MVC using image path for canvas on page with JavaScript - javascript

<canvas id="myCanvas" width ="320" height="260">
<img src="#Model.img.path" id="img" >
I am trying to use MVC model to create "update news" page.
News has an image and i am using canvas to upload images that because users can edit images with editor based on canvas process. Creating news is Ok.But when updating news, i would like to see image in my canvas that already created . i took my entity and pass it to the View of "update news"-news includes img path- but i cant figure out how can i use this path to show my image in the canvas element.
Thanks alredy.
Sorry for my english.

var img = new Image()
img.onload = function () {
ctx.drawImage(img, 0, 0, 1600, 900);
}
img.src = "#Model.image.path";
I just use this simple code. It works.

for drawing image in canvas with javascript , you can use this function:
function drawDataURIOnCanvas(strDataURI, canvas) {
"use strict";
var img = $("#img");
img.addEventListener("load", function () {
canvas.getContext("2d").drawImage(img, 0, 0);
});
}
for calling :
drawDataURIOnCanvas('#Model.img.path',$("#myCanvas"));

Related

Create HTML5 interactive slideshow with animation in slides

I am creating an instructional slideshow with HTML5 canvas. Each slide has animated 2D elements moving an scaling and a navigation pointing to each slide. Ultimately, I'd like to create this without using Animate CC, just incase the program goes away and I'd have to start from scratch if edits need to be made (like Edge files). I'd like to manually code this with HTML5, CSS, and JavaScript preferably utilizing CreateJS.
I've located tutorials on simple slideshows and animated transitions, but I'm moreso looking for animation taking place in each slide or scene.
Is this possible? Is there a tutorial out there? Thank you in advance.
You absolutely don't have to use Adobe Animate to create animated content with CreateJS.
Here is a revised version of #hadders's code using CreateJS. Note that you need to use 1.0 to get the "yoyo" effect, which TweenJS calls "bounce"
var stage, bmp;
function init() {
stage = new createjs.Stage("canvas");
createjs.Ticker.on("tick", stage);
bmp = new createjs.Bitmap("https://s3-us-west-2.amazonaws.com/s.cdpn.io/56901/dog_1_small.jpg");
bmp.set({ x: 50, y: 50, alpha: 1});
stage.addChild(bmp);
createjs.Tween.get(bmp, {loop:-1, bounce:true}).to({
alpha: 0,
x:500,
y:400
}, 1000);
}
init();
Here is a fiddle with it in action: https://jsfiddle.net/8xmy6xuw/
Cheers,
Use a library such as GSAP. Create an object which contains the coords which you'll use to position the canvas elements e.g. {x:100, y:100} then use GSAP to tween the x/y values of the object. The canvas element can then be positioned/animated using this tweened coord object.
This seems like a decent enough example :
https://codepen.io/jonathan/pen/ychlf
HTML
<div id="canvas-wrapper">
<canvas id="canvas" width="800" height="600">canvas not supported</canvas>
</div>
JS
var ctx, img;
function init() {
ctx = document.getElementById("canvas").getContext("2d");
img = new Image();
img.src = "https://s3-us-west-2.amazonaws.com/s.cdpn.io/56901/dog_1_small.jpg";
img.xpos = 50;
img.ypos = 50;
img.globalAlpha = 1.0;
img.onload = function() {
TweenLite.ticker.addEventListener("tick",loop);
}
TweenMax.to(img, 1 ,{
   globalAlpha:0,
   xpos:500,
   ypos:400,
   repeat:-1,
   yoyo:true
});
}
function loop(){
ctx.clearRect(0,0,800,600);
ctx.globalAlpha = img.globalAlpha;
ctx.drawImage(img, img.xpos, img.ypos);
}
init();
hope that helps

How to wait for the multiple images to load in the canvas and convert to base64?

I'm trying to get a base64 version of a canvas in HTML5.
Currently, the base64 image that I get from the canvas is blank.
I have found similar questions for example this one:
HTML Canvas image to Base64 problem
However, the issue that I have is that because I am adding 2 images in the canvas, I cannot use the example provided in those answers as most of them are using single image.
I understand that I have to wait until the canvas image is loaded properly before trying to get the base64 image. But I don't know how in my case.
This is my code:
var canvas = document.getElementById('myCanvas');
var context = canvas.getContext('2d');
context.canvas.width = 1000;
context.canvas.height = 1000;
var imageObj1 = new Image();
imageObj1.src = "http://www.offthegridnews.com/wp-content/uploads/2017/01/selfie-psuDOTedu.jpg";
imageObj1.onload = function() {
context.drawImage(imageObj1, 0, 180, canvas.width, canvas.height);
};
var imageObj2 = new Image();
imageObj2.src = "http://www.publicdomainpictures.net/pictures/150000/velka/banner-header-tapete-145002399028x.jpg"
imageObj2.onload = function() {
context.drawImage(imageObj2, 0, 0, canvas.width, 180);
};
// get png data url
//var pngUrl = canvas.toDataURL();
var pngUrl = canvas.toDataURL('image/png');
// get jpeg data url
var jpegUrl = canvas.toDataURL('image/jpeg');
$('#base').val(pngUrl);
<div class="contents" style="overflow-x:hidden; overflow-y:scroll;">
<div style="width:100%; height:90%;">
<canvas id="myCanvas" class="snap" style="width:100%; height:100%;" onclick="takephoto()"></canvas>
</div>
</div>
<p>
This is the base64 image
</p>
<textarea id="base">
</textarea>
and this is a working FIDDLE:
https://jsfiddle.net/3p3e6Ldu/1/
Can someone please advice on this issue?
Thanks in advance.
EDIT:
As suggested in the comments bellow, i tried to use a counter and when the counter reaches a specific number, I convert the canvas to base64.
Like so:https://jsfiddle.net/3p3e6Ldu/4/
In both your examples (the one from the question and the one from the comments), the order of commands does not really respect the async nature of the task at hand.
In your later example, you should put the if( count == 2 ) block inside the onload callbacks to make it work.
However, even then you will run into the next problem: You are loading the images from different domains. You can still draw them (either into the canvas or using an <img> tag), but you are not able to access their contents directly. Not even with the detour of using the <canvas> element.
I changed to code so it would work, if the images are hosted on the same domain. I also used a function to load the image and promises to handle the callbacks. The direct way of using callbacks and a counting variable, seem error-prone to me. If you check out the respective fiddle, you will notice the SecurityError shown. This is the result of the aforementioned problem with the Same-Origin-Policy I mentioned.
A previous question of mine in a similar direction was about how to detect, if I can still read the contents of a <canvas> after adding some images.
const canvas = document.getElementById('myCanvas');
const context = canvas.getContext('2d');
context.canvas.width = 1000;
context.canvas.height = 1000;
// function to retrieve an image
function loadImage(url) {
return new Promise((fulfill, reject) => {
let imageObj = new Image();
imageObj.onload = () => fulfill(imageObj);
imageObj.src = url;
});
}
// get images
Promise.all([
loadImage("http://www.offthegridnews.com/wp-content/uploads/2017/01/selfie-psuDOTedu.jpg"),
loadImage("http://www.publicdomainpictures.net/pictures/150000/velka/banner-header-tapete-145002399028x.jpg"),
])
.then((images) => {
// draw images to canvas
context.drawImage(images[0], 0, 180, canvas.width, canvas.height);
context.drawImage(images[1], 0, 0, canvas.width, 180);
// export to png/jpg
const pngUrl = canvas.toDataURL('image/png');
const jpegUrl = canvas.toDataURL('image/jpeg');
// show in textarea
$('#base').val(pngUrl);
})
.catch( (e) => alert(e) );

Convert SVG dataUrl to base64

I'm using a plugin (dom-to-image) to generate a SVG content from a div.
It returns me a dataURL like this:
data image/xml, charset utf-8, <svg...
If a put this on a <img src the image is shown to normally.
The intent is to grab this dataURL, convert it to base64 so I can save it as an image.png on a mobile app.
Is it possible?
I tryied this solution https://stackoverflow.com/a/28450879/1691609
But coudn't get to work.
The console fire an error about the dataUrl
TypeError: Failed to execute 'serializeToString' on 'XMLSerializer': parameter 1 is not of type 'Node'.
==== UPDATE :: PROBLEM EXPLANATION/HISTORY ====
I'm using Ionic Framework, so my project is an mobile app.
The dom-to-image is already working cause right now, its rendering a PNG through toPng function.
The problem is the raster PNG is a blurry.
So I thought: Maybe the SVG will have better quality.
And it IS!! Its 100% perfect, actually.
On Ionic, I'm using 2 step procedure to save the image.
After get the PNG generated by the dom-to-img(base64) dataURL, I convert it to a Blob and then save into device.
This is working, but the final result, as I said, is blurry.
Then with SVG maybe it will be more "high quality" per say.
So, in order to do "minimal" change on a process that s already working :D I just need to convert an SVG into base64 dataURL....
Or, as some of you explained to me, into something else, like canvas...
I don't know any much :/
===
Sorry for the long post, and I really, really thank your help guys!!
EDIT COUPLE OF YARS LATER
Use JS fiddle for a working example: https://jsfiddle.net/msb42ojx/
Note, if you don't own DOM content (images), and those images don't have CORS enabled for everyone (Access-Control-Allow-Origin header), canvas cant render those images
I'm not trying to find out why is your case not working, here is how I did when I had something similar to do:
get the image sourcce (dom-to-image result)
set up a canvas with that image inside (using the image source)
download the image from canvas in whatever image you like: png, jpeg whatever
by the way you can resize the image to a standard format
document.getElementById('mydownload').onclick= function(){
var wrapper = document.getElementById('wrapper');
//dom to image
domtoimage.toSvg(wrapper).then(function (svgDataUrl) {
//download function
downloadPNGFromAnyImageSrc(svgDataUrl);
});
}
function downloadPNGFromAnyImageSrc(src)
{
//recreate the image with src recieved
var img = new Image;
//when image loaded (to know width and height)
img.onload = function(){
//drow image inside a canvas
var canvas = convertImageToCanvas(img);
//get image/png from convas
var pngImage = convertCanvasToImage(canvas);
//download
var anchor = document.createElement('a');
anchor.setAttribute('href', pngImage.src);
anchor.setAttribute('download', 'image.png');
anchor.click();
};
img.src = src;
// Converts image to canvas; returns new canvas element
function convertImageToCanvas(image) {
var canvas = document.createElement("canvas");
canvas.width = image.width;
canvas.height = image.height;
canvas.getContext("2d").drawImage(image, 0, 0);
return canvas;
}
// Converts canvas to an image
function convertCanvasToImage(canvas) {
var image = new Image();
image.src = canvas.toDataURL("image/png");
return image;
}
}
#wrapper{
background: red;
color: blue;
}
<script src="https://rawgit.com/tsayen/dom-to-image/master/src/dom-to-image.js"></script>
<button id='mydownload'>Download DomToImage</button>
<div id="wrapper">
<img src="http://i.imgur.com/6GvKdxY.jpg"/>
<div> DUDE IS WORKING</div>
<img src="http://i.imgur.com/6GvKdxY.jpg"/>
</div>
I translated #SilentTremor's solution into React/JS-Class:
class SVGToPNG {
static convert = function (src) {
var img = new Image();
img.onload = function () {
var canvas = SVGToPNG.#convertImageToCanvas(img);
var pngImage = SVGToPNG.#convertCanvasToImage(canvas);
var anchor = document.createElement("a");
anchor.setAttribute("href", pngImage.src);
anchor.setAttribute("download", "image.png");
anchor.click();
};
img.src = src;
};
static #convertImageToCanvas = function (image) {
var canvas = document.createElement("canvas");
canvas.width = image.width;
canvas.height = image.height;
canvas.getContext("2d").drawImage(image, 0, 0);
return canvas;
};
static #convertCanvasToImage = function (canvas) {
var image = new Image();
image.src = canvas.toDataURL("image/png");
return image;
};
}
export default SVGToPNG;
Usage:
let dataUrl = someCanvas.toDataURL("image/svg+xml");
SVGToPNG.convert(dataUrl);

Image animate function not working in fabric js?

I am using fabric js for canvas animation and I am created canvas with id 'canvas' then put image in it and set left position to zero. It's working fine but animate function is not working.
Please help me.
My code:
HTML:
<canvas id="canvas" width="990" height="285">
This text is displayed if your browser
does not support HTML5 Canvas.
</canvas>
javascript:
var canvas = new fabric.Canvas('canvas');
var image = new Image();
image.src = 'images/body.png';
var bugBody = fabric.Image.fromURL(image.src, function (oImg) {
canvas.add(oImg);
oImg.set('left',0)
});
bugBody.animate('left', 200, {
onChange: canvas.renderAll.bind(canvas)
});
Thanking You.
I think that this happen because your image is not complete loaded.
So, you can put your animation code inside your callback function.
Check this jsfiddle: http://jsfiddle.net/9x9Qc/
Like this:
var srcImg = "http://fabricjs.com/lib/pug.jpg";
// canvas
var canvas = new fabric.Canvas('c');
fabric.Image.fromURL(srcImg, function (oImg) {
canvas.add(oImg);
oImg.set('left',0);
oImg.set('top', 100);
oImg.scale(.25);
canvas.renderAll();
// and then, we can animate the image
oImg.animate('left', 200, {
onChange: canvas.renderAll.bind(canvas)
});
});

Save canvas to image via toDataURL failed

I create a test code below and you can manipulate it on Jsfiddle:
http://jsfiddle.net/Stallman41/57hvX/31/
HTML:
<canvas id="test_canvas" style="background-color : #FFFF00" ; width="500px"
; height="340px"></canvas>
<br>
<button id="test_put_btn">Put an image</button>
<br>
<button id="save_dataURL">Save to dataURL</button>
<br>
<button id="draw_back">Final step: draw 3 images back.</button>
<br>
<img id="first_img"; width="100px" ; height="100px" ;></img>
<img id="second_img"; width="100px" ; height="100px" ></img>
<img id="third_img"; width="100px" ; height="100px" ;></img>
Javascript:
var drawing_plate;
var context;
var dataURL_arr = new Array();
$(document).ready(function () {
drawing_plate = document.getElementById("test_canvas");
context = drawing_plate.getContext('2d');
$("#test_canvas").bind("mousedown", Touch_Start);
$("#test_canvas").bind("mousemove", Touch_Move);
$("#test_canvas").bind("mouseup", Touch_End);
}); //document ready.
function Touch_Start(event) {
event.preventDefault();
touch = event;
touch_x = touch.pageX;
touch_y = touch.pageY;
line_start_x = touch.pageX - 0;
line_start_y = touch.pageY - 0;
context.beginPath();
context.moveTo(line_start_x, line_start_y);
}
function Touch_Move(event) {
event.preventDefault();
touch = event; //mouse
line_end_x = touch.pageX - 0;
line_end_y = touch.pageY - 0;
context.lineTo(line_end_x, line_end_y);
context.stroke();
}
$("#test_put_btn").click(function () {
var test_img = new Image();
test_img.src = "http://careerscdn.sstatic.net/careers/gethired/img/careers2- ad-header-so-crop.png";
context.drawImage(test_img, 0, 0);
});
$("#save_dataURL").click(function () {
dataURL_arr.push(drawing_plate.toDataURL("image/png"));
});
$("#draw_back").click(function () {
var f_image= $("#first_img")[0];
var s_image= $("#second_img")[0];
var t_image= $("#third_img")[0];
f_image.onload= function()
{
f_image.src= dataURL_arr[0];
}
f_image.src= dataURL_arr[0];
s_image.onload= function()
{
s_image.src= dataURL_arr[0];
}
s_image.src= dataURL_arr[0];
t_image.onload= function()
{
t_image.src= dataURL_arr[0];
}
t_image.src= dataURL_arr[0];
});
I develop a drawing plate on Android system, saving the drawings to a dataURL string. They can draw something on the canvas and put images on the canvas. And I need to let the users see their drawings on small icons.
I use canvas.toDataURL("image/png") to save the base64 string. And I choose <img> as the small icon container. However, what I got is only the drawings can be shown on the icon, and usually, when I write img.src= canvas.toDataURL("image/png"); the image shows nothing!
I investigate the issue for long time.
1. I think the problem might be the dataURL string is too long?
2. The support of the OS: Android?
The code in Jsfiddle here shows a similar procedure on my Android PhoneGap development.
First , you just draw something on the canvas, and press Press an image, and then Save to dataURL. But you should do the process three times. In this condition, the string array contains the base64 string generated by the drawings and the image.
In the final, you press Final step: draw 3 images back., nothing will be shown on the image icon.
In conclusion:
In my experience, as I write img.src= canvas.toDataURL("image/png"); (no matter the img is an dom element or var img = new Image();). It can't always work: sometimes it works... but sometimes not...(I work on Android 4.0.1, phonegap 1.7.0)
Second, especially if I store lots of base64 strings to an array, assigning them to lots of image DOM element, it definitely fails.
Third, if the user only draw something on the canvas, it can always work.( Except the example code in the Jsfiddle, but it works on my Android system...)
But if he draw an image context.drawImage(~) the image wouldn't show the pic.
Too much confusions...
I need to let the user can view their drawings in small icon, any alternative?
Some References:
1
2
3
I just stumbled across this question.
Click Put an image, then click Save to dataURL, then check your JavaScript console for something like:
SecurityError: DOM Exception 18
It's a browser security feature. Because you've inserted an image from a different domain, it counts as a cross-origin request.
If you eliminate the security error, you can export the canvas to a data URL.
Another thing in your code.
The image you try to draw onto the canvas into your test_put_btn onclick event handler, your image will never show up (or it will sometimes work accidentally) because you don't wait for your image to be loaded to draw it onto the canvas.
You have to handle the "onload" event of your image and draw it into the handler to permit the drawing of your image.
Before your test_img.src statement, you have to put :
test_img.onload = function()
{
context.drawImage(test_img, 0, 0);
};
Plus, the image you try to access is not accessible --> For me it does not work

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