I want to move some shapes with the keyboard arrows. I've read some tutorials, but nothing have seemed to help me so far. I think the problem is how I've handled the keyboard event, so please take a look.
<div id="fullscreenDiv"/>
<script defer="defer">
var stage = new Kinetic.Stage({
container: 'fullscreenDiv',
width: 1180,
height: 700
});
var layer = new Kinetic.Layer();
var gamepart = new Kinetic.Rect({
x: 0,
y: 0,
width: 1180,
height: 500,
fill: 'red',
stroke: 'black',
strokeWidth: 4
});
var statuspart = new Kinetic.Rect({
x: 0,
y: 500,
width: 1180,
height: 100,
fill: 'blue',
stroke: 'black',
strokeWidth: 4
});
var box1 = new Kinetic.Rect({
x: 100,
y: 225,
width: 130,
height: 90,
fill: 'white',
stroke: 'black',
strokeWidth: 3
});
var box2 = new Kinetic.Rect({
x: 400,
y: 225,
width: 130,
height: 90,
fill: 'white',
stroke: 'black',
strokeWidth: 3
});
var line12 = new Kinetic.Line({
points: [230, 270, 400, 270],
stroke: 'black',
strokeWidth: 3
});
var box3 = new Kinetic.Rect({
x: 1400,
y: 225,
width: 130,
height: 90,
fill: 'white',
stroke: 'black',
strokeWidth: 3
});
var line23 = new Kinetic.Line({
points: [530, 270, 1400, 270],
stroke: 'black',
strokeWidth: 3
});
// add the shape to the layer
layer.add(gamepart);
layer.add(statuspart);
layer.add(box1);
layer.add(box2);
layer.add(line12);
layer.add(box3);
layer.add(line23);
// add the layer to the stage
stage.add(layer);
layer.draw();
window.addEventListener('keydown', function(e) {
if (e.keyCode == 37) //Left Arrow Key
box1.attrs.x -= 10;
if (e.keyCode == 38) //Up Arrow Key
box1.attrs.y += 10;
if (e.keyCode == 39) //Right Arrow Key
box1.x += 10;
if (e.keyCode == 40) //Top Arrow Key
box1.attributes.x -= 10;
stage.draw();
});
</script>
Edit
This is picture of the webpage, and I want to move the rectandgles with that's white inside.
You are very close. Just use other API to change attributes:
if (e.keyCode == 37) //Left Arrow Key
box1.x(box1.x() - 10);
if (e.keyCode == 38) //Up Arrow Key
box1.y(box1.y() + 10);
if (e.keyCode == 39) //Right Arrow Key
box1.x(box1.x() + 10);
Related
The problem I'm having with fabric.js seems simple, but I've been searching for a solution without any luck, so here I am.
I create a simple group to draw an arrow, consisting of a line object and a rotated triangle placed at its end point. This works fine, but when I dynamically update the stroke width of the line and the width/height of the triangle, the group's bounding box doesn't update to match the new dimensions. Here's an image of the result:
Here's a live demo. Just drag the slider to change the stroke width and triangle size and you'll see the issue.
let canvas = new fabric.Canvas(document.querySelector('canvas'), {
backgroundColor: 'white'
}),
object,
lineCoords = [100, 75, 250, 75],
strokeWidth = parseFloat(document.querySelector('.strokewidth').value),
createArrow = () => {
return new fabric.Group(
[
new fabric.Line(lineCoords, {
left: lineCoords[0],
top: lineCoords[1],
stroke: 'red',
strokeWidth: strokeWidth,
strokeLineCap: "round",
}),
new fabric.Triangle({
width: strokeWidth + 22,
height: strokeWidth + 22,
fill: 'red',
left: lineCoords[0] + 150 + strokeWidth + 22 + ((strokeWidth + 22) / 2) - 14,
top: lineCoords[1] - (Math.floor((strokeWidth + 22) / 2)) + (Math.floor(strokeWidth / 2)),
angle: 90,
})
],
{ objectCaching: false }
)
}
let arrow = createArrow()
canvas.add(arrow)
canvas.setActiveObject(arrow)
canvas.renderAll()
$('body').on('input change', '.strokewidth', e => {
if (object = canvas.getActiveObject()) {
let value = parseFloat(e.target.value),
[ line, triangle ] = object.getObjects()
line.set({
strokeWidth: value
})
triangle.set({
width: value + 22,
height: value + 22,
left: line.left + line.width + value + 22 + ((value + 22) / 2) - 14,
top: line.top - (Math.floor((value + 22) / 2)) + (Math.floor(value / 2))
})
canvas.renderAll()
}
})
body {
background: #f0f0f0;
padding: 0;
margin: 0;
}
canvas {
border: 1px solid lightgray;
}
div {
margin: 0.5em 10px;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/fabric.js/3.6.0/fabric.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
<canvas width="400" height="150"></canvas>
<div>
<input type="range" class="strokewidth" min="1" max="40" value="5">
</div>
I'm using version 3.6 of fabric.js. Apparently there was a way to refresh the bounding box in older versions, but none of the code works with 3.6 - the functions no longer exist. I've tried several kludges to fix it, including ungrouping and regrouping the objects, without any luck so far.
Does anyone know how to force a recalculation of the bounding box in this situation? Thanks for any help.
In FabricJS 3 the best way to scale a group of objects is to change the scale value of the whole group:
group.set({ scaleX: value, scaleY: value })
I assume that sometimes it is required to scale only some objects inside a group or scale them with a different proportion. I think historically it was decided that this heavy operation needs to be triggered by the developer. There is a method for doing that addWithUpdate and it can be called without passing an object to it.
let canvas = new fabric.Canvas(document.querySelector('canvas'), {
backgroundColor: 'white'
}),
object,
lineCoords = [100, 75, 250, 75],
strokeWidth = parseFloat(document.querySelector('.strokewidth').value),
createArrow = () => {
return new fabric.Group(
[
new fabric.Line(lineCoords, {
left: lineCoords[0],
top: lineCoords[1],
stroke: 'red',
strokeWidth: strokeWidth,
strokeLineCap: "round",
}),
new fabric.Triangle({
width: strokeWidth + 22,
height: strokeWidth + 22,
fill: 'red',
left: lineCoords[0] + 150 + strokeWidth + 22 + ((strokeWidth + 22) / 2) - 14,
top: lineCoords[1] - (Math.floor((strokeWidth + 22) / 2)) + (Math.floor(strokeWidth / 2)),
angle: 90,
})
],
{ objectCaching: false }
)
}
let arrow = createArrow()
canvas.add(arrow)
canvas.setActiveObject(arrow)
canvas.renderAll()
$('body').on('input change', '.strokewidth', e => {
if (object = canvas.getActiveObject()) {
let value = parseFloat(e.target.value),
[ line, triangle ] = object.getObjects()
line.set({
strokeWidth: value
})
triangle.set({
width: value + 22,
height: value + 22,
left: line.left + line.width + value + 22 + ((value + 22) / 2) - 14,
top: line.top - (Math.floor((value + 22) / 2)) + (Math.floor(value / 2))
})
canvas.renderAll()
arrow.addWithUpdate()
}
})
body {
background: #f0f0f0;
padding: 0;
margin: 0;
}
canvas {
border: 1px solid lightgray;
}
div {
margin: 0.5em 10px;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/fabric.js/3.6.0/fabric.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
<canvas width="400" height="150"></canvas>
<div>
<input type="range" class="strokewidth" min="1" max="40" value="5">
</div>
var canvas = window._canvas = new fabric.Canvas('c');
var red = new fabric.Rect({
top: 100,
left: 0,
width: 80,
height: 50,
fill: 'red'
});
var blue = new fabric.Rect({
top: 0,
left: 100,
width: 50,
height: 70,
fill: 'blue'
});
var green = new fabric.Rect({
top: 100,
left: 100,
width: 60,
height: 60,
fill: 'green'
});
canvas.add(red, blue, green);
const alignLeft = document.getElementById('align_left');
alignLeft.onclick = function() {
const objs = canvas.getActiveObjects();
}
<script src="https://rawgithub.com/kangax/fabric.js/master/dist/fabric.js"></script>
<canvas id="c" ></canvas>
<button id="align_left">Align Left</button>
Looking for a utility method to align edges (top,right,bottom,left) of array of objects from canvas.getActiveObjects in FabricJS v3
http://jsfiddle.net/rlightner/bzs0798x/1/
$('#align_left').click(function(){canvas.getActiveObject().set({left:0);})
Wondering if there is a way to align objects in FabricJs by their bounding box?
I'm using obj.getBoundingRect() function to determine objects bounders, then compare them with a bounding box (BB) coordinates of an Active one (that one which I move). If I see that something falls between some gap (let's say 10px) I assign an active object top to be the same top as a comparable element by using a .setTop() property.
The problem is that TOP is not a right attribute to use, since the top of the bounding box may differ between elements. For example, 2 elements with the same top but different angle will have different Bounding Box Top...
Hope you see my point...
https://jsfiddle.net/redlive/hwcu1p4f/
var canvas = this.__canvas = new fabric.Canvas('canvas');
//fabric.Object.prototype.transparentCorners = false;
var red = new fabric.Rect({
id: 1,
left: 100,
top: 50,
width: 100,
height: 100,
fill: 'red',
angle: 0,
padding: 10
});
canvas.add(red);
var green = new fabric.Rect({
id: 2,
left: 250,
top: 180,
width: 100,
height: 100,
fill: 'green',
angle: 45,
padding: 10
});
canvas.add(green);
canvas.renderAll();
canvas.on("object:moving", function(e){
const draggableObj = e.target;
const draggableObjBound = draggableObj.getBoundingRect();
canvas.forEachObject(function(obj) {
if (obj.id !== draggableObj.id) {
var bound = obj.getBoundingRect();
if (draggableObjBound.top > bound.top - 10 && draggableObjBound.top < bound.top + 10) {
draggableObj.setTop(obj.getTop());
}
}
});
});
canvas.forEachObject(function(obj) {
var setCoords = obj.setCoords.bind(obj);
obj.on({
moving: setCoords,
scaling: setCoords,
rotating: setCoords
});
});
canvas.on('after:render', function() {
canvas.contextContainer.strokeStyle = '#555';
canvas.forEachObject(function(obj) {
var bound = obj.getBoundingRect();
canvas.contextContainer.strokeRect(
bound.left,
bound.top,
bound.width,
bound.height
);
})
});
<script src="https://cdnjs.cloudflare.com/ajax/libs/fabric.js/2.0.0-rc.3/fabric.js"></script>
<canvas id="canvas" width="800" height="500" style="border:1px solid #ccc"></canvas>
You should use the center to align them, that is not gonna change.
to align the bounding box at left 5 for example:
1) calculate bounding box.
2) set the position of the object to 5 + bb.width/2 considering center.
In this case the bounding rects get aligned.
var canvas = this.__canvas = new fabric.Canvas('canvas');
//fabric.Object.prototype.transparentCorners = false;
var red = new fabric.Rect({
id: 1,
left: 100,
top: 50,
width: 100,
height: 100,
fill: 'red',
angle: 0,
padding: 10
});
canvas.add(red);
var green = new fabric.Rect({
id: 2,
left: 250,
top: 180,
width: 100,
height: 100,
fill: 'green',
angle: 45,
padding: 10
});
canvas.add(green);
//ALIGN EVERYTHING TO 5
canvas.forEachObject(function(object) {
var bb = object.getBoundingRect();
object.setPositionByOrigin({ x: 5 + bb.width/2, y: bb.top }, 'center', 'center');
object.setCoords();
});
canvas.renderAll();
canvas.on("object:moving", function(e){
const draggableObj = e.target;
const draggableObjBound = draggableObj.getBoundingRect(true, true);
canvas.forEachObject(function(obj) {
if (obj.id !== draggableObj.id) {
var bound = obj.getBoundingRect(true, true);
if (draggableObjBound.top > bound.top - 10 && draggableObjBound.top < bound.top + 10) {
draggableObj.setPositionByOrigin({ x: draggableObj.left, y: bound.top + draggableObjBound.height/2 }, draggableObj.originX, 'center');
}
}
});
});
canvas.forEachObject(function(obj) {
var setCoords = obj.setCoords.bind(obj);
obj.on({
moving: setCoords,
scaling: setCoords,
rotating: setCoords
});
});
canvas.on('after:render', function() {
canvas.contextContainer.strokeStyle = '#555';
canvas.forEachObject(function(obj) {
var bound = obj.getBoundingRect(true, true);
canvas.contextContainer.strokeRect(
bound.left,
bound.top,
bound.width,
bound.height
);
})
});
<script src="https://cdnjs.cloudflare.com/ajax/libs/fabric.js/2.0.0-rc.3/fabric.js"></script>
<canvas id="canvas" width="800" height="500" style="border:1px solid #ccc"></canvas>
Any guidance with jsfiddle example showing ClipTo serialization will be appreciated? Current ToJSON function does not work when trying to serialize clipped objects. See the ToJSON implementation at the bottom of the code.
JSFiddle Link: http://jsfiddle.net/PromInc/ZxYCP/
var img01URL = 'https://www.google.com/images/srpr/logo4w.png';
var img02URL = 'http://fabricjs.com/lib/pug.jpg';
var canvas = new fabric.Canvas('c');
// Note the use of the `originX` and `originY` properties, which we set
// to 'left' and 'top', respectively. This makes the math in the `clipTo`
// functions a little bit more straight-forward.
var clipRect1 = new fabric.Rect({
originX: 'left',
originY: 'top',
left: 180,
top: 10,
width: 200,
height: 200,
fill: '#DDD', /* use transparent for no fill */
strokeWidth: 0,
selectable: false
});
// We give these `Rect` objects a name property so the `clipTo` functions can
// find the one by which they want to be clipped.
clipRect1.set({
clipFor: 'pug'
});
canvas.add(clipRect1);
var clipRect2 = new fabric.Rect({
originX: 'left',
originY: 'top',
left: 10,
top: 10,
width: 150,
height: 150,
fill: '#DDD', /* use transparent for no fill */
strokeWidth: 0,
selectable: false
});
// We give these `Rect` objects a name property so the `clipTo` functions can
// find the one by which they want to be clipped.
clipRect2.set({
clipFor: 'logo'
});
canvas.add(clipRect2);
function findByClipName(name) {
return _(canvas.getObjects()).where({
clipFor: name
}).first()
}
// Since the `angle` property of the Image object is stored
// in degrees, we'll use this to convert it to radians.
function degToRad(degrees) {
return degrees * (Math.PI / 180);
}
var clipByName = function (ctx) {
this.setCoords();
var clipRect = findByClipName(this.clipName);
var scaleXTo1 = (1 / this.scaleX);
var scaleYTo1 = (1 / this.scaleY);
ctx.save();
var ctxLeft = -( this.width / 2 ) + clipRect.strokeWidth;
var ctxTop = -( this.height / 2 ) + clipRect.strokeWidth;
var ctxWidth = clipRect.width - clipRect.strokeWidth;
var ctxHeight = clipRect.height - clipRect.strokeWidth;
ctx.translate( ctxLeft, ctxTop );
ctx.rotate(degToRad(this.angle * -1));
ctx.scale(scaleXTo1, scaleYTo1);
ctx.beginPath();
ctx.rect(
clipRect.left - this.oCoords.tl.x,
clipRect.top - this.oCoords.tl.y,
clipRect.width,
clipRect.height
);
ctx.closePath();
ctx.restore();
}
var pugImg = new Image();
pugImg.onload = function (img) {
var pug = new fabric.Image(pugImg, {
angle: 45,
width: 500,
height: 500,
left: 230,
top: 50,
scaleX: 0.3,
scaleY: 0.3,
clipName: 'pug',
clipTo: function(ctx) {
return _.bind(clipByName, pug)(ctx)
}
});
canvas.add(pug);
};
pugImg.src = img02URL;
var logoImg = new Image();
logoImg.onload = function (img) {
var logo = new fabric.Image(logoImg, {
angle: 0,
width: 550,
height: 190,
left: 50,
top: 50,
scaleX: 0.25,
scaleY: 0.25,
clipName: 'logo',
clipTo: function(ctx) {
return _.bind(clipByName, logo)(ctx)
}
});
canvas.add(logo);
};
logoImg.src = img01URL;
//convert to json
var serialized=JSON.stringify(canvas);
canvas.clear();
canvas.loadFromDatalessJSON(serialized);
alert(serialized);
fabricjs clipTo should be included in the json representation of the canvas by default.
So if you use toJSON you will find a clipTo field in the json representation of canvas containing the clipTo's function.
Here is a demo.
i try to make this with circle and use startAnge and endAngle but when i want to draw filled part with one color and other color for outside not let me ..or at least not found a way..i try to make groups..one circle for filled part and other circle in same position for outfilled part ..seems not work for me..
any ideas?
here the demo https://jsfiddle.net/mavirroco/on0xg64k/
var canvas = new fabric.Canvas('c');
var circle = new fabric.Circle({
radius: 40,
left: 100,
top: 300,
angle: -90,
startAngle: 0,
endAngle: 1.5*Math.PI,
stroke: '#000',
strokeWidth: 25,
fill: ''
});
var circle2 = new fabric.Circle({
radius: 40,
left: 100,
top: 300,
angle: -90,
startAngle: 0,
endAngle: 1.5*Math.PI,
stroke: '#000',
strokeWidth: 25,
fill: ''
});
var circle3 = new fabric.Circle({
radius: 40,
left: 100,
top: 300,
angle: -90,
startAngle: 0,
endAngle: 1.5*Math.PI,
stroke: '#000',
strokeWidth: 25,
fill: ''
});
canvas.add(circle);
regards
Look updated fiddle.
https://jsfiddle.net/asturur/on0xg64k/3/
var canvas = new fabric.Canvas('c');
var circle = new fabric.Circle({
radius: 40,
left: 0,
top: 0,
angle: 0,
startAngle: -0.3,
endAngle: 0,
stroke: '#0F0',
strokeWidth: 25,
fill: ''
});
var circle2 = new fabric.Circle({
radius: 40,
left: 0,
top: 0,
angle: 0,
startAngle: 0.9,
endAngle: -0.4,
stroke: '#F00',
strokeWidth: 25,
fill: ''
});
var circle3 = new fabric.Circle({
radius: 40,
left: 0,
top: 0,
angle: 0,
startAngle: 0.3,
endAngle: 0.7,
stroke: '#00F',
strokeWidth: 25,
fill: ''
});
var group = new fabric.Group([circle, circle2, circle3]);
canvas.add(group);
I think there are some discrepancy in the code that need fixing.
It looks like fabricjs uses radians instead of angle in the startAngle and endAngle property and looks like that filling is not affected by this property.