How to add click event on rectangle in Graphiti.js - javascript

I want to register click event on rectangle in graphiti. i tried this
var innerrect = new graphiti.shape.basic.Rectangle(100, 20);
innerrect.onClick = function(){
alert("Hi");
}
rect.addFigure(innerrect , new graphiti.layout.locator.BottomLocator(rect));
canvas.addFigure(rect, 100, 100);
but wont work. plz let me know abut it?

create your own shape inherited from Rectangle like this.
This looks at the first moment a little bit unconfortable, but normaly you write
your own shapes with a lot of custom code. In this case it is a one time effort to crate a new class.
Keep in mind that the examples are a good starting point. There is a an examples with a click event listener as well.
MyFigure = graphiti.shape.basic.Rectangle.extend({
NAME : "MyFigure",
init : function()
{
this._super();
this.createPort("output");
this.setDimension(30,30);
this.setResizeable(false);
this.value=false;
this.colors={};
this.colors[true]="#00f000";
this.colors[false]="#f00000";
this.setBackgroundColor(this.colors[this.value]);
},
/**
* #method
* Change the color and the internal value of the figure.
* Post the new value to related input ports.
*
*/
onClick: function(){
this.value = !this.value;
this.setBackgroundColor(this.colors[this.value]);
var connections = this.getOutputPort(0).getConnections();
connections.each($.proxy(function(i, conn){
var targetPort = conn.getTarget();
targetPort.setValue(this.value);
conn.setColor(this.getBackgroundColor());
},this));
}
});

Related

How to create a Konva-React context menu

To the best of my knowledge there isn't an easy/built in way with Konva to create a context menu for right clicking on objects. I am busy working on a project which requires the use of context menus, so I thought I'd just create my own.
Needless to say I am fairly new to Konva, so I was hoping someone on SO might have more experience to help me get over the last hurdles.
I have create a sandbox, located HERE
The requirements are:
An object should be draggable. (I copied a working example off the Konva sandbox.)
An object should show a context menu when right clicked upon.
The context menu should be dynamic, thus allow for multiple items, each executing its own callback when clicked upon.
Once a selection has been made, the context menu should be closed.
Thus far I have gotten most of it right, but the things I am struggling with are:
I cannot figure out how to hover over one context menu item, have it highlighted, then move to the next which should be highlighted and the old one restored to original settings.
Moving out of the context menu repaints the whole object. I don't understand why.
Clicking on one items fires both item's callbacks. Why? I a targeting the specific menu item which was clicked on, but getting both?
This point is less of a bug and more that I am unsure as how to proceed: How would I prevent multiple context menus to be create if a user right clicks multiple times on the object? Conceptually I understand that I could search for any items in a layer(?) with the name of the context menu and close it, however I have no idea how to do this.
I would appreciate any help. Thanks in advance.
Not sure if I'm late but I would use React Portals, theres a example about it on the react-konva page: https://konvajs.github.io/docs/react/DOM_Portal.html
I forked your sandbox with how this would be done: https://codesandbox.io/s/km0n1x8367
Not in react but plain JS I am afraid, but it shines a light on some of what you will have to do.
Click the pink circle, then take option 2 and click sub-option 2.
Areas requiring more work:
deliver the menu config data via JSON
make adding callbacks a method within the class
add a timeout on the hide to allow shaky mouse hands
how to handle hiding sub-menus when user mouse-outs or clicks another option
add reveal & hide animations
// Set up the canvas / stage
var stage = new Konva.Stage({container: 'container1', width: 600, height: 300});
// Add a layer some sample shapes
var layer = new Konva.Layer({draggable: false});
stage.add(layer);
// draw some shapes.
var circle = new Konva.Circle({ x: 80, y: 80, radius: 30, fill: 'Magenta'});
layer.add(circle);
var rect = new Konva.Rect({ x: 80, y: 80, width: 60, height: 40, fill: 'Cyan'});
layer.add(rect);
stage.draw();
// that is the boring bit over - now menu fun
// I decided to set up a plain JS object to define my menu structure - could easily receive from async in JSON format. [Homework #1]
var menuData = { options: [
{key: 'opt1', text: 'Option 1', callBack: null},
{key: 'opt2', text: 'Option 2', callBack: null,
options: [
{key: 'opt2-1', text: 'Sub 1', callBack: null},
{key: 'opt2-2', text: 'Sub 2', callBack: null}
]
},
{key: 'opt3', text: 'Option 3', callBack: null},
{key: 'opt4', text: 'Option 4', callBack: null}
]};
// Define a menu 'class' object.
var menu = function(menuData) {
var optHeight = 20; // couple of dimension constants.
var optWidth = 100;
var colors = ['white','gold'];
this.options = {}; // prepare an associative list accessible by key - will put key into the shape as the name so we can can get from click event to this entry
this.menuGroup = new Konva.Group({}); // prepare a canvas group to hold the option rects for this level. Make it accessible externally by this-prefix
var _this = this; // put a ref for this-this to overcome this-confusion later.
// recursive func to add a menu level and assign its option components.
var addHost = function(menuData, hostGroup, level, pos){ // params are the data for the level, the parent group, the level counter, and an offset position counter
var menuHost = new Konva.Group({ visible: false}); // make a canvas group to contain new options
hostGroup.add(menuHost); // add to the parent group
// for every option at this level
for (var i = 0; i < menuData.options.length; i = i + 1 ){
var option = menuData.options[i]; // get the option into a var for readability
// Add a rect as the background for the visible option in the menu.
option.optionRect = new Konva.Rect({x: (level * optWidth), y: (pos + i) * optHeight, width: optWidth, height: optHeight, fill: colors[0], stroke: 'silver', name: option.key });
option.optionText = new Konva.Text({x: (level * optWidth), y: (pos + i) * optHeight, width: optWidth, height: optHeight, text: ' ' + option.text, listening: false, verticalAlign: 'middle'})
console.log(option.optionText.height())
option.optionRect
.on('mouseover', function(){
this.fill(colors[1])
layer.draw();
})
.on('mouseleave', function(){
this.fill(colors[0])
layer.draw();
})
// click event listener for the menu option
option.optionRect.on('click', function(e){
var key = this.name(); // get back the key we stashed in the rect so we can get the options object from the lookup list
if (_this.options[key] && (typeof _this.options[key].callback == 'function')){ // is we found an option and it has a real function as a callback then call it.
_this.options[key].callback();
}
else {
console.log('No callback for ' + key)
}
})
menuHost.add(option.optionRect); // better add the rect and text to the canvas or we will not see it
menuHost.add(option.optionText);
_this.options[option.key] = option; // stash the option in the lookup list for later retrieval in click handlers.
// pay attention Bond - if this menu level has a sub-level then we call into this function again.
if (option.options){
var optionGroup = addHost(option, menuHost, level + 1, i) // params 3 & 4 are menu depth and popout depth for positioning the rects.
// make an onclick listener to show the sub-options
option.callback = function(e){
optionGroup.visible(true);
layer.draw();
}
}
}
return menuHost; // return the konva group
}
// so - now we can call out addHost function for the top level of the menu and it will recurse as needed down the sub-options.
var mainGroup = addHost(menuData, this.menuGroup, 0, 0);
// lets be nice and make a show() method that takes a position x,y too.
this.show = function(location){
location.x = location.x - 10; // little offset to get the group under the mouse
location.y = location.y - 10;
mainGroup.position(location);
mainGroup.show(); // notice we do not draw the layer here - leave that to the caller to avoid too much redraw.
}
// and if we have a show we better have a hide.
this.hide = function(){
mainGroup.hide();
}
// and a top-level group listener for mouse-out to hide the menu. You might want to put a timer on this [Homework #3]
mainGroup.on('mouseleave', function(){
this.hide();
layer.draw();
})
// end of the menu class object.
return this;
}
// ok - now we can get our menu data turned into a menu
var theMenu = new menu(menuData);
layer.add(theMenu.menuGroup); // add the returned canvas group to the layer
layer.draw(); // and never forget to draw the layer when it is time!
//
// now we can add some arbitrary callbacks to some of the options.
//
// make a trivial function to pop a message when we click option 1
var helloFunc = function(){
alert('hello')
}
// make this the callback for opt1 - you can move this inside the menu class object as a setCallback(name, function()) method if you prefer [homework #2]
theMenu.options['opt1'].callback = helloFunc;
// put a function on sub2 just to show it works.
theMenu.options['opt2-2'].callback = function(){ alert('click on sub-2') };
// and the original reason for this - make it a context menu on a shape.
circle.on('click', function(e){
theMenu.show({x: e.evt.offsetX, y: e.evt.offsetY});
layer.draw();
})
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/konva/2.5.1/konva.min.js"></script>
<div id='container1' style="width: 300px, height: 200px; background-color: silver;"></div>

Changing All Icons Rotating Down to One

I currently have a giant table of "auditpoints", some of those points are "automated". If they are automated they receive a gear icon in their row. The gear icon is not the only icon each row receives. Each row, no matter if it's automated or not receives two other icons, a pencil and a toggle button. When an automated point "runs" the gear icon rotates until it is finished "running". I've have implemented some code to ran all of these points at once but I have a small problem. When you click my button to run all these points all three of the icons I have mentioned rotate and this is not the result I am looking for. The line commented out in my code snippet (and it's matching bracket) will prevent the code from running all of the automated points. Commenting out the line is what causes all the icons to rotate. I know this line is required to get the automated points to run properly as it used in the single execution of automated points I just don't know what to change it to. It obviously shouldn't be click because you are no longer clicking the gear icon to get a point to run I just don't know what to change it to but the classes in that click function are related to the gear icon.
Hopefully this is a very easy question to solve and doesn't waste anyone's time. Thank you!
private updateAuto() {
var self = this;
$(".auditPointRow").each(function () {
//self.el.on("click", ".update, .edit", function () {
var row = $(this).closest(".auditPointRow");
var id = row.data("id");
var automated = (<string>row.data("automated")).toLowerCase() == "true";
var running = true;
if (automated && $(this).closest(".edit").length == 0) {
var gear = $(this).find(".fa");
var maxTurns = 120;
gear.css("transition", "transform linear " + maxTurns * 2 + "s");
gear.css("transform", "rotate(" + (maxTurns * 360) + "deg)");
var request = $.ajax(self.root + "api/sites/" + self.site.ID + "/auditpoints/" + id, {
"type": "PATCH", data: JSON.stringify([
{
Op: "Replace"
, Path: "/score"
, Value: "run"
}
])
});
request.done(function () {
gear.css("transition", "").css("transform", "rotate(0deg)");
row.prev().find("td").css("background-color", "");
if (row.prev().qtip("api")) {
row.prev().qtip("api").destroy(true);
}
});
}
//}
});
}
I think I found a solution to my problem. I used .each again to go through all of the "gears" and only rotate them.
private updateAuto() {
var self = this;
//$(".auditPointRow").each(function () {
$(".update, .edit").each(function () {
//Left out the rest of the code so this answer isn't too
//long, none of it changed if that matters.
});
//});
}
For some reason the result runs very slowly (but it runs!) and I'm not sure why so if anyone has any better suggestion/optimizations please feel free to leave those here.
Edit: I realized I didn't to go through .each twice, that's what was slowing to down so I removed that first each that went over auditPoints and just did the ones with gears instead.

How to lock slider and prevent updating of values with mouse into dat.GUI menu

I try to implement a way to prevent the updating of values with mouse (actually when the three.js animation has started, launched with a click on button).
For the moment, I have the following dat.GUI menu:
Once "start" button is clicked, I would like to prevent user from modifying with mouse the parameters "Rotation x" and "Rotation y".
Here is the concerned part of code for this menu:
// Create GUI
var gui = new dat.GUI({
autoplace: false,
width: 350,
height: 9 * 32 - 1
});
var params = {
GreatCircle : '',
Rotationx : torusRotationInitX,
Rotationy : torusRotationInitY,
StartingVector : '',
ComponentVectorTheta : 15.0,
ComponentVectorPhi : 15.0,
CovariantDerivativeVector : '',
ComponentCovariantDerivativeTheta : 15.0,
ComponentCovariantDerivativePhi : 15.0
};
// Set parameters for GUI
gui.add(params, 'GreatCircle').name('Great Circle ');
controllerRotationx = gui.add(params, 'Rotationx', 0, 2*Math.PI, 0.001).name('Rotation x ');
controllerRotationy = gui.add(params, 'Rotationy', 0, 2*Math.PI, 0.001).name('Rotation y ');
...
When I click on reset button, I call the following function:
// Reset Button
resetButton.onclick = function ResetParameters() {
...
// Reinitialize parameters into gui
params.Rotationx = torusRotationInitX;
params.Rotationy = torusRotationInitY;
for (var i in gui.__controllers) {
gui.__controllers[i].updateDisplay();
}
render();
}
I don't know if there is an option for controller to lock these sliders which usually change their values. Is it possible?
Update 1
Maybe I could wrapper the dat.GUI menu into a div and make this div not clickable, is it a solution?
Update 2
I tried to apply the method used on Method for disabling a button in dat.gui?
Following this solution, I have added the extension into dat.gui, just after:
dat.controllers.FunctionController = (function (Controller, dom, common) {
...
});
The following added code snippet is:
function blockEvent(event)
{
event.stopPropagation();
}
Object.defineProperty(dat.controllers.FunctionController.prototype, "disabled", {
get: function()
{
return this.domElement.hasAttribute("disabled");
},
set: function(value)
{
if (value)
{
this.domElement.setAttribute("disabled", "disabled");
this.domElement.addEventListener("click", blockEvent, true);
}
else
{
this.domElement.removeAttribute("disabled");
this.domElement.removeEventListener("click", blockEvent, true);
}
},
enumerable: true
});
Is extension code well located into dat.GUI source?
Then, I set the property "disabled" into my code to prevent user from sliding "controllerRotationx" with mouse (once start button is pressed):
if (animation)
controllerRotationx.__li.disabled = true;
Unfortunately, my method doesn't work : when animation is started, I can still move the slider contained into "controllerRotationx".
I saw that above link (Method for disabling a button in dat.gui?), this was about a button and not for a slider, does it change anything for my case?
I didn't find an explicit controller for the slider.
I would do this. The slider is not a form element, there's nothing to disable in the traditional w3c sense. Luckily we can use pointer-events and disable it properly as if it were a form element using just public dat.gui properties.
var speeder = menu.add(text, 'speed', -5, 5);
speeder.domElement.style.pointerEvents = "none"
speeder.domElement.style.opacity = .5;
The solution given by #Radio works pretty well. But, with sliders, the slider is a sibling of the text box's DOM element. We need to disable pointer events on the div which contains all the controls (and which is not exposed directly by dat.gui). So,
var speeder = menu.add(text, 'speed', -5, 5);
// disables the text box
speeder.domElement.style.pointerEvents = "none"
// disables all controller elements related to "speeder"
speeder.domElement.parentElement.style.pointerEvents = 'none'
When the Start button is pressed, set:
controllerRotationx.__li.setAttribute( "style", "display: none" );
thanks for tips
on my side i hack the Common controller
so able to chainning.
gui.add(this, '_screenW').disable(true);
Common.extend(controller, {
disable: function disable(v) {
this.domElement.style.pointerEvents = v?"none":"auto";
this.domElement.style.opacity = v?.5:1;
return controller;
},

About image rotation once element with specific id is clicked

Logo and elements from ul once clicked rotates image. By default image is already rotated by certain degrees, then on each click image rotates to necessary value.
So far I was using the following:
$("#objRotates").css('opacity','.2');
var value = 0;
var prev_value = 0;
$( "li" ).click(function() {
var text=$(this).text();
if(text==="text1"){value=0;}
if(text==="text2"){value=33;}
if(text==="text3"){value=66;}
if(prev_value != value){
$("#objRotates").animate({opacity:'1'});
$("#objRotates").rotate({
animateTo:value,
easing: $.easing.easeInOutExpo,
center: ["25px", "150px"],
callback: function(){$("#objRotates").animate({opacity:'0.2'});}
});
}
prev_value = value;
});
Above code is the one that was used before, where images start position was 0 and its animation was triggered from link text.
Using jqueryRotate.js examples(here)
How do I change the code, so that images start position is certain degrees and animation starts if element with specific ID is clicked?
Give at least clue..Cause for now, looking at my old code, I am lost. Thanks in advance.
SIMPLIFIED FIDDLE
Ok, so I've created a couple of samples for you to check out. The first one is very basic and I've simplified the code a little to make it easier to understand. This one just uses completely static values and a static elementId for the event, which I'm pretty sure answers your question based on your response to my comment yesterday. http://jsfiddle.net/x9ja7/594/
$("#elementId").click(function () {
var startingAngle = 45;
var endingAngle = 90;
var elementToRotate = "img";
$(elementToRotate).rotate({
angle: startingAngle,
animateTo: endingAngle
});
});
But I wanted to give another example as well that would be dynamic and repeatable for multiple elements. With the code above, you would have to copy/paste the same code over and over again if you want to perform this animation by clicking different elements. Here's an alternative. In this example, you set all of your parameters in the data attributes in the clickable element, then the function is completely repeatable, you only have to write it once. Less code = everyone happy! Here's the example: http://jsfiddle.net/x9ja7/595/
//#region Default starting angles
$("#image1").rotate({ angle: 90 });
$("#image2").rotate({ angle: 20 });
//#endregion
$(".rotateAction").click(function () {
//#region Optional parameter - used in the optional callback function
var $self = $(this);
//#endregion
var startingAngle = Number($(this).attr("data-startingangle"));
var endingAngle = Number($(this).attr("data-endingangle"));
var elementToRotate = $(this).attr("data-elementtorotate");
//#region If the current angle is the ending angle, reverse the animation - this can be removed if you want, I thought it may be cool to show some of the things you can do with this.
var currentAngle = $(elementToRotate).getRotateAngle();
if ( currentAngle[0] === endingAngle) {
startingAngle = Number($(this).attr("data-endingangle"));
endingAngle = Number($(this).attr("data-startingangle"));
}
//#endregion
$(elementToRotate).rotate({
angle: startingAngle,
animateTo: endingAngle
//#region This is optional - uncommenting this code would make the animation single-use only
//, callback: function () { $self.off().removeClass("clickable"); }
//#endregion
});
});
Hope this helps. If you need any other assistance, please let me know.

Event delegation in KineticJS

I'm wondering if possible do create a event delegation from an object reference inside another object, this is the scenario.
I have 2 circles and 1 line between those two circles, every time any circle changes its own postition it have to update the line's position as well, by this time I have created a custom line that is going to have a reference to the two circles as a properties (origin, target)
but isn't binding the event in that way.
what I'm tryting to do is something like>
this.origin.on('dragstart dragmove',function(){
console.log("origin mouse move");
this.setPoints([origin.getX(),origin.getY(), target.getX(), target.getY()]);
this.draw();
});
this is the fiddle
buildArrow: function(origin,target){
var arrowInstance = new Shape.Arrow({
points: [origin.getX(),origin.getY(), target.getX(), target.getY()],
stroke: '#629DD1',
tension: 1
});
arrowInstance.origin=origin;
origin.line = arrowInstance;
arrowInstance.target=target;
target.line = arrowInstance;
return arrowInstance;
},
updatePosition : function() {
this.points([this.origin.getX(),this.origin.getY(), this.target.getX(), this.target.getY()]);
},
Then:
this.on('dragstart dragmove',function(){
var centerpoint = (this.cellSize/2)
this.setX(((Math.round(this.getX() / centerpoint) * centerpoint)));
this.setY(((Math.round(this.getY() / centerpoint) * centerpoint)));
this.line.updatePosition();
});
Demo: http://jsfiddle.net/lavrton/5Wkph/28/

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