Switch case not executing in javascript - switch-statement

I have created this script for redirection. It is working properly up to match case, but not executing the switch case. There is something wrong with code?
<script type="text/javascript">
window.onload = function () {
var elements = document.getElementsByTagName('a');
for (var i = 0; i < elements.length; i++) {
elements[i].href= escape(elements[i].href);
(function(index){
elements[index].onclick = function () {
var string = elements[index].href; //href value
var patt1=/\bwww.google.com/g;
var n=string.match(patt1);
switch (n) {
case "www.google.com":
var red = "http://yahoo.com";
elements[index].target = "_blank";
elements[index].href = red;
break;
default:
elements[index].href = unescape(string);
}
}
})(i);
}
}
</script>
www.google.com</br>

You can try this :
switch (true) {
case n == "www.google.com":
console.log(n);
var red = "http://yahoo.com";
elements[index].target = "_blank";
elements[index].href = red;
break;
default:
elements[index].href = unescape(string);
}

Related

How to iterate in Group in Phaser.js

I have create a group in phaserjs
this.fruitsOutline = this.game.add.group();
After that I have added few sprites in it. Everything is working correctly. Now if want to access this.fruitsOutline, from inside of a onDragStart event handler, it is giving undefined
var GameState = {
init:function(){
this.physics.startSystem(Phaser.Physics.ARCADE);
},
create: function () {
var innerImgPos = {x:150,y:200};
var outlineImgPos = {x:460,y:200};
var FIXED_DISTANCE_Y = 150;
var gameData = [
//...some data
];
this.background = this.game.add.sprite(0, 0, 'background');
this.overlapHappen = false;
this.startPos = {x:150,y:197};
this.fruitsOutline = this.game.add.group();
this.fruitsInner = this.game.add.group();
for(var i=0; i<gameData.length; i++){
fruitOuter = this.fruitsOutline.create(outlineImgPos.x,((outlineImgPos.y+25)*i)+FIXED_DISTANCE_Y,gameData[i].fruit_outline.img);
fruitOuter.name = gameData[i].fruitName;
fruitOuter.anchor.setTo(.5);
fruitOuter.customParams = {myName:gameData[i].fruit_outline.name};
this.game.physics.arcade.enable(fruitOuter);
fruitOuter.body.setSize(100,100,50,50);
fruitInner = this.fruitsInner.create(innerImgPos.x,((innerImgPos.y+25)*i)+FIXED_DISTANCE_Y,gameData[i].fruit_inner.img);
fruitInner.name = gameData[i].fruitName;
fruitInner.anchor.setTo(0.5);
fruitInner.inputEnabled = true;
fruitInner.input.enableDrag();
fruitInner.input.pixelPerfectOver = true;
fruitInner.originalPos = {x:fruitInner.position.x,y:fruitInner.position.y};
this.game.physics.arcade.enable(fruitInner);
fruitInner.body.setSize(100,100,50,50);
fruitInner.customParams = {myName:gameData[i].fruit_inner.name,targetKey:fruitOuter,targetImg:gameData[i].fruit_outline.name};
fruitInner.events.onDragStart.add(this.onDragStart);
fruitInner.events.onDragStop.add(this.onDragStop,this);
}
},
update: function () {
},
onDragStart:function(sprite,pointer){
console.log(this.fruitsInner) //this gives undefined I expect an array
},
onDragStop:function(sprite,pointer){
var endSprite = sprite.customParams.targetKey;
console.log(endSprite);
this.stopDrag(sprite,endSprite)
},
stopDrag:function(currentSprite,endSprite){
var currentSpriteRight = currentSprite.position.x + (currentSprite.width / 2);
if (!this.game.physics.arcade.overlap(currentSprite, endSprite, function() {
var currentSpriteTarget = currentSprite.customParams.targetImg;
var endSpriteName = endSprite.customParams.myName;
console.log(currentSpriteTarget,endSpriteName);
if(currentSpriteTarget === endSpriteName){
currentSprite.input.draggable = false;
currentSprite.position.copyFrom(endSprite.position);
currentSprite.anchor.setTo(endSprite.anchor.x, endSprite.anchor.y);
}
console.log(currentSprite.width);
})) {
//currentSprite.position.copyFrom(currentSprite.originalPosition);
currentSprite.position.x = currentSprite.originalPos.x;
currentSprite.position.y = currentSprite.originalPos.y;
}
},
render:function(){
game.debug.body(this.fruitsInner);
//game.debug.body(this.orange_outline);
}
}
You're missing the context when adding the drag callback.
Try that (adding this as the second argument):
fruitInner.events.onDragStart.add(this.onDragStart, this);
Oh, and inside the callback (or anywhere in the state) this.fruitsInner will be an instance of Phaser.Group, not an array like that comment says. The array you're looking for is probably this.fruitsInner.children.

Grunt insert string after pattern in file

I'm building a custom task for grunt that finds a particular font, and basically outputs a definition that uses a PHP variable for configuring that particular font.
It uses underscore and postcss.
It groups all CSS selectors that use that font, and outputs a string similar to this one:
selector1, selector2, selector3 {
font-family: <?php echo $font_1 ?>, Font 2, Font 3, Font 4;
}
Here is the code for the custom task:
// Extract configurable font data
// ======================================================================
grunt.registerTask('extractfontdata', 'Extract configurable properties', function () {
console.log('Extracting configurable font data');
var match = /Myriad Pro/gim;
var contents = grunt.file.read('assets/css/leadscon.css');
var css = postcss(function (css) {
var findings = {};
css.eachDecl(function (decl) {
if (decl.value.match( match ) && decl.parent.selector !== undefined) {
var fonts = decl.value.replace(/(\r\n|\n|\r|"|')/gm, "").split(',');
var prop = _.find(fonts, function(font) { return font.match(match) });
var finding = findings[ prop ] = findings[ prop ] || {};
finding.selectors = finding.selectors || [];
finding.fontstack = finding.fontstack || [];
finding.selectors.push( decl.parent.selector.replace(/(\r\n|\n|\r|"|'|\s)/gm, "").split(',') );
finding.fontstack.push( fonts );
finding.selectors = _(finding.selectors).chain().flatten().uniq().value();
finding.fontstack = _(finding.fontstack).chain().flatten().uniq().value();
}
});
var result = '';
var j = 0;
for ( var font in findings ) {
findings[font].fontstack.every(function(f, i) {
if (f.match(font)) {
findings[font].fontstack[i] = '<?php echo $font_' + j++ + ' ?>';
}
});
result += findings[font].selectors.join(',') + ' { font-family: ' + findings[font].fontstack.join(',') + ' } ';
}
console.log(result);
// Now insert result into header.php
}).process(contents);
});
This currently, will set result to:
body,.footer-widget.widget_nav_menu.widget-title
{
font-family: <?php echo $font_0 ?>, PT Sans, Helvetica Neue, Helvetica, Arial, sans-serif
}
h1,h2,h3,h4,h5,h6,.h1,.h2,.h3,.h4,.h5,.h6,.widget.widget-title,.widget_lc_cta,.header-widget.widget_lc_events.events,.widget_accordion_widget.accordion-widget.resp-tabs-container>.resp-accordion,article.single>.article-header.breadcrumbs,article.single>.article-header.meta
{
font-family: <?php echo $font_1 ?>, Open Sans Condensed, PT Sans, Helvetica Neue, Helvetica, Arial, sans-serif
}
I've added this code to header.php:
<style>
/* extractfontdata */
</style>
Now, how do I find the string "extractfontdata" in header.php, and insert result after it?
Well in case anyone is wondering, this worked for me:
// Now insert result into header.php
var header = grunt.file.read('header.php').split('\n');
var line_1 = _.indexOf(header, _(header).find(function(el) { return el.match(/extractfontdata/i) }) );
var line_2 = _.indexOf(header, _(header).find(function(el) { return el.match(/endextractfontdata/i) }));
var start = Math.min(line_1, line_2) + 1;
var end = Math.max(line_1, line_2);
var num = Math.min((end - start), 0);
header.splice(start, num, result);
for ( var i = start-2; i <= end+2; i++) {
console.log(header[i]);
}
grunt.file.write('header.php', header.join('\n'));

SP.NavigationNode.get_isVisible() broken?

I need to read the "Top Nav", the "Children Nodes" and check if each node is visible.
I am using JSOM to accomplish this. Everything is working fine except for the get_isVisible() function. It always returns true. MSDN: http://msdn.microsoft.com/en-us/library/office/jj246297.aspx
I am on a publishing site in 2013 and I know some of the items are hidden. (My web and context are defined outside of this snippet)
var visParents = [], visChildren = [];
var topNodes = web.get_navigation().get_topNavigationBar();
context.load(topNodes);
context.executeQueryAsync(onQuerySucceeded, onQueryFailed)
function onQuerySucceeded() {
var nodeInfo = '';
var nodeEnumerator = topNodes.getEnumerator();
while (nodeEnumerator.moveNext()) {
var node = nodeEnumerator.get_current();
nodeInfo += node.get_title() + '\n';
if (node.get_isVisible())
visParents.push(node);
}
console.log("Current nodes: \n\n" + nodeInfo);
console.log("Visible Parents", visParents)
}
function onQueryFailed(sender, args) {
alert('Request failed. ' + args.get_message() + '\n' + args.get_stackTrace());
}
It is a known issue, it seems that SP.NavigationNode.isVisible property does not correspond to the property that indicates whether navigation node is hidden or shown.
Please refer "Hidden" property of SPNavigationNode for a details
The following function demonstrates how to retrieve hidden node Urls:
function getGlobalNavigationExcludedUrls(Success,Error)
{
var context = new SP.ClientContext.get_current();
var web = context.get_web();
var subwebs = web.get_webs();
var pagesList = web.get_lists().getByTitle("Pages");
var pageItems = pagesList.getItems(SP.CamlQuery.createAllItemsQuery());
var allProperties = web.get_allProperties();
context.load(web);
context.load(subwebs);
context.load(allProperties);
context.load(pageItems);
context.executeQueryAsync(
function() {
var excludedIds = allProperties.get_item('__GlobalNavigationExcludes').split(';');
var exludedUrls = [];
for (var i = 0; i < excludedIds.length - 1; i++ )
{
for (var j = 0; j < subwebs.get_count(); j++ )
{
var subweb = subwebs.getItemAtIndex(j);
if(subweb.get_id().toString() == excludedIds[i]){
exludedUrls.push(subweb.get_serverRelativeUrl());
break;
}
}
for (var j = 0; j < pageItems.get_count(); j++ )
{
var pageItem = pageItems.getItemAtIndex(j);
if(pageItem.get_item('UniqueId').toString() == excludedIds[i]){
exludedUrls.push(web.get_serverRelativeUrl() + pageItem.get_item('FileRef'));
break;
}
}
}
Success(exludedUrls);
},
Error
);
}
//Usage: print excluded nodes Urls
getGlobalNavigationExcludedUrls(function(excludedNodeUrls){
for (var j = 0; j < excludedNodeUrls.length; j++ )
{
console.log(excludedNodeUrls[j]);
}
},
function(sender,args){
console.log(args.get_message());
});

Undo-Redo feature in Fabric.js

Is there any built-in support for for undo/redo in Fabric.js? Can you please guide me on how you used this cancel and repeat in [http://printio.ru/][1]
In http://jsfiddle.net/SpgGV/9/, move the object and change its size. If the object state is changed, and then we do undo/redo, its previous state will be deleted when the next change comes. It makes it easier to do undo/redo. All events of canvas should be called before any element is added to canvas. I didn't add an object:remove event here. You can add it yourself. If one element is removed, the state and list should be invalid if this element is in this array. The simpler way is to set state and list = [] and index = 0.
This will clear the state of your undo/redo queue. If you want to keep all states, such as add/remove, my suggestion is to add more properties to the element of your state array. For instance, state = [{"data":object.originalState, "event": "added"}, ....]. The "event" could be "modified" or "added" and set in a corresponding event handler.
If you have added one object, then set state[index].event="added" so that next time, when you use undo, you check it. If it's "added", then remove it anyway. Or when you use redo, if the target one is "added", then you added it. I've recently been quite busy. I will add codes to jsfiddle.net later.
Update: added setCoords() ;
var current;
var list = [];
var state = [];
var index = 0;
var index2 = 0;
var action = false;
var refresh = true;
canvas.on("object:added", function (e) {
var object = e.target;
console.log('object:modified');
if (action === true) {
state = [state[index2]];
list = [list[index2]];
action = false;
console.log(state);
index = 1;
}
object.saveState();
console.log(object.originalState);
state[index] = JSON.stringify(object.originalState);
list[index] = object;
index++;
index2 = index - 1;
refresh = true;
});
canvas.on("object:modified", function (e) {
var object = e.target;
console.log('object:modified');
if (action === true) {
state = [state[index2]];
list = [list[index2]];
action = false;
console.log(state);
index = 1;
}
object.saveState();
state[index] = JSON.stringify(object.originalState);
list[index] = object;
index++;
index2 = index - 1;
console.log(state);
refresh = true;
});
function undo() {
if (index <= 0) {
index = 0;
return;
}
if (refresh === true) {
index--;
refresh = false;
}
console.log('undo');
index2 = index - 1;
current = list[index2];
current.setOptions(JSON.parse(state[index2]));
index--;
current.setCoords();
canvas.renderAll();
action = true;
}
function redo() {
action = true;
if (index >= state.length - 1) {
return;
}
console.log('redo');
index2 = index + 1;
current = list[index2];
current.setOptions(JSON.parse(state[index2]));
index++;
current.setCoords();
canvas.renderAll();
}
Update: better solution to take edit history algorithm into account. Here we can use Editing.getInst().set(item) where the item could be {action, object, state}; For example, {"add", object, "{JSON....}"}.
/**
* Editing : we will save element states into an queue, and the length of queue
* is fixed amount, for example, 0..99, each element will be insert into the top
* of queue, queue.push, and when the queue is full, we will shift the queue,
* to remove the oldest element from the queue, queue.shift, and then we will
* do push.
*
* So the latest state will be at the top of queue, and the oldest one will be
* at the bottom of the queue (0), and the top of queue is changed, could be
* 1..99.
*
* The initialized action is "set", it will insert item into the top of queue,
* even if it arrived the length of queue, it will queue.shift, but still do
* the same thing, and queue only abandon the oldest element this time. When
* the current is changed and new state is coming, then this time, top will be
* current + 1.
*
* The prev action is to fetch "previous state" of the element, and it will use
* "current" to do this job, first, we will --current, and then we will return
* the item of it, because "current" always represent the "current state" of
* element. When the current is equal 0, that means, we have fetched the last
* element of the queue, and then it arrived at the bottom of the queue.
*
* The next action is to fetch "next state" after current element, and it will
* use "current++" to do the job, when the current is equal to "top", it means
* we have fetched the latest element, so we should stop.
*
* If the action changed from prev/next to "set", then we should reset top to
* "current", and abandon all rest after that...
*
* Here we should know that, if we keep the reference in the queue, the item
* in the queue will never be released.
*
*
* #constructor
*/
function Editing() {
this.queue = [];
this.length = 4;
this.bottom = 0;
this.top = 0;
this.current = 0;
this.empty = true;
// At the Begin of Queue
this.BOQ = true;
// At the End of Queue
this.EOQ = true;
// 0: set, 1: prev, 2: next
this._action = 0;
this._round = 0;
}
Editing.sharedInst = null;
Editing.getInst = function (owner) {
if (Editing.sharedInst === null) {
Editing.sharedInst = new Editing(owner);
}
return Editing.sharedInst;
};
/**
* To set the item into the editing queue, and mark the EOQ, BOQ, so we know
* the current position.
*
* #param item
*/
Editing.prototype.set = function (item) {
console.log("=== Editing.set");
var result = null;
if (this._action != 0) {
this.top = this.current + 1;
}
if (this.top >= this.length) {
result = this.queue.shift();
this.top = this.length - 1;
}
this._action = 0;
this.queue[this.top] = item;
this.current = this.top;
this.top++;
this.empty = false;
this.EOQ = true;
this.BOQ = false;
console.log("==> INFO : ");
console.log(item);
console.log("===========");
console.log("current: ", 0 + this.current);
console.log("start: ", 0 + this.bottom);
console.log("end: ", 0 + this.top);
return result;
};
/**
* To fetch the previous item just before current one
*
* #returns {item|boolean}
*/
Editing.prototype.prev = function () {
console.log("=== Editing.prev");
if (this.empty) {
return false;
}
if (this.BOQ) {
return false;
}
this._action = 1;
this.current--;
if (this.current == this.bottom) {
this.BOQ = true;
}
var item = this.queue[this.current];
this.EOQ = false;
console.log("==> INFO : ");
console.log(item);
console.log("===========");
console.log("current: ", 0 + this.current);
console.log("start: ", 0 + this.bottom);
console.log("end: ", 0 + this.top);
return item;
};
/**
* To fetch the next item just after the current one
*
* #returns {*|boolean}
*/
Editing.prototype.next = function () {
console.log("=== Editing.next");
if (this.empty) {
return false;
}
if (this.EOQ) {
return false;
}
this.current++;
if (this.current == this.top - 1 && this.top < this.length) {
this.EOQ = true;
}
if (this.current == this.top - 1 && this.top == this.length) {
this.EOQ = true;
}
this._action = 2;
var item = this.queue[this.current];
this.BOQ = false;
console.log("==> INFO : ");
console.log(item);
console.log("===========");
console.log("current: ", 0 + this.current);
console.log("start: ", 0 + this.bottom);
console.log("end: ", 0 + this.top);
return item;
};
/**
* To empty the editing and reset all state
*/
Editing.prototype.clear = function () {
this.queue = [];
this.bottom = 0;
this.top = 0;
this.current = 0;
this.empty = true;
this.BOQ = true;
this.EOQ = false;
};
Here is a solution that started with this simpler answer to the similar question, Undo Redo History for Canvas FabricJs.
My answer is along the same lines as Tom's answer and the other answers that are modifications of Tom's answer.
To track the state, I'm using JSON.stringify(canvas) and canvas.loadFromJSON() like the other answers and have an event registered on the object:modified to capture the state.
One important thing is that the final canvas.renderAll() should be called in a callback passed to the second parameter of loadFromJSON(), like this
canvas.loadFromJSON(state, function() {
canvas.renderAll();
}
This is because it can take a few milliseconds to parse and load the JSON and you need to wait until that's done before you render. It's also important to disable the undo and redo buttons as soon as they're clicked and to only re-enable in the same call back. Something like this
$('#undo').prop('disabled', true);
$('#redo').prop('disabled', true);
canvas.loadFromJSON(state, function() {
canvas.renderAll();
// now turn buttons back on appropriately
...
(see full code below)
}
I have an undo and a redo stack and a global for the last unaltered state. When some modification occurs, then the previous state is pushed into the undo stack and the current state is re-captured.
When the user wants to undo, then current state is pushed to the redo stack. Then I pop off the last undo and both set it to the current state and render it on the canvas.
Likewise when the user wants to redo, the current state is pushed to the undo stack. Then I pop off the last redo and both set it to the current state and render it on the canvas.
The Code
// Fabric.js Canvas object
var canvas;
// current unsaved state
var state;
// past states
var undo = [];
// reverted states
var redo = [];
/**
* Push the current state into the undo stack and then capture the current state
*/
function save() {
// clear the redo stack
redo = [];
$('#redo').prop('disabled', true);
// initial call won't have a state
if (state) {
undo.push(state);
$('#undo').prop('disabled', false);
}
state = JSON.stringify(canvas);
}
/**
* Save the current state in the redo stack, reset to a state in the undo stack, and enable the buttons accordingly.
* Or, do the opposite (redo vs. undo)
* #param playStack which stack to get the last state from and to then render the canvas as
* #param saveStack which stack to push current state into
* #param buttonsOn jQuery selector. Enable these buttons.
* #param buttonsOff jQuery selector. Disable these buttons.
*/
function replay(playStack, saveStack, buttonsOn, buttonsOff) {
saveStack.push(state);
state = playStack.pop();
var on = $(buttonsOn);
var off = $(buttonsOff);
// turn both buttons off for the moment to prevent rapid clicking
on.prop('disabled', true);
off.prop('disabled', true);
canvas.clear();
canvas.loadFromJSON(state, function() {
canvas.renderAll();
// now turn the buttons back on if applicable
on.prop('disabled', false);
if (playStack.length) {
off.prop('disabled', false);
}
});
}
$(function() {
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Set up the canvas
canvas = new fabric.Canvas('canvas');
canvas.setWidth(500);
canvas.setHeight(500);
// save initial state
save();
// register event listener for user's actions
canvas.on('object:modified', function() {
save();
});
// draw button
$('#draw').click(function() {
var imgObj = new fabric.Circle({
fill: '#' + Math.floor(Math.random() * 16777215).toString(16),
radius: Math.random() * 250,
left: Math.random() * 250,
top: Math.random() * 250
});
canvas.add(imgObj);
canvas.renderAll();
save();
});
// undo and redo buttons
$('#undo').click(function() {
replay(undo, redo, '#redo', this);
});
$('#redo').click(function() {
replay(redo, undo, '#undo', this);
})
});
<head>
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/2.1.3/jquery.min.js" type="text/javascript"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/fabric.js/1.5.0/fabric.min.js" type="text/javascript"></script>
</head>
<body>
<button id="draw">circle</button>
<button id="undo" disabled>undo</button>
<button id="redo" disabled>redo</button>
<canvas id="canvas" style="border: solid 1px black;"></canvas>
</body>
I am allowing the user to remove the last added path (in my painting application), this works fine for me:
var lastItemIndex = (fabricCanvas.getObjects().length - 1);
var item = fabricCanvas.item(lastItemIndex);
if(item.get('type') === 'path') {
fabricCanvas.remove(item);
fabricCanvas.renderAll();
}
But you could also remove the IF statement and let people remove anything.
I know its late to answer this but this is my version of implementing this. Can be useful to someone.
I have implemented this feature by saving Canvas States as JSON. Whenever a user adds or modifies an object in the Canvas, it will save the changed canvas state and maintain it in an array. This array is then manipulated whenever user clicks on Undo or Redo button.
Take a look at this link. I have also provided a working Demo URL.
https://github.com/abhi06991/Undo-Redo-Fabricjs
HTML:
<canvas id="canvas" width="400" height="400"></canvas>
<button type="button" id="undo" >Undo</button>
<button type="button" id="redo" disabled>Redo</button>
JS:
var canvasDemo = (function(){
var _canvasObject = new fabric.Canvas('canvas',{backgroundColor : "#f5deb3"});
var _config = {
canvasState : [],
currentStateIndex : -1,
undoStatus : false,
redoStatus : false,
undoFinishedStatus : 1,
redoFinishedStatus : 1,
undoButton : document.getElementById('undo'),
redoButton : document.getElementById('redo'),
};
_canvasObject.on(
'object:modified', function(){
updateCanvasState();
}
);
_canvasObject.on(
'object:added', function(){
updateCanvasState();
}
);
var addObject = function(){
var rect = new fabric.Rect({
left : 100,
top : 100,
fill : 'red',
width : 200,
height : 200
});
_canvasObject.add(rect);
_canvasObject.setActiveObject(rect);
_canvasObject.renderAll();
}
var updateCanvasState = function() {
if((_config.undoStatus == false && _config.redoStatus == false)){
var jsonData = _canvasObject.toJSON();
var canvasAsJson = JSON.stringify(jsonData);
if(_config.currentStateIndex < _config.canvasState.length-1){
var indexToBeInserted = _config.currentStateIndex+1;
_config.canvasState[indexToBeInserted] = canvasAsJson;
var numberOfElementsToRetain = indexToBeInserted+1;
_config.canvasState = _config.canvasState.splice(0,numberOfElementsToRetain);
}else{
_config.canvasState.push(canvasAsJson);
}
_config.currentStateIndex = _config.canvasState.length-1;
if((_config.currentStateIndex == _config.canvasState.length-1) && _config.currentStateIndex != -1){
_config.redoButton.disabled= "disabled";
}
}
}
var undo = function() {
if(_config.undoFinishedStatus){
if(_config.currentStateIndex == -1){
_config.undoStatus = false;
}
else{
if (_config.canvasState.length >= 1) {
_config.undoFinishedStatus = 0;
if(_config.currentStateIndex != 0){
_config.undoStatus = true;
_canvasObject.loadFromJSON(_config.canvasState[_config.currentStateIndex-1],function(){
var jsonData = JSON.parse(_config.canvasState[_config.currentStateIndex-1]);
_canvasObject.renderAll();
_config.undoStatus = false;
_config.currentStateIndex -= 1;
_config.undoButton.removeAttribute("disabled");
if(_config.currentStateIndex !== _config.canvasState.length-1){
_config.redoButton.removeAttribute('disabled');
}
_config.undoFinishedStatus = 1;
});
}
else if(_config.currentStateIndex == 0){
_canvasObject.clear();
_config.undoFinishedStatus = 1;
_config.undoButton.disabled= "disabled";
_config.redoButton.removeAttribute('disabled');
_config.currentStateIndex -= 1;
}
}
}
}
}
var redo = function() {
if(_config.redoFinishedStatus){
if((_config.currentStateIndex == _config.canvasState.length-1) && _config.currentStateIndex != -1){
_config.redoButton.disabled= "disabled";
}else{
if (_config.canvasState.length > _config.currentStateIndex && _config.canvasState.length != 0){
_config.redoFinishedStatus = 0;
_config.redoStatus = true;
_canvasObject.loadFromJSON(_config.canvasState[_config.currentStateIndex+1],function(){
var jsonData = JSON.parse(_config.canvasState[_config.currentStateIndex+1]);
_canvasObject.renderAll();
_config.redoStatus = false;
_config.currentStateIndex += 1;
if(_config.currentStateIndex != -1){
_config.undoButton.removeAttribute('disabled');
}
_config.redoFinishedStatus = 1;
if((_config.currentStateIndex == _config.canvasState.length-1) && _config.currentStateIndex != -1){
_config.redoButton.disabled= "disabled";
}
});
}
}
}
}
return {
addObject : addObject,
undoButton : _config.undoButton,
redoButton : _config.redoButton,
undo : undo,
redo : redo,
}
})();
canvasDemo.undoButton.addEventListener('click',function(){
canvasDemo.undo();
});
canvasDemo.redoButton.addEventListener('click',function(){
canvasDemo.redo();
});
canvasDemo.addObject();
My use case was drawing simple shapes akin to blueprints, so I didn't have to worry about the overhead of saving the whole canvas state. If you are in the same situation, this is very easy to accomplish. This code assumes you have a 'wrapper' div around the canvas, and that you want the undo/redo functionality bound to the standard windows keystrokes of 'CTRL+Z' and 'CTRL+Y'.
The purpose of the 'pause_saving' variable was to account for the fact that when a canvas is re-rendered it seemingly created each object one by one all over again, and we don't want to catch these events, as they aren't REALLY new events.
//variables for undo/redo
let pause_saving = false;
let undo_stack = []
let redo_stack = []
canvas.on('object:added', function(event){
if (!pause_saving) {
undo_stack.push(JSON.stringify(canvas));
redo_stack = [];
console.log('Object added, state saved', undo_stack);
}
});
canvas.on('object:modified', function(event){
if (!pause_saving) {
undo_stack.push(JSON.stringify(canvas));
redo_stack = [];
console.log('Object modified, state saved', undo_stack);
}
});
canvas.on('object:removed', function(event){
if (!pause_saving) {
undo_stack.push(JSON.stringify(canvas));
redo_stack = [];
console.log('Object removed, state saved', undo_stack);
}
});
//Listen for undo/redo
wrapper.addEventListener('keydown', function(event){
//Undo - CTRL+Z
if (event.ctrlKey && event.keyCode == 90) {
pause_saving=true;
redo_stack.push(undo_stack.pop());
let previous_state = undo_stack[undo_stack.length-1];
if (previous_state == null) {
previous_state = '{}';
}
canvas.loadFromJSON(previous_state,function(){
canvas.renderAll();
})
pause_saving=false;
}
//Redo - CTRL+Y
else if (event.ctrlKey && event.keyCode == 89) {
pause_saving=true;
state = redo_stack.pop();
if (state != null) {
undo_stack.push(state);
canvas.loadFromJSON(state,function(){
canvas.renderAll();
})
pause_saving=false;
}
}
});
You can use "object:added" and/or "object:removed" for that — fabricjs.com/events
You can follow this post:
Do we have canvas Modified Event in Fabric.js?
I know the answer is already chosen but here is my version, script is condensed, also added a reset to original state. After any event you want to save just call saveState(); jsFiddle
canvas = new fabric.Canvas('canvas', {
selection: false
});
function saveState(currentAction) {
currentAction = currentAction || '';
// if (currentAction !== '' && lastAction !== currentAction) {
$(".redo").val($(".undo").val());
$(".undo").val(JSON.stringify(canvas));
console.log("Saving After " + currentAction);
lastAction = currentAction;
// }
var objects = canvas.getObjects();
for (i in objects) {
if (objects.hasOwnProperty(i)) {
objects[i].setCoords();
}
}
}
canvas.on('object:modified', function (e) {
saveState("modified");
});
// Undo Canvas Change
function undo() {
canvas.loadFromJSON($(".redo").val(), canvas.renderAll.bind(canvas));
}
// Redo Canvas Change
function redo() {
canvas.loadFromJSON($(".undo").val(), canvas.renderAll.bind(canvas));
};
$("#reset").click(function () {
canvas.loadFromJSON($("#original_canvas").val(),canvas.renderAll.bind(canvas));
});
var bgnd = new fabric.Image.fromURL('https://s3-eu-west-1.amazonaws.com/kienzle.dev.cors/img/image2.png', function(oImg){
oImg.hasBorders = false;
oImg.hasControls = false;
// ... Modify other attributes
canvas.insertAt(oImg,0);
canvas.setActiveObject(oImg);
myImg = canvas.getActiveObject();
saveState("render");
$("#original_canvas").val(JSON.stringify(canvas.toJSON()));
});
$("#undoButton").click(function () {
undo();
});
$("#redoButton").click(function () {
redo();
});
i developed a small script for you,hope it will help you .see this demo Fiddle
although redo is not perfect you have to click minimum two time at undo button then redo work .you can easily solve this problem with giving simple conditions in redo code.
//Html
<canvas id="c" width="400" height="200" style=" border-radius:25px 25px 25px 25px"></canvas>
<br>
<br>
<input type="button" id="addtext" value="Add Text"/>
<input type="button" id="undo" value="Undo"/>
<input type="button" id="redo" value="redo"/>
<input type="button" id="clear" value="Clear Canvas"/>
//script
var canvas = new fabric.Canvas('c');
var text = new fabric.Text('Sample', {
fontFamily: 'Hoefler Text',
left: 50,
top: 30,
//textAlign: 'center',
fill: 'navy',
});
canvas.add(text);
var vall=10;
var l=0;
var flag=0;
var k=1;
var yourJSONString = new Array();
canvas.observe('object:selected', function(e) {
//yourJSONString = JSON.stringify(canvas);
if(k!=10)
{
yourJSONString[k] = JSON.stringify(canvas);
k++;
}
j = k;
var activeObject = canvas.getActiveObject();
});
$("#undo").click(function(){
if(k-1!=0)
{
canvas.clear();
canvas.loadFromJSON(yourJSONString[k-1]);
k--;
l++;
}
canvas.renderAll();
});
$("#redo").click(function(){
if(l > 1)
{
canvas.clear();
canvas.loadFromJSON(yourJSONString[k+1]);
k++;
l--;
canvas.renderAll();
}
});
$("#clear").click(function(){
canvas.clear();
});
$("#addtext").click(function(){
var text = new fabric.Text('Sample', {
fontFamily: 'Hoefler Text',
left: 100,
top: 100,
//textAlign: 'center',
fill: 'navy',
});
canvas.add(text);
});
I have answer to all your queries :) get a smile
check this link.. its all done ... copy & paste it :P
http://jsfiddle.net/SpgGV/27/
var canvas = new fabric.Canvas('c');
var current;
var list = [];
var state = [];
var index = 0;
var index2 = 0;
var action = false;
var refresh = true;
state[0] = JSON.stringify(canvas.toDatalessJSON());
console.log(JSON.stringify(canvas.toDatalessJSON()));
$("#clear").click(function(){
canvas.clear();
index=0;
});
$("#addtext").click(function(){
++index;
action=true;
var text = new fabric.Text('Sample', {
fontFamily: 'Hoefler Text',
left: 100,
top: 100,
//textAlign: 'center',
fill: 'navy',
});
canvas.add(text);
});
canvas.on("object:added", function (e) {
if(action===true){
var object = e.target;
console.log(JSON.stringify(canvas.toDatalessJSON()));
state[index] = JSON.stringify(canvas.toDatalessJSON());
refresh = true;
action=false;
canvas.renderAll();
}
});
function undo() {
if (index < 0) {
index = 0;
canvas.loadFromJSON(state[index]);
canvas.renderAll();
return;
}
console.log('undo');
canvas.loadFromJSON(state[index]);
console.log(JSON.stringify(canvas.toDatalessJSON()));
canvas.renderAll();
action = false;
}
function redo() {
action = false;
if (index >= state.length - 1) {
canvas.loadFromJSON(state[index]);
canvas.renderAll();
return;
}
console.log('redo');
canvas.loadFromJSON(state[index]);
console.log(JSON.stringify(canvas.toDatalessJSON()));
canvas.renderAll();
canvas.renderAll();
}
canvas.on("object:modified", function (e) {
var object = e.target;
console.log('object:modified');
console.log(JSON.stringify(canvas.toDatalessJSON()));
state[++index] = JSON.stringify(canvas.toDatalessJSON());
action=false;
});
$('#undo').click(function () {
index--;
undo();
});
$('#redo').click(function () {
index++;
redo();
});

Opening tabs in Chrome news reader extension

I'm trying to create a simple chrome extension using the following google RSS reader sample,
http://code.google.com/chrome/extensions/samples.html#597015d3bcce3da693b02314afd607bec4f55291
I can add links in the pop-up window that open tabs, but not from the feeds themselves.
Looping through the items in the feed, grabbing title tags and link tags, I want the title to link the the appropriate sites
var entries = doc.getElementsByTagName('item');
var count = Math.min(entries.length, maxFeedItems);
for (var i = 0; i < count; i++) {
item = entries.item(i);
// Grab the title for the feed item.
var itemTitle = item.getElementsByTagName('title')[0];
if (itemTitle) {
itemTitle = itemTitle.textContent;
} else {
itemTitle = "Unknown title";
}
// Grab the link for this feed item
var itemLink = item.getElementsByTagName('link')[0];
if (itemLink) {
itemLink = itemLink.textContent;
} else {
itemLink = "Unknown link";
}
var title = document.createElement("a");
title.className = "item_title";
title.innerText = itemTitle; //display title in iframe
title.addEventListener("click", titleLink); // should open link when clicking on title, but does not.
}
// -------------------------------------------------------------------
// Show |url| in a new tab.
function showUrl(url) {
// Only allow http and https URLs.
if (url.indexOf("http:") != 0 && url.indexOf("https:") != 0) {
return;
}
chrome.tabs.create({url: url});
}
function moreStories(event) {
showUrl(moreStoriesUrl);
}
function titleLink(event) {
showUrl(itemLink);
}
Any thoughts on why this is not working.
If I replace title.addEventListener("click", titleLink); with title.addEventListener("click", moreStories); each title will link to moreStories, I cannot get each title to link to itemLink.
Thanks
Its a bit hard to answer your question without the whole code, but Ill give it a shot ;)
First up, titleLink() isnt going to work because itemLink isnt known. When you create title (the link) you should of attached it to that...say title.href=itemLink then in tiltleLinks you could access that href with showUrl(event.currentTarget.href)
Also did you fix the error in that example?...if not then change frameLoaded to....
function frameLoaded() {
var links = document.getElementsByTagName("A");
for (i = 0; i < links.length; i++) {
var clssName = links[i].className;
if (clssName != "item_title" && clssName != "open_box") {
links[i].addEventListener("click", showStory);
}
}
window.addEventListener("message", messageHandler);
}
If you still have probs could you attach the whole code so I can see what your doing and Ill give you a hand.
Thank you very much for your help.
code title.href=itemLink and code showUrl(event.currentTarget.href) was exactly what I needed.
For completeness, here is the full code,
<script id="iframe_script">
function reportHeight() {
var msg = JSON.stringify({type:"size", size:document.body.offsetHeight});
parent.postMessage(msg, "*");
}
function frameLoaded() {
var links = document.getElementsByTagName("A");
for (i = 0; i < links.length; i++) {
var class = links[i].className;
if (class != "item_title" && class != "open_box") {
links[i].addEventListener("click", showStory);
}
}
window.addEventListener("message", messageHandler);
}
function showStory(event) {
var href = event.currentTarget.href;
parent.postMessage(JSON.stringify({type:"show", url:href}), "*");
event.preventDefault();
}
function messageHandler(event) {
reportHeight();
}
</script>
<script>
// Feed URL.
var feedUrl = 'http://localhost/newsfeed.xml';
// The XMLHttpRequest object that tries to load and parse the feed.
var req;
function main() {
req = new XMLHttpRequest();
req.onload = handleResponse;
req.onerror = handleError;
req.open("GET", feedUrl, true);
req.send(null);
}
// Handles feed parsing errors.
function handleFeedParsingFailed(error) {
var feed = document.getElementById("feed");
feed.className = "error";
feed.innerText = "Error: " + error;
}
// Handles errors during the XMLHttpRequest.
function handleError() {
handleFeedParsingFailed('Failed to fetch RSS feed.');
}
// Handles parsing the feed data we got back from XMLHttpRequest.
function handleResponse() {
var doc = req.responseXML;
if (!doc) {
handleFeedParsingFailed("Not a valid feed.");
return;
}
buildPreview(doc);
}
// The maximum number of feed items to show in the preview.
var maxFeedItems = 10;
// Where the more stories link should navigate to.
var moreStoriesUrl;
function buildPreview(doc) {
// Get the link to the feed source.
var link = doc.getElementsByTagName("link");
var parentTag = link[0].parentNode.tagName;
if (parentTag != "item" && parentTag != "entry") {
moreStoriesUrl = link[0].textContent;
}
// Setup the title image.
var images = doc.getElementsByTagName("image");
var titleImg;
if (images.length != 0) {
var urls = images[0].getElementsByTagName("url");
if (urls.length != 0) {
titleImg = urls[0].textContent;
}
}
var img = document.getElementById("title");
// Listen for mouse and key events
if (titleImg) {
img.src = titleImg;
if (moreStoriesUrl) {
document.getElementById("title_a").addEventListener("click",moreStories);
document.getElementById("title_a").addEventListener("keydown",
function(event) {
if (event.keyCode == 13) {
moreStories(event);
}});
}
} else {
img.style.display = "none";
}
// Construct the iframe's HTML.
var iframe_src = "<!doctype html><html><head><script>" +
document.getElementById("iframe_script").textContent + "<" +
"/script></head><body onload='frameLoaded();' " +
"style='padding:0px;margin:0px;'>";
var feed = document.getElementById("feed");
// Set ARIA role indicating the feed element has a tree structure
feed.setAttribute("role", "tree");
var entries = doc.getElementsByTagName('item');
var count = Math.min(entries.length, maxFeedItems);
for (var i = 0; i < count; i++) {
item = entries.item(i);
// Grab the title for the feed item.
var itemTitle = item.getElementsByTagName('title')[0];
if (itemTitle) {
itemTitle = itemTitle.textContent;
} else {
itemTitle = "Unknown title";
}
// Grab the link for the feed item.
var itemLink = item.getElementsByTagName('link')[0];
if (itemLink) {
itemLink = itemLink.textContent;
} else {
itemLink = "Unknown link";
}
var item = document.createElement("div");
var title = document.createElement("a");
title.innerText = itemTitle; //display title in iframe
title.href=itemLink;
title.addEventListener("click", titleLink);
item.appendChild(title);
feed.appendChild(item);
}
if (moreStoriesUrl) {
var more = document.createElement("a");
more.className = "more";
more.innerText = "***Site Main Page*** \u00BB";
more.tabIndex = 0;
more.addEventListener("click", moreStories);
more.addEventListener("keydown", function(event) {
if (event.keyCode == 13) {
moreStories(event);
}});
feed.appendChild(more);
}
}
// -------------------------------------------------------------------
// Show |url| in a new tab.
function showUrl(url) {
// Only allow http and https URLs.
if (url.indexOf("http:") != 0 && url.indexOf("https:") != 0) {
return;
}
chrome.tabs.create({url: url});
}
// -------------------------------------------------------------------
function moreStories(event) {
showUrl(moreStoriesUrl);
}
function titleLink(event) {
showUrl(event.currentTarget.href);
}
function keyHandlerShowDesc(event) {
// Display content under heading when spacebar or right-arrow pressed
// Hide content when spacebar pressed again or left-arrow pressed
// Move to next heading when down-arrow pressed
// Move to previous heading when up-arrow pressed
if (event.keyCode == 32) {
showDesc(event);
} else if ((this.parentNode.className == "item opened") &&
(event.keyCode == 37)) {
showDesc(event);
} else if ((this.parentNode.className == "item") && (event.keyCode == 39)) {
showDesc(event);
} else if (event.keyCode == 40) {
if (this.parentNode.nextSibling) {
this.parentNode.nextSibling.children[1].focus();
}
} else if (event.keyCode == 38) {
if (this.parentNode.previousSibling) {
this.parentNode.previousSibling.children[1].focus();
}
}
}
function showDesc(event) {
var item = event.currentTarget.parentNode;
var items = document.getElementsByClassName("item");
for (var i = 0; i < items.length; i++) {
var iframe = items[i].getElementsByClassName("item_desc")[0];
if (items[i] == item && items[i].className == "item") {
items[i].className = "item opened";
iframe.contentWindow.postMessage("reportHeight", "*");
// Set the ARIA state indicating the tree item is currently expanded.
items[i].getElementsByClassName("item_title")[0].
setAttribute("aria-expanded", "true");
iframe.tabIndex = 0;
} else {
items[i].className = "item";
iframe.style.height = "0px";
// Set the ARIA state indicating the tree item is currently collapsed.
items[i].getElementsByClassName("item_title")[0].
setAttribute("aria-expanded", "false");
iframe.tabIndex = -1;
}
}
}
function iframeMessageHandler(e) {
// Only listen to messages from one of our own iframes.
var iframes = document.getElementsByTagName("IFRAME");
for (var i = 0; i < iframes.length; i++) {
if (iframes[i].contentWindow == e.source) {
var msg = JSON.parse(e.data);
if (msg) {
if (msg.type == "size") {
iframes[i].style.height = msg.size + "px";
}
else if (msg.type == "show") {
var url = msg.url;
if (url.indexOf("http://localhost/index.html") == 0) {
// If the URL is a redirect URL, strip of the destination and go to
// that directly. This is necessary because the Google news
// redirector blocks use of the redirects in this case.
var index = url.indexOf("&url=");
if (index >= 0) {
url = url.substring(index + 5);
index = url.indexOf("&");
if (index >= 0)
url = url.substring(0, index);
}
}
showUrl(url);
}
}
return;
}
}
}
window.addEventListener("message", iframeMessageHandler);
</script>
Thanks again for the help.
-Mike

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