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How to avoid Div overlap with Canvas under it?


By : bathcarson
Date : September 16 2020, 03:00 AM
it should still fix some issue My DIV 1 is causing overlap with the CANVAS causing not draggable and not clickable the object inside of it. , You could always use pointer-events to get the desired results.
code :
.DIV1 {
  pointer-events: none;
}

.DIV1 .child-that-need-pointer-events {
  pointer-events: all;
}


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Html 5 canvas avoid fill behaviour on overlap


By : user3403661
Date : March 29 2020, 07:55 AM
wish of those help Compare this:
http://jsfiddle.net/HmVtz/

Avoid overlap between multiple draggable canvas with jQuery


By : user3581196
Date : March 29 2020, 07:55 AM
it should still fix some issue You could try changing the obstacle selector to something like:
"canvas.obstacle[id!=" + theIdYouDontWant + "]"
code :
$(document).ready(function(){
    // Everything that can be dragged around
    var $draggables = $("canvas.cube");
    var id, $draggableItem;

    // Go through each item, get it's id,
    // and tell draggable() to collide with every obstacle but itself
    for (var i = 0; i < $draggables.length; i++) {
        $draggableItem = $draggables.eq(i);
        id = $draggableItem.attr("id");

        $draggableItem.draggable({
            obstacle: "canvas.obstacle[id!=\"" + id + "\"]",
            preventCollision: true
        });
    }
});

Canvas's children and canvas's border overlap


By : bernard
Date : March 29 2020, 07:55 AM
wish help you to fix your issue The default value of the ClipToBounds property on the Canvas is false. Set this to true, and that will prevent elements that are outside of the bounds of the Canvas from displaying outside the bounds of the Canvas:
code :
<Border
  BorderThickness="1"
  BorderBrush="#333333"
  Opacity="1"
  Name="inner_canvas_border">
  <Grid
    Name="grid1">
    <Canvas
      Name="Canvas1"
      HorizontalAlignment="Center"
      VerticalAlignment="Center"
      Width="700"
      Height="450"
      ClipToBounds="True" /><!-- This line here -->
  </Grid>
</Border>

How to avoid text overlap in html5 canvas


By : Andrew
Date : March 29 2020, 07:55 AM
wish of those help I am taking text from user and displaying on canvas. Again if the user enters another text on the same position, then the text is getting overlapped and not replaced. How do I resolve this issue? , Use clearRect and clear!
code :
context.clearRect(0, 0, canvas.width, canvas.height);

Stop OutSide Drag And Drop On HTML5 Canvas And Restrict Overlap Of Arc On Drag On Canvas


By : updownleftright
Date : March 29 2020, 07:55 AM
wish of those help To stop drag and drop outside the canvas you simply need to handle the mouseLeave event. From your example i updated your addEventsToCanvas function like this :
code :
function addEventsToCanvas(){
    // listen for mouse events
    canvas.onmousedown = handleMouseDown;
    canvas.onmouseup = handleMouseUp;
    canvas.onmousemove = handleMouseMove;
    canvas.onmouseleave = function(event) {mouseIsDown = false;}
}
function drawCircle(circle) {
    ctx.textAlign = 'center';
    ctx.textBaseline = 'middle';
    ctx.beginPath();
    ctx.fillStyle = circle.fill;
    ctx.strokeStyle = "black";
    ctx.font = "20px Georgia";
    ctx.lineWidth = 10;
    //avoid outside canvas x and y
    circle.x = Math.min(circle.x, canvas.width-circle.r);
    circle.x = Math.max(circle.x, circle.r);
    circle.y = Math.min(circle.y, canvas.height-circle.r);
    circle.y = Math.max(circle.y, circle.r);
    //then check if circles are not too close
    if(circle.isDragging) {
      circles.forEach(function(c) {
        if(c!=circle) {
          //calculate distance
          let dist = Math.sqrt(Math.pow(Math.abs(c.x-circle.x), 2) + Math.pow(Math.abs(c.y-circle.y), 2));
          if(dist<circle.r*2) {
            let angle = Math.atan2(c.y - circle.y, c.x - circle.x);
            circle.x = c.x - Math.cos(angle)*circle.r*2;
            circle.y = c.y - Math.sin(angle)*circle.r*2;
          }
        }
      });
    }
    ctx.arc(circle.x, circle.y, circle.r, 0, 2 * Math.PI, false);
    ctx.fill();
    ctx.beginPath();
    ctx.fillStyle = "#ffffff";
    ctx.fill();
}
circle.x += (mouseX - lastX);
circle.y += (mouseY - lastY);
circle.x = mouseX;
circle.y = mouseY;
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