Creating an interactable grid with CSS and HTML ONLY on a single image - html

I am in the process of setting up a website via Enjin's web hosting for a game server I run. I have an HTML module that will display a map of the island our game server takes place on, with a grid overlay already.
What I am trying to do (if possible), is to create a dynamic grid with css and html (javascript if needed) that overlays the grid of the image and highlights each cell as a user hovers over it, with a small pop-up with details on a specific coordinate (such as any bases, or other special information about a specific area)
I have tried looking around via google, but all searches come up with creating a grid out of multiple images (which is not what I am after), or using the area tag without much explanation on how to turn it into a fullout grid.
I am unfamiliar with how to approach this problem, and would like any input or advice if possible. Thanks!
NOTE: For those wishing to see the map in question I am using, to better help understand my question and assist me, please see here.

Related

How to find and manipulate an element generated by a widget in WordPress

I went through a ton of articles trying to find some sort of answer to this seemingly fundamental question about WordPress, but couldn't find a match. Forgive me if this has been gone over before.
I am new to WordPress and the company I work for uses it to build many of its sites for clients. They use Yoo Themes and UIKit for styling. I was recently tasked with moving a simple block of color with some text in it from the bottom of the page (just above the footer) to the top of the page (just before the header/navbar). I spent three hours trying to find which widget it was a part of only to be lost in a morass of vaguely descriptive widget bars in the customize panel. I found the one with the text in it, but after I moved it, the color bar remained.
My question is: is there a fast and hopefully easy way to tell what widget is displaying a particular element, or set of elements, and then upon finding it, moving it in the manner I described above?
I have used Chrome's DevTools which reveal the nests within nests that a WP site is, but it only got me to the "Top A" widget for the text, not the green bar area. This is super simple in straight HTML/CSS, but I am a little lost with WordPress.
Any help would be greatly appreciated.

Is it possible to accomplish the equivalent of a Flash-driven webcomic (zoom, drag, fade in, synced audio etc) using HTML5 techniques?

Bit of background
I've been producing a Flash-driven webcomic for three years now, incorporating some basic animation, a synced soundtrack and zoom-drag page viewing. The recent Flash-bashing, my desire to reach iHandhelds and my preference for open versus proprietary means that I want to make the move to HTML5 techniques this year. In the long-term, I think the writing's on the wall for Adobe's product, and I'm not entirely convinced that's a bad thing.
I'm relatively comfortably with both CSS and HTML, having worked a little in web design before. However, JavaScript is a foreign country to me, and I simply wanted to get some advice as to
whether what I want to achieve can be accomplished consistently across all browsers and
what the best techniques/approaches to the problem would be.
Any advice, even general principles, are very welcome. I've already sought out several HTML5 tutorials and introductions, which lead me to believe that the canvas element will be foundational to my plan; however while all the individual problems I face have been answered by many blogposts and guides, combining the various solutions into a single entity is something I'm not currently able to figure out, as I'm not certain of the limitations of the new HTML5 tags, or of best practice.
If I'm successful in achieving what I'm after, I'm going to post the full code online with an explanation of all the elements. Webcomics might not be a huge domain, but having a resource that did this would have made my life a lot easier - hopefully it'll help someone else in a similar position.
What I'm after
Here's a diagram giving the basics of the design requirements. I'll explain the elements, and the desired extras, below.
(Perhaps the simplest way to demonstrate what I'm after would be for interested folks head over to my website and see how my comic currently works. This isn't a plug - it would simply give the quickest insight.)
At core, I'm after a viewer that will:
display text (SVG image) in a canvas element above an raster image the page's panel art
both images should be zoom-and-draggable in sync but should ideally fade in separately, with the raster image coming first, followed by the SVG image
I'm guessing that the best way to accomplish this would be to layer two canvas elements one above the other using z-index, with the SVG file in the uppermost element. These could then be nested, as in the diagram, within a div element that would carry the zoom-drag function. Is this a reasonable approach, or are there more efficient options?
The next and previous buttons are self-explanatory. Would it best to have each page (bearing in mind some will involve animation and music) on a separate page, or to have all pages within a chapter on a single page, with the buttons making them visible progressively? I imagine this would have a great impact on loading speeds.
Finally, I'd like to have the viewer capable of displaying fullscreen if the reader desires. I imagine this could be accomplished by using Javascript to make the canvas elements and their surrounding div switch between different CSS giving a px-defined size and 100% height and width. Is this a good approach? Is it possible to apply the size change to the div element only and have the canvas elements automatically follow suit, possibly by defining their size via % in CSS?
Desired extras
At various points in the comic I make use of basic animation techniques - simple movements of layered raster images across the viewing pane. This would be simple to accomplish, I imagine, using Javascript; am I correct in thinking that applying overflow:hidden to the wrapping div will prevent images larger than the viewing area from spilling outside the viewer area?
I also want to synchronise audio with some of these animations. I understand that synchronising canvas events with the audio would be the best way to do this on, permitting both to begin activity only upon page loading or next button click.
That's about everything. As said, any advice at whatever level would be greatly appreciated, even if it's 'yes' or 'no' to the various questions I've asked. At root, it would also be good to know if HTML5 is the best option for what I'm after or whether (with gritted teeth) I should stick to Flash for now and go after handhelds using Adobe AIR.

The best way to have an interactive flowchart inside a webpage?

Some of my users will be creating flowcharts..The idea is that at certain steps, the charts will allow the user to click on the text to go to another chart, or a manual or something.
My task will be to get these charts online.
The idea of hand coding these inside HTML seems crazy, so I was wondering if anyone had any suggestions?
Ideally, I would allow the users a tool to design the charts how they wish, and they could export it to something I could import into my page...They could either create linkable content inside the software, or if the html generated was neat enough I could do this bit myself.
Has anyone else come across a problem like this?
I've used Graphviz (link) to create flowcharts in HTML (an example of usage in real world: google wave used it to draw flowcharts in the waves). In the generated flowchart you can include links associated with nodes, edges, titles, etc. When a user clicks on a link, your software can re-render an image with the data of the new flowchart. Can be exported to png, svg, etc so is kind of easy to include it.

Image manipulation in ActionScript 3.0 : realistically editing faces

I am a flash developer who has worked mostly on small ActionScript projects, in particular websites, but I am dipping my toes into image manipulation with AS3. I have a project I'm working on to develop an application which would allow a user to upload their own picture into a swf, and then, using a slider, they can alter the image to make themselves look thinner or fatter. The condition is that it should require minimal user input - so ideally the most I could expect from the user would be a couple of control points identifying certain areas of the face in response to prompts e.g. 'click on the centre of the chin' and when the user clicks, the position would be stored, but this would need to be used sparingly, if at all.
So far, I have been able to use the FileReference class to handle the upload, and I am experimenting with using the DisplacementMap filter to edit certain parts of the uploaded image, but I am having serious trouble implementing this in a manner that would allow realistic deformation of the facial features in the image uploaded.
Is there anything that exists that might run along the same lines and that provides an explanation/source code I could look at to get a better idea of how to go around doing this? Or if there are any other ideas on how to manipulate and distort the image that doesn't use the DisplacementMap Filter?
Any feedback and help is greatly appreciated. Thank you for your time.
see http://sakri.net/technology/flash/flex/convolution_filter/ConvolutionFilterExplorer.html
(source code available)

What are the advantages of using an imageless button?

The discussion on this answer to the question "How can I use Google's new imageless button?" Has prompted this question.
Google seems to think that going imageless is good for some reason, but from the comments cited, I fail to see the advantage. Is it worth it to send dozens of lines of HTML and who knows how much CSS to render these imageless buttons, rather than simply load another image, especially when techniques like CSS sprites are available?
When would this technique be preferred? The other question asks how it can be done, but I want to know why it should be done.
Localization (it's easier to translate text than images)
Skinning/themeing (it's easier to change the look and feel with single CSS than recreate multiple images)
Accessibility (screen readers can read properly, text scaling works properly)
Performance (the CSS is shared and so is loaded once from the server)
Functionality (it's easier to expand the button with new UX elements like dropdown arrow when you don't have to change the whole picture)
Btw, the "imageless" button might as well contain an image inside the visual template. This approach is quite similar to XAML's approach to templating and styling the visual tree.
I think in this specific case I can only see the advantage that the buttons can be programatically generated. If you don't know what your button will say it's probably easy to make this way than generating it using somekind of image library generator.
Also changing one CSS can make you change the look-and-feel of all buttons at once. Using image buttons you'll need to update everyone and each of images.
Isn't this done because the height of the button may vary (for example the text size)?
The page load is smoother as no images have to be loaded and will appear later than the rest
The button text is also readable in the case somebody cannot read/view images, yet you have the graphical look. (building a graphical button with images in the traditional way around real text is as complicated HTML as this method)
As they mentioned in their blog, these buttons are skinnable without creating and storing custom images.
Basically, you get all the advantages of plain text buttons over custom imaging, while still having a nice, skinnable graphical look.