Fabric.js - Attach object creation to mouse click - javascript

When you create a new fabric object, you can specify the location for it to appear on the canvas. Is there a way to attach the generated object to the mouse and then place the object on click (or touch)?
E.g. way to generate a circle which appears on the canvas.
var circle = new fabric.Circle({
radius: 20, fill: 'green', left: 100, top: 100
});

It's fairly easy to update the position of an object to match that of the mouse's position and on mouse:up clone that object and place it on the canvas.
var canvas = new fabric.Canvas('c');
var mousecursor = new fabric.Circle({
left: 0,
top: 0,
radius: 5,
fill: '#9f9',
originX: 'right',
originY: 'bottom',
})
canvas.add(mousecursor);
canvas.on('mouse:move', function(obj) {
mousecursor.top = obj.e.y - mousecursor.radius;
mousecursor.left = obj.e.x - mousecursor.radius;
canvas.renderAll()
})
canvas.on('mouse:out', function(obj) {
// put circle off screen
mousecursor.top = -100;
mousecursor.left = -100;
canvas.renderAll()
})
canvas.on('mouse:up', function(obj) {
canvas.add(mousecursor.clone())
canvas.renderAll()
})
canvas {
border: 1px solid #ccc;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/fabric.js/1.6.3/fabric.js"></script>
<canvas id="c" width="600" height="600"></canvas>

var canvas = new fabric.Canvas('c');
var mousecursor = new fabric.Circle({
left: 0,
top: 0,
radius: 50,
fill: '#9f9',
originX: 'right',
originY: 'bottom',
})
canvas.add(mousecursor);
canvas.on('mouse:move', function(obj) {
mousecursor.top = obj.e.y;
mousecursor.left = obj.e.x;
canvas.renderAll()
})
canvas {
border: 1px solid #ccc;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/fabric.js/1.6.3/fabric.js"></script>
<canvas id="c" width="600" height="600"></canvas>

Related

How to use the fabric.js library with the online library url?

I'm trying to insert the Fabric.js library to test some things with:
<script src='https://unpkg.com/fabric#latest/dist/fabric.js'></script>
But apparently dosen't work...
I'm just trying to do a basic free canvas like:
var canvas = this.__canvas = new fabric.Canvas('c', {
isDrawingMode: true
});
var rect = new fabric.Rect({
top: 100,
left: 100,
width: 60,
height: 70,
fill: 'red',
});
canvas.add(rect);
canvas.renderAll();
But still nothing appears on my project, i can't do or paint anything..
Anyone with some answers?
I think you need canvas element the html in order for fabricjs to work.
There are two ways to fix achieve this
Option 1. - Add canvas element in html.
<canvas id="c"/>
var canvas = this.__canvas = new fabric.Canvas('c', {
isDrawingMode: true
});
var rect = new fabric.Rect({
top: 100,
left: 100,
width: 60,
height: 70,
fill: 'red',
});
canvas.add(rect);
canvas.renderAll();
canvas {
border-style: groove;
}
<canvas id="c" />
<script src='https://unpkg.com/fabric#latest/dist/fabric.js'></script>
Option 2. - Add canvas element in html using javascript.
var mycanvas = document.createElement("canvas");
mycanvas.id = "mycanvas";
document.body.appendChild(mycanvas);
var mycanvas = document.createElement("canvas");
mycanvas.id = "c";
document.body.appendChild(mycanvas);
var canvas = this.__canvas = new fabric.Canvas('c', {
isDrawingMode: true
});
var rect = new fabric.Rect({
top: 100,
left: 100,
width: 60,
height: 70,
fill: 'red',
});
canvas.add(rect);
canvas.renderAll();
canvas {
border-style: groove;
}
<script src='https://unpkg.com/fabric#latest/dist/fabric.js'></script>

Any options available to set objects relative to canvas center point instead of top and left in FabricJS

I have an issue on mobile orientation change. When the orientation changes the canvas size adjust himself accordingly. And objects in the canvas exist in the same position after orientation where they were before the orientation relatively the canvas left and top.
It will be more clear in the image.
I want to change the positions of the objects on window:resize relatively to the center of canvas instead of left and top. Please help!
You can center the object on canvas with canvas.centerObject(object);.
var canvas = new fabric.Canvas('c');
var dia1 = new fabric.Circle({
radius: 12,
left: 0,
top: 0,
originX: 'center',
originY: 'center',
fill: 'transparent',
strokeWidth: 5,
stroke: "red",
width: 50,
height: 50,
});
var dia2 = new fabric.Circle({
radius: 5,
left: 0,
top: 0,
originX: 'center',
originY: 'center',
fill: 'red',
width: 50,
height: 50,
});
var targetEl = new fabric.Group([dia1, dia2], {
originX: 'center',
originY: 'center',
});
//center object on canvas
canvas.centerObject(targetEl);
canvas.add(targetEl);
canvas.renderAll();
//center on window resize
$(window).resize(function() {
canvas.centerObject(targetEl);
canvas.renderAll();
});
canvas {
border: 1px solid #ccc;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/fabric.js/3.4.0/fabric.js"></script>
<canvas id="c" width="600" height="300"></canvas>
you may need to set the object dimensions as follwing
const canvas = new fabric.Canvas('canvas');
// you can simply use
canvas.viewportCenterObject(obj);
// or if you want to center manually
const centerObject = obj => {
const center = canvas.getCenter();
const zoom = canvas.getZoom();
canvas.centerObject(obj);
obj.set({
left: center.left / zoom - obj.width / 2,
top: center.top / zoom - obj.height / 2,
});
obj.setCoords();
canvas.calcOffset();
canvas.renderAll()
};

JavaScript - Dynamically create SVG and modify for cursor

Say I have a HTML5 canvas (In this case using fabric.js), and I want to change the cursor over the canvas to represent whatever brush size and colour has been selected. I'm thinking there should be a way to do this by changing an SVG's properties (size & colour) dynamically with JS so we don't have to use multiple images. Any ideas on if this is possible?
var canvas = new fabric.Canvas(c, {
isDrawingMode: true,
freeDrawingCursor: 'url("img/cursor.svg"), auto'
});
I think freeDrawingCursor is just looking for normal css property names. Here is an example of how to have a fabric object represent the cursor size and color:
var canvas = new fabric.Canvas('c', {
isDrawingMode: true,
freeDrawingCursor: 'none'
});
canvas.freeDrawingBrush.width = 10;
canvas.freeDrawingBrush.color = '#9f9';
var mousecursor = new fabric.Circle({
left: 0,
top: 0,
radius: canvas.freeDrawingBrush.width / 2,
fill: canvas.freeDrawingBrush.color,
originX: 'right',
originY: 'bottom',
})
canvas.add(mousecursor);
canvas.on('mouse:move', function(obj) {
mousecursor.top = obj.e.y - mousecursor.radius;
mousecursor.left = obj.e.x - mousecursor.radius;
canvas.renderAll()
})
canvas.on('mouse:out', function(obj) {
// put circle off screen
mousecursor.top = -100;
mousecursor.left = -100;
canvas.renderAll()
})
canvas {
border: 1px solid #ccc;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/fabric.js/1.6.3/fabric.js"></script>
<canvas id="c" width="600" height="600"></canvas>
Existing answers didn't work for me in 2020. Try the following:
this.canvas.isDrawingMode = true;
this.canvas.freeDrawingCursor = 'none';
const mousecursor = new fabric.Circle({
left: 0,
top: 0,
radius: this.canvas.freeDrawingBrush.width / 2,
fill: this.canvas.freeDrawingBrush.color,
originX: 'right',
originY: 'bottom',
});
this.canvas.add(mousecursor);
// Cursor in canvas
this.canvas.on('mouse:move', event => {
mousecursor.top = event.e.layerY + mousecursor.radius;
mousecursor.left = event.e.layerX + mousecursor.radius;
this.canvas.renderAll();
});
// Cursor out of canvas
this.canvas.on('mouse:out', event => {
mousecursor.top = -100;
mousecursor.left = -100;
this.canvas.renderAll();
});
Worked fine with Angular 7.
I was looking for the same and found my way to this question. Unfortunately the solution by STHayden is not working for me. So I've modified it a bit and came up with the code below. It uses two canvas layers, the bottom for drawing, the top for the "cursor". Works pretty well for me now, maybe someone will find it helpful :)
//drawing layer
var canvas = new fabric.Canvas("draw", {
isDrawingMode: true,
freeDrawingCursor: 'none'
});
//mouse cursor layer
var cursor = new fabric.StaticCanvas("cursor");
canvas.freeDrawingBrush.width = 20;
canvas.freeDrawingBrush.color = '#ff0000';
var cursorOpacity = .5;
//create cursor and place it off screen
var mousecursor = new fabric.Circle({
left: -100,
top: -100,
radius: canvas.freeDrawingBrush.width / 2,
fill: "rgba(255,0,0," + cursorOpacity + ")",
stroke: "black",
originX: 'center',
originY: 'center'
});
cursor.add(mousecursor);
//redraw cursor on new mouse position when moved
canvas.on('mouse:move', function (evt) {
var mouse = this.getPointer(evt.e);
mousecursor
.set({
top: mouse.y,
left: mouse.x
})
.setCoords()
.canvas.renderAll();
});
//put cursor off screen again when mouse is leaving
canvas.on('mouse:out', function () {
mousecursor
.set({
top: mousecursor.originalState.top,
left: mousecursor.originalState.left
})
.setCoords()
.canvas.renderAll();
});
//while brush size is changed show cursor in center of canvas
document.getElementById("size").oninput = function () {
var size = parseInt(this.value, 10);
mousecursor
.center()
.set({
radius: size/2
})
.setCoords()
.canvas.renderAll();
};
//after brush size has been changed move offscreen, update brush size
document.getElementById("size").onchange = function () {
var size = parseInt(this.value, 10);
canvas.freeDrawingBrush.width = size;
mousecursor
.set({
left: mousecursor.originalState.left,
top: mousecursor.originalState.top,
radius: size/2
})
.setCoords()
.canvas.renderAll();
};
//change mousecursor opacity
document.getElementById("opacity").onchange = function () {
cursorOpacity = this.value;
var fill = mousecursor.fill.split(",");
fill[fill.length-1] = cursorOpacity + ")";
mousecursor.fill = fill.join(",");
};
//change drawing color
document.getElementById("color").onchange = function () {
canvas.freeDrawingBrush.color = this.value;
var bigint = parseInt(this.value.replace("#", ""), 16);
var r = (bigint >> 16) & 255;
var g = (bigint >> 8) & 255;
var b = bigint & 255;
mousecursor.fill = "rgba(" + [r,g,b,cursorOpacity].join(",") + ")";
};
#cont {
position: relative;
width: 500px;
height: 500px;
}
canvas {
border: 1px solid;
}
#cont canvas, .canvas-container {
position: absolute!important;
left: 0!important;
top: 0!important;
width: 100%!important;
height: 100%!important;
}
#cursor {
pointer-events: none!important;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/fabric.js/1.6.4/fabric.min.js"></script>
Color: <input id="color" type="color" value="#ff0000"><br/>
Brush size: <input id="size" type="range" min="1" max="100" step="1" value="20"><br/>
Brush opacity: <input id="opacity" type="number" min="0" max="1" step="0.1" value="0.5"><br/>
<div id="cont">
<canvas id="draw" width="500" height="500"></canvas>
<canvas id="cursor" width="500" height="500"></canvas>
</div>

Can i set inside stroke in fabric js

I am working on a fabricjs application & i need to set a inside stroke to object, it means apply stroke to a object without increase it's size.
eg if i apply strokeWidth 20 to 100*100 rect then it's size is also increase but i want if stroke is apply to object then size will also remain same
var recta = new fabric.Rect({
left: 10,
top: 10,
fill: '#000',
width: 100,
height: 100,
});
var rectb = new fabric.Rect({
left: 150,
top: 10,
fill: '#000',
width: 100,
height: 100,
});
canvas.add(recta, rectb);
rectb.set('stroke', '#f00');
rectb.set('strokeWidth', 20);
canvas.renderAll();
<script src="http://cdnjs.cloudflare.com/ajax/libs/fabric.js/1.5.0/fabric.min.js"></script>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<canvas style="border:#000 1px solid" id="design-canvas" width="500" height="400">
<script type="text/javascript">
canvas = new fabric.Canvas('design-canvas');
</script>
Is there is any way or trick to apply stroke without increase size
Thanks in Advance
Assuming it'd just be for rectangles, The best way would likely be too attach 4 lines which you update the positions based off of that rectangles x, y, width and height. You can then set the stroked width of those lines separately.
The other way would be too simply resize the owning element. Look at this JSFiddle.
var canvas = new fabric.Canvas('c', { selection: false });
var circle, isDown, origX, origY;
canvas.on('mouse:down', function(o){
isDown = true;
var pointer = canvas.getPointer(o.e);
origX = pointer.x;
origY = pointer.y;
circle = new fabric.Circle({
left: pointer.x,
top: pointer.y,
radius: 1,
strokeWidth: 5,
stroke: 'red',
selectable: false,
originX: 'center', originY: 'center'
});
canvas.add(circle);
});
canvas.on('mouse:move', function(o){
if (!isDown) return;
var pointer = canvas.getPointer(o.e);
circle.set({ radius: Math.abs(origX - pointer.x) });
canvas.renderAll();
});
canvas.on('mouse:up', function(o){
isDown = false;
});

Deselecting mouse event 'mouse:down' after initial event has been rendered

I am very new to fabric.js, but I am learning quickly.
I have a few items that, when clicked, will fill with the color red.
My problem lies with clicking the image again to reset only that image back to default (black).
Can someone explain how to achieve this?
canvas.on('mouse:down', function(e) {
e.target.setFill('red');
e.target.lockMovementX = e.target.lockMovementY = true;
e.target.lockScalingX = e.target.lockScalingY = true;
e.target.lockUniScaling = true;
canvas.deactivateAll().renderAll();
});
Please see the JSFIDDLE for the full example code
Look at the if statement below. It detects the current color and switches it:
(function(){
var canvas = new fabric.Canvas('c4');
canvas.hoverCursor = 'default';
canvas.on('mouse:down', function(e) {
var color = e.target.fill;
if(color == '#000')
{
e.target.setFill('red');
} else {
e.target.setFill('#000');
}
e.target.lockMovementX = e.target.lockMovementY = true;
e.target.lockScalingX = e.target.lockScalingY = true;
e.target.lockUniScaling = true;
canvas.deactivateAll().renderAll();
});
canvas.add(new fabric.Circle({ radius: 10, fill: '#000', top: 100, left: 200 }));
canvas.add(new fabric.Circle({ radius: 10, fill: '#000', top: 100, left: 150 }));
canvas.add(new fabric.Circle({ radius: 10, fill: '#000', top: 100, left: 100 }));
})();
Look at this Fiddle : http://jsfiddle.net/hpyrk05w/3/
it is so simple :
you have to check on mouse down if current fill of object is what?
if current fill is red than fill it with black color and if not, than fill it with red color
(function(){
var canvas = new fabric.Canvas('c4');
canvas.hoverCursor = 'default';
canvas.on('mouse:down', function(e) {
if(e.target.getFill()=="red")
e.target.setFill('black');
else
e.target.setFill('red');
e.target.lockMovementX = e.target.lockMovementY = true;
e.target.lockScalingX = e.target.lockScalingY = true;
e.target.lockUniScaling = true;
canvas.deactivateAll().renderAll();
});
canvas.add(new fabric.Circle({ radius: 10, fill: '#000', top: 100, left: 200 }));
canvas.add(new fabric.Circle({ radius: 10, fill: '#000', top: 100, left: 150 }));
canvas.add(new fabric.Circle({ radius: 10, fill: '#000', top: 100, left: 100 }));
})();
pre { margin-left: 15px !important }
canvas{border: 1px solid red; }
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.9.1/jquery.min.js"></script>
<script src="http://fabricjs.com/lib/fabric.js"></script>
<canvas id="c4" width="450" height="500"></canvas>

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