This plug-in draws in the image by using various animations. It is assumed to build it in the slide show and the image gallery, etc. and is developed.
ImageDrawer Project http://github.com/holyshared/ImageDrawer
Please see the following about use.
First of all, the canvas element is described. The content is as follows.
#HTML
<canvas id="myCanvas"></canvas>
The following describe javascript. The canvas is specified with setCanvas(). And, the image where it draws with setImage() is specified.
Please use the read image.
#JS
var myImage = new Image();
myImage.src = "images/draw-image.jpg";
myImage.onload = function() {
var myCanvas = document.id("myCanvas");
var drawer = new ImageDrawer.Grid({
'height': 55,
'width': 65,
'transition': 'expo:in:out',
'onDrawStart': function() {
//image drawing start
log.set("html", "Start");
},
'onDrawComplete': function() {
//image drawing complete
log.set("html", "Complete");
}
});
drawer.setCanvas(myCanvas)
drawer.setImage(myImage);
//drawing a image
drawer.drawLeft();
}
or
#JS
var myImage = new Image();
myImage.src = "images/draw-image.jpg";
myImage.onload = function() {
var myCanvas = document.id("myCanvas");
var drawer = new ImageDrawer.Grid({
'canvas': myCanvas,
'source': myImage,
'height': 55,
'width': 65,
'transition': 'expo:in:out',
'onDrawStart': function() {
//image drawing start
log.set("html", "Start");
},
'onDrawComplete': function() {
//image drawing complete
log.set("html", "Complete");
}
});
//drawing a image
drawer.drawLeft();
}
All options have default values assigned, hence are optional.
- canvas: (element) Canvas element where it draws.
- source: (element/string) Image where it draws.
- gridHeight: (int) Height of divided panel.
- gridWidth: (int) Width of divided panel.
- interval: (int) Interval when image is switched.
- transition: (string) Transition of animation. Default is expo:in:out.
- duration: (int) duration of animation.
- onDrawStart: When drawing begins, this event is generated.
- onDrawComplete: When drawing is completed, this event is generated.
First of all, the canvas element is described. The content is as follows.
#HTML
<canvas id="myCanvas"></canvas>
The following describe javascript. The canvas is specified with setCanvas(). And, the image where it draws with setImage() is specified.
Please use the read image.
#JS
var myImage = new Image();
myImage.src = "images/draw-image.jpg";
myImage.onload = function() {
var myCanvas = document.id("myCanvas");
var drawer = new ImageDrawer.Expand({
'width': 65,
'transition': 'expo:in:out',
'onDrawStart': function() {
//image drawing start
log.set("html", "Start");
},
'onDrawComplete': function() {
//image drawing complete
log.set("html", "Complete");
}
});
drawer.setCanvas(myCanvas)
drawer.setImage(myImage);
//drawing a image
drawer.drawLeft();
}
or
#JS
var myImage = new Image();
myImage.src = "images/draw-image.jpg";
myImage.onload = function() {
var myCanvas = document.id("myCanvas");
var drawer = new ImageDrawer.Expand({
'canvas': myCanvas,
'source': myImage,
'width': 65,
'transition': 'expo:in:out',
'onDrawStart': function() {
//image drawing start
log.set("html", "Start");
},
'onDrawComplete': function() {
//image drawing complete
log.set("html", "Complete");
}
});
//drawing a image
drawer.drawLeft();
}
All options have default values assigned, hence are optional.
- canvas: (element) Canvas element where it draws.
- source: (element/string) Image where it draws.
- slideWidth: (int) Width of slide.
- transition: (string) Transition of animation. Default is expo:in.
- interval: (int) Interval when image is switched.
- duration: (int) duration of animation.
- onDrawStart: When drawing begins, this event is generated.
- onDrawComplete: When drawing is completed, this event is generated.
The MIT License http://www.opensource.org/licenses/mit-license.php