JSFiddle - React, Tailwind, and code Playground
by confile
HTML
<div id="container"></div>
<script src="https://dl.dropboxusercontent.com/u/47067729/konva.min.js"></script>Strength
<input id="strength" type="range" value="40" min="0" max="80" step="1" />
<spam id="strengthValue"></spam>
<br>Opacity
<input id="opacity" type="range" value="0.5" min="0" max="1" step="0.001" />
<spam id="opacityValue"></spam>
<br>
<div id="undo">Undo</div>
<br>
<canvas id="c2"></canvas>
CSS
#container {
border: 1px solid green;
background-color: lime;
}
JavaScript
console.clear();
var history = new Array();
var imageObj = new Image();
var img = null;
var offsetX = 0;
var offsetY = 0;
var degrees = 45;
stage = new Konva.Stage({
container: 'container',
width: 600,
height: 400
});
layer = new Konva.Layer();
stage.add(layer);
var rect = new Konva.Rect({
x: 50,
y: 50,
width: 438,
height: 300,
fill: 'yellow'
});
layer.add(rect);
var canvas = document.createElement('canvas');
var context = canvas.getContext('2d');
var content = self.stage.getContent();
content.addEventListener("touchmove", function () {
console.log("content touchmove");
}, false);
content.addEventListener("touchend", function () {
console.log("content touchend");
}, false);
var circle = new Konva.Circle({
x: 0,
y: 0,
radius: 40,
opacity: 0.7,
fill: '#ff5e0a',
stroke: '#d95009',
strokeWidth: 1,
draggable: true
});
layer.add(circle);
circle.on('dragmove touchmove', function (e) {
// console.log("x:" + e.evt.clientX + " y:" + e.evt.clientY);
erase(e.evt.clientX, e.evt.clientY, circle.radius(), img.x(), img.y());
});
circle.on('dragend', function (e) {
console.log("dragend");
addToHistory();
});
imageObj.onload = function () {
canvas.width = imageObj.width;
canvas.height = imageObj.height;
context.drawImage(imageObj, 0, 0, imageObj.width, imageObj.height);
// save the image
addToHistory();
img = new Konva.Image({
x: 50,
y: 50,
image: canvas
});
// img.stroke('blue');
// img.strokeWidth(5);
// img.scaleX(0.4);
// img.scaleY(0.4);
img.setRotation(degrees);
offsetX = imageObj.width / 2;
offsetY = imageObj.height / 2;
img.setOffsetX(offsetX);
img.setOffsetY(offsetY);
img.x(img.x() + offsetX);
img.y(img.y() + offsetY);
// translate context to center of canvas
context.translate(canvas.width / 2, canvas.height / 2);
context.rotate(degrees...