I am working on a kinetic canvas and need to add resize anchors (on mouseover or click). I know there are many examples on how to add resize anchors but they are all for pre-loaded images and as I am new to kinetic js I am looking for an example of how to add them to a user uploaded image...
Here is the js for the uploader
//image loader
var imageLoader = document.getElementById('imageLoader');
imageLoader.addEventListener('change', handleImage, false);
function handleImage(e) {
var reader = new FileReader();
reader.onload = function (event) {
var img = new Image();
img.onload = function () {
layer.add(new Kinetic.Image({
x: 100,
y: 50,
image: img,
width: 200,
height: 130,
draggable: true
}));
text.moveToTop();
stage.draw();
};
console.log(event);
img.src = event.target.result;
};
reader.readAsDataURL(e.target.files[0]);
}
here is the Fiddle
thanks in advance :)
Add image with in a group and then you need to add anchors for resize the image.
I have modified your code
You need to add addanchor and update functions. I hope this link will help you
http://www.html5canvastutorials.com/labs/html5-canvas-drag-and-drop-resize-and-invert-images/
function handleImage(e) {
var reader = new FileReader();
reader.onload = function (event) {
var imageGroup = new Kinetic.Group({
x: 100,
y: 50,
draggable: true
});
layer.add(imageGroup);
var img = new Image();
img.onload = function () {
imageGroup.add(new Kinetic.Image({
x: 0,
y: 0,
image: img,
width: 200,
height: 130,
draggable: true
}));
addAnchor(imageGroup, 100, 50, 'topLeft');
addAnchor(imageGroup, 300, 50, 'topRight');
addAnchor(imageGroup, 300, 180, 'bottomRight');
addAnchor(imageGroup, 100, 180, 'bottomLeft');
text.moveToTop();
stage.draw();
};
console.log(event);
img.src = event.target.result;
};
reader.readAsDataURL(e.target.files[0]);
}
Related
I am able to rotate a rectangle (shape) using KineticJS library I would like now to rotate an image, How I can do that?
var stage = new Kinetic.Stage({
container: 'container',
width: 530,
height: 530
});
var layer = new Kinetic.Layer();
var bg = new Kinetic.Image({
x: 0,
y: 0,
width: 530,
height: 530,
fill: '#D7D7D7',
});
/****************** image **********************/
//sticker.setRotationDeg(90);
var imageObj = new Image();
function sticker(v) {
if(!imageObj.src){
var sticker = new Kinetic.Image({
x: 280,
y: 300,
image: imageObj,
draggable: true
});
layer.add(sticker);
}
imageObj.src = 'http://cdn.sstatic.net/photo/img/apple-touch-icon.png';
layer.draw();
}
/****************** image **********************/
layer.add(bg);
stage.add(layer);
<script src="http://d3lp1msu2r81bx.cloudfront.net/kjs/js/lib/kinetic-v4.4.2.min.js"></script>
<div id="container"></div>
<input type="button" value="ShowSticker" onclick="sticker();"> click show sticker
<input type="button" value="rotate"> up + 5
I want to Click The rotation
step 1 click button show sticker
step 2 click button rotate
Each time you press + 5
or see web : http://jsfiddle.net/m1erickson/Z6Yg8/
As I have understood from you that you want to rotate an image, here is the following:
First I suggest you to use KonvaJS library which is forked from KineticJS but is supported by a community, as now KeniticJS is no longer supported.
In order to rotate in image you need to load it into the layer:
imageObj.onload = function() {
var yoda = new Konva.Image({
x: 50,
y: 50,
image: imageObj,
width: 106,
height: 118,
name: "yoda"
});
And then rotate it:
$("#rotate").click(function () {
layer.find('Image').rotate(500 * Math.PI / 180);
layer.draw();
});
Here is a full example
I habe a problem that the zoom function in the new 5.0.0 version doesn't zoom like bevor.
I have tested the new Version 5.0.0 with the follwing test:
See this jsfiddle.
I change the .jsfile to:
http://d3lp1msu2r81bx.cloudfront.net/kjs/js/lib/kinetic-v5.0.0.min.js
and make the changes for the new scale function:
ui.stage.setScale(newscale); --> ui.stage.setScale({x:newscale,y:newscale});
The error is that the zoompoint in 5.0.0 is the left top corner and not the mousepoint liek bevor.
Any suggestions ?
Just change this if you are using kinetic.jsv5.0.0
You can also view all the changes made in Kinetic.jsv5.0.0
ui.stage.setScale(newscale); --> ui.stage.setScale({x:newscale,y:newscale});
and
ui.stage.setOffset(ui.origin.x,ui.origin.y); --> ui.stage.setOffset({x: ui.origin.x, y: ui.origin.y});
or
Apply the following code:
var ui = {
stage: null,
scale: 1,
zoomFactor: 1.1,
origin: {
x: 0,
y: 0
},
zoom: function(event) {
event.preventDefault();
var evt = event.originalEvent,
mx = evt.clientX - ui.stage.getX(),
my = evt.clientY - ui.stage.getY(),
zoom = (ui.zoomFactor - (evt.wheelDelta < 0 ? 0.2 : 0)),
newscale = ui.scale * zoom;
ui.origin.x = mx / ui.scale + ui.origin.x - mx / newscale;
ui.origin.y = my / ui.scale + ui.origin.y - my / newscale;
ui.stage.setOffset({x: ui.origin.x, y: ui.origin.y});
ui.stage.setScale({x: newscale, y: newscale});
ui.stage.draw();
ui.scale *= zoom;
}
};
$(function() {
var width = $(document).width() - 2,
height = $(document).height() - 5;
var stage = ui.stage = new Kinetic.Stage({
container: 'container',
width: width,
height: height,
draggable: true
});
var layer = new Kinetic.Layer();
var box1 = ui.box = new Kinetic.Circle({
x: 50,
y: 50,
radius: 50,
fill: '#00D200',
stroke: 'black',
strokeWidth: 2,
draggable: true
});
var box2 = ui.box = new Kinetic.Circle({
x: 150,
y: 150,
radius: 50,
fill: 'red',
stroke: 'black',
strokeWidth: 2,
draggable: true
});
// add cursor styling
box1.on('mouseover', function() {
document.body.style.cursor = 'pointer';
});
box1.on('mouseout', function() {
document.body.style.cursor = 'default';
});
// add cursor styling
box2.on('mouseover', function() {
document.body.style.cursor = 'pointer';
});
box2.on('mouseout', function() {
document.body.style.cursor = 'default';
});
layer.add(box1);
layer.add(box2);
stage.add(layer);
$(stage.content).on('mousewheel', ui.zoom);
});
JSFiddle: http://jsfiddle.net/bijaybhandari1989/6J8F5/4/
I grabbed a working example of scaling and dragging an image from HTML5 Canvas Tutorials, but I want to achieve the same effect using rectangles.
When I adapt the code to use Rects, the anchors stop following the Rect. What's the secret to getting this working?
Thanks for any tips!
<!DOCTYPE HTML>
<html>
<head>
<script src="http://d3lp1msu2r81bx.cloudfront.net/kjs/js/lib/kinetic-v4.7.4.min.js"></script>
<style>
#container{
float:left;
border:1px solid red;
width:930px;
height:400px;
}
body {
margin: 0px;
padding: 0px;
}
</style>
</head>
<body onmousedown="return false;">
<div id="container"></div>
<script>
function update(activeAnchor) {
var group = activeAnchor.getParent();
var topLeft = group.get('.topLeft')[0];
var topRight = group.get('.topRight')[0];
var bottomRight = group.get('.bottomRight')[0];
var bottomLeft = group.get('.bottomLeft')[0];
var mask = group.get('.mask')[0];
var anchorX = activeAnchor.getX();
var anchorY = activeAnchor.getY();
// update anchor positions
switch (activeAnchor.getName()) {
case 'topLeft':
topRight.setY(anchorY);
bottomLeft.setX(anchorX);
break;
case 'topRight':
topLeft.setY(anchorY);
bottomRight.setX(anchorX);
break;
case 'bottomRight':
bottomLeft.setY(anchorY);
topRight.setX(anchorX);
break;
case 'bottomLeft':
bottomRight.setY(anchorY);
topLeft.setX(anchorX);
break;
}
mask.setPosition(topLeft.getPosition());
var width = topRight.getX() - topLeft.getX();
var height = bottomLeft.getY() - topLeft.getY();
if(width && height) {
mask.setSize(width, height);
}
}
function addAnchor(group, x, y, name) {
var layer = group.getLayer();
var anchor = new Kinetic.Circle({
x: x,
y: y,
stroke: '#666',
fill: '#ddd',
strokeWidth: 2,
radius: 8,
name: name,
draggable: true,
dragOnTop: false
});
anchor.on('dragmove', function() {
update(this);
layer.draw();
});
anchor.on('mousedown touchstart', function() {
group.setDraggable(false);
this.moveToTop();
});
anchor.on('dragend', function() {
group.setDraggable(true);
layer.draw();
});
// add hover styling
anchor.on('mouseover', function() {
var layer = this.getLayer();
document.body.style.cursor = 'pointer';
this.setStrokeWidth(4);
layer.draw();
});
anchor.on('mouseout', function() {
var layer = this.getLayer();
document.body.style.cursor = 'default';
this.setStrokeWidth(2);
layer.draw();
});
group.add(anchor);
}
function initStage() {
var stage = new Kinetic.Stage({
container: 'container',
width: 930,
height: 400
});
var redGroup = new Kinetic.Group({
x: 270,
y: 100,
draggable: true
});
var greenGroup = new Kinetic.Group({
x: 100,
y: 110,
draggable: true
});
var layer = new Kinetic.Layer();
layer.add(redGroup);
layer.add(greenGroup);
stage.add(layer);
// red
var redRect = new Kinetic.Rect({
x: 0,
y: 0,
name: 'mask',
width: 100,
height: 100,
fill: 'red',
stroke: 'black',
strokeWidth: 1,
opacity:0.5,
draggable:true
});
redGroup.add(redRect);
addAnchor(redGroup, 0, 0, 'topLeft');
addAnchor(redGroup, 100, 0, 'topRight');
addAnchor(redGroup, 100, 100, 'bottomRight');
addAnchor(redGroup, 0, 100, 'bottomLeft');
redGroup.on('dragstart', function() {
this.moveToTop();
});
// green
var greenRect = new Kinetic.Rect({
x: 0,
y: 0,
name: 'mask',
width: 100,
height: 100,
fill: 'green',
stroke: 'black',
strokeWidth: 1,
opacity:0.5,
draggable:true
});
greenGroup.add(greenRect);
addAnchor(greenGroup, 0, 0, 'topLeft');
addAnchor(greenGroup, 100, 0, 'topRight');
addAnchor(greenGroup, 100, 100, 'bottomRight');
addAnchor(greenGroup, 0, 100, 'bottomLeft');
greenGroup.on('dragstart', function() {
this.moveToTop();
});
stage.draw();
}
initStage();
</script>
</body>
</html>
becuase you making your rectangle as well draggable, just remove that and it works.
btw thanks for your solution i need something very similar. :)
here it is your working one:
<!DOCTYPE HTML>
<html>
<head>
<script src="http://d3lp1msu2r81bx.cloudfront.net/kjs/js/lib/kinetic-v4.7.4.min.js"></script>
<style>
#container {
float: left;
border: 1px solid red;
width: 930px;
height: 400px;
}
body {
margin: 0px;
padding: 0px;
}
</style>
</head>
<body onmousedown="return false;">
<div id="container"></div>
<script>
function update(activeAnchor) {
var group = activeAnchor.getParent();
var topLeft = group.get('.topLeft')[0];
var topRight = group.get('.topRight')[0];
var bottomRight = group.get('.bottomRight')[0];
var bottomLeft = group.get('.bottomLeft')[0];
var mask = group.get('.mask')[0];
var anchorX = activeAnchor.getX();
var anchorY = activeAnchor.getY();
// update anchor positions
switch (activeAnchor.getName()) {
case 'topLeft':
topRight.setY(anchorY);
bottomLeft.setX(anchorX);
break;
case 'topRight':
topLeft.setY(anchorY);
bottomRight.setX(anchorX);
break;
case 'bottomRight':
bottomLeft.setY(anchorY);
topRight.setX(anchorX);
break;
case 'bottomLeft':
bottomRight.setY(anchorY);
topLeft.setX(anchorX);
break;
}
mask.setPosition(topLeft.getPosition());
var width = topRight.getX() - topLeft.getX();
var height = bottomLeft.getY() - topLeft.getY();
if (width && height) {
mask.setSize(width, height);
}
}
function addAnchor(group, x, y, name) {
var layer = group.getLayer();
var anchor = new Kinetic.Circle({
x: x,
y: y,
stroke: '#666',
fill: '#ddd',
strokeWidth: 2,
radius: 8,
name: name,
draggable: true,
dragOnTop: false
});
anchor.on('dragmove', function () {
update(this);
layer.draw();
});
anchor.on('mousedown touchstart', function () {
group.setDraggable(false);
this.moveToTop();
});
anchor.on('dragend', function () {
group.setDraggable(true);
layer.draw();
update(this);
});
// add hover styling
anchor.on('mouseover', function () {
var layer = this.getLayer();
document.body.style.cursor = 'pointer';
this.setStrokeWidth(4);
layer.draw();
});
anchor.on('mouseout', function () {
var layer = this.getLayer();
document.body.style.cursor = 'default';
this.setStrokeWidth(2);
layer.draw();
});
group.add(anchor);
}
function initStage() {
var stage = new Kinetic.Stage({
container: 'container',
width: 930,
height: 400
});
var redGroup = new Kinetic.Group({
x: 270,
y: 100,
draggable: true
});
var greenGroup = new Kinetic.Group({
x: 100,
y: 110,
draggable: true
});
var layer = new Kinetic.Layer();
layer.add(redGroup);
layer.add(greenGroup);
stage.add(layer);
// red
var redRect = new Kinetic.Rect({
x: 0,
y: 0,
name: 'mask',
width: 100,
height: 100,
fill: 'red',
stroke: 'black',
strokeWidth: 1,
opacity: 0.5
});
redGroup.add(redRect);
addAnchor(redGroup, 0, 0, 'topLeft');
addAnchor(redGroup, 100, 0, 'topRight');
addAnchor(redGroup, 100, 100, 'bottomRight');
addAnchor(redGroup, 0, 100, 'bottomLeft');
redGroup.on('dragstart', function () {
this.moveToTop();
});
// green
var greenRect = new Kinetic.Rect({
x: 0,
y: 0,
name: 'mask',
width: 100,
height: 100,
fill: 'green',
stroke: 'black',
strokeWidth: 1,
opacity: 0.5
});
greenGroup.add(greenRect);
addAnchor(greenGroup, 0, 0, 'topLeft');
addAnchor(greenGroup, 100, 0, 'topRight');
addAnchor(greenGroup, 100, 100, 'bottomRight');
addAnchor(greenGroup, 0, 100, 'bottomLeft');
greenGroup.on('dragstart', function () {
this.moveToTop();
});
stage.draw();
}
initStage();
</script>
</body>
</html>
I am using Kinetic for some image processing. What happens is that I crop my image and then by clicking a button I want to make it black and white. For some reason the simple setFilter function is not working in this case, when you do crop first.
This is the code for cropping:
layer.removeChildren();
layer.clear();
image = new Kinetic.Image({
image: canvasImage,
x: (canvasWidth/2-theSelection.w/2),
y: (canvasHeight/2-theSelection.h/2),
width: theSelection.w,
height: theSelection.h,
crop: [theSelection.x, theSelection.y, theSelection.w, theSelection.h],
name: "image_tmp"
});
layer.add(image);
stage.draw();
And here is the function I decided to use for applying the filter:
var imgPixels = ctx.getImageData(xx, yy, imgW, imgH);
for(var y = 0; y < imgPixels.height; y++){
for(var x = 0; x < imgPixels.width; x++){
var i = (y * 4) * imgPixels.width + x * 4;
var avg = (imgPixels.data[i] + imgPixels.data[i + 1] + imgPixels.data[i + 2]) / 3;
imgPixels.data[i] = avg;
imgPixels.data[i + 1] = avg;
imgPixels.data[i + 2] = avg;
}
}
ctx.putImageData(imgPixels, xx, yy, 0, 0, imgPixels.width, imgPixels.height);
So now I get my cropped image with the filter, but if I want to continue doing something to the image object, I am getting:
TypeError: a.getType is not a function
I think also that the image object I used to use in my code, is now like undefined.
So for example I want after the filter to do layer.add(image) and I want image variable to be the new black and white one and not the old one.
So does anyone have an idea what is the problem, or how can I make the new imgPixels to be the same as my image. Thanks in advance
Is there any reason you didn't use the Kinetic.Filters.Grayscale filter?
Here are 2 ways you can do it:
1) Use setFilter (it works!)
var imageObj = new Image();
imageObj.onload = function() {
var yoda = new Kinetic.Image({
x: 200,
y: 50,
image: imageObj,
crop: [0, 0, 50, 100]
});
// add the shape to the layer
layer.add(yoda);
// add the layer to the stage
stage.add(layer);
yoda.setFilter(Kinetic.Filters.Grayscale);
layer.draw();
};
imageObj.src = 'http://www.html5canvastutorials.com/demos/assets/yoda.jpg';
2) Set the filter property on the image beforehand
var imageObj = new Image();
imageObj.onload = function() {
var yoda = new Kinetic.Image({
x: 200,
y: 50,
image: imageObj,
crop: [0, 0, 50, 100],
filter: Kinetic.Filters.Grayscale
});
// add the shape to the layer
layer.add(yoda);
// add the layer to the stage
stage.add(layer);
//yoda.setFilter(Kinetic.Filters.Grayscale);
//layer.draw();
};
imageObj.src = 'http://www.html5canvastutorials.com/demos/assets/yoda.jpg';
Either way you don't need to add any new images, the original Kinetic.Image is filtered black & white.
UPDATE
Open this link: http://www.html5canvastutorials.com/kineticjs/html5-canvas-kineticjs-image-tutorial/
And copy and paste this code, replacing all the code in the link. It's working fine for me..
<!DOCTYPE HTML>
<html>
<head>
<style>
body {
margin: 0px;
padding: 0px;
}
</style>
</head>
<body>
<button id="crop">Crop</button>
<button id="gray">Grayscale</button>
<button id="both">Both</button>
<div id="container"></div>
<script src="http://d3lp1msu2r81bx.cloudfront.net/kjs/js/lib/kinetic-v4.7.0.min.js"></script>
<script defer="defer">
var yoda;
var stage = new Kinetic.Stage({
container: 'container',
width: 578,
height: 200
});
var layer = new Kinetic.Layer();
var imageObj = new Image();
imageObj.onload = function() {
yoda = new Kinetic.Image({
x: 200,
y: 50,
image: imageObj,
width: 106,
height: 118
});
// add the shape to the layer
layer.add(yoda);
// add the layer to the stage
stage.add(layer);
};
imageObj.src = 'http://www.html5canvastutorials.com/demos/assets/yoda.jpg';
document.getElementById('crop').addEventListener('click', function() {
yoda.setCrop([20, 20, 50, 50]);
layer.draw();
});
document.getElementById('gray').addEventListener('click', function() {
yoda.setFilter(Kinetic.Filters.Grayscale);
layer.draw();
});
document.getElementById('both').addEventListener('click', function() {
yoda.setCrop([20, 20, 50, 50]);
yoda.setFilter(Kinetic.Filters.Grayscale);
layer.draw();
});
</script>
</body>
</html>
I have a grid and I'm looking to basically add a tooltip Image for each rectangle in the grid. Basically, first I need to be able to add an image to the canvas on the rectangle mouse over event. Eventually each rectangle would have it's own image so I need to keep track of the rectangles...do I add them to an array?
Here is my fiddle for what I've got so far:
http://jsfiddle.net/marseilles84/7ZzTh/1/
Here is a sample image source to use:
'http://www.html5canvastutorials.com/demos/assets/yoda.jpg';
<div id="container"></div>
var stage = new Kinetic.Stage({
container: 'container',
width: 1000,
height: 500
});
var layer = new Kinetic.Layer();
for (var i=0; i<7; i++)
{
for(c=0; c<18; c++)
{
var colorPentagon = new Kinetic.Rect({
x: (45*c),
y: 45*i,
width:40,
height:40,
fill: 'red',
stroke: 'black',
strokeWidth: 4,
draggable: true
});
colorPentagon.on('mouseover touchstart', function() {
//code here
});
layer.add(colorPentagon);
}
}
stage.add(layer);
http://jsfiddle.net/7ZzTh/2/
This is probably more of what you're looking for.
colorPentagon.on('mouseover touchstart', function() {
var userPos = stage.getUserPosition();
yoda.setPosition(userPos.x,userPos.y);
layer.add(yoda);
layer.draw();
});
colorPentagon.on('mouseout touchstart', function() {
yoda.remove();
layer.draw();
});
At the beginning you want:
var imageObj = new Image();
var yoda = new Kinetic.Image({
x: 0,
y: 0,
image: imageObj,
width: 106,
height: 118
});
imageObj.src = 'http://www.html5canvastutorials.com/demos/assets/yoda.jpg';