Render page element with padding in Poltergeist - poltergeist

I would like take screenshot of element with page context, let say 10px around element.
In PhantomJs I would do it
phantom.clipRect = { top: 14, left: 3, width: 400, height: 300 };
phantom.render(output);
I did not find clipRect in Poltergeist.
Is it possible to use phantom.clipRect?
Thanks

I found workaround, to make screenshot of element with 10px around element.
I add dynamically new DOM element 'wrap' and put it around target.
Then I take screenshot of wrap. It work!
Code:
result_file = File.expand_path('../tmp/screenshot.jpg', __FILE__)
browser.execute_script %Q(
// add jQuery
(function(){
function getScript(src, callback) {
var fileref = document.createElement('script');
fileref.setAttribute("type","text/javascript");
fileref.setAttribute("src", src);
if (callback) {
fileref.setAttribute("onload", callback());
}
document.getElementsByTagName("head")[0].appendChild(fileref);
}
getScript('https://ajax.googleapis.com/ajax/libs/jquery/2.0.3/jquery.min.js', function(){
$(function() {
var target = $('#{screenshot_target_selector}');
var offset = target.offset();
var wrap = $('<div id="inlinemanual_screenshot_target_selector_wrap"></div>').prependTo('body');
wrap.css({
position: 'absolute',
width: target.outerWidth() + 20,
height: target.outerHeight() + 20,
top: offset.top - 10,
left: offset.left - 10
});
});
});
}())
)
browser.screenshot_element(result_file, '#inlinemanual_screenshot_target_selector_wrap')

Related

Phaser 3: Spritesheet doesn't load correctly

I tried to add a spritesheet to my Phaser game the same way I've done it a few times before, however this time it seems to not load the images correctly, causing it to display a black & green square instead and causing it to throw an error when trying to play an animation.
Can anyone tell what is causing this issue?
(Warning: Playing the Code here seems to freeze up your browser for a few seconds, alternatively view on JSFiddle: https://jsfiddle.net/cak3goru/4/ )
// Configs and Constants
const gameState = {
gameWidth: 800,
gameHeight: 800,
textStyle: {
fontFamily: "'Comic Sans MS'",
fill: "#fff",
align: "center",
boundsAlignH: "left",
boundsAlignV: "top"
},
mouseDown: false,
menu: {
options: [
"Feed", "Clean", "Play"
],
barColor: "0x123456",
items: [],
itemText: [],
itemColor: "0x654321",
}
};
function preload() {
// Clean Tools
this.load.atlas('clean', 'https://gaylie.neocities.org/game/assets/clean.png', 'https://gaylie.neocities.org/game/assets/clean.json');
}
function create () {
this.anims.create({
key: "shower_cursor",
framerate: 12,
frames: this.anims.generateFrameNumbers("clean", {
prefix: "showerhead_000",
start: 0,
end: 7}),
repeat: -1
});
gameState.shower_cursor = this.add.sprite(400,400,'shower_cursor');
console.log(gameState.shower_cursor.frame);
//gameState.shower_cursor.playAfterDelay('shower_cursor', 100);
//gameState.shower_cursor.alpha = 0;
}
var config = {
backgroundColor: "0xf0f0f0",
scale: {
width: gameState.gameWidth,
height: gameState.gameHeight,
autoCenter: Phaser.Scale.CENTER_BOTH
},
scene: {
preload, create
}
};
var game = new Phaser.Game(config);
<head>
<title>Pet Simulator</title>
<script src="//cdn.jsdelivr.net/npm/phaser#3.55.2/dist/phaser.min.js"></script>
</head>
<body style="height: 100%; width: 100%; margin: 0;">
</body>
The problem is, that you are using the wrong function, you should use this.anims.generateFrameNames, and not this.anims.generateFrameNumbers.
And set the correct key clean for the sprite.
the line should be:
gameState.shower_cursor = this.add.sprite(200, 100, 'clean');
because shower_cursor, is only the key of the animation, not the key of the sprite.
P.s.: the posted code doesn't run on jsfiddler or Stackoverflow due to CORS-Error, but if all assets are on the same server, it should not be a problem.

fabricjs limiting object drag

Referring to the code below, I can drag the red line back and forth within the canvas box and have it stop at the left limit. But the line doesn't stop at the right limit - it disappears beyond the box and reappears if I drag left. I have looked at fabricjs demos (Standalone Controls, PerPixel Drag and Drop, Stickman) and notice that it is possible to drag objects "out of sight" in a similar manner. Is this a characteristic of fabricjs, or is there some way I can fix my code so that the red line cannot be dragged beyond the right limit?
var canvas = new fabric.Canvas('cnvs');
var leftLimit = 20;
var rightLimit = 400;
var redLine = new fabric.Line([leftLimit, 0, leftLimit, canvas.height], {
stroke: 'red',
strokeWidth: 2,
borderColor: 'white',
hasControls: false
});
canvas.add(redLine);
canvas.renderAll();
canvas.on('object:moving', function(e) {
redLine = e.target;
redLine.set({
top: 0
});
if (redLine.left < leftLimit) {
redLine.set({
left: leftLimit
});
}
if (redLine > rightLimit) {
redLine.set({
left: rightLimit
});
}
canvas.renderAll();
});
<script src="https://cdnjs.cloudflare.com/ajax/libs/fabric.js/2.4.3/fabric.js"></script>
<canvas id="cnvs" width="500" height="200" style="border:1px solid #000000"></canvas>
I'm not sure if you made a typo or not, but (redLine > rightLimit) makes no sense. You should compare left:
if (redLine.left > rightLimit) {
redLine.set({ left: rightLimit });
}
Or, since your line has some width to it, you can make it stop without ever overlapping the boundary:
if (redLine.left + redLine.strokeWidth > rightLimit) {
redLine.set({ left: rightLimit - redLine.strokeWidth });
}

canvas background turns black after rerender fabric.js

I have the following situation: I draw the canvas with a background image and this works:
var canvasSection = new fabric.Canvas('buildSection', {
selectionColor: 'rgba(94,213,94,0.2)',
width: widthS,
height: heightS,
hoverCursor: 'pointer',
backgroundColor: ({
source: 'image/bordenconfigurator/background/background1.png',
repeat: 'repeat'
})
});
But then I need to clear canvas and to redraw it. at this point when I try to set background, instead of an image I see a black screen. In console I can see that the background image is set however. This is the code I'm trying:
$('#cForm').on('change', function() {
if ($(this).val() == 'rectLandsc') {
widthS = 600;
heightS = 400;
} else if ($(this).val() == 'rectPortr') {
....
}
canvasSection.clear();
canvasSection.set({
fill: 'rgba(0,0,0,0)',
// backgroundColor: ({source: 'image/bordenconfigurator/background/background1.png', repeat: 'repeat'})
});
//canvasSection.backgroundColor({source: 'image/bordenconfigurator/background/background.png', repeat:'repeat'});
canvasSection.setBackgroundColor({
source: 'image/bordenconfigurator/background/background.png'
}),
canvasSection.renderAll.bind(canvas);
drawBaseForm();
canvasSection.renderAll();
console.log(canvasSection);
});
Is it a kind of a bug? Or am I doing something wrong? Could anyone help me out here?
canvas.setBackgroundColor({
source: 'image/bordenconfigurator/background/background1.png',
repeat: 'repeat'
}, canvas.renderAll.bind(canvas));
setBackgroundColor first parameter is color/pattern and second parameter is callback function.
DEMO
var canvas = new fabric.Canvas('c');
canvas.setBackgroundColor({
source: 'http://fabricjs.com/assets/pug_small.jpg'
}, canvas.renderAll.bind(canvas));
function clearCanvas(){
var background = canvas.backgroundColor;
canvas.clear();
setTimeout(function(){
canvas.setBackgroundColor(background,canvas.renderAll.bind(canvas));
},2000)
}
canvas{
border: 2px dotted black;
}
<script src="https://rawgithub.com/kangax/fabric.js/master/dist/fabric.js"></script>
<button onclick='clearCanvas()'>clear</button>
<canvas id="c" width="500" height="500"></canvas>

Fabric JS how to address a SVG

I have loaded a SVG on the canvas. Everything works, but I have difficulties to address the object.
Here is the code:
fabric.loadSVGFromURL("images/Achse3.svg",function(objects)
{
var achse1 = new fabric.PathGroup(objects, {
left: 127,
top: 70,
opacity: 0.5,
scaleX: 1.25,
scaleY: 1.25
});
canvas.add(achse1);
//canvas.renderAll();
});
I tried to address the SVG via canvas.item, but the results are very strange. Depending on the value in the sample:
canvas.item(11).set('top',this.value);
The items change. How can I address the item I loaded. I tried it with
canvas.achse1.set('top',this.value);
But this is not working.
Since you have a reference to your PathGroup, you have just to set the related properties of it.
Try yourself the runnable snippet below if it meets your needs.
var canvas = new fabric.Canvas('c'), svg_group;
fabric.loadSVGFromURL("https://upload.wikimedia.org/wikipedia/commons/a/a9/Olympic_rings_with_white_rims.svg", function(objects) {
svg_group = new fabric.PathGroup(objects, {
left: 0,
top: 0,
opacity: 1,
scaleX: .1,
scaleY: .1
});
canvas.add(svg_group);
$('#b').on('click', () => {
svg_group.set('top', 100);
canvas.renderAll();
})
});
canvas {
border: 1px dashed #333;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/fabric.js/1.6.4/fabric.min.js"></script>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<canvas id='c' width=300 height=150></canvas>
<button id='b'>move it</button>
Found the problem. I used VAR to declare the variable within the loadSVG function. So the variable was just local within the function. The declaration without VAR did the job. Now the variable is global and can be addressed from outside the function.

how to set height and width of image in fabric.js?

I had loaded image in canvas using fabric.Image.fromURL and working fine with default image width and height.
Now I want to minimize width and height of an image.
How to do this?
Thanks in advance.
Hope this will help
var src; //Image source here
fabric.Image.fromURL(src, function(oImg) {
oImg.scaleToWidth(50);
oImg.scaleToHeight(50);
});
We can use scalex / scaley to set height / width as below.
fabric.util.loadImage(imgsrc, function (img) {
var legimg = new fabric.Image(img, {
left: 30,
top: marker.top,
scaleX: 20 / img.width,
scaleY: 20 / img.height
});
canvas.add(legimg);
canvas.renderAll();
});
Thanks
var canvas = new fabric.Canvas('canvas');
document.getElementById('file').addEventListener("change", function (e) {
var file = e.target.files[0];
var reader = new FileReader();
reader.onload = function (f) {
var data = f.target.result;
fabric.Image.fromURL(data, function (img) {
var oImg = img.set({left: 0, top: 0, angle: 00,width:100, height:100}).scale(0.9);
canvas.add(oImg).renderAll();
var a = canvas.setActiveObject(oImg);
var dataURL = canvas.toDataURL({format: 'png', quality: 0.8});
});
};
reader.readAsDataURL(file);
});
canvas{
border: 1px solid black;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<script src="https://rawgit.com/kangax/fabric.js/master/dist/fabric.min.js"></script>
<input type="file" id="file"><br />
<canvas id="canvas" width="450" height="450"></canvas>
We can set width and height.
Check this JSfiddle: https://jsfiddle.net/varunPes/8gt6d7op/5/
This working code I have tested:
fabric.Image.fromURL(el.src, function(image) {
image.set({
left: left,
top: top,
angle: 0,
padding: 10,
cornersize: 10,
hasRotatingPoint:true
});
image.scaleToHeight(100);
image.scaleToWidth(200);
canvas.add(image);
});
Work with the image scale properties and not the image size. This worked for me. When I had set the image width and height, and not the scale, when I applied a filter it reset back to original width and height because the scale was 1.0. Hope this helps.
Well I am not sure how are you trying to do it but you could while
adding the image use canvas object in the editor and pass it the Image
in a function called centerObject. Here is the code that worked for
me.
My ReactJS code centers a shirt image in the canvas as given below
const { editor, onReady } = useFabricJSEditor()
const add_image = () => {
fabric.Image.fromURL('assets/custom/shirt_green.png',(oImg) => {
oImg.scaleToHeight(240)
oImg.scaleToWidth(240)
editor.canvas.add(oImg)
editor.canvas.centerObject(oImg)
})
}
Over to the frontend UI we render using
<div>
<FabricJSCanvas className={styles.canvas} onReady={onReady} />
</div>

Resources