I have seen graphs in Flash & stuff that basically adapt nicely to whatever the size of the browser or flexible element they are inside of.... I'm not really too well versed with raphaelJS but can you do this, and if so, how?
In raphaeljs, you can call .setSize on a Raphael object to update its size. To adapt to runtime changes in browser window size, you can respond to a window resize event. Using jQuery, you could do:
// initialize Raphael object
var w = $(window).width(),
h = $(window).height();
var paper = Raphael($("#my_element").get(0), w,h);
$(window).resize(function(){
w = $(window).width();
h = $(window).height();
paper.setSize(w,h);
redraw_element(); // code to handle re-drawing, if necessary
});
This will get you a responsive SVG
var w = 500, h=500;
var paper = Raphael(w,h);
paper.setViewBox(0,0,w,h,true);
paper.setSize('100%', '100%');
Normally you could set the width to %100 and define a viewBox within SVG. But, Raphael JS manually set a width and height directly on your SVG elements, which kills this technique.
Bosh's answer is great, but it was distorting the aspect ratio for me. Had to tweak a few things to get it working correctly. Also, included some logic to maintain a maximum size.
// Variables
var width;
var height;
var maxWidth = 940;
var maxHeight = 600;
var widthPer;
function setSize() {
// Setup width
width = window.innerWidth;
if (width > maxWidth) width = maxWidth;
// Setup height
widthPer = width / maxWidth;
height = widthPer * maxHeight;
}
var paper = Raphael(document.getElementById("infographic"), 940, 600);
paper.setViewBox(0, 0, 940, 600, true);
window.onresize = function(event) {
setSize();
paper.setSize(width,height);
redraw_element();
}
Related
I have a specific video-player which is embedded with an iframe. It has a toolbar at the bottom with a fixed height of 30px.
The video-width is scaled within a bootstrap framework and I want to calculate the height based on the current width.
Like: videoHeight = (videoWidth * 0.5625) + 30px
The value 0.5625 is based on 16*9 aspect-ratio.
Now have I tried the following code:
$(document).ready(function() {
var wide = $('#video-container').css('width');
var calculate = parseInt(wide, 10) * 0.5625;
var videoheight = calculate + 30;
$('#video-container').css('height', videoheight);
});
It works partially, it does calculate the aspect-ratio correctly but it does not add the 30px. Can anybody tell me where I'm going wrong?
I am looking for a more efficient way to constrain/set text in Raphael.
I have text that can be written in a box. That text should be centered (based on a number that could change if user wanted to shift text left/right) and the text cannot go beyond the boundaries of the paper.
This is what I do now and its not manageable performance wise
// Build a path
var path = this.paper.print(x, x, text, font, size, 'middle')
// Center line by getting bounding box and shifting to half of that
var bb = path.getBBox()
path.transform('...T' + [-bb.width / 2, 0])
// Compare paper size vs bb
// if it goes beyond I adjust X and Y accordingly and redo the above
So ideally I would like to predict the size of the text before it prints - I am not sure this is possible though as it is probably font dependent. I have looked for a command to contrain text but do not see one?
The other thought I had was to create some kind of shadow paper that does not print to screen and use that to determine size before I render to user. I am not sure where the lag is though - if it's in the screen rendering good but if its in the general logic of creating the svg then that wont help.
I'd appreciate suggestions
You can use opentype.js for measuring text, also you can get svg path by using Path.toPathData method. There is no need of cufon compiled js fonts.
For text measure, create a canvas element somewhere in your DOM.
<canvas id="canvas" style="display: none;"></canvas>
this function will load text and count width, height
function measureText(text, font_name, size) {
var dfd = $.Deferred();
opentype.load('/fonts/' + font_name + '.ttf', function (err, font) {
if (err) {
dfd.reject('Font is not loaded');
console.log('Could not load font: ' + err);
} else {
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
ctx.clearRect(0, 0, canvas.width, canvas.height);
var tmp_path = font.getPath(text, 100, 100, size);
tmp_path.draw(ctx); // Draw path on the canvas
var ascent = 0;
var descent = 0;
var width = 0;
var scale = 1 / font.unitsPerEm * size;
var glyphs = font.stringToGlyphs(text_string);
for (var i = 0; i < glyphs.length; i++) {
var glyph = glyphs[i];
if (glyph.advanceWidth) {
width += glyph.advanceWidth * scale;
}
if (i < glyphs.length - 1) {
var kerningValue = font.getKerningValue(glyph, glyphs[i + 1]);
width += kerningValue * scale;
}
ascent = Math.max(ascent, glyph.yMax);
descent = Math.min(descent, glyph.yMin);
}
return dfd.resolve({
width: width,
height: ascent * scale,
actualBoundingBoxDescent: descent * scale,
fontBoundingBoxAscent: font.ascender * scale,
fontBoundingBoxDescent: font.descender * scale
});
}
});
return dfd.promise();
},
then use this function to get text dimensions:
$.when(measureText("ABCD", "arial", 48)).done(function(res) {
var height = res.height,
width = res.width;
...
});
I have a program where the user can add images to a paper, using Raphael. Now I want to be able to change an image to another image when clicked. Is this possible? Do I have to add an ID to the images? If so, how?
var imgURL = "img/img.png";
var bankNoteImg = new Image();
bankNoteImg.src = imgURL;
var width = bankNoteImg.width;
var height = bankNoteImg.height;
var image = paper.image(imgURL, X, Y, width, height);
Use the click and attr function of Raphael api.
Element.click will take a function as a parameter. Use this to access the image element inside the function.
I created a simple demo
var paper = Raphael(document.getElementById("papercanvas"), 200, 200);
var img = paper.image(URL1, 100, 100, 100 , 100);
function changeImageSource() {
this.attr('src', URL2);
}
img.click(changeImageSource);
I started to play a little bit with raphaeljs, however I'm having a small problem when dragging and applying a transformation to a Paper.set()
Here is my example: http://jsfiddle.net/PQZmp/2/
1) Why is the drag event added only to the marker and not the slider?
2) The transformation is supposed to be relative(i.e. translate by and not translate to), however if I drag the marker twice, the second dragging starts from the beginning and not from the end of the first.
EDIT:
After the response of Zero, I created a new JSFiddle example: http://jsfiddle.net/9b9W3/1/
1) It would be cool if this referenced the set instead of the first element of the set. Can't this be done with dragger.apply(slider)? I tried it, but only works on the first execution of the method (perhaps inside Raphael it is already being done but to the first element inside the set instead of the set)
2) According to Raphael docs the transformation should be relative to the object position (i.e. translate by and not translate to). But it is not what is happening according to the jsfiddle above (check both markers drag events).
3) So 2) above creates a third question. If a transform("t30,0") is a translation by 30px horizontally, how is the origin calculated? Based on attr("x") or getBBox().x?
The drag event is actually being added to both the marker and the slider -- but your slider has a stroke-width of 1 and no fill, so unless you catch the exact border, the click "falls through" to the canvas.
Behind that is another issue: the drag is being applied to both elements, but this in your drag handler references a specific element, not the set -- so both elements will drag independently from each other.
Lastly: the reason that each drag is starting from the initial position is because the dx, dy parameters in dragger are relative to the coordinates of the initial drag event, and your transform does not take previous transforms into account. Consider an alternative like this:
var r = new Raphael(0, 0, 400, 200);
var marker = r.path("M10,0L10,100").attr({"stroke-width": 5});
var button = r.rect(0, 0, 20, 20, 1).attr( { 'stroke-width': 2, fill: 'white' } );
var slider = r.set( marker, button );
var startx, starty;
var startDrag = function(){
var bbox = slider.getBBox();
startx = bbox.x;
starty = bbox.y;
console.log(this);
}, dragger = function(dx, dy){
slider.transform("t" + ( startx + dx ) + "," + starty );
}, endDrag = function(){
};
slider.drag(dragger, startDrag, endDrag);
To address your updates:
I believe you can specify the context in which the drag function will be executed as optional fourth, fifth, and six parameters to element.drag. I haven't tried this myself, but it looks like this should work great:
slider.drag( dragger, startDrag, endDrag, slider, slider, slider );
The transformation is relative to the object position. This works great for the first slider because its starting position is 0, but not so great for the second slider because...
...the transformation for min/max sliders should actually be relative to the scale, not the individual markers. Thus you will notice that your max slider (the red one) returns to its initial position just as you drag the mouse cursor back over the zero position. Make sense?
var position;
var rect = paper.rect(20, 20, 40, 40).attr({
cursor: "move",
fill: "#f00",
stroke: "#000"
});
t = paper.text(70,70, 'test').attr({
"font-size":16,
"font-family":
"Arial, Helvetica, sans-serif"
});
var st = paper.set();
st.push(rect, t);
rect.mySet = st;
rect.drag(onMove, onStart, onEnd);
onStart = function () {
positions = new Array();
this.mySet.forEach(function(e) {
var ox = e.attr("x");
var oy = e.attr("y");
positions.push([e, ox, oy]);
});
}
onMove = function (dx, dy) {
for (var i = 0; i < positions.length; i++) {//you can use foreach but I want to
// show that is a simple array
positions[i][0].attr({x: positions[i][1] + dx, y: positions[i][2] + dy});
}
}
onEnd = function() {}
Part 1 : In one of my projects, I want to display a Image in center of a Custom Control using GDI+ while maintaining the aspect ratio of the Image. Here is my code
Gdiplus::Image image(imagePathWStr); // imagePathWStr is the Image Path
int originalWidth = image.GetWidth();
int originalHeight = image.GetHeight();
// This code calculates the aspect ratio in which I have to draw the image
int16 cntrlwidth = controlPosition.right - controlPosition.left; // controlPosition is the custom Control Rect
int16 cntrlheigth = controlPosition.bottom - controlPosition.top;
float percentWidth = (float)cntrlwidth / (float)originalWidth;
float percentHeight = (float)cntrlheigth / (float)originalHeight;
float percent = percentHeight < percentWidth ? percentHeight : percentWidth;
int newImageWidth = (int)(originalWidth * percent);
int newImageHeight = (int)(originalHeight * percent);
Gdiplus::RectF imageContainer;
imageContainer.X = controlPosition.left;
imageContainer.Y = controlPosition.top;
imageContainer.Width = controlPosition.right;
imageContainer.Height = controlPosition.bottom;
Gdiplus::Graphics gdiGraphics(hDC);
Gdiplus::Unit scrUnit = Gdiplus::UnitPixel;
gdiGraphics.DrawImage(&image, imageContainer, 0, 0, originalWidth, originalHeight, scrUnit);
However when the Control is resized vertically the image is moving to the right and not always stay in center, Also when Control is resized Horizontally, it is moving to the bottom. I am not able to figure out why.
I am using C++ on Windows.
Part 2: Now I have got a Rectangle drawn as well on top of this
Gdiplus::RectF cropRect;
cropRect.X = 100;
cropRect.Y = 100;
cropRect.Width = 300;
cropRect.Height = 300;
Gdiplus::Pen* myPen = new Gdiplus::Pen(Gdiplus::Color::White);
myPen->SetWidth(3);
gdiGraphics.DrawRectangle(myPen, cropRect);
Now When I resize the Control, Image is getting resized correctly but this rectangle is not, I multiplied Width and Height accordingly
Gdiplus::RectF cropRectangle;
cropRectangle.X = cropRect.GetLeft();
cropRectangle.Y = cropRec.GetTop();
cropRectangle.Width = (cropRec.Width)* percent;
cropRectangle.Height = (cropRec.Height ) * percent;
My Part 1 has been solved after Adrians Answer now I am stuck on Part 2 of my problems
Thanks
-Pankaj
when the size of the control changes you'll have a WM_SIZE message posted to your window. you must refresh your aspect ratio according to new size.