Canvas image moves slightly to right onload - javascript

I am working with the signature_pad lib to accept signature for my web app. I am having an issue after loading a saved signature.
Assuming I am working with a blank signaturePad, I create some signature and save it.
After refreshing the page, this is what shows up.
Notice it moves to the right and also seems like its zoomed in slightly.
Any idea why this may be happening? Here is some code I am working with:
<canvas class="signature-canvas" height="150" width="500" id="signatureCanvas"></canvas>
var canvas = document.querySelector("canvas#signatureCanvas");
scope.signaturePad = new SignaturePad(canvas);
scope.c2 = document.createElement('canvas');
scope.ctx = scope.c2.getContext('2d');
scope.img = new Image();
scope.img.crossOrigin = "Anonymous";
scope.img.onload = function() {
scope.drawSig();
}
scope.img.src = scope.signature;
scope.drawSig = function(){
scope.ctx.drawImage(scope.img, 0, 0);
scope.imgStr = scope.c2.toDataURL("image/png", "");
scope.signaturePad.fromDataURL( scope.imgStr );
};

Related

How to wait for the multiple images to load in the canvas and convert to base64?

I'm trying to get a base64 version of a canvas in HTML5.
Currently, the base64 image that I get from the canvas is blank.
I have found similar questions for example this one:
HTML Canvas image to Base64 problem
However, the issue that I have is that because I am adding 2 images in the canvas, I cannot use the example provided in those answers as most of them are using single image.
I understand that I have to wait until the canvas image is loaded properly before trying to get the base64 image. But I don't know how in my case.
This is my code:
var canvas = document.getElementById('myCanvas');
var context = canvas.getContext('2d');
context.canvas.width = 1000;
context.canvas.height = 1000;
var imageObj1 = new Image();
imageObj1.src = "http://www.offthegridnews.com/wp-content/uploads/2017/01/selfie-psuDOTedu.jpg";
imageObj1.onload = function() {
context.drawImage(imageObj1, 0, 180, canvas.width, canvas.height);
};
var imageObj2 = new Image();
imageObj2.src = "http://www.publicdomainpictures.net/pictures/150000/velka/banner-header-tapete-145002399028x.jpg"
imageObj2.onload = function() {
context.drawImage(imageObj2, 0, 0, canvas.width, 180);
};
// get png data url
//var pngUrl = canvas.toDataURL();
var pngUrl = canvas.toDataURL('image/png');
// get jpeg data url
var jpegUrl = canvas.toDataURL('image/jpeg');
$('#base').val(pngUrl);
<div class="contents" style="overflow-x:hidden; overflow-y:scroll;">
<div style="width:100%; height:90%;">
<canvas id="myCanvas" class="snap" style="width:100%; height:100%;" onclick="takephoto()"></canvas>
</div>
</div>
<p>
This is the base64 image
</p>
<textarea id="base">
</textarea>
and this is a working FIDDLE:
https://jsfiddle.net/3p3e6Ldu/1/
Can someone please advice on this issue?
Thanks in advance.
EDIT:
As suggested in the comments bellow, i tried to use a counter and when the counter reaches a specific number, I convert the canvas to base64.
Like so:https://jsfiddle.net/3p3e6Ldu/4/
In both your examples (the one from the question and the one from the comments), the order of commands does not really respect the async nature of the task at hand.
In your later example, you should put the if( count == 2 ) block inside the onload callbacks to make it work.
However, even then you will run into the next problem: You are loading the images from different domains. You can still draw them (either into the canvas or using an <img> tag), but you are not able to access their contents directly. Not even with the detour of using the <canvas> element.
I changed to code so it would work, if the images are hosted on the same domain. I also used a function to load the image and promises to handle the callbacks. The direct way of using callbacks and a counting variable, seem error-prone to me. If you check out the respective fiddle, you will notice the SecurityError shown. This is the result of the aforementioned problem with the Same-Origin-Policy I mentioned.
A previous question of mine in a similar direction was about how to detect, if I can still read the contents of a <canvas> after adding some images.
const canvas = document.getElementById('myCanvas');
const context = canvas.getContext('2d');
context.canvas.width = 1000;
context.canvas.height = 1000;
// function to retrieve an image
function loadImage(url) {
return new Promise((fulfill, reject) => {
let imageObj = new Image();
imageObj.onload = () => fulfill(imageObj);
imageObj.src = url;
});
}
// get images
Promise.all([
loadImage("http://www.offthegridnews.com/wp-content/uploads/2017/01/selfie-psuDOTedu.jpg"),
loadImage("http://www.publicdomainpictures.net/pictures/150000/velka/banner-header-tapete-145002399028x.jpg"),
])
.then((images) => {
// draw images to canvas
context.drawImage(images[0], 0, 180, canvas.width, canvas.height);
context.drawImage(images[1], 0, 0, canvas.width, 180);
// export to png/jpg
const pngUrl = canvas.toDataURL('image/png');
const jpegUrl = canvas.toDataURL('image/jpeg');
// show in textarea
$('#base').val(pngUrl);
})
.catch( (e) => alert(e) );

Android Cordova - How to draw photo taken on canvas?

i'm working with an hybrid Android app and I need to take a picture from camera, process the image and then show the results obtained on another window that should contain a small preview of the picture taken and some text with the results.
Here is the relevant code that is not currently working as I need:
From script of first window:
.
.
.
CameraPreview.takePicture(function(imgData){
var mImage = new Image();
mImage.onload = function(){
var canvas = document.createElement('canvas');
canvas.width = mImage.width;
canvas.height = mImage.height;
var context = canvas.getContext('2d');
context.drawImage(mImage, 0, 0);
var imgData = context.getImageData(0, 0, canvas.width, canvas.height);
.
.(Process imgData[])
.
localStorage.setItem("resultImage", mImage.src);
window.open('result.html','_blank','location=no');
};
mImage.src = 'data:image/jpeg;base64,'+imgData;
});
Then, "result.html" pops up, which has the following html content:
...
<body>
...
<canvas id="resultCanvas" style="position: absolute; top: 0%; left: 0%;"></canvas>
...
</body>
...
And the following javascript code:
...
var mImage = new Image();
mImage.onload = function(){
var canvas = document.getElementById('resultCanvas');
canvas.width = window.innerWidth;
canvas.height = window.innerHeight*0.3; // 1/3 of phone screen size
var context = canvas.getContext('2d');
context.drawImage(mImage);
navigator.notification.alert('Height = '+mImage.height+'\n'+'Width ='+mImage.width, function(){},'Image','Done');
};
mImage.src = localStorage.getItem("resultImage");
...
The alert window shows the 640x480 of the image, but the canvas is transparent where it should contain the picture taken.
If I replace the "context.drawImage()" statement with "context.fillrect()" I can see the black rectangle drawn on screen, so it looks that the canvas is there, but somehow I can not make it draw the desired image.
Hope I explained myself correctly.
I really appreciate any help. Thanks!
Well, finally I solved it, first I tryied using an "img" element instead of a canvas, and that works fine, but the problem is I need to make some drawings over the picture, so insisting on code I posted before, I realized the problem was on the use of drawImage() method in the second script, it is necessary to specify position, so replacing:
context.drawImage(mImage);
with
context.drawImage(mImage,0,0);
solved everything.

canvas element unable to draw image

I wrote a few lines of code to draw an image but seems like it keeps on loading, I tried some W3 School code using the basic implementation but that works fine.
What is happening here is it looks like its stuck in some invisible loop and unable to draw an image.
<script>
var canvas=null;
var context=null;
setup=function(){
canvas=document.getElementById("my_canvas");
context=canvas.getContext('2d');
canvas.width=1200;
canvas.height=720;
img=new Image();
img.onload=onImageLoad;
img.src="http://imgge.bg.ac.rs/images/logo1.jpg";
context.drawImage(img,192,192);
};
onImageLoad=function(){
document.write("done !!");
context.drawImage(img,155,10);
};
setup();
</script>
I replaced your document.write() with a console.log() and it works fine:
var canvas = null;
var context = null;
var setup = function() {
canvas = document.getElementById("my_canvas");
context = canvas.getContext('2d');
canvas.width = 1200;
canvas.height = 720;
img = new Image();
img.onload = onImageLoad;
img.src = "http://imgge.bg.ac.rs/images/logo1.jpg";
context.drawImage(img, 192, 192);
};
onImageLoad = function() {
console.log("done !!");
context.drawImage(img, 155, 10);
};
setup();
<canvas id="my_canvas"></canvas>
For the reason why document.write() causes the canvas to not be displayed, read document.write() overwriting the document?
You might notice a difference between the first and consecutive runs due to img being cached by your browser. A cached image is immediately available for drawing within the setup() function.
First you don't need to write context.drawImage(img,192,192); two times only write inside the image.onload() function. when you write anything using using document.write("Done !"); , it will write the content on this document(HTML) page and may create problems. Instead of that write message on <p> tag instead of on whole document.
here is a snippet for your code:
var canvas=null;
var context=null;
setup=function(){
canvas=document.getElementById("my_canvas");
context=canvas.getContext('2d');
canvas.width=1200;
canvas.height=720;
img=new Image();
img.onload=onImageLoad;
img.src="http://imgge.bg.ac.rs/images/logo1.jpg";
//context.drawImage(img,192,192);
};
onImageLoad=function(){
context.drawImage(img,155,10);
document.getElementById("report").innerHTML="Done !";
};
setup();
<canvas id="my_canvas"></canvas>
<p id="report"></p>

Firefox drawing blank Canvas when restoring from saved base64

I am working with a single canvas that allows the user to click on a window pane in a window image. The idea is to show where the user has clicked. The image will then be modified (by drawing a grill on the window) and then saved to in JPEG. I am saving the canvas image prior to the click function because I don't want the selection box to show in the final image. However, Firefox often displays a blank canvas when restoring the canvas where IE and Chrome do not. This works perfectly in Chrome and IE. Any suggestions? Does Firefox have a problem with toDataURL()? Maybe some async issue going on here? I am also aware that saving a canvas in this fashion is memory intensive and there may be a better way to do this but I'm working with what I have.
Code:
/**
* Restores canvas from drawingView.canvasRestorePoint if there are any restores saved
*/
restoreCanvas:function()
{
var inverseScale = (1/drawingView.scaleFactor);
var canvas = document.getElementById("drawPop.canvasOne");
var c = canvas.getContext("2d");
if (drawingView.canvasRestorePoint[0]!=null)
{
c.clearRect(0,0,canvas.width,canvas.height);
var img = new Image();
img.src = drawingView.canvasRestorePoint.pop();
c.scale(inverseScale,inverseScale);
c.drawImage(img, 0, 0);
c.scale(drawingView.scaleFactor, drawingView.scaleFactor);
}
},
/**
* Pushes canvas into drawingView.canvasRestorePoint
*/
saveCanvas:function()
{
var canvas = document.getElementById("drawPop.canvasOne");
var urlData = canvas.toDataURL();
drawingView.canvasRestorePoint.push(urlData);
},
EXAMPLE OF USE:
readGrillInputs:function()
{
var glassNum = ir.get("drawPop.grillGlassNum").value;
var panelNum = ir.get("drawPop.grillPanelNum").value;
drawingView.restoreCanvas();
drawEngine.drawGrill(glassNum, panelNum,null);
drawingView.saveCanvas();
},
sortClick:function(event)
{
..... //Sorts where user has clicked and generates panel/glass num
.....
drawingView.showClick(panelNum, glassNum);
},
showClick:function(panelNum, glassNum)
{
var glass = item.panels[panelNum].glasses[glassNum];
var c = drawEngine.context;
drawingView.restoreCanvas();
drawingView.saveCanvas();
c.strokeStyle = "red";
c.strokeRect(glass.x, glass.y, glass.w, glass.h);
},
By just looking at the code setting the img.src is an async action to retrieve the image, so when you try to draw it 2 lines later to the canvas, it probably hasn't been loaded yet (having it in cache will make it return fast enough that it might work).
You should instead use an img.onload function to draw the image when it has loaded.
restoreCanvas:function()
{
var inverseScale = (1/drawingView.scaleFactor);
var canvas = document.getElementById("drawPop.canvasOne");
var c = canvas.getContext("2d");
if (drawingView.canvasRestorePoint[0]!=null)
{
c.clearRect(0,0,canvas.width,canvas.height);
var img = new Image();
img.onload = function() {
c.scale(inverseScale,inverseScale);
c.drawImage(img, 0, 0);
c.scale(drawingView.scaleFactor, drawingView.scaleFactor);
};
img.src = drawingView.canvasRestorePoint.pop();
}
},

HTML Canvas not displaying image

Im sure this has got to be something simple that I am overlooking, but I can't seem to get my canvas to display an jpg stored on the server.
<img id="test_img" alt="test" src="/media/tmp/a4c1117e-c310-4b39-98cc-43e1feb64216.jpg"/>
<canvas id="user_photo" style="position:relative;"></canvas>
<script type="text/javascript">
var image = new Image();
image.src = "/media/tmp/a4c1117e-c310-4b39-98cc-43e1feb64216.jpg";
var pic = document.getElementById("user_photo");
pic.getContext('2d').drawImage(image, 0, 0);
</script>
the <img> displays as expected, however the canvas is blank, though it does seem to have the correct dimensions. Any one see what I'm doing wrong?
My tired eyes will appreciate any help.
Thanks
you may want to use the following approach
image.onload = function() {
pic.getContext('2d').drawImage(image, 0,0);
}
so you ensure that the image is loaded when trying to draw it.
var initialFloorplanWidth = 0;
var initialFloorplanHeight = 0;
var canvasImage = new Image();
documentReady = function () {
preloadFloorplan();
}
preloadFloorplan = function () {
onLoad = function () {
initialFloorplanHeight = canvasImage.height;
initialFloorplanWidth = canvasImage.width;
var canvasHtml = '<canvas id="MainCanvas" width="' + initialFloorplanWidth + '" height="' + initialFloorplanHeight + '">Canevas non supportés</canvas>';
$("#MainContainer").append(canvasHtml);
var canvas = $("#MainCanvas")[0];
var canvasContext = canvas.getContext("2d");
canvasContext.drawImage(canvasImage, 0, 0);
}
canvasImage.onload = onLoad;
canvasImage.src = initialFloorplan;
}
This code works well.
Try doing that when the document is loaded. I have a feeling your code is running before the image is available. You can also detect when the img itself is loaded. See this.
Maybe it's something to do with the rest of your code. Is "user_photo" identified in the code?

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