Konva mousedown triggers dragging but mouseup doesn't stop it - javascript

Firstly, I'm very grateful for this excellent library.
I will do my best to explain this but I think the demo will explain it best.
I have a class that extends konva group because it needs other properties. One of those other properties can be called accessories, which is another konva group. (I don't want accessories to simply be a 'child' of the main group as I need to perform other operations on that array).
When I click the main groups children, I want it to drag the accessories, however, it also drags the accessories when I just click the main group.
I can't bind the startDrag() to the "dragstart" event because that only fires when the mouse is down AND the mouse moves, meaning there's an x,y offset to the accessories after they have moved.
constructor() {
super({
x: 0,
y: 0,
draggable: true,
});
this.accessories = new Konva.Group({
x : this.attrs.x,
y : this.attrs.y,
draggable: true,
});
layer.add(this);
layer.add(this.accessories);
this.on("mousedown", () => {
this.accessories.startDrag();
});
this.on("mouseup", () => {
this.accessories.stopDrag();
});
this.on("click", () => {
this.accessories.stopDrag();
})
}
}
let newgroup = new supergroup();
newgroup.add(new Konva.Rect({
x: 0,
y: 0,
width: 50,
height: 50,
fill: "black",
}));
newgroup.children[0].on("click", () => {
console.log("Rect Clicked");
});
newgroup.children[0].on("dragstart", () => {
console.log("Group Drag Started");
this.accessories.startDrag();
})
newgroup.accessories.add(new Konva.Rect({
x: 55,
y: 55,
width: 50,
height: 50,
fill: "red",
}));
stage.add(layer);
layer.draw();
I have made a simple demo here:
https://jsfiddle.net/9ajvwn8h/17/
If you click the grey background, it shifts the screen as intended. If you drag the black square, it drags the red one with it as expected. If you drag the red square, it only drags the red square as expected.
However, if you just click the black square, it begins dragging the red square, this is not what I want. It seems like the mouseup event doesn't fire.
I need the red square drag to NOT be initiated when I click the black square.
Any advice would be greatly appreciated.
Thank you

Related

Prevent actual mouse movement from interfering with simulated mousemove event in javascript

I'm currently working on an automated tool that reproduce hand-drawing previously recorded on a canvas. I'm using fabric.js to create a canvas and free draw on it.
In this part of the application, the user can't draw anything but is watching the canvas being drawn on. That's why the canvas is behind an invisible div that blocks all interactions.
So far, I managed to recreate the drawing process using an asynchronous function and by triggering well-timed mouse events at specific locations.
Let's start with some mouse coordinates to use for the path to draw :
var coord = [
{x: 927, y: 115},
{x: 925, y: 116},
{x: 922, y: 116},
{x: 910, y: 115},
{x: 899, y: 114}
]
I use a custom function that simulates a mouse event at a specific location :
function simulateMouseEvent(e, eventName, x, y) {
e.dispatchEvent(new MouseEvent(eventName, {
view: window,
bubbles: true,
cancelable: true,
clientX: x,
clientY: y,
button: 0
}));
}
To start, I trigger a mousedown event as if the user was clicking on the canvas :
simulateMouseEvent(canvasElement, 'mousedown', coord[0].x, coord[0].y);
Then a for loop launches a bunch of consecutive mousemove events every 200 ms like so :
for (i = 1; i < coord.length; i++) {
await movement(coord[i]);
}
function movement(coordinates) {
return new Promise(function(resolve, reject) {
simulateMouseEvent(canvasElement, 'mousemove', coordinates.x, coordinates.y);
setTimeout(function() {
resolve('');
}, 200);
})
}
Finally, I stop the drawing by triggering a mouseup event like so :
var last = coord[coord.length - 1];
simulateMouseEvent(canvasElement, 'mouseup' last.x, last.y);
So everything works fine if the user's cursor is not above the canvas (which is what happens most of the time) even though there is a mask theoretically blocking the user's interaction with the canvas.
I believe that triggering a mouse event on a div "activates" it even if that div can't be reached. I tried adding pointer-events: none on the css rule of the canvas wih no difference. Is there a way to block real mouse cursor events while triggering fake ones ?

Phaser 3: Change "Hitbox"/Interactive area of sprite without physics

The game I'm creating doesn't require any physics, however you are able to interact when hovering over/clicking on the sprite by using sprite.setInteractive({cursor: "pointer"});, sprite.on('pointermove', function(activePointer) {...}); and similar. However I noticed two issues with that:
The sprite has some area which are transparent. The interactive functions will still trigger when clicking on those transparent areas, which is unideal.
When playing a sprite animation, the interactive area doesn't seem to entirely (at all?) change, thus if the sprite ends on a frame bigger than the previous, there end up being small areas I can't interact with.
One option I thought of was to create a polygon over my sprite, which covers the area I want to be interactive. However before I do that, I simply wanted to ask if there are simpler ways to fix these issues.
Was trying to find an answer for this myself just now..
Think Make Pixel Perfect is what you're looking for.
this.add.sprite(x, y, key).setInteractive(this.input.makePixelPerfect());
https://newdocs.phaser.io/docs/3.54.0/focus/Phaser.Input.InputPlugin-makePixelPerfect
This might not be the best solution, but I would solve this problem like this. (If I don't want to use physics, and if it doesn't impact the performance too much)
I would check in the event-handler, if at the mouse-position the pixel is transparent or so, this is more exact and less work, than using bounding-boxes.
You would have to do some minor calculations, but it should work well.
btw.: if the origin is not 0, you would would have to compensate in the calculations for this. (in this example, the origin offset is implemented)
Here is a demo, for the click event:
let Scene = {
preload ()
{
this.load.spritesheet('brawler', 'https://labs.phaser.io/assets/animations/brawler48x48.png', { frameWidth: 48, frameHeight: 48 });
},
create ()
{
// Animation set
this.anims.create({
key: 'walk',
frames: this.anims.generateFrameNumbers('brawler', { frames: [ 0, 1, 2, 3 ] }),
frameRate: 8,
repeat: -1
});
// create sprite
const cody = this.add.sprite(200, 100).setOrigin(0);
cody.play('walk');
cody.setInteractive();
// just info text
this.mytext = this.add.text(10, 10, 'Click the Sprite, or close to it ...', { fontFamily: 'Arial' });
// event to watch
cody.on('pointerdown', function (pointer) {
// calculate x,y position of the sprite to check
let x = (pointer.x - cody.x) / (cody.displayWidth / cody.width)
let y = (pointer.y - cody.y) / (cody.displayHeight / cody.height);
// just checking if the properties are set
if(cody.anims && cody.anims.currentFrame){
let currentFrame = cody.anims.currentFrame;
let pixelColor = this.textures.getPixel(x, y, currentFrame.textureKey, currentFrame.textureFrame);
// alpha > 0 a visible pixel of the sprite, is clicked
if(pixelColor.a > 0) {
this.mytext.text = 'Hit';
} else {
this.mytext.text = 'No Hit';
}
// just reset the textmessage
setTimeout(_ => this.mytext.text = 'Click the Sprite, or close to it ...' , 1000);
}
}, this);
}
};
const config = {
type: Phaser.AUTO,
width: 400,
height: 200,
scene: Scene
};
const game = new Phaser.Game(config);
<script src="https://cdn.jsdelivr.net/npm/phaser#3.55.2/dist/phaser.js"></script>

Adding transformer to dynamically generated shapes?

I have the button which add new group which have square, to layer when clicked very simple code I guess no need to post. But my question is that how can I add transformer to it when on clicked?, I have done it with this mouseleave and mouseenter functions.
group.on('mouseenter', () => {
transformer.borderEnabled(true);
transformer.resizeEnabled(true);
layer.draw();
});
group.on('mouseleave', () => {
transformer.borderEnabled(false);
transformer.resizeEnabled(false);
layer.draw();
});
It is in loop which creates new group named "group", It works fine but in circle when I hover it the transformer appears but then when I go to transformer's boxes to resize it consider as it is mouseleave but this is doing only in circle not in line text.
So can I have solution for active transformer on element which is clicked or for considering hover on transformer boxes as a hover on node? Thanks
The mouseleave() will always fire because the pointer must leave the group to use the transformer handles or spinner.
An alternative approach would be
click to enable the transformer,
leave the transformer in place even when the mouse moves away
wait for a click on some other shape to know you can hide the transformer.
That is the standard GUI approach I believe.
If you need to show hover focus then stick a transparent rectangle the size of the groups clientrect into the group and change its stroke from transparent to some colour in the mouseenter and back in the mouseleave. You will also maybe want to set the rect.listening to false so as it coes not interfere with mouse events on the shapes in the group, but then again it might help in dragging.
Demo below.
// Set up the canvas and shapes
let stage = new Konva.Stage({container: 'container1', width: 300, height: 200});
let layer = new Konva.Layer({draggable: false});
stage.add(layer);
// Add a transformer.
let transFormer1 = new Konva.Transformer();
layer.add(transFormer1);
// Create a sample group
let group1 = new Konva.Group();
layer.add(group1);
group1.add(new Konva.Circle({x: 20, y: 30, radius: 15, fill: 'magenta', stroke: 'black'}))
group1.add(new Konva.Circle({x: 60, y: 40, radius: 15, fill: 'magenta', stroke: 'black'}))
group1.add(new Konva.Rect({x: 90, y: 60, width: 25, height: 25, fill: 'magenta', stroke: 'black'}));
let pos = group1.getClientRect();
let boundRect1 = new Konva.Rect({name: 'boundRect', x: pos.x, y: pos.y, width: pos.width, height: pos.height, fill: 'transparent', stroke: 'transparent'});
group1.add(boundRect1);
// When mouse enters the group show a border
group1.on('mouseenter', function(){
let boundRect = this.find('.boundRect');
boundRect[0].stroke('red');
layer.draw();
})
// and remove border when mouse leaves
group1.on('mouseleave', function(){
let boundRect = this.find('.boundRect');
boundRect[0].stroke('transparent');
layer.draw();
})
// If the group is clicked, enable the transformer on that group.
group1.on('click', function(){
transFormer1.attachTo(this)
layer.batchDraw();
})
// For a more pleasing demo let us have 2 groups.
// Make a copy of group1, offset new group, and change fill on its child shapes except the bound rect
let group2 = group1.clone();
layer.add(group2)
group2.position({x: 120, y: 30});
for (let i = 0, shapes = group2.getChildren(); i < shapes.length; i = i + 1){
shapes[i].fill(shapes[i].fill() !== 'transparent' ? 'cyan' : 'transparent');
}
stage.draw();
<script src="https://unpkg.com/konva#^3/konva.min.js"></script>
<p>Move mouse over the shapes to see the group borders, click a group to apply the transformer.
</p>
<div id='container1' style="display: inline-block; width: 300px, height: 200px; background-color: silver; overflow: hidden; position: relative;"></div>
Got the answer!, I just create a public transformer and on stage click I am adding nodes to it no transformer to each group just one public transformer which hold one node at a time.

How to transform a shape in Snap.svg without applying the transformation to its mask?

I want to transform a rectangle (position, scale, and angle) that has a mask.
I created a fiddle file to demonstrate my problem.
http://jsfiddle.net/MichaelSel/vgw3qxpg/2/
Click the green rectangle, and see how it moves in relationship to the circle on top of it. The rectangle is moving and the circle is stationary. This is how I want to objects to act.
But now click the button on top.
The circle is now a mask for the green rectangle, now when you press it, you can see that that the transformations are applied to the mask as well. (the circle doesn't stay stationary like when it wasn't a mask).
I know that more often then not, you want to treat a mask this way, but for my app I want the opposite.
I was able to overcome this problem by creating an opposite movement in the blue example.
With that, my demo is very simple and I am looking to implement this in a big app. Is there a way to achieve what I want without all the hassle?
This is the code for the green(bad) example:
s = Snap("#player")
rect = s.rect(100, 100, 100, 100).attr({"fill" : "green" })
circle = s.circle(200, 200, 50).attr({"fill" : "white" })
rect.attr("mask",circle)
rect.click(function () {
rect.transform("t20,10s1.1...")
})
This is the code for the blue (good) example:
rect2 = s.rect(300, 100, 100, 100).attr({ "fill": "blue" })
circle2 = s.circle(400, 200, 50).attr({ "fill": "white" })
rect2.attr("mask", circle2)
rect2.click(function () {
rect2.transform("t20,10s1.1...")
circle2.transform("t-20,-10s"+1/1.1 + "...")
})
Any suggestions?
Thank you.
If you put the rectangle in a group, and then apply the mask to the group, you can transform the rect any way you like without affecting the mask.
s = Snap("#player")
rect = s.rect(100, 100, 100, 100).attr({"fill" : "green" })
g = s.group(rect);
circle = s.circle(200, 200, 50).attr({"fill" : "white" })
rect.click(function () {
rect.transform("t20,10s1.1...")
})
$("#myButton").click(function () {
g.attr("mask",circle)
})
http://jsfiddle.net/vgw3qxpg/3/

Zoom and Pan in KineticJS

Is there a way one could zoom and pan on a canvas using KineticJS? I found this library kineticjs-viewport, but just wondering if there is any other way of achieving this because this library seems to be using so many extra libraries and am not sure which ones are absolutely necessary to get the job done.
Alternatively, I am even open to the idea of drawing a rectangle around the region of interest and zooming into that one particular area. Any ideas on how to achieve this? A JSFiddle example would be awesome!
You can simply add .setDraggable("draggable") to a layer and you will be able to drag it as long as there is an object under the cursor. You could add a large, transparent rect to make everything draggable. The zoom can be achieved by setting the scale of the layer. In this example I'm controlling it though the mousewheel, but it's simply a function where you pass the amount you want to zoom (positive to zoom in, negative to zoom out). Here is the code:
var stage = new Kinetic.Stage({
container: "canvas",
width: 500,
height: 500
});
var draggableLayer = new Kinetic.Layer();
draggableLayer.setDraggable("draggable");
//a large transparent background to make everything draggable
var background = new Kinetic.Rect({
x: -1000,
y: -1000,
width: 2000,
height: 2000,
fill: "#000000",
opacity: 0
});
draggableLayer.add(background);
//don't mind this, just to create fake elements
var addCircle = function(x, y, r){
draggableLayer.add(new Kinetic.Circle({
x: x*700,
y: y*700,
radius: r*20,
fill: "rgb("+ parseInt(255*r) +",0,0)"
})
);
}
var circles = 300
while (circles) {
addCircle(Math.random(),Math.random(), Math.random())
circles--;
}
var zoom = function(e) {
var zoomAmount = e.wheelDeltaY*0.001;
draggableLayer.setScale(draggableLayer.getScale().x+zoomAmount)
draggableLayer.draw();
}
document.addEventListener("mousewheel", zoom, false)
stage.add(draggableLayer)
http://jsfiddle.net/zAUYd/
Here's a very quick and simple implementation of zooming and panning a layer. If you had more layers which would need to pan and zoom at the same time, I would suggest grouping them and then applying the on("click")s to that group to get the same effect.
http://jsfiddle.net/renyn/56/
If it's not obvious, the light blue squares in the top left are clicked to zoom in and out, and the pink squares in the bottom left are clicked to pan left and right.
Edit: As a note, this could of course be changed to support "mousedown" or other events, and I don't see why the transformations couldn't be implemented as Kinetic.Animations to make them smoother.
this is what i have done so far.. hope it will help you.
http://jsfiddle.net/v1r00z/ZJE7w/
I actually wrote kineticjs-viewport. I'm happy to hear you were interested in it.
It is actually intended for more than merely dragging. It also allows zooming and performance-focused clipping. The things outside of the clip region aren't rendered at all, so you can have great rendering performance even if you have an enormous layer with a ton of objects.
That's the use case I had. For example, a large RTS map which you view via a smaller viewport region -- think Starcraft.
I hope this helps.
As I was working with Kinetic today I found a SO question that might interest you.
I know it would be better as a comment, but I don't have enough rep for that, anyway, I hope that helps.
These answers seems not to work with the KineticJS 5.1.0. These do not work mainly for the signature change of the scale function:
stage.setScale(newscale); --> stage.setScale({x:newscale,y:newscale});
However, the following solution seems to work with the KineticJS 5.1.0:
JSFiddle: http://jsfiddle.net/rpaul/ckwu7u86/3/
Unfortunately, setting state or layer draggable prevents objects not draggable.
Duopixel's zooming solution is good, but I would rather set it for stage level, not layer level.
Her is my solution
var stage = new Kinetic.Stage({
container : 'container',
width: $("#container").width(),
height: $("#container").height(),
});
var layer = new Kinetic.Layer();
//layer.setDraggable("draggable");
var center = { x:stage.getWidth() / 2, y: stage.getHeight() / 2};
var circle = new Kinetic.Circle({
x: center.x-100,
y: center.y,
radius: 50,
fill: 'green',
draggable: true
});
layer.add(circle);
layer.add(circle.clone({x: center.x+100}));
// zoom by scrollong
document.getElementById("container").addEventListener("mousewheel", function(e) {
var zoomAmount = e.wheelDeltaY*0.0001;
stage.setScale(stage.getScale().x+zoomAmount)
stage.draw();
e.preventDefault();
}, false)
// pan by mouse dragging on stage
stage.on("dragstart dragmove", function(e) {window.draggingNode = true;});
stage.on("dragend", function(e) { window.draggingNode = false;});
$("#container").on("mousedown", function(e) {
if (window.draggingNode) return false;
if (e.which==1) {
window.draggingStart = {x: e.pageX, y: e.pageY, stageX: stage.getX(), stageY: stage.getY()};
window.draggingStage = true;
}
});
$("#container").on("mousemove", function(e) {
if (window.draggingNode || !window.draggingStage) return false;
stage.setX(window.draggingStart.stageX+(e.pageX-window.draggingStart.x));
stage.setY(window.draggingStart.stageY+(e.pageY-window.draggingStart.y));
stage.draw();
});
$("#container").on("mouseup", function(e) { window.draggingStage = false } );
stage.add(layer);
http://jsfiddle.net/bighostkim/jsqJ2/

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