Raphael.js drag with scale causes weird jumping behavior - javascript

I'm trying to resize/scale an image using Raphael.js's built in drag method, but I'm getting some weird behavior.
Here is the jsfiddle: http://jsfiddle.net/charleshimmer/5pdyy/1/
Use the right or bottom right corner to resize the image. You will see some weird behavior with it jumping and skipping using the scale method. Anybody have any idea why?
I can get it to resize smoothing by updating the image's width and height, but then the aspect ratio is off. Using image.scale, the aspect ratio is maintained, but then it jumps all over the place.

HTML
<html>
<head>
<title>Photo Test</title>
</head>
<body>
<div id="editor"></div>
<img id="image"
src="http://www.pyrblu.com/assets/launchpad_resources/demo.jpg"
style="display:none"
>
</body>
</html>
CSS
svg
{
border: 1px solid red;
background:#fff;
border-radius: 45px;
}
JavaScript
var Editor = {},
ctFactor = 7;
// create Raphael canvas
Editor.paper = Raphael('editor', 582, 514.8);
// wait for image to load
$("#image").load(function(){
Editor.image = Editor.paper.image("http://www.pyrblu.com/assets/launchpad_resources/demo.jpg", 25, 25, 282, 465.2);
Editor.image.drag(Editor.dragging, Editor.dragStart, Editor.dragEnd);
Editor.image.ready = true;
Editor.image.mousemove(function (e) {
// only do this if the user isn't currently moving / resizing image
if( ! this.ready){
return;
}
var side = Editor.sideDection(e, this);
// if the user's mouse is along the edge we want resize
if(side){
Editor.image.state = 'resizable';
}
// else it's towards the middle and we want to move
else{
Editor.image.state = 'movable';
}
var cursor = (side) ? side + '-resize' : 'move';
this.attr('cursor', cursor);
});
});
Editor.sideDection = function(event, ct){
// check north side
var directions = {
n: Math.abs(event.offsetY - ct.attr('y')) <= ctFactor,
s: Math.abs(event.offsetY - (ct.attr('height') + ct.attr('y'))) <= ctFactor,
e: Math.abs(event.offsetX - (ct.attr('width') + ct.attr('x'))) <= ctFactor,
w: Math.abs(event.offsetX - ct.attr('x')) <= ctFactor
},
side = '';
// loop through all 4 sides and concate the ones that are true
for(var key in directions) {
if(directions.hasOwnProperty(key)){
if(directions[key]){
side = side + key;
}
}
}
return side;
};
Editor.dragStart = function () {
console.log('at start');
// grab original x, y coords
this.ox = this.attr("x");
this.oy = this.attr("y");
// toggle user is doing something
// so other actions are blocked
this.ready = false;
this.animate({opacity: .65}, 500, ">");
};
Editor.dragging = function (dx, dy, x, y, e) {
console.log('at dragging');
if(this.state === 'movable'){
// this does the actual moving of the object
this.attr({x: this.ox + dx, y: this.oy + dy});
}
// we are resizing then
else{
var diff = (x - this.ox) - this.attr('width'),
xratio = 1 + diff / this.attr('width'),
yratio = 1 + diff / this.attr('height');
console.log('diff: ', diff, 'xratio: ', xratio, 'yratio: ', yratio);
//resize image, update both height and width to keep aspect ratio
// this.attr({
// 'width': this.attr('width') * xratio,
// 'height': this.attr('height') * yratio
// });
this.scale(xratio, xratio, 0, 0);
//console.log('h: ', this.attr('height'), 'w: ', this.attr('width'), 'r', this.attr('width') / this.attr('height'));
}
};
Editor.dragEnd = function () {
this.ready = true;
this.animate({opacity: 1}, 500, ">");
};

Related

canvas not responding to touch when inside a div on ios safari

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;
}

Make cursor stay in boundary

I have a color-wheel picker (which I took a good chunk of code from this library). I'm trying to get the color-wheels cursor to not go out of boundaries. I don't want it going pass the gray border.
I can do the obvious and make the parent div: overflow:hidden, but that would just hide the cursor, it wouldn't make it not go pass the boundaries.
I think the relevant variable to edit, is one of the following (in the hsvMove function, starting on line 39):
var r = currentTargetHeight / 2,
x = e.pageX - startPoint.left - r,
y = e.pageY - startPoint.top - r
How can I get the cursor to not go past the boundaries?
JSFiddle
(function(window) {
"use strict"
// Some common use variables
var myColor = new Colors(),
startPoint,
currentTarget,
currentTargetHeight = 0,
PI = Math.PI,
PI2 = PI * 2;
/* ---------------------------------- */
/* ---- HSV-circle color picker ----- */
/* ---------------------------------- */
var colorDiskWrapper = document.getElementById('colorDiskWrapper'),
colorDiskCursor = document.getElementById('colorDiskCursor'),
colorDisk = document.getElementById('colorDisk');
var colorDiscRadius = colorDisk.offsetHeight / 2;
// Create Event Functions
var hsvDown = function(e) { // mouseDown callback
var target = e.target || e.srcElement;
if (e.preventDefault) e.preventDefault();
if (target === colorDiskCursor || target === colorDisk) {
currentTarget = target.parentNode;
} else
return;
startPoint = getOrigin(currentTarget);
currentTargetHeight = currentTarget.offsetHeight;
addEvent(window, 'mousemove', hsvMove);
hsvMove(e);
startRender();
},
hsvMove = function(e) { // mouseMove callback
var r = currentTargetHeight / 2,
x = e.pageX - startPoint.left - r,
y = e.pageY - startPoint.top - r,
h = 360 - ((Math.atan2(y, x) * 180 / PI) + (y < 0 ? 360 : 0)),
s = (Math.sqrt((x * x) + (y * y)) / r) * 100;
myColor.setColor({
h: h,
s: s
}, 'hsv');
},
renderHSVPicker = function(color) { // used in renderCallback of 'new ColorPicker'
var x = Math.cos(PI2 - color.hsv.h * PI2),
y = Math.sin(PI2 - color.hsv.h * PI2),
r = color.hsv.s * colorDiscRadius;
// Position the Cursor
colorDiskCursor.style.left = (x * r + colorDiscRadius) + 'px';
colorDiskCursor.style.top = (y * r + colorDiscRadius) + 'px';
};
addEvent(colorDiskWrapper, 'mousedown', hsvDown); // event delegation
addEvent(window, 'mouseup', function() {
removeEvent(window, 'mousemove', hsvMove);
stopRender();
});
var doRender = function(color) {
renderHSVPicker(color);
},
renderTimer,
startRender = function(oneTime) {
if (oneTime) { // only Colors is instanciated
doRender(myColor.colors);
} else {
renderTimer = window.setInterval(
function() {
doRender(myColor.colors);
// http://stackoverflow.com/questions/2940054/
}, 13); // 1000 / 60); // ~16.666 -> 60Hz or 60fps
}
},
stopRender = function() {
window.clearInterval(renderTimer);
};
/*
Function Helpers
*/
function getOrigin(elm) {
var box = (elm.getBoundingClientRect) ? elm.getBoundingClientRect() : {
top: 0,
left: 0
},
doc = elm && elm.ownerDocument,
body = doc.body,
win = doc.defaultView || doc.parentWindow || window,
docElem = doc.documentElement || body.parentNode,
clientTop = docElem.clientTop || body.clientTop || 0, // border on html or body or both
clientLeft = docElem.clientLeft || body.clientLeft || 0;
return {
left: box.left + (win.pageXOffset || docElem.scrollLeft) - clientLeft,
top: box.top + (win.pageYOffset || docElem.scrollTop) - clientTop
};
}
function addEvent(obj, type, func) {
addEvent.cache = addEvent.cache || {
_get: function(obj, type, func, checkOnly) {
var cache = addEvent.cache[type] || [];
for (var n = cache.length; n--;) {
if (obj === cache[n].obj && '' + func === '' + cache[n].func) {
func = cache[n].func;
if (!checkOnly) {
cache[n] = cache[n].obj = cache[n].func = null;
cache.splice(n, 1);
}
return func;
}
}
},
_set: function(obj, type, func) {
var cache = addEvent.cache[type] = addEvent.cache[type] || [];
if (addEvent.cache._get(obj, type, func, true)) {
return true;
} else {
cache.push({
func: func,
obj: obj
});
}
}
};
if (!func.name && addEvent.cache._set(obj, type, func) || typeof func !== 'function') {
return;
}
if (obj.addEventListener) obj.addEventListener(type, func, false);
else obj.attachEvent('on' + type, func);
}
function removeEvent(obj, type, func) {
if (typeof func !== 'function') return;
if (!func.name) {
func = addEvent.cache._get(obj, type, func) || func;
}
if (obj.removeEventListener) obj.removeEventListener(type, func, false);
else obj.detachEvent('on' + type, func);
}
})(window);
#colorDisk {
background-image: url("http://i.imgur.com/tX5NbWs.png");
width: 350px;
height: 350px;
background-repeat: no-repeat;
cursor: pointer;
}
#colorDiskCursor {
position: absolute;
border: 2px solid black;
border-radius: 50%;
width: 9px;
height: 9px;
cursor: pointer;
}
<div id="colorDiskWrapper">
<div id="colorDisk"></div>
<div id="colorDiskCursor"></div>
</div>
<script src="https://rawgit.com/PitPik/colorPicker/master/colors.js"></script>
Problem:
Let's start by outlining the algorithm, so we are all clear about what we are trying to do: with each mouse move/click, calculate the H and S values represented by the mouse position relative to the color disk (of a HSV color system). Periodically, render the disk cursor exactly on the position corresponding to the H and S values.
There are a few things we need to take note of:
The actual radius that we should use to calculate the color values (S in particular) is the radius of the color disk minus the radius of the cursor, because we want to prevent the cursor leaving the boundary of the color disk. In this case, we have 175px - 6.5px, which is 168.5px.
When rendering the cursor, we are setting its top-left position. We need to offset the position by its radius so that our "finger pointer" appears nicely in the middle of the cursor.
Solution:
With the above understanding, the solution is straightforward.
There are problems with your code, since you are using the entire radius of the color disk (175px), without accounting for the radius of the disk cursor (6.5px).
A few things you should also fix / consider in your code:
Your currentTargetHeight is the height of the wrapper (350px), which is then halved to derive the r. This looks wrong to me. You should not be concerned with the wrapper's dimension at all. Remove this variable from the code. The values we need to be concerned with should be colorDiskRadius and colorDiskCursorRadius.
Your colorDiscCursor is set to position: absolute, but its offset parent is not the wrapper, since wrapper is not a positioned element. Hence, the top-left position that we set for colorDiscCursor may be totally unpredictable, depending where its actual parent is on an actual page. To solve this, set wrapper to position: relative.
I notice that you are not setting box-sizing (defaults to content-box), which is why your cursor is actually 13px wide despite having width: 9px; likewise for height. I personally like to use box-sizing: border-box so that when I have to do pixel-accurate calculations, I just need to look at the actual width and height properties in CSS, without having to also refer to padding and border.
Minor issue: You sometimes use disc, and sometimes disk in your code. Try to standardise this for sanity's sake.
TL;DR
Here's the fiddle implementing 1, 2 and 4: https://jsfiddle.net/hrnn9w9k/4/
I didn't include 3 as it might not be your preference, but I strongly recommend it.

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.

How to move an image depending on mouse location using JS?

I would like an image to move to the left if the mouse is to the left of the screen and to the right if the mouse to the right of the screen, using javascript, here is the code I have so far:
var dirx = 0;
var spdx = 35;
var imgLeftInt;
var imgTopInt;
var imgHeight;
var imgWidth;
var divWidth;
var divHeight;
var t;
var tempX;
var tempY;
So I'm pretty sure I'm not missing any variables...
function animBall(on) {
imgLeftInt = parseInt(document.images['logo'].style.left);
imgTopInt = parseInt(document.images['logo'].style.top);
imgHeight = parseInt(document.images['logo'].height);
imgWidth = parseInt(document.images['logo'].width);
divWidth = parseInt(document.images['container'].width);
if (tempX > 779){
dirx = 1;
}
else if(tempX < 767){
dirx = 2;
}
else {
spdx = 0;
}
So if tempX, which should be the x coordinate of the mouse location, is bigger than 779, which is the halfway point of the div tag, the image should go right. If it's less than that, it should go left, and otherwise, the speed should be zero, as in it should stay still.
if(dirx == 1){
goRight();
} else if(dirx == 2) {
goLeft();
}
}
function getMouseXY(e) {
tempX = e.clientX;
tempY = e.clientY;
}
I found hundreds of different ways to get the mouse location, but this was off W3C so I assume it works.
function goRight() {
document.images['logo'].style.left = imgLeftInt+spdx +"px";
if (imgLeftInt > (divWidth-imgWidth)){
dirx = 2;
spdx= 20;
}
}
function goLeft() {
document.images['logo'].style.left = (imgLeftInt-spdx) +"px";
if (imgLeftInt < 5){
dirx = 1;
spdx= 20;
}
}
</script>
So that's my whole script.
<div id="container" onmousemove="getMouseXY(event);" width="1546" height="423">
Start Animation Stop Animation <br />
<img src="http://qabila.tv/images/logo_old.png" style="position:absolute;left:10px;top:20px;" id="logo" />
</div>
I left the dependency on the mouse location to the very end so the animation script works fine (or at least worked, unless I broke something trying to get it to read the mouse location).
Any ideas what I'm doing wrong??
If it's any help, I've hosted the code here.
I went to your link and tried debugging your code. I get an error on line 21 because your document has no "container" image ("container" is a div).
At the start of your question, you said you wanted to know mouse position relative to center of "screen". For that, you'd probably want to use window.innerWidth instead of the width attribute that you set on your div.
Well that needed a whole load of work, anyway, I have done some of it for you and you can now see things partially working, but you will need to play with it on jsfiddle. Perhaps you can now open some specific questions regarding getting this to work.
<div id="container" width="1546" height="423"> <a id="start" href="#">Start Animation</a> <a id="stop" href="#">Stop Animation</a>
<br />
<img src="http://qabila.tv/images/logo_old.png" style="position:absolute;left:10px;top:20px;" id="logo" />
</div>
/*jslint sub: true, maxerr: 50, indent: 4, browser: true */
/*global */
(function () {
"use strict";
var start = document.getElementById("start"),
stop = document.getElementById("stop"),
container = document.getElementById("container"),
logo = document.getElementById("logo"),
dirx = 0,
spdx = 35,
imgLeftInt,
imgTopInt,
imgHeight,
imgWidth,
divWidth,
divHeight,
t,
tempX,
tempY;
function getMouseXY(e) {
tempX = e.clientX;
tempY = e.clientY;
}
function goRight() {
logo.style.left = imgLeftInt + spdx + "px";
if (imgLeftInt > (divWidth - imgWidth)) {
dirx = 2;
spdx = 20;
}
}
function goLeft() {
logo.style.left = (imgLeftInt - spdx) + "px";
if (imgLeftInt < 5) {
dirx = 1;
spdx = 20;
}
}
// attribute on unused
function animBall(on) {
imgLeftInt = parseInt(logo.style.left, 10);
imgTopInt = parseInt(logo.style.top, 10);
imgHeight = parseInt(logo.height, 10);
imgWidth = parseInt(logo.width, 10);
divWidth = parseInt(container.width, 10);
if (tempX > 779) {
dirx = 1;
} else if (tempX < 767) {
dirx = 2;
} else {
spdx = 0;
}
if (dirx === 1) {
goRight();
} else if (dirx === 2) {
goLeft();
}
}
function startAnim() {
t = setInterval(animBall, 80);
}
start.addEventListener("click", startAnim, false);
function stopAnim() {
clearInterval(t);
}
stop.addEventListener("click", stopAnim, false);
container.addEventListener("mousemove", getMouseXY, false);
}());
Why don't you usee the html5 canvas and gee.js
Here's the js fiddle result (it may take a while to load, but that's fault of jsfiddle, the script will load much faster once on your website): http://jsfiddle.net/wLCeE/7/embedded/result/
and here's the much simpler code to make it work:
var g = new GEE({
width: 500,
height: 423,
container: document.getElementById('canvas')
});
var img = new Image(); // Create new img element
img.onload = function () {
demo(g)
};
img.src = 'http://qabila.tv/images/logo_old.png'; // Set source path
function demo(g) {
var style = "left"
g.draw = function () {
if (g.mouseX > g.width / 2 && style == "left") styleRight()
else if (g.mouseX < g.width / 2 && style == "right") styleLeft()
}
function styleLeft() {
style = "left"
g.ctx.clearRect(0, 0, g.width, g.height)
g.ctx.drawImage(img, 0, 0)
}
function styleRight() {
style = "right"
g.ctx.clearRect(0, 0, g.width, g.height)
g.ctx.drawImage(img, g.width - img.width, 0)
}
}

Draw on click or touch event

im learnig javascript and try to develop a page to draw on. Change colors and linewidth are already in place. Now it is drawing, but just when I move the mouse. I'd like to add also on click on just on move. So I'm able to draw also points. I have put the drawCircle function in the function stopDraw, but this is not working as it should. Any ideas?
Second problem is that, I'd like to draw a circle without stroke. But as soon as I change the lineWidth, also my circle gets a stroke around. Please help...
// Setup event handlers
cb_canvas = document.getElementById("cbook");
cb_lastPoints = Array();
if (cb_canvas.getContext) {
cb_ctx = cb_canvas.getContext('2d');
cb_ctx.lineWidth = 14;
cb_ctx.strokeStyle = "#0052f8";
cb_ctx.lineJoin="round";
cb_ctx.lineCap="round"
cb_ctx.beginPath();
cb_canvas.onmousedown = startDraw;
cb_canvas.onmouseup = stopDraw;
cb_canvas.ontouchstart = startDraw;
cb_canvas.ontouchend = stopDraw;
cb_canvas.ontouchmove = drawMouse;
}
function startDraw(e) {
if (e.touches) {
// Touch event
for (var i = 1; i <= e.touches.length; i++) {
cb_lastPoints[i] = getCoords(e.touches[i - 1]); // Get info for finger #1
}
}
else {
// Mouse event
cb_lastPoints[0] = getCoords(e);
cb_canvas.onmousemove = drawMouse;
}
return false;
}
// Called whenever cursor position changes after drawing has started
function stopDraw(e) {
drawCircle(e);
e.preventDefault();
cb_canvas.onmousemove = null;
}
//Draw circle
function drawCircle(e) {
var canvasOffset = canvas.offset();
var canvasX = Math.floor(e.pageX-canvasOffset.left);
var canvasY = Math.floor(e.pageY-canvasOffset.top);
//var canvasPos = getCoords(e);
cb_ctx.beginPath();
cb_ctx.arc(canvasX, canvasY, cb_ctx.lineWidth/2, 0, Math.PI*2, true);
cb_ctx.fillStyle = cb_ctx.strokeStyle;
cb_ctx.fill();
}
function drawMouse(e) {
cb_ctx.beginPath();
if (e.touches) {
// Touch Enabled
for (var i = 1; i <= e.touches.length; i++) {
var p = getCoords(e.touches[i - 1]); // Get info for finger i
cb_lastPoints[i] = drawLine(cb_lastPoints[i].x, cb_lastPoints[i].y, p.x, p.y);
}
}
else {
// Not touch enabled
var p = getCoords(e);
cb_lastPoints[0] = drawLine(cb_lastPoints[0].x, cb_lastPoints[0].y, p.x, p.y);
}
cb_ctx.stroke();
cb_ctx.closePath();
//cb_ctx.beginPath();
return false;
}
// Draw a line on the canvas from (s)tart to (e)nd
function drawLine(sX, sY, eX, eY) {
cb_ctx.moveTo(sX, sY);
cb_ctx.lineTo(eX, eY);
return { x: eX, y: eY };
}
// Get the coordinates for a mouse or touch event
function getCoords(e) {
if (e.offsetX) {
return { x: e.offsetX, y: e.offsetY };
}
else if (e.layerX) {
return { x: e.layerX, y: e.layerY };
}
else {
return { x: e.pageX - cb_canvas.offsetLeft, y: e.pageY - cb_canvas.offsetTop };
}
}
Your drawCircle function is wrapped in the canvas's onclick event. It should be
function drawCircle(e) {
var canvasOffset = canvas.offset();
var canvasX = Math.floor(e.pageX-canvasOffset.left);
var canvasY = Math.floor(e.pageY-canvasOffset.top);
cb_ctx.beginPath();
cb_ctx.lineWidth = 0;
cb_ctx.arc(canvasX,canvasY,cb_ctx.lineWidth/2,0,Math.PI*2,true);
cb_ctx.fillStyle = cb_ctx.strokeStyle;
cb_ctx.fill();
}
So you'll have to pass the event object from stop draw as well
function stopDraw(e) {
drawCircle(e); //notice the change here
e.preventDefault();
cb_canvas.onmousemove = null;
}
Note that you're also setting you circle's radius to 0 which might be another reason why it's not showing up.
cb_ctx.lineWidth = 0;
cb_ctx.arc(canvasX,canvasY,cb_ctx.lineWidth/2,0,Math.PI*2,true);
0 divided by 2 is always zero. If you don't want to stroke around the circle just don't call stroke(). the drawCircle function isn't causing that, since there's a beginPath() call. I suspect it's because you don't beginPath() before calling stroke() in drawMouse.

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