Create background video based on screen width - background

I would like to create a background video element based on the width of my viewport. I've tried this so far but unfortunately didn't have success.
<script>
if ($(window).width() < 768) {
let div = document.createElement('div');
div.class = 'fullsize-video-bg w-background-video w-background-video-atom';
div.data-poster-url = 'https://uploads-ssl.webflow.com/618427c454b0a519900b9198/6276866ad0b6dfd92c709261_video-mobile-poster-00001.jpg';
div.data-video-urls = 'https://uploads-ssl.webflow.com/618427c454b0a519900b9198/6276866ad0b6dfd92c709261_video-mobile-transcode.mp4,https://uploads-ssl.webflow.com/618427c454b0a519900b9198/6276866ad0b6dfd92c709261_video-mobile-transcode.webm';
div.data-autoplay = 'true';
div.data-loop = 'true';
div.data-wf-ignore = 'true';
div.innerHTML = '<video id="a5555903-b716-d8eb-3a03-360ccf397ab7-video" autoplay="" loop="" style="background-image:url("https://uploads-ssl.webflow.com/618427c454b0a519900b9198/6276866ad0b6dfd92c709261_video-mobile-poster-00001.jpg")" muted="" playsinline="" data-wf-ignore="true" data-object-fit="cover"><source src="https://uploads-ssl.webflow.com/618427c454b0a519900b9198/6276866ad0b6dfd92c709261_video-mobile-transcode.mp4" data-wf-ignore="true"><source src="https://uploads-ssl.webflow.com/618427c454b0a519900b9198/6276866ad0b6dfd92c709261_video-mobile-transcode.webm" data-wf-ignore="true"></video>';
document.body.appendChild(div);
}
else {
let div = document.createElement('div');
div.class = 'fullsize-video-bg w-background-video w-background-video-atom';
div.data-poster-url = 'https://uploads-ssl.webflow.com/618427c454b0a519900b9198/627686bfbd3c578b1dd34dbb_video-desktop-poster-00001.jpg';
div.data-video-urls = 'https://uploads-ssl.webflow.com/618427c454b0a519900b9198/627686bfbd3c578b1dd34dbb_video-desktop-transcode.mp4,https://uploads-ssl.webflow.com/618427c454b0a519900b9198/627686bfbd3c578b1dd34dbb_video-desktop-transcode.webm';
div.data-autoplay = 'true';
div.data-loop = 'true';
div.data-wf-ignore = 'true';
div.innerHTML = '<video id="a5555903-b716-d8eb-3a03-360ccf397ab7-video" autoplay="" loop="" style="background-image:url("https://uploads-ssl.webflow.com/618427c454b0a519900b9198/627686bfbd3c578b1dd34dbb_video-desktop-poster-00001.jpg")" muted="" playsinline="" data-wf-ignore="true" data-object-fit="cover"><source src="https://uploads-ssl.webflow.com/618427c454b0a519900b9198/627686bfbd3c578b1dd34dbb_video-desktop-transcode.mp4" data-wf-ignore="true"><source src="https://uploads-ssl.webflow.com/618427c454b0a519900b9198/627686bfbd3c578b1dd34dbb_video-desktop-transcode.webm" data-wf-ignore="true"></video>';
document.body.appendChild(div);
}
</script>
If you have any idea how to make this work, I would be very thankful!
Best
Julian

Related

Is there any way to convert "data:image/svg+xml;base64" to "data:image/png;base64" with JavaScript? [duplicate]

I want to convert SVG into bitmap images (like JPEG, PNG, etc.) through JavaScript.
Here is how you can do it through JavaScript:
Use the canvg JavaScript library to render the SVG image using Canvas: https://github.com/gabelerner/canvg
Capture a data URI encoded as a JPG (or PNG) from the Canvas, according to these instructions: Capture HTML Canvas as gif/jpg/png/pdf?
jbeard4 solution worked beautifully.
I'm using Raphael SketchPad to create an SVG. Link to the files in step 1.
For a Save button (id of svg is "editor", id of canvas is "canvas"):
$("#editor_save").click(function() {
// the canvg call that takes the svg xml and converts it to a canvas
canvg('canvas', $("#editor").html());
// the canvas calls to output a png
var canvas = document.getElementById("canvas");
var img = canvas.toDataURL("image/png");
// do what you want with the base64, write to screen, post to server, etc...
});
This seems to work in most browsers:
function copyStylesInline(destinationNode, sourceNode) {
var containerElements = ["svg","g"];
for (var cd = 0; cd < destinationNode.childNodes.length; cd++) {
var child = destinationNode.childNodes[cd];
if (containerElements.indexOf(child.tagName) != -1) {
copyStylesInline(child, sourceNode.childNodes[cd]);
continue;
}
var style = sourceNode.childNodes[cd].currentStyle || window.getComputedStyle(sourceNode.childNodes[cd]);
if (style == "undefined" || style == null) continue;
for (var st = 0; st < style.length; st++){
child.style.setProperty(style[st], style.getPropertyValue(style[st]));
}
}
}
function triggerDownload (imgURI, fileName) {
var evt = new MouseEvent("click", {
view: window,
bubbles: false,
cancelable: true
});
var a = document.createElement("a");
a.setAttribute("download", fileName);
a.setAttribute("href", imgURI);
a.setAttribute("target", '_blank');
a.dispatchEvent(evt);
}
function downloadSvg(svg, fileName) {
var copy = svg.cloneNode(true);
copyStylesInline(copy, svg);
var canvas = document.createElement("canvas");
var bbox = svg.getBBox();
canvas.width = bbox.width;
canvas.height = bbox.height;
var ctx = canvas.getContext("2d");
ctx.clearRect(0, 0, bbox.width, bbox.height);
var data = (new XMLSerializer()).serializeToString(copy);
var DOMURL = window.URL || window.webkitURL || window;
var img = new Image();
var svgBlob = new Blob([data], {type: "image/svg+xml;charset=utf-8"});
var url = DOMURL.createObjectURL(svgBlob);
img.onload = function () {
ctx.drawImage(img, 0, 0);
DOMURL.revokeObjectURL(url);
if (typeof navigator !== "undefined" && navigator.msSaveOrOpenBlob)
{
var blob = canvas.msToBlob();
navigator.msSaveOrOpenBlob(blob, fileName);
}
else {
var imgURI = canvas
.toDataURL("image/png")
.replace("image/png", "image/octet-stream");
triggerDownload(imgURI, fileName);
}
document.removeChild(canvas);
};
img.src = url;
}
The solution to convert SVG to blob URL and blob URL to png image
const svg=`<svg version="1.1" baseProfile="full" width="300" height="200"
xmlns="http://www.w3.org/2000/svg">
<rect width="100%" height="100%" fill="red" />
<circle cx="150" cy="100" r="80" fill="green" />
<text x="150" y="125" font-size="60" text-anchor="middle" fill="white">SVG</text></svg>`
svgToPng(svg,(imgData)=>{
const pngImage = document.createElement('img');
document.body.appendChild(pngImage);
pngImage.src=imgData;
});
function svgToPng(svg, callback) {
const url = getSvgUrl(svg);
svgUrlToPng(url, (imgData) => {
callback(imgData);
URL.revokeObjectURL(url);
});
}
function getSvgUrl(svg) {
return URL.createObjectURL(new Blob([svg], { type: 'image/svg+xml' }));
}
function svgUrlToPng(svgUrl, callback) {
const svgImage = document.createElement('img');
// imgPreview.style.position = 'absolute';
// imgPreview.style.top = '-9999px';
document.body.appendChild(svgImage);
svgImage.onload = function () {
const canvas = document.createElement('canvas');
canvas.width = svgImage.clientWidth;
canvas.height = svgImage.clientHeight;
const canvasCtx = canvas.getContext('2d');
canvasCtx.drawImage(svgImage, 0, 0);
const imgData = canvas.toDataURL('image/png');
callback(imgData);
// document.body.removeChild(imgPreview);
};
svgImage.src = svgUrl;
}
change svg to match your element
function svg2img(){
var svg = document.querySelector('svg');
var xml = new XMLSerializer().serializeToString(svg);
var svg64 = btoa(xml); //for utf8: btoa(unescape(encodeURIComponent(xml)))
var b64start = 'data:image/svg+xml;base64,';
var image64 = b64start + svg64;
return image64;
};svg2img()
My use case was to have the svg data loaded from a network and this ES6 Class did the Job.
class SvgToPngConverter {
constructor() {
this._init = this._init.bind(this);
this._cleanUp = this._cleanUp.bind(this);
this.convertFromInput = this.convertFromInput.bind(this);
}
_init() {
this.canvas = document.createElement("canvas");
this.imgPreview = document.createElement("img");
this.imgPreview.style = "position: absolute; top: -9999px";
document.body.appendChild(this.imgPreview);
this.canvasCtx = this.canvas.getContext("2d");
}
_cleanUp() {
document.body.removeChild(this.imgPreview);
}
convertFromInput(input, callback) {
this._init();
let _this = this;
this.imgPreview.onload = function() {
const img = new Image();
_this.canvas.width = _this.imgPreview.clientWidth;
_this.canvas.height = _this.imgPreview.clientHeight;
img.crossOrigin = "anonymous";
img.src = _this.imgPreview.src;
img.onload = function() {
_this.canvasCtx.drawImage(img, 0, 0);
let imgData = _this.canvas.toDataURL("image/png");
if(typeof callback == "function"){
callback(imgData)
}
_this._cleanUp();
};
};
this.imgPreview.src = input;
}
}
Here is how you use it
let input = "https://restcountries.eu/data/afg.svg"
new SvgToPngConverter().convertFromInput(input, function(imgData){
// You now have your png data in base64 (imgData).
// Do what ever you wish with it here.
});
If you want a vanilla JavaScript version, you could head over to Babel website and transpile the code there.
Here a function that works without libraries and returns a Promise:
/**
* converts a base64 encoded data url SVG image to a PNG image
* #param originalBase64 data url of svg image
* #param width target width in pixel of PNG image
* #return {Promise<String>} resolves to png data url of the image
*/
function base64SvgToBase64Png (originalBase64, width) {
return new Promise(resolve => {
let img = document.createElement('img');
img.onload = function () {
document.body.appendChild(img);
let canvas = document.createElement("canvas");
let ratio = (img.clientWidth / img.clientHeight) || 1;
document.body.removeChild(img);
canvas.width = width;
canvas.height = width / ratio;
let ctx = canvas.getContext("2d");
ctx.drawImage(img, 0, 0, canvas.width, canvas.height);
try {
let data = canvas.toDataURL('image/png');
resolve(data);
} catch (e) {
resolve(null);
}
};
img.onerror = function() {
resolve(null);
};
img.src = originalBase64;
});
}
On Firefox there is an issue for SVGs without set width / height.
See this working example including a fix for the Firefox issue.
This is an old question, in 2022 we have ES6 and we don't need 3rd party libraries.
Here is a very basic way to convert svg images into other formats.
The trick is to load the svg element as an img element, then use a canvas element to convert the image into the desired format. So, four steps are needed:
Extract svg as xml data string.
Load the xml data string into a img element
Convert the img element to a dataURL using a canvas element
Load the converted dataURL into a new img element
Step 1
Extracting a svg as xml data string is simple, we don't need to convert it as a base64 string. We just serialize it as XML then we encode the string as a URI:
// Select the element:
const $svg = document.getElementById('svg-container').querySelector('svg')
// Serialize it as xml string:
const svgAsXML = (new XMLSerializer()).serializeToString($svg)
// Encode it as a data string:
const svgData = `data:image/svg+xml,${encodeURIComponent(svgAsXML)}`
Step 2
Loading the xml data string into a img element:
// This function returns a Promise whenever the $img is loaded
const loadImage = async url => {
const $img = document.createElement('img')
$img.src = url
return new Promise((resolve, reject) => {
$img.onload = () => resolve($img)
$img.onerror = reject
$img.src = url
})
}
Step 3
Converting the img element to a dataURL using a canvas element:
const $canvas = document.createElement('canvas')
$canvas.width = $svg.clientWidth
$canvas.height = $svg.clientHeight
$canvas.getContext('2d').drawImage(img, 0, 0, $svg.clientWidth, $svg.clientHeight)
return $canvas.toDataURL(`image/${format}`, 1.0)
Step 4
Loading the converted dataURL into a new img element:
const $img = document.createElement('img')
$img.src = dataURL
$holder.appendChild($img)
Here you have a working snippet:
const $svg = document.getElementById('svg-container').querySelector('svg')
const $holder = document.getElementById('img-container')
const $label = document.getElementById('img-format')
const destroyChildren = $element => {
while ($element.firstChild) {
const $lastChild = $element.lastChild ?? false
if ($lastChild) $element.removeChild($lastChild)
}
}
const loadImage = async url => {
const $img = document.createElement('img')
$img.src = url
return new Promise((resolve, reject) => {
$img.onload = () => resolve($img)
$img.onerror = reject
})
}
const convertSVGtoImg = async e => {
const $btn = e.target
const format = $btn.dataset.format ?? 'png'
$label.textContent = format
destroyChildren($holder)
const svgAsXML = (new XMLSerializer()).serializeToString($svg)
const svgData = `data:image/svg+xml,${encodeURIComponent(svgAsXML)}`
const img = await loadImage(svgData)
const $canvas = document.createElement('canvas')
$canvas.width = $svg.clientWidth
$canvas.height = $svg.clientHeight
$canvas.getContext('2d').drawImage(img, 0, 0, $svg.clientWidth, $svg.clientHeight)
const dataURL = await $canvas.toDataURL(`image/${format}`, 1.0)
console.log(dataURL)
const $img = document.createElement('img')
$img.src = dataURL
$holder.appendChild($img)
}
const buttons = [...document.querySelectorAll('[data-format]')]
for (const $btn of buttons) {
$btn.onclick = convertSVGtoImg
}
.wrapper {
display: flex;
flex-flow: row nowrap;
width: 100vw;
}
.images {
display: flex;
flex-flow: row nowrap;
width: 70%;
}
.image {
width: 50%;
display: flex;
flex-flow: row wrap;
justify-content: center;
}
.label {
width: 100%;
text-align: center;
}
<div class="wrapper">
<div class="item images">
<div class="image left">
<div class="label">svg</div>
<div id="svg-container">
<svg xmlns="http://www.w3.org/2000/svg" xml:space="preserve" width="200" height="200" viewBox="0 0 248 204">
<path fill="#1d9bf0" d="M221.95 51.29c.15 2.17.15 4.34.15 6.53 0 66.73-50.8 143.69-143.69 143.69v-.04c-27.44.04-54.31-7.82-77.41-22.64 3.99.48 8 .72 12.02.73 22.74.02 44.83-7.61 62.72-21.66-21.61-.41-40.56-14.5-47.18-35.07 7.57 1.46 15.37 1.16 22.8-.87-23.56-4.76-40.51-25.46-40.51-49.5v-.64c7.02 3.91 14.88 6.08 22.92 6.32C11.58 63.31 4.74 33.79 18.14 10.71c25.64 31.55 63.47 50.73 104.08 52.76-4.07-17.54 1.49-35.92 14.61-48.25 20.34-19.12 52.33-18.14 71.45 2.19 11.31-2.23 22.15-6.38 32.07-12.26-3.77 11.69-11.66 21.62-22.2 27.93 10.01-1.18 19.79-3.86 29-7.95-6.78 10.16-15.32 19.01-25.2 26.16z"/>
</svg>
</div>
</div>
<div class="image right">
<div id="img-format" class="label"></div>
<div id="img-container"></div>
</div>
</div>
<div class="item buttons">
<button id="btn-png" data-format="png">PNG</button>
<button id="btn-jpg" data-format="jpeg">JPG</button>
<button id="btn-webp" data-format="webp">WEBP</button>
</div>
</div>
Svg to png can be converted depending on conditions:
If svg is in format SVG (string) paths:
create canvas
create new Path2D() and set svg as parameter
draw path on canvas
create image and use canvas.toDataURL() as src.
example:
const canvas = document.createElement('canvas');
const ctx = canvas.getContext('2d');
let svgText = 'M10 10 h 80 v 80 h -80 Z';
let p = new Path2D('M10 10 h 80 v 80 h -80 Z');
ctx.stroke(p);
let url = canvas.toDataURL();
const img = new Image();
img.src = url;
Note that Path2D not supported in ie and partially supported in edge. Polyfill solves that:
https://github.com/nilzona/path2d-polyfill
Create svg blob and draw on canvas using .drawImage():
make canvas element
make a svgBlob object from the svg xml
make a url object from domUrl.createObjectURL(svgBlob);
create an Image object and assign url to image src
draw image into canvas
get png data string from canvas: canvas.toDataURL();
Nice description:
https://web.archive.org/web/20200125162931/http://ramblings.mcpher.com:80/Home/excelquirks/gassnips/svgtopng
Note that in ie you will get exception on stage of canvas.toDataURL(); It is because IE has too high security restriction and treats canvas as readonly after drawing image there. All other browsers restrict only if image is cross origin.
Use canvg JavaScript library. It is separate library but has useful functions.
Like:
ctx.drawSvg(rawSvg);
var dataURL = canvas.toDataURL();
I recently discovered a couple of image tracing libraries for JavaScript that indeed are able to build an acceptable approximation to the bitmap, both size and quality. I'm developing this JavaScript library and CLI :
https://www.npmjs.com/package/svg-png-converter
Which provides unified API for all of them, supporting browser and node, non depending on DOM, and a Command line tool.
For converting logos/cartoon/like images it does excellent job. For photos / realism some tweaking is needed since the output size can grow a lot.
It has a playground although right now I'm working on a better one, easier to use, since more features has been added:
https://cancerberosgx.github.io/demos/svg-png-converter/playground/#
There are several ways to convert SVG to PNG using the Canvg library.
In my case, I needed to get the PNG blob from inline SVG.
The library documentation provides an example (see OffscreenCanvas example).
But this method does not work at the moment in Firefox. Yes, you can enable the gfx.offscreencanvas.enabled option in the settings. But will every user on the site do this? :)
However, there is another way that will work in Firefox too.
const el = document.getElementById("some-svg"); //this is our inline SVG
var canvas = document.createElement('canvas'); //create a canvas for the SVG render
canvas.width = el.clientWidth; //set canvas sizes
canvas.height = el.clientHeight;
const svg = new XMLSerializer().serializeToString(el); //convert SVG to string
//render SVG inside canvas
const ctx = canvas.getContext('2d');
const v = await Canvg.fromString(ctx, svg);
await v.render();
let canvasBlob = await new Promise(resolve => canvas.toBlob(resolve));
For the last line thanks to this answer
get data URIs from SVG:
data:image/svg+xml;base64,${btoa(new XMLSerializer().serializeToString(svgElem))}
prepare an Image
create a canvas and use toDataURL to export.
Example
<!-- test data-->
<svg width="400" height="400"><g transform="translate(23.915343915343925,-80.03971756398937)" class="glyph" stroke="#000000" fill="#a0a0a0"><path d="M74.97 108.70L74.97 108.70L100.08 110.77Q93.89 147.91 87.35 179.89L87.35 179.89L148.23 179.89L148.23 194.34Q143.76 277.91 113.84 339.81L113.84 339.81Q144.44 363.54 163.70 382.46L163.70 382.46L146.51 402.75Q128.62 384.18 101.80 361.83L101.80 361.83Q75.32 405.85 34.39 436.80L34.39 436.80L17.20 415.82Q57.43 386.93 82.20 345.66L82.20 345.66Q57.78 326.40 27.86 304.39L27.86 304.39Q44.37 257.96 56.75 203.97L56.75 203.97L19.26 203.97L19.26 179.89L61.90 179.89Q69.47 145.16 74.97 108.70ZM93.20 323.99L93.20 323.99Q118.65 272.06 123.12 203.97L123.12 203.97L82.20 203.97Q69.47 260.03 55.71 297.17L55.71 297.17Q76.01 311.61 93.20 323.99ZM160.26 285.13L160.26 260.37L239.71 260.37L239.71 216.01Q268.25 191.24 294.05 155.48L294.05 155.48L170.58 155.48L170.58 130.71L322.94 130.71L322.94 155.48Q297.49 191.93 265.50 223.92L265.50 223.92L265.50 260.37L337.38 260.37L337.38 285.13L265.50 285.13L265.50 397.59Q265.50 431.64 237.65 431.64L237.65 431.64L187.09 431.64L180.21 407.57Q202.22 407.91 227.67 407.91L227.67 407.91Q239.71 407.91 239.71 390.03L239.71 390.03L239.71 285.13L160.26 285.13Z"></path></g></svg>
<button title="download">svg2png</button>
<script>
const output = {"name": "result.png", "width": 64, "height": 64}
document.querySelector("button").onclick = () => {
const svgElem = document.querySelector("svg")
// const uriData = `data:image/svg+xml;base64,${btoa(svgElem.outerHTML)}` // it may fail.
const uriData = `data:image/svg+xml;base64,${btoa(new XMLSerializer().serializeToString(svgElem))}`
const img = new Image()
img.src = uriData
img.onload = () => {
const canvas = document.createElement("canvas");
[canvas.width, canvas.height] = [output.width, output.height]
const ctx = canvas.getContext("2d")
ctx.drawImage(img, 0, 0, output.width, output.height)
// 👇 download
const a = document.createElement("a")
const quality = 1.0 // https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/imageSmoothingQuality
a.href = canvas.toDataURL("image/png", quality)
a.download = output.name
a.append(canvas)
a.click()
a.remove()
}
}
</script>
Here are my 2 cents. Somehow Download anchor tag is not working as expected in code snippet, however it was working fine in Chrome.
Here is working jsFiddle
const waitForImage = imgElem => new Promise(resolve => imgElem.complete ? resolve() : imgElem.onload = imgElem.onerror = resolve);
const svgToImgDownload = ext => {
if (!['png', 'jpg', 'webp'].includes(ext))
return;
const _svg = document.querySelector("#svg_container").querySelector('svg');
const xmlSerializer = new XMLSerializer();
let _svgStr = xmlSerializer.serializeToString(_svg);
const img = document.createElement('img');
img.src = 'data:image/svg+xml;base64,' + window.btoa(_svgStr);
waitForImage(img)
.then(_ => {
const canvas = document.createElement('canvas');
canvas.width = _svg.clientWidth;
canvas.height = _svg.clientHeight;
canvas.getContext('2d').drawImage(img, 0, 0, _svg.clientWidth, _svg.clientHeight);
return canvas.toDataURL('image/' + (ext == 'jpg' ? 'jpeg' : ext), 1.0);
})
.then(dataURL => {
console.log(dataURL);
document.querySelector("#img_download_btn").innerHTML = `Download`;
})
.catch(console.error);
};
document.querySelector('#map2Png').addEventListener('click', _ => svgToImgDownload('png'));
document.querySelector('#map2Jpg').addEventListener('click', _ => svgToImgDownload('jpg'));
document.querySelector('#map2Webp').addEventListener('click', _ => svgToImgDownload('webp'));
<div id="svg_container" style="float: left; width: 50%">
<svg width="200" height="200" viewBox="-100 -100 200 200">
<circle cx="0" cy="20" r="70" fill="#D1495B" />
<circle cx="0" cy="-75" r="12" fill="none" stroke="#F79257" stroke-width="2" />
<rect x="-17.5" y="-65" width="35" height="20" fill="#F79257" />
</svg>
</div>
<div>
<button id="map2Png">PNG</button>
<button id="map2Jpg">JPG</button>
<button id="map2Webp">WEBP</button>
</div>
<div id="img_download_btn"></div>

fix cut tile javascript

i have code cut tile:
TITL1 - TITLE2 [XXX]
var Enumber1 = new Array();
$("#id").each(function(i){
var text = $(this).text();
if(text.indexOf('[') != -1 || text.indexOf(']') != -1){
var Ntext1 = text.split('[')[0];
Enumber1[i] = text.split('[')[1].split(']')[0];
$(this).text(Ntext1);
}
});
$("#id").each(function(i){
$(this).fadeIn("slow");
if(Enumber1[i] != undefined){
$(this).text(Enumber1[i]);
}else{
$(this).css('N/A');
}
});
TITLE1 -TITL2 >>> div class="title"
[XXX] >>> div class="cut"
DEMO: https://jsfiddle.net/bro69zvb/
Help me fix it
TILE1 in >>> in
2.TITLE >>> in
XXX >>> in
thanks!!!
Use this in your script area:
var Enumber1 = new Array();
var longOfArray=0;
$(".title").each(function(i){
var text = $(this).text();
var res = text.replace(" -","");
res = res.split(" ");
//res contains "title1,title2,[xxx]"
longOfArray = res.length;
//lenght of this array is 3
Enumber1 = res;
//stored into your array
$(".title").html("");
//emptied first title
});
$(".cut").each(function(i){
//iterate through array to fill .cut div
for(i=0;i<longOfArray; i++){
if(Enumber1[i].indexOf("[")!=-1){
//remove first lash [
var firstLash = Enumber1[i].indexOf("[");
Enumber1[i] = Enumber1[i].substring(firstLash+1);
}
if(Enumber1[i].indexOf("]")!=-1){
//remove last lash ]
var lastLash = Enumber1[i].indexOf("]");
Enumber1[i] = Enumber1[i].substring(0,lastLash);
}
$(".cut").append("<p>"+(i+1)+" "+Enumber1[i]+"</p>");
}
});
Being your html like this:
<div class="title">
Title1 - Title2 [XXX]
</div>
<div class="cut">
</div>

Object is not moving proper with mouse movement in mobile devices

I am trying to move an object with mouse using pressmove event on the object. In PC and Tablet it is working well. But, in the mobile devices it is not working well as those have different width and height.
You can view the following URL:-
http://quirktools.com/screenfly/#u=http://saurabhysecit.byethost15.com/scratchGame_Canvas.html&w=320&h=568&a=37&s=1
Direct URL is - http://saurabhysecit.byethost15.com/scratchGame_Canvas.html
It has been generated from Animate CC.
These are the code below.
JS Code -
(function (lib, img, cjs, ss, an) {
var p; // shortcut to reference prototypes
lib.ssMetadata = [];
function mc_symbol_clone() {
var clone = this._cloneProps(new this.constructor(this.mode, this.startPosition, this.loop));
clone.gotoAndStop(this.currentFrame);
clone.paused = this.paused;
clone.framerate = this.framerate;
return clone;
}
function getMCSymbolPrototype(symbol, nominalBounds, frameBounds) {
var prototype = cjs.extend(symbol, cjs.MovieClip);
prototype.clone = mc_symbol_clone;
prototype.nominalBounds = nominalBounds;
prototype.frameBounds = frameBounds;
return prototype;
}
(lib.coin = function(mode,startPosition,loop) {
this.initialize(mode,startPosition,loop,{});
// Layer 1
this.shape = new cjs.Shape();
this.shape.graphics.f().s("#AA8801").ss(1,2,1).p("AH5AAQAACrhhCBQgIAKgIAKQgQAUgTASQiKCLjAAKQgNAAgOAAQi5AAiKh2QgRgOgQgRQiUiTAAjTQAAjDCBiOIAAgBQAJgKAKgKQAUgUAVgSQB9hlCigIQAOgBAOAAQAaAAAZACQAHAAAHABQCoAUB8B9QATASAQAUQBtCEAECvQAAADAAACQAAAFAAADg");
this.shape.setTransform(-4.8,0.1);
this.shape_1 = new cjs.Shape();
this.shape_1.graphics.f("#D9AE01").s().p("AlbGiQgTgQgSgSQigieAAjiQAAjhCgifQAWgWAXgTQCRh2DCgBQAdABAbACQC+ARCLCMQAUATASAWQB6CTAADEQAADGh6CSQgSAVgUATQiUCWjQAKIgdAAQjHAAiUh+gAgqnnQijAIh8BmQgVARgUAUIgUAUIAAABQiBCOAADEQAADSCVCTQAQARARAOQCJB2C6AAIAbAAQDAgJCJiMQATgSAQgUIAQgUQBhiBAAiqIAAgJIAAgGQgEithtiFQgQgTgTgTQh7h9ipgTIAAgDQgYgCgaAAQgVAAgVACg");
this.shape_1.setTransform(-3.3,-1.7);
this.shape_2 = new cjs.Shape();
this.shape_2.graphics.f("#FFCC00").s().p("AlDGFQgQgOgQgQQiViUAAjSQAAjDCBiPIAAAAIAUgVQAUgUAUgRQB9hmCigIQAWgCAVAAQAZAAAZACIAAADIgNgCQgZgCgbAAIgcABIAcgBQAbAAAZACIANACQCoATB8B9QATATAQAUQBsCEAFCvIAAAFIAAAIQAACqhhCCIgQATQgQAUgTATQiKCLjAAJIgbABQi5AAiKh3g");
this.shape_2.setTransform(-4.8,0.1);
this.shape_3 = new cjs.Shape();
this.shape_3.graphics.f("#695400").s().p("Ah6I1IgBAAQjHgKiUiJQCUB+DIAAIAeAAQDOgKCUiWQAUgTASgWQB6iSAAjFQAAjEh6iTQgSgWgUgUQiKiLi+gRQgbgDgdAAQjCAAiSB3QCSiBDBgKIABAAIAfAAIAbAAIAAAAQDXAJCbCcIAaAbIACAEQCJCcAADUIAAACQgBDViICaIgCAEQgMANgOANQikCmjpAAIgfAAg");
this.shape_3.setTransform(9,-1.7);
this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.shape_3},{t:this.shape_2},{t:this.shape_1},{t:this.shape}]}).wait(1));
}).prototype = getMCSymbolPrototype(lib.coin, new cjs.Rectangle(-57.8,-58.2,113.9,113.1), null);
// stage content:
(lib.scratchGame_Canvas = function(mode,startPosition,loop) {
if (loop == null) { loop = false; } this.initialize(mode,startPosition,loop,{});
// timeline functions:
this.frame_0 = function() {
var pressBool=false;
var mask_mc = new createjs.Shape();
var bg_mc = new createjs.Bitmap("images/YLogo1.jpg");
//var coin_mc = new lib.coin();
var coin_mc = new createjs.Shape(new createjs.Graphics().beginFill("#FFFFFF").drawCircle(0, 0, 50));
coin_mc.x = stage.canvas.width/2;
coin_mc.y = stage.canvas.width/2;
stage.addChild(bg_mc, coin_mc);
createjs.Touch.enable(stage, false, true);
if(sRatio<1){
coin_mc.scaleX = coin_mc.scaleY = sRatio;
}
coin_mc.addEventListener('pressmove', moveCoin.bind(this));
coin_mc.addEventListener('mouseup', releaseCoin.bind(this));
updateCacheImage(false);
function moveCoin(e){
e.currentTarget.x = e.stageX;
e.currentTarget.y = e.stageY;
stage.update();
createMask(e);
}
function createMask(e) {
if(!pressBool)return;
var xLoc = stage.mouseX-20;
var yLoc = stage.mouseY-30;
mask_mc.graphics.beginFill("FFFFFF").drawEllipse(xLoc, yLoc, 40, 60);
updateCacheImage(true);
}
function updateCacheImage(update){
var w = 361;
if (update) {
mask_mc.updateCache();
} else {
mask_mc.cache(0, 0, w, w);
}
maskFilter = new createjs.AlphaMaskFilter(mask_mc.cacheCanvas);
bg_mc.filters = [maskFilter];
if (update) {
bg_mc.updateCache(0, 0, w, w);
} else {
bg_mc.cache(0, 0, w, w);
}
}
function releaseCoin(e) {
//stage.canvas.style.cursor = "default";
pressBool = false;
updateCacheImage(true);
}
}
// actions tween:
this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1));
}).prototype = p = new cjs.MovieClip();
p.nominalBounds = new cjs.Rectangle(385.9,359.4,113.9,113);
// library properties:
lib.properties = {
width: 550,
height: 400,
fps: 24,
color: "#999999",
opacity: 1.00,
manifest: [],
preloads: []
};
})(lib = lib||{}, images = images||{}, createjs = createjs||{}, ss = ss||{}, AdobeAn = AdobeAn||{});
var lib, images, createjs, ss, AdobeAn;
HTML Code:-
<!DOCTYPE html>
<!--
NOTES:
1. All tokens are represented by '$' sign in the template.
2. You can write your code only wherever mentioned.
3. All occurrences of existing tokens will be replaced by their appropriate values.
4. Blank lines will be removed automatically.
5. Remove unnecessary comments before creating your template.
-->
<html>
<head>
<meta charset="UTF-8">
<meta name="authoring-tool" content="Adobe_Animate_CC">
<meta name="viewport" content="width=device-width, user-scalable=no, initial-scale=1.0, minimum-scale=1.0, maximum-scale=1.0, minimal-ui" />
<meta name="msapplication-tap-highlight" content="no"/>
<title>scratchGame_Canvas</title>
<!-- write your code here -->
<script src="jquery-3.2.1.slim.min.js"></script>
<script src="createjs-2015.11.26.min.js"></script>
<script src="scratchGame_Canvas.js?1497868121984"></script>
<script>
var canvas, stage, exportRoot, anim_container, dom_overlay_container, fnStartAnimation;
var pRatio = window.devicePixelRatio || 1, xRatio, yRatio, sRatio=1;
function init() {
canvas = document.getElementById("canvas");
anim_container = document.getElementById("animation_container");
dom_overlay_container = document.getElementById("dom_overlay_container");
handleComplete();
}
function handleComplete() {
//This function is always called, irrespective of the content. You can use the variable "stage" after it is created in token create_stage.
exportRoot = new lib.scratchGame_Canvas();
stage = new createjs.Stage(canvas);
stage.addChild(exportRoot);
//Registers the "tick" event listener.
fnStartAnimation = function() {
createjs.Ticker.setFPS(lib.properties.fps);
createjs.Ticker.addEventListener("tick", stage);
}
//Code to support hidpi screens and responsive scaling.
function makeResponsive(isResp, respDim, isScale, scaleType) {
var lastW, lastH, lastS=1;
window.addEventListener('resize', resizeCanvas);
resizeCanvas();
function resizeCanvas() {
var w = lib.properties.width, h = lib.properties.height;
var iw = window.innerWidth, ih=window.innerHeight;
pRatio = window.devicePixelRatio || 1, xRatio=iw/w, yRatio=ih/h, sRatio=1;
if(isResp) {
if((respDim=='width'&&lastW==iw) || (respDim=='height'&&lastH==ih)) {
sRatio = lastS;
}
else if(!isScale) {
if(iw<w || ih<h)
sRatio = Math.min(xRatio, yRatio);
}
else if(scaleType==1) {
sRatio = Math.min(xRatio, yRatio);
}
else if(scaleType==2) {
sRatio = Math.max(xRatio, yRatio);
}
}
canvas.width = w*pRatio*sRatio;
canvas.height = h*pRatio*sRatio;
canvas.style.width = dom_overlay_container.style.width = anim_container.style.width = w*sRatio+'px';
canvas.style.height = anim_container.style.height = dom_overlay_container.style.height = h*sRatio+'px';
stage.scaleX = pRatio*sRatio;
stage.scaleY = pRatio*sRatio;
lastW = iw; lastH = ih; lastS = sRatio;
}
}
makeResponsive(true,'both',false,1);
fnStartAnimation();
}
</script>
<!-- write your code here -->
</head>
<body onload="init();" style="margin:0px;">
<div id="animation_container" style="background-color:rgba(153, 153, 153, 1.00); width:550px; height:400px">
<canvas id="canvas" width="550" height="400" style="position: absolute; display: block; background-color:rgba(153, 153, 153, 1.00);"></canvas>
<div id="dom_overlay_container" style="pointer-events:none; overflow:hidden; width:550px; height:400px; position: absolute; left: 0px; top: 0px; display: block;">
</div>
</div>
</body>
</html>
Hope to get response soon.
Thanks.
As I mentioned in the comments, you can transform the coordinates, so your x/y mouse position is not affected by the canvas scaling by responsiveness, and one alternative is to use, in the binded function with the pressmove event (in your case, the function moveCoin()), the globalToLocal() method.
scratchGame_Canvas.js
Function moveCoin()
function moveCoin(e){
var point;
point = stage.globalToLocal(e.stageX, e.stageY);
e.currentTarget.x = point.x;
e.currentTarget.y = point.y;
stage.update();
createMask(e);
}
See also: Drag and drop with easeljs in Animate CC 2017
& MovieClip class (EaselJS API)

jQuery-Knob to control web audio api panning

So I have a panning feature with a basic HTML input range I am using the following javascript code to control the panning:
var x = this.valueAsNumber,
y = 0,
z = 1 - Math.abs(x);
panner2.setPosition(x,y,z);
Any idea how to implement it with jQuery-Knob library? I have done it with volume control using change function and reading in value but panning uses more than one value so unsure how to implement it.
Example implementation. I did this using another formula for equal power panning and it isn't perfect but maybe it can help you understand how to affect variables with the knob plug in.
<div class = "container">
<div id="pad" style=""></div>
<input id="panDial" class="dial" data-min="0" data-max="360" value="0" data-width="100">
</div>
$(function() {
var audioContext = new AudioContext();
var oscillator;
var val;
var x = 0;
var y = 0;
var z = 0;
var xDeg = 0;
var zDeg = xDeg + 90;
var valuePanDial = document.getElementById("panDial").value;
$(".dial").knob({
change: function(valuePanDial) {
xDeg = +valuePanDial;
zDeg = 180 - zDeg;
x = Math.sin(xDeg * (Math.PI / 180));
z = Math.sin(zDeg * (Math.PI / 180));
}
});
$("#pad").on("mousedown", function() {
oscillator = audioContext.createOscillator();
var panner = audioContext.createPanner();
panner.setPosition(x, y, z);
panner.panningModel = 'equalpower';
oscillator.frequency.value = 100;
oscillator.type = "sawtooth";
oscillator.connect(panner); // Connects it to output
panner.connect(audioContext.destination);
oscillator.start(audioContext.currentTime);
})
$("#pad").on("mouseup", function() {
oscillator.stop(audioContext.currentTime);
})
});
.container{
position:relative;
top:30px;
width:700px;
left:40%;
}
#pad {
background-color:orange;
margin-bottom:20px;
opacity:0.8;
border-style:solid;
border-color:grey;
width:200px;
height:100px;
}
#freqDial{
width:10px;
height: 10px;
}

is it possible to to apply mouse/touch events to masks with EaselJs?

Is it possible to add mouse events to a shape mask? I have the mask working, and have animated it in other tests. But now I want to know if masks can be clicked and dragged.
You can see the example here: http://www.webnamehere.com/mask/mask.html
And although Easeljs never never seems to work in jsFiddle, you can also see the code here: http://jsfiddle.net/8kbu3/1/
var circle = new createjs.Shape();
var Galaxy;
$(document).ready(function() {
canvasWidth = "1024px";
canvasHeight = "768px";
stage = new createjs.Stage('demoCanvas');
createjs.Touch.enable(stage);
$("#demoCanvas").attr({width:canvasWidth, height:canvasHeight});
Galaxy = new Image();
Galaxy.src = "images/galaxy.jpg";
Galaxy.onload = handleImageLoad;
function handleImageLoad() {
GalaxyBitmap = new createjs.Bitmap(Galaxy);
GalaxyBitmap.x = 0;
GalaxyBitmap.y = 0;
containerGalaxy = new createjs.Container();
containerGalaxy.addChild(GalaxyBitmap);
containerGalaxy.x = 0;
containerGalaxy.y = 0;
circle = new createjs.Shape();
circle.graphics.beginFill('blue').drawCircle(80,80,50).endFill();
containerGalaxy.mask = circle;
stage.addChild(containerGalaxy);
stage.update();
}
circle.onClick = function(evt){
alert('what the F?');
}
circle.onPress = function(evt){
var offset = {x:circle.x-evt.stageX, y:circle.y-evt.stageY};
evt.onMouseMove = function(ev) {
circle.x = ev.stageX+offset.x;
circle.y = ev.stageY+offset.y;
console.log("circle X: " + circle.x + " | Y: " + circle.y);
stage.update();
}
}
Thanks guys
To receive an click-event you have to add the circle to the stage (stage.addChild(circle)) or to a child of the stage, even if it acts as a mask - in your case it might be better to take a transparent dummy-object as the click-listener.