I would like to clone canvas with fabric js and continue editing existing fabric js object in the clone canvas but it is not working. It shows that setBackgroundImage is undefined.
$('#btnClick').on('click touchstart', function () {
var canvas = document.getElementsByTagName("canvas");
// canvas context
var context = canvas[0].getContext("2d");
// get the current ImageData for the canvas
var data = context.getImageData(0, 0, canvas[0].width, canvas[0].height);
// store the current globalCompositeOperation
var compositeOperation = context.globalCompositeOperation;
// set to draw behind current content
context.globalCompositeOperation = "destination-over";
//set background color
context.fillStyle = "#FFFFFF";
// draw background/rectangle on entire canvas
context.fillRect(0,0,canvas[0].width,canvas[0].height);
var tempCanvas = document.createElement("canvas"),
tCtx = tempCanvas.getContext("2d");
tempCanvas.width = 640;
tempCanvas.height = 480;
tempCanvas.setBackgroundImage('');
}
<canvas><canvas>
The idea of using the fabric library is to use its methods to simplify your work. You will not interact with canvas element directly.
The canvas loadFromJSON and toJSON method is what you can use to clone a copy of your canvas including the backgroundimage.
var canvas = new fabric.Canvas('canvas');
var canvas2 = new fabric.Canvas('canvas2');
$(document).ready(function() {
var rect = new fabric.Rect({width: 100, height:200, fill: 'red'});
canvas.add(rect);
var circle = new fabric.Circle({radius: 80, fill: 'blue'});
canvas.add(circle);
$('#clone').click(
function(){canvas2.loadFromJSON(JSON.stringify(canvas), function(){canvas2.renderAll()}); })
});
<script src="http://cdnjs.cloudflare.com/ajax/libs/fabric.js/1.5.0/fabric.min.js"></script>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<canvas id='canvas' width="500" height="400" style="border:#000 1px solid;">
</canvas>
<input id="clone" type="button" value="clone canvas">
<canvas id='canvas2' width="500" height="400" style="border:#000 1px solid;">
</canvas>
Related
I have a piece of HTML code with a canvas I'd like to duplicate by the click of a button. I've tried this code so far but I'm a bit clueless about what's missing. If you could include any piece of code it would be really useful to me as I'm a beginner
Thank you
<canvas id="myCanvas" width="800px" height="800px"></canvas>
<script>
var oldCnv = document.getElementById("myCanvas");
function cloneCanvas(oldCanvas) {
//create a new canvas
var newCanvas = document.createElement("canvas");
var context = newCanvas.getContext("2d");
//set dimensions
newCanvas.width = oldCanvas.width;
newCanvas.height = oldCanvas.height;
//apply the old canvas to the new one
context.drawImage(oldCanvas, 0, 0);
//return the new canvas
return newCanvas;
//append the new canvas on the page
document.body.appendChild(newCanvas);
}
</script>
<button onclick="cloneCanvas(oldCnv)">add canvas</button>
You can't pass the parameter oldCnv in an onclick action to the function. Besides that, after you return newCanvas the document.body.appendChild(newCanvas) won't get called.
The following will work.
Use this code:
<canvas id="myCanvas" width="800px" height="800px"></canvas>
<script>
var oldCanvas = document.getElementById("myCanvas");
function cloneCanvas() {
//create a new canvas
var newCanvas = document.createElement("canvas");
var context = newCanvas.getContext("2d");
//set dimensions
newCanvas.width = oldCanvas.width;
newCanvas.height = oldCanvas.height;
//apply the old canvas to the new one
context.drawImage(oldCanvas, 0, 0);
//return the new canvas
//append the new canvas on the page
document.body.appendChild(newCanvas);
}
</script>
<button onclick="cloneCanvas()">add canvas</button>
I'm using the canvas fillrect function to draw a number of rectangles. I'm hardcoding the coordinates at the moment, but is it possible to pass these to fill rect like a function call to the function? For example if I have 10 sets of coordinates, can I do that using a for loop or something and passing it to fillRect?
<body>
<canvas id="canvas1" width="1224" height="770" position="absolute" style="border:1px solid #d3d3d3;">
<script>
var canvas = document.getElementById("canvas1");
var ctx = canvas.getContext("2d");
ctx.fillStyle = "#FF0000";
ctx.fillRect(330,0,150,75);
ctx.fillStyle = "#FF4500";
ctx.fillRect(30,80,150,75);
</script>
Yeah it is easy something like this:
<body>
<canvas id="canvas1" width="1224" height="770" position="absolute" style="border:1px solid #d3d3d3;">
<script>
var canvas = document.getElementById("canvas1");
var ctx = canvas.getContext("2d");
function Generate(color,x,y,w,h)
{
ctx.fillStyle = color;
ctx.fillRect(x,y,w,h)
};
for(i=0;i<10;i++){
var height=100*i;
var width=50*i;
var x=i+(i*100);
var y=i+(i*120);
Generate("red",x,y,width,height);
}
</script>
</canvas>
</body>
I want to draw an image on canvas using JS.
This is my html code:
<canvas style="width:1000px;height:600px;border:1px solid black;" id="canvas"> </canvas>
This is my js code:
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
var img = new Image();
img.onload = function(){
ctx.drawImage(img, 0, 0,1000,600)
}
img.src = someUrlToJpgImage;
This is the origin jpg image (1000x600) which is located on server:
This is the result (1000x600) I see in browser:
As you see this is scaled the top left corner of the image but not the whole image as expected. I tried to add to js code:
ctx.imageSmoothingEnabled = false;
ctx.webkitImageSmoothingEnabled = false;
ctx.mozImageSmoothingEnabled = false;
but it didn't help.
How to solve this problem?
You should set the amount of pixels desired on the canvas element:
<canvas style="width:1000px;height:600px;border:1px solid black;" height="600" width="1000" id="canvas"> </canvas>
I have a HTML canvas in Ionic app.
<canvas id="canvas" color="{{ color }}" width="800" height="600" style="position:relative;"></canvas>
In this canvas, I am loading an image. Below is the code from controller
var canvas = document.getElementById('canvas');
var context = canvas.getContext('2d');
var img = new Image();
img.src = $stateParams.imageId;
img.onload = function() {
context.drawImage(img, 0, 0, canvas.width, canvas.height);
}
After the image is loaded, users need the ability to write on the image and circle/highlight certain areas of the image.
Doesn't HTML canvas provide this feature by default? Right now I am not able to annotate anything on the image. How can I achieve this?
You need to implement this yourself.
You can do it by hooking into the mouse click / move events. using your 2d context, draw small rectangle at the mouse's current position if the most moves and the left mouse button is down.
The effect is similar to a Windows paint pencil tool. Here's a simple example.
<html>
<head>
<style>
canvas{
border: 1px solid black;
}
</style>
</head>
<body>
<canvas id="myCanvas"></canvas>
<script>
var canvas = document.getElementById("myCanvas");
var ctx = canvas.getContext("2d");
var isMouseDown = false;
canvas.onmousedown = function(e){
isMouseDown = true;
}
canvas.onmouseup = function(e){
isMouseDown = false;
}
canvas.onmousemove = function(e){
if(isMouseDown === false){
return;
}
var canvasPosition = canvas.getBoundingClientRect();
var x = e.clientX - canvasPosition.left;
var y = e.clientY - canvasPosition.top;
ctx.fillRect(x, y, 2, 2);
};
</script>
</body>
</html>
I want to join multiple canvases to make a single image.
So is there any method to covert more than one canvases to toDataURL to make a single image?
create a function that takes multiple arguments (canvas elements), puts them on one blank canvas, then returns the dataurl for the newly made canvas.
var getImadeData = function () {
var i = arguments.length,
tempCanvas = document.createElement("canvas"),
ctx = tempCanvas.getContext("2d");
while (i--) {
ctx.drawImage(arguments[i], 0, 0);
};
return tempCanvas.toDataURL();
};
Now just feed the function multiple canvas elements you want to put into one dataurl like so.
var newData = getImageData(canvas1, canvas2, canvas3);
In this example, the last canvas is placed on the blank canvas first so make sure to order your canvas elements appropriately.
Yes, the drawImage method on the canvas 2d rendering context accepts canvas elements as image elements. So all you have to do is:
Create a new canvas
Get its context
Draw all other canvases to it with drawImage
Extract the final image from this new canvas
try this example hope it will help see here
//html block
<canvas id="myCanvas" width="200" height="100" style="border:1px solid #c3c3c3;">
</canvas>
<canvas id="myCanvas1" width="200" height="100" style="border:1px solid #c3c3c3;">
Your browser does not support the canvas element.
</canvas>
<canvas id="Canvasimage" width="500" height="100" style="border:1px solid #c3c3c3;">
Your browser does not support the canvas element.
</canvas>
<img id="finalimage" width="500" height="100" style="border:1px solid #c3c3c3;"/>
//script block
function loadImages(sources, callback) {
var images = {};
var loadedImages = 0;
var numImages = 0;
// get num of sources
for (var src in sources) {
numImages++;
}
for (var src in sources) {
images[src] = new Image();
images[src].onload = function () {
if (++loadedImages >= numImages) {
callback(images);
}
};
images[src].src = sources[src];
}
}
window.onload = function (images) {
//Canvas first here
var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
ctx.fillStyle = "#FF0000";
ctx.fillRect(0, 0, 200, 100);
//Canvas second here
var c1 = document.getElementById("myCanvas1");
var ctx1 = c1.getContext("2d");
ctx1.fillStyle = "#00FF00";
ctx1.fillRect(0, 0, 200, 100);
//Canvas final here.
var canvas = document.getElementById("Canvasimage");
var context = canvas.getContext("2d");
var sources = {
darthVader: c.toDataURL("image/png"),
yoda: c1.toDataURL("image/png")
};
loadImages(sources, function (images) {
context.drawImage(images.darthVader, 100, 30, 200, 137);
context.drawImage(images.yoda, 350, 55, 93, 104);
//finalimage here which has two canvas data
var finalimage = document.getElementById("finalimage");
finalimage.src = canvas.toDataURL("image/png");
});
};