How to drag an image after drop onto HTML5 Canvas? - html

I've modified a page where I can drag and drop images onto a canvas. It does everything I want except for one. I've tried multiple methods (including scripts, e.g. Kinetic and Raphael, which I still think may be the route to go) but have dead ended:
Once the image is dropped, I can't drag it on the canvas to a new position.
function drag(e)
{
//store the position of the mouse relativly to the image position
e.dataTransfer.setData("mouse_position_x",e.clientX - e.target.offsetLeft );
e.dataTransfer.setData("mouse_position_y",e.clientY - e.target.offsetTop );
e.dataTransfer.setData("image_id",e.target.id);
}
function drop(e)
{
e.preventDefault();
var image = document.getElementById( e.dataTransfer.getData("image_id") );
var mouse_position_x = e.dataTransfer.getData("mouse_position_x");
var mouse_position_y = e.dataTransfer.getData("mouse_position_y");
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
// the image is drawn on the canvas at the position of the mouse when we lifted the mouse button
ctx.drawImage( image , e.clientX - canvas.offsetLeft - mouse_position_x , e.clientY - canvas.offsetTop - mouse_position_y );
}
function convertCanvasToImage() {
var canvas = document.getElementById('canvas');
var image_src = canvas.toDataURL("image/png");
window.open(image_src);
}
Here is a JSFiddle that I used as my initial start point - http://fiddle.jshell.net/gael/GF96n/4/ (drag the JSFiddle logo onto the canvas and then try to move it). I've since added CSS, tabs, content, etc. to my almost working page. The function I don't want to lose is the ability to drag the single image multiple times (clone) onto the canvas.
Any ideas/examples/pointers on how to create this functionality?

You need to do a couple of changes to your code, instead of drawing the image immediately to the canvas, you need to keep track of all images dropped. imagesOnCanvas will be filled with all images dropped.
var imagesOnCanvas = [];
function drop(e)
{
e.preventDefault();
var image = document.getElementById( e.dataTransfer.getData("image_id") );
var mouse_position_x = e.dataTransfer.getData("mouse_position_x");
var mouse_position_y = e.dataTransfer.getData("mouse_position_y");
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
imagesOnCanvas.push({
context: ctx,
image: image,
x:e.clientX - canvas.offsetLeft - mouse_position_x,
y:e.clientY - canvas.offsetTop - mouse_position_y,
width: image.offsetWidth,
height: image.offsetHeight
});
}
You also need an animation loop, which will go through all images in imagesOnCanvas and draw them sequentially. requestAnimationFrame is used to achieve this.
function renderScene() {
requestAnimationFrame(renderScene);
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
ctx.clearRect(0,0,
canvas.width,
canvas.height
);
for(var x = 0,len = imagesOnCanvas.length; x < len; x++) {
var obj = imagesOnCanvas[x];
obj.context.drawImage(obj.image,obj.x,obj.y);
}
}
requestAnimationFrame(renderScene);
Next you will have to monitor mousedown events on canvas, and if the event occurs on an image the startMove action can be called
canvas.onmousedown = function(e) {
var downX = e.offsetX,downY = e.offsetY;
// scan images on canvas to determine if event hit an object
for(var x = 0,len = imagesOnCanvas.length; x < len; x++) {
var obj = imagesOnCanvas[x];
if(!isPointInRange(downX,downY,obj)) {
continue;
}
startMove(obj,downX,downY);
break;
}
}
The isPointInRange function returns true if the mouse event occurred on an image object
function isPointInRange(x,y,obj) {
return !(x < obj.x ||
x > obj.x + obj.width ||
y < obj.y ||
y > obj.y + obj.height);
}
Once 'move mode' is active, the x/y coordinates of the object are changed to reflect the new mouse position
function startMove(obj,downX,downY) {
var canvas = document.getElementById('canvas');
var origX = obj.x, origY = obj.y;
canvas.onmousemove = function(e) {
var moveX = e.offsetX, moveY = e.offsetY;
var diffX = moveX-downX, diffY = moveY-downY;
obj.x = origX+diffX;
obj.y = origY+diffY;
}
canvas.onmouseup = function() {
// stop moving
canvas.onmousemove = function(){};
}
}
Working example here:
http://jsfiddle.net/XU2a3/41/

I know it's been like 2 years, but I'll give it a try... In the answer provided by #lostsource, the dataTransfer object is not supported in Opera browser, and the jsfiddle is not working. I desperately need that answer, that's what I've been looking for, but it's not working!

Related

Canvas images as buttons

I have spent hours trying to find an answer to this, but can't find anything that exactly describes what I'm trying to do. I have 6 images that are shaped like jigsaw puzzle pieces, and I place them in proper position on a canvas. What I really want is for each of those puzzle pieces to also act like a button, so when a user clicks on a piece, I can capture that event and then navigate to a new page.
Everything I have found talks about using html buttons and then placing them on the canvas using css- but with these images all being oddly shaped jigsaw pieces, I can't do that.
Is it even possible to capture mouse events when they are on top of a particular image?
Thanks....
Ok, I've managed to track the cursor over each individual puzzle piece. Now, I'm trying to display a different version of the image when cursor hovers over a piece (a prelude to opening a new page). I am trying to store the original image and hover image in the points array, but nothing I try seems to work. I need to be able to show the hover image when the cursor is over the piece, and then restore it when the cursor moves away (haven't gotten that far yet). Right now, I get 404 errors when i try to pull the image out of the points array- tried storing the actual image variable and image pathname, to no avail.
Here's the code:
<script type="text/javascript" language="JavaScript">
var canvas;
var canvasWidth;
var ctx;
function init() {
HideContent('readLess');
var cursors=['default','w-resize','n-resize'];
var currentCursor=0;
canvas = document.getElementById('puzzle-container');
canvas.width = 815;
canvas.height = 425;
canvas.align = 'center';
ctx = canvas.getContext("2d");
var search = new Image();
search.src = 'img/puzzleSearch.png';
var searchHover = new Image();
search.onload = function() {
ctx.drawImage(search, 0, 0);
};
var nav = new Image();
nav.src = 'img/puzzleNav.png';
var navHover = new Image();
nav.onload = function() {
ctx.drawImage(nav, 119, 2.5 );
}
.
.
.
.
var events = new Image();
events.src = 'img/puzzleEvents.png';
var eventsHover = new Image();
eventsHover.src = 'img/puzzleEventsHover.png';
events.onload = function() {
ctx.drawImage(events, 564, 265 );
}
function reOffset(){
var BB=canvas.getBoundingClientRect();
offsetX=BB.left;
offsetY=BB.top;
}
var offsetX,offsetY;
reOffset();
window.onscroll=function(e){ reOffset(); }
window.onresize=function(e){ reOffset(); }
$("#puzzle-container").mousemove(function(e){handleMouseMove(e);});
var shapes=[];
shapes.push({
points:[{x:0,y:2.5},{x:155,y:2.5},{x:155,y:205},{x:0,y:205}], cursor:1, img:search, imgHov:searchHover,
});
.
.
.
shapes.push({
points:[{x:0,y:310},{x:250,y:310},{x:250,y:400},{x:0,y:400}], cursor:1, img:events, imgHov:'img/eventsHover.png',
});
for(var i=0;i<shapes.length;i++){
var s=shapes[i];
definePath(s.points);
ctx.stroke();
}
function definePath(p){
ctx.beginPath();
ctx.moveTo(p[0].x,p[0].y);
for(var i=1;i<p.length;i++){
ctx.lineTo(p[i].x,p[i].y);
}
ctx.closePath();
}
function handleMouseMove(e){
// tell the browser we're handling this event
e.preventDefault();
e.stopPropagation();
mouseX=parseInt(e.clientX-offsetX);
mouseY=parseInt(e.clientY-offsetY);
// Put your mousemove stuff here
var newCursor;
for(var i=0;i<shapes.length;i++){
var s=shapes[i];
definePath(s.points);
if(ctx.isPointInPath(mouseX,mouseY)){
if (i === 6 ) {
var img = new Image();
var imgSrc = s.imgHov;
img.src = imgSrc;
console.log("hover image is: " + s.imgHov );
ctx.drawImage(img, 564, 265 );
}
//console("the mouse is in shape "+ i );
newCursor=s.cursor;
break;
}
}
if(!newCursor){
if(currentCursor>0){
currentCursor=0;
canvas.style.cursor=cursors[currentCursor];
}
}else if(!newCursor==currentCursor){
currentCursor=newCursor;
canvas.style.cursor=cursors[currentCursor];
}
}
}
function HideContent(d) {
document.getElementById(d).style.display = "none";
}
function ShowContent(d) {
document.getElementById(d).style.display = "block";
}
function ReverseDisplay(d) {
if(document.getElementById(d).style.display == "none") { document.getElementById(d).style.display = "block"; }
else { document.getElementById(d).style.display = "none"; }
}
</script>
On the console I get the following:
[Error] Failed to load resource: the server responded with a status of 404 (Not Found) ([object HTMLImageElement], line 0)
[Log] hover image is: [object HTMLImageElement] (index.html, line 168)
Is there some trivial thing I'm missing on how to save the images in the points array?
Thanks.....

Reveal background image on mouse move over front image

I want to reveal the background image on mouse move on the front image. I have tried it using fabricjs but it seems the pattern image offset is updated on mouse up.
I have also tried it using the making the pixels transparent of image on mouse move but there are performance issue on slow devices. Can you suggest any better solution.
HTML
<canvas id="container"></canvas>
JS
var canvasWidth = window.innerWidth;
var canvasHeight = window.innerHeight;
var backgroundUrl = "http://www.keenthemes.com/preview/metronic/theme/assets/global/plugins/jcrop/demos/demo_files/image2.jpg";
var frontUrl = "http://tofurious.wpengine.netdna-cdn.com/images/textures/texture-8.jpg";
var canvas = new fabric.Canvas('container', {
width:canvasWidth,
height:canvasHeight,
isDrawingMode: true
});
fnDrawImage(backgroundUrl);
drawPattern()
function fnDrawImage(_url){
var Image = fabric.Image.fromURL(_url, function(oImg) {
oImg.width = canvasWidth;
oImg.height = canvasHeight;
oImg.selectable = false;
canvas.add(oImg);
});
}
function drawPattern(){
var img = new Image();
img.src = frontUrl;
img.onload = function(){
img.width = canvasWidth;
img.height = canvasHeight;
fnTexturePattern(img);
//fnStartFreeDrawing(img);
}
}
function fnTexturePattern(_img){
var texturePatternBrush = new fabric.PatternBrush(canvas);
texturePatternBrush.source = _img;
canvas.freeDrawingBrush = texturePatternBrush;
canvas.freeDrawingBrush.width = 30;
}
JSFiddle - http://jsfiddle.net/3qp5y9jb/

Cannot drag the image once it dropped on to the target and dragging happens only once

Following is my code.
var canvas = document.getElementById("siddhiCanvas");
if (canvas.getContext)
{
var ctx = canvas.getContext('2d');
//Modify the value of x & y and see the effect
ctx.scale(2, 2);
for (i = 0; i < 1000; i += 10) {
ctx.moveTo(0, i);
ctx.strokeStyle = "#D8D8D8";
ctx.lineTo(canvas.width, i);
ctx.stroke();
}
for (i = 0; i < 1000; i += 10) {
ctx.moveTo(i, 0);
ctx.strokeStyle = "#D8D8D8";
ctx.lineTo(i, canvas.height);
ctx.stroke();
}
}
canvas.style.border = "black 1px solid";
var ctx=canvas.getContext("2d");
var $canvas=$("#siddhiCanvas");
var canvasOffset=$canvas.offset();
var offsetX=canvasOffset.left;
var offsetY=canvasOffset.top;
var image1=new Image();
image1=document.getElementById("arrow").src;
var $arrow=$("#arrow");
var $canvas=$("#siddhiCanvas");
$arrow.draggable( {
cursor: 'move',
helper: 'clone'
} );
$arrow.data("image",image1); // key-value pair
$canvas.droppable({
drop:dragDrop,
});
function dragDrop(e,ui){
var element=ui.draggable;
var data=element.data("url");
var x=parseInt(ui.offset.left-offsetX);
var y=parseInt(ui.offset.top-offsetY);
ctx.drawImage(element.data("image"),x-1,y);
}
above code is within the document.onready function and the html part contains the canvas tag and the image.
As stated earlier i can drag only once and once a image dropped to the target i cannot further move it.. Also i drew strokes on the canvas and when i drag the image it goes to behind of those lines. Can anyone please help me on this...Thanks in advance.
You can combine jQueryUI and KineticJS to drag an image element from the toolbar to the Kinetic.Stage.
Demo: http://jsfiddle.net/m1erickson/LuZbV/
Step#1 Use jQueryUI to make the image element in the toolbar draggable:
// make the toolbar image draggable
$house.draggable({
helper:'clone',
});
Step#2 Set the data payload on the draggable image element
// set the data payload
$house.data("url","house.png"); // key-value pair
$house.data("width","32"); // key-value pair
$house.data("height","32"); // key-value pair
$house.data("image",image1); // key-value pair
Step#3 Make the Kinetic container div a dropzone
// make the Kinetic Container a dropzone
$stageContainer.droppable({
drop:dragDrop,
});
Step#4 When the user drops the draggable image element, create a Kinetic.Image using its data payload.
// hangle a drop into the Kinetic container
function dragDrop(e,ui){
// get the drop point
var x=parseInt(ui.offset.left-offsetX);
var y=parseInt(ui.offset.top-offsetY);
// get the drop payload (here the payload is the image)
var element=ui.draggable;
var data=element.data("url");
var theImage=element.data("image");
// create a new Kinetic.Image at the drop point
// be sure to adjust for any border width (here border==1)
var image = new Kinetic.Image({
name:data,
x:x,
y:y,
image:theImage,
draggable: true
});
layer.add(image);
layer.draw();
}

How can I use a dynamically-resized hitArea for an EaselJS DisplayObject?

I'd like to use a hitArea to capture click events in my EaselJS project, but the hitArea Shape I've assigned doesn't seem to be respected.
jsFiddle Example
var stage = new createjs.Stage($("#game")[0]);
// This will be a big button
var container = new createjs.Container();
stage.addChild(container);
// This defines the hit area of the button
var hitArea = new createjs.Shape();
var hitAreaGraphics = hitArea.graphics;
// A 1x1 black square, centered about the origin
hitAreaGraphics.beginFill("#000").drawRect(-0.5, -0.5, 1, 1).endFill();
// Assign the hitArea
container.hitArea = hitArea;
// container.addChild(hitArea);
container.onTick = function() {
var canvas = container.getStage().canvas;
container.x = canvas.width / 2;
container.y = canvas.height / 2;
container.scaleX = canvas.width;
container.scaleY = canvas.height;
};
container.onPress = function() {
alert("Eureka!");
};
// Run the simulation
updater = {
tick: function() { stage.update(); }
};
createjs.Ticker.addListener(updater);
​
If I add the hitArea shape as a child of the container object, the click events work fine.

How do i clear the canvas for another animation?

Was wondering if any of you could help me
I've got to create an advert and want to have text flying in from the right.
So far I've managed to do it, but cannot clear the canvas for reanimation.
Here's my code so far:
<canvas id="canvas" width="800" height="200">Your browser doesn't support the canvas. <br/> I appologise for any inconvenience.
</canvas>
<script type = "text/javascript">
//Set up the canvas
var the_canvas_element = document.getElementById("canvas");
var the_canvas = the_canvas_element.getContext("2d");
//Start Variables
var x = 800;
//Start animation timing
var int = setInterval(draw,10);
var ljmulogo = new Image ();
{
ljmulogo.src = 'C:\Users\Chad\Documents\My Web Sites\CWK 2\Part A\Images\ljmu_logo.png'
setInterval (draw,100)
}
function draw()
{
//Clear canvas
the_canvas.clearRect(0,0,800,200);
//Draw text
the_canvas.fillStyle = "#000000";
the_canvas.font = "24pt arial";
the_canvas.fillText("Welcome to:",x,30);
the_canvas.fillStyle = "#000000";
the_canvas.font = "bold 24pt arial";
the_canvas.fillText("Liverpool John Moores University",x,70);
the_canvas.fillStyle = "#000000";
the_canvas.font = "32pt arial";
the_canvas.fillText("Computer Forensics",x,150);
//Check if at the end
if (x<=20)
{
//End animation
int = clearInterval(int);
}
else
{
//bring text in further
x = x -2;
}
}
</script>
Thanks a lot for any help, much appreciated :)
I'm not sure what's going on here, it doesn't look valid:
var ljmulogo = new Image ();
{
ljmulogo.src = 'C:\Users\Chad\Documents\My Web Sites\CWK 2\Part A\Images\ljmu_logo.png'
setInterval (draw,100)
}
To create a new image, try this:
//This code outside the draw loop
var ljmulogo = new Image();
ljmulogo.src = 'ljmu_logo.png';
//This code inside the draw loop
ctx.drawImage(ljmulogo, 0, 0);
(and remove the setInterval (draw,100) as you already have a setInterval + that 100 value is pretty high).