pixi Infinite Scrollbar - javascript

Is there a way to allow the canvas object to be scrolled beyond content.
Example:
A canvas created with 1000*1000. And Enabled PAN and Zoom on the canvas. Draw a rectangle on the canvas and move the rectangle with mouse to the edge of the boundaries( top,right, bottom, left) it should scroll the the rectangle to the end of the canvas.
Right now my issue is I can drag the rectangle till the browser boundaries. I need to allow the rectangle to drag beyond the content so that I can use the full canvas. I can PAN the canvas to move around the browser.
Thanks

PIXI is just a rendering engine that draws things on canvas. PIXI does not have any mechanics to control canvas position on the web page.
Probably the most efficient way to address your use case is to:
Make canvas fit on the screen entirely (do not extend it beyond the screen bondary, never pan nor zoom canvas as DOM object).
Make "content" PIXI.Container that holds your content (stage -> content -> rectangles), and change "content" container position as needed to scroll the content inside the canvas.
If you insist on manipulating canvas position, you can position it absolutely on the webpage and manipulate it as DOM object.
Whatever approach you take, you will have to detect that drag and drop approaches the edge and do panning manually in your code. There's nothing in PIXI, as far as I am aware, that would facilitate this.

Related

How to make an Infinite Html5 Canvas which can be zoomed and panned?

I was working on a real time whiteboard.
I want to create an Infinite canvas, which can be zoomed using the mouse wheel and panned using drag, using javascript.During the zoom and pan the items drawn on the canvas must also be affected. Is there a was to achieve this without using any external library?
Yes, but it'll take a bit of work. The general idea of what you'll do is the following:
You will need to keep track of the position of the "camera", as well as how close it is to the content - a zoom factor
You will need to attach event listeners to different mouse actions to cause the camera's state to change
When you drag or zoom, you will need to redraw your canvas with the new positions and sizes of all the content. Some math will have to be done to know what the new canvas content is.
There may or may not be certain performance issues you have to address if there's a lot of content on the canvas.
An alternative, possibly quicker approach, but maybe less powerful, would be to not use canvas, and use some CSS magic instead with plain HTML. The basic concept here is that you'll have a 0x0 div as your plane. That div will contain your content, which may include content such as custom SVGs. Each of its children will break out of the div, and will be positioned relative to it. When you drag, you just move the div (through transform: translate()). When you zoom, you just scale the div (through transform: scale()).
Some useful references if taking the second approach:
CSS transform - to move and scale the whiteboard
CSS position - to position content on the whiteboard, and for the general layout
CSS overflow - to crop the whiteboard
The canvas element itself won't be infinite, I guess that's clear enough. What will change when you drag and zoom is the mapping of the real coordinates of your whiteboard elements to the drawing coordinates on the canvas. There's some work to do with detecting the mouse events and doing the calculations for updating the mapping, so there are too many specifics to really put in an answer. But yes of course this is possible without an external library.
Basically canvas could not be set to infinite sized. All you can do is to draw the portion that should be visible in the canvas.
first of all you should store all the points you have drawn to an array.
whenever you pan your canvas , track the offset that you have panned. this offset values can be used to reposition your stored points in your canvas.
eg. suppose you have drawn a line from (50 , 50) to (100 , 100).
let the offsets be {x:0 , y:0}
x , y offsets shows how much x and y distances you have panned in total
then update the points by adding the offsets and redraw
https://github.com/TomHumphries/InfiniteCanvasWhiteboard
here is a simple html5 whiteboard created by Tom Humphries which has infinite zoom and pan.

HTML5 canvas and scrolling

I have a canvas element of size 1024x768 where I draw a very large image, let's just say with width >> 1024 and height >> 768. The image can be scrolled with normal scrollbars to be seen entirely.
Users can click onto the canvas to add vertices to a polygon: each time a vertex is added, a line from the new vertex to the mouse cursor is drawn.
Each mouse movement onto the canvas updates the canvas in order to redraw such line from the vertex to the new mouse cursor position.
Being the image VERY large, redrawing is very slow, so I'd like to just redraw the currently visible chunk of image or, even better, the "sub-chunk" that is affected by this line.
The problem is: how do I detect the current topLeft and bottomRight of the visible part of the context according to how much the user scrolled the image? Basically I'd like to add support for a custom viewport, but I can't seem to exploit the scolling information to determine the boundingBox of the chunk to crop from the original image.
I actually have a canvasDiv container, which is the real scrollable element, not the canvas itself.
This means your canvas is the full size and you're using the container div as a sort of a "frame". That's really bad as canvas pixels are quite expensive, especially if you're not even using them (they're out of the viewport).
The best approach here is to set the canvas size to the container size and use the drawImage function to control the scrolling. The original image would be places either on an offscreen canvas or an image element. I can guarantee you a much better performance this way.
You'll lose the scrollbars, that's the downside.
I'm assuming you create the scrollbars by having a larger canvas element contained inside a smaller div.
Instead, you can mimic this setup by:
Having a canvas the size of your container div.
Add 2 input type=range controls to act as vertical & horizontal scrollbars (or grab a jqueryUI scrollbar plugin if you want to be fancy).
Then you can use the clipping version of context.drawImage to draw only the portion of the image specified by the range controls. The clipping version of drawImage looks like this: drawImage(myLargeImage, clipX,clipY,clipWidth,clipHeight, 0,0,canvas.width,canvas.height)

how to use transparent effect for only a part of the image

I am not sure if it is possible. But let's say there are two images, one over another. Then I will have a circle size 100px around my cursor. So when I move the cursor over the image, it shows part of image that is under the front image. So the back image is hidden and visible only if the circle size 100px is over some part of it.
Unfortunately I have no code as I am not sure if it is possible to create.
However, any idea about it?
I would try actually stacking the hidden image above the visible one, then use HTML5's canvas to track your mouse cursor, clip a circular area underneath your cursor, then draw your image above it. This gives the illusion that you're "revealing" an underlying image, when in fact you're really revealing a small portion of an image stacked on top. Repeat this any time the user moves his/her cursor.
Here are some resources you might find useful in coding this:
HTML5 Canvas Clipping Region Tutorial
HTML5 Canvas Mouse Coordinates
Stack Overflow: clearing circular regions from HTML5 Canvas

Can I use something like Raphael.js to draw vectors above the HTML window?

There are a lot of questions regarding drawing on the canvas element and using things like Raphael.js (which is pretty awesome), but I'd like to know if there is a way I can draw some vectors (mostly diagonal lines) above the DOM document rendered in a html doctype webpage.
I haven't done much with the canvas element but I think it might be possible to do something like this with perhaps:
getting / monitoring the window size with javascript
creating / resizing a canvas element that takes up the whole page
somehow setting transparency on the canvas element
drawing the vectors that I want
When you use a clear .gif you can't click on or interact with the things underneath it - I would like to still be able to interact with the webpage normally. I would also like scrolling to move up and down the page normally so the vectors would scroll with the DOM elements.
Am I heading in the right direction with this?
How can I draw vectors above the HTML / DOM in a standard webpage?
Here's an example of Raphael.js drawing on top of text in a div http://raphaeljs.com/spin-spin-spin.html
Some more background on Raphael:
Raphael draws on an SVG canvas. If you give that a transparent
background and position it over the window (z-index), then you can get
the appearance you seek.
https://groups.google.com/forum/?fromgroups=#!topic/raphaeljs/SAPCl_UMNco

Why doesn't translate works for the canvas in a div?

I have 2 canvas in a div. I tried to translate one of the canvas, but it didn't work.
http://jsfiddle.net/VkbV5/ shows the case where i commented off the translation line:
this.innerElement2Ctx.translate(100,100);
But when I include the line, the small square disappeared. Why? If you run this page in browser and inspect the innerElement2, you will see that it didn't move at all, but the small square disappeared.
For your information, I need 2 canvas, because I am planning to attach mouse event to innerElement2.
Translating a context adjusts where the 0,0 point is for future drawing commands; scaling a context adjusts how large items draw on the canvas; rotating a context adjusts the direction that items are drawn. None of these context transformations adjust the size or position of the canvas box itself.
Here's an example I made of adjusting canvas transformation so that drawing the same commands allows the user to zoom and pan around a canvas drawing:
http://phrogz.net/tmp/canvas_zoom_to_cursor.html
If you want to move the placement of a canvas within your HTML page, use simple CSS placement as you would with any other element, e.g. a <div>.
If you want complex 2D or 3D transformations you can use cutting edge features of CSS for this (as supported by modern browsers). For example, see:
https://developer.mozilla.org/en/CSS/transform#CSS_transform_functions

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