How to rotate the canvas by 90 degree in Firefox - javascript

I’m trying to rotate the html5 canvas to 90 degree by below code snippet. It working fine in all browsers except Firefox.
var canvas = document.getElementById('pagecanvas_' + i);
var canvasUrl = canvas.toDataURL();
var context = canvas.getContext('2d');
var image = new Image();
context.save();
context.translate(canvas.width / 2, canvas.height / 2);
context.rotate(-Math.PI / 2);
image.src = canvasUrl;
context.drawImage(image, -image.width/2 , -image.height/2);
context.restore();
Please provide your idea to overcome this issue. Also let me know if I’m doing any think wrong?

It looks like you got a few things mixed up here. Load the image first, then draw the image to the canvas. You cant intermingle it like that and expect consistent, or even working, results
var canvas = document.getElementById('pagecanvas_' + i);
var canvasUrl = canvas.toDataURL();
var context = canvas.getContext('2d');
var image = new Image();
img.onload = function(){
drawCanvas();
}
img.src = canvasUrl;
function drawCanvas(){
context.save();
context.translate(canvas.width / 2, canvas.height / 2);
context.rotate(-Math.PI / 2);
context.drawImage(image, -image.width/2 , -image.height/2);
context.translate(-canvas.width / 2, -canvas.height / 2);
context.restore();
}

Related

How to resize a centered image on a canvas?

The code I have below will take an uploaded image and center it on a canvas, it is working but I'm unable to change the size of the actual image. I want to be able to upload an image and then scale it down by a percentage or pixel with it centered.
The way it works right now is you upload an image and it automatically gets populated on the canvas. The final product will return a base64 string that I will convert using C#.
Any help would be great, thanks.
Codepen Link
HTML:
<input type="file">
Javascript:
$("input").on("change", function(e) {
var file = this.files[0];
if (!file) return;
var fileReader = new FileReader();
fileReader.onload = () => {
var image = new Image();
image.onload = () => {
canvas.width = image.width;
canvas.height = image.height;
var context = canvas.getContext("2d");
// Change Background
context.beginPath();
context.rect(0, 0, 1000, 1000);
context.fillStyle = "#7D8491";
context.fill();
// Draw Logo
context.drawImage(image, canvas.width / 2 - image.width / 2,
canvas.height / 2 - image.height / 2);
// Append to body
$("body").append(canvas);
// Open base64 url
//window.open(canvas.toDataURL("image/png"));
};
image.src = fileReader.result;
};
fileReader.readAsDataURL(file);
var canvas = document.createElement("canvas");
});
I simply had to divide both the position and the actual width/height by the percentage I wanted to scale the image down.
// Draw Logo
context.drawImage(
image,
canvas.width / 2 - image.width * .75 / 2,
canvas.height / 2 - image.height * .75 / 2,
image.width * .75, image.height * .75
);

Image isn't drawn after canvas is cleared (html5 canvas)

I am trying to make a variant of the boomshine game in javascript and everything works when I draw a circular shape with the arc function. However when i try to replace the arc function with the drawImage function to use a coin image instead of a circular shape I start having problems when I clear the canvas to delete the previous drawn circular shapes. If I don't clear the canvas before rendering the images, the images are drawn on the canvas except the old images are still on the canvas. But when i do clear the canvas before rendering the images again, nothing is drawn on the canvas.
I have included screenshots, the links are below.
This is how I clear the canvas:
var ctx = game.context;
ctx.fillStyle = "darkgray";
ctx.fillRect(0, 0, game.canvas.width, game.canvas.height);
This is how i draw the image:
function drawImageBall(x,y,radius,startAngle,color)
{
var img = document.createElement('img');
img.src = 'img/coin-icon.png';
var tmpCtx= game.context;
var ax = x-radius;
var ay = y-radius;
img.onload = function() {
tmpCtx.save();
tmpCtx.beginPath();
tmpCtx.arc(x, y, radius, 0, Math.PI * 2, true);
tmpCtx.closePath();
tmpCtx.clip();
tmpCtx.drawImage(img, ax, ay, img.width, img.height);
tmpCtx.beginPath();
tmpCtx.arc(0, 0, radius, 0, Math.PI * 2, true);
tmpCtx.clip();
tmpCtx.closePath();
tmpCtx.restore();
};
}
Clearing canvas (screenshot)
Without clearing canvas (screenshot)
Keep in mind that downloading the img will take some time.
During that downloading time, Javascript does not stop(!). Instead JS will continue executing any following code. This is causing your unexpected problems.
So download the img just once at the start of your app. That way your drawImage will be done in the order that you expect because there will be no delay while your image is downloading.
Using your code, I maked some changes, I removed the tmpTcx.clip(), look the fidlle. Tip: For performace questions you don't need load the image every time that you want write the canvas.
Poor Example: https://jsfiddle.net/wf4z0d2h/1/
function clearCanvas(){
var ctx = game.context;
ctx.fillStyle = "darkgray";
ctx.fillRect(0, 0, game.canvas.width, game.canvas.height);
}
function drawImageBall(x,y,radius,startAngle,color)
{
if(x == undefined){x = 100;}
if(y == undefined){y = 100;}
if(radius == undefined){radius = 40;}
//var img = document.createElement('img');
//img.src = 'img/coin-icon.png';
//img.src = "http://ps2.lansa.com/images/icons/normal/256/coin_256.png";
var tmpCtx= game.context;
var ax = x-radius;
var ay = y-radius;
//img.onload = function() {
tmpCtx.save();
tmpCtx.beginPath();
tmpCtx.arc(x, y, radius, 0, Math.PI * 2, true);
tmpCtx.stroke(); // Draw it
tmpCtx.closePath();
//tmpCtx.clip();
tmpCtx.drawImage(img, ax, ay, img.width, img.height);
//tmpCtx.beginPath();
//tmpCtx.arc(0, 0, radius, 0, Math.PI * 2, true);
////tmpCtx.clip();
//tmpCtx.stroke(); // Draw it
//tmpCtx.closePath();
//tmpCtx.restore();
//};
}
var img = document.createElement('img');
//img.src = 'img/coin-icon.png';
img.src = "http://ps2.lansa.com/images/icons/normal/256/coin_256.png";
//drawImageBall();
img.onload = function(){
x = 0;
y = 0;
setInterval(function(){
x = x+10;
y = y+10;
clearCanvas();
drawImageBall(x,y);
},300);
}

How can I cut an image at a 45 degree angle using Javascript?

Basically I need to reduce the size of an image and cut it to be a triangle. How would I do this using javascript?
This is approximately what I am looking to accomplish (obviously it would be a straight line, but that's the best I could do in paint):
Here's the code I have so far:
HTML: <div id = "mydiv"></div>
Javascript:
document.getElementById("mydiv").onclick = moulding_change('5f52a13c425655fa62058418542b95ca');
function moulding_change(thumb)
{
var ppi = 15;
var SITE_URL = "http://www.asa.tframes.org:1881";
var img = new Image();
img.src = SITE_URL + '/system/components/compimg/' + thumb + '/pattern';
img.onload = function() {
console.log("width before " + this.width);
//width needs to be the same as the height (in this case 450)
img.width = img.height / ppi;
//img.width = img.height;
img.height /= ppi;
console.log("width after " + this.width);
var canvas = document.createElement('canvas');
var ctx = canvas.getContext("2d");
canvas.style.position = "absolute";
canvas.style.zIndex = 5;
canvas.style.width = "1000px";
canvas.style.height = "1000px";
// Save the state, so we can undo the clipping
ctx.save();
// Create a shape, of some sort
ctx.beginPath();
ctx.moveTo(0,0);
ctx.lineTo(img.width,0);
ctx.lineTo(img.width,img.width);
ctx.closePath();
// Clip to the current path
ctx.clip();
ctx.drawImage(img, 0, 0);
// Undo the clipping
ctx.restore();
$("#mydiv").append(canvas);
};
}
Thanks to Geoff, I was able to create canvas elements. The problem ended up being that I wasn't specifying a width, height for the image.

javascript - Why does this canvas image not rotate correctly?

Why does this canvas image not rotate correctly?
When I click the rotate button the image rotates but gets cropped weirdly. I want the image to stay intact and simply rotate.
Important: I'm not looking to rotate the div, I'm looking to rotate the actual image.
See fiddle:
http://jsfiddle.net/8V4V7/2/
Code:
function rotateBase64Image(base64data, callback) {
console.log("what we get: " + base64data);
var canvas = document.getElementById("dummyCanvas");
var ctx = canvas.getContext("2d");
var image = new Image();
image.src = base64data;
image.onload = function() {
ctx.translate(image.width, image.height);
ctx.rotate(Math.PI);
ctx.drawImage(image, 0, 0);
callback(canvas.toDataURL());
};
}
EDIT:
I need the image to rotate by 90 degrees on every click.
I tried the following but it doesn't work:
ctx.rotate(Math.PI/2);
This worked for me (I specified the height and width of the canvas inside the onload function):
function rotateBase64Image(base64data, callback) {
console.log("what we get: " + base64data);
var canvas = document.getElementById("dummyCanvas");
var ctx = canvas.getContext("2d");
var image = new Image();
image.src = base64data;
image.onload = function () {
canvas.height = image.height;
canvas.width = image.width;
ctx.translate(image.width, image.height);
ctx.rotate(Math.PI);
ctx.drawImage(image, 0, 0);
callback(canvas.toDataURL());
};
}
Edit
Updated function to rotate 90 degrees with every click (remove i in i*Math.PI to rotate 90 degrees only once)
var i = 0;
function rotateBase64Image(base64data, callback) {
console.log("what we get: " + base64data);
var canvas = document.getElementById("dummyCanvas");
var ctx = canvas.getContext("2d");
var image = new Image();
image.src = base64data;
image.onload = function() {
canvas.width = image.height;
canvas.height = image.width;
ctx.translate(canvas.width / 2, canvas.height / 2);
i++;
ctx.rotate(i*Math.PI/2);
ctx.translate(-canvas.width / 2, -canvas.height / 2);
ctx.drawImage(image, 0, 0);
};
}
Updated Fiddle
Just some supporting info for rotations, notably the saving of the context and how to rotate around the center of the image.
var context = canvas.getContext('2d');
//save the context
//pushes a Matrix on the transformation stack
context.save();
context.translate(x, y); //where to put image
context.rotate(angle); //angle in degrees (i think...)
context.scale(scale); //optional scale
//rotate around center of image
context.drawImage(bitmap, -image.width / 2, -image.height / 2);
//or rotate around top left corner of image
context.drawImage(image, 0, 0);
//restore the canvas
//pop a matrix off the transformation stack
context.restore();
References:
https://developer.mozilla.org/en-US/docs/Web/Guide/HTML/Canvas_tutorial/Transformations
http://html5.litten.com/understanding-save-and-restore-for-the-canvas-context/

Rotate canvas 90 degrees clockwise and update width height

Say we have a canvas:
<canvas id="one" width="100" height="200"></canvas>
And on a button click the canvas gets rotated 90 degrees clockwise (around the center) and the dimensions of the canvas get also updated, so in a sense it looks like this afterwards:
<canvas id="one" width="200" height="100"></canvas>
Note that the id of the canvas is the same.
Imagine simply rotating an image clockwise without it being cropped or being padded.
Any suggestions before I do it the long way of creating a new canvas and rotating and copying pixel by pixel?
UPDATE sample code with suggestion from comments still not working:
function imageRotatecw90(){
var canvas = document.getElementById("one");
var context = canvas.getContext("2d");
var cw=canvas.width;
var ch=canvas.height;
var myImageData = context.getImageData(0,0, cw,ch);
context.save();
context.translate(cw / 2, ch / 2);
context.rotate(Math.PI/2);
context.putImageData(myImageData, 0, 0);
context.restore();
canvas.width=ch;
canvas.height=cw;
}
FiddleJS
Look at this DEMO.
To achieve the results seen in demo, I made use of canvas.toDataURL to cache the canvas into an image, then reset the canvas to their new dimensions, translate and rotate the context properly and finally draw the cached image back to modified canvas.
That way you easily rotate the canvas without need to redraw everything again. But because anti-aliasing methods used by browser, each time this operation is done you'll notice some blurriness in result. If you don't like this behavior the only solution I could figure out is to draw everything again, what is much more difficult to track.
Here follows the code:
var canvas = document.getElementById("one");
var context = canvas.getContext("2d");
var cw = canvas.width;
var ch = canvas.height;
// Sample graphic
context.beginPath();
context.rect(10, 10, 20, 50);
context.fillStyle = 'yellow';
context.fill();
context.lineWidth = 7;
context.strokeStyle = 'black';
context.stroke();
// create button
var button = document.getElementById("rotate");
button.onclick = function () {
// rotate the canvas 90 degrees each time the button is pressed
rotate();
}
var myImageData, rotating = false;
var rotate = function () {
if (!rotating) {
rotating = true;
// store current data to an image
myImageData = new Image();
myImageData.src = canvas.toDataURL();
myImageData.onload = function () {
// reset the canvas with new dimensions
canvas.width = ch;
canvas.height = cw;
cw = canvas.width;
ch = canvas.height;
context.save();
// translate and rotate
context.translate(cw, ch / cw);
context.rotate(Math.PI / 2);
// draw the previows image, now rotated
context.drawImage(myImageData, 0, 0);
context.restore();
// clear the temporary image
myImageData = null;
rotating = false;
}
}
}
Rotation
Note it is not possible to rotate a single element.
ctx.save();
ctx.rotate(0.17);
// Clear the current drawings.
ctx.fillRect()
// draw your object
ctx.restore();
Width/height adjustment
The only way I ever found to properly deal with display ratios, screen sizes etc:
canvas.width = 20;// DO NOT USE PIXELS
canvas.height = 40; // AGAIN NO PIXELS
Notice I am intentionally not using canvas.style.width or canvas.style.height. Also for an adjustable canvas don't rely on CSS or media queries to do the transformations, they are a headache because of the pixel ratio differences. JavaScript automatically accounts for those.
Update
You also have to update the width and the height before you draw. Not sure what you are trying to achieve, but I guess this isn't a problem:
Demo here
var canvas = document.getElementById("one");
var context = canvas.getContext("2d");
var cw = canvas.width;
var ch = canvas.height;
canvas.width = 200;
canvas.height = 400;
// Sample graphic
context.beginPath();
context.rect(10,10,20,50);
context.fillStyle = 'yellow';
context.fill();
context.lineWidth = 7;
context.strokeStyle = 'black';
context.stroke();
var myImageData = context.getImageData(0, 0, cw, ch);
context.save();
context.translate(cw / 2, ch / 2);
context.putImageData(myImageData, 0, 0);
context.rotate(0.20);
If you want to rotate an image by 90 degrees this might be helpful:
export const rotateBase64Image = async (base64data: string) => {
const image = new Image();
image.src = base64data;
return new Promise<string>((resolve, reject) => {
image.onload = function () {
const canvas = document.createElement("canvas");
const ctx = canvas.getContext("2d");
if (!ctx) throw new Error("cannnot get context '2d'");
canvas.width = image.height;
canvas.height = image.width;
ctx.setTransform(0, 1, -1, 0, canvas.width, 0); // overwrite existing transform
ctx!.drawImage(image, 0, 0);
canvas.toBlob((blob) => {
if (!blob) {
return reject("Canvas is empty");
}
const fileUrl = window.URL.createObjectURL(blob);
resolve(fileUrl);
}, "image/jpeg");
};
});
};
If you don't have image in base64 format you can do it like this:
const handleRotate = async () => {
const res = await fetch(link);
const blob = await res.blob();
const b64: string = await blobToB64(blob);
const rotatedImage = await rotateBase64Image(b64)
setLink(rotatedImage);
}
Here is my blobTob64 function:
export const blobToB64 = async (blob) => {
return new Promise((resolve, _) => {
const reader = new FileReader();
reader.onloadend = () => resolve(reader.result);
reader.readAsDataURL(blob);
});
};

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