Signature pad imprint text size change within canvas ratio - javascript

I have implemented Signature pad canvas for my website. I want to make an imprint when saving signature after user signed. The problem I'm facing is to make that imprint size fit into canvas width. Canvas size is depends on users signature scale.
This is how it saved
If you could see I have trimmed out after signature drawn on the canvas space. And I'm using another function to print value on the top of the signature canvas after download it as an image. I want to adjust that text width as per canvas width to fit into the whole text value inside the canvas area.
var signaturePad = new SignaturePad(document.getElementById('signature-pad'), {
backgroundColor: 'rgba(255, 255, 255)',
penColor: 'rgb(0, 0, 0)'
});
var saveButton = document.getElementById('save');
var cancelButton = document.getElementById('clear');
function dataURLToBlob(dataURL) {
// Code taken from https://github.com/ebidel/filer.js
var parts = dataURL.split(';base64,');
var contentType = parts[0].split(":")[1];
var raw = window.atob(parts[1]);
var rawLength = raw.length;
var uInt8Array = new Uint8Array(rawLength);
for (var i = 0; i < rawLength; ++i) {
uInt8Array[i] = raw.charCodeAt(i);
}
return new Blob([uInt8Array], {
type: contentType
});
}
SignaturePad.prototype.removeBlanks = function() {
var cif = "0000885458";
var shortName = "/MR Jhon Doe";
var ref = "0854220190000001585/";
var imprintValue1 = "";
var imprintValue = "";
var imgWidth = this._ctx.canvas.width;
var imgHeight = this._ctx.canvas.height;
var imageData = this._ctx.getImageData(0, 0, imgWidth, imgHeight),
data = imageData.data,
getAlpha = function(x, y) {
return {
red: data[(imgWidth * y + x) * 4],
green: data[(imgWidth * y + x) * 4 + 1],
blue: data[(imgWidth * y + x) * 4 + 2]
};
},
isWhite = function(rgb) {
return rgb.red == 255 && rgb.green == 255 && rgb.blue == 255;
},
scanY = function(fromTop) {
var offset = fromTop ? 1 : -1;
// loop through each row
for (var y = fromTop ? 0 : imgHeight - 1; fromTop ? (y < imgHeight) : (y > -1); y += offset) {
// loop through each column
for (var x = 0; x < imgWidth; x++) {
if (!isWhite(getAlpha(x, y))) {
return y;
}
}
}
return null; // all image is white
},
scanX = function(fromLeft) {
var offset = fromLeft ? 1 : -1;
// loop through each column
for (var x = fromLeft ? 0 : imgWidth - 1; fromLeft ? (x < imgWidth) : (x > -1); x += offset) {
// loop through each row
for (var y = 0; y < imgHeight; y++) {
if (!isWhite(getAlpha(x, y))) {
return x;
}
}
}
return null; // all image is white
};
var cropTop = scanY(false),
cropBottom = scanY(true),
cropLeft = scanX(true),
cropRight = scanX(false);
cropTop += 30;
cropRight += 20;
var relevantData = this._ctx.getImageData(cropLeft - 10, cropTop - 20, cropRight - cropLeft, cropBottom - cropTop);
this._ctx.canvas.width = cropRight - cropLeft;
this._ctx.canvas.height = cropBottom - cropTop;
if (cif && shortName && ref) {
imprintValue1 = cif.concat("" + shortName);
imprintValue = ref.concat(imprintValue1);
}
this._ctx.clearRect(0, 0, cropRight - cropLeft, cropBottom - cropTop);
this._ctx.putImageData(relevantData, 0, 0);
var canvas_width = this._ctx.canvas.width;
var fontBase = canvas_width, // selected default width for canvas
fontSize = 70;
var ratio = fontSize / fontBase; // calc ratio
var size = canvas_width * ratio; // get font size based on current width
this._ctx.font = size;
// draw the imprintValue
this._ctx.fillStyle = "#e42f2f";
this._ctx.fillText(imprintValue, 0, 15);
};
saveButton.addEventListener('click', function(event) {
signaturePad.removeBlanks();
var dataURL = signaturePad.toDataURL('image/png');
download(dataURL, "signature.png");
});
function download(dataURL, filename) {
if (navigator.userAgent.indexOf("Safari") > -1 && navigator.userAgent.indexOf("Chrome") === -1) {
window.open(dataURL);
} else {
var blob = dataURLToBlob(dataURL);
var url = window.URL.createObjectURL(blob);
var a = document.createElement("a");
a.style = "display: none";
a.href = url;
a.download = filename;
document.body.appendChild(a);
a.click();
window.URL.revokeObjectURL(url);
}
}
cancelButton.addEventListener('click', function(event) {
signaturePad.clear();
});
.wrapper {
position: relative;
width: 400px;
height: 200px;
-moz-user-select: none;
-webkit-user-select: none;
-ms-user-select: none;
user-select: none;
}
img {
position: absolute;
left: 0;
top: 0;
}
.signature-pad {
position: absolute;
left: 0;
top: 0;
width: 400px;
height: 200px;
}
<script src="https://cdn.jsdelivr.net/npm/signature_pad#3.0.0-beta.3/dist/signature_pad.umd.min.js"></script>
<h1>
Put Signature
</h1>
<div class="wrapper">
<canvas id="signature-pad" class="signature-pad" width=400 height=200></canvas>
</div>
<div>
<button id="save">Save</button>
<button id="clear">Clear</button>
</div>

Related

How to position image on canvas same as overlaped div of same dimension

I have two div of same dimension which overlap each other using z-index.
Ist div contain image and 2nd div contain a canvas
I am trying to draw image on canvas same place as Ist div. I am using hammerjs library to zoomin/out , reposition and rotate image. I found these code somewhere else
function getMeta(url){
img = new Image();
var remoteImage = {}
img.src = url;
remoteImage.width = img.naturalWidth
remoteImage.height = img.naturalHeight
remoteImage.src = url;
return remoteImage
}
var urlImage = getMeta('https://www.penghu-nsa.gov.tw/FileDownload/Album/Big/20161012162551758864338.jpg')
var text = document.querySelector("#text");
var oImg=document.querySelector("#img_scan");
oImg.style['transition-duration'] = '100ms';
var timeInMs = 0;
var preAngle = 0;
var rotateAngle = 0;
var preRotation = 0;
var originalSize = {
width : oImg.offsetWidth,
height : oImg.offsetHeight,
}
var current = {
x : 0,
y : 0,
z : 1,
angle : 0,
width: originalSize.width,
height: originalSize.height,
}
var last = {
x : 0,
y : 0,
z : 1,
}
var oImgRec = oImg.getBoundingClientRect();
var cx = oImgRec.left + oImgRec.width * 0.5;
var cy = oImgRec.top + oImgRec.height * 0.5;
var imageCenter = {
x:cx,
y:cy
}
var pinchImageCenter = {}
var deltaIssue = { x: 0, y: 0 };
var pinchStart = { x: undefined, y: undefined, isPanend:false}
var panendDeltaFix = {x:0,y:0,isPanend:false}
var pinchZoomOrigin = undefined;
var lastEvent = ''
var hammer = new Hammer(oImg);
hammer.get('pinch').set({enable: true});
hammer.get('pan').set({direction: Hammer.DIRECTION_ALL}).recognizeWith(hammer.get('pinch'));
hammer.on("pinchstart", function(e) {
last.x = current.x;
last.y = current.y;
pinchStart.x = e.center.x;
pinchStart.y = e.center.y;
pinchImageCenter = {
x: imageCenter.x + last.x,
y: imageCenter.y + last.y
}
lastEvent = 'pinchstart';
});
hammer.on("pinchmove", function(e) {
if(preAngle == 0){
preAngle = Math.round(e.rotation);
preRotation = Math.round(e.rotation);
}else{
if(Math.abs(Math.round(e.rotation)-preRotation)>=300){
if(e.rotation > 0){
preAngle+=360;
}else if(e.rotation < 0){
preAngle-=360;
}
}
current.angle = rotateAngle + (Math.round(e.rotation)-preAngle);
preRotation = Math.round(e.rotation);
}
var newScale = (last.z * e.scale) >= 0.1 ? (last.z * e.scale) : 0.1;
var d = scaleCal(e.center, pinchImageCenter, last.z, newScale)
current.x = d.x + last.x;
current.y = d.y + last.y;
current.z = d.z + last.z;
update();
lastEvent = 'pinchmove';
});
hammer.on("pinchend", function(e) {
last.x = current.x;
last.y = current.y;
last.z = current.z;
rotateAngle = current.angle;
preAngle = 0;
lastEvent = 'pinchend';
});
hammer.on("panmove", function(e) {
var panDelta = {
x:e.deltaX,
y:e.deltaY
}
if (lastEvent !== 'panmove') {
deltaIssue = {
x: panDelta.x,
y: panDelta.y
}
}
current.x = (last.x+panDelta.x-deltaIssue.x);
current.y = (last.y+panDelta.y-deltaIssue.y);
lastEvent = 'panmove'
update();
});
hammer.on("panend", function(e) {
last.x = current.x;
last.y = current.y;
lastEvent = 'panend';
});
hammer.on('tap', function(e) {
if((Date.now()-timeInMs)<300){
if(last.z > 1){
last.z = 1;
current.z = 1;
update();
}else if(last.z <= 1){
last.z = 2;
current.z = 2;
update();
}
}
timeInMs = Date.now();
lastEvent = 'tap';
});
function scaleCal(eCenter, originCenter, currentScale, newScale) {
var zoomDistance = newScale - currentScale;
var x = (originCenter.x - eCenter.x)*(zoomDistance)/currentScale;
var y = (originCenter.y - eCenter.y)*(zoomDistance)/currentScale;
var output = {
x: x,
y: y,
z: zoomDistance
}
return output
}
function update() {
current.height = originalSize.height * current.z;
current.width = originalSize.width * current.z;
if(current.z < 0.1){
current.z = 0.1;
}
oImg.style.transform = " translate3d(" + current.x + "px, " + current.y + "px, 0)rotate("+current.angle+"deg)scale("+current.z+")"
}
So by above code user can zoomin/zoom out , rotate image . After they set image in their desired position i am putting that image on canvas so i can use dataurl method to save image later.
I tried below code to draw image on canvas same place as div ,same dimension and with same angle but sadly image is not getting exactly same positioned as div
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
$("#btn").click(copyoncanvas);
function copyoncanvas(){
var bound=objimg.getBoundingClientRect();
var objimg=new Image();
objimg.src="https://www.penghu-nsa.gov.tw/FileDownload/Album/Big/20161012162551758864338.jpg";
ctx.drawImage(objimg,bound.left,bound.top,current.width,current.height);
drawRotated(current.angle,bound.left,bound.top);
}
function drawRotated(degrees,l,t){
const objimg=document.getElementById("img_scan");
ctx.clearRect(0,0,canvas.width,canvas.height);
ctx.save();
var x=canvas.width/2;
var y=canvas.height/2;
ctx.translate(x,y);
ctx.rotate(degrees * Math.PI/180);
ctx.drawImage(objimg,-l,-t,current.width,current.height);
ctx.restore();
}
I think my problem is with drawrotated function because it work fine without using it but i want to rotate image on canvas too
HTML
<div id="container">
<div class="box"><canvas id="canvas"></canvas></div>
<div id="imgcont">
<img src="https://www.penghu-nsa.gov.tw/FileDownload/Album/Big/20161012162551758864338.jpg" id="img_scan" class="img-custom-img2"/>
</div>
</div>
<button id="btn">Copy on canvas</button>
CSS
#container{
position:relative;margin: 0px;
padding:0px;background:#ff0;
top:0px; overflow:hidden;
width:300px;
border:1px solid #000; height:250}
#img_scan,.box{
width:100%; height:100%;
position: absolute;
top: 0;
left: 0; margin:0; padding:0px
}
.box{z-index:98;height:250}
#canvas{width:100%;margin:0;
padding:0;
width:300;height:250}
#img_scan{width:300px;height:250px}
#imgcont{width:100%;height:250px;z-index:99}

Crop images according to the white spaces in javascript

I'm working on a Javascript project and im a bit stuck. I want to make a function that takes an image as parameter an returns the same image but with cropped blank spaces. Here's an example:
Before
After
I tried this function that i found on stack :
function removeImageBlanks(imageObject) {
imgWidth = imageObject.width;
imgHeight = imageObject.height;
var canvas = document.createElement('canvas');
canvas.setAttribute("width", imgWidth);
canvas.setAttribute("height", imgHeight);
var context = canvas.getContext('2d');
context.drawImage(imageObject, 0, 0);
var imageData = context.getImageData(0, 0, imgWidth, imgHeight),
data = imageData.data,
getRBG = function(x, y) {
var offset = imgWidth * y + x;
return {
red: data[offset * 4],
green: data[offset * 4 + 1],
blue: data[offset * 4 + 2],
opacity: data[offset * 4 + 3]
};
},
isWhite = function (rgb) {
// many images contain noise, as the white is not a pure #fff white
return rgb.red > 200 && rgb.green > 200 && rgb.blue > 200;
},
scanY = function (fromTop) {
var offset = fromTop ? 1 : -1;
// loop through each row
for(var y = fromTop ? 0 : imgHeight - 1; fromTop ? (y < imgHeight) : (y > -1); y += offset) {
// loop through each column
for(var x = 0; x < imgWidth; x++) {
var rgb = getRBG(x, y);
if (!isWhite(rgb)) {
if (fromTop) {
return y;
} else {
return Math.min(y + 1, imgHeight);
}
}
}
}
return null; // all image is white
},
scanX = function (fromLeft) {
var offset = fromLeft? 1 : -1;
// loop through each column
for(var x = fromLeft ? 0 : imgWidth - 1; fromLeft ? (x < imgWidth) : (x > -1); x += offset) {
// loop through each row
for(var y = 0; y < imgHeight; y++) {
var rgb = getRBG(x, y);
if (!isWhite(rgb)) {
if (fromLeft) {
return x;
} else {
return Math.min(x + 1, imgWidth);
}
}
}
}
return null; // all image is white
};
var cropTop = scanY(true),
cropBottom = scanY(false),
cropLeft = scanX(true),
cropRight = scanX(false),
cropWidth = cropRight - cropLeft,
cropHeight = cropBottom - cropTop;
canvas.setAttribute("width", cropWidth);
canvas.setAttribute("height", cropHeight);
// finally crop the guy
canvas.getContext("2d").drawImage(imageObject,
cropLeft, cropTop, cropWidth, cropHeight,
0, 0, cropWidth, cropHeight);
return canvas.toDataURL();
}
But it i am still stuck with the error :
index.js:63 Uncaught DOMException: Failed to execute 'getImageData' on 'CanvasRenderingContext2D': The canvas has been tainted by cross-origin data.
at removeImageBlanks (http://127.0.0.1:5500/index.js:63:29)
at <anonymous>:1:1
I already tried to add img.crossOrigin = 'Anonymous'; but it still does not work.
Use same domain image or use image base64 data URI instead of url.
Use canvas.toBlob instead of canvas.toDataURL

Trim white space around canvas on signature pad downloaded image

I have implemented signature pad.js to my website. I want to trim white spaces around drew signature. I'm now trimming transparent unused area surround my canvas. I have tried making canvas background white. Then this code isn't detecting the drew points boundaries.
But, I need to make the background white
Here's what I'm getting now :-
(signature)
====>
(after trimmed)
I'm using below code to trim transparent background surrounded the signature:
function trimCanvas(c) {
var ctx = c.getContext('2d'),
copy = document.createElement('canvas').getContext('2d'),
pixels = ctx.getImageData(0, 0, c.width, c.height),
l = pixels.data.length,
i,
bound = {
top: null,
left: null,
right: null,
bottom: null
},
x, y;
// Iterate over every pixel to find the highest
// and where it ends on every axis ()
for (i = 0; i < l; i += 4) {
if (pixels.data[i + 3] !== 0) {
x = (i / 4) % c.width;
y = ~~((i / 4) / c.width);
if (bound.top === null) {
bound.top = y;
}
if (bound.left === null) {
bound.left = x;
} else if (x < bound.left) {
bound.left = x;
}
if (bound.right === null) {
bound.right = x;
} else if (bound.right < x) {
bound.right = x;
}
if (bound.bottom === null) {
bound.bottom = y;
} else if (bound.bottom < y) {
bound.bottom = y;
}
}
}
// Calculate the height and width of the content
var trimHeight = bound.bottom - bound.top,
trimWidth = bound.right - bound.left,
trimmed = ctx.getImageData(bound.left, bound.top, trimWidth, trimHeight);
copy.canvas.width = trimWidth;
copy.canvas.height = trimHeight;
copy.putImageData(trimmed, 0, 0);
// Return trimmed canvas
return copy.canvas;
}
I got it solved by implementing below function.
SignaturePad.prototype.removeBlanks = function () {
var imgWidth = this._ctx.canvas.width;
var imgHeight = this._ctx.canvas.height;
var imageData = this._ctx.getImageData(0, 0, imgWidth, imgHeight),
data = imageData.data,
getAlpha = function(x, y) {
return {
red: data[(imgWidth*y + x) * 4],
green: data[(imgWidth*y + x) * 4 + 1],
blue: data[(imgWidth*y + x) * 4 + 2]
};
},
isWhite = function (rgb) {
return rgb.red == 255 && rgb.green == 255 && rgb.blue == 255;
},
scanY = function (fromTop) {
var offset = fromTop ? 1 : -1;
// loop through each row
for(var y = fromTop ? 0 : imgHeight - 1; fromTop ? (y < imgHeight) : (y > -1); y += offset) {
// loop through each column
for(var x = 0; x < imgWidth; x++) {
if (!isWhite(getAlpha(x, y))) {
return y;
}
}
}
return null; // all image is white
},
scanX = function (fromLeft) {
var offset = fromLeft? 1 : -1;
// loop through each column
for(var x = fromLeft ? 0 : imgWidth - 1; fromLeft ? (x < imgWidth) : (x > -1); x += offset) {
// loop through each row
for(var y = 0; y < imgHeight; y++) {
if (!isWhite(getAlpha(x, y))) {
return x;
}
}
}
return null; // all image is white
};
var cropTop = scanY(false),
cropBottom = scanY(true),
cropLeft = scanX(true),
cropRight = scanX(false);
cropTop+=30;
cropRight+=20;
var relevantData = this._ctx.getImageData(cropLeft-10, cropTop-20, cropRight-cropLeft, cropBottom-cropTop);
this._ctx.canvas.width = cropRight-cropLeft;
this._ctx.canvas.height = cropBottom-cropTop;
this._ctx.clearRect(0, 0, cropRight-cropLeft, cropBottom-cropTop);
this._ctx.putImageData(relevantData, 0, 0);
};
And I use blow code to call to the function
signaturePad.removeBlanks();
var dataURL = signaturePad.toDataURL('image/png');

Scrollable board for HTML5 GAME should use SVG's or Canvas

I wish to create a simple webgame that involves a tiled board. I have a collection of svg's for the background of each square (i.e one for grass, one for stone, one for dirt etc). I also have svg's for items that will be displayed on the layer above the background (such as trees, wood, sword).
I have an in memory database of what the background for each square is and if and which item it contains.
I wish to be able to:
* Zoom in or out
* Scroll left or right
* Scolll up or down
* Have items displayed above the background for that square
Only needs to work in recent versions of modern browsers
What is the best approach for this:
1. Have a canvas object. Get the current zoom, top most XY, canvas width and canvas height. Loop though the squares in the in memory database and print the corresponding SVG's in the correct locations. Each time it is scrolled or zoomed reprint the entire board.
2. Have a div. Get the current zoom, top most XY, canvas width and canvas height. Loop though the squares in the in memory database and create SVG's in the correct locations.
Each time the board scrolls add new SVGs as they become visible, delete SVGs as they move of the board. Translate all the existing SVGs by the appropriate amount.
Each time the board zooms enlarge or shrink all the existing SVGs based on the new zoom level.
3. Some third approach that I am unaware of.
The example below uses two modules svg to load images (Any image format will work) & board which handles panning, zooming & rendering. It also provides an onClick event which will give you an object that describes the tile that has been clicked on.
<!doctype html>
<html>
<head>
<meta charset="utf-8">
<style>
body {
background-color: black;
}
canvas {
display: block;
margin: 30px auto 0px auto;
border: solid 1px white;
border-radius: 10px;
}
</style>
</head>
<body>
<canvas id="canvas"></canvas>
<script type="application/javascript">
var svg = function() {
"use strict";
var svgImages = [];
var areImagesLoaded = true;
var isPageLoaded = false;
addEventListener("load",function() { isPageLoaded = true; isFinished(); });
var exports = {
onload: function() {},
request: null,
get: null
};
function isFinished() {
if (isPageLoaded && areImagesLoaded) {
exports.onload();
}
}
function onSvgError() {
this.isDone = true;
console.warn("SVG " + this.src + " failed to load.");
}
function onSvgLoaded() {
this.isDone = true;
for (var id in svgImages) {
if (!svgImages[id].isDone) {
return;
}
}
areImagesLoaded = true;
isFinished();
}
function request(id,path) {
if (svgImages[id]) {
return;
}
areImagesLoaded = false;
var img = document.createElement("img");
img.onerror = onSvgError;
img.onload = onSvgLoaded;
img.isDone = false;
img.id = id;
img.src = path;
svgImages[id] = img;
}
function get(id) {
return svgImages[id];
}
exports.request = request;
exports.get = get;
return exports;
}();
var board = function() {
"use strict";
var canvasWidth = 0;
var canvasHeight = 0;
var canvas = null;
var ctx = null;
var frameRequested = false;
var tileWidth = 0;
var tileHeight = 0;
var tileTypes = [];
var boardWidth = 0;
var boardHeight = 0;
var board = [];
var hasInitialized = false;
var camera = {
x: 0.0,
y: 0.0,
zoom: 1.0
};
function mapToBoard(x,y) {
var invZoom = 1.0 / camera.zoom;
return [
(x - (canvasWidth >> 1)) * invZoom - camera.x,
(y - (canvasHeight >> 1)) * invZoom - camera.y
];
}
var isMouseDragging = false;
var mouseStartX = 0;
var mouseStartY = 0;
var mouseLastX = 0;
var mouseLastY = 0;
var tileEvent = {
background: "",
foreground: "",
x: 0,
y: 0
};
function onTileSelected(e) {
}
function onMouseDown(e) {
isMouseDragging = true;
var bounds = canvas.getBoundingClientRect();
mouseStartX = mouseLastX = e.clientX - bounds.left;
mouseStartY = mouseLastY = e.clientY - bounds.top;
}
function onMouseUp(e) {
isMouseDragging = false;
var bounds = canvas.getBoundingClientRect()
var x = e.clientX - bounds.left - mouseStartX;
var y = e.clientY - bounds.top - mouseStartY;
var l = Math.sqrt(x * x + y * y);
if (l < 2.0) {
[x,y] = mapToBoard(e.clientX - bounds.left,e.clientY - bounds.top);
if (x > 0 && y > 0 && x < boardWidth * tileWidth && y < boardHeight * tileHeight) {
x = (x / tileWidth) | 0;
y = (y / tileHeight) | 0;
var tile = board[x + y * boardWidth];
tileEvent.background = tile.background;
tileEvent.foreground = tile.foreground;
tileEvent.x = x;
tileEvent.y = y;
} else {
tileEvent.background = "";
tileEvent.foreground = "";
tileEvent.x = -1;
tileEvent.y = -1;
}
onTileSelected(tileEvent);
}
}
function onMouseMove(e) {
if (hasInitialized && isMouseDragging) {
var bounds = canvas.getBoundingClientRect();
var x = e.clientX - bounds.left;
var y = e.clientY - bounds.top;
camera.x += (x - mouseLastX) / camera.zoom;
camera.y += (y - mouseLastY) / camera.zoom;
mouseLastX = x;
mouseLastY = y;
requestDraw();
}
}
function onWheel(e) {
if (Math.sign(e.deltaY) === -1) {
camera.zoom *= 1.1;
} else {
camera.zoom *= 0.9;
}
requestDraw();
}
function draw() {
ctx.fillStyle = "gray";
ctx.fillRect(-canvasWidth >> 1,-canvasHeight >> 1,canvasWidth,canvasHeight);
var _tileWidth = tileWidth * camera.zoom;
var _tileHeight = tileHeight * camera.zoom;
var _ox = camera.x * camera.zoom;
var _oy = camera.y * camera.zoom;
var _x = _ox;
var _y = _oy;
for (var x = 0; x <boardWidth; ++x) {
for (var y = 0; y < boardHeight; ++y) {
var index = x + y * boardWidth;
var tile = board[index];
var background = tileTypes[tile.background];
var foreground = tileTypes[tile.foreground];
if (background) {
ctx.drawImage(
background,
_x,
_y,
_tileWidth,
_tileHeight
);
}
if (foreground) {
ctx.drawImage(
foreground,
_x,
_y,
_tileWidth,
_tileHeight
);
}
_y += _tileHeight;
}
_y = _oy;
_x += _tileWidth;
}
frameRequested = false;
}
function requestDraw() {
if (!frameRequested) {
frameRequested = true;
requestAnimationFrame(draw);
}
}
return {
BACKGROUND: 0,
FOREGROUND: 1,
set canvas(canvasID) {
if (!hasInitialized) {
canvas = document.getElementById(canvasID);
canvas.onmousedown = onMouseDown;
canvas.onmouseup = onMouseUp;
canvas.onmousemove = onMouseMove;
canvas.onwheel = onWheel;
ctx = canvas.getContext("2d");
}
},
set canvasWidth(w) {
if (!hasInitialized && canvas) {
canvasWidth = canvas.width = w;
}
},
set canvasHeight(h) {
if (!hasInitialized && canvas) {
canvasHeight = canvas.height = h;
}
},
set tileWidth(w) {
if (!hasInitialized) {
tileWidth = w;
}
},
set tileHeight(h) {
if (!hasInitialized) {
tileHeight = h;
}
},
set width(w) {
if (!hasInitialized) {
boardWidth = w;
}
},
set height(h) {
if (!hasInitialized) {
boardHeight = h;
}
},
set onTileSelected(callback) {
onTileSelected = callback;
},
get width() {
return boardWidth;
},
get height() {
return boardHeight;
},
get onTileSelected() {
return onTileSelected;
},
defineTileTypes: function(types) {
if (types.length % 2 !== 0) {
return;
}
for (var i = 0; i < types.length; i += 2) {
var id = types[i];
var img = types[i + 1];
tileTypes[id] = img;
}
},
init: function() {
camera.x = -(boardWidth >> 1) * tileWidth;
camera.y = -(boardHeight >> 1) * tileHeight;
ctx.translate(canvasWidth >> 1,canvasHeight >> 1);
board.length = boardWidth * boardHeight;
for (var i = 0; i < board.length; ++i) {
board[i] = {
background: "",
foreground: ""
};
}
hasInitialized = true;
requestAnimationFrame(draw);
},
set: function(type,id,x,y) {
if (hasInitialized
&& tileTypes[id]
&& x > -1
&& x < boardWidth
&& y > -1
&& y < boardHeight) {
var index = x + y * boardWidth;
if (type === this.BACKGROUND) {
board[index].background = id;
} else {
board[index].foreground = id;
}
requestDraw();
}
}
};
}();
void function() {
"use strict";
svg.request("grass","https://i.stack.imgur.com/CkvU7.png");
svg.request("water","https://i.stack.imgur.com/an6a5.png");
svg.onload = function() {
board.canvas = "canvas";
board.canvasWidth = 180;
board.canvasHeight = 160;
board.tileWidth = 25;
board.tileHeight = 25;
board.width = 20;
board.height = 20;
board.defineTileTypes([
"GRASS",svg.get("grass"),
"WATER",svg.get("water")
]);
board.init();
for (var x = 0; x < board.width; ++x) {
for (var y = 0; y < board.height; ++y) {
board.set(board.BACKGROUND,"WATER",x,y);
if (Math.random() > 0.2) {
board.set(board.BACKGROUND,"GRASS",x,y);
} else {
board.set(board.BACKGROUND,"WATER",x,y);
}
}
}
}
board.onTileSelected = function(e) {
if (e.background === "GRASS") {
board.set(board.BACKGROUND,"WATER",e.x,e.y);
} else {
board.set(board.BACKGROUND,"GRASS",e.x,e.y);
}
}
}();
</script>
</body>
</html>

HTML - Canvas element get Base64 data at same scale of canvas

I found that to get the base64 data from a HTML canvas, you had to do canvas.toDataURL();. The problem with this, is that when it gives you the base64, it is scaled to the generic 300 x 150 canvas size, but the actual canvas is 600 x 100. Is there a way to strech the image to be 600 x 100, or to export it in the base64 as such? Thanks in advance!
I had the width and height defined in CSS not HTML, so the document wasn't registering the widths and heights.
Here is the updated code below:
<body>
<script>
var granmoe = 0;
var hai = 5;
var runnin = 0;
while(runnin != hai){
var can = document.createElement("canvas");
can.id = "canvasite"
can.style = "width: 150px; height: 100px; display:none;"
document.body.appendChild(can);
c = document.getElementById('canvasite'),
ctx = c.getContext('2d');
var x = 0
if(runnin == 0){
var endheight = c.height/2
}
var y = endheight;
var widd = 0
while(widd != c.width){
ctx.fillStyle = "rgba("+0+","+255+","+0+","+(255/255)+")";
ctx.fillRect( x, y, 1, 1 );
var ychan = Math.floor((Math.random() * 6) + 1);
if(ychan == 1){
var y=y+2
}else if(ychan == 2){
var y=y+1
}else if(ychan == 3){
var y=y-1
}else if(ychan == 4){
var y=y-2
}else{
var y=y
}
var hig = y
while(hig != c.height){
ctx.fillStyle = "rgba("+0+","+255+","+0+","+(255/255)+")";
ctx.fillRect( x, hig, 1, 1 );
var hig = hig+1
}
var widd = widd+1
var x=x+1
}
{
var endheight = y
var runnin = runnin+1
document.getElementById('canvasite').setAttribute('id','nAn')
var imgm = document.createElement("img");
imgm.src = c.toDataURL();
imgm.id = "imageitem"
imgm.style = "display:none;"
document.body.appendChild(imgm)
var xid = granmoe*(300*(1/hai));
if(granmoe == 0){
var cansfoo = document.createElement("canvas")
cansfoo.id = "fullimage";
cansfoo.style = 'width: '+(hai*150)+'px; height: 100px; display:none;'
document.body.appendChild(cansfoo);
}
var ci=document.getElementById("fullimage");
var ctxi=ci.getContext("2d");
var imd=document.getElementById("imageitem");
ctxi.drawImage(imd,xid,0,(300*(1/hai)),180);
//end
var granmoe=granmoe+1
document.getElementById("imageitem").setAttribute('id','non');
}
}
var base64 = ci.toDataURL();
var bass = document.createElement("img");
bass.src = base64
bass.id = "resiz"
bass.style = "display:none;"
document.body.appendChild(bass);
{
var resize = document.createElement("canvas")
resize.id = "resize";
resize.width = (hai*150);
resize.height = 100;
resize.style = 'display:none;'
document.body.appendChild(resize);
var re=document.getElementById("resize");
var res=re.getContext("2d");
var imag=document.getElementById("resiz");
res.drawImage(imag,0,50,(hai*150),50);
document.write(resize.toDataURL());
}
</script>
</body>

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