html5 canvas redraw on resize - javascript

I have two canvas elements and need them to be resized on buttons click.
<div class="sDetails"><div>
<div id="canvasDiv" style="width: 310px;"><canvas id="canvasGraph"></canvas></div></div>
<div class="kDetails"><div><div>
<div id="canvasDiv" style="width: 310px; height: 240px;"><canvas id="canvasGraph"></canvas></div></div>
and the script:
var sketch;var sketch_sl;var onPaint;var canvas=null;var ctx=null;var tmp_ctx=null;
function drawCanvas(div) {
canvas = document.querySelector(div + " #canvasGraph");
ctx = canvas.getContext('2d');
sketch = document.querySelector(div + " #canvasDiv");
sketch_sl = getComputedStyle(sketch);
canvas.width = parseInt(sketch_style.getPropertyValue('width'));
canvas.height = parseInt(sketch_style.getPropertyValue('height'));
tmp_canvas = document.createElement('canvas');
tmp_ctx = tmp_canvas.getContext('2d');
tmp_canvas.id = 'tmp_canvas';
tmp_canvas.width = canvas.width;
tmp_canvas.height = canvas.height;
sketch.appendChild(tmp_canvas);
the redraw function:
// here I must redraw my lines resized 2 times ( *cScale ) where cScale=2 or =1
function drawScales(ctx, canvas)
ctx.strokeStyle = 'green';
ctx.fillStyle = 'green';
ctx.beginPath();
ctx.moveTo(5, 0);
ctx.lineTo(0, canvas.height);
scaleStep = 24*cScale;
for some reason it works really bad, old positions stay.
Is there a way to completely delete the whole canvas and append it or redraw it completely?
I tried canvas.width=canvas.width, tried ctx.clearRect(0, 0, canvas.width, canvas.height);tmp_ctx.clearRect(0, 0, canvas.width, canvas.height);, tried $(".sDetails #canvasGraph")[0].reset();
logically, drawCanvas(".sDetails");drawLines(ctx, canvas); should redraw it from scratch but it will not.

Resize the canvas element's width & height and use context.scale to redraw the original drawings at their newly scaled size.
Resizing the canvas element will automatically clear all drawings off the canvas.
Resizing will also automatically reset all context properties back to their default values.
Using context.scale is useful because then the canvas will automatically rescale the original drawings to fit on the newly sized canvas.
Important: Canvas will not automatically redraw the original drawings...you must re-issue the original drawing commands.
Illustration with 2 canvases at same size (their sizes are controlled by range controls)
Illustration with left canvas resized larger
Illustration with right canvas resized larger
Here's example code and a Demo. This demo uses range elements to control the resizing, but you can also do the resizing+redrawing inside window.onresize
var canvas1=document.getElementById("canvas1");
var ctx1=canvas1.getContext("2d");
var canvas2=document.getElementById("canvas2");
var ctx2=canvas2.getContext("2d");
var originalWidth=canvas1.width;
var originalHeight=canvas1.height;
var scale1=1;
var scale2=1;
$myslider1=$('#myslider1');
$myslider1.attr({min:50,max:200}).val(100);
$myslider1.on('input change',function(){
var scale=parseInt($(this).val())/100;
scale1=scale;
redraw(ctx1,scale);
});
$myslider2=$('#myslider2');
$myslider2.attr({min:50,max:200}).val(100);
$myslider2.on('input change',function(){
var scale=parseInt($(this).val())/100;
scale2=scale;
redraw(ctx2,scale);
});
draw(ctx1);
draw(ctx2);
function redraw(ctx,scale){
// Resizing the canvas will clear all drawings off the canvas
// Resizing will also automatically clear the context
// of all its current values and set default context values
ctx.canvas.width=originalWidth*scale;
ctx.canvas.height=originalHeight*scale;
// context.scale will scale the original drawings to fit on
// the newly resized canvas
ctx.scale(scale,scale);
draw(ctx);
// always clean up! Reverse the scale
ctx.scale(-scale,-scale);
}
function draw(ctx){
// note: context.scale causes canvas to do all the rescaling
// math for us, so we can always just draw using the
// original sizes and x,y coordinates
ctx.beginPath();
ctx.moveTo(150,50);
ctx.lineTo(250,150);
ctx.lineTo(50,150);
ctx.closePath();
ctx.stroke();
ctx.fillStyle='skyblue';
ctx.beginPath();
ctx.arc(150,50,20,0,Math.PI*2);
ctx.closePath();
ctx.fill();
ctx.stroke();
ctx.beginPath();
ctx.arc(250,150,20,0,Math.PI*2);
ctx.closePath();
ctx.fill();
ctx.stroke();
ctx.beginPath();;
ctx.arc(50,150,20,0,Math.PI*2);
ctx.fill();
ctx.stroke();
}
$("#canvas1, #canvas2").mousemove(function(e){handleMouseMove(e);});
var $mouse=$('#mouse');
function handleMouseMove(e){
// tell the browser we're handling this event
e.preventDefault();
e.stopPropagation();
var bb=e.target.getBoundingClientRect();
mouseX=parseInt(e.clientX-bb.left);
mouseY=parseInt(e.clientY-bb.top);
if(e.target.id=='canvas1'){
$mouse.text('Mouse1: '+mouseX/scale1+' / '+mouseY/scale1+' (scale:'+scale1+')');
}else{
$mouse.text('Mouse2: '+mouseX/scale2+' / '+mouseY/scale2+' (scale:'+scale2+')');
}
}
body{ background-color: ivory; }
canvas{border:1px solid red;}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.9.1/jquery.min.js"></script>
<div>Resize left canvas</div>
<input id=myslider1 type=range><br>
<div>Resize right canvas</div>
<input id=myslider2 type=range><br>
<h4 id=mouse>Mouse coordinates:</h4>
<canvas id="canvas1" width=300 height=300></canvas>
<canvas id="canvas2" width=300 height=300></canvas>

If you need scale-independent positions you could use normalized values ([0, 1]) instead and use the size of canvas as the scale factor. This way you can scale and store values without too much concern about the actual target size.
You would also be able to use the mouse positions almost as is and normalize by just dividing them on canvas size.
For example:
When rendering, a point of (1,1) will always draw in lower-right corner as you would do (1 * canvas.width, 1 * canvas.height).
When you store a point you would use the mouse position and divide it on the canvas dimension, for example, if I click in the lower right corner of a canvas of size 400x200, the points would be 400/400 = 1, 200/200 = 1.
Note that width and height would be exclusive (ie. width-1 etc.), but for sake of simplicity...
Example
In this example you can start with any size of the canvas, draw points which are normalized, change size of canvas and have the points redrawn proportionally relative to the original position.
var rng = document.querySelector("input"),
c = document.querySelector("canvas"),
ctx = c.getContext("2d"),
points = [];
// change canvas size and redraw all points
rng.onchange = function() {
c.width = +this.value;
render();
};
// add a new normalized point to array
c.onclick = function(e) {
var r = this.getBoundingClientRect(), // to adjust mouse position
x = e.clientX - r.left,
y = e.clientY - r.top;
points.push({
x: x / c.width, // normalize value to range [0, 1]
y: y / c.height
}); // store point
render(); // redraw (for demo)
};
function render() {
ctx.clearRect(0, 0, c.width, c.height); // clear canvas
ctx.beginPath(); // clear path
for(var i = 0, p; p = points[i]; i++) { // draw points as fixed-size circles
var x = p.x * c.width, // normalized to absolute values
y = p.y * c.height;
ctx.moveTo(x + 5, y);
ctx.arc(x, y, 5, 0, 6.28);
ctx.closePath();
}
ctx.stroke();
}
canvas {background:#ddd}
<h3>Click on canvas to add points, then resize</h3>
<label>Width: <input type="range" min=50 max=600 value=300></label><br>
<canvas></canvas>

I decided to use a scale variable to resize my scales. I resize the canvas canvas.width *= 2; and then I redraw my scales.
var scaleStep;
and use add it into the code: ctx.lineTo(12*24*cScale+12, canvas.height-24); where the scaling needs to be done.
The scaleStep is 2 when maximizing the canvas and 1 when returning to the original size.

Related

draw outer and inner border around any canvas shape

How to draw outer and inner border around any canvas shape?
I'm drawing several stroke-only shapes on an html canvas, and I would like to draw an inner and outer border around them.
draft example:
Is there a generic why to do it for any shape (assuming it's a closed stroke-only shape)?
Two methods
There is no inbuilt way to do this and there are two programmatic ways that I use. The first is complicated and involves expanding and contracting the path then drawing along that path. This works for most situations but will fail in complex situation, and the solution has many variables and options to account for these complications and how to handle them.
The better of the two
The second and easiest way that I present below is by using the ctx.globalCompositeOperation setting to mask out what you want drawn or not. As the stroke is drawn along the center and the fill fills up to the center you can draw the stroke at twice the desired width and then either mask in or mask out the inner or outer part.
This does become problematic when you start to create very complex images as the masking (Global Composite Operation) will interfere with what has already been drawn.
To simplify the process you can create a second canvas the same size as the original as a scratch space. You can then draw the shape on he scratch canvas do the masking and then draw the scratch canvas onto the working one.
Though this method is not as fast as computing the expanded or shrunk path, it does not suffer from the ambiguities faced by moving points in the path. Nor does this method create the lines with the correct line join or mitering for the inside or outside edges, for that you must use a the other method. For most purposes the masking it is a good solution.
Below is a demo of the masking method to draw an inner or outer path. If you modify the mask by including drawing a stroke along with the fill you can also set an offset so that the outline or inline will be offset by a number of pixels. I have left that for you. (hint add stroke and set the line width to twice the offset distance when drawing the mask).
var demo = function(){
/** fullScreenCanvas.js begin **/
var canvas = ( function () {
canvas = document.getElementById("canv");
if(canvas !== null){
document.body.removeChild(canvas);
}
// creates a blank image with 2d context
canvas = document.createElement("canvas");
canvas.id = "canv";
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
canvas.style.position = "absolute";
canvas.style.top = "0px";
canvas.style.left = "0px";
canvas.style.zIndex = 1000;
canvas.ctx = canvas.getContext("2d");
document.body.appendChild(canvas);
return canvas;
})();
var ctx = canvas.ctx;
/** fullScreenCanvas.js end **/
/** CreateImage.js begin **/
// creates a blank image with 2d context
var createImage = function(w,h){
var image = document.createElement("canvas");
image.width = w;
image.height =h;
image.ctx = image.getContext("2d");
return image;
}
/** CreateImage.js end **/
// define a shape for demo
var shape = [0.1,0.1,0.9,0.1,0.5,0.5,0.8,0.9,0.1,0.9];
// draws the shape as a stroke
var strokeShape = function (ctx) {
var w, h, i;
w = canvas.width;
h = canvas.height;
ctx.beginPath();
ctx.moveTo(shape[0] *w, shape[1] *h)
for (i = 2; i < shape.length; i += 2) {
ctx.lineTo(shape[i] * w, shape[i + 1] * h);
}
ctx.closePath();
ctx.stroke();
}
// draws the shape as filled
var fillShape = function (ctx) {
var w, h, i;
w = canvas.width;
h = canvas.height;
ctx.beginPath();
ctx.moveTo(shape[0] * w,shape[1] * h)
for (i = 2; i < shape.length; i += 2) {
ctx.lineTo(shape[i]*w,shape[i+1]*h);
}
ctx.closePath();
ctx.fill();
}
var drawInOutStroke = function(width,style,where){
// clear the workspace
workCtx.ctx.globalCompositeOperation ="source-over";
workCtx.ctx.clearRect(0, 0, workCtx.width, workCtx.height);
// set the width to double
workCtx.ctx.lineWidth = width*2;
workCtx.ctx.strokeStyle = style;
// fill colour does not matter here as its not seen
workCtx.ctx.fillStyle = "white";
// can use any join type
workCtx.ctx.lineJoin = "round";
// draw the shape outline at double width
strokeShape(workCtx.ctx);
// set comp to in.
// in means leave only pixel that are both in the source and destination
if (where.toLowerCase() === "in") {
workCtx.ctx.globalCompositeOperation ="destination-in";
} else {
// out means only pixels on the destination that are not part of the source
workCtx.ctx.globalCompositeOperation ="destination-out";
}
fillShape(workCtx.ctx);
ctx.drawImage(workCtx, 0, 0);
}
// clear in case of resize
ctx.globalCompositeOperation ="source-over";
ctx.clearRect(0,0,canvas.width,canvas.height);
// create the workspace canvas
var workCtx = createImage(canvas.width, canvas.height);
// draw the outer stroke
drawInOutStroke((canvas.width + canvas.height) / 45, "black", "out");
// draw the inner stroke
drawInOutStroke((canvas.width + canvas.height) / 45, "red", "in");
// draw the shape outline just to highlight the effect
ctx.strokeStyle = "white";
ctx.lineJoin = "round";
ctx.lineWidth = (canvas.width + canvas.height) / 140;
strokeShape(ctx);
};
// run the demo
demo();
// incase fullscreen redraw it all
window.addEventListener("resize",demo)

Scale image in Canvas with offset origin

I've been struggling with this for a few days now. My question is based on code you can find here - http://codepen.io/theOneWhoKnocks/pen/VLExPX. In the example you'll see 3 images, the first scales from the [0,0] origin, the second from the center of the canvas, and the third I want to scale from the center of the offset image.
Basically I want the image to scale up or down, but stay centered on the characters iris. Below you'll find a snippet of code that controls the rendering of the third image.
function renderOffset(){
var dims = getScaledDims();
paintBG(ctx3);
ctx3.drawImage(loadedImg, offsetX, offsetY, dims.width, dims.height);
drawCenterAxis(ctx3);
}
After much Googling and looking through forums I figure I need to utilize the transformMatrix, but nothing I've tried thus far has worked. I look forward to any ideas or suggestions you may have, and thank you for your time.
Further clarification
I'm creating an image editor. For the particular use case I'm presenting here, a user has moved the image to the left 108px & up 8px.
var offsetX = -108;
var offsetY = 8;
When the user scales the offset image, I want it to scale at the center of the viewable canvas area (the red crosshairs, or in this case the characters iris).
Update
I've updated the codepen link to point to the final code. Below is a list of additions:
Added in some of the code mentioned in the accepted answer.
Added the ability to drag the image around.
Added a visual tracker for the offset.
The trick is understanding the way that scale changes a number of variables. Firstly, it changes how much of the source image is visible on the canvas. Next, this in combination with the desired center-point of the scaling influences where in the image we should start drawing from.
With a scale of 1.0, the number of pixels of the source image shown is equal to the number of pixels that the dst canvas has. I.e, if the canvas is 150x150, we can see 150x150 of the input pixels. If however, the scale is 2.0, then we wish to draw things 2 times the size. This then means that we only wish to display 75x75 pixels of the src image on the 150x150 pixels of the dst canvas. Likewise, if we wish to draw at a scale of 0.5, we should expect to see 300x300 pixels of the src image displayed in the 150x150 of the dst canvas. Perhaps you can see the relationship between scale and canvas size by now.
With this in mind, we can set about determining how much of the src image we wish to see. This is straight-forward:
var srcWidth = canvas.width / scale;
var srcHeight = canvas.height / scale;
Now that we know how much of the image will be shown, we can set about determining where in the image we should start drawing from. Since we have a specified center-point for the scaling, we know that this point should always remain in the center of the canvas.
If we remove scaling from the equation, and use the figures from earlier we can see that we want to display 150x150 pixels of the src image, and that we will need to start drawing 75pixels above and to the left of our center-point. Doing so will draw 150x150 pixels of the source image and place our center-point right smack in the middle of the canvas.
If we then re-consider scaling, we know that we're not always going to be drawing 150x150 pixels of the src image, which means that we can't just blindly start 75pixels left and above our center-point - we will have to scale this 75pixels. Since this 75 pixels is equal to half of the width and half of the height of the portion of the image we'll be displaying, we can work out the point at which to start drawing the image by dividing the srcWidth and srcHeight by 2 and then subtracting this value from the center-point.
Doing so gives us the following expression:
ctx.drawImage(image, imgCenterX-(srcWidth/2), imgCenterY-(srcHeight/2), srcWidth, srcHeight, 0,0, canvas.width, canvas.height);
When I put both of these together into a functioning sample, I ended-up with this:
"use strict";
var imgOriginX = 182, imgOriginY = 66;
function byId(id,parent){return (parent == undefined ? document : parent).getElementById(id);}
window.addEventListener('load', onDocLoaded, false);
function onDocLoaded()
{
var targetCanvas = byId('canvas3');
var srcImage = byId('img1');
drawImageScaled(targetCanvas, srcImage, imgOriginX, imgOriginY)
drawCrosshair( byId('canvas3') );
byId('scaleSlider').addEventListener('input', onScaleSliderChange, false);
}
/*
code for scaling an image about an arbitrary point
*/
// canvas - target canvas element
// image - target canvas element
// imgCenterX - x coord of point of scaling centre-point (unit: pixels)
// imgCenterY - y coord of point of scaling centre-point (unit: pixels)
// scale - 1.0 = 100%
function drawImageScaled(canvas, image, imgCenterX, imgCenterY, scale)
{
if (scale === undefined)
scale = 1.0;
var ctx = canvas.getContext('2d');
ctx.clearRect(0,0,canvas.width,canvas.height);
var srcWidth = canvas.width / scale;
var srcHeight = canvas.height / scale;
ctx.drawImage(image, imgCenterX-(srcWidth/2), imgCenterY-(srcHeight/2), srcWidth, srcHeight, 0,0, canvas.width, canvas.height);
}
function drawCrosshair(canvas)
{
var ctx = canvas.getContext('2d');
var width, height;
width = canvas.width;
height = canvas.height;
ctx.save();
ctx.beginPath();
ctx.moveTo(width/2, 0);
ctx.lineTo(width/2, height);
ctx.moveTo(0, height/2);
ctx.lineTo(width, height/2);
ctx.closePath();
ctx.strokeStyle = "red";
ctx.stroke();
ctx.restore();
}
function onScaleSliderChange(evt)
{
var curValue = this.value;
var scale = curValue / 100;
var tgt, src;
tgt = byId('canvas3');
src = byId('img1');
drawImageScaled(tgt, src, imgOriginX, imgOriginY, scale);
drawCrosshair(tgt);
}
input[type=range]
{
width: 18px;
height: 122px;
-webkit-appearance: slider-vertical;
}
canvas
{
border: solid 1px #888;
}
img{ display:none;}
<img id='img1' src='https://i.stack.imgur.com/aFbEw.png'/>
<hr>
<canvas id='canvas3' width=150 height=150>Canvas not supported. :(</canvas>
<input id='scaleSlider' type="range" class="scale-slider js-scaleSlider" min="0" max="200" value="100" orient="vertical"/>
Here's how pull a specified [eyeX,eyeY] to center canvas and zoom the image:
Pull the eye to canvas [0,0] by multiplying -eyeX & -eyeY by the scaling factor.
Push the eye to center canvas by adding half the canvas width,height.
Scale the image by the scaling factor.
Use context.drawImage to draw the image on the canvas.
Example:
context.drawImage(
// start with the image
img,
// scale the eyeX offset by the scaling factor
// and then push the image horizontally to center canvas
-eyeX*scale + canvas.width/2,
// scale the eyeY offset by the scaling factor
// and then push the image vertically to center canvas
-eyeY*scale + canvas.height/2,
// scale whole image by the scaling factor
canvas.width*scale,
canvas.height*scale
);
Illustrations: Centered Eye at 100% and 175%
Here's example code and a Demo:
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
var cw=canvas.width;
var ch=canvas.height;
function reOffset(){
var BB=canvas.getBoundingClientRect();
offsetX=BB.left;
offsetY=BB.top;
}
var offsetX,offsetY;
reOffset();
window.onscroll=function(e){ reOffset(); }
var eyeX=182;
var eyeY=66;
var scale=1.00;
$myslider=$('#myslider');
$myslider.attr({min:25,max:250}).val(100);
$myslider.on('input change',function(){
scale=parseInt($(this).val())/100;
drawAll(eyeX,eyeY,scale);
});
var iw,ih;
var img=new Image();
img.onload=start;
img.src="https://i.stack.imgur.com/aFbEw.png";
function start(){
iw=cw=canvas.width=img.width;
ih=ch=canvas.height=img.height;
drawAll(eyeX,eyeY,scale);
}
function drawAll(x,y,scale){
ctx.clearRect(0,0,cw,ch);
centerAndZoom(x,y,scale);
drawCrosshairs();
}
function centerAndZoom(x,y,scale){
ctx.drawImage(
img,
-x*scale+iw/2,
-y*scale+ih/2,
iw*scale,
ih*scale
);
}
function drawCrosshairs(){
ctx.beginPath();
ctx.moveTo(cw/2,0);
ctx.lineTo(cw/2,ch);
ctx.moveTo(0,ch/2);
ctx.lineTo(cw,ch/2);
ctx.stroke();
}
body{ background-color: white; }
#canvas{border:1px solid red; margin:0 auto; }
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.9.1/jquery.min.js"></script>
Scale: <input id=myslider type=range><br>
<canvas id="canvas" width=300 height=300></canvas>

Reveal image on canvas with draw/strokes/paint

I want to achive the following:
Draw a bg-image to the canvas (once or if needed repeatedly)
The image should not be visible at the beginning
While i "paint" shapes to the canvas the bg-image should get visible where the shapes were drawn
The parts of the image that will be revealed shall be "painted" (like with a brush) so i want to use strokes.
What i tried:
- Do not clear the canvas
- Paint rects to the canvas with globalCompositeOperation = 'destination-in'
This works, the rectangles reveal the image but i need strokes
If i use strokes they are ignored with 'destination-in' while i see them with normal globalCompositeOperation.
Is this intended that the strokes are ignored? Is there a workaround like somehow converting the stroke/shape to a bitmap? Or do i have have to use two canvas elements?
In OpenGL i would first draw the image with its rgb values and with a = 0 and then only "paint" the alpha in.
You can solve it by these steps:
Set the image as a pattern
Set the pattern as fillStyle or strokeStyle
When you now fill/stroke your shapes the image will be revealed. Just make sure the initial image fits the area you want to reveal.
Example showing the principle, you should be able to adopt this to your needs:
var ctx = canvas.getContext("2d"),
img = new Image,
radius = 40;
img.onload = setup;
img.src = "http://i.imgur.com/bnAEEXq.jpg";
function setup() {
// set image as pattern for fillStyle
ctx.fillStyle = ctx.createPattern(this, "no-repeat");
// for demo only, reveals image while mousing over canvas
canvas.onmousemove = function(e) {
var r = this.getBoundingClientRect(),
x = e.clientX - r.left,
y = e.clientY - r.top;
ctx.beginPath();
ctx.moveTo(x + radius, y);
ctx.arc(x, y, radius, 0, 2*Math.PI);
ctx.fill();
};
}
<canvas id=canvas width=900 height=600></canvas>
Hope this helps!
Alternative solution:
Put the image as a normal image on your website
add a canvas and use CSS positioning to place it right above the image
Fill the canvas with the color you use as the page background
have your paint tools erase the canvas when you draw. By the way, you can set context.globalCompositionOperation = 'destination-out' to turn all drawing operations into an eraser.
Here is an example. As you can see, the alpha properties of your tools are respected.
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
//prepare canvas
ctx.fillStyle = '#ffffff'
ctx.fillRect(0, 0, 120, 120);
//prepare a 30% opacity eraser
ctx.globalCompositeOperation = 'destination-out';
ctx.lineWidth = 5;
ctx.strokeStyle = 'rgba(0, 0, 0, 0.3)';
// make random strokes around cursor while mouse moves
canvas.onmousemove = function(e) {
var rect = this.getBoundingClientRect();
var x = e.clientX - rect.left;
var y = e.clientY - rect.top;
ctx.beginPath();
ctx.moveTo(x + Math.random() * 33 - 16, y + Math.random() * 33 - 16);
ctx.lineTo(x + Math.random() * 33 - 16, y + Math.random() * 33 - 16);
ctx.stroke();
}
<span>Move your mouse:</span>
<div>
<img src='https://upload.wikimedia.org/wikipedia/commons/thumb/6/61/HTML5_logo_and_wordmark.svg/120px-HTML5_logo_and_wordmark.svg.png' style='position:absolute'>
<canvas id='canvas' width=120 height=120 style='position:absolute'></canvas>
</div>

Set canvas as a "circle" - allow nothing to draw outside the circle

I've created a canvas element and set it's width and height.
Then I've set the border-radius on the ID of the canvas so that the canvas looks like a circle.
However, if I draw something outside the circle area, it'll still draw it, as shown on my example code :
http://jsfiddle.net/mN9Eh/
JavaScript :
<script>
function animate() {
var c=document.getElementById("myCanvas");
var ctx=c.getContext("2d");
ctx.save();
ctx.clearRect(0, 0, c.width, c.height);
if(i > 80) {
i = 1;
}
if( i > 40) {
ctx.beginPath();
ctx.arc(50, 50, i-40, 0, 2 * Math.PI, true);
ctx.fillStyle = "#FF0033";
ctx.fill();
}
i++;
ctx.restore();
setTimeout(animate, 10);
}
var i = 0;
animate();
</script>
CSS :
#myCanvas {
background: #333;
border-radius: 300px;
}
HTML :
<canvas id="myCanvas" width="300" height="300"></canvas>
I remember reading something that you can't apply CSS transformations to canvas elements as it won't know about them (i.e. setting width in the CSS instead of the element didn't work right). How would I fix my canvas element to appear as a circle that doesn't allow drawing outside the circle (or at least doesn't appear for users if drawn outside the circle).
Use the circle to create a "clipping path" for all subsequent drawing actions.
var cx = c.width / 2;
var cy = c.height / 2;
var r = Math.min(cx, cy);
ctx.beginPath();
ctx.arc(cx, cy, r, 0, 2 * Math.PI);
ctx.clip();
See http://jsfiddle.net/alnitak/MvSB2/
Note that there's a bug in Chrome which prevents the clipping mask edge from being antialiased, although it seems that your border-radius hack prevents that from looking as bad as it might.
Try using a clipping mask:
ctx.beginPath();
ctx.arc(150,150,150,0,360,false);
ctx.clip();

Rotate 'note' on the canvas to always touch the upper left corner

The final code that worked for me was:
<canvas id="bg-admin-canvas" width="500" height="500" style="margin:15px; background:#09F;"></canvas>
<script>
var postit = function(width,height,angle){
var canvas = document.getElementById("bg-admin-canvas");
var ctx = canvas.getContext("2d");
var radians = angle * Math.PI / 180;
var move = width*Math.sin(radians);
if(angle < 0 ){ ctx.translate(0,-move); }else{ ctx.translate(move,0); }
ctx.rotate(radians);
var gradient = ctx.createLinearGradient(0,height,width/2,height/2);
gradient.addColorStop(0.05,"rgba(0,0,0,0)");
gradient.addColorStop(0.5,"rgba(0,0,0,0.3)");
ctx.fillStyle = gradient;
ctx.fillRect(0,0,width,height);
ctx.beginPath();
ctx.moveTo(0,0);
ctx.lineTo(width, 0);
ctx.lineTo(width,height);
ctx.lineTo(width-width*.8,height-height*.02);
ctx.quadraticCurveTo(0+width*.02,height-height*.02,0+width*.02,(height - height*.2));
ctx.closePath();
var gradient = ctx.createLinearGradient(0,height,width/2,height/2);
gradient.addColorStop(0,'#f7f8b9');
gradient.addColorStop(1,'#feffcf');
ctx.fillStyle = gradient;
ctx.fill();
ctx.beginPath();
ctx.moveTo(width-width*.8,height-height*.02);
ctx.quadraticCurveTo(0+width*.02,height-height*.02,0+width*.02,(height - height*.2));
ctx.quadraticCurveTo(width*.05,height-height*.05,width*.1,height-height*.1);
ctx.quadraticCurveTo(width*.1,height-height*.07,width-width*.8,height-height*.02);
ctx.closePath();
ctx.fillStyle = '#ffffff';
ctx.fill();
var gradient = ctx.createLinearGradient(0,height,width*.1,height-height*.1);
gradient.addColorStop(0,"rgba(222,222,163,0.8)");
gradient.addColorStop(1,'#feffcf');
ctx.fillStyle = gradient;
ctx.fill();
}
postit(300, 300, 10);
</script>
Hi,
I made a quick and dirty "post-it" note with html5's canvas and some js.
I want to be able to rotate them anyway I want so I tried to use the translate. The example below I have a translate of 0,250 just so you could see the whole thing.
Ideally, I know if my canvas was 300,300 then I would
ctx.translate(150,150);
ctx.rotate(-30);
ctx.translate(-150,-150);
Of course since I'm rotating a square it gets cut off.
How would I rotate the square and move it on the canvas so the whole thing is showing but at the very top left edge of the canvas?
I added an image with my thinking of just getting the height of a triangle and moving it that much, but when translated, it doesn't seem to work just right.
I'll paste my whole function so you can look at it, but if you have any ideas, I would appreciate it. This isn't important, just messing around today.
var postit = function(width,height,angle){
var canvas = jQuery("#bg-admin-canvas").get(0);
var ctx = canvas.getContext("2d");
/*var area = (width*width*Math.sin(angle))/2;
var h = (area*2) / width + 30;
ctx.translate(0,h);
*/
//ctx.translate(150,150);
ctx.translate(0,250);
ctx.rotate(angle*Math.PI / 180);
//ctx.translate(-150,-150);
var gradient = ctx.createLinearGradient(0,height,width/2,height/2);
gradient.addColorStop(0.05,"rgba(0,0,0,0)");
gradient.addColorStop(0.5,"rgba(0,0,0,0.3)");
ctx.fillStyle = gradient;
ctx.fillRect(0,0,width,height);
ctx.beginPath();
ctx.moveTo(0,0);
ctx.lineTo(width, 0);
ctx.lineTo(width,height);
ctx.lineTo(width-width*.8,height-height*.02);
ctx.quadraticCurveTo(0+width*.02,height-height*.02,0+width*.02,(height - height*.2));
ctx.closePath();
var gradient = ctx.createLinearGradient(0,height,width/2,height/2);
gradient.addColorStop(0,'#f7f8b9');
gradient.addColorStop(1,'#feffcf');
ctx.fillStyle = gradient;
ctx.fill();
ctx.beginPath();
ctx.moveTo(width-width*.8,height-height*.02);
ctx.quadraticCurveTo(0+width*.02,height-height*.02,0+width*.02,(height - height*.2));
ctx.quadraticCurveTo(width*.05,height-height*.05,width*.1,height-height*.1);
ctx.quadraticCurveTo(width*.1,height-height*.07,width-width*.8,height-height*.02);
ctx.closePath();
ctx.fillStyle = '#ffffff';
ctx.fill();
var gradient = ctx.createLinearGradient(0,height,width*.1,height-height*.1);
gradient.addColorStop(0,"rgba(222,222,163,0.8)");
gradient.addColorStop(1,'#feffcf');
ctx.fillStyle = gradient;
ctx.fill();
}
postit(300, 300, -35);
MORE INFO
Phrog, I think you know what I'm trying to do. This image shows what I want to do:
Now, the only thing is, I want to be able to pass in any width and height and angle and make the adjustment on the fly.
As an example with the following code:
var canvas = document.getElementById("bg-admin-canvas");
var ctx = canvas.getContext("2d");
ctx.arc(0,0,3,0,360,true); ctx.fill();
ctx.translate(50, 50);
ctx.arc(0,0,3,0,360,true); ctx.fill();
ctx.translate(-25, -25);
ctx.arc(0,0,3,0,360,true); ctx.fill();
I get the following image:
Now, if I add a rotate in there like this:
var canvas = document.getElementById("bg-admin-canvas");
var ctx = canvas.getContext("2d");
ctx.arc(0,0,3,0,360,true); ctx.fill();
ctx.translate(50, 50);
ctx.arc(0,0,3,0,360,true); ctx.fill();
ctx.rotate(30*Math.PI/180);
ctx.translate(-25, -25);
ctx.arc(0,0,3,0,360,true); ctx.fill();
I now have a sloped coordinates as the result is:
As I found, this is because the coordinates are no longer horizontal and vertical.
So, with this rotated coordinate structure, I can't figure out how to move my square (which could be any size and rotated at any angle) back to the left and top (so it fits in as little space as possible)
Does that make sense?
In short:
Translate the context in the Y direction only to put the corner where it should be.
Rotate the context around this offset point.
Draw your object at 0,0.
Here is an interactive, working example, which you can see online here:
http://phrogz.net/tmp/canvas_rotate_square_in_corner.html
<!DOCTYPE HTML>
<html lang="en"><head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<title>HTML5 Canvas Rotate Square in Corner</title>
<style type="text/css" media="screen">
body { background:#eee; margin:2em; text-align:center }
canvas { display:block; margin:auto; background:#fff; border:1px solid #ccc }
</style>
</head><body>
<canvas width="250" height="200"></canvas>
<script type="text/javascript" charset="utf-8">
var can = document.getElementsByTagName('canvas')[0];
var ctx = can.getContext('2d');
ctx.strokeStyle = '#600'; ctx.lineWidth = 2; ctx.lineJoin = 'round';
ctx.fillStyle = '#ff0'
document.body.onmousemove = function(evt){
var w=140, h=120;
var angle = evt ? (evt.pageX - can.offsetLeft)/100 : 0;
angle = Math.max(Math.min(Math.PI/2,angle),0);
ctx.clearRect(0,0,can.width,can.height); ctx.beginPath();
ctx.save();
ctx.translate(1,w*Math.sin(angle)+1);
ctx.rotate(-angle);
ctx.fillRect(0,0,w,h);
ctx.strokeRect(0,0,w,h);
ctx.restore();
};
document.body.onmousemove();
</script>
</body></html>
Analysis
In the above diagram, point A is the upper-left corner of our post-it note and point B is the upper-right corner. We have rotated the post-it note -a radians from the normal angle (clockwise rotations are positive, counter-clockwise are negative).
We can see that the point A stays on the y axis as the post-it rotates, so we only need to calculate how far down the y axis to move it. This distance is expressed in the diagram as BD. From trigonometry we know that
sin(a) = BD / AB
Rearranging this formula gives us
BD = AB * sin(a)
We know that AB is the width of our post-it note. A few details:
Because our angle will be expressed as a negative number, and the sin of a negative number yields a negative result, but because we want a positive result, we must either negate the result
BD = -AB * sin(-a)
or just 'cheat' and use a positive angle:
BD = AB * sin(a)
We need to remember to translate our context before we rotate it, so that we first move directly down the axis to establish our origin at the right spot.
Remember that rotations in HTML5 Canvas use radians (not degrees). If you want to rotate by 20 degrees, you need to convert that to radians by multiplying by Math.PI/180:
ctx.rotate( 20*Math.PI/180 );
This also applies to the arc command; you should be doing ctx.arc(x,y,r,0,Math.PI*2,false); for a full circle.
You should create you canvas element and then rotate it using CSS. It would keep your canvas intact and only rotate the element itself.
Here is some example css rules:
-webkit-transform: rotate(-30deg);
-moz-transform: rotate(-30deg);
Refer to http://snook.ca/archives/html_and_css/css-text-rotation

Categories

Resources