Writing text on an image in javascript - javascript

I need to add text to an already uploaded image and then upload the new image with the text back onto the server.
I'd like to use an image which is already on the server, which means that I have a variable $image_location linking directly to the image already set.
I found some code on StackOverflow which enables putting text on the image which you upload through the upload form.
My question is how would I change it so that instead of uploading the image, I could use the image already on my server.
<!doctype html>
<html>
<head>
<meta charset="utf-8">
<title></title>
<script>
var
maxSize=600, // Max width or height of the image
font='italic small-caps bold 40px/50px arial', // font style
fontColor='white', // font color
textX=50, // text x position
textY=50, // text y position
h=function(e){
var fr=new FileReader();
fr.onload=function(e){
var img=new Image();
img.onload=function(){
var r=maxSize/Math.max(this.width,this.height),
w=Math.round(this.width*r),
h=Math.round(this.height*r),
c=document.createElement("canvas"),cc=c.getContext("2d");
c.width=w;c.height=h;
cc.drawImage(this,0,0,w,h);
cc.font=font;
cc.fillStyle=fontColor;
cc.fillText(document.getElementById('t').value,textX,textY);
this.src=c.toDataURL();
document.body.appendChild(this);
}
img.src=e.target.result;
}
fr.readAsDataURL(e.target.files[0]);
}
window.onload=function(){
document.getElementById('f').addEventListener('change',h,false);
}
</script>
</head>
<body>
1.write text
<input type="text" id="t">
2.add image
<input type="file" id="f">
</body>
</html>

You can load an image to the canvas like so:
var img = new Image();
img.onload = function(){
c.width = img.width;
c.height = img.height;
cc.drawImage(img, 0, 0, img.width, img.height);
}
img.src = '/path/to/image.jpg';
so it looks like the only thing you'd need to change is the img.src variable

Related

canvas element has extra wide upper border

why my page has a lot of empty space between buttons and canvas. when I upload some image
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN"
"http://www.w3.org/TR/html4/strict.dtd">
<HTML>
<HEAD>
<TITLE>uploader</TITLE>
</HEAD>
<body>
<input type="file" name="img" id="uploadimage" size="1">
<a id="downloadLnk" download="img.jpg">download</a>
</p>
</td>
<script>
function draw() { //upload
var ctx = document.getElementById('canvas').getContext('2d'),
img = new Image(),
f = document.getElementById("uploadimage").files[0],
url = window.zURL || window.URL,
src = url.createObjectURL(f);
img.src = src;
img.onload = function() {
var parkBg = new Image(600, 500);
document.body.appendChild(parkBg);
parkBg.src = src;
}
}
function download() { //upload
var dt = canvas.toDataURL('image/jpeg');
this.href = dt;
};
downloadLnk.addEventListener('click', download, false);
document.getElementById("uploadimage").addEventListener("change", draw, false)
</script>
<canvas id="canvas"></canvas>
</body>
</html>
The empty space you are seeing is in fact canvas element - without CSS styling it is invisible.
You are not displaying image on canvas - You are adding image element to the document and in it displaying uploaded image.
I suspect You need to display image on canvas.
See my example that accomplishes exactly that: https://jsfiddle.net/hxfp39wo/1/

Javascript : Upload Image file and resize to different resolution then download

Please suggest some library for Image processing.
We tried to draw image to canvas and then to download the image of required size, but not achievable.
We like to use this mechanism to reduce image processing in back-end server
Below is the code we tried
<!DOCTYPE html>
<html>
<head>
<meta charset="ISO-8859-1">
<title>Image Resize</title>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.12.0/jquery.min.js"></script>
</head>
<body>
<form>
<input id="filez" type="file" value="img">
<div id="parentDiv"></div>
</form>
</body>
<script type="text/javascript">
$(document).ready(function(){
function ImageResizeObject(parentElement,fileElement,objz){
this.parentElement = $(parentElement);
this.fileElement = document.getElementById(fileElement);
this.objz = objz;
this.imageFile = this.fileElement.files[0];
this.parentElement.empty();
for(var i=0;i<this.objz.length;i++){
var parentDiv = $("<div></div>");
parentDiv.attr("id","parentDiv parentDiv"+i);
var canvas = $("<canvas id='parentDivCanvas"+i+"'></canvas>");
canvas.css({"height":objz[i].height,"width":this.objz[i].width});
parentDiv.append(canvas);
this.parentElement.append(parentDiv);
var ctx = canvas[0].getContext('2d');
var img = new Image();
img.src =URL.createObjectURL(this.imageFile);
ctx.drawImage(img,0,0,img.width,img.height,0, 0,canvas.width(),canvas.height());
}
}
$("#filez").on('change', function(){
console.log("file uploaded");
FileUpload = new ImageResizeObject("#parentDiv","filez",[{"height":"410","width":"410"},{"height":"205","width":"205"}]);
});
});
</script>
</html>
On Stackoverflow, we don't make library recommendations, but...
You can use html5 canvas to resize images.
Create a canvas element
Size it to your desired scaled size
Draw the image onto the canvas with scaling to the desired size
Create a resized imageObject using the canvas as the image.src
Here's example code and a Demo:
var img=new Image();
img.crossOrigin='anonymous';
img.onload=start;
img.src="https://dl.dropboxusercontent.com/u/139992952/multple/marioRunningRight1.png";
function start(){
resizeImg(img,0.50);
resizeImg(img,2);
}
function resizeImg(img,scaleFactor){
var c=document.createElement('canvas');
var ctx=c.getContext('2d');
var iw=img.width;
var ih=img.height;
c.width=iw*scaleFactor;
c.height=ih*scaleFactor;
ctx.drawImage(img,0,0,iw*scaleFactor,ih*scaleFactor);
var scaledImg=new Image();
scaledImg.onload=function(){
// scaledImg is a scaled imageObject for upload/download
// For testing, just append it to the DOM
document.body.appendChild(scaledImg);
}
scaledImg.src=c.toDataURL();
}
<h4>Original image</h4>
<img src='https://dl.dropboxusercontent.com/u/139992952/multple/marioRunningRight1.png' crossOrigin='anonymous'>
<br>
<h4>Resized images at 50% and at 200%</h4>

Drawing an image in its full size in a canvas works only on the second try in Mozilla Firefox

I'm trying to get images from users and draw in them stuff. But I'm getting strange behaviour in MF to only show the image in its full size in a canvas.
I have the following code:
<!DOCTYPE html>
<html>
<body>
<input type="file" id="input">
<div id="main"></div>
<script>
document.getElementById('input').onchange = function() {
var file_reader = new FileReader();
file_reader.onload = function() {
var img = new Image();
img.src = file_reader.result;
var canvas = document.createElement('canvas');
canvas.width = img.width;
canvas.height = img.height;
var ctx = canvas.getContext('2d');
ctx.drawImage(img, 0, 0, img.width, img.height)
document.getElementById('main').appendChild(canvas)
}
file_reader.readAsDataURL(document.getElementById('input').files[0])
}
</script>
</body>
</html>
In Chrome and Opera everything works fine, but in Mozilla Firefox when I choose an image nothing happens, the added canvas has width 0 and height 0. Then if I reselect it again it'll show up, and thus for each image, I have to select it once, nothing happens, and then on the second, third etc. times everything works fine. Why is this happening?
I'd give a try to draw the image on the canvas in the img.onload callback.

Javascript - image displaying over text

The code runs with no bugs, but a problem I am having is because the ".onLoad" function makes it display after the text has already been displayed on the screen. The problem I am facing is that I would like if the text (Loading graphics and loading variables) displayed over the image.
The code is here:
<! DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN"
"http://www.w3.org/TR/xhtml11/DTD/xhtml1-transitional.dtd">
<html>
<body>
<canvas id="ctx" width="800" height="500" style="border:1px solid #d3d3d3;"></canvas>
<script>
var ctx = document.getElementById("ctx").getContext("2d");
var canvas = document.getElementById('ctx');
var context = canvas.getContext('2d');
var imageObj = new Image();
imageObj.onload = function(){
context.drawImage(imageObj,0,0);
};
imageObj.src = 'img/startscreen.jpg';
ctx.fillText('Loading variables.',50,50);
character=new Object();
character.hp=1;
character.name=null;
ctx.fillText('Loading graphics..',50,100);
</script>
</body>
</html>
I would layer the background image on its own canvas positioned behind the text layer. Then you can clear and update the text layer without having to re-draw the background image.
#background,#overlay {
position: absolute;
}
<canvas id="background"></canvas>
<canvas id="overlay"></canvas>
var can = document.getElementById('overlay'),
bg_can = document.getElementById('background'),
height = can.height = bg_can.height = 500,
width = can.width = bg_can.width = 500,
ctx = can.getContext('2d'),
bctx = bg_can.getContext('2d');
var img = new Image();
img.src = ' ... ';
img.onload = init;
function init() {
// draw the background
bctx.drawImage(this, 0, 0);
// draw your initial text
updateText('hello world');
// other stuff that is going to take time
updateText('done');
}
function updateText(msg) {
ctx.clearRect(0, 0, width, height);
ctx.fillText(msg, 50, 100);
}
This isn't very well thought out (my code example) for re-use purposes.. but I don't know much about your other needs :) hope this helps.
If you want to overlay String on image, why don you use image as backGround imange and place text over it??
Css
try in css
#ctx{
background-image:url('img/startscreen.jpg');}
remove image source in script or insert css in script itself
Css in scripts
ctx.style.backgroundImage=url('img/startscreen.jpg');
I called the function for the text to be displayed after the background has:
imageObj.src = 'img/startscreen.jpg';
imageObj.onload = function(){
context.drawImage(imageObj,0,0);
init()
};
function init(){
ctx.fillText('Loading variables.',50,50);
character=new Object();
character.hp=1;
character.name=null;
ctx.fillText('Loading graphics..',50,100);
}

Canvas toDataURL doesn't return whole URL on first try

I've got some code which takes a drawing made on in SVG with Raphael (a 400x400 image loaded into the SVG with Raphael), converts it to a canvas with canvg, and should then take canvas.toDataURL and make it an image. All of this should happen when a button is pushed. The first two steps work, but the third is glitchy. The first time I press the button, a 300x150 blank image is placed in the final div instead of the 400x400 image. If I press the button again, the image shows up fine (correct size and everything). I've tried to use both img.onload and the jquery version $(img).load but neither seems to keep the problem from happening. Therefore, I feel like it's an issue with the canvas having not been drawn completely yet but I can't prove that and I can't seem to make the code wait until it has been drawn. Below is all the code. I tried to make it a fiddle but I kept getting security errors with the image.
<!DOCTYPE html>
<html>
<head>
<script type="text/javascript" src="http://canvg.googlecode.com/svn/trunk/rgbcolor.js"></script>
<script type="text/javascript" src="http://canvg.googlecode.com/svn/trunk/canvg.js"></script>
<script type="text/javascript" src="scripts/jquery.js"></script>
<script type="text/javascript" src="scripts/raphael.js"></script>
<script type="text/javascript" src="scripts/excanvas.compiled.js"></script>
<script type="text/javascript">
$(document).ready(function(){
var nowX, nowY, R = Raphael("svg_drawing", 400, 400);
$($("svg").get(0)).attr("xmlns:xlink", "http://www.w3.org/1999/xlink");
var templ = R.image("images/band_clutch.jpg", 0, 0, 400, 400);
});
function toImg(){
var svg = $("#svg_drawing").html().replace(/>\s+/g, ">").replace(/\s+</g, "<");
var canvas = $("#canvas")[0];
canvg(canvas, svg);
var imgData = canvas.toDataURL('image/jpg');
var img = new Image();
$(img).load(function(){
$("#drawing_area").html("");
$(img).appendTo("#drawing_area");
});
img.src = imgData;
}
</script>
<title>Sandbox</title>
</head>
<body style="margin: 0; width:3000px">
<div id="svg_drawing" style="background-color:white;display:inline-block;height:400px;width:400px;border:1px solid black;"></div>
<canvas id="canvas" style="display:inline-block;height:400px;width:400px;border:1px solid red;"></canvas>
<div id="drawing_area" style="background-color:white;display:inline-block;height:400px;width:400px;border:1px solid black;"></div>
<button onclick="toImg()" style="display:inline-block;vertical-align:top;">Do it</button>
</body>
</html>
It sounds like the canvas area is staying at the default 350 x 150. Try setting
canvas.width = canvas.height = 400;
before drawing (keep the inline CSS as-is).
To fix the actual rendering issue, you need to tell the canvg method to do the toDataURI stuff asyncronously, once the rendering has been complete:
function toImg(){
var svg = $("#svg_drawing").html().replace(/>\s+/g, ">").replace(/\s+</g, "<");
var canvas = $("#canvas")[0];
canvg(canvas, svg, {
renderCallback : function(){
var imgData = canvas.toDataURL('image/jpg');
var img = new Image();
$(img).load(function(){
$("#drawing_area").html("");
$(img).appendTo("#drawing_area");
});
img.src = imgData;
}
});
}

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