I am working on KineticJS(Latest version) and i have issue regarding change text color which drawn by drawFunc() shape object.
1)Here is the code of Shpae Object.
var sampleText = new Kinetic.Shape({
x:380,
y:700,
drawFunc: function(context) {
context.beginPath();
var x = 0;
var y = 0;
var text = 'Sample Text';
context.setAttr("font", '15pt Calibri');
context.setAttr('fillStyle','black');
context.fillText(text, x, y)
context.closePath();
// KineticJS specific context method
context.fillStrokeShape(this);
},
id:"sampleText"
});
2)I want to change color of "sample text" on click event which is written using core html5 code (context object).
colorTabViews.on('click', function (e) {
sampleText.sceneFunc(function(context) {
context.beginPath();
//how can i get text which already displayed in shape object("Sample text")?
//or to change color of "sample text"
context.setAttr('fillStyle','green');
context.closePath();
context.fillStrokeShape(this);
});
verticalText.draw();
});
But issue is ,it removes whole text nothing displayed instead of just changing "sample text" color.
Please advice either get text filled by context.fillText() function or alternate way that i can change text color on particular event.
Thanks for your time and consideration in advance.
-Naitik
To programatically change fillStyle inside a Kinetic.Shape
Attach a fill property to your shape object and reference your fill property inside the Kinetic.Shape:
var sampleText = new Kinetic.Shape({
x:10,
y:15,
sceneFunc: function(context) {
context.beginPath();
var x = 0;
var y = 0;
var text = 'Sample Text';
context.setAttr("font", '15pt Calibri');
context.setAttr('fillStyle',this.myFillStyle);
context.fillText(text, x, y)
context.closePath();
// KineticJS specific context method
context.fillStrokeShape(this);
},
id:"sampleText",
fill:"blue"
});
// add a property to sampleText that's used in its sceneFunc
sampleText.myFillStyle="black";
Then you can change that fill property in your click handler:
colorTabViews.on('click', function (e) {
sampleText.myFillStyle="red";
verticalText.draw();
});
Related
I am facing one issue while setting event on Pushpin which was created by canvas. To set the environment please goto Bing Map - Pushpin Event Example. And copy below code in Javascript tab and run the example.
var map = new Microsoft.Maps.Map(document.getElementById('myMap'), {});
var pushpin = new Microsoft.Maps.Pushpin(map.getCenter(), {
icon: createRedArrow(110),
anchor: new Microsoft.Maps.Point(12, 12)
});
map.entities.push(pushpin);
function createRedArrow(heading) {
var c = document.createElement('canvas');
c.width = 24;
c.height = 24;
var ctx = c.getContext('2d');
// Offset the canvas such that we will rotate around the center of our arrow
ctx.translate(c.width * 0.5, c.height * 0.5);
// Rotate the canvas by the desired heading
ctx.rotate(heading * Math.PI / 180);
//Return the canvas offset back to it's original position
ctx.translate(-c.width * 0.5, -c.height * 0.5);
ctx.fillStyle = '#f00';
// Draw a path in the shape of an arrow.
ctx.beginPath();
ctx.moveTo(12, 0);
ctx.lineTo(5, 20);
ctx.lineTo(12, 15);
ctx.lineTo(19, 20);
ctx.lineTo(12, 0);
ctx.closePath();
ctx.fill();
ctx.stroke();
// Generate the base64 image URL from the canvas.
return c.toDataURL();
}
// Binding the events
Microsoft.Maps.Events.addHandler(pushpin, 'click', function () { highlight('pushpinClick'); });
Microsoft.Maps.Events.addHandler(pushpin, 'dblclick', function () { highlight('pushpinDblclick'); });
Microsoft.Maps.Events.addHandler(pushpin, 'mousedown', function () { highlight('pushpinMousedown'); });
Microsoft.Maps.Events.addHandler(pushpin, 'mouseout', function () { highlight('pushpinMouseout'); });
Microsoft.Maps.Events.addHandler(pushpin, 'mouseover', function () { highlight('pushpinMouseover'); });
Microsoft.Maps.Events.addHandler(pushpin, 'mouseup', function () { highlight('pushpinMouseup'); });
// Setting up the printout panel
document.getElementById('printoutPanel').innerHTML =
'<div id="pushpinClick">click</div><div id="pushpinDblclick">dblclick</div><div id="pushpinMousedown">mousedown</div><div id="pushpinMouseout">mouseout</div><div id="pushpinMouseover">mouseover</div><div id="pushpinMouseup">mouseup</div>';
function highlight(id) {
document.getElementById(id).style.background = 'LightGreen';
setTimeout(function () { document.getElementById(id).style.background = 'white'; }, 1000);
}
You can notice that all pushpin events are working on canvas's width/height (24/24) area as shown in below image
And as per my requirement events should only work on drawn part of canvas and also canvas w/h will be like 100. So, how do I achieve that?
Also, if two or more pushpins are nearer (see below image) and if both canvas are overlap to each other then how we can identify both pushpins are different for pushpin event?
Here, I have provided my requirement with Bing Map's exisiting example. But here is actual pushpin secnario.
Unfortunately this is a limitation in how pushpins are rendered in Bing Maps. There is an option to modify the click area to be round rather than square which will help a bit here. See the roundClickableArea pushpin option: https://learn.microsoft.com/en-us/bingmaps/v8-web-control/map-control-api/pushpinoptions-object
Currently I have setup a canvas, and I'm trying to add some images onto it.
So only when i Onclick on the canvas, a small images will then appear on the position that i clicked on the canvas.
Can anybody able to help me out?
The first thing to keep in mind is that you'll need to capture the coordinates with respect to the canvas, not the entire page, which is exactly what you'll get from the onclick event. This is fairly easy to translate, with code such as this:
var onMouseClick = function(evt){
var x, y;
var point = findOffset(e.target);
x = e.pageX - point.x;
y = e.pageY - point.y;
return {x,y};
}
var findOffset = function(element) {
var left = 0;
var top = 0;
if (element.offsetParent) {
do {
top += element.offsetTop;
left += element.offsetLeft;
} while(element = element.offsetParent);
return {
x : left,
y : top
};
}
};
Where your onMouseClick callback returns an object with the x,y position that the click occurred in your canvas itself.
Next, you'll want to insert your image at this point. How you do this is going to depend somewhat on where your image source, is but it will basically look like:
var canvasCtx = document.getElementById("myCanvasElement").getContext('2d');
var img = document.getElementById("id-of-an-img-tag-in-your-DOM");
canvasCtx.drawImage(img,x,y);
If you want to load your image from somewhere besides the DOM, you can construct the image object yourself like so:
var img = new Image();
img.onload = function(){
canvasCtx.drawImage(img,x,y);
};
img.src = "url/to/your/image.jpg";
This will cause your image to be loaded from a URL on mouse-click, then once the image finishes loading, adds it to your canvas.
tried searching for something like this, but I've had no luck. I'm trying to open a new tab with a screenshot of the current state of my webgl image. Basically, it's a 3d model, with the ability to change which objects are displayed, the color of those objects, and the background color. Currently, I am using the following:
var screenShot = window.open(renderer.domElement.toDataURL("image/png"), 'DNA_Screen');
This line succeeds in opening a new tab with a current image of my model, but does not display the current background color. It also does not properly display the tab name. Instead, the tab name is always "PNG 1024x768".
Is there a way to change my window.open such that the background color is shown? The proper tab name would be great as well, but the background color is my biggest concern.
If you open the window with no URL you can access it's entire DOM directly from the JavaScript that opened the window.
var w = window.open('', '');
You can then set or add anything you want
w.document.title = "DNA_screen";
w.document.body.style.backgroundColor = "red";
And add the screenshot
var img = new Image();
img.src = someCanvas.toDataURL();
w.document.body.appendChild(img);
Well it is much longer than your one liner but you can change the background color of the rectangle of the context.
printCanvas (renderer.domElement.toDataURL ("image/png"), width, height,
function (url) { window.open (url, '_blank'); });
// from THREEx.screenshot.js
function printCanvas (srcUrl, dstW, dstH, callback)
{
// to compute the width/height while keeping aspect
var cpuScaleAspect = function (maxW, maxH, curW, curH)
{
var ratio = curH / curW;
if (curW >= maxW && ratio <= 1)
{
curW = maxW;
curH = maxW * ratio;
}
else if (curH >= maxH)
{
curH = maxH;
curW = maxH / ratio;
}
return { width: curW, height: curH };
}
// callback once the image is loaded
var onLoad = function ()
{
// init the canvas
var canvas = document.createElement ('canvas');
canvas.width = dstW;
canvas.height = dstH;
var context = canvas.getContext ('2d');
context.fillStyle = "black";
context.fillRect (0, 0, canvas.width, canvas.height);
// scale the image while preserving the aspect
var scaled = cpuScaleAspect (canvas.width, canvas.height, image.width, image.height);
// actually draw the image on canvas
var offsetX = (canvas.width - scaled.width ) / 2;
var offsetY = (canvas.height - scaled.height) / 2;
context.drawImage (image, offsetX, offsetY, scaled.width, scaled.height);
// notify the url to the caller
callback && callback (canvas.toDataURL ("image/png")); // dump the canvas to an URL
}
// Create new Image object
var image = new Image();
image.onload = onLoad;
image.src = srcUrl;
}
I have a div, #scrollable, with a scrollbar and I want to scroll to the end.
I can do it by setting the div's "scrollTop" property to the value of the div's "scrollHeight" property thus:
var scrollable = d3.select("#scrollable");
scrollable.property("scrollTop", scrollable.property("scrollHeight"));
but I can't figure out how, if at all, I can tween it.
var scrollheight = scrollable.property("scrollHeight");
d3.select("#scrollable").transition().property("scrollTop", scrollheight);
doesn't work.
Thanks for any ideas.
Regards
You can use a custom d3 tween to transition arbitrary properties like scrollTop.
mbostock's Smooth Scrolling example demonstrates using a custom tween to scroll the entire document.
And here is the example adapted to your context (also viewable interactively on bl.ocks.org):
var scrollable = d3.select("#scrollable");
d3.select("#down").on('click', function() {
var scrollheight = scrollable.property("scrollHeight");
d3.select("#scrollable").transition().duration(3000)
.tween("uniquetweenname", scrollTopTween(scrollheight));
});
function scrollTopTween(scrollTop) {
return function() {
var i = d3.interpolateNumber(this.scrollTop, scrollTop);
return function(t) { this.scrollTop = i(t); };
};
}
I am currently looking for a way to add a gradient to my text object that was generated with textjs.
this.text = new createjs.Text(this.val, this.font, "#efa146");
this.text.textAlign = "center";
this.text.y = this.pos.y;
this.text.x = this.pos.x;
console.log(this.text);
window.stage.addChild(this.text);
It's actually very easy, just extend the Text object like this
<script>
(function () {
function GradientText(text, font, color) {
this.Text_constructor(text, font, color);
}
var p = createjs.extend(GradientText, createjs.Text);
p._drawTextLine = function (ctx, text, y) {
if (this.gradient) {
var height = this.getMeasuredLineHeight();
var my_gradient = ctx.createLinearGradient(0, y, 0, y + height);
my_gradient.addColorStop(0, "black");
my_gradient.addColorStop(1, "white");
ctx.fillStyle = my_gradient;
ctx.fillText(text, 0, y, this.maxWidth || 0xFFFF);
} else {
this.Text__drawTextLine(ctx, text, y);
}
};
window.GradientText = createjs.promote(GradientText, "Text");
}());
</script>
Now just create an instance of GradientText like this:
var text = new GradientText("Hello world!", "20px Arial", "#ff0000");
text.gradient = true;
You should see a gradient over text when you add it to the stage. Here is the jsfiddle for it: https://jsfiddle.net/r94zmwxa/
P.S. I've just written an example (black and white), but you can change the addColorStop from the this.gradient to set the gradient colors dynamically!
There is currently no way to do this. Sorry. There are plans to add better control on fill and stroke methods for Text in the future.