OK, I admit I tried to be clever: I thought if I overrode Shape's drawFunc property I could simply draw whatever inside a rectangle and still use KineticJS's click detection. Here's my attempt:
var shape = new Kinetic.Shape({
drawFunc: function(context) {
var id = 26; // Id of a region inside composite image.
context.beginPath();
context.rect(0, 0, w, h);
context.closePath();
this.fill(context);
this.stroke(context);
context.drawImage(copyCanvas, (id % 8) * w, flr(id / 8) * h,
w, h, 0, 0, w / 2, h / 2);
},
draggable: true
});
So, the idea was to draw a rectangle, and use drawImage() to draw something on top of the rectangle (like a texture, except it changes from time to time because copyCanvas itself changes). All the meanwhile, I expected event handling (drag-n-drop, in particular) to still 'just work'. Well, here's what happens: the part of the rectangle not covered by my drawImage() correctly detects clicks. However, the one fourth of the rectangle that is covered by the image refuses to respond to clicks! Now, my question is why? I dug into the KineticJS code, and looked to me that click detection simply means drawing to a buffer and seeing if a given x, y point has non-zero alpha. I can't see how this could be affected by my drawing an image on top of my rectangle.
Any ideas what's going on?
getIntersection
only considers pixels withalpha === 255
(fully opaque). Drawing an image with some transparency over an opaque shape may or may not reduce the alpha, depending on thecontext.globalCompositeOperation
. – Reddin