How i can achieve home page like this <http://www.giantstepsmedias.com/> - css

I can achieve the background particles using examples from three.js,
How i can achieve the N shape they have made using particles and the hover effect also
Thanks in advance for your answers :)

Achieving such an effect is not easy, but if you want a start, here is a simplified demo: http://jsfiddle.net/fezany2x/4/
The trick is to avoid refreshing the whole canvas. Instead, just erase your particles and repaint them again:
ctx.fillStyle = "#004";
boxes.forEach(
function(box) {
ctx.fillRect(box.x - 2, box.y - 2, 8, 8);
}
);
ctx.fillStyle = "white";
boxes.forEach(
function(box) {
ctx.fillRect(box.x, box.y, 4, 4);
}
);

Related

Highcharts: How to add another(custom) label/ legend/ something else to the top right of the graph?

In my highcharts, I already have a legend at the bottom left of the graph but want to add a custom status indicator for the entire graph. It's going to be a colored oval with a colored dot and a status on it like in the picture.
Should I be trying to use a custom legend or something else? I don't need to hide/show abiliity of the legend so maybe I'm thinking a label is more appropriate but it seems like those only go in the graph. I want something on the top right of the graph. I'm looking through the API to see what else is available but haven't found one that suites my needs.
edit-
seems like I might have to do "chart.renderer.text" but I'm not sure how to convert and make it work in typescript http://jsfiddle.net/phpdeveloperrahul/HW7Rm/
function (chart) {
var point = chart.series[0].data[8],
text = chart.renderer.text(
'Max',
point.plotX + chart.plotLeft + 10,
point.plotY + chart.plotTop - 10
).attr({
zIndex: 5
}).add(),
box = text.getBBox();
chart.renderer.rect(box.x - 5, box.y - 5, box.width + 10, box.height + 10, 5)
.attr({
fill: '#FFFFEF',
stroke: 'gray',
'stroke-width': 1,
zIndex: 4
})
.add();
});
The best way to add a custom element inside the legend is to use the legend.labelFormatter.
events: {
render() {
let chart = this,
legendAttr = chart.legend.box.getBBox(),
padding = 5;
chart.plus = chart.renderer.text('| +', chart.legend.box.parentGroup.alignAttr.translateX + legendAttr.width + padding, chart.spacingBox.height + padding / 2).attr({
cursor: 'pointer',
}).css({
fontSize: 20
}).on(
"click",
function() {
alert('plus was clicked')
}
).add()
}
}
API References:
https://api.highcharts.com/highcharts/legend.labelFormatter,
Demo: https://jsfiddle.net/BlackLabel/yu7qm9jx/1/
I decided to just get rid of the title and add custom css to the top of it.

Highcharts bar chart overlay

I want to implement this kind of UI with Highcharts. I've implemented everything but the error icon as shown below.
Anyone has any ideas how I can implement this? Like is there any inbuilt thing in Highcharts or do we have to do it using manual css?
I think the best way to do this is to use SVG Renderer and render these elements in the desired positions:
https://api.highcharts.com/class-reference/Highcharts.SVGRenderer
https://support.highcharts.com/support/solutions/articles/44001706971-how-to-use-highcharts-svg-renderer-
function(chart) {
var data = chart.series[0].data;
var group = chart.renderer.g('icons').attr({
zIndex: 5
}).add();
for (i = 0; i < data.length; i++) {
chart.renderer.image('https://www.highcharts.com/samples/graphics/sun.png', data[i].barX + chart.plotLeft - 10, data[i].plotY + chart.plotTop - 15, 30, 30).add(group);
}
});
Demo: https://jsfiddle.net/BlackLabel/2xsjw7qc/

Scaling a canvas nicely with css

I'm trying to draw an image on a canvas, then use css to fit the canvas within a certain size. It turns out that many browsers don't scale the canvas down very nicely. Firefox on OS X seems to be one of the worst, but I haven't tested very many. Here is a minimal example of the problem:
HTML
<img>
<canvas></canvas>
CSS
img, canvas {
width: 125px;
}
JS
var image = document.getElementsByTagName('img')[0],
canvas = document.getElementsByTagName('canvas')[0];
image.onload = function() {
canvas.width = image.width;
canvas.height = image.height;
var context = canvas.getContext('2d');
context.drawImage(image, 0, 0, canvas.width, canvas.height);
}
image.src = "http://upload.wikimedia.org/wikipedia/commons/thumb/0/00/Helvetica_Neue_typeface_weights.svg/783px-Helvetica_Neue_typeface_weights.svg.png"
Running in a codepen: http://codepen.io/ford/pen/GgMzJd
Here's the result in Firefox (screenshot from a retina display):
What's happening is that both the <img> and <canvas> start at the same size and are scaled down by the browser with css (the image width is 783px). Apparently, the browser does some nice smoothing/interpolation on the <img>, but not on the <canvas>.
I've tried:
image-rendering, but the defaults seem to already be what I want.
Hacky solutions like scaling the image down in steps, but this didn't help: http://codepen.io/ford/pen/emGxrd.
Context2D.imageSmoothingEnabled, but once again, the defaults describe what I want.
How can I make the image on the right look like the image on the left? Preferably in as little code as possible (I'd rather not implement bicubic interpolation myself, for example).
You can fix the pixelation issue by scaling the canvas's backing store by the window.devicePixelRatio value. Unfortunately, the shoddy image filtering seems to be a browser limitation at this time, and the only reliable fix is to roll your own.
Replace your current onload with:
image.onload = function() {
var dpr = window.devicePixelRatio;
canvas.width = image.width * dpr;
canvas.height = image.height * dpr;
var context = canvas.getContext('2d');
context.drawImage(image, 0, 0, canvas.width, canvas.height);
}
Results:
Tested on Firefox 35.0.1 on Windows 8.1. Note that your current code doesn't handle browser zoom events, which could reintroduce pixelation. You can fix this by handling the resize event.
Canvas is not quite meant to be css zoomed : Try over-sampling : use twice the required canvas size, and css scaling will do a fine job in down-scaling the canvas.
On hi-dpi devices you should double yet another time the resolution to reach the
same quality.
(even on a standard display, X4 shines a bit more).
(Image, canvas 1X, 2X and 4X)
var $ = document.getElementById.bind(document);
var image = $('fntimg');
image.onload = function() {
drawAllImages();
}
image.src = "http://upload.wikimedia.org/wikipedia/commons/thumb/0/00/Helvetica_Neue_typeface_weights.svg/783px-Helvetica_Neue_typeface_weights.svg.png"
function drawAllImages() {
drawImage(1);
drawImage(2);
drawImage(4);
}
function drawImage(x) {
console.log('cv' + x + 'X');
var canvas = $('cv' + x + 'X');
canvas.width = x * image.width;
canvas.height = x * image.height;
var context = canvas.getContext('2d');
context.drawImage(image, 0, 0, canvas.width, canvas.height);
}
img,
canvas {
width: 125px;
}
<br>
<img id='fntimg'>
<canvas id='cv1X'></canvas>
<canvas id='cv2X'></canvas>
<canvas id='cv4X'></canvas>
<br>
It's not good idea to scale canvas and think that you solved the image scale problem.you can pass your dynamic value to canvas,and then draw with that size whatever you want.
here is link of canvas doc: http://www.w3docs.com/learn-javascript/canvas.html
Simple answer, you can't do it. The canvas is just like a bitmap, nothing more.
My idea:
You should redraw the whole surface on zooming, and make sure you scale the image you're drawing to the canvas. As it is a vector graphic, this should work. But you're going to have to redraw the canvas for sure.

Rotate background-image in a rotated div?

I have a div shape with before: and after: so it looks like a cross shape (Rotated).
But now my problem is, that the background is logically also rotated. I'd like that the background image isn't rotated and the image should be the size of the div.
I already tried to add a transform rotate to the place where I added the background but it didnt rotate back. Also for the size I tried background-size to adjust it, didnt work either.
Here is my jsbin: http://jsbin.com/iYogaCE/29/edit
thanks in advance!
nick
Well, I tried for a while to get a version working with pure CSS and HTML, but I was unable to do so. I believe that double pseudo selectors, aka ::after and ::before, would allow it to be possible, but I don't think that you can do it in pure CSS in one object currently.
With that being said, the way I accomplished it using one element is the much more common way - by using a canvas. With canvas it becomes pretty simple. Hopefully the comments make it easy to understand
Live demo here
// Gets a list of all the canvases to create an X for
var canvases = document.getElementsByClassName('profile');
// Allows the X to be drawn on multiple canvases without being redrawn
var tempCanvas = drawX();
// Gives the canvases a background image (the person's profile)
// If you wanted different images for each you could easily create an array
// and iterate through it for each canvas
var background = new Image();
background.src = "http://asta-design.ch/gameotion/wp-content/uploads/2013/03/placeholder.jpg";
// Once the image has loaded, apply the Xs
background.onload = function() {
// Do it for each canvas
for(var i = 0, j = canvases.length; i < j; i ++)
{
// Gets the current canvas and context
var canvas = canvases[i];
var context = canvas.getContext('2d');
// Allows the portrait only to be shown through the generated X
context.globalCompositeOperation = "destination-atop";
// Draws the profile picture
context.drawImage(background, 0,0, canvas.width, canvas.height)
// Cuts out everything that is not within the X
context.drawImage(tempCanvas, 0, 0);
}
}
// Creates the X to use as the cut out
function drawX() {
// Creates a hidden canvas to draw the X on
var offscreenCanvas = document.createElement('canvas');
var offscreenCtx = offscreenCanvas.getContext('2d');
// The width/height of the original canvas, not sure why "canvas.width" doesn't work here...
var size = 200;
offscreenCanvas.width = size;
offscreenCanvas.height = size;
// Creates the rectangles sloped positively
offscreenCtx.save();
offscreenCtx.translate(3 * size / 4, 3 * size / 4);
offscreenCtx.rotate(Math.PI/4);
offscreenCtx.fillRect(-size/2, -size/2, size * .3, size);
// Loads the state before the first rectangle was created
offscreenCtx.restore();
// Creates the rectangles sloped positively
offscreenCtx.translate(3 * size / 4, 1 * size / 4);
offscreenCtx.rotate(-Math.PI/4);
offscreenCtx.fillRect(-size/2, -size/2, size * .3, size);
// Returns the canvas with the X
return offscreenCanvas;
}
You can't rotate a CSS background independently of the element it is attached to.
The only way you're going to be able to do this is to have the rotated content in an additional element inside your existing one, and only rotate the inner element.
eg:
<div> <-- background applied to this element
<div>....</div> <-- but this one is rotated
</div>
Now your background will remain static while the content inside it rotates.
If you can't have any extra markup, you could still achieve this without changing the HTML, by using CSS the :before selector to create an additional pseudo-element behind the main element. Apply the background to that instead of the main element; after that it's similar to what I described above with the extra markup.
Hope that helps.

Image Rotate 3D in Flex, but display another image on back of this image?

i want to rotate 3D an Image called img1 in Flex. I want to rotate it around y axis 180 degree. I can do this by using 3D effect already built in Flex but i want to do a bit more different.
I want during rotating, there's another image called img2 appear on back of img1 (in default case, the image appear on the back is img1) and when rotating finish, the image will be img2.
How can i do this ?
Thank you.
If you need no perspective effect, it's quite easy to do. A rough implementation (not tested!):
// Event.ENTER_FRAME event listener
void on_enter_frame(event:Event):void
{
// m_angle is a member of the class/flex component where on_enter_frame is declared
// ANGLE_DELTA is just a constant
m_angle += ANGLE_DELTA;
// Angle clamping to the range [0, PI * 2)
m_angle %= Math.PI * 2;
if (m_angle < 0)
m_angle += Math.PI * 2;
// If we currently look at the front side...
if (m_angle < Math.PI)
{
img1.visible = true;
img2.visible = false;
img1.scaleX = Math.cos(m_angle);
}
else
{
img1.visible = false;
img2.visible = true;
// If you omit negation, the back-side image will be mirrored
img2.scaleX = -Math.cos(m_angle);
}
}
So every frame we increase the rotation angle, clamp it to the range [0, PI * 2). Then depending on the value of the rotation angle, we hide/show the pair of your images, and then perform x-scaling of the visible image.
Thank you, now i found a solution. Please check it here, it's very easy to do.
http://forums.adobe.com/thread/921258

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