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Nathan_Hilliard's avatar
Nathan_Hilliard
Community Member
16 days ago

Drawing Annotation on Storyline Slide

Demo: https://360.articulate.com/review/content/518383b2-1161-408d-b9f5-adb9a6f57a11/review

Inspired by code discussed on:

https://img.ly/blog/how-to-draw-on-an-image-with-javascript/

Using Charts in your Storyline | Articulate - Community

About

This is a brief example of using an HTML canvas element to enable annotation on a Storyline slide. The example displays an image on a slide, sets a few variables, and the accessibility tags of a some slide objects. It then triggers a JavaScript trigger to create a canvas over the image, and then watches the mouse buttons and movement to allow drawing on the canvas.

How it works

A canvas element is created, filled with the specified base image, and inserted below a small rectangle (canvasAnchor) that is the same width as and placed directly above the image.

Another rectangle (canvasClickArea) overlays and is sized to match the image. This is the area that allows drawing on the canvas (where the mouse is watched).

Brush width and color can be controlled. The drawing can be cleared. It also resizes with the slide.

To improve

The events to watch the mouse and clear button should be better handled to allow removal when a new canvas is created.

A mechanism to allow a blank base (clear) should be reinstated. Right now it just relies on the use of the initial image from the slide. Both options have their uses.

Since the canvas is a raster image, resizing to very small and then very large results in poor image quality.

The image can be extracted from the canvas. This could be saved or printed.

More drawing options are available with the canvas element.

 

Credit: X-ray images from https://learningradiology.com/

 

  • Nice Nathaniel, not only the endresult, but also the way you describe the process and things to improve upon.

    What challenges me most, is...could we think of a way to detect what the user has drawn...and then compare that with the correct answer and give him/her clues on what should be drawn. And make the range somewhat fuzzy... so are you close... or not... :-)

    One approach for that could be something like this.
    https://codepen.io/lavrton/pen/OWKYMr
    Invisible canvas elements, when the user clicks/draws on enough of them you know the correct area is drawn.

    And this library might do the trick too.
    https://observablehq.com/@mourner/pixelmatch-demo

  • apuntillo's avatar
    apuntillo
    Community Member

    Hi Nathan! Wow, you are amazing, and thank you for taking the time to figure this out for me. This is EXACTLY what I was trying to figure out for my current project! 

  • Offcourse i cannot resist a challenge. So to detect whether a user's drawing is valid you need to convert the image to base64. Do try it with 2 similar but different images.
    https://www.base64-image.de/
    Here you can create base64 encoding.
    Then you compare the outputs like here.
    https://codepen.io/rosca/pen/NWLqLJ

    And you get a result in amounts of pixels that differ. If you would want this to work in Storyline, you need to do some testruns...how much pixels the endresult may vary. I made 2 images, i with an ok-selection...that varied 750 pixels, and one completely off..that varied > 8000 pixels.

    If time permits i make a demo of this.

    • Nathan_Hilliard's avatar
      Nathan_Hilliard
      Community Member

      Good example math. If we wanted to incorporate that into this  canvas drawing demo, it might be good to just forego the base image and just use the user drawn components to compare to a similar key overlay. This way, we could make generic keys that could be more easily applied to multiple image scenarios.

      • MathNotermans-9's avatar
        MathNotermans-9
        Community Member

        Indeed. I do think i have parts for the code for that available in some older project 😀