KineticJS shape opacity - javascript

I need some assistance changing the opacity of a shape using KineticJS (5.0.0.).
In an mouse event, I want to change the opacity of the shape, which triggered the event. Whenever the shape is hovered, it gets visible ( opacity 1.0 ) and when it's left, it becomes invisible ( opacity 0.0 ). It works fine, whenever I redraw the whole Layer of the specified shape.
The point is, I can't redraw the whole Layer because it takes to much time ( ~300 shapes ). For that reason I changed some code, to just draw the shape.
jsFiddle:
http://jsfiddle.net/p39uH/2/ ( see lines 25 and 30 of HTML )
var stage = new Kinetic.Stage({
container: 'container',
width: 578,
height: 200
});
var layer = new Kinetic.Layer();
var pentagon = new Kinetic.RegularPolygon({
x: stage.width()/2,
y: stage.height()/2,
sides: 5,
radius: 70,
fill: 'red',
stroke: 'black',
strokeWidth: 4,
opacity: 0.1
});
pentagon.on('mouseover', function() {
this.opacity(0.3);
this.draw(); // instead of layer.draw();
});
pentagon.on('mouseout', function() {
this.opacity(0.0);
this.draw(); // instead of layer.draw();
});
// add the shape to the layer
layer.add(pentagon);
// add the layer to the stage
stage.add(layer);
( Code is based on this: http://www.html5canvastutorials.com/kineticjs/html5-canvas-set-alpha-with-kineticjs/ )
Even though I set the opacity of the shape to 0.0 when left, it's still visible as you can see. Every time it is hovered, it becomes more and more visible ( I guess the shape gets redrawn ).
Is there any way to (re)draw the shape with an opacity of 0.0 WITHOUT drawing the whole stage and/or layer ?
Thanks in advance.

Yes, a quick look indicates node.draw() might be broken in 5.0.1.
Workarounds:
Drop back to version 4.4.0
Use layer.drawScene() which saves redraw time by not redrawing the hit-canvas.

Related

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.

Multiple objects in canvas using kinetic js

I am trying to do an application with canvas and which have multiple objects with events binded to them like, mouse down and mouse up e.t.c.,
I am using kinetic js.
Well My doubt is if I have to draw two circles on canvas using kinetic js. I can use objects directly. But if I have to place 500 circles in the division, Its too difficult to have 500 circle objects to create manually. So, is there any other alternative to implement this one?
I use these events for every circle object I use
var circle = new Kinetic.Circle({
x: 100,
y: 100,
radius: 5,
fill: 'red',
stroke: 'black',
strokeWidth: 1
});
circle.setAttr('fact','Kinetic JS is Awesome')
circle.on('mouseover', function() {
document.body.style.cursor = 'pointer'
});
circle.on('mouseout', function() {
document.body.style.cursor = 'default'
});
circle.on('mousedown', function() {
var fill = this.getFill() == 'red' ? '#00d00f' : 'red';
this.setFill(fill);
alert(this.getAttr('fact'));// I do some stuff here
layer.draw();
});
I recommend also that you check the tutorials of KineticJS, this one is about a stress test: 1000 shapes + their respective tooltips.
http://www.html5canvastutorials.com/labs/html5-canvas-10000-shape-stress-test-with-kineticjs
PS: You just have to copy paste the code and update the KineticJS version here.

How to add a background color to Kinetic JS stage or layer?

I have a Kinetic JS stage and a layer
var stage = new Kinetic.Stage({
container: 'container',
width : STAGE_WIDTH,
height : STAGE_HEIGHT
});
var layer = new Kinetic.Layer();
I've set the page color to be #bbb.
body {
background: #bbb;
}
I'd like to set the canvas color to be white. But I can't seem to find a method or a way to add a background color to the stage itself or the layer that I add all the object on.
You can also set the background color of your container element through CSS. That's essentially the same as setting the background color of the stage. If you want a background at the layer level, you'll need to add a filled rectangle or similar, as previously mentioned.
I had the same problem, I wanted to add a "background". I added a rectagle with the 100% height and width, with this code:
var rect = new Kinetic.Rect({
x: 0,
y: 0,
width: stageDimensions.width, //full width
height: stageDimensions.height, //full height
fill: 'white', //background color
});
layer.add(rect);
Since I wanted to be able to remove the "background", this is how I manage to solve my problem.
Hope it helps you.
You can change the background color with JavaScript...
document.getElementById('container').style.background = '#fff';
There isn't an API method to add a background color.
Instead add a colored rectangle that covers the layer.
Of course, add the background rectangle before all other shapes.
Old question, but you can use the get properties of the stage, and fill a full rectangle, adding it to the layer before anything else. Sample code:
var stage = new Kinetic.Stage({
container: 'canvas-container',
width: 900,
height: 450
});
// create background
var stageBg = new Kinetic.Rect({
x: 0,
y: 0,
width: stage.getWidth(),
height: stage.getHeight(),
fill: "rgb(40,40,40)"
});
layer.add(stageBg);
stage.add(layer);

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/

Large SVG / Raphael circle distorts when being animated

I am animating a circle using Raphael. When the circle is large I get artifacts around the circle when its moving. It seems to be something of a clipping / redraw region issue and wondered if there was a work around?
It seems to be OK in firefox (if a little jerky) and appears very reliably in Chrome. It also is exacerbated by using opacity on the fill property i.e. rgba(255,0,0,0.7)
Here is a jsFiddle showing the issue. Just click around the paper on the right to move the circle.
Code:
var discattr = {
fill: "#666",
stroke: "none",
width: 35
};
var paper = Raphael("svgcontainer", 400, 400);
circle = paper.circle(150, 150, discattr.width, discattr.width).attr({
stroke: "none",
fill: "rgba(255,0,0,0.7)"
});
var coords = []
var animateCircle = function(coords) {
if (!coords.length) return;
var nextCoords = coords.shift()
var move = Raphael.animation(nextCoords, 500, "linear", function() {animateCircle(coords)});
circle.animate(move);
}
$("#svgcontainer").on("mouseup", function(e) {
coords.push({cx: e.pageX, cy: e.pageY})
animateCircle(coords);
});
Buffering is a technique used to prevent animation artifacts (tearing, as JamWaffles points out). If you look at the answer to this Stack Overflow question you'll find information about an SVG setting to turn on buffering, but so far it doesn't appear to be supported by major browsers.

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