I'm trying to zoom in or out my canvas drawing, but if I only scale the context nothing happens.Do I need to re-draw it after the scale? Is there any method to scale directly the context without drawing it every time I try to zoom in or out?
PS: I want to zoom in and out with an HTML5 <input type="range"> controlled by a script, and that's already working.
Like Mike said, the best solution is to redraw it.
Zooming in with css is a solution, but there's a big loss in quality.
I'm copying my answer from another question I already answered today..
Canvas is like an image. It has it's own physical dimensions but can still be scaled with CSS. Use the width and height attributes to set the physical dimensions and then use CSS to scale it with a % to make it responsive zoom it.
Example...
var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
ctx.rect(20, 20, 150, 100);
ctx.stroke();
<canvas id="myCanvas" width="300" height="150" style="width:100%;"></canvas>
Here is an overly simplified example: https://jsfiddle.net/43ejq0op/
Related
I am attempting to resize a canvas chart when a user resizes their browser window. The problem with changing it directly, or so I've found...is that the image disappears during the resizing. Here are some screenshots to help you understand my problem.
This is the chart before resizing.
This is the chart during the resizing. (without targeting the DOM element)
I've identified the chart overflowing on the right hand side.
Chart being resized and targeting the canvas width.
As you can see, the chart disappears.
let canvas = document.getElementById('canvas');
this.canvas.width = ${
event.target.innerWidth - (window.innerWidth / 100) * 2
};
Please let me know what options I have for dynamically resizing canvas charts. Thanks!
P.S. I'm using AngularJs for this particular project.
Update 12/30/2020
Discovered that the obvious reason for the chart disappearing is that the canvas is based on coordinates which originate from a set height/width. So the solution was re-mapping the strokes/fills as the canvas is resizing.
New challenge:
Using clearRect (0, 0, width, height) doesn't clear the canvas. Re-mapping results in an inifite mapping of charts on top of one another. As shown in the photo below.
Is this the solution I get paid a million dollars for? No. But...
After hours of spinning around thoughts as to why the creators never made an easy solution for resizing a canvas, I've finally found an option that works for resizing the charts. Note that if you're scaling up that it can become pixelated. But this option will work.
Instead of defining the height and width with the inline properties:
<canvas id="canvas" height="200" width="600" (window:resize)="onResize($event)"> </canvas>
You should use css to make the height and width 100%. This turns the canvas into an image essentially. Which is why it pixelates when you scale up. The next step is to setup functionality or styling for the element that the canvas is embedded within. This is where the solution arises. Because you can't adjust the canvas without losing the graphic. You have to adjust the element that encapsulates it!
Ex:
<div id="area-chart">
<canvas id="canvas" (window:resize)="onResize($event)"> </canvas>
</div>
You would dynamically adjust the height and width of the #area-chart. I personally suggest using viewport width to define the height as it is the most flexible in terms of scaling and the graphic pixelates far less than using other measurements (%, px, pt, etc.). Of course your needs may be different than mine, but here's some sample styling.
Sample scss:
#area-chart {
#canvas {
width: 100%;
height: 10vw;
}
}
Chart on load:
Chart scaled down:
Chart scaled up:
** note that the pixel dimensions in the screenshots are the full window size and not the size of the element
I am creating a game, I need to achieve a perfect canvas line on HTML5 under different types of screen resolutions and zooms.
To easily understand I am talking about, simply paste the two different codes into an HTML file(not jsFiddle, as it is too small to notice):
With fabric.js:
<canvas id = "c" width = "600" height = "300"></canvas>
<script src = "https://rawgit.com/kangax/fabric.js/master/dist/fabric.js"></script>
<script> var c=document.getElementById("c");
var context=c.getContext("2d");
new fabric.Canvas('c', { selection: false });
context.moveTo(0, 0);
context.lineTo(0, 300);
context.stroke();
</script>
Without fabric.js:
<canvas id = "c" width = "600" height = "300"></canvas>
<script> var c=document.getElementById("c");
var context=c.getContext("2d");
context.moveTo(0, 0);
context.lineTo(0, 300);
context.stroke();
</script>
Now as you can see, fabric.js removes the blurriness that you get under different kind of browser zooms(Mouse wheel) once the page loads.
I have two problems with it though:
1) Once you click on the canvas the line is gone
2) It's a big framework/library, and I only need it to draw lines(Maybe not if it can achieve the same thing with PNG images)
So, is there a way to achieve the same sharpness result with a clean, short javascript code, without using fabric.js?
If not, how can I fix the clicking problem?
Thanks.
All lines drawn on the canvas are automatically given anti-aliasing to lessen the visual effect of "jaggies". This anti-aliasing also makes the line appear blurry.
If you ONLY are drawing horizontal and vertical lines you can make them crisp:
Before drawing the lines, context.translate(0.50,0.50),
Draw the lines using only integer coordinates,
After drawing the lines, context.translate(-0.50,-0.50),
If you are drawing non-horizontal and non-vertical lines, then you can use Bresenhan's Line Algorithm to draw crisp lines on the canvas by drawing lines pixel-by-pixel. This previous Q&A has example code using Bresenhan's algorithm.
I am working on HTML5 canvas with image manipulation. In my canvas I have number of images. When I want to clip the images individually. But when I clip one image by creating a shape and use clip() function, it is working fine. But the problem arise when I try to clip another image using the same method. As the canvas stored the previous shape it will concatenate with the new one and clip the second image accordingly. I want destroy the previous shape. Please note that I can't use the clearRect() to clear the canvas as my previous clipped image is there.
Please ref the link :
Demo Problem
In the link drag the image into canvas predefined layer and drag the image around. You can clearly see that the image got clipped properly if it try to go out of the border.
Now drag another image into the canvas in a different box. Now you can see the clipping is not functioning properly.
Here what I have done in the script :
JS Script
Here the JSFiddle Link
JSFiddle Link
Can you help me to fix this issue?
It will be helpful if you find another way to clear the previous shape.
Thanks in advance.
I have fix the issue by own. The canvas doesn't provide the multiple image clip option. So if you want to clip multiple image in your canvas you have to use your own clip function. Just clear the area by clearRect() of the canvas outside your selection. Iterate this process for each image and you are done !
Solution Link :
Solution Demo
JS Script Link :
JS Script
Thanks.
The best solution I could find is to use a hidden canvas, and draw to that, then use the putImageData method onto your main canvas.
var c = document.getElementById("myCanvas");
var ctemp = document.getElementById("myCanvasTemp");
var ctx = c.getContext("2d");
var ctxTemp = ctemp.getContext("2d");
ctxTemp.fillStyle = "red";
ctxTemp.fillRect(10, 10, 50, 50);
ctxTemp.fillStyle = "blue";
ctxTemp.fillRect(20, 20, 50, 50);
function copy() {
var imgData = ctxTemp.getImageData(10, 20, 50, 10);
ctx.putImageData(imgData, 10, 10);
}
<canvas id="myCanvas" width="300" height="150" style="border:1px solid #d3d3d3;">
Your browser does not support the HTML5 canvas tag.</canvas>
<canvas id="myCanvasTemp" width="300" height="150" style="display:none;">
Your browser does not support the HTML5 canvas tag.</canvas>
<br /><br />
<br />
<button onclick="copy()">Copy</button>
I spent a lot of time today trying to do some simple canvas work (which I haven't played with in quite a while), but lines weren't drawing to the right places. It turns out that it was JavaScript and/or Canvas that was screwy, not my math. Given a 2D canvas context, the following:
context.moveTo(0, 0);
context.lineTo(50, 50);
context.stroke();
…draws a line that seems to be at 30° or so, not 45° as expected. Here's a jsFiddle.
The only way that this makes sense is if the canvas/context is using non-square pixels… Is that really the case? Whose bright idea might that be? Is there a way to force the canvas to use square pixels instead to make my math easier?
Sounds like you're resizing the canvas with CSS.
Resizing in CSS actually does result in stretched drawings.
If you need to resize, this will not "stretch the pixels":
var canvas=document.getElementById("myCanvas");
canvas.width=500;
canvas.height=300;
markE has it entirely right. In your example, you've set up a canvas in the HTML which will have default dimensions of 300px by 150px. When you then set the dimensions via CSS, the canvas gets 'stretched' rather than resized. An alternative to markE's solution is to set up the canvas with explicit dimensions:
<canvas id="the-canvas" width="300" height="300"></canvas>
I am trying to draw a shape on an HTML5 canvas but have the shape appear in a div (that can be manipulated by javascript). How can i do this? I would post code but i dont even know where to start with this. Please help.
To clarify: i want the shapes rendered on the canvas to be placed in divs. Sorry for any confusion.
Mozilla Drawing: https://developer.mozilla.org/en/Canvas_tutorial/Drawing_shapes
<div>
<canvas id="my_canvas"></canvas>
</div>
<script>
var canvas = document.getElementById('my_canvas');
// Set width height. You should probably use the width/height of the div.
canvas.width = 300;
canvas.height = 300;
var ctx = canvas.getContext('2d');
// Draw something with ctx.....
// ....
</script>
You could use the library Canvas2Image. It will allow you to convert what's on the Canvas into an image. There are some quirks on a per browser basis, but it is the closest thing to what you want to do without having to put many canvas elements on your page that you update in tandem.