Scaling Imagemaps in HTML - html

I have an existing HTML page which contains an image with corresponding image map.
I want to use the image in a different page, but need to scale it as the available space is smaller. The problem is that if I scale the image then the image map no longer works with it.
How can I achieve the same effect as an image and image map combination, but allow the image to be scaled?

Here's an image map resizer:
http://blog.outsharked.com/p/image-map-resizer.html
Simplified version of the essential code it uses looks like this:
map.find('area').each(function() {
var j,coordx,coordy,
area = $(this),
coords = area.attr('coords').split(','),
isVisible=true,
newCoords = '';
for (j = 0; j < coords.length; j+=2) {
coordx = parseInt(coords[j],10);
coordy = parseInt( coords[j+1],10);
// ignore last coord if uneven numbers (meaning it's a circle)
newCoords += (!newCoords ? '' : ',') + Math.round(coordx * xAmount) +
(j+1<coords.length ? ','+ Math.round(coordy * yAmount) : '');
}
}
It basically iterates through each area, recalculating the coordinate data.
You should be able to coordinate this with a window.resize event to change the size of your imagemap and image simultaneously. Because window.resize fires many times as a user scales the window, you probably don't want to try to resize the imagemap every single time the event fires. Since it's computationally intensive, it could cause a slow user experience. Instead, buffer it and only do a resize every once in a while.
Here is a fiddle showing how to buffer window.resize events to do the same thing using the ImageMapster jquery plugin: http://jsfiddle.net/jamietre/jQG48/

Related

Speech bubbles in Canvas/FabricJS?

Looking for a way to make a regular speech bubble in my website's FabricJS canvas. Now before you flag this post, I did see this question, it just has no proper answers and is designed for WordPress so it's not particularly of any use to me.
What I'm wanting is pretty clear: A speech bubble with text in it and a tail/handle that you can drag to point it to something.
I've found this library but I can't seem to get it to show up in my FabricJS canvas? If you could either explain to me how to add this library into my canvas or provide another way of making speech bubbles, that would be sublime.
I dug a bit into Fabric.js and managed to create a procedual speech bubble, but I'm not able to quickly convert it into a Fabric.js class (which would make sense if you want to have multiple speech bubbles on your canvas). Maybe it's still helpful for you or someone else https://codepen.io/timohausmann/pen/poywXzg
It basically creates a Textbox and based on the bounding box of the text updates the position of the Rect around it.
var bound = textbox.getBoundingRect();
rect.left = bound.left - boxPadding;
rect.top = bound.top - boxPadding;
rect.width = bound.width + (boxPadding*2);
rect.height = bound.height + (boxPadding*2);
For the tail I simply created a transparent Rect that you can drag around and use its coordinates to draw a polygon with three points between the "handle" and the textbox center [A]. To make sure the tail maintains a certain width no matter the position, I calculate the degree between handle and the speech bubble center [B]. To keep the position of textbox and handle in sync, I calculate how much textbox moved and simply add the difference to the handles position [C].
//calculate degree between textbox and handle [B]
var angleRadians = Math.atan2(handle.top - textbox.top,
handle.left - textbox.left);
var offsetX = Math.cos(angleRadians + (Math.PI/2));
var offsetY = Math.sin(angleRadians + (Math.PI/2));
//update the polygon [A]
poly.points[0].x = handle.left;
poly.points[0].y = handle.top;
poly.points[1].x = textbox.left - (offsetX * arrowWidth);
poly.points[1].y = textbox.top - (offsetY * arrowWidth);
poly.points[2].x = textbox.left + (offsetX * arrowWidth);
poly.points[2].y = textbox.top + (offsetY * arrowWidth);
//update the handle when the textbox moved [C]
if(textbox.left !== textbox.lastLeft ||
textbox.top !== textbox.lastTop) {
handle.left += (textbox.left - textbox.lastLeft);
handle.top += (textbox.top - textbox.lastTop);
handle.setCoords();
}
Disclaimer: I'm not a Fabric.js expert, maybe there are a few shortcuts possible with the library.
The answer by #Til Hausmann works nicely (thanks!).
I run into some problems when I tried to store and load the canvas data (via canvas.toJSON and canvas.loadFromJSON, resp.), though.
After some fiddling around, this could be resolved by
storing lastLeft and lastTop for both polygons in the updateBubble() method:
poly.lastLeft = Math.min(handle.left, textBox.left);
poly.lastTop = Math.min(handle.top, textBox.top);
setting the left / top properties for the polygons after the data were loaded:
canvas.loadFromJSON(jsonData, () => {
const poly = // ...
const poly2 = // ...
poly.left = poly.lastLeft;
poly.top = poly.lastTop;
poly2.left = poly2.lastLeft;
poly2.top = poly2.lastTop;
// ...
// Important:
canvas.renderAll();
});
passing the full set of shape properites to canvas.toJSON()
canvas.toJSON(
['lastLeft', 'lastTop'].concat(
Object.keys(handleProperties),
Object.keys(polyProperties),
Object.keys(poly2Properties),
Object.keys(textRectProperties)
))
I was surprised that step (3) is actually necessary, but it didn't work without it...

Setting an movieclips image/background

I have a button and a small area which is a movieclip.
What i need is, on button press it inserts an image into the movieClip, it would have to be docked into the whole movieclip area essentially.
I have looked through multiple posts yet they have an overwhelming amount of information that I cannot figure out, this is so far what i have done :
B_Background1.addEventListener(MouseEvent.CLICK, setBackground1);
function setBackground1(event:MouseEvent):void{
var firstPic:MovieClip = new C_1BackgroundPIC();
addChildAt(firstPic, C_MainStage);
}
As I understand it, it adds an event to the button, then in the function it creates a new movieClip instance which has the Picture inside of it, and then adds it to the "MainStage" although using C_MainStage is invalid thus doesn't work, it does add a picture if i just use 0 as the position but it then adds it to the position 0, which i dont want...
It's a good start. When you use addChildAt, it expects a number as the second parameter. Presumably, C_MainStage is your MovieClip (which isn't a number). Presumably you want the current display index of C_MainStage (not C_MainStage itself). This can be had by using getChildIndex
Look at the following:
function setBackground1(event:MouseEvent):void{
var firstPic:MovieClip = new C_1BackgroundPIC();
addChildAt(firstPic, getChildIndex(C_MainStage));
//now, you may need to also resize your picture so it fits in the bounds of C_MainStage, if so, you can do something like this:
if(firstPic.width >= firstPic.height){
//if firstPic is wider than it is tall
//set it's width to the same as C_MainStage
firstPic.width = C_MainStage.width;
//now, to keep the aspect ratio (in case they don't match), make the scaleY the same value as the new scaleX
firstPic.scaleY = firstPic.scaleX
}else{
//do the opposite as above since the height is larger than the width
firstPic.height = C_MainStage.height;
firstPic.scaleX = firstPic.scaleY;
}
//now, you may want to center firstPic in the C_MainStage bounds
firstPic.x = C_MainStage.x + ((C_MainStage.width - firstPic.width) * .5);
firstPic.y = C_MainStage.y + ((C_MainStage.height - firstPic.height) * .5)
}

AS3 Clicking in "zones" of a picture

I have searched and simply cannot find what I need (if it exists).
A window will have a large picture.
The picture will be divided into zones (such as border lines that separate states on a map).
When a person clicks within a zone, then I will raise the appropriate event.
I've used AS3 with MXML to create a database program. All is working great except for this last step. I cannot figure out how the user is within a particular area of the picture when he clicks or when he touches.
I've read and tried to come up with an approach, and there must be (hopefully so) an easier way than the muddled nonsense I'm coming up with.
Thanks
VL
Are you drawing it in flash professional CS6? If so then why can't you just have the picture as a symbol and then just self divide the lines and make those divided areas into symbols that are children of the picture symbol. You could keep the individual state symbols right where they so that they stay true to the overall picture.
A first thought would be to make an instance of this picture symbol through the code, and then loop though all the children of that picture and add a click event to each one.
var picture:Picture=new Picture();
for(var i:int=0; i<picture.numChildren-1; i++){
picture.getChildAt(i).addEventListener(MouseEvent.CLICK, mouseEventHandler);
}
Please comment if I am missing something, or this does not work.
EDIT
Well, if you know the dimensions of the image, you could divide its width and height by 3(your number of rows and columns) and this is your zone dimensions. You then could take the mouse's click point relative to the top left of your picture and then divide its width by the zone with, and its height by the zone height, and then get its integer floor value, you could get which region it is. Code it below:
//This is all for a constat region list (like a window, or floor tiles, not things irregular)
import flash.display.Sprite;
var regionsX:int = 3; //Your number of windows across the row
var regionsY:int = 3; // across the column
var regions:Array = new Array(); // an array to hold the values that you will get from where the user clicks
// All of this used a 2D array method
for(var x:int = 0; x < regionX; x++) {
regions[regionsX] = new Array();
for(var y:int = 0; y < regionY; y++) {
regions[regionsX][regionsY] = "region(".concat(x).concat(",").concat(y);
// Here you make this equal to anything you want to get a value of,
//once the correct region is found (I just have a string version here for an example)
}
}
... // other stuff..
var picture:Picture = new Picture(); // your window picture
var regionWidth:Number = picture.width / regionsX; // Gets each region's width
var regionHeight:Number = picture.height / regionsY; // Get each regoin's height
...
picture.addEventListener(MouseEvent.CLICK, mouseEventListener); // add a click listener to the picture
function mouseEventListener(event:MouseEvent):void{
var mouseX:Number = picture.globalToLocal(event.stageX); // gets where the user clicked, and then converts it
//to the picture's cordinate space. ( 50,100 acording to the stage, could be (25,200) to the picture)
var mouseY:Number = picture.globalToLocal(event.stageY); // same for the Y
var regionIntX:Number = Math.floor(mouseX / regionWidth); // Dives the point by each region's width, and then
// converts it to a while integer. (For instance, if a region's width is 100 and you click at 288, then if you do the
// math, you clicked in the 3rd region, but it returns 2... why? (becaue the array counter starts at 0, so 0 is the 1st
// region, 1 is the second and so on...
var regionIntY:Number = Math.floor(mouseY / regionHeight); // Same for Y
var yourValue:String = regions[regionIntX][regionIntY]; // This returns that you initialy put into your 2d array
// by using the regionIntX and regionIntY for the array values. You have to decide what is stored in this array...
}
The simplest solution would be to add an event listener for MouseEvent.CLICK to the picture and in the handler check properties mouseX and mouseY of the picture. Define the bounds of each area in an XML or similar and check against current mouseX/Y to see which area has been clicked.

HTML5 Canvas (SIMPLE PAINT APPLICATION)

I'm working on a paint application and I'm trying to centre the canvas onto the middle of the screen . Any attempts I made the detection was off(still at the top left of the screen) but it was visually appearing in the centre of the screen.
Basically it wont draw onto the canvas when I moved it to the centre of the screen.
Any help would be much appreciated , Thanks....
I HAVE MY CODE BELOW ...
It's not clear from your question how you're centring it, but you need to account for any offset of elements which contain your canvas when you attempt to map the mouse position to a position on the canvas. You can do this by including the offsetLeft and offsetTop values (see docs) of the containing element when you do your calculations.
The following will work if you're offsetting the position of the div which wraps the canvas (which I've given an id to make it easier to reference):
function move(e) {
// Get the div containing the canvas. Would be more efficient to set this once on document load
var container = document.getElementById('container');
if((e.button == 0) && (mouseIsDown)) {
g.beginPath();
document.onselectstart = function(){ return false; }
//g.fillStyle = "red";
// Account for the offset of the parent when drawing to the canvas
g.arc((e.x - container.offsetLeft) - brush, (e.y - container.offsetTop) - brush, brush, 0, Math.PI * 2);
g.fill();
g.closePath();
}
}
And a simplistic demo using your fiddle here.

Loop an image in Flash

I want to have a scene where an image which is 5000 pixels high is moving up 5 pixels each frame-refresh. When the image is all up, I'd like to see the top of the image connected to the bottom of the image. This should be done untill the level is 'done'. How can I 'loop' such an Image?
You can create a copy of that image which you keep hidden/above and the trick is to update the position and loop accordingly so when one image goes bellow the screen it goes back on top and repeats.
Here's a basic snippet to illustrate the idea using the DisplayObject class and the scrollRect property:
//ignore this, you have your content already
var dummyContent:BitmapData = new BitmapData(100,100,false);
dummyContent.perlinNoise(10,10,8,12,true,true);
//important stuff starts here
var container:Sprite = addChild(new Sprite()) as Sprite;//make a container
container.scrollRect = new Rectangle(0,0,dummyContent.width,dummyContent.height);//set a scrollRect/'mask'
var part1:DisplayObject = container.addChild(new Bitmap(dummyContent));//add two copies
var part2:DisplayObject = container.addChild(new Bitmap(dummyContent));//of the same content
part2.y -= part2.height;//set the 2nd at the top of the 1st
addEventListener(Event.ENTER_FRAME,update);
function update(e:Event):void{
//move both
part1.y += 5;
part2.y += 5;
//check if any reach the bottom so they can be moved back up
if(part1.y >= part1.height) part1.y = -part1.height;
if(part2.y >= part2.height) part2.y = -part2.height;
//the above can also be nicely placed in a loop if you plan on using more seamless looping clips/images
}
Obviously you will have different content, but the principle is the same.
If you're working with images, you can simply use BitmapData's copyPixels method:
var s:int = 5;//scroll speed
//make some content
var w:int = 100;
var h:int = 100;
var dummyContent:BitmapData = new BitmapData(w,h,false);
dummyContent.perlinNoise(10,10,8,12,true,true);
//prepare for stiching
var renderPos:Point = new Point();//position to render the current image to
var prenderPos:Point = new Point();//position to render the previous image (the 'hidden' copy above)
var render:BitmapData = new BitmapData(w,h,false);//create a bitmap data instance to render updated pixels int
addChild(new Bitmap(render));//and add it to the stage
addEventListener(Event.ENTER_FRAME,update);
function update(e:Event):void{
renderPos.y = (renderPos.y+s)%h;//update the scroll position for the 1st part, % is used to loop back to 0 when the position gets to the content height
prenderPos.y = renderPos.y - h;//update the scroll position for the 2nd part (above)
render.lock();//freeze pixel updates
render.copyPixels(dummyContent,dummyContent.rect,renderPos);//copy pixels from the scroll position to the bottom
render.copyPixels(dummyContent,dummyContent.rect,prenderPos);//copy pixels from the top to the scroll position
render.unlock();//unfreeze/update ALL THE PIXELS
}
You can try to use a Rectangle object which changes height (height-scrollPosition) so you potentially access less pixels each time or you can manually work out single for loops using BitmapData's getVector method, but that's something to look into if performance is actually an issue for such a simple task and it's worth checking what's faster ( copy full bitmap rect vs copy partial bitmap rect vs manually copy values using vector )
Be warned, Flash cannot load an image greater than 16,769,025 pixels (or 4095x4095). The height of 5000 pixels will work as long as the width is not greater than 3353.
That said, I'd loop the image by keeping two copies of the image onstage, move both at the same time with a parent object, and reset to origin once your loop point is met.
Consider the following stage setup:
Stage ¬
0: MainTimeline:MovieClip ¬
0: Container:MovieClip ¬
0: img1:Bitmap
1: img2:Bitmap
Now moving container up, you'd just need to check that the looping second image reaches the origin point of the first image.
function onEnterFrame(e:Event):void {
Container.y = Container.y - 5;
if (Container.y < -5000) {
Container.y = -5;
}
}