Reference to Raphael object - javascript

I need to create several Raphael objects in my program. field1 and field2 are div-elements. Each Raphael object (paper1,paper2,...) will have unique canvas and they all need to have exactly the same functionality. Raphael objects need to be created dynamically at later point. In the following examplecode I need to know which of the objects fires the mousedown event. I would also like to know in which div-element (field1/field2 here) is that mousedown event fired. How can I get the information?
var myProgram = (function() {
var paper1 = Raphael("field1", 200, 400, fieldActions);
var paper2 = Raphael("field2", 200, 400, fieldActions);
var planeAttrs = {
fill: "#fff"
};
function fieldActions(){
var that = this;
that.field = that.rect(0, 0, 200, 400, 30);
that.field.attr(planeAttrs);
that.field.mousedown( function(e) {
});
});
}());

that.field.mousedown( function(e) {
console.log(this, this.node, this.paper.canvas, this.paper.canvas.parentNode)
});
this - the rect raphael object
this.node - the rect svg dom element
this.paper.canvas - the svg dom element
this.paper.canvas.parentNode - div with id (field2/field1) which contains the svg that is clicked.

Here you go:
that.field.mousedown( function(e) {
var target = e.target;
var svgElem = target.parentNode;
var div = svgElem.parentNode;
alert(div.id);
});
http://jsfiddle.net/mihaifm/UyPn6/3/

Related

How to retain drawn boxes and path on page refresh mxgraph

i want to retain drawn boxes and path once page is refreshed.
i'm using mxgraph https://jgraph.github.io/mxgraph/docs/manual.html
Question: once the drawing is done, if i do page refresh it should retain the same drawing by storing drawing data into localStorage.
NOTE: i want to get json object of drawn canvas, and re-construct it back from that object on page refresh.
Below video shows how to draw: https://drive.google.com/file/d/1McTMz3e8I_quOcLGt2CtaQhqif3R31qs/view
https://jgraph.github.io/mxgraph/javascript/examples/editors/images/
<!--
Copyright (c) 2006-2013, JGraph Ltd
Dynamic toolbar example for mxGraph. This example demonstrates changing the
state of the toolbar at runtime.
-->
<html>
<head>
<title>Toolbar example for mxGraph</title>
<!-- Sets the basepath for the library if not in same directory -->
<script type="text/javascript">
mxBasePath = 'https://jgraph.github.io/mxgraph/javascript/src';
</script>
<!-- Loads and initializes the library -->
<script type="text/javascript" src="https://jgraph.github.io/mxgraph/javascript/src/js/mxClient.js"></script>
<!-- Example code -->
<script type="text/javascript">
// Program starts here. Creates a sample graph in the
// DOM node with the specified ID. This function is invoked
// from the onLoad event handler of the document (see below).
function main()
{
// Checks if browser is supported
if (!mxClient.isBrowserSupported())
{
// Displays an error message if the browser is
// not supported.
mxUtils.error('Browser is not supported!', 200, false);
}
else
{
// Defines an icon for creating new connections in the connection handler.
// This will automatically disable the highlighting of the source vertex.
mxConnectionHandler.prototype.connectImage = new mxImage('images/connector.gif', 16, 16);
// Creates the div for the toolbar
var tbContainer = document.createElement('div');
tbContainer.style.position = 'absolute';
tbContainer.style.overflow = 'hidden';
tbContainer.style.padding = '2px';
tbContainer.style.left = '0px';
tbContainer.style.top = '0px';
tbContainer.style.width = '24px';
tbContainer.style.bottom = '0px';
document.body.appendChild(tbContainer);
// Creates new toolbar without event processing
var toolbar = new mxToolbar(tbContainer);
toolbar.enabled = false
// Creates the div for the graph
var container = document.createElement('div');
container.style.position = 'absolute';
container.style.overflow = 'hidden';
container.style.left = '24px';
container.style.top = '0px';
container.style.right = '0px';
container.style.bottom = '0px';
container.style.background = 'url("editors/images/grid.gif")';
document.body.appendChild(container);
// Workaround for Internet Explorer ignoring certain styles
if (mxClient.IS_QUIRKS)
{
document.body.style.overflow = 'hidden';
new mxDivResizer(tbContainer);
new mxDivResizer(container);
}
// Creates the model and the graph inside the container
// using the fastest rendering available on the browser
var model = new mxGraphModel();
var graph = new mxGraph(container, model);
// Enables new connections in the graph
graph.setConnectable(true);
graph.setMultigraph(false);
// Stops editing on enter or escape keypress
var keyHandler = new mxKeyHandler(graph);
var rubberband = new mxRubberband(graph);
var addVertex = function(icon, w, h, style)
{
var vertex = new mxCell(null, new mxGeometry(0, 0, w, h), style);
vertex.setVertex(true);
var img = addToolbarItem(graph, toolbar, vertex, icon);
img.enabled = true;
graph.getSelectionModel().addListener(mxEvent.CHANGE, function()
{
var tmp = graph.isSelectionEmpty();
mxUtils.setOpacity(img, (tmp) ? 100 : 20);
img.enabled = tmp;
});
};
addVertex('https://jgraph.github.io/mxgraph/javascript/examples/editors/images/rectangle.gif', 100, 40, '');
addVertex('https://jgraph.github.io/mxgraph/javascript/examples/editors/images/rounded.gif', 100, 40, 'shape=rounded');
addVertex('https://jgraph.github.io/mxgraph/javascript/examples/editors/images/ellipse.gif', 40, 40, 'shape=ellipse');
addVertex('https://jgraph.github.io/mxgraph/javascript/examples/editors/images/rhombus.gif', 40, 40, 'shape=rhombus');
addVertex('https://jgraph.github.io/mxgraph/javascript/examples/editors/images/triangle.gif', 40, 40, 'shape=triangle');
addVertex('https://jgraph.github.io/mxgraph/javascript/examples/editors/images/cylinder.gif', 40, 40, 'shape=cylinder');
addVertex('https://jgraph.github.io/mxgraph/javascript/examples/editors/images/actor.gif', 30, 40, 'shape=actor');
}
}
function addToolbarItem(graph, toolbar, prototype, image)
{
// Function that is executed when the image is dropped on
// the graph. The cell argument points to the cell under
// the mousepointer if there is one.
var funct = function(graph, evt, cell, x, y)
{
graph.stopEditing(false);
var vertex = graph.getModel().cloneCell(prototype);
vertex.geometry.x = x;
vertex.geometry.y = y;
graph.addCell(vertex);
graph.setSelectionCell(vertex);
}
// Creates the image which is used as the drag icon (preview)
var img = toolbar.addMode(null, image, function(evt, cell)
{
var pt = this.graph.getPointForEvent(evt);
funct(graph, evt, cell, pt.x, pt.y);
});
// Disables dragging if element is disabled. This is a workaround
// for wrong event order in IE. Following is a dummy listener that
// is invoked as the last listener in IE.
mxEvent.addListener(img, 'mousedown', function(evt)
{
// do nothing
});
// This listener is always called first before any other listener
// in all browsers.
mxEvent.addListener(img, 'mousedown', function(evt)
{
if (img.enabled == false)
{
mxEvent.consume(evt);
}
});
mxUtils.makeDraggable(img, graph, funct);
return img;
}
</script>
</head>
<!-- Calls the main function after the page has loaded. Container is dynamically created. -->
<body onload="main();" >
</body>
</html>
This uses the XML encoding of mxgraph. You see this code in one of the examples of mxGraph. While it is not json, it is very easy to turn into json, and can be edited or saved as you wish. Now it it stored in localStorage as you asked.
Add the following lines at the end of your main function (after the last call to addVertex):
// read state on load
if(window.localStorage.graphState){
var doc = mxUtils.parseXml(window.localStorage.graphState);
var dec = new mxCodec(doc);
dec.decode(doc.documentElement, graph.getModel());
}
// save state on change
graph.getModel().addListener('change',function(){
var codec = new mxCodec();
window.localStorage.graphState = codec.encode(
graph.getModel()
).outerHTML;
});
Update using JSON
Update 2: Switched to my own custom html2json and json2html implementation to make the answer fully self-contained
If you do need a proper JSON object, you can convert from xml to json and back. Below you can see I stringify and parse the json object, this is only needed to save it in localStorage though.
First add these two functions to convert from html/xml to json and from json back to html/xml:
function html2json(html){
if(html.nodeType==3){
return {
"tagName":"#text",
"content":html.textContent
}
}
var element = {
"tagName":html.tagName
};
if(html.getAttributeNames().length>0){
element.attributes = html.getAttributeNames().reduce(
function(acc,at){acc[at]=html.getAttribute(at); return acc;},
{}
);
}
if(html.childNodes.length>0){
element.children = Array.from(html.childNodes)
.filter(
function(el){
return el.nodeType!=3
||el.textContent.trim().length>0
})
.map(function(el){return html2json(el);});
}
return element;
}
function json2html(json){
var xmlDoc = document.implementation.createDocument(null, json.tagName);
var addAttributes = function(jsonNode, node){
if(jsonNode.attributes){
Object.keys(jsonNode.attributes).map(
function(name){
node.setAttribute(name,jsonNode.attributes[name]);
}
);
}
}
var addChildren = function(jsonNode,node){
if(jsonNode.children){
jsonNode.children.map(
function(jsonChildNode){
json2htmlNode(jsonChildNode,node);
}
);
}
}
var json2htmlNode = function(jsonNode,parent){
if(jsonNode.tagName=="#text"){
return xmlDoc.createTextNode(jsonNode.content);
}
var node = xmlDoc.createElement(jsonNode.tagName);
addAttributes(jsonNode,node);
addChildren(jsonNode,node);
parent.appendChild(node);
}
addAttributes(json,xmlDoc.firstElementChild);
addChildren(json,xmlDoc.firstElementChild);
return xmlDoc;
}
Then change my JavaScript snippet from above like this to transform the xml into json and back:
// read state on load
if(window.localStorage.graphState){
var doc = json2html(JSON.parse(localStorage.graphState));
var dec = new mxCodec(doc);
dec.decode(doc.documentElement, graph.getModel());
}
// save state on change
graph.getModel().addListener('change',function(){
var codec = new mxCodec();
window.localStorage.graphState = JSON.stringify(html2json(codec.encode(
graph.getModel()
)));
});

show each div content individually in each page

I am exporting the data present inside the div to PDF when user click on the export button. I want to show each div content to show in individual pages inside the PDF.
The above scenario is working in the demo https://plnkr.co/edit/KvkVlYmmmJiZ71sghb1l?p=preview
The same when applied to below code, it is not working.
Demo here : https://plnkr.co/edit/P9nUSRY5TytkonM6dUHl?p=preview
js code:
$scope.export = function() {
var pdf = new jsPDF('landscape');
var source = $('#append-source');
$('.myDivClass').each(function(){
var html = "<div>"+$(this) + "</div><!--ADD_PAGE-->";//the code is broken with this line
// var html = $(this);
source.append(html);
});
console.log(source);
pdf.addHTML(
source, 0, 0, {
pagesplit: true
},
function(dispose){
pdf.save('test3.pdf');
}
);
}
It is not recommended to use jquery like this inside an angular app. To see why look here: Can we use both jQuery and Angular in our Web Application?
However what you want to do is possible if you put the following into your controller:
$scope.export = function() {
var pdf = new jsPDF('landscape');
var source = "";
var width1 = pdf.internal.pageSize.width;
$('.myDivClass').each(function(){
var textForPdfPage = $(this).children().eq(1).children()[0].textContent;
var html = "<div>"+ textForPdfPage + " </div><!--ADD_PAGE-->";
source+=html;
});
margins = {
top: 80,
bottom: 60,
left: 10,
width: '100%'
};
pdf.fromHTML(
source, // HTML string or DOM elem ref.
margins.left, // x coord
margins.top, { // y coord
'width': width1 // max width of content on PDF
},
function (dispose) {
pdf.save('test.pdf');
},
margins
);
}
Your main problem is that when you where trying to create your html string you only used $(this). $(this) gives you a jquery object. The string you want to put on the page is inside this object and is accessed using the jquery .children() method.
Here is a way of doing what you asked using addHTML() instead of fromHTML():
$scope.export = function() {
var pdf = new jsPDF('landscape');
var pdfName = 'test.pdf';
var options = {};
var $divs = $('.myDivClass') //jQuery object of all the myDivClass divs
var numRecursionsNeeded = $divs.length -1; //the number of times we need to call addHtml (once per div)
var currentRecursion=0;
//Found a trick for using addHtml more than once per pdf. Call addHtml in the callback function of addHtml recursively.
function recursiveAddHtmlAndSave(currentRecursion, totalRecursions){
//Once we have done all the divs save the pdf
if(currentRecursion==totalRecursions){
pdf.save(pdfName);
}else{
currentRecursion++;
pdf.addPage();
//$('.myDivClass')[currentRecursion] selects one of the divs out of the jquery collection as a html element
//addHtml requires an html element. Not a string like fromHtml.
pdf.addHTML($('.myDivClass')[currentRecursion], 15, 20, options, function(){
console.log(currentRecursion);
recursiveAddHtmlAndSave(currentRecursion, totalRecursions)
});
}
}
pdf.addHTML($('.myDivClass')[currentRecursion], 15, 20, options, function(){
recursiveAddHtmlAndSave(currentRecursion, numRecursionsNeeded);
});
}
I left the other answer so people can see both ways of doing it.

how to create Touchstart event for custom Javascript object

On windows mousedown events works fine, and this code works perfectly and it is also adding "mousedown" event to a shape object.
var shape = new Object();
shape.mousedown(function(){
alert('tracker move 2');
this.paper.editor.action = "move";
});
Also when I inspect in Chrome I get the following values.
shape.events[0].name = "mouseDown";
shape.events.length = 1;
But on iPad instead of mousedown I need to add touchStart event. Please guide me how to add this event. I tried different way but all are saying eventListener is basically used for DOM objects. Help me to achieve similar inspect values.
Note : I'm working on Safari browser in iPad.
Here is my sample code:
VectorEditor.prototype.showTracker = function(shape){
var rot_offset = -14;
var box = shape.getBBox();
var tracker = this.draw.set();
tracker.shape = shape;
//define the origin to transform to
tracker.lastx = 0 //if zero then easier
tracker.lasty = 0 //if zero then easier
if (mobilesafari) {
var shapeTemp = this.markTracker(this.draw.ellipse(box.width/2, box.height/2, 7, 7).attr({
"stroke": "gray",
"stroke-opacity": 0.5,
"fill": "gray",
"fill-opacity": 0.15
}));
shapeTemp.addEventListener("touchstart", bind(function(event){
event.preventDefault();
alert('tracker move 2');
this.paper.editor.action = "move";
}, this) ,false);
alert(shapeTemp.events[0].name + " shapeTemp " + shapeTemp.events.length);
tracker.push(shapeTemp);
} else {
var shapeTemp = new Object();
shapeTemp.mousedown(function(){
alert('tracker move 2');
this.paper.editor.action = "move";
});
tracker.push(shapeTemp);
}
}

Unable to clear the canvas

I don't know why, but the clearRect() does not work.
This is a function that is executed every time I click on a panel or every time I change the thickness' value.
//When click on a menu section
$(".menuSection").click(function() {
//Show hide the selected item
$(this).next().toggle();
//hide all the other panels
$(this).next().siblings(".panel").hide();
//To update the values in the colors panel when selected
if ( $(this).prop("id") == "colors" ) {
changeColorBySliders();
}
if ( $(this).prop("id") == "pen" ) {
updatePreview();
}
});
//when thickness slider change:
$("#penPanel input[type=range]").on("input", updatePreview);
The fact is that it draws the line, but if I click it again it's doesn't reset.
var $preview = $("#preview");
var contextPreview = $preview[0].getContext("2d");
//Function to update the pen's preview
function updatePreview() {
console.log($("#thickness").val());
var rgba = $("#mainCanvas").css("background-color");
$("#preview").css("background-color", rgba);
//Resetting the preview
contextPreview.clearRect(0, 0, $preview.width, $preview.height);
//Drawing an example path
contextPreview.beginPath();
contextPreview.moveTo(50, 30);
contextPreview.lineTo(100, 110);
contextPreview.quadraticCurveTo(115, 120, 125, 80);
contextPreview.bezierCurveTo(145, -40, 150, 120, 200, 95);
contextPreview.lineTo(250, 65);
contextPreview.lineWidth = $("#thickness").val();
contextPreview.strokeStyle = color;
contextPreview.stroke();
contextPreview.closePath();
}
Any help?
Solution
I solved the problem using this kind of declaration:
var preview = document.getElementById("preview");
var contextPreview = preview.getContext("2d");
contextPreview.clearRect(0, 0, preview.width, preview.height);
Insted of the jquery one:
var $preview = $("#preview");
var contextPreview = $preview[0].getContext("2d");
Why?
it's because $preview is a jQuery object, $preview.width is therefore a function, so when you called clearRect(), you were actually calling contextPreview.clearRect(0,0, function, function) so your rect dimensions were undefined or 0 so it wasn't clearing a single pixel.
So you can still use jQuery but be sure you call contextPreview.clearRect(0,0, $preview[0].width, $preview[0].height)
var preview = document.getElementById("preview");
var contextPreview = preview.getContext("2d");
contextPreview.clearRect(0,0, $preview[0].width, $preview[0].height)
Special Thanks to Kaiido.

Removing an image from html5 canvas when it's dragged to a certain location

I have an HTML5 canvas that is displaying a number of images and four description boxes. It is currently possible to drag and drop the images around the canvas, but I want to add functionality to remove an image when it is dragged to its correct description box.
I've tried writing the following function, but it does not currently seem to be doing anything... i.e. if I drag an image to its description box and drop it, it still remains on the canvas:
function initStage(images){
var stage = new Kinetic.Stage({
container: "container",
width: 1000,
height: 500
});
var descriptionLayer = new Kinetic.Layer();
//var imagesLayer = new Kinetic.Layer();
var allImages = [];
var currentScore = 0;
var descriptionBoxes = {
assetsDescriptionBox: {
x: 70,
y: 400
},
liabilitiesDescriptionBox: {
x: 300,
y: 400
},
incomeDescriptionBox: {
x: 530,
y: 400
},
expenditureDescriptionBox: {
x: 760,
y: 400
},
};
/*Code to detect whether image has been dragged to correct description box */
for (var key in sources){
/*Anonymous function to induce scope */
(function(){
var privateKey = key;
var imageSource = sources[key];
/*Check if image has been dragged to the correct box, and add it to that box's
array and remove from canvas if it has */
canvasImage.on("dragend", function(){
var descriptionBox = descriptionBoxes[privateKey];
if(!canvasImage.inRightPlace && isNearDescriptionBox(itemImage, descriptionBox)){
context.remove(canvasImage);
/*Will need to add a line in here to add the image to the box's array */
}
})
})();
}
}
The code I've written is based on the tutorial that I found at: http://www.html5canvastutorials.com/labs/html5-canvas-animals-on-the-beach-game-with-kineticjs/
Can anyone spot what I'm doing wrong, and how I can ensure that the image is removed from the canvas when it's dragged to its corresponding description box?
That example bugged me because it seemed old, so I edited it a little...
http://jsfiddle.net/LTq9C/1/
...keep in mind that I cant be positive that all my edits are the best way to do things, Im new and all ;)
And here I've edited it again for you to show the image being removed...
animal.on("dragend", function() {
var outline = outlines[privKey + "_black"];
if (!animal.inRightPlace && isNearOutline(animal, outline)) {
animal.remove();
animalLayer.draw();
}
});
http://jsfiddle.net/8S3Qq/1/

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