I'm trying to make a column chart in HighCharts with annotations that are properly repositioned whenever the chart is resized or zoomed.
http://jsfiddle.net/2tJ3G/
You can see what I mean by resizing the frame around the chart. The annotations stay where they should be.
The problem only comes about when this redraw function is called from a zoom.. the chart just reloads. I've had some success providing a function for the redraw event, however this has completely broken select-zooming (which just shows all data). Here's my handler:
function drawIt() {
var optionsTmp = options;
chart = new Highcharts.Chart(optionsTmp, function(chart) {
var text, box, point;
var count = 0;
for (var annotX in annots) {
var annot = annots[annotX];
if (annot.length > 0) {
//draw rectangles / text with annot vals
}
count++;
}
});
options = optionsTmp;
}
It's possible I'm not properly passing through the new extremes from the zoom (options.xAxis.min) but trying to pass this into the handler hasn't given me much luck.
Any ideas?
The problem is that you are trying to remove chart, and create new one - this is not possible just by setting empty container - you need to also destroy chart. But still this is not possible to destroy chart while redrawing - it will cause errors.
I think you should try another solution, for example updating that annotations. Something similar is done here with extra lines for points, see: http://www.highcharts.com/jsbin/oyadep/4/edit#javascript,live
Of course, it's not finished but works fine when zooming in.
function drawPaths(options) {
var maxNum = 2;
//add the paths
group_init = options.renderer.g().add();
// console.log(options);
for (i = 0; i < maxNum; i++) {
$.each(options.series[i].data, function(i2, point) {
var xpos = options.xAxis[0].translate(this.x);
var ypos = options.yAxis[0].translate(this.y, false, true);
var gr = this.y; //gross revenue
var p_gr = 0; //for tests
var eq; //equation
var my;
//console.log(this);
eq = gr + 1; //equation
my = options.yAxis[0].translate(eq, false, true);
//console.log(xpos, ypos, my);
options.renderer.path(['M', xpos + 105, ypos + 5, 'L', xpos + 105, my + 5]).attr({
'stroke-width': 1,
stroke: '#ad2b2b'
}).add(group_init);
});
}
}
Long story short, my setExtremes function (which gets called before a total redraw of the chart) was stomping on the feet of the following redraw function. I had to set the thresholds there and silence it early.
setExtremes: function(e) {
doZoom = true;
min= e.min;
max = e.max;
e.preventDefault();
e.stopPropagation();
}
Corrected fiddle:
http://jsfiddle.net/9LgUf/1/
Related
I have a doughnut chart using Chart.js that displays login data for my app correctly, however I have modified the chart so that the total number of logins is displayed in text in the center cutout:
The problem I am running into is with the tooltips. When I hover over the light teal piece of the pie chart, if the chart is scaled smaller, the tooltip is overlapped by the text in the center, like this:
I want to be able to change the direction the tooltip extends out, so instead of it going towards the center, it moves away so that both the tooltip and the center analytic are visible, but I have yet to find a concise explanation on how to change tooltip positioning. Here is the code I have currently:
var loslogged = dataset[0][0].loslogged;
var realtorlogged = dataset[1][0].realtorlogged;
var borrowerlogged = dataset[2][0].borrowerlogged;
var totallogged = parseInt(loslogged) + parseInt(realtorlogged) + parseInt(borrowerlogged);
Chart.pluginService.register({
afterDraw: function (chart) {
if (chart.config.options.elements.center) {
var helpers = Chart.helpers;
var centerX = (chart.chartArea.left + chart.chartArea.right) / 2;
var centerY = (chart.chartArea.top + chart.chartArea.bottom) / 2;
var ctx = chart.chart.ctx;
ctx.save();
var fontSize = helpers.getValueOrDefault(chart.config.options.elements.center.fontSize, Chart.defaults.global.defaultFontSize);
var fontStyle = helpers.getValueOrDefault(chart.config.options.elements.center.fontStyle, Chart.defaults.global.defaultFontStyle);
var fontFamily = helpers.getValueOrDefault(chart.config.options.elements.center.fontFamily, Chart.defaults.global.defaultFontFamily);
var font = helpers.fontString(fontSize, fontStyle, fontFamily);
ctx.font = font;
ctx.fillStyle = helpers.getValueOrDefault(chart.config.options.elements.center.fontColor, Chart.defaults.global.defaultFontColor);
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
ctx.fillText(chart.config.options.elements.center.text, centerX, centerY);
ctx.restore();
}
}
});
var loginChartData = {
labels: ["Loan Officers","Realtors","Borrowers"],
datasets: [{
label: "Number of Logins",
data: [loslogged, realtorlogged, borrowerlogged],
backgroundColor: [
"rgba(191, 25, 25, 0.75)",
"rgba(58, 73, 208, 0.75)",
"rgba(79, 201, 188, 0.75)"
],
borderColor: [
"rgba(255, 255, 255, 1)",
"rgba(255, 255, 255, 1)",
"rgba(255, 255, 255, 1)"
],
borderWidth: 4
}],
gridLines: {
display: false
}
};
var loginChartOptions = {
title: {
display: false
},
cutoutPercentage: 50,
elements: {
center: {
text: totallogged,
fontColor: '#000',
fontFamily: "'Helvetica Neue', 'Helvetica', 'Arial', sans-serif",
fontSize: 36,
fontStyle: 'bold'
}
}
};
var loginChart = document.getElementById('loginsChart').getContext('2d');
new Chart(loginChart, {
type: 'doughnut',
data: loginChartData,
options: loginChartOptions
});
It used to be a lot easier to reverse the tooltips in previous versions of chart.js (v2.3 and before). All you had to do was overwrite the determineAlignment tooltip method and reverse the logic.
However starting in v2.4, the functions that calculate the tooltip positions (including determineAlignment) were made private, so there is no longer a way to simply overwrite them (instead you have to duplicate them).
Here is a working reversed tooltip solution that unfortunately requires a lot of copy and paste from the chart.js source (this is required since the methods are private). The risk with this approach is that the underlying private functions could change in new releases at any time and your new reverse tooltip could break unexpectedly.
With that said, here is walk through of the implementation (with a codepen example at the bottom).
1) First, let's extend the Chart.Tooltip object and create a new Chart.ReversedTooltip object. We really only need to overwrite the update method since it performs all the positioning logic. In fact, this overwrite is just a straight copy and paste from the source because we actually only need to modify the private determineAlignment method which is called by update.
// create a new reversed tooltip. we must overwrite the update method which is
// where all the positioning occurs
Chart.ReversedTooltip = Chart.Tooltip.extend({
update: function(changed) {
var me = this;
var opts = me._options;
// Need to regenerate the model because its faster than using extend and it is necessary due to the optimization in Chart.Element.transition
// that does _view = _model if ease === 1. This causes the 2nd tooltip update to set properties in both the view and model at the same time
// which breaks any animations.
var existingModel = me._model;
var model = me._model = getBaseModel(opts);
var active = me._active;
var data = me._data;
var chartInstance = me._chartInstance;
// In the case where active.length === 0 we need to keep these at existing values for good animations
var alignment = {
xAlign: existingModel.xAlign,
yAlign: existingModel.yAlign
};
var backgroundPoint = {
x: existingModel.x,
y: existingModel.y
};
var tooltipSize = {
width: existingModel.width,
height: existingModel.height
};
var tooltipPosition = {
x: existingModel.caretX,
y: existingModel.caretY
};
var i, len;
if (active.length) {
model.opacity = 1;
var labelColors = [];
tooltipPosition = Chart.Tooltip.positioners[opts.position](active, me._eventPosition);
var tooltipItems = [];
for (i = 0, len = active.length; i < len; ++i) {
tooltipItems.push(createTooltipItem(active[i]));
}
// If the user provided a filter function, use it to modify the tooltip items
if (opts.filter) {
tooltipItems = tooltipItems.filter(function(a) {
return opts.filter(a, data);
});
}
// If the user provided a sorting function, use it to modify the tooltip items
if (opts.itemSort) {
tooltipItems = tooltipItems.sort(function(a, b) {
return opts.itemSort(a, b, data);
});
}
// Determine colors for boxes
helpers.each(tooltipItems, function(tooltipItem) {
labelColors.push(opts.callbacks.labelColor.call(me, tooltipItem, chartInstance));
});
// Build the Text Lines
model.title = me.getTitle(tooltipItems, data);
model.beforeBody = me.getBeforeBody(tooltipItems, data);
model.body = me.getBody(tooltipItems, data);
model.afterBody = me.getAfterBody(tooltipItems, data);
model.footer = me.getFooter(tooltipItems, data);
// Initial positioning and colors
model.x = Math.round(tooltipPosition.x);
model.y = Math.round(tooltipPosition.y);
model.caretPadding = helpers.getValueOrDefault(tooltipPosition.padding, 2);
model.labelColors = labelColors;
// data points
model.dataPoints = tooltipItems;
// We need to determine alignment of the tooltip
tooltipSize = getTooltipSize(this, model);
alignment = determineAlignment(this, tooltipSize);
// Final Size and Position
backgroundPoint = getBackgroundPoint(model, tooltipSize, alignment);
} else {
model.opacity = 0;
}
model.xAlign = alignment.xAlign;
model.yAlign = alignment.yAlign;
model.x = backgroundPoint.x;
model.y = backgroundPoint.y;
model.width = tooltipSize.width;
model.height = tooltipSize.height;
// Point where the caret on the tooltip points to
model.caretX = tooltipPosition.x;
model.caretY = tooltipPosition.y;
me._model = model;
if (changed && opts.custom) {
opts.custom.call(me, model);
}
return me;
},
});
2) As you can see, the update method uses a handful of private methods (e.g. getBaseModel, createTooltipItem, determineAlignment, etc.). In order for our update method to actually work, we have to provide an implementation for each of these methods. Here again is another copy and paste from the source. The only method that we need to modify however is the determineAlignment method. Here is the modified version that reverses the alignment logic.
// modified from source to reverse the position
function determineAlignment(tooltip, size) {
var model = tooltip._model;
var chart = tooltip._chart;
var chartArea = tooltip._chartInstance.chartArea;
var xAlign = 'center';
var yAlign = 'center';
// set caret position to top or bottom if tooltip y position will extend outsite the chart top/bottom
if (model.y < size.height) {
yAlign = 'top';
} else if (model.y > (chart.height - size.height)) {
yAlign = 'bottom';
}
var leftAlign, rightAlign; // functions to determine left, right alignment
var overflowLeft, overflowRight; // functions to determine if left/right alignment causes tooltip to go outside chart
var yAlign; // function to get the y alignment if the tooltip goes outside of the left or right edges
var midX = (chartArea.left + chartArea.right) / 2;
var midY = (chartArea.top + chartArea.bottom) / 2;
if (yAlign === 'center') {
leftAlign = function(x) {
return x >= midX;
};
rightAlign = function(x) {
return x < midX;
};
} else {
leftAlign = function(x) {
return x <= (size.width / 2);
};
rightAlign = function(x) {
return x >= (chart.width - (size.width / 2));
};
}
overflowLeft = function(x) {
return x - size.width < 0;
};
overflowRight = function(x) {
return x + size.width > chart.width;
};
yAlign = function(y) {
return y <= midY ? 'bottom' : 'top';
};
if (leftAlign(model.x)) {
xAlign = 'left';
// Is tooltip too wide and goes over the right side of the chart.?
if (overflowLeft(model.x)) {
xAlign = 'center';
yAlign = yAlign(model.y);
}
} else if (rightAlign(model.x)) {
xAlign = 'right';
// Is tooltip too wide and goes outside left edge of canvas?
if (overflowRight(model.x)) {
xAlign = 'center';
yAlign = yAlign(model.y);
}
}
var opts = tooltip._options;
return {
xAlign: opts.xAlign ? opts.xAlign : xAlign,
yAlign: opts.yAlign ? opts.yAlign : yAlign
};
};
3) Now that our new Chart.ReversedTooltip is complete, we need to use the plugin system to change the original tooltip to our reversed tooltip. We can do this using the afterInit plugin method.
Chart.plugins.register({
afterInit: function (chartInstance) {
// replace the original tooltip with the reversed tooltip
chartInstance.tooltip = new Chart.ReversedTooltip({
_chart: chartInstance.chart,
_chartInstance: chartInstance,
_data: chartInstance.data,
_options: chartInstance.options.tooltips
}, chartInstance);
chartInstance.tooltip.initialize();
}
});
After all that, we finally have reversed tooltips! Checkout a full working example at this codepen.
It's also worth mentioning that this approach is very brittle and, as I mentioned, can easily break overtime (on account of the copy and pasting required). Another option would be to just use a custom tooltip instead and position it wherever you desire on the chart.
Checkout this chart.js sample that shows how to setup and use a custom tooltip. You could go with this approach and just modify the positioning logic.
If you have a small tooltip label, you can use simple chart.js options to fix overlaps issue:
plugins: {
tooltip: {
xAlign: 'center',
yAlign: 'bottom'
}
}
I managed to solve the same by setting zIndex of Doughnut wrapper div to 1, settting the zIndex of text shown in the middle of Doughnut to -1, and canvas is transparent by default.
Hope this hels.
I'm trying to build an animated graph with paper.js that can react to different input. So I want to smoothly animate one point vertically to a different point.
I've looked at different examples and the closest ones to mine is this one:
paper.tool.onMouseDown = function(event) {
x = event.event.offsetX;
y = event.event.offsetY;
paper.view.attach('frame', moveSeg);
}
var x;
var y;
function moveSeg(event) {
event.count = 1;
if(event.count <= 100) {
myPath.firstSegment.point._x += (x / 100);
myPath.firstSegment.point._y += (y / 100);
for (var i = 0; i < points - 1; i++) {
var segment = myPath.segments[i];
var nextSegment = segment.next;
var vector = new paper.Point(segment.point.x - nextSegment.point.x,segment.point.y - nextSegment.point.y);
vector.length = length;
nextSegment.point = new paper.Point(segment.point.x - vector.x,segment.point.y - vector.y);
}
myPath.smooth();
}
}
This Code animates one Point to the click position, but I couldn't change it to my needs.
What I need is:
var aim = [120, 100];
var target = aim;
// how many frames does it take to reach a target
var steps = 200;
// Segment I want to move
myPath.segments[3].point.x
And then I dont know how to write the loop that will produce a smooth animation.
example of the graph:
I worked out the answer. The following steps in paperscript:
Generate Path
Set aim for the point
OnFrame Event that does the moving (eased)
for further animations just change the currentAim variable.
var myPath = new Path({
segments: [[0,100],[50,100],[100,100]]});
// styling
myPath.strokeColor = '#c4c4c4'; // red
myPath.strokeWidth = 8;
myPath.strokeJoin = 'round';
myPath.smooth();
// where the middle dot should go
var currentAim = [100,100];
// Speed
var steps = 10;
//Animation
function onFrame(event) {
dX1 = (currentAim[0] - myPath.segments[1].point.x )/steps;
dY1 = (currentAim[1] - myPath.segments[1].point.y )/steps;
myPath.segments[1].point.x += dX1;
myPath.segments[1].point.y += dY1;
}
Is there a way to rotate the canvas in fabric.js?
I am not looking to rotate each element, that can be achieved easily, but rather a way to rotate the whole canvas similar to what is achieved with canvas.rotate() on a native canvas element:
var c=document.getElementById("myCanvas");
var ctx=c.getContext("2d");
ctx.rotate(20*Math.PI/180);
Accessing the canvas element from fabric.js with getContext() is possible, but if I do that and then rotate it, only one of the two canvases is being rotate and the selection/drawing is severely off and drawing/selecting/etc is not working anymore either.
I am somewhat at a loss here. If this is something that's currently not possible with fabric.js I will create a ticket on github, but somehow it feels like it should be possible ...
[edit]
After the input from Ian I've figured a few things out and am at a point where I can rotate the canvas and get some results. However, objects are very far off from the correct position. However, this might be because, while rotating, I am also zooming and absolute paning the canvas (with canvas.setZoom() and canvas.absolutePan()). I think I'll create a ticket on GitHub and see what the devs think. Somewhat stuck here ... Just for reference here's the code snippet:
setAngle: function(angle) {
var self = this;
var canvas = self.getFabricCanvas();
var group = new fabric.Group();
var origItems = canvas._objects;
var size = self.getSize();
group.set({width: size.width, height: size.height, left: size.width / 2, top: size.height / 2, originX: 'center', originY: 'center', centeredRotation: true})
for (var i = 0; i < origItems.length; i++) {
group.add(origItems[i]);
}
canvas.add(group);
group.set({angle: (-1 * self.getOldAngle())});
canvas.renderAll();
group.set({angle: angle});
canvas.renderAll();
items = group._objects;
group._restoreObjectsState();
canvas.remove(group);
for (var i = 0; i < items.length; i++) {
canvas.add(items[i]);
canvas.remove(origItems[i]);
}
canvas.renderAll();
self.setOldAngle(angle);
},
As stated above, this function is called with two other functions:
setPosition: function(left, top) {
var self = this;
if (left < 0) {
left = 0;
}
if (top < 0) {
top = 0;
}
var point = new fabric.Point(left, top);
self.getFabricCanvas().absolutePan(point);
},
setZoom: function(zoom) {
var self = this;
self.getFabricCanvas().setZoom(zoom);
},
The functions are called through the following code:
MyClass.setZoom(1);
MyClass.setPosition(left, top);
MyClass.setZoom(zoom);
MyClass.setAngle(angle);
As you can see, I try to set the angle last, but it doesn't make a difference (at least not visually) when I do that. The zoom set to 1 at the beginning is important as otherwise the panning won't work properly.
Maybe someone has an idea ...
Here is how I did this (code based on this js fiddle).
rotate (degrees) {
let canvasCenter = new fabric.Point(canvas.getWidth() / 2, canvas.getHeight() / 2) // center of canvas
let radians = fabric.util.degreesToRadians(degrees)
canvas.getObjects().forEach((obj) => {
let objectOrigin = new fabric.Point(obj.left, obj.top)
let new_loc = fabric.util.rotatePoint(objectOrigin, canvasCenter, radians)
obj.top = new_loc.y
obj.left = new_loc.x
obj.angle += degrees //rotate each object by the same angle
obj.setCoords()
});
canvas.renderAll()
},
After doing this I also had to adjust the canvas background and size so objects wouldn't go off the canvas.
sorry for the long title, but it pretty much puts my problem in a nutshell.
I am currently drawing a rectangle using the following :
for (var i = 0; i <= fixedrow; i++) {
for (var j = 0; j <= fixedcolumn; j++) {
var offseti = i; //An offset was needed to ensure each newly drawn rectangle places at the right spacing
var moveDown = (i + 25 - offseti) * i; //between eachother.
var offsetj = j;
var moveRight = (j + 20 - offsetj) * j;
rectangle = paper.rect(moveRight, moveDown, 15, 20).attr({
fill : "green"
});
This basically draws my shape and depending on how many rows, columns the user enters, it draws that amount of rectangles and spaces them out evenly (see image).
I then save each shape being drawn using my function save(X,Y,ID). I get the X coord of each shape by feeding in the moveRight variable from above and moveDown for the Y coord. This passes through to the save function that looks like this:
function save(xin, yin, idin) {
var id = idin;
var x = xin;
var y = yin;
$.ajax('save.php', {
type : 'post',
dataType : 'text',
data : 'x=' + x + '&y=' + y + '&id=' + id,
success : function(){}
})
};
The X, Y and id get stored in the database no problem.
However, when it comes to loading the saved data, and re-drawing the rectangles, I am getting a strange issue where it cuts of one of the results, and leaves a blank space where a shape should be (see image).
Notice the blank spot at the top left. I've checked each ID and it seems that the last rectangle is being left out, but somehow the whole structure is being shifted across one to make it display this way.
My code for retrieving the stored data and drawing the rects is as follows:
load() is called by pressing the button in the screenshot and calls this:
function load() {
$.ajax('load.php', {
type : 'GET',
success : drawLoad
})
};
the load script is as follows:
<?php
header ("Content-type: application/json");
$conn = new PDO("mysql:host=****.****.co.uk;dbname=****;","****","****");
$results = $conn->query("SELECT * FROM seats_table ORDER BY y,x");
$row = $results->fetch();
$data= array();
while ($row = $results->fetch(PDO::FETCH_ASSOC))
{
$data[] = $row;
}
echo json_encode($data);
?>
And the way I use the returned Json is:
function drawLoad(data) {
//if (paper == null) // Checks that the canvas/paper hasn't already been created (Decides whether to add to current paper or make new one).
paper = Raphael("content", 1920, 900); // Creates the paper if one hasn't already been done so.
var start = function () {
this.odx = 0;
this.ody = 0;
this.animate({
"fill-opacity" : 0.2
}, 500);
},
move = function (dx, dy) {
this.translate(dx - this.odx, dy - this.ody);
this.odx = dx;
this.ody = dy;
},
up = function () {
this.animate({
"fill-opacity" : 1
}, 500);
update(this.odx, this.ody, this.id);
alert(this.id);
};
for (var i = 0; i < data.length; i++) {
var ID = data[i].ID;
var x = data[i].x;
var y = data[i].y;
var isBooked = data[i].isBooked;
var price = data[i].price;
var seat_ID = data[i].seat_ID;
rectangle = paper.rect(x, y, 15, 20).attr({fill : "green"});
rectangle.drag(move, start, up);
//alert("ID = " + ID + " X = " + x + " Y = " + y);
var clickHandler = function () { //This clickHandler will detect when a user double clicks on a seat icon.
};
}
};
Can anyone point out what might be the cause of this issue? Please bear in mind I've removed any validation and what not to reduce the code content in the post and hopefully make it slightly more readable.
Thanks in advance for any replies, David.
UPDATE: Thanks too everyone below who helped me with this issue, but I've managed to solve the problem regarding the missing rectangle. I was using ORDER BY x,y in my sql statement instead of BY seat_ID. This small change now displays all the stored rectangles.
New problem however. When I try to load the shapes from the database, they are not where they should be on the canvas/paper. Is there something I am overlooking regarding the coordinates taken from my canvas/paper sized at 1920x900 that is causing the coordinates I store to not match up to those on my paper/canvas?
Again, any help is appreciated in this.
The below screenshot shows me just adding 25 rectangles and moving the bottom right one to a new position. You can see the url is passing through the id, x and a y coord.
Here is the database table after moving rectangle seat_ID 25:
I think the way I am getting these new coords is the problem. Below is my current way of getting the coords of a moved shape:
var start = function () {
this.odx = 0;
this.ody = 0;
this.animate({
"fill-opacity" : 0.2
}, 500);
},
move = function (dx, dy) {
this.translate(dx - this.odx, dy - this.ody);
this.odx = dx;
this.ody = dy;
},
up = function () {
this.animate({
"fill-opacity" : 1
}, 500);
update(this.odx, this.ody, this.id);
alert(this.id);
};
the update function is basically the same as the save one, and seems to be working as it is passing through all the variables and storing them in the database, which leads me now to think I have made an obvious error in trying to obtain the newly moved shapes coords.
Any thoughts?
EDIT: Just realised the values I am getting from this.odx and this.ody are actually the difference between the starting coords and the ending, not the actual ending coords. I need to figure out the best way to work out the final coord from this information.
This looks like its because there is an initial fetch that isn't used before the main loop.
$row = $results->fetch(); // not needed
$data = array();
while ($row = $results->fetch(PDO::FETCH_ASSOC))
{
$data[] = $row;
}
The first line can be discarded, as you want them all gathered in the loop.
Ok so for anyone interested, I have figured it out, and it was quite simple. all I had to do was create a variable for x and y and set them to this.getBBox().x and this.getBBox().y which gives me the x and y coords for the top left of each element. So I edited my drag function to the following :
var start = function () {
this.odx = 0;
this.ody = 0;
this.animate({
"fill-opacity" : 0.2
}, 500);
},
move = function (dx, dy) {
x = this.getBBox().x;
y = this.getBBox().y;
this.translate(dx - this.odx, dy - this.ody);
this.odx = dx;
this.ody = dy;
},
up = function () {
this.animate({
"fill-opacity" : 1
}, 500);
update(x,y,this.id); //use the bbox values for the update function.
alert(this.id);
};
Thanks for the help guys.
The extension I'm talking about is the Raphael-zpd: http://pohjoisespoo.net84.net/src/raphael-zpd.js
/* EDIT The script is added to a Raphael document with this command var zpd = new RaphaelZPD(paper, { zoom: true, pan: true, drag: false}); where paper is your canvas */
The script was originally released at the authors github http://www.github.com/somnidea which no longer exists.
What I wanted to do was run the mousewheel zoom out to the threshold as soon as the raphael is loaded. The zoomthreshold is set at the beginning of the script zoomThreshold: [-37, 20]. In the mousewheel scroll function it is compared to zoomCurrent which is by default 0 me.zoomCurrent = 0;
This is the whole mousewheel event part
me.handleMouseWheel = function(evt) {
if (!me.opts.zoom) return;
if (evt.preventDefault)
evt.preventDefault();
evt.returnValue = false;
var svgDoc = evt.target.ownerDocument;
var delta;
if (evt.wheelDelta)
delta = evt.wheelDelta / 3600; // Chrome/Safari
else
delta = evt.detail / -90; // Mozilla
if (delta > 0) {
if (me.opts.zoomThreshold)
if (me.opts.zoomThreshold[1] <= me.zoomCurrent) return;
me.zoomCurrent++;
} else {
if (me.opts.zoomThreshold)
if (me.opts.zoomThreshold[0] >= me.zoomCurrent) return;
me.zoomCurrent--;
}
var z = 1 + delta; // Zoom factor: 0.9/1.1
var g = svgDoc.getElementById("viewport"+me.id);
var p = me.getEventPoint(evt);
p = p.matrixTransform(g.getCTM().inverse());
// Compute new scale matrix in current mouse position
var k = me.root.createSVGMatrix().translate(p.x, p.y).scale(z).translate(-p.x, -p.y);
me.setCTM(g, g.getCTM().multiply(k));
if (!me.stateTf)
me.stateTf = g.getCTM().inverse();
me.stateTf = me.stateTf.multiply(k.inverse());
}
The reason I can't just draw a smaller SVG to begin with is that I'm using raster images as the background and need them to be higher resolution. I would still like to start at the furthest point I've set at the threshold. Is it possible for me to somehow use this script to do this? I'm naturally using it otherwise to handle mouse zoom/pan.
//EDIT
There is also this function at the end of the script, but so far I've been unable to work it.
Raphael.fn.ZPDPanTo = function(x, y) {
var me = this;
if (me.gelem.getCTM() == null) {
alert('failed');
return null;
}
var stateTf = me.gelem.getCTM().inverse();
var svg = document.getElementsByTagName("svg")[0];
if (!svg.createSVGPoint) alert("no svg");
var p = svg.createSVGPoint();
p.x = x;
p.y = y;
p = p.matrixTransform(stateTf);
var element = me.gelem;
var matrix = stateTf.inverse().translate(p.x, p.y);
var s = "matrix(" + matrix.a + "," + matrix.b + "," + matrix.c + "," + matrix.d + "," + matrix.e + "," + matrix.f + ")";
element.setAttribute("transform", s);
return me;
}
Seems like it's used for panning through the document through say click events so that a click would execute the function with the given coordinates. However, as said I've been unable to work it. I don't know how it's supposed to function. I tried paper.ZPDPanTo(100, 100); as well as just ZPDPanTo(100,100) but nothing happens.
You may also want to check out the working branch for Raphaël 2.0, which supposedly adds support for viewBox and transforms, see https://github.com/DmitryBaranovskiy/raphael/tree/2.0.
This doesn't answer your question fully, but it seems quite possible that Raphaël 2.0 will address your use-case.
If you're using pure svg then you can manipulate the zoom&pan positions via the SVG DOM properties currentTranslate and currentScale, see this example.
An example using RAPHAEL ZPD:
var paper = Raphael("container",800,760);
window.paper = paper;
zpd = new RaphaelZPD(paper, { zoom: true, pan: true, drag: false });
paper.circle(100,100, 50).attr({fill:randomRGB(),opacity:0.95});
paper.rect(100,100, 250, 300).attr({fill:randomRGB(),opacity:0.65});
paper.circle(200,100, 50).attr({fill:randomRGB(),opacity:0.95});
paper.circle(100,200, 50).attr({fill:randomRGB(),opacity:0.95});
http://jsfiddle.net/4PkRm/1/