Reputation: 1064
I'm building a simple image editor using FabricJS. I can do almost anything I need, the problem comes implementing a zoom feature. As far as I've understood, FabricJS hasn't anything built-it, so that I'm trying to do it by myself.
I've put 2 buttons on the page "Zoom in" and "Zoom out", on click they activate a jQuery function, respectively
$("#zoomin").click(function() {
$("#canvas").width(
$("#canvas").width() * 1.25
);
$("#canvas").height(
$("#canvas").height() * 1.25
);
});
and
$("#zoomout").click(function() {
$("#canvas").width(
$("#canvas").width() * 0.8
);
$("#canvas").height(
$("#canvas").height() * 0.8
);
});
Where #canvas is the id of the div which contains the canvas. This code works properly, it actually zooms in and out, but that causes a problem when I want to grab and move around the objects on the canvas, the snap area is not where the object is visible, when I zoom in, the snap area results to be moved to top-left of the visible object, when I zoom out it results to be moved to the bottom-right.
To explain, this is what happens after a zoom out
Is there a way to make the snap area consistent with the position of the shown object?
Is there a better way to implement the zooming function?
Upvotes: 9
Views: 24818
Reputation: 66
fabric.Image.fromURL('http://i.imgur.com/8rmMZI3.jpg', function(oImg) {
oImg.selectable = false;
oImg.id = 'image';
canvas.add(oImg);
});
canvas.on('mouse:wheel', function(opt) {
var delta = opt.e.deltaY;
var pointer = canvas.getPointer(opt.e);
var zoom = canvas.getZoom();
zoom = zoom + delta/200;
if (zoom > 20) zoom = 20;
if (zoom < 0.01) zoom = 0.01;
canvas.zoomToPoint({ x: opt.e.offsetX, y: opt.e.offsetY }, zoom);
opt.e.preventDefault();
opt.e.stopPropagation();
});
Have a look at the following fiddle :- https://jsfiddle.net/ximihoque/6ys3quL8/
I have demonstrated drawing objects on a image via public url with following features :-
1. Draw Bounding box
2. Toggle Drag and move by a simple keypress 's'
3. Delete the box by 'delete' key
4. Zoom and Pan with mouse wheel/scroll
References :-
1. http://fabricjs.com/fabric-intro-part-5
2. http://fabricjs.com/fabric-intro-part-1
Upvotes: 3
Reputation: 96
You can try code below.
canvas.renderAll();
var mousewheelevt=(/Firefox/i.test(navigator.userAgent))? "DOMMouseScroll" : "mousewheel" ;
document.addEventListener(mousewheelevt, function(e){
if(e.detail<0){
//canvas.setZoom(canvas.getZoom() * 1.1 );
canvas.zoomToPoint(new fabric.Point(canvas.width / 2, canvas.height / 2), canvas.getZoom() * 1.1);
}
else{
//canvas.setZoom(canvas.getZoom() / 1.1 );
canvas.zoomToPoint(new fabric.Point(canvas.width / 2, canvas.height / 2), canvas.getZoom() / 1.1);
}
}, false);
Hope it will work for you.
Upvotes: 8
Reputation: 14741
fabrcjs has its own zooming functions built inside.
I think that in this way you are obtaining a css zoom of the element, but mouse interaction is calculated internally with objects positions.
Try to use fabricjs functions:
canvas.setZoom(val);
Where canvas
is the fabric.Canvas
object.
To resize the canvas accordingly:
canvas.setWidth(originalWidth * canvas.getZoom());
canvas.setHeight(originalHeight * canvas.getZoom());
Upvotes: 23