Goal:
Design a script that I can run inside of photoshop, that will provide me the x and y coordinates of every layer in the PSD file, and then save that to a text file that I can use to extract said data.
Progress:
I have already found a script that will accomplish this, and made my own additions to it.
Issue:
My issue is that I am not a very advanced coder, I am trying to get the x and y coordinates of the center registration point of the layer, not top left. I have done hours of research (maybe not asking google the right questions) to try to figure this out. I realize my level of understanding is not on par with actual software developers, and while I respect that, there is no developer that works here and I am kind of left alone to figure this out. I have studied a little javascript, so I understood enough to make small additions to the following code.
The Code:
// Bring application forward
app.bringToFront();
// Set active Document variable and decode name for output
var docRef = app.activeDocument;
var docName = decodeURI(activeDocument.name);
// Define pixels as unit of measurement
var defaultRulerUnits = preferences.rulerUnits;
preferences.rulerUnits = Units.PIXELS;
// Define variable for the number of layers in the active document
var layerNum = app.activeDocument.artLayers.length;
// Define variable for the active layer in the active document
var layerRef = app.activeDocument.activeLayer;
// Define varibles for x and y of layers
var x = layerRef.bounds[0].value;
var y = layerRef.bounds[1].value;
var coords = "";
// Loop to iterate through all layers
function recurseLayers(currLayers) {
for ( var i = 0; i < currLayers.layers.length; i++ ) {
layerRef = currLayers.layers[i];
x = layerRef.bounds[0].value;
y = layerRef.bounds[1].value;
coords += layerRef.name + ": " + x + "x" + "," + y + "y" + "\n";
//test if it's a layer set
if ( isLayerSet(currLayers.layers[i]) ) {
recurseLayers(currLayers.layers[i]);
}
}
}
//a test for a layer set
function isLayerSet(layer) {
try {
if ( layer.layers.length > 0 ) {
return true;
}
}
catch(err) {
return false;
}
}
// Ask the user for the folder to export to
var FPath = Folder.selectDialog("Save exported coordinates to");
// Detect line feed type
if ( $.os.search(/windows/i) !== -1 ) {
fileLineFeed = "Windows";
}
else {
fileLineFeed = "Macintosh";
}
// Export to txt file
function writeFile(info) {
try {
var f = new File(FPath + "/" + docName + ".txt");
f.remove();
f.open('a');
f.lineFeed = fileLineFeed;
f.write(info);
f.close();
}
catch(e){}
}
// Run the functions
recurseLayers(docRef);
preferences.rulerUnits = defaultRulerUnits;
// Set preferences back to user's defaults
writeFile(coords);
// Show results
if ( FPath == null ) {
alert("Export aborted", "Canceled");
}
else {
alert("Exported " + layerNum + " layer's coordinates to " + FPath + "/" +
docName + ".txt " + "using " + fileLineFeed + " line feeds.", "Success!");
}
The bounds property of a layer gives you the top left corner. The middle point is x + half the layer width and y + half the layer height. All you need are the layer dimensions and a little math.
i am using flash cc createjs export. i am embedded flash font as well . but it did not fix the issue .
i have attached the link here . just click the rectangle . it will create 10
if you click again it will be 20 . but 20 overlaps 10 . 10 does not goes away.
http://graphicscoder.org/stackover/score/scoring.html
/* js
var score=0;
this.movieClip_1.addEventListener('click', fl_MouseOverHandler_2);
function fl_MouseOverHandler_2(e)
{
text1 = new createjs.Text("LIVES: " + score, "40px Arial");
text1.textAlign = 'right';
text1.y = 30;
text1.x = stage.canvas.width - 10;
stage.addChild(text1);
score=score+10;
text1.text=String(score);
}
*/
Every time you click the button, you are adding a new Text. If you want to just change the number:
Create the text once initially
Update the value on click
Example:
/* js
var score=0;
this.movieClip_1.addEventListener('click', fl_MouseOverHandler_2);
// Moved out of the mouse handler
text1 = new createjs.Text("LIVES: " + score, "40px Arial");
text1.textAlign = 'right';
text1.y = 30;
text1.x = stage.canvas.width - 10;
stage.addChild(text1);
function fl_MouseOverHandler_2(e)
{
score=score+10;
text1.text=String(score);
}
*/
I'm attempting to combine a JavaScript mechanism for auto placing the users cursor inside of an input box through the mouseover and mousemove listeners.
I have an almost perfect working example here: http://codepen.io/anon/pen/doxNLm?editors=101
var current_element = document.getElementById("hover");
current_element.onmousemove = function showCoords(evt) {
var form = document.forms.form_coords;
var parent_id = this.id;
form.parentId.value = parent_id;
form.pageXCoords.value = evt.pageX;
form.pageYCoords.value = evt.pageY;
form.layerXCoords.value = evt.layerX;
form.layerYCoords.value = evt.layerY;
function getTextWidth(text, font) {
// re-use canvas object for better performance
var canvas = getTextWidth.canvas || (getTextWidth.canvas = document.createElement("canvas"));
var context = canvas.getContext("2d");
context.font = font;
var metrics = context.measureText(text);
return metrics.width;
};
var element_base_browser_styles = window.getDefaultComputedStyle(current_element);
var total_text_pixal_length = getTextWidth(current_element.value, element_base_browser_styles.fontFamily + " " + element_base_browser_styles.fontSize);
var add_char_pixal_lengths = 0;
var myStringArray = current_element.value.split('');
var arrayLength = myStringArray.length;
for (var i = 0; i <= arrayLength; i++) {
var get_char_value = getTextWidth(myStringArray[i], element_base_browser_styles.fontFamily + " " + element_base_browser_styles.fontSize);
add_char_pixal_lengths = add_char_pixal_lengths + (get_char_value) + 1.311111111111; //every char value is added together.
// console.log("Total: " + x);
if ((add_char_pixal_lengths)> (evt.layerX)) {
this.setSelectionRange(i, i);
add_char_pixal_lengths = 0;
break;
}
}
}
current_element.onmouseover = function() {
this.focus()
}
The problem I'm having is like Geosynchronous orbit; the cursor shifts out of place sometimes a few pixels (left or right). My calculation probably sucks, but I'm not sure canvas is really the best way to do the measurement? Is there a better way?
mousemove listener to receive element cursor coordinates from e.pageX
font style using window.getComputedStyles(input_element)
arr.split('') from input_element.text string: x = ['a','b','c']
'for loop' the array, generate a canvas and measure each characters width
add all char widths one by one until the value is greater than e.pageX
set the 'for loop' iterate as the setSelectionRange(i, i)
Any help or suggestions on making this better would be appreciated. Thanks!
I have attached the screenshot below to explain what i am trying to do.
The yellow highlighted line is the script which is run to get the position of the div (The red box in the picture).
I have used this code to calculate the position.
function getPosition(element) {
var xPosition = 0;
var yPosition = 0;
var left = 0;
var top = 0;
var i = 0;
while (element) {
xPosition = (element.offsetLeft);
yPosition = (element.offsetTop);
console.log("TOP Pos: "+yPosition+"Left Pos: "+xPosition);
if (i == 1) {
left = xPosition;
top = yPosition;
}
element = element.offsetParent;
i++;
}
return {
x: left,
y: top
};
}
And here i have used this method
function ReadDivPos(selector) {
var _divPos = "";
var parentDoc = window;
while (parentDoc !== parentDoc.parent) {
parentDoc = parentDoc.parent;
}
parentDoc = parentDoc.document;
var parentDiv = parentDoc.getElementsByTagName('div');
var divs = [];
for (var i = 0; i < parentDiv.length; i++) {
if (parentDiv[i].className == "content") {
var pos = getPosition(parentDiv[i]);
var x = pos["x"];
var y = pos["y"];
console.log("Values+ Top: " + y + " Left: " + x);
var w = parentDiv[i].offsetWidth;
_divPos += x + "," + w + "," + y + "," + (x + w) + ","+window.screen.availWidth+"\\n";
}
}
console.log("Values+ x: " + _divPos);
return _divPos;
}
Interestingly i am getting three values and on the second attempt i am getting the correct values. Here is the screenshot showing all the three values.
The correct value is
TOP Pos: 185Left Pos: 197
which i got it in the second attempt. Can anyone explain me why i did not get the correct values in the first attempt or is there any efficient way to get these values. I have to get the parent node because this was the only way to access the div class='content' as script is placed before the div content so i have to read the parent nodes and then i am able to access the required div.
Please Note this is the copy of my original question(Div Positioning is calculated fine but need explanation how it is working). The guy asked me to accept his answer and then he will show how it is done but he never came back to me once i accepted his answer and unfortunately i have also forgot my userid so i am able to logon to my orignal account.
If someone just explain me why this is giving me correct positions in the second attempt. I am new to frontend development if i understand this concept then it will help in my future projects. Thanks in advance
I am trying to adapt the really cool looking WebGL Story Sphere, source code and css here. There's one big problem: once you click on a news article, the text of the article in the popup is always the same. I want to modify the code so that when you click on an article, the right text appears in the popup.
I'm working from a set of article texts that I specify in the code, e.g. var captions = ["good","better","best"]. Though the article titles and images populate correctly in the popup, I can't get the text to do so. Can you help me?? Here's what I've got:
// function code
var passvar = null; // failed attempt to store texts for later
function initialize() {
math = tdl.math;
fast = tdl.fast;
canvas = document.getElementById("canvas");
g_fpsTimer = new tdl.fps.FPSTimer();
hack();
canvas.addEventListener("mousedown", handleMouseDown, false);
canvas.addEventListener("mousemove", handleMouseMove, false);
canvas.addEventListener("mouseup", handleMouseUp, false);
// Create a canvas 2d for making textures with text.
g_canvas2d = document.createElement('canvas');
window.two2w = window.two2h = g_tilesize;
g_canvas2d.width = two2w;
g_canvas2d.height = two2h;
g_ctx2d = g_canvas2d.getContext("2d");
window.gl = wu.create3DContext(canvas);
if (g_debug) {
gl = wd.makeDebugContext(gl, undefined, LogGLCall);
}
//gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, gl.TRUE);
// Here is where I specify article titles, images, captions
// Titles and images populate the popup correctly, captions don't...
var titles = ["a","b","c"];
var captions = ["good","better","best"];
var images = ['imagesphere/assets/1.jpg',
'imagesphere/assets/bp/2.png',
'imagesphere/assets/bp/3.png'
];
var headlines = titles.concat( titles);
var blurbs = captions.concat( captions);
var tmpImages = [];
var tmpHeadlines = [];
var tmpCaptions = [];
// make a bunch of textures.
for (var ii = 0; ii < g_imagesDownGrid; ++ii) {
var textures = [];
for (var jj = 0; jj < g_imagesAcrossGrid; ++jj) {
var imgTexture = new ImgTexture();
textures.push(imgTexture);
if (tmpImages.length == 0) {
tmpImages = images.slice();
}
if (tmpHeadlines.length == 0) {
tmpHeadlines = headlines.slice();
}
if (tmpCaptions.length == 0) {
tmpCaptions = blurbs.slice();
}
var rando = math.randomInt(tmpImages.length);
var img = tmpImages.splice(rando, 1)[0];
var headline = tmpHeadlines.splice(rando, 1)[0];
var caption = tmpCaptions.splice(rando, 1)[0];
passvar = caption;
if (img.indexOf('videoplay.jpg') > -1){
window.vidtexture = imgTexture;
images = images.slice(1); // dont use that thumb again.
headlines = 'WebGL Brings Video To the Party as Well'
}
imgTexture.load(img, /* "[" + jj + "/" + ii + "]" + */ headline);
}
g_textures.push(textures);
}
// And here's where I try to put this in a popup, finally
// But passvar, the stored article text, never refreshes!!!
<div id="story" class="prettybox" style="display:none">
<img class="close" src="imagesphere/assets/close.png">
<div id="storyinner">
<input id = "mytext">
<script>document.getElementById("mytext").value = passvar;</script>
</div>
</div>
And here is my click handler code:
function sphereClick(e){
window.console && console.log('click!', e, e.timeStamp);
var selected = g_textures[sel.y][sel.x];
window.selected = selected;
animateGL('eyeRadius', glProp('eyeRadius'), 4, 500);
var wwidth = $(window).width(),
wheight = $(window).height(),
story = $('#story').width( ~~(wwidth / 7 * 4) ).height( ~~(wheight / 6 * 5) ),
width = story.width(),
height = story.height(),
miniwidth = 30;
story.detach()
.find('#storyinner').find('h3,img,caption').remove().end().end()
.show();
story.css({
left : e.pageX,
top : e.pageY,
marginLeft : - width / 2,
marginTop : - height / 2
}).appendTo($body); // we remove and put back on the DOM to reset it to the correct position.
$('style.anim.story').remove();
$('<style class="anim story">')
.text( '.storyopen #story { left : ' + (wwidth / 3 * 2) + 'px !important; top : ' + wheight / 2 + 'px !important; }' )
.appendTo($body);
$(selected.img).prependTo('#storyinner').parent();
$('<h3>').text(selected.msg.replace(/\(.*/,'')).prependTo('#storyinner');
$body.addClass('storyopen');
} // eo sphereClick()
There's a lot wrong here, but here's a start. It won't solve your problem, but it will help you avoid issues like this.
var passvar = null; is a global variable.
Your loop for (var ii = 0; ... sets that global variable to a new value on every iteration.
Later, you click something and the global variable passvar is never changed.
If you want to use this pattern, you need to set passvar from your click handler so it has the value that was clicked. Since you didn't actually post your click handlers, it's hard to advise more.
But this is also a bad pattern, functions take arguments for a good reason. Since you have to find your clicked item in the click handler anyway, why not pass it directly which does involve a shared global variable at all?
var handleMouseUp = function(event) {
var story = findClickedThing(event);
if (obj) {
showPopup(story.texture, story.caption);
}
}
Which brings me to this:
var titles = ["a","b","c"];
var captions = ["good","better","best"];
var images = ['imagesphere/assets/1.jpg',
'imagesphere/assets/bp/2.png',
'imagesphere/assets/bp/3.png'
];
When you have 3 arrays, all of the same length, each array describing a different property of an object, you are doing it wrong. What you want, is one array of objects instead.
var stories = [
{
title: "a",
caption: "good",
image: "imagesphere/assets/1.jpg"
}, {
title: "b",
caption: "better",
image: "imagesphere/assets/bp/2.jpg"
}, {
title: "c",
caption: "best",
image: "imagesphere/assets/bp/3.jpg"
},
];
console.log(stories[1].caption); // "better"
Now once you find the clicked object, you can just ask it what it's caption is. And you can pass the whole object to the popup maker. And no field is handled differently or passed around in a different manner, because you are not passing around the fields. You are passsing the entire object.