Detect mouseover of certain points within an HTML canvas? - javascript

I've built an analytical data visualization engine for Canvas and have been requested to add tooltip-like hover over data elements to display detailed metrics for the data point under the cursor.
For simple bar & Gaant charts, tree graphs and node maps with simple square areas or specific points of interest, I was able to implement this by overlaying absolutely-positioned DIVs with :hover attributes, but there are some more complicated visualizations such as pie charts and a traffic flow rendering which has hundreds of separate areas defined by bezeir curves.
Is is possible to somehow attach an overlay, or trigger an event when the user mouses over a specific closed path?
Each area for which hover needs to be specified is defined as follows:
context.beginPath();
context.moveTo(segmentRight, prevTop);
context.bezierCurveTo(segmentRight, prevTop, segmentLeft, thisTop, segmentLeft, thisTop);
context.lineTo(segmentLeft, thisBottom);
context.bezierCurveTo(segmentLeft, thisBottom, segmentRight, prevBottom, segmentRight, prevBottom);
/*
* ...define additional segments...
*/
// <dream> Ideally I would like to attach to events on each path:
context.setMouseover(function(){/*Show hover content*/});
// </dream>
context.closePath();
Binding to an object like this is almost trivial to implement in Flash or Silverlight, since but the current Canvas implementation has the advantage of directly using our existing Javascript API and integrating with other Ajax elements, we are hoping to avoid putting Flash into the mix.
Any ideas?

You could handle the mousemove event and get the x,y coordinates from the event. Then you'll probably have to iterate over all your paths to test if the point is over the path. I had a similar problem that might have some code you could use.
Looping over things in this way can be slow, especially on IE. One way you could potentially speed it up - and this is a hack, but it would be quite effective - would be to change the color that each path is drawn with so that it is not noticeable by humans but so that each path is drawn in a different color. Have a table to look up colors to paths and just look up the color of the pixel under the mouse.

Shadow Canvas
The best method I have seen elsewhere for mouseover detection is to repeat the part of your drawing that you want to detect onto a hidden, cleared canvas. Then store the ImageData object. You can then check the ImageData array for the pixel of interest and return true if the alpha value is greater than 0.
// slow part
ctx.clearRect(0,0,canvas.width,canvas.height);
ctx.fillRect(100,100,canvas.width-100,canvas.height-100);
var pixels = ctx.getImageData(0,0,canvas.width,canvas.height).data;
// fast part
var idx = 4 * (mouse_x + mouse_y * canvas.width) + 3;
if (pixels[idx]) { // alpha > 0
...
}
Advantages
You can detect anything you want since you're just repeating the context methods. This works with PNG alpha, crazy compound shapes, text, etc.
If your image is fairly static, then you only need to do this one time per area of interest.
The "mask" is slow, but looking up the pixel is dirt cheap. So the "fast part" is great for mouseover detection.
Disadvantages
This is a memory hog. Each mask is W*H*4 values. If you have a small canvas area or few areas to mask, it's not that bad. Use chrome's task manager to monitor memory usage.
There is currently a known issue with getImageData in Chrome and Firefox. The results are not garbage collected right away if you nullify the variable, so if you do this too frequently, you will see memory rise rapidly. It does eventually get garbage collected and it shouldn't crash the browser, but it can be taxing on machines with small amounts of RAM.
A Hack to Save Memory
Rather than storing the whole ImageData array, we can just remember which pixels have alpha values. It saves a great deal of memory, but adds a loop to the mask process.
var mask = {};
var len = pixels.length;
for (var i=3;i<len;i+=4) if ( pixels[i] ) mask[i] = 1;
// this works the same way as the other method
var idx = 4 * (mouse_x + mouse_y * canvas.width) + 3;
if (mask[idx]) {
...
}

This could be done using the method ctx.isPointInPath, but it is not implemented in ExCanvas for IE.
But another solution would be to use HTML maps, like I did for this little library : http://phenxdesign.net/projects/phenx-web/graphics/example.htm you can get inspiration from it, but it is still a little buggy.

I needed to do detect mouse clicks for a grid of squares (like cells of an excel spreadsheet). To speed it up, I divided the grid into regions recursively halving until a small number of cells remained, for example for a 100x100 grid, the first 4 regions could be the 50x50 grids comprising the four quadrants.
Then these could be divided into another 4 each (hence giving 16 regions of 25x25 each).
This requires a small number of comparisons and finally the 25x25 grid could be tested for each cell (625 comparisons in this example).

There is a book by Eric Rowell named "HTML5 CANVAS COOKBOOK". In that book there is a chapter named "Interacting with the Canvas: Attaching Event Listeners to Shapes and Regions". mousedown, mouseup, mouseover, mouseout, mousemove, touchstart, touchend and touchmove events can be implemented. I highly suggest you read that.

This can't be done (well, at least not that easily), because objects you draw on the canvas (paths) are not represented as the same objects in the canvas. What I mean is that it is just a simple 2D context and once you drawn something on it, it completely forgets how it was drawn. It is just a set of pixels for it.
In order to watch mouseover and the likes for it, you need some kind of vector graphics canvas, that is SVG or implement your own on top of existing (which is what Sam Hasler suggested)

I would suggest overlaying an image map with proper coordinates set on the areas to match your canvas-drawn items. This way, you get tooltips AND a whole lot of other DOM/Browser functionality for free.

Related

Javascript & Canvas: Draw and delete lines to create a "breathing" circle

I would like to create an element, that shows a red circle. Once the user clicks on it, she can record her voice. In order to show the LIVE mode, I'd like to make the circle "breath" according to the incoming frequencies.
I'm experimenting with a <canvas> element. That means it creates a circle that gets bigger and smaller, depending on the variable arcrad. However, the lines are being drawn correctly, but they do not disappear afterwards. I tried to apply .clip() but can't get it to work...
if (arcrad <= 10) arcrad = 10;
analyserContext.beginPath();
analyserContext.arc(100,120,arcrad,0,2*Math.PI);
analyserContext.closePath();
analyserContext.lineWidth = 2;
analyserContext.strokeStyle = 'red';
analyserContext.stroke();
Any ideas - or completely different strategies for this use case?
Canvas will overdraw by default. For your animation you’ll need to clean the canvas at the start of each frame. Use something the following at the start of your drawing function:
analyserContext.clearRect(0,0,200,200);
assuming your canvas is 200 pixels wide and high. It’s worth pointing out that sometimes you don’t want to completely clear the animation field every frame. For example, if you were to draw a semi transparent rectangle over the frame at the beginning (instead of clearing it) then you’d end up with a basic ‘bullet time’ style effect.
It's a normal behavior. Once something it's drawn on the canvas, it's there forever. You have to think like if you were painting something: what has been done cannot be undone.
Luckily, you still have solutions:
1) redraw another circle on top of the first one with the background color. It's really not the recommend way, but it still can be useful
2) use clearRect method (see How to clear the canvas for redrawing)
There are numerous ways to clear a canvas pre drawing to create animation:
How to clear the canvas for redrawing
simplest in my mind:
canvas.width=canvas.width;
though can equally use clearRect (which is actually quicker and won't reset the entire canvas if that is an issue regarding transforms etc!) over the region or whole canvas.
Get the likes of:
http://jsfiddle.net/dw17jxee/

Three mouse detection techniques for HTML5 canvas, none adequate

I've built a canvas library for managing scenes of shapes for some work projects. Each shape is an object with a drawing method associated with it. During a refresh of the canvas, each shape on the stack is drawn. A shape may have typical mouse events bound which are all wrapped around the canvas' own DOM mouse events.
I found some techniques in the wild for detecting mouseover on individual shapes, each of which works but with some pretty serious caveats.
A cleared ghost canvas is used to draw an individual shape by itself. I then store a copy of the ghost canvas with getImageData(). As you can imagine, this takes up a LOT of memory when there are many points with mouse events bound (100 clickable shapes on a 960x800 canvas is ~300MB in memory).
To sidestep the memory issue, I began looping over the pixel data and storing only addresses to pixels with non-zero alpha. This worked well for reducing memory, but dramatically increased the CPU load. I only iterate on every 4th index (RGBA), and any pixel address with a non-zero alpha is stored as a hash key for fast lookups during mouse moves. It still overloads mobile browsers and Firefox on Linux for 10+ seconds.
I read about a technique where all shapes would be drawn to one ghost canvas using color to differentiate which shape owned each pixel. I was really happy with this idea, because it should theoretically be able to differentiatate between millions of shapes.
Unfortunately, this is broken by anti-aliasing, which cannot be disabled on most canvas implementations. Each fuzzy edge creates dozens of colors which might be safely ignored except that /they can blend/ with overlapping shape edges. The last thing I want to happen when someone crosses the mouse over a shape boundary is to fire semi-random mouseover events for unrelated shapes associated with colors that have emerged from the blending due to AA.
I know that this not a new problem for video game developers and there must be fast algorithms for this kind of thing. If anyone is aware of an algorithm that can resolve (realistically) hundreds of shapes without occupying the CPU for more than a few seconds or blowing up RAM consumption dramatically, I would be very grateful.
There are two other Stack Overflow topics on mouseover detection, both of which discuss this topic, but they go no further than the 3 methods I describe.
Detect mouseover of certain points within an HTML canvas? and
mouseover circle HTML5 canvas.
EDIT: 2011/10/21
I tested another method which is more dynamic and doesn't require storing anything, but it's crippled by a performance problem in Firefox. The method is basically to loop over the shapes and: 1) clear 1x1 pixel under mouse, 2) draw shape, 3) get 1x1 pixel under mouse. Surprisingly this works very well in Chrome and IE, but miserably under Firefox.
Apparently Chrome and IE are able to optimize if you only want a small pixel area, but Firefox doesn't appear to be optimizing at all based on the desired pixel area. Maybe internally it gets the entire canvas, then returns your pixel area.
Code and raw output here: http://pastebin.com/aW3xr2eB.
If I understand the question correctly, you want to detect when the mouse enters/leaves a shape on the canvas, correct?
If so, then you can use simple geometric calculations, which are MUCH simpler and faster than looping over pixel data. Your rendering algorithm already has a list of all visible shapes, so you know the position, dimension and type of each shape.
Assuming you have some kind of list of shapes, similar to what #Benjammmin' is describing, you can loop over the visible shapes and do point-inside-polygon checks:
// Track which shape is currently under the mouse cursor, and raise
// mouse enter/leave events
function trackHoverShape(mousePos) {
var shape;
for (var i = 0, len = visibleShapes.length; i < len; i++) {
shape = visibleShapes[i];
switch (shape.type ) {
case 'arc':
if (pointInCircle(mousePos, shape) &&
_currentHoverShape !== shape) {
raiseEvent(_currentHoverShape, 'mouseleave');
_currentHoverShape = shape;
raiseEvent(_currentHoverShape, 'mouseenter');
return;
}
break;
case 'rect':
if (pointInRect(mousePos, shape) &&
_currentHoverShape !== shape) {
raiseEvent(_currentHoverShape, 'mouseleave');
_currentHoverShape = shape;
raiseEvent(_currentHoverShape, 'mouseenter');
}
break;
}
}
}
function raiseEvent(shape, eventName) {
var handler = shape.events[eventName];
if (handler)
handler();
}
// Check if the distance between the point and the shape's
// center is greater than the circle's radius. (Pythagorean theroem)
function pointInCircle(point, shape) {
var distX = Math.abs(point.x - shape.center.x),
distY = Math.abs(point.y - shape.center.y),
dist = Math.sqrt(distX * distX + distY * distY);
return dist < shape.radius;
}
So, just call the trackHoverShape inside your canvas mousemove event and it will keep track of the shape currently under the mouse.
I hope this helps.
From comment:
Personally I would just switch to using SVG. It's more what it was
made for. However it may be worth looking at EaselJS
source. There's a method Stage.getObjectUnderPoint(), and their demo's
of this seem to work perfectly fine.
I ended up looking at the source, and the library utilises your first approach - separate hidden canvas for each object.
One idea that came to mind was attempting to create some kind of a content-aware algorithm to detect anti-aliased pixels and with what shapes they belong. I quickly dismissed this idea.
I do have one more theory, however. There doesn't seem to be a way around using ghost canvases, but maybe there is a way to generate them only when they're needed.
Please note the following idea is all theoretical and untested. It is possible I may have overlooked something that would mean this method would not work.
Along with drawing an object, store the method in which you drew that object. Then, using the method of drawing an object you can calculate a rough bounding box for that object. When clicking on the canvas, run a loop through all the objects you have on the canvas and extract ones which bounding boxes intercept with the point. For each of these extracted objects, draw them separately onto a ghost canvas using the method reference for that object. Determine if the mouse is positioned over a non-white pixel, clear the canvas, and repeat.
As an example, consider I have drawn two objects. I will store the methods for drawing the rectangle and circle in a readable manner.
circ = ['beginPath', ['arc', 75, 75, 10], 'closePath', 'fill']
rect = ['beginPath', ['rect', 150, 5, 30, 40], 'closePath', 'fill']
(You may want to minify the data saved, or use another syntax, such as the SVG syntax)
As I am drawing these circles for the first time, I will also keep note of the dimensional values and use them to determine a bounding box (Note: you will need to compensate for stroke widths).
circ = {left: 65, top: 65, right: 85, bottom: 85}
rect = {left: 150, top: 5, right: 180, bottom: 45}
A click event has occurred on the canvas. The mouse point is {x: 70, y: 80}
Looping through the two objects, we find that the mouse coordinates fall within the circle bounds. So we mark the circle object as a possible candidate for collision.
Analysing the circles drawing method, we can recreate it on a ghost canvas and then test if the mouse coordinates fall on a non-white pixel.
After determining if it does or does not, we can clear the ghost canvas to prepare for any more objects to be drawn on it.
As you can see this removes the need to store 960 x 800 x 100 pixels and only 960 x 800 x2 at most.
This idea would best be implemented as some kind of API for automatically handling the data storage (such as the method of drawing, dimensions...).

html canvas motion blur with transparent background

I just created a fancy canvas effect using cheap motion blur
ctx.fillStyle = "rgba(255,255,255,0.2)";
ctx.fillRect(0,0,canvas.width,canvas.height);
Now i want to do the same, but with transparent background. Is there any way to do something like that? I'm playing with globalAlpha, but this is probably a wrong way.
PS: Google really don't like me today
Here's a more performance friendly way of doing it, it requires an invisible buffer and a visible canvas.
buffer.save();
buffer.globalCompositeOperation = 'copy';
buffer.globalAlpha = 0.2;
buffer.drawImage(screen.canvas, 0, 0, screen.canvas.width, screen.canvas.height);
buffer.restore();
Basically you draw your objs to the buffer, which being invisible is very fast, then draw it to the screen. Then you replace clearing the buffer with copying the last frame onto the buffer using the global alpha, and globalCompositeOperation 'copy' to make the buffer into a semi-transparent version of the previous frame.
You can create an effect like this by using globalAlpha and two different canvas objects: one for the foreground, and one for the background. For example, with the following canvas elements:
<canvas id="bg" width="256" height="256"></canvas>
<canvas id="fg" width="256" height="256"></canvas>
You could copy draw both a background texture and a motion blurred copied of foreground like so:
bg.globalAlpha = 0.1;
bg.fillStyle = bgPattern;
bg.fillRect(0, 0, bgCanvas.width, bgCanvas.height);
bg.globalAlpha = 0.3;
bg.drawImage(fgCanvas, 0, 0);
Here is a jsFiddle example of this.
OP asked how to do this with an HTML background. Since you can't keep a copy of the background, you have to hold onto copies of previous frames, and draw all of them at various alphas each frame. Nostalgia: the old 3dfx Voodoo 5 video card had a hardware feature called a "t-buffer", which basically let you do this technique with hardware acceleration.
Here is a jsFiddle example of that style. This is nowhere near as performant as the previous method, though.
What you are doing in the example is partially clear the screen with a semi transparent color, but as it is, you will always gonna to "add" to the alpha channel up to 1 (no transparency).
To have this working with transparent canvas (so you can see what lies below) you should subtract the alpha value instead of adding, but I don't know a way to do this with the available tools, except running all the pixels one by one and decrease the alpha value, but this will be really, really slow.
If you are keeping track of the entities on screen you can do this by spawning new entities as the mouse moves and then setting their alpha level in a tween down to zero. Once they reach zero alpha, remove the entity from memory.
This requires multiple drawing and will slow down rendering if you crank it up too much. Obviously the two-canvas approach is the simplest and cheapest from a render performance perspective but it doesn't allow you to control other features like making the "particles" move erratically or apply physics to them!

Detecting shape coordinates in Canvas

I'm writing drag & drop functionality in my HTML5 Canvas application and am wondering how to detect if I'm clicking on a shape other than a rectangle or square, in which case I would do something like this inside of my 'mousedown' event handler:
if (evt._x > 13 && evt._x < 202 .... ) {}
I don't see how to easily do something like that with an arc like this:
ctx.arc(25, 25, 20, 0, (Math.PI/180)*360);
I hope that is clear, thank you in advance.
Just use isPointInPath, which checks if a given point is within the current drawing path. If you're drawing multiple shapes to the canvas, than a good technique is to associate each of your shapes with a "hidden" canvas, draw each path to its respective canvas, than test isPointInPath against each of these, offsetting the destination/mouse coordinates as needed. Theres no reason to resort to your own calculations for this.
First you check if the click is within a shape's bounding box (the smallest rectangle which fully encloses the shape). If it is, then you do the more complex math to determine if the click is within the shape itself. You'll have to implement this math yourself as I don't think there's anything built-in for it.
You'll get the formula you need here and also in Polygon article of Wikipedia.
This may sound stupid, but you can use <area> tags inside a <map> over an <img> to create interactive polygonal shapes. They have their own onclicks/mouseovers/etc. already implemented by all browsers.

Per pixel collision detection in Javascript/Jquery/Gamequery

I am trying to program a web game in Jquery with the GameQuery plugin, problem is the GameQuery plugin has no support for per pixel collision detection only collision detection with bounding boxes. Is it possible to implement per pixel collision detection in javascript/Jquery?
I have a world map with countries and a player which is moved using the arrow keys, I want to be able to tell which country the player is in at any time and the countries are irregular shapes.
Or attack it from a different angle...so to speak...
Vectors may be your key, cool stuff happening at http://www.raphaeljs.com
maybe some sort of combo/integration could work?
alright here is kind of a solution:
assign each country a different color in you map (do not assign special colors to borders, borders should be colored in either color of the countries).
load that image into a canvas
var img = new Image();
img.src = 'worldmap.png';
var map = document.getElementById('canvas').getContext('2d');
map.drawImage(img, 0, 0);
after that you can display your normal map above that map (it is only a reference, and can be hidden under other stuff - use divs and z-index for that).
to determine in which country the player is just get the pixel-data at his position
data = map.getImageData(x, y, 1, 1).data;
key = data.join("-"); // something like "255-0-0-255" for red
country = countries[key];
it should be an rgba-array, you may then look up what country is assigned to that color.
so you will have to keep an array with the imploded rgba-values as key and the country names as value.
countries = {
"255-0-0-255" : "Russia",
"255-0-255-255" : "China",
...
};
this does only work in browsers that have the canvas object. so if you are doing this on iphone or android you are lucky!
The images are just pngs with solid colours for the country and transparency for the rest.
It is not possible.
You have, however, a not very complicated alternative: use polygon-based collision.
Use an image to present the countries to the user, but use a polygon internally.
You may find a very complete explanation about how to implement this on this forum entry (you may have to scroll down a bit, until you see the images). The guy asking the question there wanted to do more or less the same as you want todo (mouse position instead of character position).
Regards!

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