While saving an SVG to PNG, the image saved contains only the SVG rendered in the viewbox/window. How can one save a large PNG, containing the whole SVG?
// SVG element and XML string.
var svg = document.querySelector('svg');
var svgData = new XMLSerializer().serializeToString(svg);
// Canvas to hold the image.
var canvas = document.createElement('canvas');
var context = canvas.getContext('2d');
// Canvas size = SVG size.
var svgSize = svg.getBoundingClientRect();
canvas.width = svgSize.width;
canvas.height = svgSize.height;
// Image element appended with data.
var img = document.createElement('img');
img.setAttribute('src', 'data:image/svg+xml;base64,' + btoa(svgData));
img.onload = function() {
// Draw image on canvas and convert to URL.
context.drawImage(img,0,0);
console.log(canvas.toDataURL('image/png'));
};
Instead of:
var svgSize = svg.getBoundingClientRect();
Use:
var svgSize = svg.viewBox.baseVal;
This will get you the true dimensions of the viewBox.
REFERENCE
https://stackoverflow.com/a/7682976/2813224
SNIPPET
// SVG element and XML string.
var svg = document.querySelector('svg');
var svgData = new XMLSerializer().serializeToString(svg);
// Canvas to hold the image.
var canvas = document.createElement('canvas');
var context = canvas.getContext('2d');
// Canvas size = SVG size.
var svgSize = svg.viewBox.baseVal;
canvas.width = svgSize.width;
canvas.height = svgSize.height;
// Image element appended with data.
var img = document.createElement('img');
img.setAttribute('src', 'data:image/svg+xml;base64,' + btoa(svgData));
img.onload = function() {
// Draw image on canvas and convert to URL.
context.drawImage(img,0,0);
console.log(canvas.toDataURL('image/png'));
};
<svg xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" version="1.1" id="Layer_1" x="0px" y="0px" width="64px" height="64px" viewBox="-0.5 0.5 64 64" enable-background="new -0.5 0.5 64 64" xml:space="preserve">
<g>
<circle fill="#FFFFFF" cx="31.325" cy="32.873" r="30.096"/>
<path id="text2809_1_" d="M31.5,14.08c-10.565,0-13.222,9.969-13.222,18.42c0,8.452,2.656,18.42,13.222,18.42 c10.564,0,13.221-9.968,13.221-18.42C44.721,24.049,42.064,14.08,31.5,14.08z M31.5,21.026c0.429,0,0.82,0.066,1.188,0.157 c0.761,0.656,1.133,1.561,0.403,2.823l-7.036,12.93c-0.216-1.636-0.247-3.24-0.247-4.437C25.808,28.777,26.066,21.026,31.5,21.026z M36.766,26.987c0.373,1.984,0.426,4.056,0.426,5.513c0,3.723-0.258,11.475-5.69,11.475c-0.428,0-0.822-0.045-1.188-0.136 c-0.07-0.021-0.134-0.043-0.202-0.067c-0.112-0.032-0.23-0.068-0.336-0.11c-1.21-0.515-1.972-1.446-0.874-3.093L36.766,26.987z"/>
<path id="path2815_1_" d="M31.433,0.5c-8.877,0-16.359,3.09-22.454,9.3c-3.087,3.087-5.443,6.607-7.082,10.532 C0.297,24.219-0.5,28.271-0.5,32.5c0,4.268,0.797,8.32,2.397,12.168c1.6,3.85,3.921,7.312,6.969,10.396 c3.085,3.049,6.549,5.399,10.398,7.037c3.886,1.602,7.939,2.398,12.169,2.398c4.229,0,8.34-0.826,12.303-2.465 c3.962-1.639,7.496-3.994,10.621-7.081c3.011-2.933,5.289-6.297,6.812-10.106C62.73,41,63.5,36.883,63.5,32.5 c0-4.343-0.77-8.454-2.33-12.303c-1.562-3.885-3.848-7.32-6.857-10.33C48.025,3.619,40.385,0.5,31.433,0.5z M31.567,6.259 c7.238,0,13.412,2.566,18.554,7.709c2.477,2.477,4.375,5.31,5.67,8.471c1.296,3.162,1.949,6.518,1.949,10.061 c0,7.354-2.516,13.454-7.506,18.33c-2.592,2.516-5.502,4.447-8.74,5.781c-3.2,1.334-6.498,1.994-9.927,1.994 c-3.468,0-6.788-0.653-9.949-1.948c-3.163-1.334-6.001-3.238-8.516-5.716c-2.515-2.514-4.455-5.353-5.826-8.516 c-1.333-3.199-2.017-6.498-2.017-9.927c0-3.467,0.684-6.787,2.017-9.949c1.371-3.2,3.312-6.074,5.826-8.628 C18.092,8.818,24.252,6.259,31.567,6.259z"/>
</g>
</svg>
This is because you are setting your canvas size to your rendered svg ones.
In your CSS, you probably do resize your svg, which results in a difference between it's computed size and it's natural one.
By default, drawImage(img, dx, dy, dWidth, dHeight) will use the source's width and height as destinationWidth and destinationHeight if these parameters are not passed.
You can check this example showing the same behavior with a raster image :
window.onload = function(){
var canvas = document.createElement('canvas');
var context = canvas.getContext('2d');
var svgSize = inDoc.getBoundingClientRect();
canvas.width = svgSize.width;
canvas.height = svgSize.height;
var img = document.createElement('img');
img.setAttribute('src', inDoc.src);
img.onload = function() {
context.drawImage(img,0,0);
document.body.appendChild(canvas);
};
}
img{ width: 64px; height: 64px}
<img id="inDoc" src="http://lorempixel.com/128/128"/>
And here is a little graphic showing what's happening.
So the solution is just to set your canvas' width and height properties to your img's ones, just like you would do with any other source :
img.onload = function(){
canvas.width = this.width;
canvas.height = this.height;
ctx.drawImage(this, 0,0);
}
and if you want to include some scaling factor :
img.onload = function(){
canvas.width = this.width * scale;
canvas.height = this.height * scale;
ctx.drawImage(this, 0,0, canvas.width, canvas.height);
}
Now, one not related to your actual code but still huge difference between raster images and svg images is that svg width and height can be set to relative units (like %).
Browsers have no direct clue about what it's relative to. (Chrome does a guess, I don't know how, others won't render your image).
So you need to check for this before exporting to a dataURI :
var absoluteUnits = [1,5,6,7,8,9,10];
if (absoluteUnits.indexOf(svg.width.baseVal.unitType)<0) {
svg.setAttribute('width', aboluteWidth);
}
if (absoluteUnits.indexOf(svg.height.baseVal.unitType)<0) {
svg.setAttribute('height', aboluteHeight);
}
Here absoluteWidth and absoluteHeight can be the results of svg.getBoundingClientRect().
Also note that IE9 won't be able to show the img.width and img.height values, so you've got to make a special case for it...
... but since you should have already checked for the absoluteSize, this should not be a problem :
var svg = document.querySelector('svg');
// we'll use a copy to not modify the svg in the document
var copy = svg.cloneNode(true);
var absoluteWidth, absoluteHeight, BBox;
var absoluteUnits = [1,5,6,7,8,9,10];
if (absoluteUnits.indexOf(svg.width.baseVal.unitType)<0) {
BBox = svg.getBoundingClientRect();
absoluteWidth = BBox.width
copy.setAttribute('width', absoluteWidth);
}
else{
absoluteWidth = svg.getAttribute('width');
}
if (absoluteUnits.indexOf(svg.height.baseVal.unitType)<0) {
if(!BBox){
BBox = svg.getBoundingClientRect();
}
absoluteHeight = BBox.height;
copy.setAttribute('height', absoluteHeight)
}
else{
absoluteHeight = svg.getAttribute('height');
}
var svgData = new XMLSerializer().serializeToString(copy);
var canvas = document.createElement('canvas');
var context = canvas.getContext('2d');
var img = document.createElement('img');
img.setAttribute('src', 'data:image/svg+xml;base64,' + btoa(svgData));
img.onload = function() {
// here you set your canvas width and height
canvas.width = this.width || absoluteWidth;
canvas.height = this.height || absoluteHeight;
context.drawImage(img,0,0);
document.body.appendChild(canvas);
};
svg{width: 64px; height:64px; border: 1px solid green;}
canvas{border: 1px solid blue;}
<svg width="128px" height="128px" viewBox="0 0 128 128">
<rect x="20" y="20" width="84" height="84"/>
</svg>
Related
I have an interactive drawing app on my website, and I want to create a button where one could share their drawing on FB.
I'm trying to convert the SVG element to a blob, to then pass it to og:image, but I'm having some issues with the conversion.
I have two trials:
one doesn't trigger the onload function for some reason.
The other returns an empty blob
both trials work fine on jsfiddle however.
First Attempt
var xmlSerializer = new XMLSerializer();
var svgString = xmlSerializer.serializeToString(document.querySelector("#svg"));
var canvas = document.createElement("canvas");
var bounds = {
width: 1040,
height: 487
};
canvas.width = bounds.width;
canvas.height = bounds.height;
var ctx = canvas.getContext("2d");
var DOMURL = self.URL || self.webkitURL || self;
var img = new Image();
var svg = new Blob([svgString], {
type: "image/svg+xml;charset=utf-8"
});
var url = DOMURL.createObjectURL(svg);
img.onload = function() {
ctx.drawImage(img, 0, 0);
var png = canvas.toDataURL("image/png");
var mg = document.createElement("img");
mg.setAttribute("src", png);
document.body.appendChild(mg);
DOMURL.revokeObjectURL(png);
};
img.id = "testimg";
img.setAttribute("src", url);
Second Attempt
var svgString = new XMLSerializer().serializeToString(document.querySelector("svg"));
var canvas = document.createElement('CANVAS');
var ctx = canvas.getContext("2d");
var DOMURL = self.URL || sel.webkitURL || self;
var img = new Image();
var svg = new Blob([svgString], {
type: "image/svg+xml;charset=utf-8"
});
var url = DOMURL.createObjectURL(svg);
img.onload = function() {
ctx.drawImage(img, 0, 0);
var png = canvas.toDataURL("image/png");
var container = document.createElement('DIV');
container.innerHTML = '<img src="' + png + '"/>';
DOMURL.revokeObjectURL(png);
};
img.src = url;
document.body.appendChild(img);
Here's the app with the two attempts triggered by the two buttons "test1" and "test2"
The problem lies in the way you did define the xmlns:xlink attributes.
Currently from your page doing document.querySelector("use").attributes.getNamedItem("xmlns:xlink").namespaceURI will return null. This means that this attribute has been defined in the Document's namespace (HTML), so when you'll stringify it using the XMLSerializer, you will actually have two xmlns:xlink attributes on your elements, one in the HTML namespace, and the SVG one that is implied in an SVG embed in an HTML document.
It is invalid to have two same attributes on the same element in SVG, and thus your file is invalid and the image won't load.
If you are facing this issue it's certainly because you did set this attribute through JavaScript:
const newUse = document.createElementNS("http://www.w3.org/2000/svg", "use");
newUse.setAttribute("xmlns:xlink", "http://www.w3.org/1999/xlink");
newUse.setAttributeNS("http://www.w3.org/1999/xlink", "xlink:href", "#foo");
document.querySelector("svg").append(newUse);
console.log("set from markup:", document.querySelector("use").attributes.getNamedItem("xmlns:xlink").namespaceURI);
console.log("(badly) set from JS:", document.querySelector("use+use").attributes.getNamedItem("xmlns:xlink").namespaceURI);
// the last <use> has two xmlns:xlink attributes
console.log("serialization:", new XMLSerializer().serializeToString(document.querySelector("svg")));
<svg xmlns="http://www.w3.org/2000/svg" width="30" height="30">
<use xmlns:xlink="http://www.w3.org/1999/xlink" xlink:href="#foo"/>
</svg>
To set it correctly, you need to use setAttributeNS() and use the XMLNS namespace:
const newUse = document.createElementNS("http://www.w3.org/2000/svg", "use");
document.querySelector("svg").append(newUse);
// beware the last "/"
newUse.setAttributeNS("http://www.w3.org/2000/xmlns/", "xmlns:xlink", "http://www.w3.org/1999/xlink");
console.log("set from markup", document.querySelector("use").attributes.getNamedItem("xmlns:xlink").namespaceURI);
console.log("(correctly) set from JS", document.querySelector("use+use").attributes.getNamedItem("xmlns:xlink").namespaceURI);
<svg xmlns="http://www.w3.org/2000/svg" width="30" height="30">
<use xmlns:xlink="http://www.w3.org/1999/xlink"/>
</svg>
However the best is to not set at all these attributes.
As I said above, SVGs embedded in HTML do automatically have the correct xmlns and xlink namespaces defined without the need for attributes. And since you are creating your elements through JS, you already do define them in the correct namespace too.
So don't bother with these attributes:
const SVGNS = "http://www.w3.org/2000/svg";
const svg = document.createElementNS(SVGNS, "svg");
// To be able to draw an SVG image on a canvas in Firefox
// you must set absolute width and height to the root svg node
svg.setAttribute("width", 50);
svg.setAttribute("height", 50);
const target = document.createElementNS(SVGNS, "symbol");
target.id = "target";
const rect = document.createElementNS(SVGNS, "rect");
rect.setAttribute("width", 50);
rect.setAttribute("height", 50);
rect.setAttribute("fill", "green");
const use = document.createElementNS(SVGNS, "use");
// since SVG2 we don't even need to set href in the xlink NS
use.setAttribute("href", "#target");
target.append(rect);
svg.append(target, use);
const svgString = new XMLSerializer().serializeToString(svg);
console.log(svgString); // contains all the NS attributes
const blob = new Blob([svgString], { type: "image/svg+xml" });
const img = new Image();
img.src = URL.createObjectURL(blob);
document.body.append(img);
I am trying to size an image with canvas. My goal is to have an image of dimensions A x B sized to M x N without changing proportions - like CSS contain. For example, if the source image is 1000x1000 and the destination is 400x300, it should cut off a piece 100 pixels toll at the bottom, and that should correspond to 250 pixels in the source image.
My code is below:
const canvas = document.createElement('canvas');
const img = new Image();
img.src = promotedImage;
const FINAL_WIDTH = 400;
const FINAL_HEIGHT = 250;
const width = img.width;
const height = img.height;
const ctx = canvas.getContext('2d');
ctx.drawImage(img, 0, 0, width, height, 0, 0, FINAL_WIDTH, FINAL_HEIGHT);
const finalImage = b64toFile(canvas.toDataURL("image/jpg"));
This is not working, like I want to, though. I am obviously using drawImage incorrectly. For me, if copies source to destination without sizing.
Is this because I need to size (change dimensions) for canvas prior to drawing? Please advise.
I have also tried something like Mozilla image upload. It does even scale the image, but it does not crop. Plus, it sizes a source square to the smaller target side, instead of clipping it.
Setting an image source is asynchronous, can be very fast, but often not fast enough to keep up with still-running code. Generally, to make them work reliably, you set an onload handler first and then set src. The canvas element defaults to 300x150 so would also need to be sized. (Canvas obeys CORS. .crossOrigin = '' sets us as anonymous and imgur has a permissive CORS policy. We wouldn't be able to convert the canvas to an image while using a third-party image in this snippet otherwise.)
const MAX_WIDTH = 400;
const MAX_HEIGHT = 300;
const img = new Image();
img.crossOrigin = '';
img.onload = () => {
const wRatio = MAX_WIDTH / img.width;
const hRatio = MAX_HEIGHT / img.height;
var width, height;
if(wRatio > hRatio) {
width = MAX_WIDTH;
height = wRatio * img.height;
}
else {
width = hRatio * img.width;
height = MAX_HEIGHT;
}
const canvas = document.createElement('canvas');
canvas.width = width;
canvas.height = height;
const ctx = canvas.getContext('2d');
ctx.drawImage(img, 0, 0, width, height);
//const finalImage = b64toFile(canvas.toDataURL("image/jpg"));
const imgElement = document.createElement('img');
imgElement.src = canvas.toDataURL('image/jpg');
document.body.appendChild(imgElement);
};
img.src = 'https://i.imgur.com/TMeawxt.jpeg';
img { border: 1px solid red; }
I have a SVG code with width and height. I want to download this SVG in PNG and JPEG Format with custom width and Height.
I have tried HTML canvas approach to achieve this but when canvas draws image it crops out the SVG.
Here is the Code
SVG Code
<svg id="svgcontent" width="640" height="480" x="640" y="480" overflow="visible" xmlns="http://www.w3.org/2000/svg" xmlns:se="http://svg-edit.googlecode.com" xmlns:xlink="http://www.w3.org/1999/xlink" viewBox="0 0 640 480"><!-- Created with SVG-edit - https://github.com/SVG-Edit/svgedit--><g class="layer" style="pointer-events:all"><title style="pointer-events:inherit">Layer 1</title><ellipse fill="#FF0000" stroke="#000000" stroke-width="5" cx="280.5" cy="235.5" rx="217" ry="198" id="svg_1"></ellipse></g></svg>
JavaScript Function for conversion of SVG to png/jpeg
function save() {
// Converting SVG to String
var stringobJ = new XMLSerializer();
var svg = document.getElementById('svgcontent');
var svgString = stringobJ .serializeToString(svg );
// IE9 doesn't allow standalone Data URLs
svg = '<?xml version="1.0"?>\n' + svgString ;
// Creating an Image Element
var image = new Image();
image.src = 'data:image/svg+xml;base64,' + btoa(svg);
image.width = 300; // This doesn't have any effect
image.height = 150; // This doesn't have any effect
// Creating Canvas Element
var canvas = document.createElement('canvas');
var context = canvas.getContext('2d');
image.onload = function() {
context.drawImage(image, 0, 0);
var a = document.createElement('a');
a.download = "image.png"; //Saving in PNG
a.href = canvas.toDataURL('image/png'); //Saving in PNG
a.style = 'display: none;';
a.click();
}
}
It gives me Imgae in PNG format but its not complete image of SVG its just the part of image according to width of canvas bcz canvas draws image from top right corner of image and it goes on drawing image till width and height of canvas.
By default canvas width is 300 and height is 150
So if canvas width and height is not give its just outputs and image of 300x150.
I have tried canvas.width = anyvalue;
canvas.height= anyvalue;
but it doesn't effect the output
what i want is
that no matter what is the dimensions of SVG
when user gives width and height the SVG should completely fit in canvas
This is the Actual SVG and this actually needed on download with all white background and image
this is this is the output but i want full image with these dimensions
Giving width and height to canvas as actual SVG have is not a solution to my problem..... width and height of canvas is dynamic
jsfiddle link to the problem
I've made a few changes:
your svg viewBox="0 0 640 480". This defines the size of the SVG canvas. When you draw the image (unless you want to crop it) you want to keep the height proportional, i.e. if you want the width to be 300 the height should be 225.
Then when you create a new canvas element you need to declare the width and the height of the canvas element canvas.width = image.width, canvas.height = image.height,before drawing the image.
function save() {
// Converting SVG to String
var stringobJ = new XMLSerializer();
var svg = document.getElementById('svgcontent');
var svgString = stringobJ .serializeToString(svg );
// IE9 doesn't allow standalone Data URLs
svg = '<?xml version="1.0"?>\n' + svgString ;
// Creating an Image Element
var image = new Image();
image.src = 'data:image/svg+xml;base64,' + btoa(svg);
image.width = 300;
image.height = 480*image.width / 640; // keep the height proportional
// Creating Canvas Element
var canvas = document.createElement('canvas');
var context = canvas.getContext('2d');
image.onload = function() {
canvas.width = image.width,canvas.height = image.height,
context.drawImage(image, 0, 0);
var a = document.createElement('a');
a.download = "image.png"; //Saving in PNG
a.href = canvas.toDataURL('image/png'); //Saving in PNG
a.style = 'display: none;';
a.click();
}
}
//save()
<svg id="svgcontent" viewBox="0 0 640 480" xmlns="http://www.w3.org/2000/svg" xmlns:se="http://svg-edit.googlecode.com" xmlns:xlink="http://www.w3.org/1999/xlink"><!-- Created with SVG-edit - https://github.com/SVG-Edit/svgedit-->
<g class="layer" style="pointer-events:all">
<title style="pointer-events:inherit">Layer 1</title>
<ellipse fill="#FF0000" stroke="#000000" stroke-width="5" cx="280.5" cy="235.5" rx="217" ry="198" id="svg_1"></ellipse>
</g>
</svg>
I am trying to mirror a section of an image, into a below canvas, of exactly the same size, based on fixed values. For example, present it a picture of a map, and mirror below in the same position and the same size a building on that original map image. However, for some unknown reason, it resizes the mirrored section every time? The only botch fix for this is to apply a multiplier to all "d" variables in the draw image function, as seen here: https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/drawImage
Any ideas as to why this is?
Code (minus the multiplier, multipler avaliable if needed):
<!DOCTYPE html>
<html>
<body>
<img id="scream" src="image1.jpg" alt="The Scream" width="100%" height="100%">
<!--<canvas id="myCanvas" style="border:1px solid #d3d3d3;">-->
Your browser does not support the HTML5 canvas tag.
<script>
document.getElementById("scream").onload = function() {
var c = document.createElement('canvas');
var imgData = document.getElementById("scream");
c.width = imgData.width;
c.height = imgData.height;
var body = document.getElementsByTagName("body")[0];
body.appendChild(c);
var ctx = c.getContext("2d");
var img = document.getElementById("scream");
console.log(img);
//ctx.drawImage(img, 0, 0);
//ctx.drawImage(image, sx, sy, sWidth, sHeight, dx, dy, dWidth, dHeight);
ctx.drawImage(img, 200, 200, 100, 143, 200, 200, 100*1.87, 143*1.87);
//console.log(ctx);
};
</script>
<p><strong>Note:</strong> The canvas tag is not supported in Internet
Explorer 8 and earlier versions.</p>
</body>
</html>
In order to mirror the image you need to translate the context ctx.translate(0, this.height) and then scale it ctx.scale(1,-1);. However on resize the canvas will stay the initial size while the image will adapt to the window size. If you need the canvas to adapt as well you will need to recalculate everything on resize.
var imgData = document.getElementById("scream");
imgData.onload = function() {
var c = document.createElement('canvas');
c.width = this.width;
c.height = this.height;
var body = document.getElementsByTagName("body")[0];
body.appendChild(c);
var ctx = c.getContext("2d");
ctx.translate(0, this.height);
ctx.scale(1,-1);
ctx.drawImage(this, 0, 0,this.width,this.height);
};
<img id="scream" src="https://s3-us-west-2.amazonaws.com/s.cdpn.io/222579/imgres.jpg" alt="The Scream" width="100%" height="100%">
Next comes an example where the canvas size changes on resize. In this case you need to move all the code that draws the image inside a function to be called on resize.
Quote from MDN:
Since resize events can fire at a high rate, the event handler shouldn't execute computationally expensive operations such as DOM modifications. Instead, it is recommended to throttle the event using requestAnimationFrame, setTimeout or customEvent"
window.onload = function() {
var imgData = document.getElementById("scream");
var c = document.createElement("canvas");
var body = document.getElementsByTagName("body")[0];
body.appendChild(c);
var ctx = c.getContext("2d");
imgData.onload = function() {
init();
};
function init() {
c.width = imgData.width;
c.height = imgData.height;
ctx.translate(0, imgData.height);
ctx.scale(1, -1);
ctx.drawImage(imgData, 0, 0, imgData.width, imgData.height);
}
setTimeout(function() {
init();
addEventListener("resize", init, false);
}, 15);
};
<img id="scream" src="https://s3-us-west-2.amazonaws.com/s.cdpn.io/222579/imgres.jpg" alt="The Scream" width="100%" height="100%">
This is because you are using the ImageElement's .width and .height properties. At getting, these should return the computed value of their corresponding attribute, in px.
In the markup, these attributes have both been set to the relative value 100%, which means their computed value will be relative to the ImageElement's parent's size.
So when you ask drawIamge to draw your image using these output size, it will indeed resize / stretch your image. To avoid it, you need to use the original size of the image, not of the ImageElement.
To do so, if all you need is to draw at the same size as the original image, then you can simply call the length 3 version of drawImage(source, x, y), which will use by default the source's original size.
But you'll still need to resize your canvas to the correct size before doing it, and to do this, you need to access the image's original size.
Fortunately, this original size of the image, is available from the ImageElement's naturalWidth and naturalHeight properties.
document.getElementById("scream").onload = function() {
var c = document.createElement('canvas');
var imgData = document.getElementById("scream");
console.log('computed width: ', imgData.width);
console.log('original width: ', imgData.naturalWidth);
c.width = imgData.naturalWidth;
c.height = imgData.naturalHeight;
var body = document.body;
body.appendChild(c);
var ctx = c.getContext("2d");
// the 3 length version is enough here
ctx.drawImage(imgData, 0, 0);
};
<img id="scream" src="https://upload.wikimedia.org/wikipedia/commons/thumb/8/86/Edvard_Munch_-_The_Scream_-_Google_Art_Project.jpg/190px-Edvard_Munch_-_The_Scream_-_Google_Art_Project.jpg" alt="The Scream" width="100%" height="100%">
I am currently trying to draw an image to canvas, I have this so far:
"use strict";
var debugging = true;
var canvas = document.getElementById('astoniaCanvas');
var ctx = canvas.getContext('2d');
function loadUI() {
var topOverlay = new Image();
topOverlay.src = "/images/00000999.png";
topOverlay.onload = function() {
ctx.drawImage(topOverlay, 0, 0, canvas.width, 10);
}
var bottomOverlay = new Image();
bottomOverlay.src = "/images/00000998.png";
if (debugging) {
console.log('Drawing');
}
}
loadUI();
That works fine, but the image loads and looks like this:
When it should look like this:
The dimensions of the good looking picture are 800x40.
If I remove the
canvas {
width: 100%;
height: 100%;
}
the image goes back to looking normal, how can I scale my canvas?
Any information would be great thanks.
You arent accounting for height. Canvas can be confusing when it comes to height/width vs clientHeight/clientWidth
When you create a canvas the css width and height has no bearing on the number of pixels the internal canvas contains. Unless specifically set a canvas comes with a width height of 300x150.
A trick I have used in the past is to use the clientWidth and a scale to set everything
"use strict";
var debugging = true;
var canvas = document.getElementById('astoniaCanvas');
var ctx = canvas.getContext('2d');
function loadUI() {
var topOverlay = new Image();
topOverlay.onload = function() {
// use a scale between the image width and the canvas clientWidth
var scale = topOverlay.width / canvas.clientWidth;
var newWidth = canvas.clientWidth;
var newHeight = topOverlay.height * scale;
// resize canvas based on clientWidth
canvas.width = newWidth;
canvas.height = newHeight;
ctx.drawImage(topOverlay, 0, 0, newWidth, newHeight);
}
topOverlay.src = "http://i.stack.imgur.com/AJnjh.png";
// var bottomOverlay = new Image();
// bottomOverlay.src = "/images/00000998.png";
if (debugging) {
console.log('Drawing');
}
}
loadUI()
<canvas id="astoniaCanvas" style="width: 100%"></canvas>