I am using a fabric.js to draw a binary tree/graph, I want to introduce a delay so that the sequence of drawing is visible. I used setTimeout method in my code but problem is all the nodes are getting delayed and drawn at the same time which I don't want. I want one node,then little delay then another node. Kindly help me.
Code:
delaytime=5000;
function add(x){
console.log(x);
canvas.add(x);
}
function addRoot(value){
var value=String(value);
var x=new fabric.Circle({ radius: radius,left:width/2,fill:'red',top:radius,originX: 'center', originY: 'center',fill:'red'});
var text= new fabric.Text(value, {fontSize: 10, originX: 'center', originY: 'center',left:width/2,top:radius});
setTimeout(function(){ add(x);},delaytime);
setTimeout(function(){ add(text);},delaytime);
return x;
}
In the code above the two setTimeout calls are getting executed at the same time but I want the program waits until it returns from first setTimeout call even if it is 5 seconds and then execute the next statement. Please give hints.
Async/await is also not working. Only first call getting drawn which is addRoot
Test.html:
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Test for fabric</title>
</head>
<body>
<canvas id="canvas" width="800" height="800" style="border:1px solid #000000">
</canvas>
<script src="fabric.js"></script>
<script src="testfunctions.js">
</script>
<script src="./testfunctions.js"></script>
<script>
var canvas = new fabric.Canvas('canvas');
var a10=addRoot(10);
var a20=addNode(a10,20,225);
var a40=addNode(a10,40,315);
var a30=addNode(a20,30,270);
</script>
</body>
</html>
Code with async:
var canvas = new fabric.Canvas('canvas');
var height = parseInt(document.getElementById('canvas').getAttribute('height'));
var width = parseInt(document.getElementById('canvas').getAttribute('width'));
var distance = 200;
var radius = 20;
var linelimit = 180;
var delaytime = 1000;
async function delay (time) {
return new Promise(function (resolve) {
setTimeout(resolve, time)
})
}
async function addRoot (value) {
var value = String(value);
var x = new fabric.Circle({ radius: radius, left: width / 2, fill: 'red', top: radius, originX: 'center', originY: 'center', fill: 'red'});
var text = new fabric.Text(value, {fontSize: 10, originX: 'center', originY: 'center', left: width / 2, top: radius});
await delay(1000);
canvas.add(x);
canvas.add(text);
return x
}
function addline (x1, y1, x2, y2) {
console.log("In addline");
var line = new fabric.Line([x1, y1, x2, y2], {stroke: 'black', originX: 'center', originY: 'center'});
canvas.add(line)
}
async function addNode (node1, node2, angle) {
var intialx = parseInt(node1.left);
var initialy = parseInt(node1.top);
console.log("addNode");
if (angle > 0 && angle <= 90) {
var pointx = Math.abs(Math.abs(Math.cos(angle * Math.PI / 180) * distance) + intialx);
var pointy = Math.abs(Math.abs(Math.sin(angle * Math.PI / 180) * distance) - initialy);
var initiallinex = Math.abs(Math.abs(Math.cos(angle * Math.PI / 180) * radius) + intialx);
var initialliney = Math.abs(Math.abs(Math.sin(angle * Math.PI / 180) * radius) - initialy);
var finallinex = Math.abs(Math.abs(Math.cos(angle * Math.PI / 180) * linelimit) + intialx);
var finalliney = Math.abs(Math.abs(Math.sin(angle * Math.PI / 180) * linelimit) - initialy)
}
if (angle > 90 && angle <= 180) {
var pointx = Math.abs(Math.cos(angle * Math.PI / 180) * distance + intialx);
var pointy = Math.abs(Math.sin(angle * Math.PI / 180) * distance - initialy);
var initiallinex = Math.abs(Math.cos(angle * Math.PI / 180) * radius + intialx);
var initialliney = Math.abs(Math.sin(angle * Math.PI / 180) * radius - initialy);
var finallinex = Math.abs(Math.cos(angle * Math.PI / 180) * linelimit + intialx);
var finalliney = Math.abs(Math.sin(angle * Math.PI / 180) * linelimit - initialy)
}
if (angle > 180 && angle <= 270) {
if (angle == 270) {
var pointx = Math.abs(Math.cos(angle * Math.PI / 180) * distance + intialx);
var pointy = Math.abs(Math.sin(angle * Math.PI / 180) * distance - initialy);
var initiallinex = Math.abs(Math.cos(angle * Math.PI / 180) * radius + intialx);
var initialliney = Math.abs(Math.sin(angle * Math.PI / 180) * radius - initialy);
var finallinex = Math.abs(Math.cos(angle * Math.PI / 180) * linelimit + intialx);
var finalliney = Math.abs(Math.sin(angle * Math.PI / 180) * linelimit - initialy)
} else {
var pointx = Math.abs(Math.cos(angle * Math.PI / 180) * distance + intialx);
var pointy = Math.abs(Math.sin(angle * Math.PI / 180) * distance - initialy);
var initiallinex = Math.abs(Math.cos(angle * Math.PI / 180) * radius + intialx);
var initialliney = Math.abs(Math.sin(angle * Math.PI / 180) * radius - initialy);
var finallinex = Math.abs(Math.cos(angle * Math.PI / 180) * linelimit + intialx);
var finalliney = Math.abs(Math.sin(angle * Math.PI / 180) * linelimit - initialy)
}
} else {
var pointx = Math.abs(Math.cos(angle * Math.PI / 180) * distance + intialx);
var pointy = Math.abs(Math.sin(angle * Math.PI / 180) * distance - initialy);
var initiallinex = Math.abs(Math.cos(angle * Math.PI / 180) * radius + intialx);
var initialliney = Math.abs(Math.sin(angle * Math.PI / 180) * radius - initialy);
var finallinex = Math.abs(Math.cos(angle * Math.PI / 180) * linelimit + intialx);
var finalliney = Math.abs(Math.sin(angle * Math.PI / 180) * linelimit - initialy)
}
var x = new fabric.Circle({ radius: radius, originX: 'center', originY: 'center', fill: 'red', left: pointx, top: pointy});
var value1 = String(node2);
var text = new fabric.Text(value1, {fontSize: 10, originX: 'center', originY: 'center', left: pointx, top: pointy});
await delay(1000);
canvas.add(x);
canvas.add(text);
await delay(1000);
console.log("Executed");
addline(initiallinex, initialliney, finallinex, finalliney);
return x;
}
delaytimex 2 in second timer. Problem is not specific enough if this needs to be done multiple times