Make HTML canvas bigger while scaling the website - javascript

Do you have any idea how it could be possible not to scale a HTML canvas element while scaling the whole website (ctrl+"+" in most browsers) but to make its dimensions bigger? I have got an application where you can view large images, zoom and pan them in the canvas element. Now I think it would be cool to scale the website with ctrl+"+" to have more space for viewing the image. As it is by default the canvas scales, too and you gain nothing.

You can use technique described in this article http://novemberborn.net/2007/12/javascriptpage-zoom-ff3-128.
The main idea is to place any two elements and set for the first element css value in pixels like top\left\width etc and for the second element percentage value. When you scale the page the percentage value stays unchanged, but the value in pixels changes depending on zoom factor.
Based on these changes you can calculate the scale factor and multiple it with canvas dimensions to scale it.
How to calculate scale factor you can find in the demo link from article in the script block.

Something like Zoomooz.js could work - http://janne.aukia.com/zoomooz/

Related

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

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

HTML5 canvas and scrolling

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

raphael js font-size auto adjust

I have a drawing that is edited in one screen - all paths drawn are saved in DB as percentage coordinates (as I know the width and height of the paper).
This is like this because I then display the same drawing in different sizes on other pages (so the percentages can easily be calculated back to real coordinates for each size).
The problem I have is I need to add text to the drawing, and as far as I know there is no way of setting the font size as a percentage it has to be in pixels.
Of course this doesn't work if I edit the drawing in a 900x500 paper then it is displayed in a 450x250 paper - I need it to automatically decrease the font size in proportion to everything else.
Difficult issue to explain - hopefully this is clear to someone
Can anyone help? any ideas for a different approach?

How to properly scale a webpage, according to zoom, resolution and windowsize?

I'm busy developing a web-app but I can't seem to find the correct way to scale all items so it fits the screen.
As you can see on the picture, the grey bars are menu and need to stay in position. The content in the middle (blue block including the white background) needs to move left and right, but also up and down. Resizing the window, zoom and whatever else should be taken into account. My current technique fails lots of times, so I was hoping if any of you knew some good technique.
So as I said, the content needs to move up and down, left and right. The parent div of all pages is the same width as all pages are together. So one page should have the correct window width. Same goes for height, but there are just 2 pages on the horizontal axis. Currently I'm adjusting size using JavaScript/JQuery.
Just as a sidenote, it might be possible to scroll vertically when the current content page is bigger than the screen can display. Horizontal scrolling is not possible.
Very hard to explain, I'm doing my best, but I hope someone can help me.
That's a lot fun! Perhaps working with em units will assist you. It's a neat little trick.
1 - Set the font-size to 100% on your parent container.
2 - In all of the children elements, use ems for all of your dimensions, padding, margin, borders, font sizes, etc.
3 - In Javascript, when the page loads, capture the browser dimensions and save these to variables for later use.
4 - Setup a window resize event. When the window resizes, get the new browser dimensions. Now, some basic math will allow you to compare the new browser dimensions to the original browser dimensions - and get a percentage.
5 - Still in the resize event, set that new percentage to the font-size of the parent element.
You can set this up with just your center container - or whatever. Any children elements of the main container that has the font-size property (and are defined in ems) will automatically scale with the browser window.
Text will scale
Border size will scale
Border radius will scale
Dimensions, padding, margins will scale
It's neato.

How to get this scaling boxes image and text in proportion when you resize the window to any size?

See this example http://jsfiddle.net/37aMB/15/
If you resize the area at some points image will have have space at bottom and some time right side container will have space at bottom.
I want to make everything in proportion and with equality. Red backgeound should never be seen
You may try to set fixed size for this banner, and then manipulate zoom style attribute.
Here is modified example. It's not pixel perfect yet, but I have the impression it scales better.

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