JavaScript- calling functions from within functions - html5-canvas

I am making an HTML5 canvas based game using JavaScript. The game is just a simple one, where a number of images are displayed on the canvas, along with a number of description boxes. The user is required to drag and drop each image to its corresponding description box.
Currently, I have the canvas displaying the images and description boxes. These are displayed straight away, as soon as the page loads, however, I want to add a 'start button' which the user will be required to click before the images and description boxes etc are displayed and they start playing the game.
The code for my page currently looks like this:
<!DOCTYPE HTML>
<html>
<head>
<style>
body {
margin: 0px;
padding: 0px;
}
canvas{
border: 1px solid #9C9898;
background:#F5F5F5;
}
</style>
<div id="container"></div>
<script src="kinetic.js"></script>
<script src="drawdescriptionboxes.js"></script>
<script src="drawLevelOneElements.js"></script>
<script src="startGameDrawGameElementsDrawStartButton.js"></script>
<script>
/*Add the game elements' global variables */
var currentLevel = 1;
var totalLevels = 3;
var currentScore = 0;
var currentScorePositionX = 950;
var currentScorePositionY = 10;
/*Add code to draw images to random locations here */
//var imageX = Math.floor(Math.random()*950);
//var imageY = Math.floor(Math.random()*450);
var stage = new Kinetic.Stage({
container: "container",
width: 1000,
height: 500
});
var imagesLayer = new Kinetic.Layer();
var canvas = imagesLayer.getCanvas();
var context = canvas.getContext("2d");
console.log("Foo ");
/*Load the images from the HTML into the JavaScript */
function loadImages(sources, callback){
var imagesDir = "";
var images = {};
var loadedImages = 0;
var numImages = 0;
//console.log("length " + sources.length);
for (var src in sources){
numImages++;
}
//console.log("Num Images " + numImages);
var index=0;
console.log("length " + sources.length);
for (index=0;index < numImages ;index++){
console.log(index);
images[index] = new Image();
images[index].src = sources[index];
console.log("Adding " + sources[index]);
callback(images[index]);
console.log("sources array length = " + sources.length);
}
stage.add(imagesLayer); // should only be added once!!
}
/*Function to check whether the item being dragged is near its description box */
function isNearDescriptionBox(itemImage, descriptionBox){
var ii = itemImage;
var db = descriptionBox;
if(ii.attrs.x > db.x - 20 && ii.attrs.x < db.x + 20 && ii.attrs.y > db.y - 20 && ii.attrs.y < db.y +20){
return true;
}else{
return false;
}
}
/* This function draws the game elements */
function drawGameElements(){
/* Draw a line for the 'score bar'. */
context.moveTo(0, 25);
context.lineTo(1000, 25);
context.stroke();
/* Draw current level/ total levels on the left, and current score on the right. */
context.font = "11pt Calibri"; /* Text font & size */
context.strokeStyle = "black"; /* Font colour */
context.strokeText(currentLevel + "/" + totalLevels, 10, 15);
context.strokeText(currentScore, 750, 15);
}
function initStage(images){
var stage = new Kinetic.Stage({
container: "container",
width: 1000,
height: 500
});
var descriptionLayer = new Kinetic.Layer();
//var imagesLayer = new Kinetic.Layer();
var allImages = [];
var currentScore = 0;
var descriptionBoxes = {
assetsDescriptionBox: {
x: 70,
y: 400
},
liabilitiesDescriptionBox: {
x: 300,
y: 400
},
incomeDescriptionBox: {
x: 530,
y: 400
},
expenditureDescriptionBox: {
x: 760,
y: 400
},
};
/*Code to detect whether image has been dragged to correct description box */
for (var key in sources){
/*Anonymous function to induce scope */
(function(){
var privateKey = key;
var imageSource = sources[key];
/*Check if image has been dragged to the correct box, and add it to that box's
array and remove from canvas if it has */
canvasImage.on("dragend", function(){
var descriptionBox = descriptionBoxes[privateKey];
if(!canvasImage.inRightPlace && isNearDescriptionBox(itemImage, descriptionBox)){
context.remove(canvasImage);
/*Will need to add a line in here to add the image to the box's array */
}
})
})();
}
}
function drawImage(imageObj) {
//var layer = new Kinetic.Layer();
//var imageX = Math.floor(Math.random()*950);
//var imageY = Math.floor(Math.random()*450);
/*Got the code from generating random coordinates from:
http://stackoverflow.com/questions/4959975/random-between-two-numbers-in-javascript*/
function randomPosition(from, to){
return Math.floor(Math.random()*(to-from+1)+from);
}
var canvasImage = new Kinetic.Image({
image: imageObj,
width: 50,
height: 50,
// puts the image in teh middle of the canvas
x: randomPosition(0, 950), //imageX, //stage.getWidth() / 2 - 50 / 2,
y: randomPosition(30, 350), //imageY, //stage.getHeight() / 2 - 50 / 2,
draggable: true
});
// add cursor styling
canvasImage.on('mouseover', function() {
document.body.style.cursor = 'pointer';
});
canvasImage.on('mouseout', function() {
document.body.style.cursor = 'default';
});
imagesLayer.add(canvasImage);
}
/*This code loads the images to the canvas when the browser window loads */
window.onload = function(){
var sources = [];
sources[0] = document.getElementById("building").src,
sources[1] = document.getElementById("chair").src,
sources[2] = document.getElementById("drink").src,
sources[3] = document.getElementById("food").src,
sources[4] = document.getElementById("fridge").src,
sources[5] = document.getElementById("land").src,
sources[6] = document.getElementById("money").src,
sources[7] = document.getElementById("oven").src,
sources[8] = document.getElementById("table").src,
sources[9] = document.getElementById("van").src,
sources[10] = document.getElementById("burger").src,
sources[11] = document.getElementById("chips").src,
sources[12] = document.getElementById("drink").src,
sources[13] = document.getElementById("franchiseFee").src,
sources[14] = document.getElementById("wages").src,
sources[15] = document.getElementById("admin").src,
sources[16] = document.getElementById("cleaners").src,
sources[17] = document.getElementById("electricity").src,
sources[18] = document.getElementById("insurance").src,
sources[19] = document.getElementById("manager").src,
sources[20] = document.getElementById("rates").src,
sources[21] = document.getElementById("training").src,
sources[22] = document.getElementById("water").src,
sources[23] = document.getElementById("burger").src,
sources[24] = document.getElementById("chips").src,
sources[25] = document.getElementById("drink").src,
sources[26] = document.getElementById("creditors").src,
sources[27] = document.getElementById("electricity").src,
sources[28] = document.getElementById("food").src,
sources[29] = document.getElementById("hirePurchase").src,
sources[30] = document.getElementById("loan").src,
sources[31] = document.getElementById("overdraft").src,
sources[32] = document.getElementById("payeTax").src,
sources[33] = document.getElementById("tax").src;
drawStartButton();
loadImages(sources, drawImage);
//drawGameElements();
//drawDescriptionBoxes();
};
I also have a hidden section in the <body></body> of the page, where I've loaded all of the images to be used into the HTML first, before manipulating them using the JS.
Currently, when I view the page in a browser, all of the images from the sources array are displayed on the canvas in random locations, along with the description boxes, score bar, and start button.
However, what I want to happen, is that when the page initially loads, only the start button is displayed on the canvas, and then when the user clicks this, everything else is displayed.
Presumably, to do this, I would want to delete/ comment out the calls to all of the functions except drawStartButton() at the end of the windows.onload = function(){...} function, and then have calls to the other function in an onmousedown event attached to the start button?
However, for some reason, when I comment out the call to loadImages(sources, drawImage); at the end of this function, and then view my page in the browser again, the canvas is no longer displayed on the page. I would have expected the canvas to still be there, just without the images displayed on it. Does anyone have any idea why this isn't happening, and how I can put it right?
The code for my loadImages(sources, drawImage); function is:
function loadImages(sources, callback){
var imagesDir = "";
var images = {};
var loadedImages = 0;
var numImages = 0;
//console.log("length " + sources.length);
for (var src in sources){
numImages++;
}
//console.log("Num Images " + numImages);
var index=0;
console.log("length " + sources.length);
for (index=0;index < numImages ;index++){
console.log(index);
images[index] = new Image();
images[index].src = sources[index];
console.log("Adding " + sources[index]);
callback(images[index]);
console.log("sources array length = " + sources.length);
}
stage.add(imagesLayer); // should only be added once!!
}
I can't see why removing a call to this function would stop the canvas from being displayed on the page... any ideas?

The last line of the function,
stage.add(imagesLayer); // should only be added once!!
adds the layer to the stage. While the stage is a container (div, for example),
the layer is the actual canvas.
If you don't call loadImages(), the layer never gets added to the DOM, because that line never runs.

Related

how to use fs functions? Getting ERROR fs.readFileSync is not a function

I am using PDFkit.js to export pdf. My page contains images. TO add images i am using
var doc = new PDFDocument({
bufferPages: true
});
var stream = doc.pipe(blobStream());
var iframe = $('iframe')[0];
var x = 0;
var y = 0;
var img;
doc.image('http://mylogo.png', 20, 15, {width:100})
.text('Proportional to width', 0, 0);
doc.flushPages();
// end and display the document in the iframe to the right
doc.end();
stream.on('finish', function() {
iframe.src = stream.toBlobURL('application/pdf');
});
Included In script:
<script src="{{asset('/js/pdfkit.standalone.js')}}"></script>
<script src="{{asset('/js/blob-stream.js')}}"></script>
But it is not displaying Image in PDF.
ERROR: fs.readFileSync is not a function

google map api not working for ajax from 2nd response onwards

In my application i have to show the path covered by an user in particulat date working fine for first response,from second response from ajax i am getting data which is diffrent from first one but still map showing 1st response result
I included google map javascript api like below in header section of html
<script src="https://maps.googleapis.com/maps/api/js?sensor=false"></script>
I am using following code in my jsp file
<script>
$(document).ready(function(){
window.setInterval(positionCheck, 20000);
});
</script>
<script>
$(document).ready(function(){
document.getElementById("directions_panel").innerHTML = "";
document.getElementById("map").innerHTML = "";
$("#searchSubmit").onclick(){
positionCheck();
}
});
</script>
<script type="text/javascript">
function positionCheck(){
var username=$("#xmlLabel").val();
var searchDate=$("#searchDate").val();
if(username!=""&& searchDate!=''){
This part where i used ajax call working fine for first response
from second response onwards problem arises it is showing content of first response from server
$.ajax({
type : "POST",
url : "searchLocation.mnt",
data :"xmlLabel="+username+"&searchDate="+searchDate,
dataType : "json",
mimeType : 'application/json',
success : function(data) {
if(data!=""){
mapLoaded(data);
function mapLoaded(data){
var size=0;
var counts=0;
var stops = data;
alert(stops);
size =stops.length;
if(stops.length>0){
var mapid=document.getElementById("map");
var map = new window.google.maps.Map(mapid);
// new up complex objects before passing them around
var directionsDisplay = new window.google.maps.DirectionsRenderer({suppressMarkers: true,polylineOptions: {
strokeColor: "black"
}});
var directionsService = new window.google.maps.DirectionsService();
Tour_startUp(stops);
window.tour.loadMap(map, directionsDisplay);
window.tour.fitBounds(map);
alert(stops.length);
if (stops.length > 1)
window.tour.calcRoute(directionsService, directionsDisplay);
}
alert(stops.length);
function Tour_startUp(stops) {
if (!window.tour) window.tour = {
updateStops: function (newStops) {
stops = newStops;
},
// map: google map object
// directionsDisplay: google directionsDisplay object (comes in empty)
loadMap: function (map, directionsDisplay) {
var myOptions = {
zoom:4,
center: new window.google.maps.LatLng(17.379818, 78.478542), // default to Hyderabad
mapTypeId: window.google.maps.MapTypeId.ROADMAP
};
map.setOptions(myOptions);
directionsDisplay.setMap(map);
},
fitBounds: function (map) {
var bounds = new window.google.maps.LatLngBounds();
// extend bounds for each record
jQuery.each(stops, function (key, val) {
var myLatlng = new window.google.maps.LatLng(val.latitude, val.longitude);
bounds.extend(myLatlng);
});
map.fitBounds(bounds);
},
calcRoute: function (directionsService, directionsDisplay) {
var batches = [];
var itemsPerBatch = 10; // google API max = 10 - 1 start, 1 stop, and 8 waypoints
var itemsCounter = 0;
var wayptsExist = stops.length > 0;
while (wayptsExist) {
var subBatch = [];
var subitemsCounter = 0;
for (var j = itemsCounter; j < stops.length; j++) {
subitemsCounter++;
subBatch.push({
location: new window.google.maps.LatLng(stops[j].latitude, stops[j].longitude),
stopover: true
});
if (subitemsCounter == itemsPerBatch)
break;
}
itemsCounter += subitemsCounter;
batches.push(subBatch);
wayptsExist = itemsCounter < stops.length;
// If it runs again there are still points. Minus 1 before continuing to
// start up with end of previous tour leg
itemsCounter--;
}
// now we should have a 2 dimensional array with a list of a list of waypoints
var combinedResults;
var unsortedResults = [{}]; // to hold the counter and the results themselves as they come back, to later sort
var directionsResultsReturned = 0;
for (var k = 0; k < batches.length; k++) {
var lastIndex = batches[k].length - 1;
var start = batches[k][0].location;
var end = batches[k][lastIndex].location;
// trim first and last entry from array
var waypts = [];
waypts = batches[k];
waypts.splice(0, 1);
waypts.splice(waypts.length - 1, 1);
var request = {
origin: start,
destination: end,
waypoints: waypts,
travelMode: window.google.maps.TravelMode.WALKING
};
(function (kk) {
directionsService.route(request, function (result, status) {
if (status == window.google.maps.DirectionsStatus.OK) {
var unsortedResult = { order: kk, result: result };
unsortedResults.push(unsortedResult);
directionsResultsReturned++;
if (directionsResultsReturned == batches.length) // we've received all the results. put to map
{
// sort the returned values into their correct order
unsortedResults.sort(function (a, b) { return parseFloat(a.order) - parseFloat(b.order); });
var count = 0;
for (var key in unsortedResults) {
if (unsortedResults[key].result != null) {
if (unsortedResults.hasOwnProperty(key)) {
if (count == 0) // first results. new up the combinedResults object
combinedResults = unsortedResults[key].result;
else {
// only building up legs, overview_path, and bounds in my consolidated object. This is not a complete
// directionResults object, but enough to draw a path on the map, which is all I need
combinedResults.routes[0].legs = combinedResults.routes[0].legs.concat(unsortedResults[key].result.routes[0].legs);
combinedResults.routes[0].overview_path = combinedResults.routes[0].overview_path.concat(unsortedResults[key].result.routes[0].overview_path);
combinedResults.routes[0].bounds = combinedResults.routes[0].bounds.extend(unsortedResults[key].result.routes[0].bounds.getNorthEast());
combinedResults.routes[0].bounds = combinedResults.routes[0].bounds.extend(unsortedResults[key].result.routes[0].bounds.getSouthWest());
}
count++;
}
}
}
directionsDisplay.setDirections(combinedResults);
var legs = combinedResults.routes[0].legs;
var summaryPanel = document.getElementById('directions_panel');
summaryPanel.innerHTML = '';
var totdist=0;
// alert(legs.length);
for (var i=0; i < legs.length;i++){
var markerletter = "A".charCodeAt(0);
var markerletter2= "B".charCodeAt(0)
markerletter += i;
markerletter2 += i;
markerletter = String.fromCharCode(markerletter);
markerletter2 = String.fromCharCode(markerletter2);
createMarker(directionsDisplay.getMap(),legs[i].start_location,legs[i].start_address,markerletter);//To display location address on the marker
var routeSegment = i + 1;
var point=+routeSegment+1;
summaryPanel.innerHTML += '<b>Route Segment: ' + routeSegment + '</b><br>';
summaryPanel.innerHTML += '<b>Point '+ routeSegment +' :</b>'+ ' ' +legs[i].start_address + ' <br> ';
summaryPanel.innerHTML += '<b>Point '+ point +' :</b>'+ ' '+legs[i].end_address + '<br>';
summaryPanel.innerHTML += '<b>Distance Covered '+' :</b>'+legs[i].distance.text + '<br><br>';
var test=legs[i].distance.text.split(' ');
var one=parseFloat(test[0]);
if(test[1]=="m"){
var one=parseFloat(test[0]/1000);
}
totdist=parseFloat(totdist)+parseFloat(one);
}
summaryPanel.innerHTML += '<b> Total Distance :'+totdist + 'km'+ '</b><br><br>';
var i=legs.length;
var markerletter = "A".charCodeAt(0);
markerletter += i;
markerletter = String.fromCharCode(markerletter);
createMarker(directionsDisplay.getMap(),legs[legs.length-1].end_location,legs[legs.length-1].end_address,markerletter);
}
}
});
})(k);
}
}
};
}
var infowindow = new google.maps.InfoWindow(
{
size: new google.maps.Size(150,50)
});
var icons = new Array();
icons["red"] = new google.maps.MarkerImage("mapIcons/marker_red.png",
// This marker is 20 pixels wide by 34 pixels tall.
new google.maps.Size(20, 34),
// The origin for this image is 0,0.
new google.maps.Point(0,0),
// The anchor for this image is at 9,34.
new google.maps.Point(9, 34));
function getMarkerImage(iconStr) {
counts++;
if(counts==size){
var markerimageLoc = "http://www.maps.google.com/mapfiles/ms/icons/blue.png";
}else{
if (iconStr=="undefined") {
iconStr = "red";
var markerimageLoc = "http://www.maps.google.com/mapfiles/ms/icons/red.png";
}
else{
var markerimageLoc="http://www.google.com/mapfiles/marker"+ iconStr +".png";
// var markerimageLoc = "http://www.maps.google.com/mapfiles/ms/icons/red.png";
}
}
icons[iconStr] = new google.maps.MarkerImage(markerimageLoc,
// This marker is 20 pixels wide by 34 pixels tall.
new google.maps.Size(25, 34),
// The origin for this image is 0,0.
new google.maps.Point(0,0),
// The anchor for this image is at 6,20.
new google.maps.Point(9, 34));
return icons[iconStr];
}
// Marker sizes are expressed as a Size of X,Y
// where the origin of the image (0,0) is located
// in the top left of the image.
// Origins, anchor positions and coordinates of the marker
// increase in the X direction to the right and in
// the Y direction down.
var iconImage = new google.maps.MarkerImage('mapIcons/marker_red.png',
// This marker is 20 pixels wide by 34 pixels tall.
new google.maps.Size(20, 34),
// The origin for this image is 0,0.
new google.maps.Point(0,0),
// The anchor for this image is at 9,34.
new google.maps.Point(9, 34));
var iconShadow = new google.maps.MarkerImage('http://www.google.com/mapfiles/shadow50.png',
// The shadow image is larger in the horizontal dimension
// while the position and offset are the same as for the main image.
new google.maps.Size(37, 34),
new google.maps.Point(0,0),
new google.maps.Point(9, 34));
// Shapes define the clickable region of the icon.
// The type defines an HTML <area> element 'poly' which
// traces out a polygon as a series of X,Y points. The final
// coordinate closes the poly by connecting to the first
// coordinate.
var iconShape = {
coord: [9,0,6,1,4,2,2,4,0,8,0,12,1,14,2,16,5,19,7,23,8,26,9,30,9,34,11,34,11,30,12,26,13,24,14,21,16,18,18,16,20,12,20,8,18,4,16,2,15,1,13,0],
type: 'poly'
};
function createMarker(map, latlng, label, character) {
var markerletter=character;
if( /[^a-zA-Z]/.test( character ) ) {
var markerletter="undefined";
}
var contentString = '<b>'+label+'</b><br>';
var marker = new google.maps.Marker({
position: latlng,
map: map,
shadow: iconShadow,
icon: getMarkerImage(markerletter),
shape: iconShape,
title: label,
zIndex: Math.round(latlng.lat()*-100000)<<5
});
marker.myname = label;
google.maps.event.addListener(marker, 'click', function() {
infowindow.setContent(contentString);
infowindow.open(map,marker);
});
return marker;
}
}
}else{
}
},
error : function(e) {
alert('Error: ' + e,"Alert Box");
}
});
}
}
</script>
and i included div tag like this in body section
<div id="map" style="border: 2px solid #3872ac; height: 500px;"
class="col-sm-6"></div>
above code working fine if i am not using ajax,problem exist only for ajax
sorry to trouble all of you,i feel very silly that i declared variable of stops globally and i need to call methods like below
function initialize(data) {
size = 0;
counts = 0;
var map=0;
var stops = data;
size = stops.length;
if (stops.length > 0) {
var map = new window.google.maps.Map(document
.getElementById("map"));
// new up complex objects before passing them around
var directionsDisplay = new window.google.maps.DirectionsRenderer(
{
suppressMarkers : true,
polylineOptions : {
strokeColor : "black"
}
});
var directionsService = new window.google.maps.DirectionsService();
Tour_startUp(stops);
window.tour.loadMap(map, directionsDisplay);
i changed the below methods from window.tour.fitBounds(map); window.tour.calcRoute(stops,directionsService,
directionsDisplay); to
window.tour.fitBounds(map,stops);
if (stops.length > 1)
window.tour.calcRoute(stops,directionsService,
directionsDisplay);
}
}

OpenLayers3 : Draggable OverviewMapControl

In OpenLayers 2, in the OverviewMapControl, you can drag the "box" to move the map.
You can not do this in OpenLayers 3.
I've tried to implement a custom control based on https://github.com/openlayers/ol3/blob/master/src/ol/control/overviewmapcontrol.js, but you can not use goog.xxx or other fancy stuff like ol.extent.scaleFromCenter when you are not in debug !
How should I proceed ?
basically, implementing drag'n drop is fairly "simple" :
var dragging = null;
var getMap = this.getMap.bind(this); //during ctor of a control, we have no access to the map !
$(document.body).on("mousemove", function (e) {
if (dragging) {
dragging.el.offset({
top: e.pageY,
left: e.pageX
});
}
});
$(box).on("mousedown", function (e) {
dragging = {
el: $(e.target)
};
});
$(document.body).on("mouseup", function (e) {
if (dragging) {
debugger;
var coords = ovmap.getEventCoordinate(e.originalEvent);
//TODO: taking event coordinates is not good, we must use center of the box coordinates
//the problem is that ovmap.getCoordinateFromPixel(dragging.el.offset()) is not working at all because we need to adjust ovmap viewport
getMap().getView().setCenter(coords);
dragging = null;
}
});
For those interested (which does not seem to be the case at the moment :)), here is the way I solved
/**
* Mostly a big copy/paste from https://raw.githubusercontent.com/openlayers/ol3/master/src/ol/control/overviewmapcontrol.js
* without rotation and zoom/dezoom plus some adapations from http://ol3.qtibia.ro/build/examples/overviewmap-custom-drag.html
* to add the possibility to drag the box on the minimap to move the main map
*/
ol.control.CustomOverviewMap = function (opt_options) {
var options = typeof opt_options !== 'undefined' ? opt_options : {};
this.collapsed_ = typeof options.collapsed !== 'undefined' ? options.collapsed : true;
this.onCollapseOrExpand = options.onCollapseOrExpand || function () { };
this.needFirstRenderUpdate_ = this.collapsed_; //prepare the hack to render the map when uncollapsed the first time
var tipLabel = typeof options.tipLabel !== 'undefined' ? options.tipLabel : 'Overview map';
this.collapseLabel_ = $('<span>\u00BB</span>').get(0);
this.label_ = $('<span>\u00AB</span>').get(0);
var activeLabel = (!this.collapsed_) ? this.collapseLabel_ : this.label_;
var button = $('<button type="button" title="{0}"></button>'.replace('{0}', tipLabel)).append(activeLabel);
button.on('click', this.handleClick_.bind(this));
//ol.control.Control.bindMouseOutFocusOutBlur(button);
button.on('mouseout', function () { this.blur(); });
button.on('focusout', function () { this.blur(); });
var ovmapDiv = $('<div class="ol-overviewmap-map"></div>').get(0);
this.ovmap_ = new ol.Map({
controls: new ol.Collection(),
interactions: new ol.Collection(),
layers: [options.tileLayer],
target: ovmapDiv,
view: new ol.View(opt_options.view)
});
var box = $('<div class="ol-overviewmap-box"></div>');
this.boxOverlay_ = new ol.Overlay({
position: [0, 0],
positioning: 'bottom-left',
element: box.get(0)
});
this.ovmap_.addOverlay(this.boxOverlay_);
var cssClasses = 'ol-overviewmap ol-unselectable ol-control' +
(this.collapsed_ ? ' ol-collapsed' : '');
var element = $('<div class="{0}"></div>'.replace('{0}', cssClasses)).append(ovmapDiv).append(button).get(0);
ol.control.Control.call(this, {
element: element,
render: ol.control.CustomOverviewMap.render
});
// deal with dragable minimap
this.dragging = null;
box.on("mousedown", this.onStartDrag.bind(this));
$(document.body).on("mousemove", this.onDrag.bind(this));
$(document.body).on("mouseup", this.onEndDrag.bind(this));
};
ol.inherits(ol.control.CustomOverviewMap, ol.control.Control);
ol.control.CustomOverviewMap.prototype.onStartDrag = function (e) {
// remember some data to use during onDrag or onDragEnd
var box = $(e.target);
this.dragging = {
el: box,
evPos: { top: e.pageY, left: e.pageX },
elPos: box.offset()
};
}
ol.control.CustomOverviewMap.prototype.onDrag = function (e) {
if (this.dragging) {
//set the position of the box to be oldPos+translation(ev)
var curOffset = this.dragging.el.offset();
var newOffset = {
top: curOffset.top + (e.pageY - this.dragging.evPos.top),
left: curOffset.left + (e.pageX - this.dragging.evPos.left)
};
this.dragging.evPos = { top: e.pageY, left: e.pageX };
this.dragging.el.offset(newOffset);
}
}
ol.control.CustomOverviewMap.prototype.onEndDrag = function (e) {
if (this.dragging) {
//see ol3.qtibia.ro href at the top of the class to understand this
var map = this.getMap();
var offset = this.dragging.el.position();
var divSize = [this.dragging.el.width(), this.dragging.el.height()];
var mapSize = map.getSize();
var c = map.getView().getResolution();
var xMove = offset.left * (Math.abs(mapSize[0] / divSize[0]));
var yMove = offset.top * (Math.abs(mapSize[1] / divSize[1]));
var bottomLeft = [0 + xMove, mapSize[1] + yMove];
var topRight = [mapSize[0] + xMove, 0 + yMove];
var left = map.getCoordinateFromPixel(bottomLeft);
var top = map.getCoordinateFromPixel(topRight);
var extent = [left[0], left[1], top[0], top[1]];
map.getView().fitExtent(extent, map.getSize());
map.getView().setResolution(c);
//reset the element at the original position so that when the main map will trigger
//the moveend event, this event will be replayed on the box of the minimap
this.dragging.el.offset(this.dragging.elPos);
this.dragging = null;
}
}
ol.control.CustomOverviewMap.render = function (mapEvent) {
//see original OverviewMap href at the top of the class to understand this
var map = this.getMap();
var ovmap = this.ovmap_;
var mapSize = map.getSize();
var view = map.getView();
var ovview = ovmap.getView();
var overlay = this.boxOverlay_;
var box = this.boxOverlay_.getElement();
var extent = view.calculateExtent(mapSize);
var ovresolution = ovview.getResolution();
var bottomLeft = ol.extent.getBottomLeft(extent);
var topRight = ol.extent.getTopRight(extent);
overlay.setPosition(bottomLeft);
// set box size calculated from map extent size and overview map resolution
if (box) {
var boxWidth = Math.abs((bottomLeft[0] - topRight[0]) / ovresolution);
var boxHeight = Math.abs((topRight[1] - bottomLeft[1]) / ovresolution);
$(box).width(boxWidth).height(boxHeight);
}
};
ol.control.CustomOverviewMap.prototype.handleClick_ = function (event) {
event.preventDefault();
this.collapsed_ = !this.collapsed_;
$(this.element).toggleClass('ol-collapsed');
// change label
if (this.collapsed_) {
this.collapseLabel_.parentNode.replaceChild(this.label_, this.collapseLabel_);
} else {
this.label_.parentNode.replaceChild(this.collapseLabel_, this.label_);
}
// manage overview map if it had not been rendered before and control is expanded
if (!this.collapsed_ && this.needFirstRenderUpdate_) {
this.needFirstRenderUpdate_ = false;
this.ovmap_.updateSize();
this.ovmap_.once("postrender", function () {
this.render();
}.bind(this));
}
//trigger event
this.onCollapseOrExpand(this.collapsed_);
};

How to get Famo.us draggable modifier's render node

I am trying to get parent renderNode of a draggable modifier on 'end' event, is there any api to get a renderNode to which draggable belongs to? My code is as follows :
/*globals define*/
define(function(require, exports, module) {
var View = require('famous/core/View');
var Surface = require('famous/core/Surface');
var Transform = require('famous/core/Transform');
var StateModifier = require('famous/modifiers/StateModifier');
var Draggable = require("famous/modifiers/Draggable");
var RenderNode = require('famous/core/RenderNode');
/*
* #name DragTest
* #constructor
* #description
*/
function DragTest() {
View.apply(this, arguments);
_createDragSurface.call(this);
}
DragTest.prototype = Object.create(View.prototype);
DragTest.prototype.constructor = DragTest;
DragTest.DEFAULT_OPTIONS = {
};
function _createDragSurface(){
var yOffset=0;
for(var i=0;i<2;i++){
var draggable = new Draggable({
xRange: [-220,0],
yRange: [0,0]
});
var dragSurface= new Surface({
content:'this is a drag surface',
size:[150,150],
properties:{
marginLeft: '10px',
backgroundColor:'grey'
}
});
var dragSurfaceModifier= new StateModifier({
align:[0.5,yOffset]
});
yOffset+=0.3;
dragSurface.pipe(draggable);
draggable.on('end',function(e){
this.setPosition([0,0,0], {
method: 'snap',
period: 300
});
});
var nodePlayer = new RenderNode(draggable);
nodePlayer.add(dragSurfaceModifier).add(dragSurface);
this.add(nodePlayer);
}
}
module.exports = DragTest;
});
On drag of a surface to the left, once it reaches threshold, I want to remove the renderNode i.e.,
draggable.on('end',function(e){
if(e.position[0]<-50){
renderNode.remove()//how to achieve this part of the code as I dont have an access to nodePlayer renderNode here.
}
else{
this.setPosition([0,0,0], {
method: 'snap',
period: 300
});
}
});
If I simply use the name of a renderNode i.e., nodePlayer it will remove the last surface no matter which surface is been dragged.Any input on this is much appreciated.
Best Regards.
There are a lot of ways to accomplish what you want to do.
Since you are using the end event on the draggable and using the position value from the custom event, let's bind the references to the needed items to be able to access them.
There is not a .remove() method on the RenderNode so the example shows a way you could remove a node from the view with a RenderController.
Remember: There is no need to remove nodes from the DOM. Famo.us will manage the renderables in the render tree.
define('main', function(require, exports, module) {
var Engine = require('famous/core/Engine');
var Surface = require('famous/core/Surface');
var Transform = require('famous/core/Transform');
var Modifier = require('famous/core/Modifier');
var StateModifier = require('famous/modifiers/StateModifier');
var Draggable = require('famous/modifiers/Draggable');
var TransitionableTransform = require('famous/transitions/TransitionableTransform');
var DragTest = require('DragTest');
var mainContext = Engine.createContext();
var dragTest = new DragTest();
mainContext.add(dragTest);
dragTest.on('removed', function(e) {
console.log('removed ', e.removedNode);
});
});
define('DragTest', function(require, exports, module) {
var View = require('famous/core/View');
var Surface = require('famous/core/Surface');
var Transform = require('famous/core/Transform');
var StateModifier = require('famous/modifiers/StateModifier');
var Draggable = require("famous/modifiers/Draggable");
var RenderNode = require('famous/core/RenderNode');
var RenderController = require('famous/views/RenderController');
/*
* #name DragTest
* #constructor
* #description
*/
function DragTest() {
View.apply(this, arguments);
_createDragSurface.call(this);
}
DragTest.prototype = Object.create(View.prototype);
DragTest.prototype.constructor = DragTest;
DragTest.DEFAULT_OPTIONS = {};
function _endingDrag(e) {
console.log('end position', e.position, this);
if (e.position[0] < -180) {
this.renderController.hide(this.nodePlayer, function() {
this.surface.emit('removed', {
removedNode: this.nodePlayer
});
}.bind(this));
} else {
this.draggable.setPosition([0, 0, 0], {
duration: 300
});
}
}
function _updatingDrag(e) {
console.log('update position', e.position);
this.surface.setContent('Position ' + e.position);
}
function _createDragSurface() {
var yOffset = 0;
for (var i = 0; i < 2; i++) {
var dragSurface = new Surface({
content: 'this is a drag surface',
size: [150, 150],
properties: {
marginLeft: '10px',
backgroundColor: 'grey'
}
});
var dragSurfaceModifier = new StateModifier({
origin: [0, 0],
align: [0.5, yOffset]
});
yOffset += 0.3;
var draggable = new Draggable({
xRange: [-220, 0],
yRange: [0, 0]
});
var renderController = new RenderController();
this.add(renderController);
var nodePlayer = new RenderNode();
nodePlayer.add(dragSurfaceModifier).add(draggable).add(dragSurface);
renderController.show(nodePlayer)
draggable.on('end', _endingDrag.bind({
draggable: draggable,
renderController: renderController,
nodePlayer: nodePlayer,
surface: dragSurface
}));
draggable.on('update', _updatingDrag.bind({
surface: dragSurface
}));
draggable.subscribe(dragSurface);
dragSurface.pipe(this._eventOutput); // so we can emit a custom removed event to this widget
}
}
module.exports = DragTest;
});
require(['main']);
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<script src="http://requirejs.org/docs/release/2.1.16/minified/require.js"></script>
<script src="http://code.famo.us/lib/requestAnimationFrame.js"></script>
<script src="http://code.famo.us/lib/classList.js"></script>
<script src="http://code.famo.us/lib/functionPrototypeBind.js"></script>
<link rel="stylesheet" type="text/css" href="http://code.famo.us/famous/0.3.5/famous.css" />
<script src="http://code.famo.us/famous/0.3.5/famous.min.js"></script>

Drawing an image from a data URL to a canvas

How can i open an image in a Canvas ? which is encoded
I am using the
var strDataURI = oCanvas.toDataURL();
The output is the encoded base 64 image. How can i draw this image on a canvas?
I want to use the strDataURI and create the Image ? Is it poosible ?
If its not then what possibly can be the solution for loading the image on a canvas ?
Given a data URL, you can create an image (either on the page or purely in JS) by setting the src of the image to your data URL. For example:
var img = new Image;
img.src = strDataURI;
The drawImage() method of HTML5 Canvas Context lets you copy all or a portion of an image (or canvas, or video) onto a canvas.
You might use it like so:
var myCanvas = document.getElementById('my_canvas_id');
var ctx = myCanvas.getContext('2d');
var img = new Image;
img.onload = function(){
ctx.drawImage(img,0,0); // Or at whatever offset you like
};
img.src = strDataURI;
Edit: I previously suggested in this space that it might not be necessary to use the onload handler when a data URI is involved. Based on experimental tests from this question, it is not safe to do so. The above sequence—create the image, set the onload to use the new image, and then set the src—is necessary for some browsers to surely use the results.
function drawDataURIOnCanvas(strDataURI, canvas) {
"use strict";
var img = new window.Image();
img.addEventListener("load", function () {
canvas.getContext("2d").drawImage(img, 0, 0);
});
img.setAttribute("src", strDataURI);
}
In case you don't like the onload callback approach, you can "promisify" it like so:
let url = "data:image/gif;base64,R0lGODl...";
let img = new Image();
await new Promise(r => img.onload=r, img.src=url);
// now do something with img
Perhaps this fiddle would help ThumbGen - jsFiddle It uses File API and Canvas to dynamically generate thumbnails of images.
(function (doc) {
var oError = null;
var oFileIn = doc.getElementById('fileIn');
var oFileReader = new FileReader();
var oImage = new Image();
oFileIn.addEventListener('change', function () {
var oFile = this.files[0];
var oLogInfo = doc.getElementById('logInfo');
var rFltr = /^(?:image\/bmp|image\/cis\-cod|image\/gif|image\/ief|image\/jpeg|image\/jpeg|image\/jpeg|image\/pipeg|image\/png|image\/svg\+xml|image\/tiff|image\/x\-cmu\-raster|image\/x\-cmx|image\/x\-icon|image\/x\-portable\-anymap|image\/x\-portable\-bitmap|image\/x\-portable\-graymap|image\/x\-portable\-pixmap|image\/x\-rgb|image\/x\-xbitmap|image\/x\-xpixmap|image\/x\-xwindowdump)$/i
try {
if (rFltr.test(oFile.type)) {
oFileReader.readAsDataURL(oFile);
oLogInfo.setAttribute('class', 'message info');
throw 'Preview for ' + oFile.name;
} else {
oLogInfo.setAttribute('class', 'message error');
throw oFile.name + ' is not a valid image';
}
} catch (err) {
if (oError) {
oLogInfo.removeChild(oError);
oError = null;
$('#logInfo').fadeOut();
$('#imgThumb').fadeOut();
}
oError = doc.createTextNode(err);
oLogInfo.appendChild(oError);
$('#logInfo').fadeIn();
}
}, false);
oFileReader.addEventListener('load', function (e) {
oImage.src = e.target.result;
}, false);
oImage.addEventListener('load', function () {
if (oCanvas) {
oCanvas = null;
oContext = null;
$('#imgThumb').fadeOut();
}
var oCanvas = doc.getElementById('imgThumb');
var oContext = oCanvas.getContext('2d');
var nWidth = (this.width > 500) ? this.width / 4 : this.width;
var nHeight = (this.height > 500) ? this.height / 4 : this.height;
oCanvas.setAttribute('width', nWidth);
oCanvas.setAttribute('height', nHeight);
oContext.drawImage(this, 0, 0, nWidth, nHeight);
$('#imgThumb').fadeIn();
}, false);
})(document);
Mixing the answers I do.
function drawDataURIOnCanvas(strDataURI, canvas) {
var img = new window.Image();
img.addEventListener("load", function () {
canvas.getContext("2d").clearRect(0, 0, canvas.width, canvas.height);
canvas.width = img.width;
canvas.height = img.height;
canvas.getContext("2d").drawImage(img, 0, 0, img.width, img.height);
});
img.setAttribute("src", strDataURI);
}
You might wanna clear the old Image before setting a new Image.
You also need to update the Canvas size for a new Image.
This is how I am doing in my project:
// on image load update Canvas Image
this.image.onload = () => {
// Clear Old Image and Reset Bounds
canvasContext.clearRect(0, 0, this.canvas.width, this.canvas.height);
this.canvas.height = this.image.height;
this.canvas.width = this.image.width;
// Redraw Image
canvasContext.drawImage(
this.image,
0,
0,
this.image.width,
this.image.height
);
};
in javascript , using jquery for canvas id selection :
var Canvas2 = $("#canvas2")[0];
var Context2 = Canvas2.getContext("2d");
var image = new Image();
image.src = "images/eye.jpg";
Context2.drawImage(image, 0, 0);
html5:
<canvas id="canvas2"></canvas>

Resources