Multiple HTML5 canvas overlaying - html

Is it possible to create some stack of transparent HTML5 canvases with event propagation?
For instance, I have a background canvas with drawn image on it with some attached click handler. After, I want to add another one canvas over the background canvas with exactly same size, also it has transparent zones. The question is, will the click handler of background canvas be fired if I click on it over the top layer?

will the click handler of background canvas be fired if I click on it over the top layer?
No it will not. The canvas blocks events from things behind it.
Generally you have two options: Put events on each canvas and make a system of letting them "fall through" if nothing happens on the first canvas, or putting events only on the topmost canvas and using those one events to do operations concerning all canvases.
I suggest the second approach. Keep all the events on only the topmost canvas.

Related

HTML5 Canvas overlaying images

I'm using the konvajs library to draw multiple images to a canvas. The images are transparent on certain points.
Now I want to attach a click handler to the images, but the click handler shouldn't be fired if the image is transparent on that point / promote the click handler to the udnerlying image.
However currently the image on top get's all the click handlers. Is there a way to ignore click events on transparent parts of an image?
After looking throw the konvajs doku, I found this image sample: http://konvajs.github.io/docs/events/Image_Events.html
Hovering the lion does exactly what I want!

Highlighting Graph Points clicked on in HTML Canvas

I currently have an html page that produces a line graph inside a canvas element. I have also implemented a feature so that when you click on a point in the graph, a table below the canvas displays the information for that graph point, and clears if you click somewhere that isn't a graph point on the canvas. However, there is currently no indicator for what graph point you have selected.
I would like to make it so that the dot you click on either gets bigger, or highlighted, or something. Unfortunately, I don't think there's any way to do that on the one canvas without needing to redraw the entire graph afterwards. If I drew a bigger dot on top of the original, I would then need to erase it and replace it with the smaller one, as well as redrawing the segment of the line graph that was covered by the larger dot.
I was looking into using a second canvas on top of the first with identical dimensions, using a z-index to control which was on top. However, I don't know how this would affect the click event. If two canvasses are on top of each other, is it possible for the click event to register the lower canvas? Does it only register the higher one? I guess I could just change the click event to be for whichever canvas is on top, but keep all the code for drawing on the canvas the same.
Any advice for how to solve this problem?
Solved a few of my own questions.
Firstly, the click event will only recognize whichever canvas is on top. However, I did like I said, and changed my click event to be for the top canvas, while leaving all instructions on the inside to be for the top canvas. Thank goodness I didn't use the 'this' keyword, or the change would have been much more annoying.
To make the graph points highlight, I first added a second canvas on top of my first one, placing them on top of each other by making their positions "absolute" and giving them a z-index of 0 and 1 respectively. Then, inside the if statement where the original click event recognized that a point had been clicked on, I told the top canvas to draw a larger dot on the same coordinates as the first dot (which I had saved in an array). First, I had it clear the top canvas though, so any other highlighted dots would no longer be highlighted. If the canvas was clicked on somewhere other than a dot, nothing was highlighted.

Can objects drawn in canvas response to mouse events?

can I make objects drawn in canvas response to mouse events? for example, to change colors or to display toolips on mouseover? I can adjust some values by using other types of inputs (range, radio...), but cannot make direct mouse manipulation on objects drawn in canvas.
No.
Anything drawn on html canvas becomes unremembered pixels.
What you will need to do is "remember" everything about all the things you've drawn: shape, position, color.
Then you can respond to mouse events and compare the mouse position with the bounding boxes of your remembered drawings.
If you want to change any drawing (recolor, reposition, etc), you must redraw that drawing.
Most often when you redraw any one thing, you will erase the entire canvas and redraw all items that were on the canvas.
You can listen for mouse events on the canvas. The rest is up to you. If you keep a list of objects drawn on the canvas, you can scan through the list looking for one that is under the mouse.

How to drag and drop from one HTML5 canvas to another

I'm trying to figure out how to drag and drop an image from one canvas to another canvas. Assuming the canvases are next to each other, would it be possible to seamlessly drag something across the border? If not, is it a better idea to drag a div over the canvas, get its ID, and place it by responding to the mouseup location on the canvas?
You don't drag items on a canvas. A canvas is a non-retained mode (or immediate mode) graphics API. You issue draw commands and you get pixels. Simulating dragging is comprised of tracking the user's mouse movements and choosing to repeatedly clear and re-draw the canvas with different parameters to make some subset of the pixels appear to move as a cohesive object.
Contrast this with HTML or SVG where you actually change position/transform properties of a real DOM object and the watch as the visual representation of your document updates automatically.
If you have two canvases and want to drag something from one to the other, what I would do is:
On mouse down on the 'menu' canvas, create a new canvas programmatically just as large as the object, and (using absolute CSS positioning) place it over top of the item the user clicked on.
Draw the item onto that canvas.
Track the mousemove event on the document, and update the position of the canvas relative to the mouse.
When the user releases the mouse over the destination canvas, throw away (or hide) your tiny 'dragging' canvas, and re-draw the main canvas with the item that was dragged in the appropriate location.
Though, what I'd probably really do here is use SVG. ;)
Check this answer.
It is for multiple select drag & drop, but maybe will be useful.
Why does this need to be 2 canvases? The canvas is your drawing area, you control it. Why do you need 2?

HTML5 Canvas Tag

I'm working with the Canvas Tag to draw stuff to the screen, I have like 3 different shapes on the screen, and I want to make them linkable, they could be at different coordinates depending on the users interaction, is this possible with this?
Thanks!
You could attach an onmousemove handler to the element, and track the offset, if you need the mouse coordinates. Then you can just draw onto the canvas with those coords.