add image as tooltip for rectangle on canvas - 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';

Related

How to rotate image using HTML5 canvas library like: KineticJS or KonvaJS?

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

kineticjs add re-size anchors to uploaded image

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]);
}

Crop an image and then apply filter Kinetic

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>

How to add labels to KineticJS shapes?

I am using KineticJs to create shapes with some text label(draggable along with the shape). There wasn't any info on the tutorial. Neither did I find this a very clean approach. What's a good approach to do so? The code below only creates the shape.
HTML:
<html>
<body>
<div id="container"> </div>
<button id="new_state">New State</button>
</body>
</html>
JS:
$(document).bind("ready", function () {
stage = new Kinetic.Stage({
container: 'container',
width: 600,
height: 500
});
layer = new Kinetic.Layer();
$('#new_state').click(function() {
newState();
});
});
newState = function() {
var circle = new Kinetic.Circle({
x: stage.getWidth()/2,
y: stage.getHeight()/2,
radius: 20,
fill: 'white',
stroke: 'black',
strokeWidth: 2,
text: 'tet',
draggable: true
});
circle.on('mouseover', function() {
$('body').css('cursor', 'pointer');
});
circle.on('mouseout', function() {
$('body').css('cursor', 'default');
});
layer.add(circle);
stage.add(layer);
};
JsFiddle here
You just need to add both the circle and text to a group and make the group draggable.
When grouped, the objects act as one item.
var group = new Kinetic.Group({
draggable: true
});
group.add(circle);
group.add(text);
then add the group to the layer
layer.add(group);
http://jsfiddle.net/e8KwC/1/

How to make html5 canvas shape resizable

check out: http://jsfiddle.net/aqaP7/4/,
and
http://shedlimited.debrucellc.com/test3/canvaskinclip.html,
I want to make html5 images resizable,
and it needs to be based on the html5 etc because my clipping region is in html5
I think that it will have to do with the mousedown events, but how for example can I tell if the
mouse is on the corner of the shape? Can I just add the code to my circle - mousedown function?
circle.on("mousedown", function(){
draggingShape = this;
var mousePos = stage.getMousePosition();
draggingRectOffsetX = mousePos.x - circle._x;
draggingRectOffsetY = mousePos.y - circle._y;
});
circle.on("mouseover", function(){
document.body.style.cursor = "pointer";
});
circle.on("mouseout", function(){
document.body.style.cursor = "default";
});
layer.add(circle);
stage.on("mouseout", function(){
draggingShape = undefined;
}, false);
stage.on("mousemove", function(){
var mousePos = stage.getMousePosition();
if (draggingShape) {
draggingShape._x = mousePos.x - draggingRectOffsetX;
draggingShape._y = mousePos.y - draggingRectOffsetY;
layer.draw();
}
Take a look at this canvas tutorial:
Take a look at this tutorial
Here is some simple code to get you started:
var anchor;
function addAnchor(group, x, y, name) {
var stage = group.getStage();
var layer = group.getLayer();
anchor = new Kinetic.Circle({
x: x,
y: y,
stroke: "#666",
fill: "#ddd",
strokeWidth: 2,
radius: 8,
name: name,
draggable: true
});
anchor.on("dragmove", function() {
update(group, 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);
}
Essentially, you want to add anchors to a shape on click, then use those anchors for resizing.