Zooming in fabricjs, object positions - javascript

I have a problem ( i believe it is similar to the one calcOffset is fixing) with positions of objects.
I zoom in-out with mouse scroll wheel. After zooming, shapes are displayed at new positions but cannot be handled at these position. Only at their pre-zoom positions.
jsfiddle example
Here is my code for zooming:
function displaywheel(e){
var SCALE_FACTOR = 1.1;
var evt=window.event || e
var delta=evt.detail? evt.detail*(-120) : evt.wheelDelta
var objects = canvas.getObjects();
var dd = 1;
if (delta == 120) dd=SCALE_FACTOR;
if (delta == -120) dd=1/SCALE_FACTOR;
globscale = globscale * dd;
for (var i in objects) {
objects[i].setCoords;
objects[i].scaleX = globscale;
objects[i].scaleY = globscale;
objects[i].left = objects[i].left * dd;
objects[i].top = objects[i].top * dd;
objects[i].setCoords;
}
canvas.renderAll();
canvas.calcOffset();
}

setCoords is a function, you need to call it like this:
objects[i].setCoords();
objects[i].setCoords; does absolutely nothing.
http://jsfiddle.net/w5NjC/1/

Related

Getting CSS transform rotateX angle from matrix3d

I'm working on a tool that lets you browse through content in a "virtual magazine". In order to realize the turn-over animation, I need to be able to get the current rotation angle during every frame of the animation, in order to flip front- and backside when it's at 90 degrees.
I got this to work, using requestAnimationFrame and the matrix calculation from this article:
https://css-tricks.com/get-value-of-css-rotation-through-javascript/
This only works, when turning over pages left and right though (with rotateY). If I want to turn over vertically (calender style) I need to be able to calculate the angle for rotateX.
Can anyone math savvy help me out here?
Cheers and thanks in advance!
Edit: Here is the function that works for transformY. The element to be checked gets animated by adding transform: rotateY(-180deg) with a transform origin of left:
function checkTransitionProgress() {
// SRC: https://css-tricks.com/get-value-of-css-rotation-through-javascript/
el = loremPages[index];
var st = window.getComputedStyle(el, null);
var tr = st.getPropertyValue("-webkit-transform") ||
st.getPropertyValue("-moz-transform") ||
st.getPropertyValue("-ms-transform") ||
st.getPropertyValue("-o-transform") ||
st.getPropertyValue("transform") ||
false;
var values = tr.split('(')[1].split(')')[0].split(',');
var a = values[0];
var b = values[1];
var c = values[2];
var d = values[3];
var scale = Math.sqrt(a * a + b * b);
var sin = b / scale;
var angle = Math.round(Math.atan2(b, a) * (180 / Math.PI));
if (direction == 'forwards') {
if (angle < 90) {
window.requestAnimationFrame(checkTransitionProgress);
} else {
target.style.zIndex = index;
target.frontSide.classList.remove('lorem__side--in-front');
target.backSide.classList.add('lorem__side--in-front');
}
} else {
if (angle > 90) {
window.requestAnimationFrame(checkTransitionProgress);
} else {
target.style.zIndex = targetInvertedIndex;
target.frontSide.classList.add('lorem__side--in-front');
target.backSide.classList.remove('lorem__side--in-front');
}
}
}
checkTransitionProgress();
Figured it out myself. You have to use a = values[5] and b = values[4] for rotateX.

CSS/JS Randomly Position Elements [duplicate]

I want to display random numbers inside a div at random positions without overlapping.
I am able to display random number at random position but its going outside the box and overlapping each other.
Here is my code:
JS Fiddle
var width = $('.container').innerWidth();
var height = $('.container').innerHeight();
(function generate() { // vary size for fun
for (i = 0; i < 15; i++) {
var divsize = 12;
var color = '#' + Math.round(0xffffff * Math.random()).toString(16);
$newdiv = $('<div/>').css({
'width': divsize + 'px',
'height': divsize + 'px'
});
// make position sensitive to size and document's width
var posx = (Math.random() * (width - divsize)).toFixed();
var posy = (Math.random() * (height - divsize)).toFixed();
$newdiv.css({
'position': 'absolute',
'left': posx + 'px',
'top': posy + 'px',
'float': 'left'
}).appendTo('.container').html(Math.floor(Math.random() * 9));
}
})();
How can I do this?
You've got most of it figured out. You just need to think of the .container div as a grid to avoid any overlap or outlying items.
Just check out this fiddle.
Here's what the code looks like:
var tilesize = 18, tilecount = 15;
var gRows = Math.floor($(".container").innerWidth()/tilesize);
var gCols = Math.floor($('.container').innerHeight()/tilesize);
var vals = _.shuffle(_.range(tilecount));
var xpos = _.shuffle(_.range(gRows));
var ypos = _.shuffle(_.range(gCols));
_.each(vals, function(d,i){
var $newdiv = $('<div/>').addClass("tile");
$newdiv.css({
'position':'absolute',
'left':(xpos[i] * tilesize)+'px',
'top':(ypos[i] * tilesize)+'px'
}).appendTo( '.container' ).html(d);
});
PS:I have used underscore in my fiddle to make things easier for me and because I personally hate writing for loops.
If the number of divs you need to create is small enough (i.e. you're not risking that they won't fit) then a simple algorithm is:
pick a random position (x0, y0)-(x1, y1)
check if any previously selected rect overlaps
if none overlaps then add the rect, otherwise loop back and choose another random position
in code
var selected = [];
for (var i=0; i<num_divs; i++) {
while (true) {
var x0 = Math.floor(Math.random() * (width - sz));
var y0 = Math.floor(Math.random() * (height - sz));
var x1 = x0 + sz;
var y1 = y0 + sz;
var i = 0;
while (i < selected.length &&
(x0 >= selected[i].x1 ||
y0 >= selected[i].y1 ||
x1 <= selected[i].x0 ||
y1 <= selected[i].y0)) {
i++;
}
if (i == selected.length) {
// Spot is safe, add it to the selection
selected.push({x0:x0, y0:y0, x1:x1, y1:y1});
break;
}
// The choice collided with a previously added div
// just remain in the loop so a new attempt is done
}
}
In case the elements are many and it's possible to place n-1 of them so that there's no position where to put n-th element then things are a lot more complex.
For the solution of the 1-dimensional version of this problem see this answer.
You can add to array position of each number. And then when ou generate new position for digit you should check if posx posy in array, if false place number there, if true generate new posx and posy

Distance measurement logic

Boy it was hard to give this problem a name...
I've been working on this "progress bar" logic, that when ever the user moves
his/her mouse - the indicator (in this case its progress bar) shows how close cursor is to the wanted object.
Basically it's like "hot 'n cold" kind of thing.
Here's the fiddle
...and this is the problem part
relativeDistance = ((maxMouseDistance - distance) / maxDistance);
if ((maxMouseDistance - distance) > maxDistance){
relativeDistance = 1- (((maxMouseDistance) / maxDistance) -1);
}
Since my code and distance measurements are based on trigonometry, it has a small problem: There's actually atleast two points on the screen, where the wanted distances are equal.
Try it and you'll notice what I mean.
Any ideas on how I could get rid of that...It's propably because of the logics, but I just don't see it.
Does this jsFiddle do what you want?
It uses the nearest corner to the mouse rather than the farthest corner. It will show 0% when the mouse is in any corner, and a positive percentage as the mouse approaches the target, even if the target is off-centre.
(function () {
var mX
, mY
, distance
, $distance = $('#distance')
, $element = $('#thetarget')
, maxMouseDistance
, relativeDistance;
var theWidth = $(document).width();
var theHeight = $(document).height();
$("#theWidth").text(theWidth);
$("#theHeight").text(theHeight);
function pythagoras(length, height) {
var length2 = length * length
, height2 = height * height
return Math.sqrt((length2 + height2));
}
/**/
var target = $("#thetarget");
target.css({
cursor: "default"
, border: "1px solid black"
, margin: 0});
var position = target.position(); // top left of target element
var tX = Math.floor(position.left)
var tY = Math.floor(position.top)
$("#targetPosition").text(tX + ":" + tY);
var corners = [
[0, 0]
, [theWidth, 0]
, [theWidth, theHeight]
, [0, theHeight]
]
function distanceToNearestCorner(x, y) {
var cornerX = x < tX ? 0 : theWidth
var cornerY = y < tY ? 0 : theHeight
return pythagoras(cornerX - tX, cornerY - tY)
}
/*Mouse movement tracking*/
$(document).mousemove(function (e) {
/*Get mouse coordinates*/
mX = e.pageX;
mY = e.pageY;
/*calculate distance between mouse and element*/
distance = pythagoras(tX - mX, tY - mY);
maxMouseDistance = distanceToNearestCorner(mX, mY)
relativeDistance = ((maxMouseDistance - distance) / maxMouseDistance);
$distance.text(distance);
var decimals = distance / 100;
var percents = 100 - (distance / 100);
$("#mouse").text(mX + ":" + mY);
//$("#distanceDecimals").text(decimals);
//$("#dFarCorner").text(maxDistance);
$("#md2FarCorner").text(maxMouseDistance);
$("#formula").text("(E to C max / M to C max) / (M to E distance/100)");
$("#theNumber").text(relativeDistance);
$('.fill').width((relativeDistance * 100) + "%");
});
})();
It doesn't update all the fields, but it does update the progress bar.
Original answer
You seem to have plenty of functions in there which are not being called.
Here's one that I have rewritten... but it doesn't get called:
function calculateDistance(elem, mouseX, mouseY) {
var deltaX = elem.offset().left - mouseX;
var deltaY = elem.offset().top - mouseY;
var delta2 = deltaX * deltaX + deltaY * deltaY;
var delta = Math.floor(Math.sqrt(delta2))
return delta
}
var elem = document.getElementById("targetPosition")
var relativeDistance = calculateDistance(elem , mX, mY)
In my implementation, elem is the HTML element that you consider to be the target. My function is an application of Pythagoras' theorem: it returns the square root of the sum of the distance from the target along the x and y axes, giving the length of the shortest line between the mouse and the target.
When I insert this into your jsFiddle, I see 0 appearing in the M2E Distance field when my cursor is just above the "T" of "Target".
Is this what you are looking for?
Your logic is correct. It's called a locus. http://www.bbc.co.uk/schools/gcsebitesize/maths/geometry/locirev1.shtml

1000 DOM elements on a single page

For a project of big "text map" BigPicture, I need to have more than 1000 text inputs.
When you click + drag, you can "pan" the displayed area.
But the performance is very poor (both on Firefox and Chrome) : rendering 1000+ DOM elements is not fast at all.
Of course, another solution with better performance would be : work on a <canvas>, render text as bitmap on it, and each time we want to edit text, let's show a unique DOM <textarea>, that disappears what editing is finished, and text is rendered as bitmap again... It works (I'm currently working in this direction) but it needs much more code in order to provide editing on a canvas.
Question : Is it possible to improve performance for rendering of 1000+ DOM elements on a HTML page, so that I don't need to use <canvas> at all ?
Or will it be impossible to have good performance when panning a page with 1000+ DOM elements ?
Notes :
1) In the demo here I use <span contendteditable="true"> because I want multiline input + autoresize, but the rendering performance is the same with standard <textarea>.*
2) For reference, this is how I create the 1000 text elements.
for (i=0; i < 1000; i++)
{
var blax = (Math.random()-0.5)*3000;
var blay = (Math.random()-0.5)*3000;
var tb = document.createElement('span');
$(tb).data("x", blax / $(window).width());
$(tb).data("y", blay / $(window).height());
$(tb).data("size", 20 * currentzoom);
tb.contentEditable = true;
tb.style.fontFamily = 'arial';
tb.style.fontSize = '20px';
tb.style.position = 'absolute';
tb.style.top = blay + 'px';
tb.style.left = blax + 'px';
tb.innerHTML="newtext";
document.body.appendChild(tb);
}
For something like this you could make use of document fragment, these are DOM nodes that are not part of the actually DOM tree (more info can be found here https://developer.mozilla.org/en-US/docs/Web/API/document.createDocumentFragment), so you can do all your setup on the fragment and then append the fragment which will only be causing the one re flow rather than 1000.
So here is an example -http://jsfiddle.net/leighking2/awzoz7bj/ - a quick check on run time it takes around 60-70ms to run
var currentzoom = 1;
var docFragment = document.createDocumentFragment();
var start = new Date();
for (i=0; i < 1000; i++)
{
var blax = (Math.random()-0.5)*3000;
var blay = (Math.random()-0.5)*3000;
var tb = document.createElement('span');
$(tb).data("x", blax / $(window).width());
$(tb).data("y", blay / $(window).height());
$(tb).data("size", 20 * currentzoom);
tb.contentEditable = true;
tb.style.fontFamily = 'arial';
tb.style.fontSize = '20px';
tb.style.position = 'absolute';
tb.style.top = blay + 'px';
tb.style.left = blax + 'px';
tb.innerHTML="newtext";
docFragment.appendChild(tb);
}
document.body.appendChild(docFragment);
var end = new Date();
console.log(end-start)
compared to the original which took around 645ms to run http://jsfiddle.net/leighking2/896pusex/
UPDATE So for improving the dragging speed again keep the individual edits out of the DOM to avoid the cost of the reflow 1000 times every mouse drag
so here is one way using jquery's detach() method (example http://jsfiddle.net/sf72ubdt/). This will remove the elements from the DOM but give them to you with all their properties so you can manipulate them and reinsert them later on
redraw = function(resize) {
//detach spans
var spans = $("span").detach();
//now loop other them, because they are no longer attached to the DOM any changes are
//not going to cause a reflow of the page
$(spans).each(function(index) {
var newx = Math.floor(($(this).data("x") - currentx) / currentzoom * $(window).width());
var newy = Math.floor(($(this).data("y") - currenty) / currentzoom * $(window).height());
if (resize) {
displaysize = Math.floor($(this).data("size") / currentzoom);
if (displaysize) {
$(this).css({
fontSize: displaysize
});
$(this).show();
} else
$(this).hide();
}
//changed this from offset as I was getting a weird dispersing effect around the mouse
// also can no longer test for visible but i assume you want to move them all anyway.
$(this).css({
top: newy + 'px',
left: newx + 'px'
});
});
//reattach to the body
$("body").append(spans);
};
UPDATE 2 -
So to get a little more performance out of this you can cache the window width and height, use a vanilla for loop, use vanilla js to change the css of the span. Now each redraw (on chrome) takes around 30-45 ms (http://jsfiddle.net/leighking2/orpupsge/) compared to my above update which saw them at around 80-100ms (http://jsfiddle.net/leighking2/b68r2xeu/)
so here is the updated redraw
redraw = function (resize) {
var spans = $("span").detach();
var width = $(window).width();
var height = $(window).height();
for (var i = spans.length; i--;) {
var span = $(spans[i]);
var newx = Math.floor((span.data("x") - currentx) / currentzoom * width);
var newy = Math.floor((span.data("y") - currenty) / currentzoom * height);
if (resize) {
displaysize = Math.floor(span.data("size") / currentzoom);
if (displaysize) {
span.css({
fontSize: displaysize
});
span.show();
} else span.hide();
}
spans[i].style.top = newy + 'px',
spans[i].style.left = newx + 'px'
}
$("body").append(spans);
};
SNIPPET EXAMPLE -
var currentzoom = 1;
var docFragment = document.createDocumentFragment();
var start = new Date();
var positions = []
var end = new Date();
console.log(end - start);
var currentx = 0.0,
currenty = 0.0,
currentzoom = 1.0,
xold = 0,
yold = 0,
button = false;
for (i = 0; i < 1000; i++) {
var blax = (Math.random() - 0.5) * 3000;
var blay = (Math.random() - 0.5) * 3000;
var tb = document.createElement('span');
$(tb).data("x", blax / $(window).width());
$(tb).data("y", blay / $(window).height());
$(tb).data("size", 20 * currentzoom);
tb.contentEditable = true;
tb.style.fontFamily = 'arial';
tb.style.fontSize = '20px';
tb.style.position = 'absolute';
tb.style.top = blay + 'px';
tb.style.left = blax + 'px';
tb.innerHTML = "newtext";
docFragment.appendChild(tb);
}
document.body.appendChild(docFragment);
document.body.onclick = function (e) {
if (e.target.nodeName == 'SPAN') {
return;
}
var tb = document.createElement('span');
$(tb).data("x", currentx + e.clientX / $(window).width() * currentzoom);
$(tb).data("y", currenty + e.clientY / $(window).height() * currentzoom);
$(tb).data("size", 20 * currentzoom);
tb.contentEditable = true;
tb.style.fontFamily = 'arial';
tb.style.fontSize = '20px';
tb.style.backgroundColor = 'transparent';
tb.style.position = 'absolute';
tb.style.top = e.clientY + 'px';
tb.style.left = e.clientX + 'px';
document.body.appendChild(tb);
tb.focus();
};
document.body.onmousedown = function (e) {
button = true;
xold = e.clientX;
yold = e.clientY;
};
document.body.onmouseup = function (e) {
button = false;
};
redraw = function (resize) {
var start = new Date();
var spans = $("span").detach();
var width = $(window).width();
var height = $(window).height();
for (var i = spans.length; i--;) {
var span = $(spans[i]);
var newx = Math.floor((span.data("x") - currentx) / currentzoom * width);
var newy = Math.floor((span.data("y") - currenty) / currentzoom * height);
if (resize) {
displaysize = Math.floor(span.data("size") / currentzoom);
if (displaysize) {
span.css({
fontSize: displaysize
});
span.show();
} else span.hide();
}
spans[i].style.top = newy + 'px',
spans[i].style.left = newx + 'px'
}
$("body").append(spans);
var end = new Date();
console.log(end - start);
};
document.body.onmousemove = function (e) {
if (button) {
currentx += (xold - e.clientX) / $(window).width() * currentzoom;
currenty += (yold - e.clientY) / $(window).height() * currentzoom;
xold = e.clientX;
yold = e.clientY;
redraw(false);
}
};
$(function () {
$('body').on('mousedown', 'span', function (event) {
if (event.which == 3) {
$(this).remove()
}
})
});
zoomcoef = function (coef) {
middlex = currentx + currentzoom / 2
middley = currenty + currentzoom / 2
currentzoom *= coef
currentx = middlex - currentzoom / 2
currenty = middley - currentzoom / 2
redraw(true)
}
window.onkeydown = function (event) {
if (event.ctrlKey && event.keyCode == 61) {
zoomcoef(1 / 1.732);
event.preventDefault();
}
if (event.ctrlKey && event.keyCode == 169) {
zoomcoef(1.732);
event.preventDefault();
}
if (event.ctrlKey && event.keyCode == 48) {
zoomonwidget(1 / 1.732);
event.preventDefault();
}
};
html, body {
height: 100%;
width: 100%;
margin: 0;
padding: 0;
overflow: hidden;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.0/jquery.min.js"></script>
A solution was given by #Shmiddty which is much faster to all previous attempts : all elements should be wrapped, and only the wrapper has to be moved (instead of moving each element) :
http://jsfiddle.net/qhskacsw/
It runs smooth and fast even with 1000+ DOM elements.
var container = document.createElement("div"),
wrapper = document.createElement("div"),
dragging = false,
offset = {x:0, y:0},
previous = {x: 0, y:0};
container.style.position = "absolute";
wrapper.style.position = "relative";
container.appendChild(wrapper);
document.body.appendChild(container);
for (var i = 1000, span; i--;){
span = document.createElement("span");
span.textContent = "banana";
span.style.position = "absolute";
span.style.top = (Math.random() * 3000 - 1000 | 0) + 'px';
span.style.left = (Math.random() * 3000 - 1000 | 0) + 'px';
wrapper.appendChild(span);
}
// Don't attach events like this.
// I'm only doing it for this proof of concept.
window.ondragstart = function(e){
e.preventDefault();
}
window.onmousedown = function(e){
dragging = true;
previous = {x: e.pageX, y: e.pageY};
}
window.onmousemove = function(e){
if (dragging){
offset.x += e.pageX - previous.x;
offset.y += e.pageY - previous.y;
previous = {x: e.pageX, y: e.pageY};
container.style.top = offset.y + 'px';
container.style.left = offset.x + 'px';
}
}
window.onmouseup = function(){
dragging = false;
}
IMHO, I would go with your current thinking to maximize performance.
Reason: 1000+ DOM elements will always limit performance.
Yes, there is slightly more coding but your performance should be much better.
create one large offscreen canvas containing all 1000 texts.
Use context.textMeasure to calculate the bounding box of all 1000 texts relative to the image.
Save the info about each text in an object
var texts=[];
var texts[0]={ text:'text#0', x:100, y:100, width:35, height:20 }
...
context.drawImage that image on a canvas using an offset-X to 'pan' the image. This way you only have 1 canvas element instead of 1000 text elements.
In the mousedown handler, check if the mouse position is inside the bounding box of any text.
If the mouse is clicked inside a text bounding box, absolutely position an input-type-text directly over the text on the canvas. This way you only need 1 input element which can be reused for any of the 1000 texts.
Use the abilities of the input element to let the user edit the text. The canvas element has no native text editing abilities so don't "recreate the wheel" by coding canvas text editing.
When the user is done editing, recalculate the bounding box of the newly edited text and save it to the text object.
Redraw the offscreen canvas containing all 1000 texts with the newly edited text and draw it to the onscreen canvas.
Panning: if the user drags the onscreen canvas, draw the offscreen canvas onto the onscreen canvas with an offset equal to the distance the user has dragged the mouse. Panning is nearly instantaneous because drawing the offscreen canvas into the onscreen canvas-viewport is much, much faster than moving 1000 DOM input elements
[ Addition: full example with editing and panning ]
**Best Viewed In Full Screen Mode**
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
var $canvas=$("#canvas");
var canvasOffset=$canvas.offset();
var offsetX=canvasOffset.left;
var offsetY=canvasOffset.top;
var texts=[];
var fontSize=12;
var fontFace='arial';
var tcanvas=document.createElement("canvas");
var tctx=tcanvas.getContext("2d");
tctx.font=fontSize+'px '+fontFace;
tcanvas.width=3000;
tcanvas.height=3000;
var randomMaxX=tcanvas.width-40;
var randomMaxY=tcanvas.height-20;
var panX=-tcanvas.width/2;
var panY=-tcanvas.height/2;
var isDown=false;
var mx,my;
var textCount=1000;
for(var i=0;i<textCount;i++){
var text=(i+1000);
texts.push({
text:text,
x:parseInt(Math.random()*randomMaxX),
y:parseInt(Math.random()*randomMaxY)+20,
width:ctx.measureText(text).width,
height:fontSize+2,
});
}
var $textbox=$('#textbox');
$textbox.css('left',-200);
$textbox.blur(function(){
$textbox.css('left',-200);
var t=texts[$textbox.textsIndex]
t.text=$(this).val();
t.width=ctx.measureText(t.text).width;
textsToImage();
});
textsToImage();
$("#canvas").mousedown(function(e){handleMouseDown(e);});
$("#canvas").mousemove(function(e){handleMouseMove(e);});
$("#canvas").mouseup(function(e){handleMouseUpOut(e);});
$("#canvas").mouseout(function(e){handleMouseUpOut(e);});
// create one image from all texts[]
function textsToImage(){
tctx.clearRect(0,0,tcanvas.width,tcanvas.height);
for(var i=0;i<textCount;i++){
var t=texts[i];
tctx.fillText(t.text,t.x,t.y)
tctx.strokeRect(t.x,t.y-fontSize,t.width,t.height);
}
redraw();
}
function redraw(){
ctx.clearRect(0,0,canvas.width,canvas.height);
ctx.drawImage(tcanvas,panX,panY);
}
function handleMouseDown(e){
e.preventDefault();
e.stopPropagation();
mx=parseInt(e.clientX-offsetX);
my=parseInt(e.clientY-offsetY);
// is the mouse over a text?
var hit=false;
var x=mx-panX;
var y=my-panY;
for(var i=0;i<texts.length;i++){
var t=texts[i];
if(x>=t.x && x<=t.x+t.width && y>=t.y-fontSize && y<=t.y-fontSize+t.height){
$textbox.textsIndex=i;
$textbox.css({'width':t.width+5, 'left':t.x+panX, 'top':t.y+panY-fontSize});
$textbox.val(t.text);
$textbox.focus();
hit=true;
break;
}
}
// mouse is not over any text, so start panning
if(!hit){isDown=true;}
}
function handleMouseUpOut(e){
e.preventDefault();
e.stopPropagation();
isDown=false;
}
function handleMouseMove(e){
if(!isDown){return;}
e.preventDefault();
e.stopPropagation();
var mouseX=parseInt(e.clientX-offsetX);
var mouseY=parseInt(e.clientY-offsetY);
panX+=mouseX-mx;
panY+=mouseY-my;
mx=mouseX;
my=mouseY;
redraw();
}
body{ background-color: ivory; padding:10px; }
#wrapper{position:relative; border:1px solid blue; width:600px; height:600px;}
#textbox{position:absolute;}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.9.1/jquery.min.js"></script>
<h4>Click on #box to edit.<br>Tab to save changes.<br>Drag on non-text.</h4><br>
<div id=wrapper>
<input type=text id=textbox>
<canvas id="canvas" width=600 height=600></canvas>
</div>
<button></button>
I just run couple tests and it seems that moving absolutely positioned (position:absolute;) DOM elements (divs) with CSS transform:translate is even faster (by about 30%) than doing it via Canvas. But I was using CreateJS framework for the canvas job so my results may not hold for other use cases.

Fill to x-labels affects the color of stacked bar chart in Flot

I am using FlotChart and Flot Tick Rotor [jquery.flot.tickrotor] plugins.
I tried to tweak the rotor to provide some lines between my x-axis labels by drawing some rectangles.
However, the last bar on my stacked graph is also filled with the color I set to my fills.
Can anyone help me?
Here's the image :
Here's my tweaked code :
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this file,
* You can obtain one at http://mozilla.org/MPL/2.0/. */
/*
* flot-tickrotor: flot plugin to display angled X-axis tick labels.
*
* Requires flot 0.7 or higher and a browser supporting <canvas>.
*
* To activate, just set xaxis.rotateTicks to an angle in degrees. Labels
* are rotated clockwise, so if you want the labels to angle up and to the
* right (/) you need to provide an angle > 90. The text will be flipped so
* that it is still right-side-up.
* Angles greater than or equal to 180 are ignored.
*/
(function ($) {
var options = { };
function init(plot) {
// Taken from flot-axislabels.
// This is kind of a hack. There are no hooks in Flot between
// the creation and measuring of the ticks (setTicks, measureTickLabels
// in setupGrid() ) and the drawing of the ticks and plot box
// (insertAxisLabels in setupGrid() ).
//
// Therefore, we use a trick where we run the draw routine twice:
// the first time to get the tick measurements, so that we can change
// them, and then have it draw it again.
var ticks = []; // preserve between draw() calls.
var font;
var secondPass = false;
var rotateTicks, rotateTicksRads, radsAboveHoriz;
plot.hooks.draw.push(function (plot, ctx) {
var xaxis; // for convenience
if (!secondPass) {
var opts = plot.getAxes().xaxis.options;
if (opts.rotateTicks === undefined) {
return;
}
rotateTicks = parseInt(opts.rotateTicks, 10);
if (rotateTicks.toString() != opts.rotateTicks || rotateTicks >= 180) { // || rotateTicks == 0
return;
}
rotateTicksRads = rotateTicks * Math.PI/180;
if (rotateTicks > 90) {
radsAboveHoriz = Math.PI - rotateTicksRads;
} else {
radsAboveHoriz = Math.PI/2 - rotateTicksRads;
}
font = opts.rotateTicksFont;
if (!font) {
font = $('.tickLabel').css('font');
}
if (!font) {
font = 'arial';
}
var elem, maxLabelWidth = 0, maxLabelHeight = 0, minX = 0, maxX = 0;
// We have to clear the ticks option so that flot core
// doesn't draw ticks superimposed with ours, but we preserve
// the tick data as xaxis.rotatedTicks so that external code
// can still get to it.
// FIXME: It would obviously be better to just interrupt
// the drawing of the ticks and preserve the 'ticks'
// property. That probably requires another hook.
xaxis = plot.getAxes().xaxis;
ticks = plot.getAxes().xaxis.ticks;
xaxis.rotatedTicks = ticks;
opts.ticks = []; // we'll make our own
var x;
for (var i = 0; i < ticks.length; i++) {
var raber = ticks[i].label.split(" ");
elem = $('<span style="font-size:11pt; font:' + font + '">' + ticks[i].label + '</span>');
plot.getPlaceholder().append(elem);
ticks[i].height = elem.outerHeight(true);
ticks[i].width = elem.outerWidth(true);
elem.remove();
if (ticks[i].height > maxLabelHeight) {
maxLabelHeight = ticks[i].height;
}
if (ticks[i].width > maxLabelWidth) {
maxLabelWidth = ticks[i].width;
}
var tick = ticks[i];
// See second-draw code below for explanation of offsets.
if (rotateTicks > 90) {
// See if any labels are too long and require increased left
// padding.
x = Math.round(plot.getPlotOffset().left + xaxis.p2c(tick.v))
- Math.ceil(Math.cos(radsAboveHoriz) * tick.height)
- Math.ceil(Math.cos(radsAboveHoriz) * tick.width);
if (x < minX) {
minX = x;
}
} else {
// See if any labels are too long and require increased right
// padding.
x = Math.round(plot.getPlotOffset().left + xaxis.p2c(tick.v))
+ Math.ceil(Math.cos(radsAboveHoriz) * tick.height)
+ Math.ceil(Math.cos(radsAboveHoriz) * tick.width);
if (x > maxX) {
maxX = x;
}
}
}
// Calculate maximum label height after rotating.
if (rotateTicks > 90) {
var acuteRads = rotateTicksRads - Math.PI/2;
opts.labelHeight = Math.ceil(Math.sin(acuteRads) * maxLabelWidth)
+ Math.ceil(Math.sin(acuteRads) * maxLabelHeight) + 20;
} else {
var acuteRads = Math.PI/2 - rotateTicksRads;
// Center such that the top of the label is at the center of the tick.
opts.labelHeight = Math.ceil(Math.sin(rotateTicksRads) * maxLabelWidth)
+ Math.ceil(Math.sin(acuteRads) * maxLabelHeight) + 20;
}
if (minX < 0) {
plot.getAxes().yaxis.options.labelWidth = -1 * minX;
}
// Doesn't seem to work if there are no values using the
// second y axis.
//if (maxX > xaxis.box.left + xaxis.box.width) {
// plot.getAxes().y2axis.options.labelWidth = maxX - xaxis.box.left - xaxis.box.width;
//}
// re-draw with new label widths and heights
secondPass = true;
plot.setupGrid();
plot.draw();
} else {
if (ticks.length == 0) {
return;
}
xaxis = plot.getAxes().xaxis;
var box = xaxis.box;
var tick, label, xoffset, yoffset;
var showWeek = false;
for (var i = 0; i < ticks.length; i++) {
tick = ticks[i];
if (!tick.label) {
continue;
}
ctx.save();
ctx.font = font;
if (rotateTicks <= 90) {
// Center such that the top of the label is at the center of the tick.
xoffset = -Math.ceil(Math.cos(radsAboveHoriz) * tick.height) - 10;
yoffset = Math.ceil(Math.sin(radsAboveHoriz) * tick.height) - 10;
ctx.translate(Math.round(plot.getPlotOffset().left + xaxis.p2c(tick.v)) + xoffset,
box.top + box.padding + plot.getOptions().grid.labelMargin + yoffset);
ctx.rotate(rotateTicksRads);
} else {
// We want the text to facing up, so we have to
// rotate counterclockwise, which means the label
// has to *end* at the center of the tick.
xoffset = Math.ceil(Math.cos(radsAboveHoriz) * tick.height)
- Math.ceil(Math.cos(radsAboveHoriz) * tick.width);
yoffset = Math.ceil(Math.sin(radsAboveHoriz) * tick.width)
+ Math.ceil(Math.sin(radsAboveHoriz) * tick.height);
ctx.translate(Math.round(plot.getPlotOffset().left + xaxis.p2c(tick.v) + xoffset),
box.top + box.padding + plot.getOptions().grid.labelMargin + yoffset);
ctx.rotate(-radsAboveHoriz);
}
var ticksMe = tick.label.split(" ");
// draw labels
var absXoffset = Math.abs(xoffset);
var leftPad = 5;
ctx.fillText(ticksMe[0], absXoffset - leftPad, 0);
if(showWeek){
ctx.fillText(ticksMe[1], (xoffset + leftPad) , yoffset * 2);
showWeek = false;
if(i == ticks.length - 1){
var offset = Math.abs(xoffset * 3);
ctx.rect(offset - 2, -10, 2 ,(yoffset * 4));
ctx.fillStyle = "#868686";
ctx.fill();
}
}
else{
showWeek = true;
ctx.rect(absXoffset - (leftPad * 2) + 2, -10, -2,(yoffset * 4));
ctx.fillStyle = "#868686";
ctx.fill();
}
ctx.restore();
}
}
});
}
$.plot.plugins.push({
init: init,
options: options,
name: 'tickRotor',
version: '1.0'
});
})(jQuery);
As I figured out, I just need to put on ctx.beginPath() and my problem got solved. :(

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