per pixel image object detection in fabric js - fabricjs

I have been trying to get the per pixel drag and drop feature working using images with fabric.js like in example on their website: http://fabricjs.com/per-pixel-drag-drop/. I would like the object to be detected when a non transparent part is moused over but if I set perpixeltargetfind to true nothing is detected. I have tried for a while now and even copying the example verbatim while using my own images has not worked. Would really appreciate some help figuring out what I am doing wrong if anyone has experience using this. Thanks.
Here is a link to a js fiddle I have been using: http://jsfiddle.net/ahalbleib/bdofdbqg/
and the code:
var canvas =this.__canvas = new fabric.Canvas('c1',{hoverCursor: 'pointer',
selection: false});
var urls=['https://dl.dropboxusercontent.com/s/ix6mvv49wnx226a/Central-Richmon_clipped_rev_1.png?dl=0' ,
'https://dl.dropboxusercontent.com/s/jjp2l0kgdw8iitb/Laurel-Heights.png?dl=0',
'https://dl.dropboxusercontent.com/s/wdk02w40z1466g5/LoneMountain.png?dl=0',
'https://dl.dropboxusercontent.com/s/t6tnptndu2k22xr/OuterRichmond.png?dl=0',
'https://dl.dropboxusercontent.com/s/tv4rhwjc0nw35iz/Presidio-Heights.png?dl=0' ,
'https://dl.dropboxusercontent.com/s/ttbf390w2vdx4id/Inner-richmond.png?dl=0'];
for (var i=0; i<urls.length; i++){
fabric.Image.fromURL( urls[i], function(img){
img.perPixelTargetFind = true;
img.targetFindTolerance = 4;
img.hasControls = img.hasBorders = false;
canvas.add(img);
});
}
canvas.findTarget = (function (originalFn) {
return function () {
var target = originalFn.apply(this, arguments);
if (target) {
if (this._hoveredTarget !== target) {
canvas.fire('object:over', { target: target });
if (this._hoveredTarget) {
canvas.fire('object:out', { target: this._hoveredTarget });
}
this._hoveredTarget = target;
}
}
else if (this._hoveredTarget) {
canvas.fire('object:out', { target: this._hoveredTarget });
this._hoveredTarget = null;
}
return target;
};
})(canvas.findTarget);
};
init();

That is because you don't take images from your own server and you'll get a Security error about tainted canvas. You need to set crossOrigin: 'Anonymous' to images. I made you a jsFiddle

Related

pasting the elements multiple times in rappid js

I am using joint js and rappid with the angular 8 and I have done most of the tasks but in using keyboard events there seems to be a issue. When I copy an element and pasted it on graph it works fine. But for the next element selected it is pasting that new element multiple times.
Here is my code.
var keyboard = this.keyboard = new joint.ui.Keyboard();
var clipboard = this.clipboard = new joint.ui.Clipboard();
selection.collection.on('reset add remove', this.onSelectionChange.bind(this));
paper.on('element:pointerdown', function(elementView: joint.dia.ElementView,evt: joint.dia.Event) {
clipboard.clear();
keyboard.on({
'ctrl+c': function(evt) {
selection.collection.reset();
//clipboard.clear();
selection.collection.add(elementView.model);
clipboard.copyElements(selection.collection, paper.model);
//console.log(clipboard);
},
'ctrl+v': function(evt) {
//console.log(clipboard);
var pastedCells = clipboard.pasteCells(graph, {
translate: { dx: 20, dy: 20 },
useLocalStorage: true
});
var elements = _.filter(pastedCells, function(cell) {
return cell.isElement();
});
//console.log(elements);
// Make sure pasted elements get selected immediately. This makes the UX better as
// the user can immediately manipulate the pasted elements.
selection.collection.reset(elements);
},
});
});
onSelectionChange() {
const { paper, selection,clipboard } = this;
const { collection } = selection;
//console.log(collection.models.child);
// collection.models.forEach(function(model: joint.dia.Element) { if(!model.collection) { clipboard.clear();}});
paper.removeTools();
joint.ui.Halo.clear(paper);
joint.ui.FreeTransform.clear(paper);
joint.ui.Inspector.close();
if(collection.first() == undefined){
clipboard.clear();
}
if (collection.length === 1) {
var primaryCell = collection.first();
var primaryCellView = paper.requireView(primaryCell);
selection.destroySelectionBox(primaryCell);
this.selectPrimaryCell(primaryCellView);
} else if (collection.length === 2) {
collection.each(function(cell) {
selection.createSelectionBox(cell);
});
}
}
selectPrimaryCell(cellView) {
var cell = cellView.model
if (cell.isElement()) {
this.selectPrimaryElement(cellView);
} else {
this.selectPrimaryLink(cellView);
}
//this.createInspector(cell);
}
selectPrimaryElement(elementView) {
var element = elementView.model;
console.log(element.collection);
new joint.ui.FreeTransform({
cellView: elementView,
allowRotation: false,
preserveAspectRatio: !!element.get('preserveAspectRatio'),
allowOrthogonalResize: element.get('allowOrthogonalResize') !== false
}).render();
}
I have different thing like resetting the clipboard , resetting the selection and resetting the keyboard but nothing seems to be working.

Phaserjs, sprite overlap, not working

I am new to Phaserjs, trying to create basic drag-drop style game.
I have created the game and add arcade physics (this.game.physics.arcade.enable(this.orange_outline);)
Currently overlap happen as soon as the edges collide.
I want to detect that my code should trigger when 50% overlap happen. is it possible in phaserjs?
var GameState = {
init:function(){
this.physics.startSystem(Phaser.Physics.ARCADE);
},
create: function () {
this.background = this.game.add.sprite(0, 0, 'background');
this.overlapHappen = false;
this.orange_outline = this.game.add.sprite(459,199,'orange_outline');
this.orange_outline.frame = 2;
this.orange_outline.anchor.setTo(.5);
this.orange_outline.customParams = {myName:'orange_outline',questionImg:'orange'};
this.orange_inner = this.game.add.sprite(150,197,'orange_inner');
this.orange_inner.anchor.setTo(.5);
this.orange_inner.customParams = {myName:'orange_inner',questionImg:'orange',targetKey:this.orange_outline,targetImg:'orange_outline'};
this.orange_inner.frame = 1;
this.orange_inner.inputEnabled = true;
this.orange_inner.input.enableDrag();
this.orange_inner.input.pixelPerfectOver = true;
this.orange_inner.events.onDragStart.add(this.onDragStart,this);
// this.game.physics.enable(this.orange_inner,Phaser.Physics.ARCADE);
this.game.physics.arcade.enable(this.orange_inner);
this.game.physics.arcade.enable(this.orange_outline);
this.orange_inner.events.onDragStop.add(this.onDragStop,this);
},
update: function () {
//this.orange.animations.play('orange_one',1)
},
onDragStart:function(sprite,pointer){
//console.log(sprite.key + " dragged")
},
onDragStop:function(sprite,pointer){
var endSprite = sprite.customParams.targetKey;
//console.log(sprite.customParams);
this.stopDrag(sprite,endSprite)
},
stopDrag:function(currentSprite,endSprite){
if (!this.game.physics.arcade.overlap(currentSprite, endSprite, function() {
var currentSpriteTarget = currentSprite.customParams.targetImg;
var endSpriteName = endSprite.customParams.myName;
if(currentSpriteTarget === endSpriteName){
currentSprite.input.draggable = false;
currentSprite.position.copyFrom(endSprite.position);
currentSprite.anchor.setTo(endSprite.anchor.x, endSprite.anchor.y);
}
console.log(currentSpriteTarget,endSpriteName);
})) {
//currentSprite.position.copyFrom(currentSprite.originalPosition);
console.log('you')
}
}
}
In stopDrag() I am detecting overlap.
You can try to get the amount of horizontal and vertical overlap amount and check if it satisfies a certain threshold. This can be done in additional overlap function callback, that is called processCallback in documentation. As an example:
if (!this.game.physics.arcade.overlap(currentSprite, endSprite, function() {
//your callback !
},function() {
if (this.game.physics.arcade.getOverlapX(currentSprite, endSprite) > currentSprite.width / 2
&& this.game.physics.arcade.getOverlapY(currentSprite, endSprite) > currentSprite.height / 2) {
//Overlaping !
return true;
} else {
//as if no overlap occured
return false;
}
},this) {
//
}
Another way to do this (other than what Hamdi Douss offers) is to resize your body to only take up 50% of the area. This will automatically ensure that collisions/overlap don't occur unless the reduced bodies touch each other.
To view your current body, use Phaser's debug methods
this.game.debug.body(someSprite, 'rgba(255,0,0,0.5)');

FabricJS double click on objects

I am trying to perform a special action whenever the user double clicks any object located inside the canvas. I have read the docs and not found any mouse:dblclick-like event in the documentation. I tried doing something like:
fabric.util.addListener(fabric.document, 'dblclick', callback);
Which does trigger the dblclick event but does not give specific information about the actual object that is being clicked on the canvas.
Any ideas of the most FabricJS-y way of doing this?
The more elegant way is to override fabric.Canvas._initEventListeners to add the dblclick support
_initEventListeners: function() {
var self = this;
self.callSuper('_initEventListeners');
addListener(self.upperCanvasEl, 'dblclick', self._onDoubleClick);
}
_onDoubleClick: function(e) {
var self = this;
var target = self.findTarget(e);
self.fire('mouse:dblclick', {
target: target,
e: e
});
if (target && !self.isDrawingMode) {
// To unify the behavior, the object's double click event does not fire on drawing mode.
target.fire('object:dblclick', {
e: e
});
}
}
I've also developed a library to implement more events missed in fabricjs : https://github.com/mazong1123/fabric.ext
This is similar to #LeoCreer's answer but actually gets access to the targeted object
fabric.util.addListener(canvas.upperCanvasEl, 'dblclick', function (e) {
var target = canvas.findTarget(e);
});
The Correct way to add custom events to Fabric.js
window.fabric.util.addListener(canvas.upperCanvasEl, 'dblclick', function (event, self) {
yourFunction(event);
});
or use fabric.ext
I'm using this workaround:
var timer = 0;
canvas.item(0).on('mouseup', function() {
var d = new Date();
timer = d.getTime();
});
canvas.item(0).on('mousedown', function() {
var d = new Date();
if ((d.getTime() - timer) < 300) {
console.log('double click')
}
});
Here is a quick and easy way to add a double click event handler to Fabric JS -
Include following code snippet to your html file. Just ensure this is loaded after the main fabric.js library
<script type="text/javascript">
fabric = (function(f) { var nativeOn = f.on; var dblClickSubscribers = []; var nativeCanvas = f.Canvas; f.Canvas = (function(domId, options) { var canvasDomElement = document.getElementById(domId); var c = new nativeCanvas(domId, options); c.dblclick = function(handler) { dblClickSubscribers.push(handler) }; canvasDomElement.nextSibling.ondblclick = function(ev){ for(var i = 0; i < dblClickSubscribers.length; i++) { console.log(ev); dblClickSubscribers[i]({ e :ev }); } }; return c; }); return f; }(fabric));
</script>
Then add this code to listen a double click event:
canvas.dblclick(function(e) {
});
To get information about the actual object that is being clicked on the canvas, use following method -
canvas.getActiveObject();
eg.
canvas.dblclick(function(e) {
activeObject = canvas.getActiveObject();
});
I am late but now fabricjs has mousedblclick event.
Listed at: http://fabricjs.com/docs/fabric.Object.html
See all events:
http://fabricjs.com/events

How should I get JSGridControl using Javascript in SharePoint 2013?

I’ve tried the ‘hook’ as shown below and found in other posts:
ExecuteOrDelayUntilScriptLoaded(function()
{
var oldGanttControl = SP.GanttControl;
SP.GanttControl = function()
{
oldGanttControl.call(this);
var oldInit = this.Init;
this.Init = function(jsGridControl, jsRawGridData, params)
{
oldInit.call(this, jsGridControl, jsRawGridData, params);
DoCustomizations(jsGridControl);
};
};
},"SPGantt.js");
Function DoCustomizations(grid)
{
//etc etc
}
However this seems to work only for SP2010. With SP2013 I get an error saying:
“SCRIPT438: Object doesn’t support property or method ‘WaitForGanttCreation’
sp.ui.timeline.debug.js, line 3335 character 13″
Is there a solution for this to work on a Gantt View in SP2013 ?
Any help would be greatly appreciated.
Try that:
ExecuteOrDelayUntilScriptLoaded(function()
{
var oldGanttControl = SP.GanttControl;
SP.GanttControl = function() {
oldGanttControl.call(this);
var oldInit = this.Init;
this.Init = function(jsGridControl) {
oldInit.apply(this, arguments);
DoCustomizations(jsGridControl);
};
for (prop in oldGanttControl) {
if (oldGanttControl.hasOwnProperty(prop)) {
SP.GanttControl[prop] = oldGanttControl[prop];
}
}
};
},"SPGantt.js");
Function DoCustomizations(grid)
{
//etc etc
}

MOSS 2007: Adding Filter to ListView web part

I have been dropped into a sharepoint 2007 project, and i have relatively little experience with altering existing webparts.
My first task is to add a filter to two out of three columns in a list view. My Lead Dev suggests trying to add a jquery combo-box filter, and another dev suggests extending the web part and overriding some of the functionality.
What i think is a good option is to change the context menu for the list view headers, so that instead of "Show Filter Choices" bringing up a standard dropdownlist that only responds to the first letter, it would have a jquery combobox. And maybe if the business requests it, change the wording of that option.
My question to you is, what would be a good path to take on this? Also, what resources are there besides traipsing around books and blogs are there to guide an sp newbie to do this?
Thanks.
How about something like this:
<script src="http://www.google.com/jsapi"></script>
<script>
google.load("jquery", "1.2.6");
google.setOnLoadCallback(function() {
$(document).ready(function()
{
jQuery.extend(jQuery.expr[':'], {
containsIgnoreCase: "(a.textContent||a.innerText||jQuery(a).text()||'').toLowerCase().indexOf((m[3]||'').toLowerCase())>=0"
});
$("table.ms-listviewtable tr.ms-viewheadertr").each(function()
{
if($("td.ms-vh-group", this).size() > 0)
{
return;
}
var tdset = "";
var colIndex = 0;
$(this).children("th,td").each(function()
{
if($(this).hasClass("ms-vh-icon"))
{
// attachment
tdset += "<td></td>";
}
else
{
// filterable
tdset += "<td><input type='text' class='vossers-filterfield' filtercolindex='" + colIndex + "' /></td>";
}
colIndex++;
});
var tr = "<tr class='vossers-filterrow'>" + tdset + "</tr>";
$(tr).insertAfter(this);
});
$("input.vossers-filterfield")
.css("border", "1px solid #7f9db9")
.css("width", "100%")
.css("margin", "2px")
.css("padding", "2px")
.keyup(function()
{
var inputClosure = this;
if(window.VossersFilterTimeoutHandle)
{
clearTimeout(window.VossersFilterTimeoutHandle);
}
window.VossersFilterTimeoutHandle = setTimeout(function()
{
var filterValues = new Array();
$("input.vossers-filterfield", $(inputClosure).parents("tr:first")).each(function()
{
if($(this).val() != "")
{
filterValues[$(this).attr("filtercolindex")] = $(this).val();
}
});
$(inputClosure).parents("tr.vossers-filterrow").nextAll("tr").each(function()
{
var mismatch = false;
$(this).children("td").each(function(colIndex)
{
if(mismatch) return;
if(filterValues[colIndex])
{
var val = filterValues[colIndex];
// replace double quote character with 2 instances of itself
val = val.replace(/"/g, String.fromCharCode(34) + String.fromCharCode(34));
if($(this).is(":not(:containsIgnoreCase('" + val + "'))"))
{
mismatch = true;
}
}
});
if(mismatch)
{
$(this).hide();
}
else
{
$(this).show();
}
});
}, 250);
});
});
});
It will need to be added to the page via a content editor web part.

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