Example: display a canvas, load pre-existing image, user draws lines over image, save image and user-input into new bitmap file (somewhere).
Furthermore, override the events that fire when a user touches a screen causing zoom-in/out and scrolling. Touching/dragging inside the "canvas widget" should invoke event to allow for manipulating that control/widget content only, similar to mouse-down, mouse-move and mouse-up...
Wrap that into a HTML5 widget...I'm signing up to Kendo right away.
5 Answers, 1 is accepted
If I understand correctly, you want to use the canvas element as a rendering surface and build a layout/style/event framework around it.
This is an interesting idea, but it's way out of scope for us. Kendo is an HTML framework and we want to leverage the browser as much as we can.
I believe Mozilla experimented with something similar for Bespin, but they eventually gave up.
the Telerik team
Not sure if it'd get that complicated but it might...
I want to allow the user to draw onto a canvas with a mouse or touch, then be able to export or save what they draw as a bitmap either locally or on a server.
Any further comment?
Too much for current browser capabilities?
Feedback would be great!
I see what you mean now, sorry for the misunderstanding.
We do not plan implementing such drawing control for the time being. Drawing applications are not our strong point, but we can reconsider if the interest proves high enough.
That said, your goal doesn't sound that complicated. There are good resources out there that can guide you. Exporting the image also seems possible.
I hope this helps.
the Telerik team
THANKS VERY MUCH!
The only hurdle to overcome with these samples is to obfuscate or scamble the proprietary code the makes our drawing functionality unique.
Any advice on that?
Thanks again. This will change our approach, for sure.