I am using Jcrop to crop Images, it is working fine with small size images, but Whenever I try to put large image like 2080x2080 or 1600x1600 it covers all my screen, also It cannot be handle with CSS like width and height control in Image tag
Seeking Solution/Suggestion -
Any method to put this image in container/div and then zoom-in/out with mouse event ?
Any method to handle large size image in a fix container and crop so that image maintain it's quality.
P.s: you can try with large image in below working example and see how it behaves with big Image.
var jcp;
var save = document.getElementById('save');
var imageLoader = document.getElementById('imageLoader');
var img = document.getElementById("target");
imageLoader.onchange = function handleImage(e) { //handling our image picker <input>:
var reader = new FileReader();
reader.onload = function(event) {
img.src = event.target.result;
}
reader.readAsDataURL(e.target.files[0]);
}
save.onclick = function() {
if (jcp && jcp.active) {
var i = 0;
for (area of jcp.crops) {
i++;
canvas = document.createElement("canvas");
canvas.setAttribute('width', area.pos.w);
canvas.setAttribute('height', area.pos.h);
ctx = canvas.getContext("2d");
ctx.drawImage(img, area.pos.x, area.pos.y, area.pos.w, area.pos.h, 0, 0, area.pos.w, area.pos.h);
temp = document.createElement('a');
temp.setAttribute('download', 'area' + i + '.jpg');
temp.setAttribute('href', canvas.toDataURL("image/jpg").replace("image/jpg", "image/octet-stream"));
temp.click();
}
}
};
Jcrop.load('target').then(img => {
jcp = Jcrop.attach(img, {
multi: true
});
});
body {
margin: 0px;
padding: 0px;
background-color: #ededed;
}
.cropapp {
position: absolute;
width: 100%;
height: 100%;
left: 5%;
background: lightgray;
}
.cropbox {
position: absolute;
top: 0px;
left: 0px;
width: 100%;
height: 100%;
}
div {
position: relative;
overflow: hidden;
}
<head>
<title>Jcrop Example</title>
<link href="https://unpkg.com/jcrop#3.0.1/dist/jcrop.css" rel="stylesheet" />
<link rel="stylesheet" href="https://maxcdn.bootstrapcdn.com/bootstrap/4.0.0/css/bootstrap.min.css" integrity="sha384-Gn5384xqQ1aoWXA+058RXPxPg6fy4IWvTNh0E263XmFcJlSAwiGgFAW/dAiS6JXm" crossorigin="anonymous">
<script src="https://unpkg.com/jcrop#3.0.1/dist/jcrop.js"></script>
</head>
<body>
<div style="width:400px; margin:10px auto; padding:10px 0; overflow:hidden;"><a style="float:right; display:block; padding:10px 15px; color:#fff; background-color:#237dbd; font-size: 14px; font-weight:bold; border-radius:5px;" id="save">Save</a>
<input type="file" id="imageLoader" name="imageLoader" />
<!-- add this for file picker -->
</div>
<div>
<h1 style="font-family:Helvetica,sans-serif;">
Image Crop <span style="color:lightgray;"></span>
</h1>
<img id="target" style="background-size: cover !important;">
</div>
</body>
You can add any fixed width or height value to your <img id="target"/>. Just calculate and apply the change ratio to areas:
canvas = document.createElement("canvas");
displayWidth=img.width;
displayHeight=img.height;
realWidth = img.naturalWidth;
realHeight = img.naturalHeight;
widthRatio = Math.round(realWidth/displayWidth);
heightRatio = Math.round(realHeight/displayHeight);
width=area.pos.w*widthRatio
height=area.pos.h*heightRatio
canvas.setAttribute('width', width);
canvas.setAttribute('height', height);
ctx = canvas.getContext("2d");
ctx.drawImage(img, area.pos.x*widthRatio, area.pos.y*heightRatio, width, height, 0, 0, width, height);
and <img width="500" id="target"/> (or with css #target{width:500px})
Related
I have a canvas like so:
But when resizing the window and redrawing, you can get anything in between.
I keep the aspect ratio with this code:
function setCanvasSize(){
ctx.canvas.width = (window.innerWidth)*0.8;
ctx.canvas.height= (window.innerWidth)*0.5;
}
setCanvasSize()
$(window).resize(function(){
setCanvasSize()
})
and that keeps it nice and clean, the same-looking size, but how many pixels are in there changes, so when my program draws, it's always in a different spot, although the aspect is the same, so it looks really weird.
Any way that I can somehow tweak how I draw things, or a way to keep how many pixels there are?
Edit: code snippet to reproduce
const ctx = document.getElementById('game').getContext("2d");
$('#game').css('width', '100%');
$(window).resize(function(){
$('#game').height($('#game').width() / 2.031);
});
const imageAt=((href,x,y,sizex,sizey)=>{
var img = new Image();
img.addEventListener('load', function() {
ctx.drawImage(img, x, y, sizex, sizey);
}, false);
img.src = href
})
imageAt('https://b.thumbs.redditmedia.com/bZedgr0gq7RQBBnVYVc-Nmzdr-5vEUg4Dj8nTrMb7yA.png',0,0,50,50)
#game{
padding-left: 0;
padding-right: 0;
display: block;
margin: 0;
border:5px solid green;
padding:0;
}
#vertical-center {
display: flex;
align-items: center;
justify-content: center;
height: 100%;
background: black;
padding:0;
}
body{
background-color: black;
padding:0;
}
<html>
<head>
<title>Tiled Canvas Engine Test 1</title>
<meta name="viewport" content="width=device-width, initial-scale=0.75">
<link rel="stylesheet" href="./index.css">
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.6.0/jquery.min.js"></script>
<script src="engine.js"></script>
<script defer src="script.js"></script>
</head>
<body>
<div id="vertical-center">
<canvas id="game"></canvas>
</div>
</body>
</html>
In order to render properly the canvas element needs to have its width and height attributes set explicitly. This will define the viewport into which graphics will be draw. The style attributes for width and height which is what jQuery sets via the width() and height() functions will only stretch the viewport to fit. (Note: for high DPI displays, i.e. Retina, you will want to double the dimensions when specifying the attributes).
The critical change is this:
// Updates the actual width and height attributes
canvas.width = $('#game').width() * window.devicePixelRatio;
canvas.height = $('#game').height() * window.devicePixelRatio;
The snippet below also handles clearing the canvas, redrawing the image, and saving the Image once loaded:
const ctx = document.getElementById('game').getContext("2d");
$('#game').css('width', '100%');
$(document).ready(handleResize);
$(window).resize(handleResize);
function handleResize() {
// sets the style.height and style.width for the canvas
$('#game').height($('#game').width() / 2.031);
let canvas = $('#game').get(0);
// Updates the actual width and height attributes
canvas.width = $('#game').width() * window.devicePixelRatio;
canvas.height = $('#game').height() * window.devicePixelRatio;
// redraw
if (img) {
redraw();
}
}
var img;
const imageAt = ((href, x, y, sizex, sizey) => {
img = new Image();
img.addEventListener('load', function() {
ctx.drawImage(img, x, y, sizex, sizey);
}, false);
img.src = href
})
imageAt('https://b.thumbs.redditmedia.com/bZedgr0gq7RQBBnVYVc-Nmzdr-5vEUg4Dj8nTrMb7yA.png', 0, 0, 50 * window.devicePixelRatio, 50 * window.devicePixelRatio)
function redraw() {
ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height);
ctx.drawImage(img, 0, 0, 50 * window.devicePixelRatio, 50 * window.devicePixelRatio);
}
#game {
padding-left: 0;
padding-right: 0;
display: block;
margin: 0;
border: 5px solid green;
padding: 0;
}
#vertical-center {
display: flex;
align-items: center;
justify-content: center;
height: 100%;
background: black;
padding: 0;
}
body {
background-color: black;
padding: 0;
}
<html>
<head>
<title>Tiled Canvas Engine Test 1</title>
<meta name="viewport" content="width=device-width, initial-scale=0.75">
<link rel="stylesheet" href="./index.css">
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.6.0/jquery.min.js"></script>
<script src="engine.js"></script>
<script defer src="script.js"></script>
</head>
<body>
<div id="vertical-center">
<canvas id="game"></canvas>
</div>
</body>
</html>
I'm using heatmap.js in Google Apps Script and I am trying to resize the heatmap canvas (where I can actually plot points) to fit an image. How can I change the javascript or styling to make this work?
CODE: https://jsfiddle.net/nateomardavis/51h2guL9/
The wrapper has a black border.
The heatmap div has a blue border.
The canvas has a red border.
How it Should Work: I should be able to mark the heatmap anywhere on the image. The wrapper, heatmap div and canvas should all be sized based on the size of the image.
How it Currently Works: I can only mark the heatmap inside the blue/black border. My javascript resizes the canvas to fit the image, but not the bounds of the heatmap.
What I've Tried: You can see in the fiddle how I've tried to change what the javascript is resizing (lines 88-90).I also thought about using the using the image as the background-image of the heatmap div but the sizing wasn't right and I wanted to be able to save the heatmap and image as one layer (for printing/saving). I also tried changing the size of the image (line 101) but anything above 55% would cut the image off.
The screenshot below is just for reference, but the full working code is in the fiddle. I have it all under HTML because that's how it works in Google Apps Script.
<!DOCTYPE html>
<html>
<head>
<base target="_top">
<script type="text/javascript" src="https://www.patrick-wied.at/static/heatmapjs/assets/js/heatmap.min.js"></script>
<style>
html, body {
width: 100%;
height: 100%;
}
html {
color: #333;
font-family: sans-serif;
font-size: 16pt;
font-weight: 100;
line-height: 1.5em;
}
.wrapper {
width: 100%;
height:100%;
background:rgba(0,0,0,.03);
border:3px solid black;
}
.heatmap {
width:100%;
height:100%;
background-position: top;
background-repeat: no-repeat;
background-size: contain;
position: relative;
border:3px solid blue;
}
.canvas {
border:3px solid red;
}
</style>
</head>
<body>
<button class="clear">Clear</button>
<button onclick="printPage()" class="print-btn no-print" style="">Print</button>
<p id="coords"></p>
<div id="wrapper" class="wrapper"> <!-- black box on web app-->
<div id="heatmap" class = "heatmap" style="position: relative;"> <!-- blue box on web app-->
<canvas id="canvas" class="canvas"></canvas> <!-- red box on web app-->
</div>
</div>
<script>
//CREATE HEATMAP
window.onload = function() {
var heatmapInstance = h337.create({
container: document.querySelector('.heatmap'),
gradient: {
'.25': 'black',
'.5': 'red',
'.75': 'white'
},
radius: 20
});
document.querySelector('.wrapper').onclick = function(ev) {
heatmapInstance.addData({
x: ev.layerX,
y: ev.layerY,
value: 1
});
};
document.querySelector('.clear').onclick = function() {
//heatmapInstance._renderer._clear();
heatmapInstance.setData({data:[]});
};
//RESIVE CANVAS TO FIT IMAGE
//http://jsfiddle.net/6ZsCz/1135/
var canvas = document.getElementById('canvas'); //v1
//var canvas = document.getElementById('heatmap'); //v2
//var canvas = document.getElementById('wrapper'); //v3
var ctx = canvas.getContext('2d');
ctx.canvas.width = window.innerWidth;
ctx.canvas.height = window.innerHeight;
var imageObj = new Image();
imageObj.onload = function() {
canvas.width = imageObj.width; // version 2
canvas.height = imageObj.height; // version 2
ctx.drawImage(imageObj,0,0); // version 2
//ctx.drawImage(imageObj, 0, 0, imageObj.width * 0.5, imageObj.height * 0.5); //version 1
};
imageObj.src = 'https://upload.wikimedia.org/wikipedia/commons/thumb/8/82/Soccer_Field_Transparant.svg/1200px-Soccer_Field_Transparant.svg.png';
};
//MOUSE COORDINATES
//works inside heatmap
function getCursorPosition(canvas, event) {
const rect = canvas.getBoundingClientRect()
const x = event.clientX - rect.left
const y = event.clientY - rect.top
var coor = "X coords: " + x + ", Y coords: " + y;
document.getElementById("coords").innerHTML = coor;
}
const canvas = document.querySelector('.heatmap')
canvas.addEventListener('mousedown', function(e) {
getCursorPosition(canvas, e)
})
function printPage() {
window.print();
}
</script>
</body>
</html>
After lots of tinkering, I was able to figure it out: https://jsfiddle.net/nateomardavis/p1kwrhmv
I used img and gave it a background-image with CSS.
I then set the heatmap layer to relative and the image layer to absolute using the solution HERE.
Last, I then set the image layer css using the method outlined HERE.
.heatmap {
background-size: contain;
background-repeat: no-repeat;
width: 100%;
height: 300%; /*if the image is bigger than screen, this is needed */
position: relative;
}
.backgroundIMG {
background-image: url('https://upload.wikimedia.org/wikipedia/commons/thumb/8/82/Soccer_Field_Transparant.svg/1200px-Soccer_Field_Transparant.svg.png');
background-size: contain;
background-repeat: no-repeat;
position: absolute;
width: 100%;
height: 0;
padding-top: 151.33%;
}
I have 2 canvases side by side , and in the first one I have resizable draggable div as a crop region and I want to display the cropped region on the second canvas . But it is not happening in my case. Any help is appreciated
function crop(){
var x = $("#crop_square").width();
var y = $("#crop_square").height();
var ty = $("#crop_square").offset().top -
$("#area_c").offset().top;
var tx = $("#crop_square").offset().left -
$("#area_c").offset().left;
alert(x);
alert(y);
alert(ty);
alert(tx);
var c = document.getElementById("area_c"); //canvaas1
var c2 = document.getElementById("area_c2"); // canvas2
var ctx2 = c2.getContext("2d");
ctx2.drawImage(c,tx,ty,x,y,0,0,x,y );
}
If you need to "crop" a canvas with a div you may use the div's BoundingClientRect data to draw the image on the other canvas:
I hope this is what you were asking.
let cw = (area_c.width = area_c2.width = 400);
let ch = (area_c.height = area_c2.height = 400);
const ctx1 = area_c.getContext("2d");
const ctx2 = area_c2.getContext("2d");
theImg.onload = function() {
ctx1.drawImage(theImg, 0, 0);
let bcr = crop_square.getBoundingClientRect();
ctx2.drawImage(
theImg,
bcr.x,
bcr.y,
bcr.width,
bcr.height,
bcr.x,
bcr.y,
bcr.width,
bcr.height
);
}
.wrap {
width: 300px;
height: 300px;
border: 1px solid;
display: inline-block;
position: relative;
}
#crop_square {
position: absolute;
width: 150px;
height: 75px;
left: 100px;
top: 53px;
border: 5px solid gold;
}
<div class="wrap">
<canvas id="area_c">
<img id="theImg" 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"/>
</canvas>
<div id="crop_square"></div>
</div>
<div class="wrap">
<canvas id="area_c2"></canvas>
</div>
I am using the Html2canvas in order to take a screenshot of a div and display it in a new window. Here is my javascript function
function capture() {
html2canvas(document.getElementById('screenshot'), {
onrendered: function(canvas) {
var img = canvas.toDataURL("image/png");
window.open(img);
}}
);
}
The problem with this code is that it captures only half of the div as the following image shows:
I changed the ID of the element to be captured to 'table' so that I can screenshot the table only. But it seems like the screenshot takes only half of the targeted div (in terms of height).
Now when I select the whole body:
function capture() {
html2canvas(document.body, {
onrendered: function(canvas) {
var img = canvas.toDataURL();
window.open(img);
}
});
the result is as follows:
I made a function that can adjust the output by 1 to 200% of the window height and width. To get your part working, I did the following:
....
html2canvas(document.body, {
onrendered: function(canvas) {
document.body.appendChild(canvas);
canvas.id = "ctx"
var ctx = document.getElementById('ctx');
var img = ctx.toDataURL("image/png");
window.open(img);
},....
Snippet
function hide(ele) {
var ele = document.querySelector(ele);
ele.style.display = 'none';
setTimeout(function() {
ele.style.display = 'block'
}, 1000);
return false;
}
function screenShot() {
var w = document.getElementById('w');
var h = document.getElementById('h');
var winW = window.outerWidth;
var winH = window.outerHeight;
var width = parseFloat(w.value * winW * .01);
var height = parseFloat(h.value * winH * .01);
html2canvas(document.body, {
onrendered: function(canvas) {
document.body.appendChild(canvas);
canvas.id = "ctx"
var ctx = document.getElementById('ctx');
var img = ctx.toDataURL("image/png");
window.open(img);
},
width: width,
height: height
});
return false;
}
main {
position: relative;
width: 100vw;
height: 100vh;
overflow: auto;
}
#panel {
position: absolute;
top: 0;
right: 0;
width: 200px;
height: 50px;
z-index: 1;
}
fieldset {
border-radius: 10px;
background: hsla(120, 100%, 50%, .5)
}
legend {
font: small-caps 700 20px/1.4'Source Code Pro';
}
section {
height: 33vh;
width: 100vw;
}
#sec1 {
background: red;
border: 1px solid blue;
}
#sec2 {
background: white;
border: 1px solid red;
}
#sec3 {
background: blue;
border: 1px solid white;
}
<!doctype html>
<html>
<head>
<meta charset="utf-8">
<title>34571073</title>
<script src="https://cdnjs.cloudflare.com/ajax/libs/html2canvas/0.4.1/html2canvas.min.js"></script>
</head>
<body>
<header id="panel">
<fieldset>
<legend>HTML2Canvas</legend>
<label for="w">Width.:
<input id="w" type="number" min="1" max="200" />%</label>
<br/>
<label for="h">Height:
<input id="h" type="number" min="1" max="200" />%</label>
<br/>
<input type="button" value="Capture" onclick="hide('#panel'); screenShot();" />
</fieldset>
</header>
<main>
<section id="sec1"></section>
<section id="sec2"></section>
<section id="sec3"></section>
</main>
</body>
</html>
I'm having trouble trying to figure out how to center the canvas in the page. The canvas's code is in a javascript file. Here's the html for the page.
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Game Tut</title>
</head>
<body>
<script src="game.js"></script>
</body>
</html>
I've tried something like this in the javascript file.
var canvas = document.createElement("canvas");
canvas.width = 800;
canvas.height = 600;
canvas.tabindex = 0;
canvas.style = "position: absolute; top: 50px; left: 50px; border:2px solid blue"
document.addEventListener('keydown', doKeyDown, true);
var ctx = canvas.getContext("2d");
document.body.appendChild(canvas);
For some reason the blue border or the positioning don't seem to show up in Google Chrome.
var canvas = document.getElementsByName("canvas")[0];
var style = canvas.style;
style.marginLeft = "auto";
style.marginRight = "auto";
var parentStyle = canvas.parentElement.style;
parentStyle.textAlign = "center";
parentStyle.width = "100%";
OR
canvas.style = "position:absolute; left: 50%; width: 400px; margin-left: -200px;";
Try this:
var canvas = document.createElement("canvas");
canvas.width = 800;
canvas.height = 600;
canvas.tabindex = 0;
canvas.setAttribute('style', "position: absolute; left: 50%;margin-left:-400px; top: 50%;margin-top:-300px; border:2px solid blue");
var ctx = canvas.getContext("2d");
document.body.appendChild(canvas);
document.addEventListener('keydown', doKeyDown, true);
Try this
the code below made the canvas center
canvas.style = "position: absolute; top: 0px; left: 0px; right: 0px; bottom: 0px; margin: auto; border:2px solid blue";
By the way
document.addEventListener('keydown', doKeyDown, true);
I posted your code but chrome showed the 'doKeyDown' function is undefined so maybe you need to fix this error then your canvas will show correctly.
Error showed