdixit/6xV78/ implementing the same.

I'd avoid modifying the chart.js code to accomplish this, since it's pretty easy with regular CSS and HTML. Here's my solution:
HTML:
<canvas id="productChart1" width="170"></canvas>
<div class="donut-inner">
<h5>47 / 60 st</h5>
<span>(30 / 25 st)</span>
</div>
CSS:
.donut-inner {
margin-top: -100px;
margin-bottom: 100px;
}
.donut-inner h5 {
margin-bottom: 5px;
margin-top: 0;
}
.donut-inner span {
font-size: 12px;
}
The output looks like this:

This is also working at my end...
<div style="width: 100px; height: 100px; float: left; position: relative;">
<div
style="width: 100%; height: 40px; position: absolute; top: 50%; left: 0; margin-top: -20px; line-height:19px; text-align: center; z-index: 999999999999999">
99%<Br />
Total
</div>
<canvas id="chart-area" width="100" height="100" />
</div>

You can use css with relative/absolute positioning if you want it responsive. Plus it can handle easily the multi-line.
https://jsfiddle.net/mgyp0jkk/
<div class="relative">
<canvas id="myChart"></canvas>
<div class="absolute-center text-center">
<p>Some text</p>
<p>Some text</p>
</div>
</div>

Base on #rap-2-h answer,Here the code for using text on doughnut chart on Chart.js for using in dashboard like. It has dynamic font-size for responsive option.
HTML:
<div>text
<canvas id="chart-area" width="300" height="300" style="border:1px solid"/><div>
Script:
var doughnutData = [
{
value: 100,
color:"#F7464A",
highlight: "#FF5A5E",
label: "Red"
},
{
value: 50,
color: "#CCCCCC",
highlight: "#5AD3D1",
label: "Green"
}
];
$(document).ready(function(){
var ctx = $('#chart-area').get(0).getContext("2d");
var myDoughnut = new Chart(ctx).Doughnut(doughnutData,{
animation:true,
responsive: true,
showTooltips: false,
percentageInnerCutout : 70,
segmentShowStroke : false,
onAnimationComplete: function() {
var canvasWidthvar = $('#chart-area').width();
var canvasHeight = $('#chart-area').height();
//this constant base on canvasHeight / 2.8em
var constant = 114;
var fontsize = (canvasHeight/constant).toFixed(2);
ctx.font=fontsize +"em Verdana";
ctx.textBaseline="middle";
var total = 0;
$.each(doughnutData,function() {
total += parseInt(this.value,10);
});
var tpercentage = ((doughnutData[0].value/total)*100).toFixed(2)+"%";
var textWidth = ctx.measureText(tpercentage).width;
var txtPosx = Math.round((canvasWidthvar - textWidth)/2);
ctx.fillText(tpercentage, txtPosx, canvasHeight/2);
}
});
});
Here the sample code.try to resize the window. http://jsbin.com/wapono/13/edit

This is based on Cmyker's update for Chart.js 2. (posted as another answer as I can't comment yet)
I had an issue with the text alignment on Chrome when the legend is displayed as the chart height does not include this so it's not aligned correctly in the middle. Fixed this by accounting for this in the calculation of fontSize and textY.
I calculated percentage inside the method rather than a set value as I have multiple of these on the page. Assumptions are that your chart only has 2 values (otherwise what is the percentage of? and that the first is the one you want to show the percentage for. I have a bunch of other charts too so I do a check for type = doughnut. I'm only using doughnuts to show percentages so it works for me.
Text color seems a bit hit and miss depending on what order things run in etc so I ran into an issue when resizing that the text would change color (between black and the primary color in one case, and secondary color and white in another) so I "save" whatever the existing fill style was, draw the text (in the color of the primary data) then restore the old fill style. (Preserving the old fill style doesn't seem needed but you never know.)
https://jsfiddle.net/g733tj8h/
Chart.pluginService.register({
beforeDraw: function(chart) {
var width = chart.chart.width,
height = chart.chart.height,
ctx = chart.chart.ctx,
type = chart.config.type;
if (type == 'doughnut')
{
var percent = Math.round((chart.config.data.datasets[0].data[0] * 100) /
(chart.config.data.datasets[0].data[0] +
chart.config.data.datasets[0].data[1]));
var oldFill = ctx.fillStyle;
var fontSize = ((height - chart.chartArea.top) / 100).toFixed(2);
ctx.restore();
ctx.font = fontSize + "em sans-serif";
ctx.textBaseline = "middle"
var text = percent + "%",
textX = Math.round((width - ctx.measureText(text).width) / 2),
textY = (height + chart.chartArea.top) / 2;
ctx.fillStyle = chart.config.data.datasets[0].backgroundColor[0];
ctx.fillText(text, textX, textY);
ctx.fillStyle = oldFill;
ctx.save();
}
}
});
var data = {
labels: ["Red","Blue"],
datasets: [
{
data: [300, 50],
backgroundColor: ["#FF6384","#36A2EB"],
}]
};
Chart.pluginService.register({
beforeDraw: function(chart) {
var width = chart.chart.width,
height = chart.chart.height,
ctx = chart.chart.ctx,
type = chart.config.type;
if (type == 'doughnut')
{
var percent = Math.round((chart.config.data.datasets[0].data[0] * 100) /
(chart.config.data.datasets[0].data[0] +
chart.config.data.datasets[0].data[1]));
var oldFill = ctx.fillStyle;
var fontSize = ((height - chart.chartArea.top) / 100).toFixed(2);
ctx.restore();
ctx.font = fontSize + "em sans-serif";
ctx.textBaseline = "middle"
var text = percent + "%",
textX = Math.round((width - ctx.measureText(text).width) / 2),
textY = (height + chart.chartArea.top) / 2;
ctx.fillStyle = chart.config.data.datasets[0].backgroundColor[0];
ctx.fillText(text, textX, textY);
ctx.fillStyle = oldFill;
ctx.save();
}
}
});
var myChart = new Chart(document.getElementById('myChart'), {
type: 'doughnut',
data: data,
options: {
responsive: true,
legend: {
display: true
}
}
});
<script src="https://cdnjs.cloudflare.com/ajax/libs/Chart.js/2.1.6/Chart.bundle.js"></script>
<canvas id="myChart"></canvas>

I create a demo with 7 jQueryUI Slider and ChartJs (with dynamic text inside)
Chart.types.Doughnut.extend({
name: "DoughnutTextInside",
showTooltip: function() {
this.chart.ctx.save();
Chart.types.Doughnut.prototype.showTooltip.apply(this, arguments);
this.chart.ctx.restore();
},
draw: function() {
Chart.types.Doughnut.prototype.draw.apply(this, arguments);
var width = this.chart.width,
height = this.chart.height;
var fontSize = (height / 140).toFixed(2);
this.chart.ctx.font = fontSize + "em Verdana";
this.chart.ctx.textBaseline = "middle";
var red = $( "#red" ).slider( "value" ),
green = $( "#green" ).slider( "value" ),
blue = $( "#blue" ).slider( "value" ),
yellow = $( "#yellow" ).slider( "value" ),
sienna = $( "#sienna" ).slider( "value" ),
gold = $( "#gold" ).slider( "value" ),
violet = $( "#violet" ).slider( "value" );
var text = (red+green+blue+yellow+sienna+gold+violet) + " minutes";
var textX = Math.round((width - this.chart.ctx.measureText(text).width) / 2);
var textY = height / 2;
this.chart.ctx.fillStyle = '#000000';
this.chart.ctx.fillText(text, textX, textY);
}
});
var ctx = $("#myChart").get(0).getContext("2d");
var myDoughnutChart = new Chart(ctx).DoughnutTextInside(data, {
responsive: false
});
DEMO IN JSFIDDLE

You can also paste mayankcpdixit's code in onAnimationComplete option :
// ...
var myDoughnutChart = new Chart(ctx).Doughnut(data, {
onAnimationComplete: function() {
ctx.fillText(data[0].value + "%", 100 - 20, 100, 200);
}
});
Text will be shown after animation

#rap-2-h and #Ztuons Ch's answer doesn't allow for the showTooltips option to be active, but what you can do is create and layer a second canvas object behind the one rendering the chart.
The important part is the styling required in the divs and for the canvas object itself so that they render on top of each other.
var data = [
{value : 100, color : 'rgba(226,151,093,1)', highlight : 'rgba(226,151,093,0.75)', label : "Sector 1"},
{value : 100, color : 'rgba(214,113,088,1)', highlight : 'rgba(214,113,088,0.75)', label : "Sector 2"},
{value : 100, color : 'rgba(202,097,096,1)', highlight : 'rgba(202,097,096,0.75)', label : "Sector 3"}
]
var options = { showTooltips : true };
var total = 0;
for (i = 0; i < data.length; i++) {
total = total + data[i].value;
}
var chartCtx = $("#canvas").get(0).getContext("2d");
var chart = new Chart(chartCtx).Doughnut(data, options);
var textCtx = $("#text").get(0).getContext("2d");
textCtx.textAlign = "center";
textCtx.textBaseline = "middle";
textCtx.font = "30px sans-serif";
textCtx.fillText(total, 150, 150);
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<script src="//cdnjs.cloudflare.com/ajax/libs/Chart.js/1.0.2/Chart.min.js"></script>
<html>
<body>
<div style="position: relative; width:300px; height:300px;">
<canvas id="text"
style="z-index: 1;
position: absolute;
left: 0px;
top: 0px;"
height="300"
width="300"></canvas>
<canvas id="canvas"
style="z-index: 2;
position: absolute;
left: 0px;
top: 0px;"
height="300"
width="300"></canvas>
</div>
</body>
</html>
Here's the jsfiddle: https://jsfiddle.net/68vxqyak/1/

Alesana's solution works very nicely for me in general, but like others, I wanted to be able to specify where line breaks occur. I made some simple modifications to wrap lines at '\n' characters, as long as the text is already being wrapped. A more complete solution would force wrapping if there are any '\n' characters in the text, but I don't have time at the moment to make that work with font sizing. The change also centers a little better horizontally when wrapping (avoids trailing spaces). The code's below (I can't post comments yet).
It would be cool if someone put this plug-in on GitHub...
Chart.pluginService.register({
beforeDraw: function(chart) {
if (chart.config.options.elements.center) {
// Get ctx from string
var ctx = chart.chart.ctx;
// Get options from the center object in options
var centerConfig = chart.config.options.elements.center;
var fontStyle = centerConfig.fontStyle || 'Arial';
var txt = centerConfig.text;
var color = centerConfig.color || '#000';
var maxFontSize = centerConfig.maxFontSize || 75;
var sidePadding = centerConfig.sidePadding || 20;
var sidePaddingCalculated = (sidePadding / 100) * (chart.innerRadius * 2)
// Start with a base font of 30px
ctx.font = "30px " + fontStyle;
// Get the width of the string and also the width of the element minus 10 to give it 5px side padding
var stringWidth = ctx.measureText(txt).width;
var elementWidth = (chart.innerRadius * 2) - sidePaddingCalculated;
// Find out how much the font can grow in width.
var widthRatio = elementWidth / stringWidth;
var newFontSize = Math.floor(30 * widthRatio);
var elementHeight = (chart.innerRadius * 2);
// Pick a new font size so it will not be larger than the height of label.
var fontSizeToUse = Math.min(newFontSize, elementHeight, maxFontSize);
var minFontSize = centerConfig.minFontSize;
var lineHeight = centerConfig.lineHeight || 25;
var wrapText = false;
if (minFontSize === undefined) {
minFontSize = 20;
}
if (minFontSize && fontSizeToUse < minFontSize) {
fontSizeToUse = minFontSize;
wrapText = true;
}
// Set font settings to draw it correctly.
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
var centerX = ((chart.chartArea.left + chart.chartArea.right) / 2);
var centerY = ((chart.chartArea.top + chart.chartArea.bottom) / 2);
ctx.font = fontSizeToUse + "px " + fontStyle;
ctx.fillStyle = color;
if (!wrapText) {
ctx.fillText(txt, centerX, centerY);
return;
}
var lines = [];
var chunks = txt.split('\n');
for (var m = 0; m < chunks.length; m++) {
var words = chunks[m].split(' ');
var line;
// Break words up into multiple lines if necessary
for (var n = 0; n < words.length; n++) {
var testLine = (n == 0) ? words[n] : line + ' ' + words[n];
var metrics = ctx.measureText(testLine);
var testWidth = metrics.width;
if (testWidth > elementWidth && n > 0) {
lines.push(line);
line = words[n];
} else {
line = testLine;
}
}
lines.push(line);
}
// Move the center up depending on line height and number of lines
centerY -= ((lines.length-1) / 2) * lineHeight;
// All but last line
for (var n = 0; n < lines.length; n++) {
ctx.fillText(lines[n], centerX, centerY);
centerY += lineHeight;
}
}
}
});

The world has a bit changed since this question was asked.
Thankfully, today we have flexbox, and something responsive can be achieved with the following few lines:
<!-- In your html/template files -->
<section class="container">
<canvas id="chartJsChart"></canvas>
<p class="label">Some text</p>
</section>
<style>
.container {
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
}
.label {
position: absolute;
}
</style>
I hope it's helpful to someone else!

First of all, kudos on choosing Chart.js! I'm using it on one of my current projects and I absolutely love it - it does the job perfectly.
Although labels/tooltips are not part of the library yet, you may want to take a look at these three pull requests:
Tooltips
Added labels to pie charts
Added basic labels to Pie chart
And, as Cracker0dks mentioned, Chart.js uses canvas for rendering so you may as well just implement your own tooltips by interacting with it directly.
Hope this helps.

I know the answer is old, but maybe someone will come in handy.
The simplest way is to use of onAnimationProgress event.
Like this.
var myDoughnutChart = new Chart(ctx).Doughnut(data, {
onAnimationProgress: function() {
const dataset = this.data.datasets[0];
const model = dataset._meta[Object.keys(dataset._meta)[0]]?.data[0]?._model;
if (!model) { return; }
// model.x and model.y is the center of the chart
this.ctx.fillText('00%', model.x, model.y);
}
});

Step by step tutorial about: How to Add Multiple Text Labels Stacked in Doughnut Chart in Chart JS
[https://www.youtube.com/watch?v=_7w52T9aemo][1]

Related

Text is vertically stretched on my canvas, making it unreadable

I have a canvas that I am drawing on top of a OpenLayers map. The canvas is colored in gradient colors and now I am trying to add text on top of it.
However the text seems to be stretched making it completely unreadable.
function createSpeedBar(min, max, speeds) {
//List of integer speeds
var fullSpeeds = [];
//List of unique speed values (no duplicates)
var uniqueSpeeds = [];
//Filling fullSpeeds using minimum and maximum values
for (i = min; i <= max; i++) {
fullSpeeds.push(i);
}
//Filling uniqueSpeeds with unique values
$.each(speeds, function (i, el) {
if ($.inArray(el, uniqueSpeeds) === -1) uniqueSpeeds.push(el);
});
//Sorting uniqueSpeeds (low to high)
uniqueSpeeds = uniqueSpeeds.sort(function (a, b) {
return a - b;
});
//Getting canvas element
var canvas = document.getElementById("speedList");
var context = canvas.getContext("2d");
context.rect(0, 0, canvas.width, canvas.height);
var grd = context.createLinearGradient(0, 0, 0, 170);
var hslMin = 0;
var hslMax = 240;
//Defining hslColors using uniqueSpeeds
var hslValues = uniqueSpeeds.map(function (value) {
if ($.inArray(value, fullSpeeds)){
return {
h: Math.ceil(((value - min) / (max - min)) * (hslMax - hslMin) + hslMin),
s: 100,
l: 50,
full: true,
speed: value
};
} else {
return {
h: Math.ceil(((value - min) / (max - min)) * (hslMax - hslMin) + hslMin),
s: 100,
l: 50,
full: false
};
};
});
var count = 1;
var length = hslValues.length;
//Gradient coloring using hslColors
hslValues.forEach(function (value) {
var color = 'hsl(' + value.h + ',' + value.s + '%,' + value.l + '%)';
grd.addColorStop(count / length, color)
count += 1;
});
context.fillStyle = grd;
context.fill();
//Setting up coloring and drawing of text
count = 1
var height = canvas.height;
var width = canvas.width;
var elementHeight = height / length;
//Drawing text on canvas
hslValues.forEach(function (value) {
context.font = "12px Arial";
context.textAlign = "center";
context.textBaseline = "middle";
context.fillStyle = "black";
if (value.full === true) {
context.fillText(value.speed, width / 2, ((elementHeight / 2) + elementHeight * count));
}
count += 1;
});
}
As it might be clear I am trying to create a bar displaying the intensities of the speed on the map where I have colored some markers. However the text on the canvas comes out like this:
Right now I have made the height of the canvas inherit the height of the map which is 500. The width of the canvas is set manually using css:
html
<div id="map" class="map">
<canvas id="speedList"></canvas>
</div>
css
#map {
position: relative;
height: 500px;
}
#speedList {
position: absolute;
right: 10px;
top: 0;
bottom: 0;
width: 20px;
z-index: 1000;
height: inherit;
margin: 0;
padding: 0;
}
I am currently working on a Fiddle, but it takes a little time to reproduce, and I bet the issue is not that big, so hopefully someone knows how to fix it before I finish the Fiddle.
The main problem here is the CSS adjustment of the width and height of the canvas element.
If it helps to understand the problem, think of <canvas> the same way you would think of <img/>, if you take an img, and give it a width and height of 50 x 500, it would stretch too.
The fix is to ensure that you set the width an height of the canvas element itself, before it processes it's content, like this:
<canvas id="speedList" width="20" height="500"></canvas>
You then also need to make sure your remove the width and height properties inside your CSS, like this:
#map {
position: relative;
height: 500px;
}
#speedList {
position: absolute;
right: 10px;
top: 0;
bottom: 0;
z-index: 1000;
margin: 0;
padding: 0;
}

Adding a link to a dynamic canvas

I have a canvas script, with a dynamic of data. I want to add a link to share the website to facebook:
https://gyazo.com/c1fd1fe956fddba27b48907dc0e9de0a
The icons are part of the image I have not generated them via canvas, now if I listen for a click for co-ords it won't work because it'll look for clicks on the first canvas part aswell.... How can I go about making those icons part of the image clickable....
Part that makes the menu:
ig.module("game.entities.gameover").requires("impact.entity", "game.entities.button-gameover").defines(function() {
var b = new ig.Timer;
EntityGameover = ig.Entity.extend({
size: {
x: 302,
y: 355
},
type: ig.Entity.TYPE.B,
animSheet: new ig.AnimationSheet("media/graphics/game/gameover.png", 301, 352),
zIndex: 900,
globalAlpha: 0.1,
closeDialogue: !0,
init: function(c, d, g) {
this.parent(c, d, g);
this.addAnim("idle", 1, [0]);
this.currentAnim = this.anims.idle;
this.tween({
pos: {
x: 89,
y: 120
}
}, 0.5, {
easing: ig.Tween.Easing.Back.EaseInOut
}).start();
this.storage = new ig.Storage;
this.storage.initUnset("highscore-CTF", 0);
this.storage.initUnset("highscore-CTF2", 0);
this.storage.initUnset("highscore-CTF3", 0);
ig.global.score > this.storage.get("highscore-CTF") ? (this.storage.set("highscore-CTF3", this.storage.get("highscore-CTF2")), this.storage.set("highscore-CTF2", this.storage.get("highscore-CTF")), this.storage.set("highscore-CTF", ig.global.score), this.storage.initUnset("highscore-CTF2", 0), this.storage.initUnset("highscore-CTF3", 0)) : ig.global.score > this.storage.get("highscore-CTF2") ?
(this.storage.set("highscore-CTF3", this.storage.get("highscore-CTF2")), this.storage.set("highscore-CTF2", ig.global.score), this.storage.initUnset("highscore-CTF2", 0), this.storage.initUnset("highscore-CTF3", 0)) : ig.global.score > this.storage.get("highscore-CTF3") && this.storage.set("highscore-CTF3", ig.global.score);
this.storage.initUnset("total-CTF", 0);
this.storage.set("total-CTF", this.storage.get("total-CTF") + ig.global.score);
ig.game.spawnEntity(EntityButtonGameover, 23, 700, {
buttonID: 1
});
ig.game.spawnEntity(EntityButtonGameover,
220, 700, {
buttonID: 2
});
ig.game.spawnEntity(EntityButtonGameover, 390, 700, {
buttonID: 3
});
b.set(0.3)
},
update: function() {
this.parent()
},
draw: function() {
this.ctx = ig.system.context;
this.closeDialogue ? (this.ctx.save(), this.ctx.fillStyle = "#000000", this.ctx.globalAlpha = this.globalAlpha, this.ctx.fillRect(0, 0, 480, 640), this.ctx.restore(), this.globalAlpha = 0.7 <= this.globalAlpha ? 0.7 : this.globalAlpha + 0.01) : this.closeDialogue || (this.ctx.save(), this.ctx.fillStyle = "#000000", this.ctx.globalAlpha = this.globalAlpha, this.ctx.fillRect(0,
0, 480, 640), this.ctx.restore(), this.globalAlpha = 0.1 >= this.globalAlpha ? 0 : this.globalAlpha - 0.05);
this.parent();
this.ctx.font = "30px happy-hell";
this.ctx.fillStyle = "#5b2a0b";
this.ctx.textAlign = "center";
this.ctx.fillText(_STRINGS.UI.Best, this.pos.x + 70, this.pos.y + 180);
this.ctx.fillText(_STRINGS.UI.Score, this.pos.x + 70, this.pos.y + 260);
//share
this.ctx.font = "30px happy-hell";
this.ctx.fillStyle = "#ffffff";
this.ctx.textAlign = "left";
this.ctx.fillText(this.storage.getInt("highscore-CTF"), this.pos.x + 140, this.pos.y + 180);
this.ctx.fillText(ig.global.score, this.pos.x + 140, this.pos.y + 260)
},
closeDialogueFunc: function() {
this.closeDialogue && (this.tween({
pos: {
x: 89,
y: -600
}
}, 0.5, {
easing: ig.Tween.Easing.Back.EaseInOut
}).start(), this.closeDialogue = !1)
}
})
});
A simple, versatile way to add menus to canvas graphics is to simply overlay an absolutely positioned DOM structure. Your browser has already all event handling build-in, there is no need to reinvent the wheel.
var canvas = document.getElementById('canvas'),
ctx = canvas.getContext('2d');
ctx.fillStyle = 'rgb(0, 155, 255)';
ctx.fillRect(0, 0, canvas.width, canvas.height)
#container {
position: relative;
display: inline-block;
}
#menu {
position: absolute;
text-align: center;
width: 100%;
height: 100%;
top: 0;
left: 0;
}
#menu a {
padding: 15px;
font-size: 50px;
line-height: 100px;
color: black;
text-shadow: 2px 2px 5px white;
}
#menu a:hover {
color: white;
}
<link href="https://maxcdn.bootstrapcdn.com/font-awesome/4.6.3/css/font-awesome.min.css" rel="stylesheet" />
<div id='container'>
<canvas id='canvas' width='400' height='100'></canvas>
<div id='menu'>
<a href='http://facebook.com'><i class='fa fa-facebook-official'></i></a>
<a href='http://twitter.com'><i class='fa fa-twitter'></i></a>
<a href='http://whatsapp.com'><i class='fa fa-whatsapp'></i></a>
</div>
</div>
Your browser is capable of rendering such overlay menus very quickly. You should use CSS to style your overlay menu links or buttons.
I have managed to click on a certain element in a canvas.
I have tried to explain with comments what it does.
I have made 3 limits as shown in the image below.
And I'm comparing only with x value, if it's in between these limits. It can be more complex so getCursorPosition() method returns an object with x and y components, just in case if you need to make more comparisons.
https://jsfiddle.net/_jserodio/asa10pye/
var canvas;
var ctx;
// first get your canvas
canvas = document.getElementById('canvas');
canvas.width = 253;
canvas.heigth = 68;
// assign the context
ctx = canvas.getContext("2d");
// asign click event to the canvas
addEventListener("click", listener, false);
function listener(e) {
// if you have 3 buttons
var position = getCursorPosition(e);
var limit1 = canvas.width / 3;
//console.log("limit1: " + limit1);
var limit2 = canvas.width * 2 / 3;
//console.log("limit2: " + limit2);
var limit3 = canvas.width;
//console.log("limit3: " + limit3);
if (position.x < limit1) {
console.log("go to facebook");
//window.open("http://www.facebook.com");
} else if (position.x < limit2) {
console.log("go to twitter");
//window.open("http://www.twitter.com");
} else if (position.x < limit3) {
console.log("go to whatsapp");
//window.open("http://www.whatsapp.com");
}
//console.log("\nx" + position.x);
//console.log("y" + position.y);
}
function getCursorPosition(event) {
var rect = canvas.getBoundingClientRect();
var x = event.clientX - rect.left;
var y = event.clientY - rect.top;
var data = {
x: x,
y: y
};
return data;
}
// load image from data url
var imageObj = new Image();
imageObj.onload = function() {
ctx.drawImage(this, 0, 0);
};
imageObj.src = 'https://justpaste.it/files/justpaste/d307/a11791570/file1.png';
<canvas id='canvas' width="253" height="68">
</canvas>
Bonus!
Here you have a demo I made using this. demo (Draughts/checkers).
You can check the entire code here if you want.
You have several operations in this case.
Option 1:
You'll need to remember the "bounding area" of the three buttons. Anytime the canvas receives a "click", get the click position (How do I get the coordinates of a mouse click on a canvas element?). Once you get the click position. Detect if said click occurs within the bounding area of the button. If it does, use window.open to go there.
Option 2: Similar to Option 1, but instead of remembering a "bounding area", create a separate hidden canvas of the same size as your image with the backgrounds black ('#000000') and the button given distinctive colors (for example, red for Facebook, green for Twitter, and blue for Hangout?).
Then, similar to Option 1, get the click position relative to the canvas. Then use ctx.getImageData(sx, sy, sw, sh) on the context of the hidden canvas layer. If the value you get back is red, then user clicked on Facebook, if green, Twitter, and if blue, Hangout.

magento dynamic cubes using interact.js in template .phtml

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.

object:scaling is not working with bounding object

I am new in Fabric js. can anyone suggest me for restrict scale object within bounding box ?
my java-script code is below
(function(global) {
var canvas = new fabric.Canvas('maincanvas');
var yourNameObjs = [];
var goodtop =358, goodleft=250, boundingObject;
var boundingObject = new fabric.Rect({
left: 100,
top: 90,
width: 200,
height: 250,
opacity: 4,
selectable:false,
fill: 'red',
});
canvas.add(boundingObject);
addText = function(){
var nametoprint = $("#nametoprint").val();
canvas.remove(yourNameObjs);
yourNameObjs = new fabric.Text(nametoprint, {
left: 150, //Take the block's position
opacity: 9,
top: 150,
fontFamily: 'Delicious_500',
}
);
canvas.add(yourNameObjs);
canvas.on("object:moving", function(){
var obj = yourNameObjs;
var bounds = boundingObject;
obj.setCoords();
if(!obj.isContainedWithinObject(bounds)){
obj.setTop(goodtop);
obj.setLeft(goodleft);
} else {
goodtop = obj.top;
goodleft = obj.left;
}
});
canvas.on("object:scaling", function(){
var obj = yourNameObjs;
var bounds = boundingObject;
obj.setCoords();
if(!obj.isContainedWithinObject(bounds)){
obj.setTop(goodtop);
obj.setLeft(goodleft);
} else {
goodtop = obj.top;
goodleft = obj.left;
}
});
canvas.renderAll();
};
})();
html code is below
<input type="text" name="nametoprint" id="nametoprint" value="alex" />
<input type= "button" name="addtxt" id="addtxt" onclick="addText()" value="add text" />
<canvas id="maincanvas" style="border:1px solid #000;" width="400" height="450" ></canvas>
also i added this in fiddle here http://jsfiddle.net/pfgm8myp/
i want only allow to scale text object within the red bound box.moving object is working fine.i also added code for scaling but its not working.
can any one suggest me how to restrict this scaling ?
thanks in advance.
i posted it here with my own logic. http://jsfiddle.net/9xojfmyt/
i added below javascript code
(function(global) {
var canvas = new fabric.Canvas('maincanvas');
var yourNameObjs = [];
var goodtop =358, goodleft=250, boundingObject;
var boundingObject = new fabric.Rect({
left: 100,
top: 90,
width: 200,
height: 250,
opacity: 4,
selectable:false,
fill: 'red',
});
canvas.add(boundingObject);
addText = function(){
var nametoprint = $("#nametoprint").val();
canvas.remove(yourNameObjs);
yourNameObjs = new fabric.Text(nametoprint, {
left: 150, //Take the block's position
opacity: 9,
top: 150,
fontFamily: 'Delicious_500',
}
);
canvas.add(yourNameObjs);
// canvas moving limit
canvas.observe("object:moving", function(e){
var obj = yourNameObjs;
var bounds = boundingObject;
var objw = parseInt(parseInt(obj.width) * obj.scaleX);
var objh = parseInt(parseInt(obj.height) * obj.scaleY);
//left
if(obj.left < bounds.left){
obj.setLeft(bounds.left);
}
//top
if(obj.top < bounds.top){
obj.setTop(bounds.top);
}
//right
if((parseInt(obj.left) + objw) > (parseInt(bounds.left)+parseInt(bounds.width))){
obj.setLeft(((parseInt(bounds.left)+parseInt(bounds.width)) - objw));
}
//bottom
if((parseInt(obj.top) + objh) > (parseInt(bounds.top)+parseInt(bounds.height))){
obj.setTop(((parseInt(bounds.top)+parseInt(bounds.height)) - objh));
}
});
// canvas scaling limit
canvas.observe("object:scaling", function(e){
var obj = yourNameObjs;
var bounds = boundingObject;
var objw = parseInt(parseInt(obj.width) * obj.scaleX);
var objh = parseInt(parseInt(obj.height) * obj.scaleY);
//left
if(obj.left < bounds.left || (parseInt(obj.left) + objw) > (parseInt(bounds.left)+parseInt(bounds.width))){
obj.setLeft(bounds.left);
obj.setScaleX((bounds.width/obj.width));
}
//top
if(obj.top < bounds.top || (parseInt(obj.top) + objh) > (parseInt(bounds.top)+parseInt(bounds.height))){
obj.setTop(bounds.top);
obj.setScaleY((bounds.height/obj.height));
}
});
canvas.renderAll();
};
})();
Bit modification compare to Albert's answer. If you want to restrict object within canvas then replace moving event with below code.
// canvas scaling limit
canvas.observe("object:scaling", function(e){
var obj = e.target;
var bounds = {
left : 5, //here it keep 5 px margin from all direction
top : 5,
width : canvas.width - 10,
height : canvas.height - 10
};
var objw = parseInt(parseInt(obj.width) * obj.scaleX);
var objh = parseInt(parseInt(obj.height) * obj.scaleY);
//left
if(obj.left < bounds.left || (parseInt(obj.left) + objw) > (parseInt(bounds.left)+parseInt(bounds.width))){
obj.setLeft(bounds.left);
obj.setScaleX((bounds.width/obj.width));
}
//top
if(obj.top < bounds.top || (parseInt(obj.top) + objh) > (parseInt(bounds.top)+parseInt(bounds.height))){
obj.setTop(bounds.top);
obj.setScaleY((bounds.height/obj.height));
}
});

Draw clickable grid of 1 million squares

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>

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