How to make a GUI to visually add Mattertags into a Matterport scene? - matterport

There are 2 examples in the Matterport SDK for Embeds documentation to show how to place Mattertags in a scene:
The Intersection Inspector which only allows you to see coordinates for placing a Mattertag where the cursor is if you wait a little bit ... Not very user friendly, you need to copy the coordinates manually in your program.
The Transient Tags Editor which enable you to interactively place multiple Mattertags visually, edit them and then to extract them easily in a JSON file ...
I was wondering how to reproduce the Transient Tags Editor visual UX as I would like to use it in an application.

Insert Mattertags into the model visually
The source code of the app of the Transient Tags Editor is privately hosted on github (Maybe because it doesn't run perfectly on Firefox?), unlike the source code of the Intersection Inspector which is publicly hosted on JSFiddle.
But the user friendliness of the Transient Tags Editor intrigued me and I wanted to understand the difference between the two tools Matterport SDK provides to find out Mattertags coordinates.
How the Intersection Inspector works
The Intersection Inspector uses a timer to display a button at the position of the Pointer when the user does not move the pointer for more than one second. The user can then click the button to see the Mattertag coordinates and copy them manually ...
To achieve that, it needs the current Camera position, which it obtains by observing the camera's pose property:
var poseCache;
mpSdk.Camera.pose.subscribe(function(pose) {
poseCache = pose;
});
Also, it needs the current Pointer position, which it obtains by observing the pointer's intersection property:
var intersectionCache;
mpSdk.Pointer.intersection.subscribe(function(intersection) {
intersectionCache = intersection;
intersectionCache.time = new Date().getTime();
button.style.display = 'none';
buttonDisplayed = false;
});
※ An intersection event is triggered the user moves the pointer, so we hide the button to make sure it is not displayed before the one second delay is over.
Then, a timer is set up using setInterval() to display the button at the right time:
setInterval(() => {
// ...
}, 16);
In the timer callback, we check wether all the conditions to display the button are met ...
First, check we have the information we need:
setInterval(() => {
if (!intersectionCache || !poseCache) {
return;
}
// ...
}, 16);
Then, check one second has elapsed since the last intersection event was received, or we wait the next tick to check again:
var delayBeforeShow = 1000;
setInterval(() => {
if (!intersectionCache || !poseCache) {
return;
}
const nextShow = intersectionCache.time + delayBeforeShow;
if (new Date().getTime() > nextShow) {
// ...
}
}, 16);
Finally, we check the button is not already being displayed:
var delayBeforeShow = 1000;
var buttonDisplayed = false;
setInterval(() => {
if (!intersectionCache || !poseCache) {
return;
}
const nextShow = intersectionCache.time + delayBeforeShow;
if (new Date().getTime() > nextShow) {
if (buttonDisplayed) {
return;
}
// ...
}
}, 16);
Once the conditions are met, we can display the button using Conversion.worldToScreen() to get the screen coordinate of the pointer :
// ...
setInterval(() => {
// ...
if (new Date().getTime() > nextShow) {
// ...
var size = {
w: iframe.clientWidth,
h: iframe.clientHeight,
};
var coord = mpSdk.Conversion.worldToScreen(intersectionCache.position, poseCache, size);
button.style.left = `${coord.x - 25}px`;
button.style.top = `${coord.y - 22}px`;
button.style.display = 'block';
buttonDisplayed = true;
}
}, 16);
The button is a simple HTML button hidden by default using display: none; and positioned relative to the body with position: absolute;.
When the user clicks the button, the current coordinates of the pointer are displayed in a <div> tag above the <iframe> and the button is hidden:
button.addEventListener('click', function() {
text.innerHTML = `position: ${pointToString(intersectionCache.position)}\nnormal: ${pointToString(intersectionCache.normal)}\nfloorId: ${intersectionCache.floorId}`;
button.style.display = 'none';
iframe.focus();
});
The coordinates are formatted using the following function:
function pointToString(point) {
var x = point.x.toFixed(3);
var y = point.y.toFixed(3);
var z = point.z.toFixed(3);
return `{ x: ${x}, y: ${y}, z: ${z} }`;
}
Now, let's see how the easier-to-use and user-friendlier Transient Tags Editor interface works ...
How the Transient Tag Editor works
The Intersection Inspector is enough if you just have a few __Mattertag__s to set permanently in a few models in your application. But if you need your users to set tags interactively in models, something like the Transient Tags Editor's GUI is a better starting point.
The main advantage of using the Transient Tags Editor is that you can see how the Mattertag will be displayed before creating it and! That allows you to place the tag precisely without trial and error ...
To add a tag, you must click on the "Place New Tag" button to enter the "add tag" mode, then you can place one new tag anywhere you want.
We will only focus on that aspect of the editor and produce a simplified code sample that only add tags:
As the user move a tag along the pointer when in "add tag" mode, the first step is to create a new tag and place it. Let's create a function for that using Mattertag.add():
function addTag() {
if(!tag){
mpSdk.Mattertag.add([{
label: "Matterport Tag",
description: "",
anchorPosition: {x: 0, y: 0, z: 0},
stemVector: {x:0, y: 0, z: 0},
color: {r: 1, g: 0, b: 0},
}])
.then((sid) => {
tag = sid[0];
})
.catch( (e) => {
console.error(e);
})
}
}
Then we will have to place the tag at a position near the pointer, and update its position as the user moves the pointer, so let's create a function for that using Mattertag.editPosition():
function updateTagPos(newPos, newNorm=undefined, scale=undefined){
if(!newPos) return;
if(!scale) scale = .33;
if(!newNorm) newNorm = {x: 0, y: 1, z: 0};
mpSdk.Mattertag.editPosition(tag, {
anchorPosition: newPos,
stemVector: {
x: scale * newNorm.x,
y: scale * newNorm.y,
z: scale * newNorm.z,
}
})
.catch(e =>{
console.error(e);
tag = null;
});
}
As you can see the updateTagPos() function takes 3 parameters:
newPos: the new anchor position for the Mattertag.
newNorm: an optional new stem vector for the Mattertag.
scale: an optional new scale for the stem of the Mattertag.
To update the tag position as the user moves the pointer, let's observe the pointer's intersection property to call updateTagPos():
mpSdk.Pointer.intersection.subscribe(intersectionData => {
if(tag){
if(intersectionData.object === 'intersectedobject.model' || intersectionData.object === 'intersectedobject.sweep'){
updateTagPos(intersectionData.position, intersectionData.normal);
}
}
});
To place the new tag, the user simply clicks their mouse button, the Transient Tags Editor provides its own version of the document.activeElement method for intercepting clicks on the <iframe> (but does not work with Firefox so the editor use a quite complex workaround):
function focusDetect(){
const eventListener = window.addEventListener('blur', function() {
if (document.activeElement === iframe) {
placeTag(); //function you want to call on click
setTimeout(function(){ window.focus(); }, 0);
}
window.removeEventListener('blur', eventListener );
});
}
But, we will use our version which works better with Firefox (But still stop working after the first click in Firefox for whatever reason):
window.addEventListener('blur',function(){
window.setTimeout(function () {
if (document.activeElement === iframe) {
placeTag(); //function you want to call on click
window.focus()
addTag();
}
}, 0);
});
Finally, let's the function that navigates to the new tag and opens its billboard, usingMattertag.navigateToTag()
function placeTag(){
if(tag) mpSdk.Mattertag.navigateToTag(tag, mpSdk.Mattertag.Transition.INSTANT);
tag = null;
}
Simple Editor Code Sample
First, the complete JavaScript source code:
"use strict";
const sdkKey = "aaaaXaaaXaaaXaaaXaaaXaaa"
const modelSid = "iL4RdJqi2yK";
let iframe;
let tag;
document.addEventListener("DOMContentLoaded", () => {
iframe = document.querySelector('.showcase');
iframe.setAttribute('src', `https://my.matterport.com/show/?m=${modelSid}&help=0&play=1&qs=1&gt=0&hr=0`);
iframe.addEventListener('load', () => showcaseLoader(iframe));
});
function showcaseLoader(iframe){
try{
window.MP_SDK.connect(iframe, sdkKey, '3.10')
.then(loadedShowcaseHandler)
.catch(console.error);
} catch(e){
console.error(e);
}
}
function loadedShowcaseHandler(mpSdk){
addTag()
function placeTag(){
if(tag) mpSdk.Mattertag.navigateToTag(tag, mpSdk.Mattertag.Transition.INSTANT);
tag = null;
}
window.addEventListener('blur',function(){
window.setTimeout(function () {
if (document.activeElement === iframe) {
placeTag(); //function you want to call on click
window.focus()
addTag();
}
}, 0);
});
function updateTagPos(newPos, newNorm=undefined, scale=undefined){
if(!newPos) return;
if(!scale) scale = .33;
if(!newNorm) newNorm = {x: 0, y: 1, z: 0};
mpSdk.Mattertag.editPosition(tag, {
anchorPosition: newPos,
stemVector: {
x: scale * newNorm.x,
y: scale * newNorm.y,
z: scale * newNorm.z,
}
})
.catch(e =>{
console.error(e);
tag = null;
});
}
mpSdk.Pointer.intersection.subscribe(intersectionData => {
if(tag){
if(intersectionData.object === 'intersectedobject.model' || intersectionData.object === 'intersectedobject.sweep'){
updateTagPos(intersectionData.position, intersectionData.normal);
}
}
});
function addTag() {
if(!tag){
mpSdk.Mattertag.add([{
label: "Matterport Tag",
description: "",
anchorPosition: {x: 0, y: 0, z: 0},
stemVector: {x:0, y: 0, z: 0},
color: {r: 1, g: 0, b: 0},
}])
.then((sid) => {
tag = sid[0];
})
.catch( (e) => {
console.error(e);
})
}
}
} // loadedShowcaseHandler
The HTML source code:
<!DOCTYPE html>
<html>
<head>
<title>Transient Tag Editor</title>
<style>
#showcase {
width: 100%;
height: 100vh;
}
</style>
<script src="https://static.matterport.com/showcase-sdk/2.0.1-0-g64e7e88/sdk.js"></script>
<script src="/js/app-editor.js" type="text/javascript" defer></script>
</head>
<body>
<iframe id="showcase" frameborder="0" allowFullScreen allow="xr-spatial-tracking"></iframe>
</body>
</html>
It works!
Complete Code
The complete code for this sample and others is available on github:
github.com/loic-meister-guild/pj-matterport-sdk-2021-tutorial
See Also
Matterport SDK 2021 Tutorial
Node.js + Express Tutorial for 2021
How to detect a click event on a cross domain iframe

Related

AddEventListener only works with the last picture

I have one problem. addEventListener only works with the last element of the loop. I know what is the problem, but I can't figure it out. I get the JSON object from another function with the information. Later on the left side there should be clickable pictures. After clicking it I should get the same picture on the right side showed. Still it works only with the last one.
function myFunction(obj) {
var listItems = document.getElementsByClassName("newimg");
for (var i = 0; i < obj.length; i++) {
(function (i) {
document.getElementById("imgSmall").innerHTML += `<br></br><img id="${i}" class="newimg" src=${obj[i].download_url} >`;
let p = obj[i];
listItems[i].addEventListener('click', function() { makeithappen(p);},true);
}(i));
//obj[i].width,obj[i].height,obj[i].author,obj[i].download_url>
}
}
function makeithappen(k) {
document.getElementById("imgLarge").innerHTML = `<br class="text"> AUTHOR: ${k.author}, WIDTH: ${k.width}, HEIGHT: ${k.height}</br><img class="img2" src=${k.download_url} >`;
}
For quick fix.
Replace in your code
listItems[i].addEventListener('click', function() { makeithappen(p);},true);
with
listItems[i].onload = function() {
listItems[i].addEventListener('click', function () { makeithappen(p); }, true);
}
So when you got your listItems you weren't finished with the creation of more images. So new image means new list.
for (let i = 0; i < obj.length; i++) {
document.getElementById("imgSmall").innerHTML += `<br></br><img id="${i}" class="newimg" src=${obj[i].download_url}>`;
const listItems = document.getElementsByClassName("newimg");
listItems[i].addEventListener('click', function () { makeithappen(p); }, true);
}
function makeithappen(k) {
document.getElementById("imgLarge").innerHTML = `<br class="text"> AUTHOR: ${k.author}, WIDTH: ${k.width}, HEIGHT: ${k.height}</br><img class="img2" src=${k.download_url} >`;
}
Pleas do refactor <br></br> into something with css, margin or padding or whatever. This will then allow you to create the images with let div = document.createElement('img') and bind the event listener directly div.addEventlistener(...)

How do I add Inspect Element right click into an electron app? (Just like in Google Chrome)

I'm trying to include Inspect element right click into my electron app, I found a previous post about this but this is 4 years old and I don't know where to include this. I already managed to get devtools to open automatically but now I want to add right click inspect element. My question is.
How and where do I add inspect element as right click to work globally throughout my app and how do I make dev-tools open with a shortcut. currently I automatically open Devtools in the main.js script but when I click it away I got no way of bringing it back. Thanks for the help in advance.
Add the following code to your window's renderer process code.
Note that you may have to adapt the first two lines, depending on which API elements are already defined...
const { remote, webFrame } = require ('electron');
const { getCurrentWebContents, Menu, MenuItem } = remote;
//
let rightClickPosition;
//
const contextMenu = new Menu ();
const menuItem = new MenuItem
(
{
label: 'Inspect Element',
click: () =>
{
let factor = webFrame.getZoomFactor ();
let x = Math.round (rightClickPosition.x * factor);
let y = Math.round (rightClickPosition.y * factor);
getCurrentWebContents ().inspectElement (x, y);
}
}
);
contextMenu.append (menuItem);
//
window.addEventListener
(
'contextmenu',
(event) =>
{
event.preventDefault ();
rightClickPosition = { x: event.x, y: event.y };
contextMenu.popup ();
},
false
);
References:
webFrame.getZoomFactor()
contents.inspectElement(x, y)
menu.popup(options)
As for how to have devTools open with a shortcut, this would automatically happen if your menu bar contains a submenu with a menu item whose role is toggledevtools. For instance, in your main process code, adding this to your menu template would provide a Toggle Developer Tools menu item with standard keyboard shortcut:
{
label: "Developer",
submenu:
[
{ role: 'reload' },
{ role: 'toggledevtools' }
]
}
Reference: Menu Item Roles
UPDATE:
It appears there is a more powerful and flexible way of handling a contextual menu at the webContents level, by listening to a 'context-menu' event, documented since Electron 1.0.2.
One important feature is that the zoom factor doesn't need to be taken into account any more, the x and y coordinates returned in params are just always right.
Reference: webContents Event: 'context-menu'
Here is some alternative renderer process code using this method:
const { getCurrentWebContents, Menu, MenuItem } = require ('electron').remote;
//
let webContents = getCurrentWebContents ();
//
let rightClickPosition;
//
const contextMenu = new Menu ();
const menuItem = new MenuItem
(
{
label: 'Inspect Element',
click: () =>
{
webContents.inspectElement (rightClickPosition.x, rightClickPosition.y);
}
}
);
contextMenu.append (menuItem);
//
webContents.on
(
'context-menu',
(event, params) =>
{
rightClickPosition = { x: params.x, y: params.y };
contextMenu.popup ();
}
);

Custom Components in Crafty.js

I am new to Crafty.js. I am currently working a 2D Top Down RPG using this frame work. I am trying to create a custom component that will contain the Unit's information such as Health, Mana, Name etc. My component's code are as follows:
Crafty.c("UnitInfo", {
init: function() {
this.bind("EnterFrame", function(){
console.log("Custom Component Test: " + this.message);
});
},
unitinfo: function(message) {
this.message = message;
}
});
Then I added this component to a unit which is in my case, an Enemy entity:
enemy1 = Crafty.e('Enemy, 2D, Canvas, Color, enemy_default, SpriteAnimation, Solid, Collision, UnitInfo')
.attr({x: (screenWidth/2) + 150, y: (screenHeight/2) + 150, w: spriteBaseW, h: spriteBaseH, curHealth: 100 })
.checkHits("Skill")
.unitinfo("Random Msg")
.bind("HitOn", function() {
var rndDmg = 0;
if(currentSkill==1) rndDmg = skillDamage.skill1;
else if(currentSkill==2) rndDmg = skillDamage.skill2;
else if(currentSkill==3) rndDmg = skillDamage.skill3;
else if(currentSkill==4) rndDmg = skillDamage.skill4;
rndDmg = randomRange(rndDmg-9,rndDmg);
this.curHealth -= rndDmg;
Crafty.e("2D, DOM, Text, Tween")
.attr({x: this.x, y: this.y})
.textColor("white")
.text(rndDmg)
.textFont({size: "20px"})
.tween({y: this.y-30, alpha: 0.0}, 2000)
.bind("TweenEnd", function(){
this.destroy();
});
if(this.curHealth<=0) {
//this.destroy();
//console.log("An Enemy was killed!!!!");
}else{
console.log("Enemy HP: " + this.curHealth + ", Damage Taken: " + rndDmg);
}
})
.bind("EnterFrame", function() {
enemyAI(this);
});
When I execute the code, it shows me this error:
console error
I believe that the unitinfo() is properly working as the "Random Msg" is appearing on the console logs and it is being executed every frame. I just don't understand why "this" is being recognized as undefined. Can someone help me on this?
This is because you're attempting to call bind on the result of unitinfo(), but that method doesn't return the entity.
This is a fundamental aspect of javascript, but it's definitely a gotcha when implementing custom components in Crafty. From the docs
Keep in mind that the method chaining technique (calling e.place().color()) is only possible because we explicitly return this from our custom method. Forgetting to do so can be a common source of errors, so keep that in mind if you get a hard-to-pin-down "method undefined" message.
i.e. when you define a method, you have to explicitly return this to use it in this manner.

Drag and Drop limitation in Konva js

I recently began to learn Konva-JS... please help me :)
<script>
var width = window.innerWidth;
var height = window.innerHeight;
function loadImages(sources, callback) {
var assetDir = '/assets/';
var images = {};
var loadedImages = 0;
var numImages = 0;
for(var src in sources) {
numImages++;
}
for(var src in sources) {
images[src] = new Image();
images[src].onload = function() {
if(++loadedImages >= numImages) {
callback(images);
}
};
images[src].src = assetDir + sources[src];
}
}
function isNearOutline(animal, outline) {
var a = animal;
var o = outline;
var ax = a.getX();
var ay = a.getY();
if(ax > o.x - 20 && ax < o.x + 20 && ay > o.y - 20 && ay < o.y + 20) {
return true;
}
else {
return false;
}
}
function drawBackground(background, beachImg, text) {
var context = background.getContext();
context.drawImage(beachImg, 0, 0);
context.setAttr('font', '20pt Calibri');
context.setAttr('textAlign', 'center');
context.setAttr('fillStyle', 'white');
context.fillText(text, background.getStage().getWidth() / 2, 40);
}
function initStage(images) {
var stage = new Konva.Stage({
container: 'container',
width: 578,
height: 530
});
var background = new Konva.Layer();
var animalLayer = new Konva.Layer();
var animalShapes = [];
var score = 0;
// image positions
var animals = {
snake: {
x: 10,
y: 70
},
giraffe: {
x: 90,
y: 70
},
monkey: {
x: 275,
y: 70
},
lion: {
x: 400,
y: 70
}
};
var outlines = {
snake_black: {
x: 275,
y: 350
},
giraffe_black: {
x: 390,
y: 250
},
monkey_black: {
x: 300,
y: 420
},
lion_black: {
x: 100,
y: 390
}
};
// create draggable animals
for(var key in animals) {
// anonymous function to induce scope
(function() {
var privKey = key;
var anim = animals[key];
var animal = new Konva.Image({
image: images[key],
x: anim.x,
y: anim.y,
draggable: true
});
animal.on('dragstart', function() {
this.moveToTop();
animalLayer.draw();
});
/*
* check if animal is in the right spot and
* snap into place if it is
*/
animal.on('dragend', function() {
var outline = outlines[privKey + '_black'];
if(!animal.inRightPlace && isNearOutline(animal, outline)) {
animal.position({
x : outline.x,
y : outline.y
});
animalLayer.draw();
animal.inRightPlace = true;
if(++score >= 4) {
var text = 'You win! Enjoy your booty!';
drawBackground(background, images.beach, text);
}
// disable drag and drop
setTimeout(function() {
animal.draggable(false);
}, 50);
}
});
// make animal glow on mouseover
animal.on('mouseover', function() {
animal.image(images[privKey + '_glow']);
animalLayer.draw();
document.body.style.cursor = 'pointer';
});
// return animal on mouseout
animal.on('mouseout', function() {
animal.image(images[privKey]);
animalLayer.draw();
document.body.style.cursor = 'default';
});
animal.on('dragmove', function() {
document.body.style.cursor = 'pointer';
});
animalLayer.add(animal);
animalShapes.push(animal);
})();
}
// create animal outlines
for(var key in outlines) {
// anonymous function to induce scope
(function() {
var imageObj = images[key];
var out = outlines[key];
var outline = new Konva.Image({
image: imageObj,
x: out.x,
y: out.y
});
animalLayer.add(outline);
})();
}
stage.add(background);
stage.add(animalLayer);
drawBackground(background, images.beach, 'Ahoy! Put the animals on the beach!');
}
var sources = {
beach: 'beach.png',
snake: 'snake.png',
snake_glow: 'snake-glow.png',
snake_black: 'snake-black.png',
lion: 'lion.png',
lion_glow: 'lion-glow.png',
lion_black: 'lion-black.png',
monkey: 'monkey.png',
monkey_glow: 'monkey-glow.png',
monkey_black: 'monkey-black.png',
giraffe: 'giraffe.png',
giraffe_glow: 'giraffe-glow.png',
giraffe_black: 'giraffe-black.png'
};
loadImages(sources, initStage);
</script>
as we can see in this example Animals_on_the_Beach_Game the animal's images are drag-able and can be drop ever where.... but I want to change it in the way that it just can drop on the specific place ... what can I do ?
thank you :)
This is more of a design question, as letting go of the mouse button isn't something you can prevent. It would also be non-intuitive to keep the image attached to the mouse position as you would then need a new mouse event to associate with dropping it. What I've done for a drag and drop UI was to either (1) destroy the dropped shape, or if that wasn't an option, (2) animate the shape back (i.e. snap back) to its original position. Alternatively, you might (3) find the closest likely valid drop target and snap to that location.
First you define lionOrigin, that maybe you already have.
You have to implement the call on the dragend event of the object dragged, so let's say the lion. You have to check position of the lion in relation to the end desired position, let's call it lionDestiny. That can be done with a simple grometry: calculate the distance between to point. We do that with distanceA2B() function.
Now you can establish an offset inside wich you can snap the object, as it is close enough. If the minimal offset is not achieved, then you place the lion back on lionOrigin.
Al last, in konvajs you can use .x() and .y() to easily get or set position to lion.
Something like this:
var lionOrigin = [50,50];
var lionDestiny = [200,200];
var offset = 20;
distanceA2B(a,b) {
return Math.sqrt( ((a[0]-b[0])*(a[0]-b[0])) + ((a[1]-b[1])*(a[1]-b[1])) );
}
lion.on('dragend', (e) => {
var d = distanceA2B([lion.x(),lion.y()],lionDestiny);
if(d<offset){
lion.x(lionDestiny[0]);
lion.y(lionDestiny[1]);
}else{
lion.x(lionOrigin[0]);
lion.y(lionOrigin[1]);
}
});
Hope this helps!
It would have been better if you could explain your question more when you say you want to move any shape to a specific position. Though konva.js provides you with various events through which you can do this. For example, suppose you want to interchange the location of two shapes when you drag and move the first shape to the second and drop it there. In this case, you can use dragend event of konva. So when you move the target element to another element and drop it there, check if they are intersecting each other or not and then interchange their coordinates with each other.
Here is the function to find the intersection between two elements:
haveIntersection(r1, r2) {
return !(
r2.x > r1.x + r1.width ||
r2.x + r2.width < r1.x ||
r2.y > r1.y + r1.height ||
r2.y + r2.height < r1.y
);
}
And from here, you can try to understand the functionality. Though it's in nuxt.js but the events and scripts would be almost same if you are using only javascript. You can find sample code with an explanation for replacing the location of two shapes with each other. So even if you don't want to replace the locations but you want to move your target element to any position this will make you understand how to do this.

dojox.gfx - Maintaining gfx references for event connection

I have a simple program where I am GETing an svg file and then creating gfx shapes from rect elements within the svg as follows
function superCallback(shape){
shape.setFill("red");
}
dojo.ready(function() {
// Load image
dojo.xhrGet({
//handleAs: 'xml',
url: 'svg/demo.svg',
load: function(data) {
// Create the surface
var surface = dojox.gfx.createSurface("logoHolder", 2000, 1500);
var group = surface.createGroup();
var dom = dojox.xml.parser.parse(data);
rects = dom.getElementsByTagName("rect");
for (var idx = 0 ; idx < rects.length ; idx++) {
//alert('Coordinates ' + rects[idx].getAttribute("x") + ', ' + rects[idx].getAttribute("y"));
var rectangle = group.createRect({ x: parseFloat(rects[idx].getAttribute("x")),
y: parseFloat(rects[idx].getAttribute("y")),
width: parseFloat(rects[idx].getAttribute("width")),
height: parseFloat(rects[idx].getAttribute("height")) })
.setStroke({ style: "Solid" , width: "7" , color :"black"});
rectangle.connect("onclick",dojo.hitch(rectangle,function(e) {
superCallback(rectangle);
}));
}
});
});
As can be seen, I am using a local variable rectangle to create and store the gfx shape and then calling connect to attach an event to it.
The problem is that the event is attached to only the last gfx rect which is created in teh for loop because I guess the closure is executing in the context of the last rectangle reference always.
Need some help in fixing this so that all rects can be triggered by the event
Thanks in advance
Regards
Shyam

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