Rotate SVG at the center for Google maps custom icon - svg

I have this code for drawing a rotated icon on a google map:
function createMarker(device) {
var wtf = new google.maps.Marker({
map: window.map_,
position: new google.maps.LatLng(device.lat, device.lng),
icon: {
path: 'M350,0 700,700 350,550 0,700',
fillColor: "limegreen",
fillOpacity: 0.8,
scale: 0.04,
strokeColor: 'limegreen',
strokeWeight: 1,
anchor: new google.maps.Point(800, 800),
rotation: device.head,
}
});
return wtf;
}
The problem is the rotation rotates on one of the corners of the SVG - not the center. I found the svg path somewhere, scaled it by trial and error, and guessed at the anchor. When I add a label, instead of the label being under the icon it is all messed up. The label uses the same lat/long as the marker.
See example:
I'm finding it impossible to get the icon to rotate "on the spot" above the label. Any ideas on how to get this to work? Thanks

This isn't ideal but it works okay. This is TypeScript code. You can't go back to JavaScript after writing in TypeScript, it is just too painful.
Given that pos is a LatLng:
let pos = new this.google.maps.LatLng(lat, lng);
Methods:
public createMarker(heading: number, pos: any) {
let marky = new this.google.maps.Marker({
position: pos,
map: this.google_map,
icon: {
path: this.google.maps.SymbolPath.FORWARD_CLOSED_ARROW,
fillOpacity: 1,
fillColor: 'orange',
strokeWeight: 1.5,
scale: 2,
strokeColor: 'darkblue',
rotation: heading,
anchor: this.getRotation(heading),
},
});
return marky;
}
public createLabel(name: string, pos: any) {
let label = new MapLabel({
text: name,
position: pos,
map: this.google_map,
fontSize: 17,
fontColor: 'darkred',
align: 'center'
});
return label;
}
public getRotation(angle: number) {
if (angle <= 30) return new this.google.maps.Point(0, 5);
if (angle <= 45) return new this.google.maps.Point(0, 5);
if (angle <= 60) return new this.google.maps.Point(2, 4);
if (angle <= 120) return new this.google.maps.Point(3, 0);
if (angle <= 150) return new this.google.maps.Point(0, 0);
if (angle <= 210) return new this.google.maps.Point(0, 0);
if (angle <= 220) return new this.google.maps.Point(-1, 0);
if (angle <= 240) return new this.google.maps.Point(-3, 0);
if (angle <= 280) return new this.google.maps.Point(-3, -3);
return new this.google.maps.Point(0, 5);
}

Related

Fabricjs mask object with transformation

I'm trying to mask an object using Fabric.js free drawing brush. It works fine if the object is in its default position and without any transformations. But once I add transformations to the object, the mask is placed in the wrong position. I'm not sure how to solve this. Can someone take a look?
I want to be able to apply any transformations, before or after the mask, without messing up the mask.
let canvas = new fabric.Canvas("canvas", {
backgroundColor: "lightgray",
width: 1280,
height: 720,
preserveObjectStacking: true,
selection: false,
stateful: true
});
canvas.isDrawingMode = true;
canvas.freeDrawingBrush.color = "black";
canvas.freeDrawingBrush.width = 2;
canvas.on("path:created", function(options) {
clip(options.path);
});
function clip(path) {
canvas.isDrawingMode = false;
canvas.remove(path);
let mask = new fabric.Path(path.path, {
top: object.top,
left: object.left,
objectCaching: false,
strokeWidth: 0,
pathOffset: {
x: 0,
y: 0
}
});
let originalObjLeft = object.left,
originalObjTop = object.top;
object.set({
clipTo: function(ctx) {
mask.set({
left: -object.width / 2 - mask.width / 2 - originalObjLeft,
top: -object.height / 2 - mask.height / 2 - originalObjTop,
objectCaching: false
});
mask.render(ctx);
}
});
canvas.requestRenderAll();
}
// image
let image = new Image();
let object;
image.onload = function() {
object = new fabric.Image(image, {
width: 500,
height: 500,
//scaleX: 0.8,
//scaleY: 0.8,
//angle: 45,
top: 50,
left: 300
});
canvas.add(object);
};
image.src = "http://i.imgur.com/8rmMZI3.jpg";
I implement an exemple with some transformations (scaleX,scaleY,left,top).
I'm strugle to find a solution when the inital object have an angle different than 0. For the current solution I need it to divide the maskscale with the object scale and also adjust the positions.
let canvas = new fabric.Canvas("canvas", {
backgroundColor: "lightgray",
width: 1280,
height: 720,
preserveObjectStacking: true,
selection: false,
stateful: true
});
canvas.isDrawingMode = true;
canvas.freeDrawingBrush.color = "black";
canvas.freeDrawingBrush.width = 2;
canvas.on("path:created", function(options) {
clip(options.path);
});
function clip(path) {
canvas.isDrawingMode = false;
canvas.remove(path);
let mask = new fabric.Path(path.path, {
top: object.top,
left: object.left,
objectCaching: false,
strokeWidth: 0,
scaleX : 1/object.scaleX,
scaleY : 1/object.scaleY,
pathOffset: {
x: 0,
y: 0
}
});
let originalObjLeft = object.left,
originalObjTop = object.top,
originalMaskScaleX = mask.scaleX,
originalMaskScaleY = mask.scaleY,
originalObjScaleX = object.scaleX,
originalObjScaleY = object.scaleY;
object.set({
clipTo: function(ctx) {
mask.set({
left: -object.width / 2 -( mask.width / 2 * originalMaskScaleX) - originalObjLeft/originalObjScaleX ,
top: -object.height / 2 -( mask.height / 2 * originalMaskScaleY) - originalObjTop/originalObjScaleY ,
objectCaching: false
});
mask.render(ctx);
}
});
canvas.requestRenderAll();
}
// image
let image = new Image();
image.onload = function() {
object = new fabric.Image(image, {
width: 500,
height: 500,
scaleX: 0.8,
scaleY: 0.8,
// angle: 45,
top: 50,
left: 100
});
canvas.add(object);
};
image.src = "http://i.imgur.com/8rmMZI3.jpg";
<script src="https://cdnjs.cloudflare.com/ajax/libs/fabric.js/2.3.6/fabric.js"></script>
<div class="canvas__wrapper">
<canvas id="canvas" width="1280" height="720"></canvas>
</div>
You can check here for loadFromJSON support.
The only problem remains is when the object is rotated.
Basically whenever you set an angle, your context matrix has been transformed. In order to mask properly you need to return to initial state of the Transformation Matrices. Fabricjs handles first matrix with center point of an object (calculates center of an object with or without an angle). Second matrix is rotating matrix, and third - scaling.
To display image with all options which are set to an object, you need to multiply all Matrices:
(First Matrix * Second Matrix) * Third Matrix
So the idea of clipping will be reverse engineering of rotating context and multiplications of matrices:
difference between center points of regular object without rotation and center point of the same object but with rotation. After that take result of subtractions and divide by original object scale value.
let canvas = new fabric.Canvas("canvas", {
backgroundColor: "lightgray",
width: 1280,
height: 720,
preserveObjectStacking: true,
selection: false,
stateful: true
});
const angle = 45;
let objectHasBeenRotated = false;
canvas.isDrawingMode = true;
canvas.freeDrawingBrush.color = "black";
canvas.freeDrawingBrush.width = 2;
canvas.on("path:created", function (options) {
clip(options.path);
});
function clip(path) {
canvas.isDrawingMode = false;
canvas.remove(path);
let mask = new fabric.Path(path.path, {
top: 0,
left: 0,
objectCaching: false,
strokeWidth: 0,
scaleX: 1 / object.scaleX,
scaleY: 1 / object.scaleY,
pathOffset: {
x: 0,
y: 0,
}
});
let originalObjLeft = object.left,
originalObjTop = object.top,
originalMaskScaleX = mask.scaleX,
originalMaskScaleY = mask.scaleY,
originalObjScaleX = object.scaleX,
originalObjScaleY = object.scaleY,
transformedTranslate = object.translateToGivenOrigin({
x: object.left,
y: object.top
}, object.originX, object.originY, 'center', 'center'),
originalTransformLeft = transformedTranslate.x - object.getCenterPoint().x,
originalTransformTop = transformedTranslate.y - object.getCenterPoint().y;
object.set({
clipTo: function (ctx) {
ctx.save();
ctx.rotate(-angle * Math.PI / 180);
ctx.translate(originalTransformLeft / originalObjScaleX, originalTransformTop / originalObjScaleY)
mask.set({
left: -object.width / 2 - (mask.width / 2 * originalMaskScaleX) - originalObjLeft / originalObjScaleX,
top: -object.height / 2 - (mask.height / 2 * originalMaskScaleY) - originalObjTop / originalObjScaleY,
objectCaching: false
});
mask.render(ctx);
ctx.restore();
}
});
canvas.requestRenderAll();
}
// image
let image = new Image();
image.onload = function () {
object = new fabric.Image(image, {
width: 500,
height: 500,
scaleX: 0.8,
scaleY: 0.8,
angle: angle,
top: 50,
left: 300,
id: 'pug'
});
canvas.add(object);
};
image.src = "http://i.imgur.com/8rmMZI3.jpg";
<script src="https://cdnjs.cloudflare.com/ajax/libs/fabric.js/2.3.6/fabric.js"></script>
<div class="canvas__wrapper">
<canvas id="canvas" width="1280" height="720"></canvas>
</div>

How to keep scaling always at 1 on FabricJS [Edited]

I need in my application made in fabricJS, that when I modify an object with the scaling handlers, the scaling stays in 1, and that the size of the object takes the value of the height multiplied by scaleX. I can apply the same for the width. But I can not apply this in the images. How can I fix this?
I leave an example fiddle for a square, and an image, so that you can see the result.
The result in the image is similar to a crop, and I can not avoid this, because apparently, when I modify the container of the image, the _element property that also contains scaleX and scaleY does not change, so the image is not resized inside the container.
Here is jsFiddle.
var canvas = new fabric.Canvas('canvas');
var rect1 = new fabric.Rect({
width: 100,
height: 100,
left: 200,
top: 200,
angle: 0,
fill: 'rgba(0,0,255,1)',
originX: 'center',
originY: 'center'
});
canvas.add(rect1);
fabric.Image.fromURL('http://fabricjs.com/assets/pug_small.jpg', function(myImg) {
//i create an extra var for to change some image properties
var img1 = myImg.set({
left: 0,
top: 0,
width: 150,
height: 150
});
canvas.add(img1);
});
canvas.on('mouse:up', function(e) {
/*if(e.target != null){
//alert(e.target.width*e.target.scaleX);
}*/
//console.log(e.target);
canvas.getActiveObjects().forEach(function(obj) {
//if(obj.get('type')!='image'){
obj.set('width', obj.width * obj.scaleX, obj);
obj.set('height', obj.height * obj.scaleY, obj);
//if(obj.get('type')!='image'){
obj.scaleX = 1;
obj.scaleY = 1;
//}else{
// obj.scaleX = 1;
// obj.scaleY = 1;
// obj._element.scaleX = 1;
// obj._element.scaleY = 1;
// console.log("Width Contenedor Imagen: "+obj.width+" Width Imagen: "+obj._element.width);
// console.log("Scale Contenedor Imagen: "+obj.scaleX+" Scale Imagen: "+obj._element.scaleX);
//}
obj.setCoords();
//}
});
});
EDIT: New Discovery
Speaking of text, rect, images and polylines, it seems that I am modifying an external container, because the inner content remains intact. How can I modify the size of that let's say, inner container?

How to get correct height and width of Fabric.js object after modifying

After drawing an object and modifying the object with the mouse, the coordinates(Object.width and Object.height) remain the same as the originally drawn object.
const button = document.querySelector('button');
function load() {
const canvas = new fabric.Canvas('c');
const rect = new fabric.Rect({
width: 100,
height: 100,
left: 10,
top: 10,
fill: 'yellow',
});
function objectAddedListener(ev) {
let target = ev.target;
console.log('left', target.left, 'top', target.top, 'width', target.width, 'height', target.height);
}
function objectMovedListener(ev) {
let target = ev.target;
console.log('left', target.left, 'top', target.top, 'width', target.width, 'height', target.height);
}
canvas.on('object:added', objectAddedListener);
canvas.on('object:modified', objectMovedListener);
canvas.add(rect);
}
load();
button.addEventListener('click', load);
See codepen
width = target.width * target.scaleX,
height = target.height * target.scaleY
As we are scalling, so you need to multiply the scaleX and scaleY value to width and height respectively. Here is updated codepen
Currently You can use:
this.yourObject.getScaledWidth();
this.yourObject.getScaledHeight();
Which returns the same result.

fabricJS Not persisting Floodfill

I have an algorithm for Floodfilling a canvas. Im trying to incorporate this with fabricJS. So here is the dilemna.... I create a fabric.Canvas(). Which creates a wrapper canvas and also an upper-canvas canvas. I click on the canvas to apply my Floodfill(). This works fine and applies my color. But as soon as i go to drag my canvas objects around, or add additional objects to the canvas, the color disappears and looks like it resets of sort.
Any idea why this is?
This happen because fabricjs wipe out all canvas every frame and redraw from its internal data.
I made a JSfiddle that implements Flood Fill for Fabric JS. Check it here: https://jsfiddle.net/av01d/dfvp9j2u/
/*
* FloodFill for fabric.js
* #author Arjan Haverkamp (av01d)
* #date October 2018
*/
var FloodFill = {
// Compare subsection of array1's values to array2's values, with an optional tolerance
withinTolerance: function(array1, offset, array2, tolerance)
{
var length = array2.length,
start = offset + length;
tolerance = tolerance || 0;
// Iterate (in reverse) the items being compared in each array, checking their values are
// within tolerance of each other
while(start-- && length--) {
if(Math.abs(array1[start] - array2[length]) > tolerance) {
return false;
}
}
return true;
},
// The actual flood fill implementation
fill: function(imageData, getPointOffsetFn, point, color, target, tolerance, width, height)
{
var directions = [[1, 0], [0, 1], [0, -1], [-1, 0]],
coords = [],
points = [point],
seen = {},
key,
x,
y,
offset,
i,
x2,
y2,
minX = -1,
maxX = -1,
minY = -1,
maxY = -1;
// Keep going while we have points to walk
while (!!(point = points.pop())) {
x = point.x;
y = point.y;
offset = getPointOffsetFn(x, y);
// Move to next point if this pixel isn't within tolerance of the color being filled
if (!FloodFill.withinTolerance(imageData, offset, target, tolerance)) {
continue;
}
if (x > maxX) { maxX = x; }
if (y > maxY) { maxY = y; }
if (x < minX || minX == -1) { minX = x; }
if (y < minY || minY == -1) { minY = y; }
// Update the pixel to the fill color and add neighbours onto stack to traverse
// the fill area
i = directions.length;
while (i--) {
// Use the same loop for setting RGBA as for checking the neighbouring pixels
if (i < 4) {
imageData[offset + i] = color[i];
coords[offset+i] = color[i];
}
// Get the new coordinate by adjusting x and y based on current step
x2 = x + directions[i][0];
y2 = y + directions[i][1];
key = x2 + ',' + y2;
// If new coordinate is out of bounds, or we've already added it, then skip to
// trying the next neighbour without adding this one
if (x2 < 0 || y2 < 0 || x2 >= width || y2 >= height || seen[key]) {
continue;
}
// Push neighbour onto points array to be processed, and tag as seen
points.push({ x: x2, y: y2 });
seen[key] = true;
}
}
return {
x: minX,
y: minY,
width: maxX-minX,
height: maxY-minY,
coords: coords
}
}
}; // End FloodFill
var fcanvas; // Fabric Canvas
var fillColor = '#f00';
var fillTolerance = 2;
function hexToRgb(hex, opacity) {
opacity = Math.round(opacity * 255) || 255;
hex = hex.replace('#', '');
var rgb = [], re = new RegExp('(.{' + hex.length/3 + '})', 'g');
hex.match(re).map(function(l) {
rgb.push(parseInt(hex.length % 2 ? l+l : l, 16));
});
return rgb.concat(opacity);
}
function floodFill(enable) {
if (!enable) {
fcanvas.off('mouse:down');
fcanvas.selection = true;
fcanvas.forEachObject(function(object){
object.selectable = true;
});
return;
}
fcanvas.deactivateAll().renderAll(); // Hide object handles!
fcanvas.selection = false;
fcanvas.forEachObject(function(object){
object.selectable = false;
});
fcanvas.on({
'mouse:down': function(e) {
var mouse = fcanvas.getPointer(e.e),
mouseX = Math.round(mouse.x), mouseY = Math.round(mouse.y),
canvas = fcanvas.lowerCanvasEl,
context = canvas.getContext('2d'),
parsedColor = hexToRgb(fillColor),
imageData = context.getImageData(0, 0, canvas.width, canvas.height),
getPointOffset = function(x,y) {
return 4 * (y * imageData.width + x)
},
targetOffset = getPointOffset(mouseX, mouseY),
target = imageData.data.slice(targetOffset, targetOffset + 4);
if (FloodFill.withinTolerance(target, 0, parsedColor, fillTolerance)) {
// Trying to fill something which is (essentially) the fill color
console.log('Ignore... same color')
return;
}
// Perform flood fill
var data = FloodFill.fill(
imageData.data,
getPointOffset,
{ x: mouseX, y: mouseY },
parsedColor,
target,
fillTolerance,
imageData.width,
imageData.height
);
if (0 == data.width || 0 == data.height) {
return;
}
var tmpCanvas = document.createElement('canvas'), tmpCtx = tmpCanvas.getContext('2d');
tmpCanvas.width = canvas.width;
tmpCanvas.height = canvas.height;
var palette = tmpCtx.getImageData(0, 0, tmpCanvas.width, tmpCanvas.height); // x, y, w, h
palette.data.set(new Uint8ClampedArray(data.coords)); // Assuming values 0..255, RGBA
tmpCtx.putImageData(palette, 0, 0); // Repost the data.
var imgData = tmpCtx.getImageData(data.x, data.y, data.width, data.height); // Get cropped image
tmpCanvas.width = data.width;
tmpCanvas.height = data.height;
tmpCtx.putImageData(imgData,0,0);
fcanvas.add(new fabric.Image(tmpCanvas, {
left: data.x,
top: data.y,
selectable: false
}))
}
});
}
$(function() {
// Init Fabric Canvas:
fcanvas = new fabric.Canvas('c', {
backgroundColor:'#fff',
enableRetinaScaling: false
});
// Add some demo-shapes:
fcanvas.add(new fabric.Circle({
radius: 80,
fill: false,
left: 100,
top: 100,
stroke: '#000',
strokeWidth: 2
}));
fcanvas.add(new fabric.Triangle({
width: 120,
height: 160,
left: 50,
top: 50,
stroke: '#000',
fill: '#00f',
strokeWidth: 2
}));
fcanvas.add(new fabric.Rect({
width: 120,
height: 160,
left: 150,
top: 50,
fill: 'red',
stroke: '#000',
strokeWidth: 2
}));
fcanvas.add(new fabric.Rect({
width: 200,
height: 120,
left: 200,
top: 120,
fill: 'green',
stroke: '#000',
strokeWidth: 2
}));
/* Images work very well too. Make sure they're CORS
enabled though! */
var img = new Image();
img.crossOrigin = 'anonymous';
img.onload = function() {
fcanvas.add(new fabric.Image(img, {
left: 300,
top: 100,
angle: 30,
}));
}
img.src = 'http://misc.avoid.org/chip.png';
});

How to resize svg shape based on text content

I would like to have svg shape scale based on text content of text area or text-input. As the text content increases, the size of the underlying svg element should increase as well
This is what I have so far:
var graph = new joint.dia.Graph;
var paper = new joint.dia.Paper({
el: $('#myholder'),
width: 1330,
height: 660,
model: graph,
gridSize: 1,
defaultLink: new joint.dia.Link({
attrs: {'.marker-target': {d: 'M 10 0 L 0 5 L 10 10 z'}}
}),
validateConnection: function (cellViewS, magnetS, cellViewT, magnetT, end, linkView) {
// Prevent linking from input ports.
if (magnetS && magnetS.getAttribute('type') === 'input')
return false;
// Prevent linking from output ports to input ports within one element.
if (cellViewS === cellViewT)
return false;
// Prevent loop linking
return (magnetS !== magnetT);
// Prevent linking to input ports.
return magnetT && magnetT.getAttribute('type') === 'input';
},
// Enable marking available cells & magnets
markAvailable: true,
//Enable link snapping within 75px lookup radius
// snapLinks: {radius: 75},
interactive: function (cellView, methodName)
{
if (cellView.model.get('isInteractive') === false)
return false;
// return true;
}
});
joint.shapes.devs.CircleModel = joint.shapes.devs.Model.extend({
markup: '<g class="rotatable"><g class="scalable"><circle class="body"/></g><text class="label"/><g class="inPorts"/><g class="outPorts"/></g>',
// portMarkup: '<g class="port port<%=1%>"><rect class="port-body"/><text class="port-label"/></g>',
defaults: joint.util.deepSupplement({
type: 'devs.CircleModel',
attrs: {
'.body': {r: 50, cx: 50, stroke: '', fill: 'white'},
'.label': {text: '', 'ref-y': 0.5, 'y-alignment': 'middle'},
'.port-body': {r: 3, width: 10, height: 10, x: -5, stroke: 'gray', fill: 'lightgray', magnet: 'active'}
}
}, joint.shapes.devs.Model.prototype.defaults)
});
joint.shapes.devs.CircleModelView = joint.shapes.devs.ModelView;
var rect = new joint.shapes.basic.Rect({
isInteractive: false,
position: {x: 10, y: 50},
size: {width: 51, height: 41},
attrs: {rect: {fill: '#D6F2FC', stroke: '#7E7E7E'}, '.': {magnet: false}}
});
// Create a custom element.
// ------------------------
joint.shapes.html = {};
joint.shapes.html.Element = joint.shapes.basic.Rect.extend({
defaults: joint.util.deepSupplement({
type: 'html.Element',
attrs: {
rect: {stroke: 'none', 'fill-opacity': 0}
}
}, joint.shapes.basic.Rect.prototype.defaults)
});
// Create a custom view for that element that displays an HTML div above it.
// -------------------------------------------------------------------------
joint.shapes.html.ElementView = joint.dia.ElementView.extend({
template: [
'<div class="html-element">',
'<button class="delete">x</button>',
'<span></span>', '<br/>',
// '<input type="text" value="" />',
'<textarea id="txt" type="text" rows="10" value="Start writing"></textarea>',
'</div>'
].join(''),
initialize: function () {
_.bindAll(this, 'updateBox');
joint.dia.ElementView.prototype.initialize.apply(this, arguments);
this.$box = $(_.template(this.template)());
// Prevent paper from handling pointerdown.
this.$box.find('input,select').on('mousedown click', function (evt) {
evt.stopPropagation();
});
this.$ruler = $('<span>', {style: 'visibility: hidden; white-space: pre'});
$(document.body).append(this.$ruler);
// This is an example of reacting on the input change and storing the input data in the cell model.
this.$box.find('textarea').on('input', _.bind(function (evt) {
var val = $(evt.target).val();
this.model.set('textarea', val);
this.$ruler.html(val);
var width = this.$ruler[0].offsetWidth;
var height = this.$ruler[0].offsetHeight;
var area = width * height;
height = area / 150;
width = 150;
if ((area > 9000))
{
this.model.set('size', {width: width + 50, height: height + 80});
this.$box.find('textarea').css({width: width, height: height + 30});
// this.$box.find('.color-edit').css({width: width + 50, height: height + 80});
this.$box.find('.in').css({top: height + 75});
}
}, this));
this.$box.find('textarea').on('click', _.bind(function () {
this.$box.find('.delete').css({opacity: 1});
this.$box.find('textarea').css({opacity: 1});
}, this));
this.$box.find('textarea').on('blur', _.bind(function () {
this.$box.find('.delete').css({opacity: 0});
this.$box.find('textarea').css({opacity: 0});
}, this));
this.$box.find('.delete').on('click', _.bind(this.model.remove, this.model));
// Update the box position whenever the underlying model changes.
this.model.on('change', this.updateBox, this);
// Remove the box when the model gets removed from the graph.
this.model.on('remove', this.removeBox, this);
this.updateBox();
this.listenTo(this.model, 'process:ports', this.update);
joint.dia.ElementView.prototype.initialize.apply(this, arguments);
},
render: function () {
joint.dia.ElementView.prototype.render.apply(this, arguments);
this.paper.$el.prepend(this.$box);
this.updateBox();
return this;
},
updateBox: function ()
{
// Set the position and dimension of the box so that it covers the JointJS element.
var bbox = this.model.getBBox();
// Example of updating the HTML with a data stored in the cell model.
this.$box.find('label').text(this.model.get('label'));
this.$box.find('span').text(this.model.get('select'));
this.$box.css({width: bbox.width + 6, height: bbox.height, left: bbox.x, top: bbox.y, transform: 'rotate(' + (this.model.get('angle') || 0) + 'deg)'});
},
removeBox: function (evt) {
this.$ruler.remove();
this.$box.remove();
}
});
paper.on('cell:pointerdblclick', function (cellView, evt, x, y)
{
var clone = cellView.model.clone();
if (rect.id === cellView.model.id)
{
clone = new joint.shapes.html.Element({
position: {x: 100, y: 60},
size: {width: 81, height: 69},
inPorts: [''],
outPorts: [''],
attrs: {
'.': {magnet: true},
'.label': {text: '', 'ref-x': .4, 'ref-y': .2},
'.inPorts circle': {type: 'input'},
'.outPorts circle': {type: 'output'},
'.port-body': {r: 3}
}
});
// clone.resize(2*81,2*39)
graph.addCell(clone);
}
});
// // First, unembed the cell that has just been grabbed by the user.
paper.on('cell:pointerdown', function (cellView, evt, x, y) {
var cell = cellView.model;
if (!cell.get('embeds') || cell.get('embeds').length === 0) {
// Show the dragged element above all the other cells (except when the
// element is a parent).
cell.toFront();
_.invoke(graph.getConnectedLinks(cell), 'toFront');
}
if (cell.get('parent')) {
graph.getCell(cell.get('parent')).unembed(cell);
}
});
// When the dragged cell is dropped over another cell, let it become a child of the
//element below.
paper.on('cell:pointerup', function (cellView, evt, x, y) {
if (cellView.model.isLink())
return;
var cell = cellView.model;
var cellViewsBelow = paper.findViewsFromPoint(cell.getBBox().center());
if (cellViewsBelow.length) {
// Note that the findViewsFromPoint() returns the view for the `cell` itself.
var cellViewBelow = _.find(cellViewsBelow, function (c) {
return c.model.id !== cell.id;
});
// Prevent recursive embedding.
if (cellViewBelow && cellViewBelow.model.get('parent') !== cell.id) {
cellViewBelow.model.embed(cell);
}
}
});
graph.addCells([rect]);
Could not find a solution elsewhere. Any help would be appreciated. thanks
You have to make the HTML Input resize based on the text inside.
Auto-scaling input[type=text] to width of value?
The ElementView has to listen to the HTML Input changes (input event) and update the size of the model based on the width and height of the HTML Input.
Example:
function onTextInput(evt) {
var $input = $(evt.target);
// 1. auto-scaling the input based on the text inside.
$input.attr('size', Math.max($input.val().length, 10));
// 2. resizing the model to the size of the input + padding.
model.resize($input.outerWidth() + 5, $input.outerHeight() + 40);
}
$('input').on('input', onTextInput);
JS Fiddle: http://jsfiddle.net/kumilingus/Lrffgvqn/
Similar with HTML TextArea, where the only difference will be the way how you auto-scale it based on the text inside.

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