Concurrent freehand drawing in fabric.js - javascript

I'm using fabric.js for a collaborative whiteboard project. I want freehand drawing paths to be drawn concurrently by several users. To do this I figured I could create a new PencilBrush for each remote user and simulate freehand drawing by calling the onMouseDown(), onMouseMove() and onMouseUp() methods of the PencilBrush class whenever the remote user performs those actions. I've created a jsfiddle that does something like that: http://jsfiddle.net/dkostro/7sx8N/21/
It draws two paths concurrently and the user can also draw on the canvas meanwhile. As you see one of the paths is never seen before onMouseUp() and freehand drawing it's not very pretty. I figured the problem was that each PencilBrush instance clears the upper canvas element before calling the _render function, thus only one of the paths can appear simultaneously.
Can you think of a way to make it work smoothly without having to mess up too much with fabric.js code? The one solution I thought of is having a separate canvas element for each PencilBrush, but that would be messing up with fabric.js code, and may not be a clean way to do it. Any other suggestions?
EDIT
I have implemented this one solution I have been thinking of in my question (separate canvas element for each user). http://jsfiddle.net/stropitek/DzygL/14/. I am not sure to what number of users this can scale to, or if this is a good solution, but in this example at least it seems to work well.

Related

How can I efficiently store hand-drawn lines(canvas)?

Background
I'm making a simple online drawing app so that I can practice my JS and canvas skills. It's going really well, with the ability to draw freely, and also the ability to draw straight lines.
How my drawing app works
It registers mouse and touch events, which handle all of the drawing and saving.
Here's some example code:
var tools={
"pencil":{
"started": false,
... (some data used by the pencil tool),
"start":function(e){
if(currentTool!=="pencil")return;
// Make sure that the selected tool on the toolbar is the pencil
// code for mousedown/touchstart
tools.pencil.started=true;
},
"move":function(e){
if(!tools.pencil.started)return;
// code for mousemove/touchmove
},
"end":function(e){
if(!tools.pencil.started)return;
// code for mouseup/touchend
tools.pencil.started=false;
}
},
"other tools":{
...
}
};
// And here would be a function which adds the mouse and touch events
Here is my pencil tool:
var tools={
pencil:{
started:false,
start:function(e){
if(currentTool!=="pencil")return; // Make sure the pencil tool is selected
e.preventDefault();
e=e.clientX?e:e.touches[0]; // Allow touch
context.beginPath(); // Begin drawing
context.moveTo(e.clientX-50,e.clientY); // Set the position of the pencil
tools.pencil.started=true; // Mark the pencil tool as started
},
move:function(e){
if(tools.pencil.started){ // Make sure the pencil is started
e.preventDefault();
e=e.clientX?e:e.touches[0];
context.lineTo(e.clientX-50,e.clientY); // Draw a line
context.stroke(); // Make the line visible
}
},
end:function(e){
if(tools.pencil.started){
e.preventDefault();
//tools.pencil.move(e); // Finish drawing the line
tools.pencil.started=false; // Mark the pencil tool as not started
}
}
}
};
Ignore the -50 parts (they're just to adjust with the sidebar). This works, but doesn't save to localStorage.
Problem
TL;DR: I need to save everything on the canvas into some storage (I was currently using localStorage but anything would work, although I would prefer usage of the client-side only). I can't figure out how to efficiently store it, where 'efficiently' means both fast and accurate (accurate as in it stores the whole line). Lines can be stored, but hand-drawn items I haven't figured out yet.
Explanation:
When the user resizes the window, the canvas resizes to the window size (I made this happen, not a bug). I was able to make it that when you resize, it first saves the drawings onto a temporary canvas and then, after the main canvas resizes, redraws them back. But there's a problem. Here's an example to make it clear:
You open the draw app and fill the screen with drawings.
You open DevTools and some of the drawings get covered
When you close the DevTools, then those drawings are gone.
The reason is because since the canvas got smaller, the drawings that went off of it were lost, and when it came back to the original size, they weren't visible (because they're gone). I decided to save everything to localStorage so that I can retain them (and also for some more features that I may add). The lines are working (since they only need to say, "I am a line, I start at x,y and end at x,y". That's it for a line of any size. But for hand-drawn images, they can go anywhere, so they need to say, "I am a pixel, I am at x,y", but many times for even remotely complex images.
Attempted solution
Whenever they move the mouse, it saves to a variable which then updates to localStorage. The problems with this is that if you go fast, then the lines isn't complete (has holes in it) and localStorage is storing a lot of text.
Question
How can I efficiently store all of the user's hand-drawn (pencil tool) images (client-side operations preferred)?
My suggestion is to consider the target use of this app and work backwards from it.
If you're doing something like a MS Paint drawing app, storing a canvas as a bitmap may be better. To deal with cropping issues, I would suggest that you use a predefined canvas size or a setup stage (with a maximum size to prevent issues of saving to LocalStorage).
If you're worried about image size being restrictive due to memory cap, you can also utilize compression.
ie.
canvas.toDataURL('image/jpeg', 0.5);
👆 will compress the image and return a string that will be localStorage friendly
If, on the other ✋, you are building something more like an excalidraw app, where you want to maintain the ability to edit any drawn object, then you'll need to store each object individually. Whether you use canvas or SVG doesn't really matter imho, but the SVG can make it a bit easier in the sense that the definition of how to store each element is already established, so you don't need to re-invent the wheel, so-to-speak, just need to implement it. Use of SVG doesn't necessarily preclude you from using canvas, as there are a couple SVG-in-canvas implementation, but if you're doing this as a learning project (especially for canvas), it's likely not the route you want to take.

How to antialias strokes drawn in canvas without using clearRect

I am working on a drawing app as a personal project (currently living at http://draw.ist/) and I'd like to get the drawn strokes smooth around the edges but it seems the only way to accomplish this is using clearRect. However, clearRect also clears the canvas every time I start a new path and I'd like to prevent that so the canvas actually accumulates the strokes.
I've seen stuff about creating a secondary canvas to save strokes to or something so the clear doesn't wipe them (at least I think it works somewhat like that) however that method would require a lot of additional code that I'd like to avoid. Most recently I've tried saving the canvas as an imageURL on mouseup and then re-placing it with drawImage right after every clearRect, and this seems to do the trick nicely but it has some bizarre interactions with my eraser and straightline tools, as well as some flickering every time it loads in the saved canvas image.
There isn't necessarily any particular snippet of relevant code here, but for reference the entire site can be found at http://draw.ist/ (Controls: hold shift to draw straight lines, hold spacebar to erase, scroll mousewheel to change brush size)
I'd like all drawn lines to be smooth and have antialiasing but without using the "secondary canvas as memory" method IF POSSIBLE. I think what could help me here as well is understanding why exactly clearRect is necessary to apply antialiasing to strokes in canvas and how it works exactly in layman's terms. I greatly appreciate any assistance on this, whether it's actually helpful or not!

Is it possible to make a viewport that follows the player using vanilla javascript?

I'm wondering how to make a viewport that follows the player such as in sidescrolling games. I have a semi-working version, but it requires me to move everything except the player.
ctx.translate(canvX,canvY);
drawBlocks();
ctx.restore()
This works for now, but I will have to draw enemies and other objects, and I don't want to constantly have to redo the process. I'm looking for a simple solution that basically involves a camera that follows the player. Is this possible?
Use something like three.js for games. Because you have to draw as many frames per second, and canvas just isn't great for that (if you don't believe me now, wait until you have to draw more things on the screen).
However, for your current code, one thing I notice is you're missing a save.
If that's not the problem, which I dont think it is, based on your question, you don't want to re-draw everything, only the background? You could actually use multiple layers, so that each enemy is an HTML element, and you only redraw the enemy when their animation frame changes. Then you just move their element ( a little cheaper than re-drawing in terms of performance ).
THREE.JS is what you should learn.. it will really help you out.

KineticJS clearRect equivalent

I am now entering Kinetic and it has made it far easier for me to draw on canvas. However, building a game app, I need to clear the rectangle on every animation request. They're controlled by an fps cap script, but still, there are about 50 updates per second.
Kinetic's .removeChildren() method not only clears the canvas, it deletes the canvas node from the DOM. Doing so not only makes DOM queries inconsistent by intervals of .02 second, but also drops my FPS rate by about 60% in comparison to stock HTML5 canvas handling on every machine I ran the game on.
Is there a KineticJS method for clearing the canvas in a manner such as clearRect()'s?
Edit:
I have also made sure it's not a problem on any other part of the program. Call stack doesn't overflow, the FPS drop is just due to DOM changing twice every .02 second.
Edit 2:
I have tried the following:
Ignore the layer before and create a blank rectangle to fill up the visible part of the canvas. It dropped my frame rate to about 14 FPS;
Use the .clear() method. It solved the DOM consistency problem but the frame rate got even lower than before.
It seems the only solution would be calling the default HTML5 clearRect() method, but that would mean creating the canvas element by hand (and possibly making Kinetic useless as a library for my app).
Edit 3:
As for the app, I've started using standard HTML5 canvas since I have a deadline. I'd still like to see a Kinetic solution though - it might be helpful in the future. It surprises me to see such a simple thing is so hard, if not impossible, in a popular library like KineticJS.
You can use layer.clear with a bounding area to clear just the "dirty" part of your layer.
// tell layer not to auto-clear on layer.draw
layer.setClearBeforeDraw(false);
// clear the "dirty" portion of the canvas
layer.clear(100, 100, 150, 150);
// adjust some animation values and
// just draw the element that has changed
myRect.draw();
You should try to create new Layer for example:
var newLayer = new Kinetic.Layer();
Or call this function:
Canvas.clear();
Kinetic makes it very easy to draw using layers, groups and shapes.
If your view is properly make of these items you can easily remove them and they will be removed from the stage.
Perhaps you need to rewrite you code to make it work better in kinetic.
if you think your code is properly written you can try (as a workaround) to create kinetic rectangle and fill it with whatever you want to simulate a clear.

Draw line to route around shapes in HTML Canvas

I'm using KineticJS to building an organization chart; one of the main requirements is the ability to have lines which are intelligent enough not to get overlapped by the shapes they are connecting. I have an algorithm for detecting the shortest path between two shapes, but I'm still stuck on how to route them around around any shapes in the way.
The best solution I've come up with so far is to use getIntersection() on every single point on the line to make sure that no point contains more than just the line; but after doing that (which itself feels more than a little wasteful), I'm still not sure what the best way of then routing around the obstacle is.
I'm open to the idea of switching libraries if there's another one which can accomplish this task easily, or even going back to a pure vanilla JS implementation if that's what it takes.
To work with your current solution, you would need to create vertical and horizontal "gutters" between each shape that you can use when drawing your connectors.
Think of these gutters as conduit that you run your connecting wires through.
You will likely have multiple and overlapping connectors in your gutters.
You could color code the connectors for easy identification by your users.
Alternatively:
This canvas diagraming library was created by frequent StackOverflow contributor, Simon Sarris:
http://www.nwoods.com/company/aboutus.htm
Alternatively:
JSPlumb is a javascript based diagamming library
http://jsplumbtoolkit.com/jquery/demo.html

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