Center the adobe edge animate stage and preloader horizontal and vertical - adobe-edge

I have made a Adobe Edge animation.
Now I want to center the animation and the preloader, so that's always being shown
horizonaly and verticaly centered in my browser.
Please help me.
I found the following thread:
http://forums.adobe.com/thread/979124?promoid=KBHBD
But nothing works for me.

I use the following code to center and resize the stage so that it will fit window.
You can simply remove the resize part if you don't want to resize but just to center.
You can paste this code on the window.resize event of the Stage component (Window > Code > Stage > Event > Resize).
var stageHeight = $("#Stage").height();
var stageWidth = $("#Stage").width();
// console.log("stageHeight " + stageHeight);
// console.log("stageWidth " + stageWidth);
var ratio = stageWidth / stageHeight;
var bodyHeight = $(window).height();
var bodyWidth = $(window).width();
// console.log("bodyHeight " + bodyHeight);
// console.log("bodyWidth " + bodyWidth);
var bodyRatio = bodyWidth / bodyHeight;
var newStageHeight = bodyHeight;
var newStageWidth = bodyWidth;
var leftPos = 0;
var topPos = 0;
// fit width
if (bodyRatio < ratio) {
newStageWidth = bodyWidth;
newStageHeight = newStageWidth / ratio;
topPos = 0.5 * (bodyHeight - newStageHeight);
}
// fit height
else if (ratio < bodyRatio) {
newStageHeight = bodyHeight;
newStageWidth = newStageHeight * ratio;
leftPos = 0.5 * (bodyWidth - newStageWidth);
}
// console.log("newStageHeight " + newStageHeight);
// console.log("newStageWidth " + newStageWidth);
$("#Stage").height(newStageHeight);
$("#Stage").width(newStageWidth);
$("#Stage").css("left", leftPos + 'px');
$("#Stage").css("top", topPos + 'px');

Related

Accordion toggle for selected div

I'm using bootstrap 3 for my new project, I wanted to use bootstrap accordion menu.
Everything works fine here.
My problem here is the toggle icon.
I need to rotate the × only for the selected div.
This is what I tried:
var targetDiv = $('.tog');
var i = 0;
var degrees;
var rotation;
$('.tog').click(function() {
i++;
degrees = i * -45;
rotation = 'rotate(' + degrees + 'deg)';
targetDiv.css('-webkit-transform', rotation);
});
Here is the link to fiddle: https://jsfiddle.net/5pLwxus7/5/
As you can see when the .tog is clicked all the remaining divs also respond.
I'll appreciate any help.
You can use currentTarget to find out the div which is currently clicked. See the updated fiddle here :
https://jsfiddle.net/n6xd8953/
//var targetDiv = $('.tog');
var i = 0;
var degrees;
var rotation;
$('.tog').click(function(event) {
var currentDiv = event.currentTarget;
i++;
degrees = i * -45;
rotation = 'rotate(' + degrees + 'deg)';
$(currentDiv).css('-webkit-transform', rotation);
});

How to render a d3.js map on canvas free of blurriness

Try as I might, I've been unable to render a d3.js county map without causing the map to blur significantly.
I'm using the usual tricks: My canvas style width is half that of my attribute width. I translate the context of the drawing half a pixel to offset any unwanted effects.
But it's still terribly blurry.
Can someone share the pattern for a crisp d3.js map made for canvas elements?
function drawQuintiles() {
var width = 960,
height = 500;
var projection = d3.geo.albers()
.scale(666);
var canvas = d3.select("#quintiles")
.append("canvas")
.attr("class",'canvasarea');
var context = canvas.node().getContext("2d");
var ratio = (window.devicePixelRatio / context.webkitBackingStorePixelRatio) || 1;
d3.select('.canvasarea')
.attr("width", width * ratio).attr("height", height * ratio)
.style("width", width + "px").style("height", height + "px");
context.scale(ratio, ratio);
var path = d3.geo.path()
.projection(projection)
.context(context);
d3.json("/data/us-counties.json", function(error, us) {
if (error) throw error;
context.strokeStyle = '#333';
context.beginPath();
var strokeWidth = 0.5;
var iTranslate = (strokeWidth % 2) / 2;
context.translate(iTranslate, 0);
context.lineWidth = strokeWidth;
context.lineCap = "round";
path(topojson.feature(us, us.objects.counties));
context.stroke();
});
}
This is the code I ended on. Removing the scale and the translate hack has the map rendering properly.
function drawQuintiles() {
var width = 1600;
d3.json("/data/us-counties.json", function(error, data) {
var projection = d3.geo.albersUsa();
var path = d3.geo.path().projection(projection);
var tracts = topojson.feature(data, data.objects.counties);
projection.scale(1).translate([0, 0]);
var b = path.bounds(tracts);
var whRatio = ((b[1][0] - b[0][0]) / (b[1][1] - b[0][1]));
var height = (width / 2) * whRatio;
var s = .98 / Math.max((b[1][0] - b[0][0]) / width, (b[1][1] - b[0][1]) / height),
t = [(width - s * (b[1][0] + b[0][0])) / 2, (height - s * (b[1][1] + b[0][1])) / 2];
projection.scale(s).translate(t);
var canvas = d3.select("#quintiles")
.append("canvas")
.attr("class",'canvasarea');
var context = canvas.node().getContext("2d");
var ratio = window.devicePixelRatio || 1;
d3.select('.canvasarea')
.attr("width", width ).attr("height", height )
.style("width", ((width * ratio) ) + "px").style("height", ((height * ratio) ) + "px");
var path = d3.geo.path()
.projection(projection)
.context(context);
if (error) throw error;
context.strokeStyle = '#333';
context.beginPath();
var strokeWidth = 0.5;
context.lineWidth = strokeWidth;
context.lineCap = "round";
path(topojson.feature(data, data.objects.counties));
context.stroke();
});
}
drawQuintiles();

Html5 canvas scrolling vertically and horizontally

<!DOCTYPE html>
<html>
<head>
<style type="text/css">
#canvasOne
{
border: 1px solid black;
}
</style>
<script src="http://code.jquery.com/jquery-1.10.2.js" type="text/javascript"></script>
</head>
<body>
<div align="center">
<canvas id="canvasOne">
</canvas>
</div>
<script type="text/javascript">
var myCanvas = document.getElementById("canvasOne");
var myContext = myCanvas.getContext("2d");
var requestAnimationFrame = window.requestAnimationFrame || window.mozRequestAnimationFrame || window.webkitRequestAnimationFrame || window.msRequestAnimationFrame;
init();
var numShapes;
var shapes;
var dragIndex;
var dragging;
var mouseX;
var mouseY;
var dragHoldX;
var dragHoldY;
var timer;
var targetX;
var targetY;
var easeAmount;
var bgColor;
var nodes;
var colorArr;
function init()
{
myCanvas.width = $(window).width() - 200;
myCanvas.height = $(window).height() - 200;
shapes = [];
nodes = ["0;Person;24828760;Alok Kumar;Gorakhpur;#F44336;28",
"0;Suspect;04/Dec/2016;4;Suman_Biswas;#3F51B5;20","1;Rule;4;Apparent Means;3 Parameter;#EEFF41;20",
"0;Policy;36QA649749;In-Force;Quarterly;#FF9800;20","3;Product;Pension;Saral Pension;SRPEN;#795548;20","3;Payment;Cheque;Realized;Lucknow;#0091EA;20",
"0;Policy;162348873;Lapsed;Quarterly;#FF9800;20","6;Product;Pension;Life-Long Pension;LLPP;#795548;20","6;Payment;Cheque;Realized;Gorakhpur;#0091EA;20",
"0;Policy;1EQF178639;Lapsed;Monthly;#FF9800;20","9;Product;Life;Shield;SHIELDA;#795548;20","9;Payment;Demand Draft;Realized;Lucknow;#0091EA;20"];
numShapes = nodes.length;
makeShapes();
drawScreen();
myCanvas.addEventListener("mousedown", mouseDownListener, false);
}
//drawing
function makeShapes()
{
var tempX;
var tempY;
for(var i = 0; i < numShapes; i++)
{
var centerX = myCanvas.width/2;
var centerY = myCanvas.height/2;
var nodeColor = nodes[i].split(";")[5];
var nodeRadius = nodes[i].split(";")[6];
var nodeConnect = nodes[i].split(";")[0];
if(i == 0)//center of circle
{
tempX = centerX
tempY = centerY;
}
else
{
//tempX = Math.random() * (myCanvas.width - tempRadius);
//tempY = Math.random() * (myCanvas.height - tempRadius);
//var x = x0 + r * Math.cos(2 * Math.PI * i / items);
//var y = y0 + r * Math.sin(2 * Math.PI * i / items);
//250 is the distance from center node to outside nodes it can be actual radius in degrees
tempX = shapes[nodeConnect].x + 300 * Math.cos(2 * Math.PI * i / numShapes);
tempY = shapes[nodeConnect].y + 300 * Math.sin(2 * Math.PI * i / numShapes);
}
tempShape = {x: tempX, y: tempY, rad: nodeRadius, color: nodeColor, text: nodes[i]};
shapes.push(tempShape);
}
}
//drawing both shape (line and circle) and screen
function drawScreen()
{
myContext.fillStyle = "#ffffff";
myContext.fillRect(0, 0, myCanvas.width, myCanvas.height);
drawShapes();
}
function drawShapes()
{
//line
for(var i = 1; i < numShapes; i++)
{
myContext.beginPath();
myContext.strokeStyle = "#B2B19D";
var nodeConnect = nodes[i].split(";")[0];
myContext.moveTo(shapes[nodeConnect].x, shapes[nodeConnect].y);
myContext.lineTo(shapes[i].x, shapes[i].y);
myContext.stroke();
}
//circle
for(var i = 0; i < numShapes; i++)
{
myContext.fillStyle = shapes[i].color;
myContext.beginPath();
myContext.arc(shapes[i].x, shapes[i].y, shapes[i].rad, 0, 2*Math.PI, false);
myContext.closePath();
myContext.fill();
}
//text
for(var i = 0; i < numShapes; i++)
{
myContext.beginPath();
myContext.font = '10pt Arial';
myContext.fillStyle = 'black';
var textarr = shapes[i].text.split(";");
myContext.fillText(textarr[1], shapes[i].x + 30, shapes[i].y - 24);
/*myContext.fillText(textarr[2], shapes[i].x + 30, shapes[i].y + 1);
myContext.fillText(textarr[3], shapes[i].x + 30, shapes[i].y + 22);
myContext.fillText(textarr[4], shapes[i].x + 30, shapes[i].y + 44);*/
myContext.closePath();
myContext.fill();
}
}
//animation
function mouseDownListener(evt)
{
var highestIndex = -1;
var bRect = myCanvas.getBoundingClientRect();
mouseX = (evt.clientX - bRect.left) * (myCanvas.width/bRect.width);
mouseY = (evt.clientY - bRect.top) * (myCanvas.height/bRect.height);
for(var i = 0; i < numShapes; i++)
{
if(hitTest(shapes[i], mouseX, mouseY))
{
dragging = true;
if(i > highestIndex)
{
dragHoldX = mouseX - shapes[i].x;
dragHoldY = mouseY - shapes[i].y;
highestIndex = i;
dragIndex = i;
}
}
}
if(dragging)
{
window.addEventListener("mousemove", mouseMoveListener, false);
}
myCanvas.removeEventListener("mousedown", mouseDownListener, false);
window.addEventListener("mouseup", mouseUpListener, false);
if(evt.preventDefault)
{
evt.preventDefault;
}
return false;
}
function mouseMoveListener(evt)
{
var shapeRad = shapes[dragIndex].rad;
var minX = shapeRad;
var maxX = myCanvas.width - shapeRad;
var minY = shapeRad;
var maxY = myCanvas.height - shapeRad;
//get mouse position correctly
var bRect = myCanvas.getBoundingClientRect();
mouseX = (evt.clientX - bRect.left)*(myCanvas.width / bRect.width);
mouseY = (evt.clientY - bRect.top)*(myCanvas.height / bRect.height);
//clamp x and y position to prevent object from dragging outside canvas
posX = mouseX - dragHoldX;
posX = (posX < minX) ? minX : ((posX > maxX) ? maxX : posX);
posY = mouseY - dragHoldY;
posY = (posY < minY) ? minY : ((posY > maxY) ? maxY : posY);
shapes[dragIndex].x = posX;
shapes[dragIndex].y = posY;
drawScreen();
}
function mouseUpListener(evt)
{
myCanvas.addEventListener("mousedown", mouseDownListener, false);
window.removeEventListener("mouseup", mouseUpListener, false);
if(dragging)
{
dragging = false;
window.removeEventListener("mousemove", mouseMoveListener, false);
}
}
function hitTest(shape, mx, my)
{
var dx = mx - shape.x;
var dy = my - shape.y;
return(dx * dx + dy * dy < shape.rad * shape.rad);
}
</script>
</body>
</html>
The following canvas animation creates nodes and edges. However due
to space constraint, some of the nodes are not visible due to canvas
height and width. Even adding overflow css to canvas dosen't help as
i am not able to scroll.
<canvas> context doesn't have a built-in scroll method.
You then have multiple ways to circumvent this limitation.
The first one, is as in #markE's answer, to scale your context's matrix so that your drawings fit into the required space. You could also refactor your code so that all coordinates are relative to the canvas size.
This way, you won't need scrollbars and all your drawings will just be scaled appropriately, which is the desirable behavior in most common cases.
But if you really need to have some scrolling feature, here are some ways :
The easiest and most recommended one : let the browser handle it.
You will have to set the size of your canvas to the maximum of your drawings, and wrap it in an other element which will scroll. By setting the overflow:auto css property on the container, our scrollbars appear and we have our scrolling feature.
In following example, the canvas is 5000px wide and the container 200px.
var ctx = canvas.getContext('2d');
ctx.textAlign = 'center';
for (var w = 0; w < canvas.width; w += 100) {
for (var h = 0; h < canvas.height; h += 100) {
ctx.fillText(w + ',' + h, w, h);
}
}
#container {
width: 200px;
height: 200px;
overflow: auto;
border: 1px solid;
}
canvas{
display: block;
}
<div id="container">
<canvas id="canvas" height="5000" width="5000"></canvas>
</div>
Main advantages :
easily implemented.
users are used to these scrollbars.
Main caveats :
You're limited by canvas maximum sizes.
If your canvas is animated, you'll also draw for each frame parts of the canvas that aren't visible.
You have small control on scrollbars look and you'll still have to implement drag-to-scroll feature yourself for desktop browsers.
A second solution, is to implement this feature yourself, using canvas transform methods : particularly translate, transform and setTransform.
Here is an example :
var ctx = canvas.getContext('2d');
var app = {};
// the total area of our drawings, can be very large now
app.WIDTH = 5000;
app.HEIGHT = 5000;
app.draw = function() {
// reset everything (clears the canvas + transform + fillStyle + any other property of the context)
canvas.width = canvas.width;
// move our context by the inverse of our scrollbars' left and top property
ctx.setTransform(1, 0, 0, 1, -app.scrollbars.left, -app.scrollbars.top);
ctx.textAlign = 'center';
// draw only the visible area
var visibleLeft = app.scrollbars.left;
var visibleWidth = visibleLeft + canvas.width;
var visibleTop = app.scrollbars.top
var visibleHeight = visibleTop + canvas.height;
// you probably will have to make other calculations than these ones to get your drawings
// to draw only where required
for (var w = visibleLeft; w < visibleWidth + 50; w += 100) {
for (var h = visibleTop; h < visibleHeight + 50; h += 100) {
var x = Math.round((w) / 100) * 100;
var y = Math.round((h) / 100) * 100;
ctx.fillText(x + ',' + y, x, y);
}
}
// draw our scrollbars on top if needed
app.scrollbars.draw();
}
app.scrollbars = function() {
var scrollbars = {};
// initial position
scrollbars.left = 0;
scrollbars.top = 0;
// a single constructor for both horizontal and vertical
var ScrollBar = function(vertical) {
var that = {
vertical: vertical
};
that.left = vertical ? canvas.width - 10 : 0;
that.top = vertical ? 0 : canvas.height - 10;
that.height = vertical ? canvas.height - 10 : 5;
that.width = vertical ? 5 : canvas.width - 10;
that.fill = '#dedede';
that.cursor = {
radius: 5,
fill: '#bababa'
};
that.cursor.top = vertical ? that.cursor.radius : that.top + that.cursor.radius / 2;
that.cursor.left = vertical ? that.left + that.cursor.radius / 2 : that.cursor.radius;
that.draw = function() {
if (!that.visible) {
return;
}
// remember to reset the matrix
ctx.setTransform(1, 0, 0, 1, 0, 0);
// you can give it any shape you like, all canvas drawings operations are possible
ctx.fillStyle = that.fill;
ctx.fillRect(that.left, that.top, that.width, that.height);
ctx.beginPath();
ctx.arc(that.cursor.left, that.cursor.top, that.cursor.radius, 0, Math.PI * 2);
ctx.fillStyle = that.cursor.fill;
ctx.fill();
};
// check if we're hovered
that.isHover = function(x, y) {
if (x >= that.left - that.cursor.radius && x <= that.left + that.width + that.cursor.radius &&
y >= that.top - that.cursor.radius && y <= that.top + that.height + that.cursor.radius) {
// we are so record the position of the mouse and set ourself as the one hovered
scrollbars.mousePos = vertical ? y : x;
scrollbars.hovered = that;
that.visible = true;
return true;
}
// we were visible last call and no wheel event is happening
else if (that.visible && !scrollbars.willHide) {
that.visible = false;
// the app should be redrawn
return true;
}
}
return that;
};
scrollbars.horizontal = ScrollBar(0);
scrollbars.vertical = ScrollBar(1);
scrollbars.hovered = null;
scrollbars.dragged = null;
scrollbars.mousePos = null;
// check both of our scrollbars
scrollbars.isHover = function(x, y) {
return this.horizontal.isHover(x, y) || this.vertical.isHover(x, y);
};
// draw both of our scrollbars
scrollbars.draw = function() {
this.horizontal.draw();
this.vertical.draw();
};
// check if one of our scrollbars is visible
scrollbars.visible = function() {
return this.horizontal.visible || this.vertical.visible;
};
// hide it...
scrollbars.hide = function() {
// only if we're not using the mousewheel or dragging the cursor
if (this.willHide || this.dragged) {
return;
}
this.horizontal.visible = false;
this.vertical.visible = false;
};
// get the area's coord relative to our scrollbar
var toAreaCoord = function(pos, scrollBar) {
var sbBase = scrollBar.vertical ? scrollBar.top : scrollBar.left;
var sbMax = scrollBar.vertical ? scrollBar.height : scrollBar.width;
var areaMax = scrollBar.vertical ? app.HEIGHT - canvas.height : app.WIDTH - canvas.width;
var ratio = (pos - sbBase) / (sbMax - sbBase);
return areaMax * ratio;
};
// get the scrollbar's coord relative to our total area
var toScrollCoords = function(pos, scrollBar) {
var sbBase = scrollBar.vertical ? scrollBar.top : scrollBar.left;
var sbMax = scrollBar.vertical ? scrollBar.height : scrollBar.width;
var areaMax = scrollBar.vertical ? app.HEIGHT - canvas.height : app.WIDTH - canvas.width;
var ratio = pos / areaMax;
return ((sbMax - sbBase) * ratio) + sbBase;
}
scrollbars.scroll = function() {
// check which one of the scrollbars is active
var vertical = this.hovered.vertical;
// until where our cursor can go
var maxCursorPos = this.hovered[vertical ? 'height' : 'width'];
var pos = vertical ? 'top' : 'left';
// check that we're not out of the bounds
this.hovered.cursor[pos] = this.mousePos < 0 ? 0 :
this.mousePos > maxCursorPos ? maxCursorPos : this.mousePos;
// seems ok so tell the app we scrolled
this[pos] = toAreaCoord(this.hovered.cursor[pos], this.hovered);
// redraw everything
app.draw();
}
// because we will hide it after a small time
scrollbars.willHide;
// called by the wheel event
scrollbars.scrollBy = function(deltaX, deltaY) {
// it's not coming from our scrollbars
this.hovered = null;
// we're moving horizontally
if (deltaX) {
var newLeft = this.left + deltaX;
// make sure we're in the bounds
this.left = newLeft > app.WIDTH - canvas.width ? app.WIDTH - canvas.width : newLeft < 0 ? 0 : newLeft;
// update the horizontal cursor
this.horizontal.cursor.left = toScrollCoords(this.left, this.horizontal);
// show our scrollbar
this.horizontal.visible = true;
}
if (deltaY) {
var newTop = this.top + deltaY;
this.top = newTop > app.HEIGHT - canvas.height ? app.HEIGHT - canvas.height : newTop < 0 ? 0 : newTop;
this.vertical.cursor.top = toScrollCoords(this.top, this.vertical);
this.vertical.visible = true;
}
// if we were called less than the required timeout
clearTimeout(this.willHide);
this.willHide = setTimeout(function() {
scrollbars.willHide = null;
scrollbars.hide();
app.draw();
}, 500);
// redraw everything
app.draw();
};
return scrollbars;
}();
var mousedown = function(e) {
// tell the browser we handle this
e.preventDefault();
// we're over one the scrollbars
if (app.scrollbars.hovered) {
// new promotion ! it becomes the dragged one
app.scrollbars.dragged = app.scrollbars.hovered;
app.scrollbars.scroll();
}
};
var mousemove = function(e) {
// check the coordinates of our canvas in the document
var rect = canvas.getBoundingClientRect();
var x = e.clientX - rect.left;
var y = e.clientY - rect.top;
// we're dragging something
if (app.scrollbars.dragged) {
// update the mouse position
app.scrollbars.mousePos = app.scrollbars.dragged.vertical ? y : x;
app.scrollbars.scroll();
} else if (app.scrollbars.isHover(x, y)) {
// something has changed, redraw to show or hide the scrollbar
app.draw();
}
e.preventDefault();
};
var mouseup = function() {
// we dropped it
app.scrollbars.dragged = null;
};
var mouseout = function() {
// we're out
if (app.scrollbars.visible()) {
app.scrollbars.hide();
app.scrollbars.dragged = false;
app.draw();
}
};
var mouseWheel = function(e) {
e.preventDefault();
app.scrollbars.scrollBy(e.deltaX, e.deltaY);
};
canvas.addEventListener('mousemove', mousemove);
canvas.addEventListener('mousedown', mousedown);
canvas.addEventListener('mouseup', mouseup);
canvas.addEventListener('mouseout', mouseout);
canvas.addEventListener('wheel', mouseWheel);
range.onchange = function() {
app.WIDTH = app.HEIGHT = this.value;
app.scrollbars.left = 0;
app.scrollbars.top = 0;
app.draw();
};
// an initial drawing
app.draw();
canvas {border: 1px solid;}
span{font-size: .8em;}
<canvas id="canvas" width="200" height="150"></canvas>
<span>
change the total area size
<input type="range" min="250" max="5000000" steps="250" value="5000" id="range" />
</span>
Main advantages :
no limitation for the size of your drawing areas.
you can customize your scrollbars as you wish.
you can control when the scrollbars are enable or not.
you can get the visible area quite easily.
Main caveats:
a bit more code than the CSS solution...
no really, that's a lot of code...
A third way I wrote some time ago for an other question took advantage of the ability to draw an other canvas with ctx.drawImage(). It has its own caveats and advantages, so I let you pick the one you need, but this last one also had a drag and slide feature which can be useful.
So your node drawings don't fit on the canvas size?
You can easily "shrink" your content to fit the visible canvas with just 1 command!
The context.scale(horizontalRescale,verticalRescale) command will shrink every following drawing by your specified horizontalRescale & verticalRescale percentages.
An Important note: You must make horizontalRescale,verticalRescale the same value or your content will be distorted.
The nice thing about using context.scale is that you don't have to change any of the code that draws your nodes ... canvas automatically scales all those nodes for you.
For example, this code will shrink your nodes to 80% of their original size:
var downscaleFactor= 0.80;
context.scale( downscaleFactor, downscaleFactor );
Rather than go through your 200+ lines of code, I leave it to you to calculate downscaleFactor.

Responsive HTML5 Video + Canvas

I use the following function to scale and translate and when browser windows is resized. However, I want to save the aspect ratio (now some parts of video are cut off) when size of window is changed, just like media players handle window resizing.
/**
* This function is called when 'resize' event occur, it simply changes the way
* <canvas> and <video> are displayed by browser using few CSS3 techniques.
* #return none
*/
function resize() {
var w = 0;
var h = 0;
if (!window.innerWidth) {
if (!(document.documentElement.clientWidth == 0)) {
w = document.documentElement.clientWidth;
h = document.documentElement.clientHeight;
} else {
w = document.body.clientWidth;
h = document.body.clientHeight;
}
} else {
w = window.innerWidth;
h = window.innerHeight;
}
var cw = w;
var ch = h;
var aspect = videoWidth / videoHeight;
if (w / h > aspect) {
ch = cw / aspect;
} else {
cw = ch * aspect;
}
scalew = cw / videoWidth;
scaleh = ch / videoHeight;
dx = Math.round((w - cw) / 2);
dy = Math.round((h - ch) / 2);
var translateXForm = "translate(" + dx + "px," + dy + "px)";
var scaleXForm = "scale(" + scalew + "," + scaleh + ")";
var transform = translateXForm + " " + scaleXForm;
var style =
"-webkit-transform:" + transform + ";" +
"-moz-transform:" + transform + ";" +
"-ms-transform:" + transform + ";" +
"-o-transform:" + transform + ";" +
"transform:" + transform;
canvas.setAttribute("style", style);
video.setAttribute("style", style);
}
Doing it with JavaScript isn't necessary, we can achieve this using pure CSS!
Simply set the following styles to the video tag:
video {
height: auto;
width: 100%;
}
This will keep your aspect ratio when the window is resized
DEMO

How can I ammend this resize script to fill/crop to container?

I've got a simple script that resizes a loaded image to fit a specific width and height, however I want the option to be able to fill i.e. centre and crop to a specific width/height - any ideas on how I can modify this?
Current script:
function resizeImg(mc:MovieClip, maxW:Number, maxH:Number=0, constrainProportions:Boolean=true):void{
maxH = maxH == 0 ? maxW : maxH;
mc.width = maxW;
mc.height = maxH;
if (constrainProportions) {
mc.scaleX < mc.scaleY ? mc.scaleY = mc.scaleX : mc.scaleX = mc.scaleY;
}
}
I tried picking through the code of the DisplayUtils AS3 class from Soulwire (http://blog.soulwire.co.uk/flash/actionscript-3/fit-a-displayobject-into-a-rectangle) but its pretty well obfusticated and has no comments so im struggling :(
To do this you'll first need to store the original width and height so you can use it to scale the image. Besides that you'll need to mask the image and use your maxW and maxH values as it's dimensions. After that you'll be able to use a function like this:
function resizeImg(mc:Sprite, maxW:Number, maxH:Number = 0, constrainProportions:Boolean = true) : void
{
maxH = maxH == 0 ? maxW : maxH;
if(constrainProportions)
{
// First of we'll make the mc fit within the viewport
// calulate the difference between the max and stored dimensions
var dX:Number = maxW - originalWidth;
var dY:Number = maxH - originalHeight;
// evaluate values
if (dY > dX)
{
// mc is wider then maxW
// set width to max and scaleY to offset of width
mc.width = maxW;
mc.scaleY = mc.scaleX;
}
else
{
// mc is heigher then maxH
// set height to max and scaleX to offset of height
mc.height = maxH;
mc.scaleX = mc.scaleY;
}
// the mc now fits within the max viewport
// now we'll use the same trick to fill the resized mc in the max viewport
var dXcorrection:Number = maxW - mc.width;
var dYcorrection:Number = maxH - mc.height;
if (dYcorrection < dXcorrection)
{
mc.width = maxW;
mc.scaleY = mc.scaleX;
}
else
{
mc.height = maxH;
mc.scaleX = mc.scaleY;
}
// finally we'll center the resized mc within the max viewport
mc.x = (maxW - mc.width)/2;
mc.y = (maxH - mc.height)/2;
}
}