I want to create a rectangle canvas that simply shows a few randomy generated particles. I have been messing around with canvas a bit off my project so I understand the basics. However, it seems when I try to integrate a canvas to my project, nothing is working.
The canvas HTML element is properly added to the DOM (I can see it thanks to the dashed border) and it is properly positioned.
I can also see the console message "Refreshed" which means the interval works.
BUT the canvas just remains blank, whatever I do. I've tried filling it, drawing circles, strokes and everything, and absolutely NOTHING shows up. It just remains a transparent rectangle.
Below is the (typscript) code that handles the canvas, and the method that calls the canvas:
// particles canvas
public static getTooltipParticlesCanvas(rarity: Data.Rarity, id: number) {
let posY = 25, posX = 25;
let canvas = document.createElement("canvas");
let ctx = canvas.getContext("2d");
canvas.width = 232;
canvas.height = 53;
canvas.style.border = "1px dashed grey";
canvas.style.position = "absolute";
canvas.style.left = "0";
clearInterval(this.particlesTooltipCanvasInterval);
this.particlesTooltipCanvasInterval = setInterval(() => {
// erase canvas
ctx.fillStyle = "white";
ctx.fillRect(0, 0, canvas.width, canvas.height);
posY -= 0.25;
ctx.fillStyle = "green";
ctx.fillRect(posX, posY, 5, 5);
console.log("Refreshed");
}, 30);
return canvas;
}
public static getWeaponTooltip(weapon: Weapon) {
let str: string = '';
// ...
str += '<div class="canvasWrapper">' + this.getTooltipParticlesCanvas(weapon.rarity).outerHTML + '</div>
// ...
return str;
}
The getWeaponTooltip returns a HTML string that is then appended via .innerHTML on a div.
Your code works fine in isolation (with references to this and the unused rarity and id removed), so the issue is in something you're not showing us.
function getTooltipParticlesCanvas() {
let posY = 25, posX = 25;
let canvas = document.createElement("canvas");
let ctx = canvas.getContext("2d");
canvas.width = 232;
canvas.height = 53;
canvas.style.border = "1px dashed grey";
canvas.style.position = "absolute";
canvas.style.left = "0";
setInterval(() => {
// erase canvas
ctx.fillStyle = "white";
ctx.fillRect(0, 0, canvas.width, canvas.height);
posY -= 0.25;
ctx.fillStyle = "green";
ctx.fillRect(posX, posY, 5, 5);
}, 30);
return canvas;
}
canvas = getTooltipParticlesCanvas();
document.body.appendChild(canvas);
Related
I was trying to make two different shapes that are different colors but it isn't working. Both of the shapes are the same colors. Please help!(Please note that I am not the best coder in the world)
I've looked for other examples on this website, but all of them use the lineTo() method and I would like to use the rect() method just to make things easier.
//make canvas and set it up
var canvas = document.createElement('canvas');
document.body.appendChild(canvas);
var ctx = canvas.getContext('2d');
canvas.height = window.innerHeight;
canvas.width = window.innerWidth;
canvas.style.position = 'absolute';
canvas.style.left = '0px';
canvas.style.top = '0px';
canvas.style.backgroundColor = '#D0C6C6';
var cH = canvas.height;
var cW = canvas.width;
//draw paddles
//variables
var paddleLength = 120;
var redPaddleY = window.innerHeight / 2;
var bluePaddleY = window.innerHeight / 2;
var paddleWidth = 20;
//drawing starts
function drawPaddles() {
//RED PADDLE
var redPaddle = function(color) {
ctx.fillStyle = color;
ctx.clearRect(0, 0, cW, cH);
ctx.rect(cH / 12, redPaddleY - paddleLength / 2, paddleWidth, paddleLength);
ctx.fill();
};
//BLUE PADDLE
var bluePaddle = function(color) {
ctx.fillStyle = color;
ctx.clearRect(0, 0, cW, cH);
ctx.rect(cH / 12 * 14, bluePaddleY - paddleLength / 2, paddleWidth, paddleLength);
ctx.fill();
};
redPaddle('red');
bluePaddle('blue');
};
var interval = setInterval(drawPaddles, 25);
Whenever you add a shape to the canvas it becomes part of the current path. The current path remains open until you tell the canvas to start a new one with beginPath(). This means that when you add your second rect() it is combined with the first and filled with the same colour.
The simplest fix would be to use the fillRect() function instead of rect which begins, closes and fills a path in one call.
var redPaddle = function(color) {
ctx.fillStyle = color;
ctx.fillRect(cH / 12, redPaddleY - paddleLength / 2, paddleWidth, paddleLength);
};
If you still want to use rect() you should tell the canvas to begin a new path for each paddle.
var redPaddle = function(color) {
ctx.fillStyle = color;
ctx.beginPath();
ctx.rect(cH / 12, redPaddleY - paddleLength / 2, paddleWidth, paddleLength);
ctx.fill();
};
I would also suggest moving the clearRect() outside of the drawing functions too. Clear once per frame and draw both paddles.
...
ctx.clearRect(0, 0, cW, cH);
redPaddle();
bluePaddle();
...
You should also investigate requestAnimationFrame() to do your animation loop as it provides many performance improvements over intervals.
I am working on a project where user upload structural diagram(engineering diagram). When I user double click on the intended location on canvas the speech to text engine turns on and listen for user comments and then it draw a small circle with different colors and fill text (count) on that location. I am saving comments, counts, coordinates of arc and other things in react state and displaying the list in a component with edit and delete button. When user press the delete button. comment and other property gets deleted from the state.
I want to remove the drawn arc from the canvas. How can I do it?
I have tried clearRect. But it is not working in this case.
Please let me know.
componentDidMount() {
const img = this.refs.image;
const canvas = this.refs.canvas;
const ctx = canvas.getContext('2d');
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
img.onload = () => {
ctx.drawImage(img, 0, 0, canvas.width, canvas.height);
ctx.font = "40px Courier";
ctx.fillText('Drawing 1', 200, 100);
}
}
drawCircle(x, y, getcolor) {
const canvas = this.refs.canvas;
const ctx = canvas.getContext("2d");
ctx.beginPath();
ctx.arc(x, y, 8, 0, Math.PI * 2, false);
ctx.strokeStyle = "black";
ctx.stroke();
ctx.fillStyle = getcolor;
ctx.fill();
ctx.closePath();
// Text
ctx.beginPath();
ctx.font = "20px Arial"
ctx.fillStyle = "#00538a";
ctx.textAlign = "center";
ctx.fillText(this.state.count, x , y - 20);
ctx.fill();
ctx.closePath();
}
remove(id) {
this.setState({
comments: this.state.comments.filter(c => c.id !== id)
});
const canvas = this.refs.canvas;
const ctx = canvas.getContext('2d');
const arc = this.state.comments.filter(c => c.id === id);
let x = arc[0].coordinates.x;
let y = arc[0].coordinates.y
console.log("TCL: Drawing -> remove -> arc", arc[0].coordinates);
ctx.beginPath();
ctx.arc(x, y, 8, 0, Math.PI * 2, false);
ctx.clip();
ctx.clearRect(x-8, y-8, 16,16);
}
Thanks
Meet
As I mentioned in my comments the way you're trying to remove a circle from the canvas ain't gonna work.
If you call clearRect() on the canvas, it will essentially overwrite the target area including your original background image.
Instead you need to keep track of the circles - more precisely the position at which those should be drawn - using an array.
If you click the canvas -> add a circle element to an array -> clear the canvas -> draw the diagram again -> loop over the array to draw the circles on top
If you click the remove button of a circle -> search the array for this particular circle -> remove it from the array -> clear the canvas -> draw the diagram again -> loop over the array to draw the circles on top
Here's an example to illustrate what I'm talking about:
var comments = new Array();
var canvas = document.createElement("canvas");
canvas.style="float:left;"
canvas.width = 400;
canvas.height = 200;
document.body.appendChild(canvas);
var ctx = canvas.getContext("2d");
function updateCanvas() {
ctx.drawImage(img, 0, 0, canvas.width, canvas.height);
ctx.font = "40px Courier";
ctx.fillText('Drawing 1', 200, 100);
for (var a = 0; a < comments.length; a++) {
ctx.beginPath();
ctx.arc(comments[a].x, comments[a].y, 8, 0, Math.PI * 2, false);
ctx.strokeStyle = "black";
ctx.stroke();
ctx.fillStyle = "black";
ctx.fill();
ctx.closePath();
}
}
var img = new Image();
img.onload = () => {
updateCanvas();
}
img.src = "https://picsum.photos/id/59/400/200";
function addCircle(e) {
var div = document.createElement("div");
div.innerHTML = "remove" + comments.length;
document.body.appendChild(div);
div.addEventListener("click", function(e) {
for (var a = 0; a < comments.length; a++) {
if (comments[a].div == e.target) {
comments.splice(a, 1);
break;
}
}
document.body.removeChild(e.target);
updateCanvas();
});
comments.push({
x: e.clientX,
y: e.clientY,
div: div
});
updateCanvas();
}
canvas.addEventListener("click", addCircle);
Everytime you click on the picture a 'remove' div will be created to the right of the canvas. if you click it, the associated circle will be removed.
I want to create something like scratch card.
I created a canvas and added text to it.I than added a box over the text to hide it.Finally write down the code to erase(scratch) that box.
var canvas = document.getElementById("myCanvas");
var ctx = canvas.getContext("2d");
ctx.font = "30px Arial";
ctx.fillText("Hello World",10,50);
ctx.globalCompositeOperation = 'source-over';
ctx.fillStyle='red';
ctx.fillRect(0,0,500,500);
function myFunction(event) {
var x = event.touches[0].clientX;
var y = event.touches[0].clientY;
document.getElementById("demo").innerHTML = x + ", " + y;
ctx.globalCompositeOperation = 'destination-out';
ctx.arc(x,y,30,0,2*Math.PI);
ctx.fill();
}
But the problem is it delete the text also.
How could I only delete that box not the text?
Canvas context keeps only one drawing state, which is the one rendered. If you modify a pixel, it won't remember how it was before, and since it has no built-in concept of layers, when you clear a pixel, it's just a transparent pixel.
So to achieve what you want, the easiest is to build this layering logic yourself, e.g by creating two "off-screen" canvases, as in "not appended in the DOM", one for the scratchable area, and one for the background that should be revealed.
Then on a third canvas, you'll draw both canvases every time. It is this third canvas that will be presented to your user:
var canvas = document.getElementById("myCanvas");
// the context that will be presented to the user
var main = canvas.getContext("2d");
// an offscreen one that will hold the background
var background = canvas.cloneNode().getContext("2d");
// and the one we will scratch
var scratch = canvas.cloneNode().getContext("2d");
generateBackground();
generateScratch();
drawAll();
// the events handlers
var down = false;
canvas.onmousemove = handlemousemove;
canvas.onmousedown = handlemousedown;
canvas.onmouseup = handlemouseup;
function drawAll() {
main.clearRect(0,0,canvas.width,canvas.height);
main.drawImage(background.canvas, 0,0);
main.drawImage(scratch.canvas, 0,0);
}
function generateBackground(){
background.font = "30px Arial";
background.fillText("Hello World",10,50);
}
function generateScratch() {
scratch.fillStyle='red';
scratch.fillRect(0,0,500,500);
scratch.globalCompositeOperation = 'destination-out';
}
function handlemousedown(evt) {
down = true;
handlemousemove(evt);
}
function handlemouseup(evt) {
down = false;
}
function handlemousemove(evt) {
if(!down) return;
var x = evt.clientX - canvas.offsetLeft;
var y = evt.clientY - canvas.offsetTop;
scratch.beginPath();
scratch.arc(x, y, 30, 0, 2*Math.PI);
scratch.fill();
drawAll();
}
<canvas id="myCanvas"></canvas>
Now, it could all have been done on the same canvas, but performance wise, it's probably not the best, since it implies generating an overly complex sub-path that should get re-rendered at every draw, also, it is not much easier to implement:
var canvas = document.getElementById("myCanvas");
var ctx = canvas.getContext('2d');
ctx.font = '30px Arial';
drawAll();
// the events handlers
var down = false;
canvas.onmousemove = handlemousemove;
canvas.onmousedown = handlemousedown;
canvas.onmouseup = handlemouseup;
function drawAll() {
ctx.globalCompositeOperation = 'source-over';
// first draw the scratch pad, intact
ctx.fillStyle = 'red';
ctx.fillRect(0,0,500,500);
// then erase with the currently being defined path
// see 'handlemousemove's note
ctx.globalCompositeOperation = 'destination-out';
ctx.fill();
// finally draw the text behind
ctx.globalCompositeOperation = 'destination-over';
ctx.fillStyle = 'black';
ctx.fillText("Hello World",10,50);
}
function handlemousedown(evt) {
down = true;
handlemousemove(evt);
}
function handlemouseup(evt) {
down = false;
}
function handlemousemove(evt) {
if(!down) return;
var x = evt.clientX - canvas.offsetLeft;
var y = evt.clientY - canvas.offsetTop;
// note how here we don't create a new Path,
// meaning that all the arcs are being added to the single one being rendered
ctx.moveTo(x, y);
ctx.arc(x, y, 30, 0, 2*Math.PI);
drawAll();
}
<canvas id="myCanvas"></canvas>
How could I only delete that box not the text?
You can't, you'll have to redraw the text. Once you've drawn the box over the text, you've obliterated it, it doesn't exist anymore. Canvas is pixel-based, not shape-based like SVG.
I am creating a gradient on a canvas, generating a PNG file, and then downloading it. I want a radial gradient which is an ellipse. Since canvas gradients must be circles, I am generating the gradient as a circle and then resizing the canvas element to create the ellipse. This works fine and the visually generated image is the ellipse I want.
When I go to download the generated canvas, it is using the full size of the canvas, not the css styled size and so I get the original full sized circle. Is there a way to actually alter the dimensions of the canvas image and NOT keep the aspect ratio? All the SO posts that show up on the topic want to keep the aspect ratio.
makeCanvas();
scaled();
var input = document.createElement("input");
input.type = "button";
input.style.display = "block";
input.value = "Download Canvas to PNG";
input.onclick = function() {
var canvas = document.getElementById("canvas");
downloadURI(canvas.toDataURL("image/png"), "gradient.png");
}
document.body.appendChild(input);
var input = document.createElement("input");
input.type = "button";
input.style.display = "block";
input.value = "Download Scaled";
input.onclick = function() {
var canvas = document.getElementById("scaled");
downloadURI(canvas.toDataURL("image/png"), "gradient.png");
}
document.body.appendChild(input);
function makeCanvas() {
var canvasGradient;
var ctx;
width = 200;
height = 200;
var canvas = document.createElement("canvas");
canvas.id = "canvas";
canvas.style.width = width + "px";
canvas.style.height = height + "px";
canvas.width = width;
canvas.height = height;
ctx = canvas.getContext('2d');
var gradient;
// both circles have to share the center of the canvas
var coords = {
x1: 0,
y1: 0,
x2: 0,
y2: 0
};
coords.x1 = (width / 2);
coords.x2 = coords.x1;
coords.y1 = (height / 2);
coords.y2 = coords.y1;
// inner circle is just the center - a point
coords.r1 = 0;
// outer circle is the edge
coords.r2 = Math.min(height, width);
gradient = ctx.createRadialGradient(coords.x1, coords.y1, coords.r1, coords.x2, coords.y2, coords.r2);
gradient.addColorStop(0, "white");
gradient.addColorStop(1, "black");
ctx.fillStyle = gradient;
ctx.fillRect(0, 0, width, height);
canvas.style.width = width / 2 + "px";
document.body.append(canvas);
can = alter(canvas, ctx);
//document.body.append(can);
}
function downloadURI(uri, name) {
var link = document.createElement("a");
link.download = name;
link.href = uri;
document.body.appendChild(link);
link.click();
document.body.removeChild(link);
delete link;
}
function alter(canvas, ctx) {
var can = document.createElement("canvas");
can.id = "can";
can.width = Math.floor(canvas.width / 2);
can.height = canvas.height;
can.ctx = can.getContext("2d");
can.ctx.drawImage(canvas, 0, 0, can.width, can.height);
canvas.width = can.width;
canvas.height = can.height;
ctx.drawImage(can, 0, 0);
return can;
}
function scaled() {
var canvas = document.createElement("canvas");
canvas.id = "scaled";
canvas.style.width = "200px";
canvas.style.height = "200px";
canvas.width = 200;
canvas.height = 200;
ctx = canvas.getContext('2d');
var gradient;
var g = ctx.createRadialGradient(100, 100, 0, 100, 100, 100);
g.addColorStop(0, "white")
g.addColorStop(1, "red")
ctx.fillStyle = g
ctx.scale(0.5, 1) // scale x axis 0.5
ctx.fillRect(0, 0, 200, 200) // gradient circle squashed along x
document.body.append(canvas);
}
Use transformations to change shape of gradients.
For your info gradient circles can be transformed to a ellipse.
var g = ctx.createRadialGradient(200,200,0,200,200,200)
g.addColorStop(0,"red")
g.addColorStop(1,"white")
ctx.fillStyle = g
ctx.scale(0.5,1) // scale x axis 0.5
ctx.fillRect(0,0,400,400) // gradient circle squashed along x
Scaling a canvas
Create a second canvas
// assuming canvas , ctx is the original canvas and context
var can = document.createElement("canvas");
Set the resolution
can.width = Math.floor(canvas.width / 2);
can.height = canvas.height;
Get context and draw original on new canvas
can.ctx = can.getContext("2d");
can.ctx.drawImage(canvas,0,0,can.width,can.height);
Set the original canvas to the new size
canvas.width = can.width;
canvas.height = can.height;
Draw on the scaled can onto the original canvas
ctx.drawImage(can,0,0);
can = undefined; // reference to dump temp canvas
You now have the canvas scale yet keeping the content. You could also just replace the old canvas with the new one
I have a canvas that i need to change the height for after every bit of content is added - the only way for me to get a dynamic canvas height. I'm trying to use save and restore so i don't lose all the styles, settings etc.
I can't get save and restore to work. I must be doing something wrong or is this the wrong approach?
function DrawLeftText(text) {
var canvas = document.getElementById('canvasPaper');
if (canvas.getContext) {
var context = canvas.getContext('2d');
context.textAlign = 'left';
context.font = 'normal 20px Monkton';
context.fillText(text, leftPosition, cursor);
context.textAlign = 'start';
context.save();
}
}
function restoreSettings(){
var canvas = document.getElementById('canvasPaper');
if (canvas.getContext) {
var context = canvas.getContext('2d');
context.restore();
}
}
function onDrawReceipt() {
var canvas = document.getElementById('canvasPaper');
if (canvas.getContext) {
var context = canvas.getContext('2d');
context.textBaseline = 'top';
lineSpace = 20;
leftPosition = 0;
// centerPosition = canvas.width / 2;
centerPosition = (canvas.width + 26) / 2;
// rightPosition = canvas.width;
rightPosition = (canvas.width - 0);
// cursor = 0;
cursor = 80;
context.fillRect(25, cursor - 2, 526, 2); cursor += lineSpace;
context.fillRect(25, cursor - 2, 526, 2); cursor += lineSpace;
DrawCenterText(company['name']); cursor += lineSpace;
DrawCenterText(company['address']['address_line_1']); cursor += lineSpace;
DrawCenterText(company['address']['city'].toUpperCase()); cursor += lineSpace;
DrawCenterText(company['address']['postcode']); cursor += lineSpace;
context.clearRect(0, 0, canvas.width, canvas.height += 20);
**//increasing the height and then trying to restore**
restoreSettings();
}
}
////// Additional attempt. I've tried the following too without luck.
////// None of the content appears despite setting the height before adding the content??
var header = function headerSection(){
var height = cursor;
canvas.height += height;
context.textBaseline = 'top';
lineSpace = 20;
leftPosition = 0;
centerPosition = (canvas.width + 26) / 2;
rightPosition = (canvas.width - 0);
console.log(height);
console.log(context);
context.fillRect(25, cursor - 2, 526, 2); cursor += lineSpace;
context.fillRect(25, cursor - 2, 526, 2); cursor += lineSpace;
DrawCenterText(company['name']); cursor += lineSpace;
DrawCenterText(company['address']['address_line_1']); cursor += lineSpace;
DrawCenterText(company['address']['city'].toUpperCase()); cursor += lineSpace;
DrawCenterText(company['address']['postcode']); cursor += lineSpace;
console.log(canvas.height);
return;
}
header()
I would suggest the following approach at the cost of a little more memory (if you're dealing with very large canvases you will of course have to weight in memory concern) -
Use an internal larger canvas representing a max size (or block size1)
Keep a value representing the current height (not actual)
Create a visual canvas in the document at the height stored in the value
For every draw operation, draw to the internal canvas
When done, set the visual canvas height using the current height value, draw internal canvas to visual one
Example 1
This example uses this technique to draw text at random color. As you can see we do not need to redraw the text when we change the visual canvas' size, we just copy everything from the internal canvas which also contains the current styles (font, font size, fill style).
var vcanvas = document.querySelector("canvas"),
vctx = vcanvas.getContext("2d"),
canvas = document.createElement("canvas"),
ctx = canvas.getContext("2d"),
line = 25,
maxHeight = 7 * line,
currentHeight = line,
chars = "abcdefghijklmnowxyzABCD#/&%/(#)=!LMNOPQRSTUVWXYZ".split(""),
x = 0, y = 0, ch;
vcanvas.height = currentHeight;
// internal canvas setup
ctx.font = "20px sans-serif";
ctx.textBaseline = "top";
// draw someting to internal canvas:
(function loop() {
ch = chars[(Math.random() * chars.length)|0];
ctx.fillStyle = "hsl(" + (360*Math.random()) + ",75%,50%)";
ctx.fillText(ch, x, y);
x += ctx.measureText(ch).width;
if (x > canvas.width) {
x = 0; y += line; currentHeight += line;
}
// copy to visual canvas:
if (currentHeight < maxHeight) vcanvas.height = currentHeight;
vctx.drawImage(canvas, 0, 0, canvas.width, currentHeight,
0, 0, canvas.width, currentHeight);
if (currentHeight < maxHeight) setTimeout(loop, 50);
})();
body{background:#eee} canvas{background:#fff}
canvas{border:1px solid #000}
<canvas></canvas>
1) If you are dealing with "infinite" height you want to split the process into blocks. Set internal canvas to block size, when exceeded enlarge internal canvas with new block size - but here you will have to do full redraw and setup again.
And this leads to option 2: The latter technique can be used directly with the visual canvas as well, and you can use CSS to clip it putting it inside a div element which you style with height and overflow:hidden.
Example 2
var canvas = document.querySelector("canvas"),
ctx = canvas.getContext("2d"),
div = document.querySelector("div"),
line = 25,
maxHeight = 7 * line,
currentHeight = line,
chars = "abcdefghijklmnowxyzABCD#/&%/(#)=!LMNOPQRSTUVWXYZ".split(""),
x = 0, y = 0, ch;
// set canvas to max height, div to clip height
canvas.height = maxHeight;
div.style.height = currentHeight + "px";
// canvas setup
ctx.font = "20px sans-serif";
ctx.textBaseline = "top";
// draw someting to the canvas:
(function loop() {
ch = chars[(Math.random() * chars.length)|0];
ctx.fillStyle = "hsl(" + (360*Math.random()) + ",75%,50%)";
ctx.fillText(ch, x, y);
x += ctx.measureText(ch).width;
if (x > canvas.width) {
x = 0; y += line; currentHeight += line;
}
// copy to visual canvas:
if (currentHeight < maxHeight) {
div.style.height = currentHeight + "px"; // increase clipping height
setTimeout(loop, 50)
}
})();
body{background:#eee} canvas{background:#fff}
div{border:1px solid #000; overflow:hidden; width:302px}
<div><canvas></canvas></div>
Resizing the canvas element will always reset its context to the default style states. (.save & .restore will not let the context styles survive a resizing)
The common canvas pattern to deal with changes to canvas content is:
Save data (eg your company)
Either save context styles as javascript variables or embed the style changes in functions (eg a specialized function to set appropriate styles and redraw the company heading).
Resize (or clear) the canvas
Redraw all the content using the saved data and saved styles/functions.
Example code:
Click "Full page" to see full receipt
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
var cw=canvas.width;
var ch=canvas.height;
var lineSpace=20;
var leftOfForm=25;
var topOfForm=80;
var testingItems=110;
var company={
name:'MyCompany, Inc',
address:{
address_line_1: '123 Main Street',
city:'Anytown, Anywhere',
postcode:'12345'
}
}
var lineItems=[];
addLineItem(testingItems,'Description of sku#'+testingItems,testingItems);
$('#test').click(function(){
testingItems++;
addLineItem(testingItems,'Description of sku#'+testingItems,testingItems);
draw();
});
draw();
function addLineItem(sku,description,price){
lineItems.push({
sku:sku,
description:description,
price:price
});
}
function draw(){
// note: changing canvas.height auto-erases the content also
canvas.height=topOfForm+(6+2+lineItems.length)*lineSpace;
ctx.strokeRect(0,0,canvas.width,canvas.height);
drawHeader(leftOfForm,topOfForm);
for(var i=0;i<lineItems.length;i++){
drawLineItem(lineItems[i],leftOfForm,topOfForm+(6+2+i)*lineSpace);
}
}
function drawHeader(left,cursor){
var cx=canvas.width/2;
var line=function(linecount){ return(cursor+lineSpace*linecount); }
ctx.save();
ctx.beginPath();
ctx.moveTo(left,line(0)-2);
ctx.lineTo(526,line(0)-2);
ctx.moveTo(left,line(1)-2);
ctx.lineTo(526,line(1)-2);
ctx.lineWidth=2;
ctx.stroke();
ctx.font='18px verdana';
ctx.textAlign='center';
ctx.textBaseline='top';
ctx.fillText(company.name,cx,line(2));
ctx.fillText(company.address.address_line_1,cx,line(3));
ctx.fillText(company.address.city,cx,line(4));
ctx.fillText(company.address.postcode,cx,line(5));
ctx.restore();
}
function drawLineItem(item,left,cursor){
ctx.save();
ctx.font='14px verdana';
ctx.textAlign='left';
ctx.textBaseline='top';
ctx.fillText(item.sku,left,cursor);
ctx.fillText(item.description,left+40,cursor);
ctx.textAlign='right';
ctx.fillText(item.price,left+450,cursor);
ctx.restore();
}
body{ background-color: ivory; padding:10px; }
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.9.1/jquery.min.js"></script>
<button id=test>Add another line</button>
<br>
<canvas id="canvas" width=550 height=300></canvas>