I have a function in script that draws a rectangular on canvas.I want to clean the rectangular drew in the "if" condition.
I also have text on the canvas(its coordinates are 0,80) and it shouldn't be cleaned. Only the rectangular must be cleaned.
function red_stroke_2(yy)
{
//Red color edges
context.strokeStyle = "#f00";
context.strokeRect(0,yy,800,40);
}
if (Option1==answers[qnumber])
{
red_stroke_2(80);
}
Canvas is "stateless" in the sense that it does not know about the primitives that have been drawn or the calls that have been made. As such it is impossible to undo only a certain drawing call. If you need to modify the drawing, you need to redraw all of the items that you don't want to change. Of course you have the option to change single pixels, so if your text is black and the rectangle is red, you can replace all red pixels, but this won't work so good if antialiasing is enabled and is utterly complicated.
So either redraw the whole area (omit the rectangle drawing but render the text). Or consider using 2 Canvases on top of each other (one with the text, one with the background), then of course you can rerender the background without having to worry about the text.
Last but not least using SVG might be also an alternative, since this is stateful and consists of DOM elements that you can modify/insert/remove and the browser will do the compositing. In that case you would have a rect element and a textelement and you could simply remove the former.
This will put transparent pixels instead of your rectangle:
function clean_red_stroke(yy)
{
context.clearRect(0,yy,800,40);
}
//Call it with the same 'yy' you used in the drawing method
clean_red_stroke(80);
However I think you code could be improved, by using more variables (and consequently a most generic function) for exemple.
Related
The problem: I'm trying to create a simple drawing app using p5.js. Instead of the standard cursor image, I'd like to show a circle at my cursor location that represents the size of the drawing brush.
Potential solution 1: Replace the cursor using the cursor() function native to p5.
Why it doesn't work: The p5 cursor function only takes the following parameters:
ARROW, CROSS, HAND, MOVE, TEXT, or WAIT, or path for image
As such, there's no native way to replace the cursor using the ellipse class.
Potential solution 2: Use the noCursor() function and then draw the circle at the cursor location, while also drawing the background, as such:
var brushSize = 50;
function setup() {
createCanvas(1080,720);
noCursor();
}
function draw() {
background(100);
ellipse(mouseX,mouseY,brushSize);
}
Why it doesn't work: While this solution gets the desired effect i.e. replacing the cursor with a circle the size of the brush, the constantly updating background prevents me from actually drawing to the canvas with the brush when I want to.
Is there some way I can replace the cursor without actually drawing the ellipse to the canvas? Is there any way to save and then instantly reload a canvas in p5? I couldn't find such a method searching through the API docs. Any hints are appreciated.
According to the reference, you can pass a URL into the cursor() function to set an image.
If you want to use an image that you draw, you're going to have to draw them ahead of time and save them to files, and then use those files. Something like this:
cursor('images/ellipse-15.png');
Where ellipse-15.png is an image that you generated ahead of time, to match when brushSize is 15, for example.
Btw P5.js is just setting the cursor CSS property. You can read more about it here.
If you want to go with the noCursor() approach and draw the ellipse yourself, you could draw your drawing to a buffer (the createGraphics() function is your friend) and then draw the ellipse on top of that every frame. I'd still probably use a cross cursor just because there's going to be some annoying lag if you draw it yourself.
Create a circular DIV inside the canvas container and show it on top of the actual canvas.
I have two canvases. I have made them circular using border-radius. The 2nd is positioned inside the first one (using absolute position).
I have click events on both circles. If you click on inside canvas, the color at the point of the click is loaded in the outside canvas with opacity varying from white to the picked color and finally to black. If you click on outer canvas the exact color value at that point is loaded in the text-box at the bottom
I am unable to click in red zones (as shown in figure below) of the outer canvas when using chrome. I tried z-idex, arcs but nothing is helping me. But In Firefox everything is working fine.
Note: You can drag the picker object in the outer circle. But if you leave it in red zones, you would not be able to click it again in Chrome. Clicking in green zone will get you its control again
Code in this JSFiddle
Edit
I excluded all irrelevant code to make it easy. Now there is only a container having two canvas.
Filled simply with two distinct colors. Open following fiddle link in both chrome and firefox. Click on both cirles in different zones and see difference in chrome and firefox. I want them to behave in chrome as they do in firefox
Note I will ultimately draw an image in inner canvas.
Updated Fiddle Link
-
Your problem is because canvases currently are always rectangular, even if they don't look rectangular. Border radius makes the edges except the circle transparent, but it still doesn't stop events in Chrome on the corner areas. This is why you cannot click the bottom circle in those areas
I even tried putting it inside of a container that had a border-radius instead but the click event still goes through
With that being said, you have two options. You could either change your code to only use one canvas with the same type of layout, just drawing the background circle before the other each time. Essentially you'd draw a circle, draw your black to color to white gradient, use the xor operation to combine the two into one circle, then do the same with the rainbox gradient. You must draw the background circle first because canvas paints over the old layers every time
or
You could use javascript to only detect clicks in the circular area which takes just a little bit of math (: This solution is featured in edit below
In the future, CSS Shapes may allow canvases to be non-rectangular elements to be used, I'm actually not sure, but we don't have that capability yet at least
Edit
Alright, so after going through your code a bit it seems there are some things I should cover before I offer a solution
Setup all your finite variables outside of the functions that run every time. This means you don't put them (like radiuses, offsets, etc.) in the click function or something that runs often since they don't change
Your "radius"es are actually "diameter"s. The format of .rect goes .rect(x, y, width (diameter of circle), height (diameter of circle))
Almost always when overlaying canvases like you are you want to make them equal dimensions and starting position to prevent calculation error. In the end it makes it easier, doing all relative positioning with javascript instead of mixing it with CSS. In this case, however, since you're using border-radius instead of arc to make a circle, keep it like it is but position it using javascript ....
jQuery isn't needed for something this simple. If you're worried about any load speed I'd recommend doing it in vanilla javascript, essentially just changing the .click() functions into .onclick functions, but I left jQuery for now
You can declare multiple variables in a row without declaring var each time by using the following format:
var name1 = value1,
name2 = value2;
Variables with the same value you can declare like so:
var name1 = name2 = sameValue;
When children have position:absolute and you want it to be positioned relative to the parent, the parent can have position:relative, position:fixed, or position:absolute. I would think you'd want position:relative in this case
When you don't declare var for a variable it becomes global (unlessed chained with a comma like above). For more on that read this question
Now, onto the solution.
After talking with a friend I realized I could sort do the math calculation a lot easier than I originally thought. We can just calculate the center of the circles and use their radiuses and some if statements to make sure the clicks are in the bounds.
Here's the demo
After everything is set up correctly, you can use the following to detect whether or not it's in the bounds of each
function clickHandler(e, r) {
var ex = e.pageX,
ey = e.pageY,
// Distance from click to center
l = Math.sqrt(Math.pow(cx - ex, 2) + Math.pow(cy - ey, 2));
if(l > r) { // If the distance is greater than the radius
if(r === LARGE_RADIUS) { // Outside of the large
// Do nothing
} else { // The corner area you were having a problem with
clickHandler(e, LARGE_RADIUS);
}
} else {
if(r === LARGE_RADIUS) { // Inside the large cirle
alert('Outer canvas clicked x:' + ex + ',y:' + ey);
} else { // Inside the small circle
alert('Inner canvas clicked x:' + ex + ',y:' + ey);
}
}
}
// Just call the function with the appropriate radius on click
$(img_canvas).click(function(e) { clickHandler(e, SMALL_RADIUS); });
$(wheel_canvas).click(function(e) { clickHandler(e, LARGE_RADIUS); });
Hopefully the comments above and code make enough sense, I tried to clean it up as best as I could. If you have any questions don't hesitate to ask!
I have problem with canvas createPattern. I have two boxes, both will move after pressing a keyarrow:
Example:
http://jsfiddle.net/wA73R/1/
The problem is that the box background filled by createPattern also is moving. How to avoid that? Is there any solution? The big box is only an example (drawImage is not the good solution for me, I need something that will repeat background image).
Thank you for help
The problem is that the box background filled by createPattern also is moving.
Actually your problem is that the background is not moving - it is static, while you are drawing your rectangle to different positions.
How to avoid that?
The pattern will always be drawn at the coordinate origin, whose actual position is defined by the current transformation. In future you will be able to transform the pattern itself with the setTransform method, but since that currently is not implemented anywhere you instead will have to change the global transformation matrix.
In your case it means, that instead of drawing your rectangle at x/y, you translate the whole context to x/y and draw your rectangle at 0/0 then:
ctx.fillStyle=pattern;
ctx.save();
ctx.translate(boxes[i].x - left , boxes[i].y);
ctx.fillRect(0, 0, boxes[i].width, boxes[i].height);
ctx.restore();
(updated demo)
Hi I am playing around with shapes and canvas and I have a question:
So say I have this code that draws a nice rectangle on the canvas:
$("#create_rectangle").bind("click", function() {
if(canvas[0].getContext){
var ctx = canvas[0].getContext('2d');
ctx.strokeRect(50,50,50,50);
}
});
Now I say I want to store a reference to that rectangle so that I can make alteration to it at a later stage. The stokeRect() method does not seem to return any value. How do I reference that particular rectangle that was created?
Well you can't reference it, but you can include it in a draw function which depending your arguments allow you to move/rotate hide etc.
It very depend on what you want to do with this shape.
This tutorial can be helpfull to understand manipulation of shape.
http://simonsarris.com/blog/140-canvas-moving-selectable-shapes
You can't.
Canvas is basically just a canvas. You throw some paint at it, it dries and you're done. You can't take your paint and move it somewhere elseābut you can paint over it.
What you may want is SVG. It keeps track of shapes and other assorted things so that you can change them, deal with interactions much more precisely, et cetera.
Is there a ActionScript-version of JavaScript's Canvas.clearRect()?
I only know graphics.drawRect(...) which allows me draw but not remove rectangles.
If there is no such method in ActionScript, how can I emulate it?
There is not an equivalent in ActionScript to clearRect. If you need to do that, then you may want to have multiple sprites, and draw to them separately. That would allow you to adjust z-order, and to remove sections.
If you need to cut out a section of a shape, then you can use drawPath.
mike
graphics.clear();
Not very intuitive, but, in the same fill operation, redrawing again on the same pixel will actually "cut it". So, for example:
graphics.clear();
graphics.beginFill(0x000000);
graphics.drawRect(0, 0, width, height);
graphics.drawRect(10, 10, width - 10, height - 10);
graphics.endFill();
Should actually draw an external border of 10 pixels, leaving the rest of the object transparent. However, once you finish the fill operation, AFAIK there is no way to clear an area without clearing all the graphics of the DisplayObject.