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        type = get_token(infile);
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        type = get_token(infile);
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        done = FALSE;
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        done = FALSE;
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        /*
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        /*
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        @canvasdraw
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        @canvasdraw
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        @will try use the same syntax as flydraw or svgdraw to paint a html5 bitmap image<br />by generating a tailor-made javascript include file: providing only the js-functionality needed to perform the job.<br />thus ensuring a minimal strain on the client browser <br />(unlike some popular 'canvas-do-it-all' libraries, who have proven to be not suitable for low-end computers found in schools...)
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        @will try use the same syntax as flydraw or svgdraw to paint a html5 bitmap image<br />by generating a tailor-made javascript include file: providing only the js-functionality needed to perform the job.<br />thus ensuring a minimal strain on the client browser <br />(unlike some popular 'canvas-do-it-all' libraries, who have proven to be not suitable for low-end computers found in schools...)
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        @General syntax <ul><li>The transparency of all objects can be controlled by command 'opacity [0-255],[0,255]'</il><li>a line based object can be controlled by command 'linewidth int'</li><li>a line based object may be dashed by using keyword 'dashed' before the object command.<br />the dashing type can be controled by command 'dashtype int,int'</li><li>a fillable object can be set fillable by starting the object command with an 'f'<br />(like frect,fcircle,ftriangle...)<br />or by using the keyword 'filled' before the object command.<br />The fill colour will be the stroke colour...(19/10/2013)</li><li> all draggable objects may have a slider for translation / rotation; several objects may be translated / rotated by a single slider</li> <li> a draggable object can be set draggable by a preceding command 'drag x/y/xy'<br />The translation can be read by javascript:read_dragdrop();The replyformat is : object_number : x-orig : y-orig : x-drag : y-drag<br />The x-orig/y-orig will be returned in maximum precision (javascript float)...<br />the x-drag/y-drag will be returned in defined 'precision' number of decimals<br />Multiple objects may be set draggable / clickable (no limit)<br /> not all flydraw objects may be dragged / clicked<br />Only draggable / clickable objects will be scaled on zoom and will be translated in case of panning</li><li> a 'onclick object' can be set 'clickable' by the preceding keyword 'onclick'<br />not all flydraw objects can be set clickable</li><li><b>remarks using a ';' as command separator</b><br />commands with only numeric or colour arguments may be using a ';' as command separator (in stead of a new line)<br />commands with a string argument may not use a ';' as command separator !<br />these exceptions are not really straight forward... so keep this in mind.</li></ul>Note: for now just <b>one interactive</b> instance of canvasdraw is allowed <br />[e.g. using command 'userdraw' and function javascript:read_canvas()]<br />Aim is to allow multiple interactive instances of canvasdraw to exist in a single page (this will however call for a much more 'object oriented approach' and decent javascript programming...)
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        @General syntax <ul><li>The transparency of all objects can be controlled by command 'opacity [0-255],[0,255]'</il><li>a line based object can be controlled by command 'linewidth int'</li><li>a line based object may be dashed by using keyword 'dashed' before the object command.<br />the dashing type can be controled by command 'dashtype int,int'</li><li>a fillable object can be set fillable by starting the object command with an 'f'<br />(like frect,fcircle,ftriangle...)<br />or by using the keyword 'filled' before the object command.<br />The fill colour will be the stroke colour...(19/10/2013)</li><li> all draggable objects may have a slider for translation / rotation; several objects may be translated / rotated by a single slider</li> <li> a draggable object can be set draggable by a preceding command 'drag x/y/xy'<br />The translation can be read by javascript:read_dragdrop();The replyformat is : object_number : x-orig : y-orig : x-drag : y-drag<br />The x-orig/y-orig will be returned in maximum precision (javascript float)...<br />the x-drag/y-drag will be returned in defined 'precision' number of decimals<br />Multiple objects may be set draggable / clickable (no limit)<br /> not all flydraw objects may be dragged / clicked<br />Only draggable / clickable objects will be scaled on zoom and will be translated in case of panning</li><li> a 'onclick object' can be set 'clickable' by the preceding keyword 'onclick'<br />not all flydraw objects can be set clickable</li><li><b>remarks using a ';' as command separator</b><br />commands with only numeric or colour arguments may be using a ';' as command separator (in stead of a new line)<br />commands with a string argument may not use a ';' as command separator !<br />these exceptions are not really straight forward... so keep this in mind.</li></ul>
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        @If needed multiple interactive scripts may be used in a single webpage.<br />A function 'read_canvas()' and / or 'read_dragdrop()' can read all interactive userdata from these images.<br />The global array 'canvas_scripts' will contain all unique random "canvas_root_id" of the included scripts.<br />The included local javascript "read" functions "read_canvas%d()" and "read_dragdrop%d()" will have this "%d = canvas_root_id"<br />e.g. canvas_scripts[0] will be the random id of the first script in the page and will thus provide a function<br />fun = eval("read_canvas"+canvas_scripts[0]) to read user based drawings / inputfield in this first image.<br />The read_dragdrop is analogue.<br />Use command 'replyformat' to format the replies for an individual canvas script,<br />To read all user interactions from all included canvas scripts , use something like:<br /><em>function read_all_canvas_images(){<br />&nbsp;var script_len = canvas_scripts.length;<br />&nbsp;var draw_reply = "";<br />&nbsp;var found_result = false;<br />&nbsp;for(var p = 0 ; p < script_len ; p++){<br />&nbsp;&nbsp;var fun = eval("read_canvas"+canvas_scripts[p]);<br />&nbsp;&nbsp;if( typeof fun === 'function'){<br />&nbsp;&nbsp;&nbsp;var result = fun();<br />&nbsp;&nbsp;&nbsp;if( result&nbsp;&nbsp;&& result.length != 0){<br />&nbsp;&nbsp;&nbsp;&nbsp;if(script_len == 1 ){ return result;};<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;found_result = true;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;draw_reply = draw_reply + result + "\\n";<br />&nbsp;&nbsp;&nbsp;&nbsp;};<br />&nbsp;&nbsp;&nbsp;};<br />&nbsp;&nbsp;};<br />&nbsp;if( found_result ){return draw_reply;}else{return null;};<br />};</em>    
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        */
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        */
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        switch(type){
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        switch(type){
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        case END:
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        case END:
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        finished = 1;
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        finished = 1;
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        done = TRUE;
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        done = TRUE;
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        @ if you don't want a seconds hand (or minutes...), just make it invisible by using the background color of the hourglass...
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        @ if you don't want a seconds hand (or minutes...), just make it invisible by using the background color of the hourglass...
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        @ interactive <ul><li>0 : not interactive, just clock(s)</li><li>1 : function read_canvas() will read all active clocks in H:M:S format<br />The active clock(s) can be adjusted by pupils</li><li>2 : function read_canvas() will return the clicked clock <br />(like multiplechoice; first clock in script in nr. 0 )</li></ul>
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        @ interactive <ul><li>0 : not interactive, just clock(s)</li><li>1 : function read_canvas() will read all active clocks in H:M:S format<br />The active clock(s) can be adjusted by pupils</li><li>2 : function read_canvas() will return the clicked clock <br />(like multiplechoice; first clock in script in nr. 0 )</li></ul>
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        @ canvasdraw will not check validity of colornames...the javascript console is your best friend
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        @ canvasdraw will not check validity of colornames...the javascript console is your best friend
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        @ no combinations with other reply_types allowed, for now
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        @ no combinations with other reply_types allowed, for now
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        @ if interactive, 6 buttons per clock will be displayed for adjusting a clock (H+ M+ S+ H- M- S-)<br /> set_clock(clock_id,type,incr) <br />first clock has clock_id=0 ; type : H=1,M=2,S=3 ; incr : increment integer
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        @ if interactive, 6 buttons per clock will be displayed for adjusting a clock (H+ M+ S+ H- M- S-)<br /> set_clock(clock_id,type,incr) <br />first clock has clock_id=0 ; type : H=1,M=2,S=3 ; incr : increment integer
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        @ NOTE: if you need multiple clocks on a webpage, use multiple 'clock' commands in a single script !<br />and <i>not multiple canvas scripts</i> in a single page
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        */
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        */
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            if( js_function[DRAW_CLOCK] != 1 ){ js_function[DRAW_CLOCK] = 1;}
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            if( js_function[DRAW_CLOCK] != 1 ){ js_function[DRAW_CLOCK] = 1;}
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        /*    var clock = function(xc,yc,radius,H,M,S,h_color,m_color,s_color,bg_color,fg_color) */
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        /*    var clock = function(xc,yc,radius,H,M,S,h_color,m_color,s_color,bg_color,fg_color) */
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            for(i=0;i<9;i++){
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            for(i=0;i<9;i++){