multiple canvases are not working - javascript

I tried to generate multiple canvases on the fly and when I create a new canvas, the previous one disappears. See here for an example:
http://jsfiddle.net/adrianh/5jspv/4/
Here is the javascript code:
var circleCount = 0;
function circleRect(rect)
{
var diameter = Math.sqrt(rect.width*rect.width+rect.height*rect.height);
var cx = (rect.right + rect.left)/2;
var cy = (rect.top + rect.bottom)/2;
var left = Math.floor(cx - diameter/2);
var top = Math.floor(cy - diameter/2);
diameter = Math.floor(diameter);
var html = "<canvas id='circleCanvas"+circleCount+"' "+
"width='"+(diameter+2)+"' "+
"height='"+(diameter+2)+"' "+
"style='"+
"position:absolute;"+
"z-index:0;"+
"left:"+(left-1)+"px;"+
"top:"+(top-1)+"px;"+
//"border:1px solid;"+
"' />";
alert(html);
var container = document.getElementById("circles");
container.innerHTML += html;
var c=document.getElementById("circleCanvas"+circleCount);
var ctx=c.getContext("2d");
ctx.beginPath();
ctx.arc(diameter/2+1,diameter/2+1,diameter/2,0,2*Math.PI);
ctx.stroke();
++circleCount;
}
$(".circled").each(function(i, obj) {
var rect = obj.getBoundingClientRect();
circleRect(rect);
});
Why is only one canvas showing up?

It will be more reliable to manipulate the DOM rather than trying to inline things with innerHTML. This code uses jQuery's DOM manipulation methods:
var circleCount = 0;
function circleRect(rect)
{
var diameter = Math.sqrt(rect.width*rect.width+rect.height*rect.height);
var cx = (rect.right + rect.left)/2;
var cy = (rect.top + rect.bottom)/2;
var left = Math.floor(cx - diameter/2);
var top = Math.floor(cy - diameter/2);
diameter = Math.floor(diameter);
var html = $("<canvas id='circleCanvas"+circleCount+"' "+
"width='"+(diameter+2)+"' "+
"height='"+(diameter+2)+"' "+
"style='"+
"position:absolute;"+
"z-index:0;"+
"left:"+(left-1)+"px;"+
"top:"+(top-1)+"px;"+
"' />");
$("#circles").append(html);
var ctx=html[0].getContext("2d");
ctx.beginPath();
ctx.arc(diameter/2+1,diameter/2+1,diameter/2,0,2*Math.PI);
ctx.stroke();
++circleCount;
}
You could also use the standard createElement and appendChild if you don't really need jQuery.
The innerHTML property has a number of drawbacks, although there is nothing specific I can find about not using += with it, the fact that insertAdjacentHTML exists would seem to indicate that you shouldn't really expect it to work well. (forgot this bit earlier) In this case, as you correctly surmised in your comment, the canvas you've drawn on is replaced by a new one when the assignment to innerHTML happens.

Related

How do i calculate the height of each letter from a string, NOT on a canvas? [duplicate]

The spec has a context.measureText(text) function that will tell you how much width it would require to print that text, but I can't find a way to find out how tall it is. I know it's based on the font, but I don't know to convert a font string to a text height.
Browsers are beginning to support advanced text metrics, which will make this task trivial when it's widely supported:
let metrics = ctx.measureText(text);
let fontHeight = metrics.fontBoundingBoxAscent + metrics.fontBoundingBoxDescent;
let actualHeight = metrics.actualBoundingBoxAscent + metrics.actualBoundingBoxDescent;
fontHeight gets you the bounding box height that is constant regardless of the string being rendered. actualHeight is specific to the string being rendered.
Spec: https://www.w3.org/TR/2012/CR-2dcontext-20121217/#dom-textmetrics-fontboundingboxascent and the sections just below it.
Support status (20-Aug-2017):
Chrome has it behind a flag (https://bugs.chromium.org/p/chromium/issues/detail?id=277215).
Firefox has it in development (https://bugzilla.mozilla.org/show_bug.cgi?id=1102584).
Edge has no support (https://wpdev.uservoice.com/forums/257854-microsoft-edge-developer/suggestions/30922861-advanced-canvas-textmetrics).
node-canvas (node.js module), mostly supported (https://github.com/Automattic/node-canvas/wiki/Compatibility-Status).
UPDATE - for an example of this working, I used this technique in the Carota editor.
Following on from ellisbben's answer, here is an enhanced version to get the ascent and descent from the baseline, i.e. same as tmAscent and tmDescent returned by Win32's GetTextMetric API. This is needed if you want to do a word-wrapped run of text with spans in different fonts/sizes.
The above image was generated on a canvas in Safari, red being the top line where the canvas was told to draw the text, green being the baseline and blue being the bottom (so red to blue is the full height).
Using jQuery for succinctness:
var getTextHeight = function(font) {
var text = $('<span>Hg</span>').css({ fontFamily: font });
var block = $('<div style="display: inline-block; width: 1px; height: 0px;"></div>');
var div = $('<div></div>');
div.append(text, block);
var body = $('body');
body.append(div);
try {
var result = {};
block.css({ verticalAlign: 'baseline' });
result.ascent = block.offset().top - text.offset().top;
block.css({ verticalAlign: 'bottom' });
result.height = block.offset().top - text.offset().top;
result.descent = result.height - result.ascent;
} finally {
div.remove();
}
return result;
};
In addition to a text element, I add a div with display: inline-block so I can set its vertical-align style, and then find out where the browser has put it.
So you get back an object with ascent, descent and height (which is just ascent + descent for convenience). To test it, it's worth having a function that draws a horizontal line:
var testLine = function(ctx, x, y, len, style) {
ctx.strokeStyle = style;
ctx.beginPath();
ctx.moveTo(x, y);
ctx.lineTo(x + len, y);
ctx.closePath();
ctx.stroke();
};
Then you can see how the text is positioned on the canvas relative to the top, baseline and bottom:
var font = '36pt Times';
var message = 'Big Text';
ctx.fillStyle = 'black';
ctx.textAlign = 'left';
ctx.textBaseline = 'top'; // important!
ctx.font = font;
ctx.fillText(message, x, y);
// Canvas can tell us the width
var w = ctx.measureText(message).width;
// New function gets the other info we need
var h = getTextHeight(font);
testLine(ctx, x, y, w, 'red');
testLine(ctx, x, y + h.ascent, w, 'green');
testLine(ctx, x, y + h.height, w, 'blue');
You can get a very close approximation of the vertical height by checking the length of a capital M.
ctx.font = 'bold 10px Arial';
lineHeight = ctx.measureText('M').width;
The canvas spec doesn't give us a method for measuring the height of a string. However, you can set the size of your text in pixels and you can usually figure out what the vertical bounds are relatively easily.
If you need something more precise then you could throw text onto the canvas and then get pixel data and figure out how many pixels are used vertically. This would be relatively simple, but not very efficient. You could do something like this (it works, but draws some text onto your canvas that you would want to remove):
function measureTextHeight(ctx, left, top, width, height) {
// Draw the text in the specified area
ctx.save();
ctx.translate(left, top + Math.round(height * 0.8));
ctx.mozDrawText('gM'); // This seems like tall text... Doesn't it?
ctx.restore();
// Get the pixel data from the canvas
var data = ctx.getImageData(left, top, width, height).data,
first = false,
last = false,
r = height,
c = 0;
// Find the last line with a non-white pixel
while(!last && r) {
r--;
for(c = 0; c < width; c++) {
if(data[r * width * 4 + c * 4 + 3]) {
last = r;
break;
}
}
}
// Find the first line with a non-white pixel
while(r) {
r--;
for(c = 0; c < width; c++) {
if(data[r * width * 4 + c * 4 + 3]) {
first = r;
break;
}
}
// If we've got it then return the height
if(first != r) return last - first;
}
// We screwed something up... What do you expect from free code?
return 0;
}
// Set the font
context.mozTextStyle = '32px Arial';
// Specify a context and a rect that is safe to draw in when calling measureTextHeight
var height = measureTextHeight(context, 0, 0, 50, 50);
console.log(height);
For Bespin they do fake a height by measuring the width of a lowercase 'm'... I don't know how this is used, and I would not recommend this method. Here is the relevant Bespin method:
var fixCanvas = function(ctx) {
// upgrade Firefox 3.0.x text rendering to HTML 5 standard
if (!ctx.fillText && ctx.mozDrawText) {
ctx.fillText = function(textToDraw, x, y, maxWidth) {
ctx.translate(x, y);
ctx.mozTextStyle = ctx.font;
ctx.mozDrawText(textToDraw);
ctx.translate(-x, -y);
}
}
if (!ctx.measureText && ctx.mozMeasureText) {
ctx.measureText = function(text) {
ctx.mozTextStyle = ctx.font;
var width = ctx.mozMeasureText(text);
return { width: width };
}
}
if (ctx.measureText && !ctx.html5MeasureText) {
ctx.html5MeasureText = ctx.measureText;
ctx.measureText = function(text) {
var textMetrics = ctx.html5MeasureText(text);
// fake it 'til you make it
textMetrics.ascent = ctx.html5MeasureText("m").width;
return textMetrics;
}
}
// for other browsers
if (!ctx.fillText) {
ctx.fillText = function() {}
}
if (!ctx.measureText) {
ctx.measureText = function() { return 10; }
}
};
EDIT: Are you using canvas transforms? If so, you'll have to track the transformation matrix. The following method should measure the height of text with the initial transform.
EDIT #2: Oddly the code below does not produce correct answers when I run it on this StackOverflow page; it's entirely possible that the presence of some style rules could break this function.
The canvas uses fonts as defined by CSS, so in theory we can just add an appropriately styled chunk of text to the document and measure its height. I think this is significantly easier than rendering text and then checking pixel data and it should also respect ascenders and descenders. Check out the following:
var determineFontHeight = function(fontStyle) {
var body = document.getElementsByTagName("body")[0];
var dummy = document.createElement("div");
var dummyText = document.createTextNode("M");
dummy.appendChild(dummyText);
dummy.setAttribute("style", fontStyle);
body.appendChild(dummy);
var result = dummy.offsetHeight;
body.removeChild(dummy);
return result;
};
//A little test...
var exampleFamilies = ["Helvetica", "Verdana", "Times New Roman", "Courier New"];
var exampleSizes = [8, 10, 12, 16, 24, 36, 48, 96];
for(var i = 0; i < exampleFamilies.length; i++) {
var family = exampleFamilies[i];
for(var j = 0; j < exampleSizes.length; j++) {
var size = exampleSizes[j] + "pt";
var style = "font-family: " + family + "; font-size: " + size + ";";
var pixelHeight = determineFontHeight(style);
console.log(family + " " + size + " ==> " + pixelHeight + " pixels high.");
}
}
You'll have to make sure you get the font style correct on the DOM element that you measure the height of but that's pretty straightforward; really you should use something like
var canvas = /* ... */
var context = canvas.getContext("2d");
var canvasFont = " ... ";
var fontHeight = determineFontHeight("font: " + canvasFont + ";");
context.font = canvasFont;
/*
do your stuff with your font and its height here.
*/
As JJ Stiff suggests, you can add your text to a span and then measure the offsetHeight of the span.
var d = document.createElement("span");
d.font = "20px arial";
d.textContent = "Hello world!";
document.body.appendChild(d);
var emHeight = d.offsetHeight;
document.body.removeChild(d);
As shown on HTML5Rocks
Isn't the height of the text in pixels equal to the font size (in pts) if you define the font using context.font ?
Just to add to Daniel's answer (which is great! and absolutely right!), version without JQuery:
function objOff(obj)
{
var currleft = currtop = 0;
if( obj.offsetParent )
{ do { currleft += obj.offsetLeft; currtop += obj.offsetTop; }
while( obj = obj.offsetParent ); }
else { currleft += obj.offsetLeft; currtop += obj.offsetTop; }
return [currleft,currtop];
}
function FontMetric(fontName,fontSize)
{
var text = document.createElement("span");
text.style.fontFamily = fontName;
text.style.fontSize = fontSize + "px";
text.innerHTML = "ABCjgq|";
// if you will use some weird fonts, like handwriting or symbols, then you need to edit this test string for chars that will have most extreme accend/descend values
var block = document.createElement("div");
block.style.display = "inline-block";
block.style.width = "1px";
block.style.height = "0px";
var div = document.createElement("div");
div.appendChild(text);
div.appendChild(block);
// this test div must be visible otherwise offsetLeft/offsetTop will return 0
// but still let's try to avoid any potential glitches in various browsers
// by making it's height 0px, and overflow hidden
div.style.height = "0px";
div.style.overflow = "hidden";
// I tried without adding it to body - won't work. So we gotta do this one.
document.body.appendChild(div);
block.style.verticalAlign = "baseline";
var bp = objOff(block);
var tp = objOff(text);
var taccent = bp[1] - tp[1];
block.style.verticalAlign = "bottom";
bp = objOff(block);
tp = objOff(text);
var theight = bp[1] - tp[1];
var tdescent = theight - taccent;
// now take it off :-)
document.body.removeChild(div);
// return text accent, descent and total height
return [taccent,theight,tdescent];
}
I've just tested the code above and works great on latest Chrome, FF and Safari on Mac.
EDIT: I have added font size as well and tested with webfont instead of system font - works awesome.
I solved this problem straitforward - using pixel manipulation.
Here is graphical answer:
Here is code:
function textHeight (text, font) {
var fontDraw = document.createElement("canvas");
var height = 100;
var width = 100;
// here we expect that font size will be less canvas geometry
fontDraw.setAttribute("height", height);
fontDraw.setAttribute("width", width);
var ctx = fontDraw.getContext('2d');
// black is default
ctx.fillRect(0, 0, width, height);
ctx.textBaseline = 'top';
ctx.fillStyle = 'white';
ctx.font = font;
ctx.fillText(text/*'Eg'*/, 0, 0);
var pixels = ctx.getImageData(0, 0, width, height).data;
// row numbers where we first find letter end where it ends
var start = -1;
var end = -1;
for (var row = 0; row < height; row++) {
for (var column = 0; column < width; column++) {
var index = (row * width + column) * 4;
// if pixel is not white (background color)
if (pixels[index] == 0) {
// we havent met white (font color) pixel
// on the row and the letters was detected
if (column == width - 1 && start != -1) {
end = row;
row = height;
break;
}
continue;
}
else {
// we find top of letter
if (start == -1) {
start = row;
}
// ..letters body
break;
}
}
}
/*
document.body.appendChild(fontDraw);
fontDraw.style.pixelLeft = 400;
fontDraw.style.pixelTop = 400;
fontDraw.style.position = "absolute";
*/
return end - start;
}
one line answer
var height = parseInt(ctx.font) * 1.2;
CSS "line-height: normal" is between 1 and 1.2
read here for more info
I'm kind of shocked that there are no correct answers here. There is no need to make an estimate or a guess. Also, the font-size is not the actual size of the bounding box of the font. The font height depends on whether you have ascenders and descenders.
To calculate it, use ctx.measureText() and add together the actualBoundingBoxAscent and the actualBoundingBoxDescent. That'll give you the actual size. You can also add together the font* versions to get the size that is used to calculate things like element height, but isn't strictly the height of the actual used space for the font.
const text = 'Hello World';
const canvas = document.querySelector('canvas');
canvas.width = 500;
canvas.height = 200;
const ctx = canvas.getContext('2d');
const fontSize = 100;
ctx.font = `${fontSize}px Arial, Helvetica, sans-serif`;
// top is critical to the fillText() calculation
// you can use other positions, but you need to adjust the calculation
ctx.textBaseline = 'top';
ctx.textAlign = 'center';
const metrics = ctx.measureText(text);
const width = metrics.width;
const actualHeight = metrics.actualBoundingBoxAscent + metrics.actualBoundingBoxDescent;
// fallback to using fontSize if fontBoundingBoxAscent isn't available, like in Firefox. Should be close enough that you aren't more than a pixel off in most cases.
const fontHeight = (metrics.fontBoundingBoxAscent + metrics.fontBoundingBoxDescent) ?? fontSize;
ctx.fillStyle = '#00F'; // blue
ctx.fillRect((canvas.width / 2) - (width / 2), (canvas.height / 2) - (fontHeight / 2), width, fontHeight);
ctx.fillStyle = '#0F0'; // green
ctx.fillRect((canvas.width / 2) - (width / 2), (canvas.height / 2) - (actualHeight / 2), width, actualHeight);
// canvas.height / 2 - actualHeight / 2 gets you to the top of
// the green box. You have to add actualBoundingBoxAscent to shift
// it just right
ctx.fillStyle = '#F00'; // red
ctx.fillText(text, canvas.width / 2, canvas.height / 2 - actualHeight / 2 + metrics.actualBoundingBoxAscent);
<canvas></canvas>
This is what I did based on some of the other answers here:
function measureText(text, font) {
const span = document.createElement('span');
span.appendChild(document.createTextNode(text));
Object.assign(span.style, {
font: font,
margin: '0',
padding: '0',
border: '0',
whiteSpace: 'nowrap'
});
document.body.appendChild(span);
const {width, height} = span.getBoundingClientRect();
span.remove();
return {width, height};
}
var font = "italic 100px Georgia";
var text = "abc this is a test";
console.log(measureText(text, font));
I'm writing a terminal emulator so I needed to draw rectangles around characters.
var size = 10
var lineHeight = 1.2 // CSS "line-height: normal" is between 1 and 1.2
context.font = size+'px/'+lineHeight+'em monospace'
width = context.measureText('m').width
height = size * lineHeight
Obviously if you want the exact amount of space the character takes up, it won't help. But it'll give you a good approximation for certain uses.
I have implemented a nice library for measuring the exact height and width of text using HTML canvas. This should do what you want.
https://github.com/ChrisBellew/text-measurer.js
Here is a simple function. No library needed.
I wrote this function to get the top and bottom bounds relative to baseline. If textBaseline is set to alphabetic. What it does is it creates another canvas, and then draws there, and then finds the top most and bottom most non blank pixel. And that is the top and bottom bounds. It returns it as relative, so if height is 20px, and there is nothing below the baseline, then the top bound is -20.
You must supply characters to it. Otherwise it will give you 0 height and 0 width, obviously.
Usage:
alert(measureHeight('40px serif', 40, 'rg').height)
Here is the function:
function measureHeight(aFont, aSize, aChars, aOptions={}) {
// if you do pass aOptions.ctx, keep in mind that the ctx properties will be changed and not set back. so you should have a devoted canvas for this
// if you dont pass in a width to aOptions, it will return it to you in the return object
// the returned width is Math.ceil'ed
console.error('aChars: "' + aChars + '"');
var defaultOptions = {
width: undefined, // if you specify a width then i wont have to use measureText to get the width
canAndCtx: undefined, // set it to object {can:,ctx:} // if not provided, i will make one
range: 3
};
aOptions.range = aOptions.range || 3; // multiples the aSize by this much
if (aChars === '') {
// no characters, so obviously everything is 0
return {
relativeBot: 0,
relativeTop: 0,
height: 0,
width: 0
};
// otherwise i will get IndexSizeError: Index or size is negative or greater than the allowed amount error somewhere below
}
// validateOptionsObj(aOptions, defaultOptions); // not needed because all defaults are undefined
var can;
var ctx;
if (!aOptions.canAndCtx) {
can = document.createElement('canvas');;
can.mozOpaque = 'true'; // improved performanceo on firefox i guess
ctx = can.getContext('2d');
// can.style.position = 'absolute';
// can.style.zIndex = 10000;
// can.style.left = 0;
// can.style.top = 0;
// document.body.appendChild(can);
} else {
can = aOptions.canAndCtx.can;
ctx = aOptions.canAndCtx.ctx;
}
var w = aOptions.width;
if (!w) {
ctx.textBaseline = 'alphabetic';
ctx.textAlign = 'left';
ctx.font = aFont;
w = ctx.measureText(aChars).width;
}
w = Math.ceil(w); // needed as i use w in the calc for the loop, it needs to be a whole number
// must set width/height, as it wont paint outside of the bounds
can.width = w;
can.height = aSize * aOptions.range;
ctx.font = aFont; // need to set the .font again, because after changing width/height it makes it forget for some reason
ctx.textBaseline = 'alphabetic';
ctx.textAlign = 'left';
ctx.fillStyle = 'white';
console.log('w:', w);
var avgOfRange = (aOptions.range + 1) / 2;
var yBaseline = Math.ceil(aSize * avgOfRange);
console.log('yBaseline:', yBaseline);
ctx.fillText(aChars, 0, yBaseline);
var yEnd = aSize * aOptions.range;
var data = ctx.getImageData(0, 0, w, yEnd).data;
// console.log('data:', data)
var botBound = -1;
var topBound = -1;
// measureHeightY:
for (y=0; y<=yEnd; y++) {
for (var x = 0; x < w; x += 1) {
var n = 4 * (w * y + x);
var r = data[n];
var g = data[n + 1];
var b = data[n + 2];
// var a = data[n + 3];
if (r+g+b > 0) { // non black px found
if (topBound == -1) {
topBound = y;
}
botBound = y; // break measureHeightY; // dont break measureHeightY ever, keep going, we till yEnd. so we get proper height for strings like "`." or ":" or "!"
break;
}
}
}
return {
relativeBot: botBound - yBaseline, // relative to baseline of 0 // bottom most row having non-black
relativeTop: topBound - yBaseline, // relative to baseline of 0 // top most row having non-black
height: (botBound - topBound) + 1,
width: w// EDIT: comma has been added to fix old broken code.
};
}
relativeBot, relativeTop, and height are the useful things in the return object.
Here is example usage:
<!DOCTYPE html>
<html>
<head>
<title>Page Title</title>
<script>
function measureHeight(aFont, aSize, aChars, aOptions={}) {
// if you do pass aOptions.ctx, keep in mind that the ctx properties will be changed and not set back. so you should have a devoted canvas for this
// if you dont pass in a width to aOptions, it will return it to you in the return object
// the returned width is Math.ceil'ed
console.error('aChars: "' + aChars + '"');
var defaultOptions = {
width: undefined, // if you specify a width then i wont have to use measureText to get the width
canAndCtx: undefined, // set it to object {can:,ctx:} // if not provided, i will make one
range: 3
};
aOptions.range = aOptions.range || 3; // multiples the aSize by this much
if (aChars === '') {
// no characters, so obviously everything is 0
return {
relativeBot: 0,
relativeTop: 0,
height: 0,
width: 0
};
// otherwise i will get IndexSizeError: Index or size is negative or greater than the allowed amount error somewhere below
}
// validateOptionsObj(aOptions, defaultOptions); // not needed because all defaults are undefined
var can;
var ctx;
if (!aOptions.canAndCtx) {
can = document.createElement('canvas');;
can.mozOpaque = 'true'; // improved performanceo on firefox i guess
ctx = can.getContext('2d');
// can.style.position = 'absolute';
// can.style.zIndex = 10000;
// can.style.left = 0;
// can.style.top = 0;
// document.body.appendChild(can);
} else {
can = aOptions.canAndCtx.can;
ctx = aOptions.canAndCtx.ctx;
}
var w = aOptions.width;
if (!w) {
ctx.textBaseline = 'alphabetic';
ctx.textAlign = 'left';
ctx.font = aFont;
w = ctx.measureText(aChars).width;
}
w = Math.ceil(w); // needed as i use w in the calc for the loop, it needs to be a whole number
// must set width/height, as it wont paint outside of the bounds
can.width = w;
can.height = aSize * aOptions.range;
ctx.font = aFont; // need to set the .font again, because after changing width/height it makes it forget for some reason
ctx.textBaseline = 'alphabetic';
ctx.textAlign = 'left';
ctx.fillStyle = 'white';
console.log('w:', w);
var avgOfRange = (aOptions.range + 1) / 2;
var yBaseline = Math.ceil(aSize * avgOfRange);
console.log('yBaseline:', yBaseline);
ctx.fillText(aChars, 0, yBaseline);
var yEnd = aSize * aOptions.range;
var data = ctx.getImageData(0, 0, w, yEnd).data;
// console.log('data:', data)
var botBound = -1;
var topBound = -1;
// measureHeightY:
for (y=0; y<=yEnd; y++) {
for (var x = 0; x < w; x += 1) {
var n = 4 * (w * y + x);
var r = data[n];
var g = data[n + 1];
var b = data[n + 2];
// var a = data[n + 3];
if (r+g+b > 0) { // non black px found
if (topBound == -1) {
topBound = y;
}
botBound = y; // break measureHeightY; // dont break measureHeightY ever, keep going, we till yEnd. so we get proper height for strings like "`." or ":" or "!"
break;
}
}
}
return {
relativeBot: botBound - yBaseline, // relative to baseline of 0 // bottom most row having non-black
relativeTop: topBound - yBaseline, // relative to baseline of 0 // top most row having non-black
height: (botBound - topBound) + 1,
width: w
};
}
</script>
</head>
<body style="background-color:steelblue;">
<input type="button" value="reuse can" onClick="alert(measureHeight('40px serif', 40, 'rg', {canAndCtx:{can:document.getElementById('can'), ctx:document.getElementById('can').getContext('2d')}}).height)">
<input type="button" value="dont reuse can" onClick="alert(measureHeight('40px serif', 40, 'rg').height)">
<canvas id="can"></canvas>
<h1>This is a Heading</h1>
<p>This is a paragraph.</p>
</body>
</html>
The relativeBot and relativeTop are what you see in this image here:
https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API/Tutorial/Drawing_text
Funny that TextMetrics has width only and no height:
http://www.whatwg.org/specs/web-apps/current-work/multipage/the-canvas-element.html#textmetrics
Can you use a Span as on this example?
http://mudcu.be/journal/2011/01/html5-typographic-metrics/#alignFix
First of all, you need to set the height of a font size, and then according to the value of the font height to determine the current height of your text is how much, cross-text lines, of course, the same height of the font need to accumulate, if the text does not exceed the largest text box Height, all show, otherwise, only show the text within the box text. High values need your own definition. The larger the preset height, the greater the height of the text that needs to be displayed and intercepted.
After the effect is processed(solve)
Before the effect is processed(
unsolved)
AutoWrappedText.auto_wrap = function(ctx, text, maxWidth, maxHeight) {
var words = text.split("");
var lines = [];
var currentLine = words[0];
var total_height = 0;
for (var i = 1; i < words.length; i++) {
var word = words[i];
var width = ctx.measureText(currentLine + word).width;
if (width < maxWidth) {
currentLine += word;
} else {
lines.push(currentLine);
currentLine = word;
// TODO dynamically get font size
total_height += 25;
if (total_height >= maxHeight) {
break
}
}
}
if (total_height + 25 < maxHeight) {
lines.push(currentLine);
} else {
lines[lines.length - 1] += "…";
}
return lines;};
I found that JUST FOR ARIAL the simplest, fastest and accuratest way to find height of bounding box is to use the width of certain letters. If you plan to use a certain font without letting user to choose one different, you can do a little research to find the right letter that do the job for that font.
<!DOCTYPE html>
<html>
<body>
<canvas id="myCanvas" width="700" height="200" style="border:1px solid #d3d3d3;">
Your browser does not support the HTML5 canvas tag.</canvas>
<script>
var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
ctx.font = "100px Arial";
var txt = "Hello guys!"
var Hsup=ctx.measureText("H").width;
var Hbox=ctx.measureText("W").width;
var W=ctx.measureText(txt).width;
var W2=ctx.measureText(txt.substr(0, 9)).width;
ctx.fillText(txt, 10, 100);
ctx.rect(10,100, W, -Hsup);
ctx.rect(10,100+Hbox-Hsup, W2, -Hbox);
ctx.stroke();
</script>
<p><strong>Note:</strong> The canvas tag is not supported in Internet
Explorer 8 and earlier versions.</p>
</body>
</html>
setting the font size might not be practical though, since setting
ctx.font = ''
will use the one defined by CSS as well as any embedded font tags. If you use the CSS font you have no idea what the height is from a programmatic way, using the measureText method, which is very short sighted. On another note though, IE8 DOES return the width and height.
This works 1) for multiline text as well 2) and even in IE9!
<div class="measureText" id="measureText">
</div>
.measureText {
margin: 0;
padding: 0;
border: 0;
font-family: Arial;
position: fixed;
visibility: hidden;
height: auto;
width: auto;
white-space: pre-wrap;
line-height: 100%;
}
function getTextFieldMeasure(fontSize, value) {
const div = document.getElementById("measureText");
// returns wrong result for multiline text with last line empty
let arr = value.split('\n');
if (arr[arr.length-1].length == 0) {
value += '.';
}
div.innerText = value;
div.style['font-size']= fontSize + "px";
let rect = div.getBoundingClientRect();
return {width: rect.width, height: rect.height};
};
I know this is an old answered question, but for future reference I'd like to add a short, minimal, JS-only (no jquery) solution I believe people can benefit from:
var measureTextHeight = function(fontFamily, fontSize)
{
var text = document.createElement('span');
text.style.fontFamily = fontFamily;
text.style.fontSize = fontSize + "px";
text.textContent = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789 ";
document.body.appendChild(text);
var result = text.getBoundingClientRect().height;
document.body.removeChild(text);
return result;
};
I monkey patched CanvasRenderingContext2D.measureText() in one of my project to include actual height of the text. It's written in vanilla JS and has zero dependencies.
/*
* Monkeypatch CanvasRenderingContext2D.measureText() to include actual height of the text
*/
; (function (global) {
"use strict";
var _measureText = global.CanvasRenderingContext2D.prototype.measureText;
global.CanvasRenderingContext2D.prototype.measureText = function () {
var textMetrics = _measureText.apply(this, arguments);
var _getHeight = function (text) {
var $span = global.document.createElement("span");
var spanTextNode = global.document.createTextNode(text);
$span.appendChild(spanTextNode);
$span.setAttribute("style", `font: ${this.font}`);
var $div = global.document.createElement("div");
$div.setAttribute("style", "display: inline-block; width: 1px; height: 0; vertical-align: super;");
var $parentDiv = global.document.createElement("div");
$parentDiv.appendChild($span);
$parentDiv.appendChild($div);
var $body = global.document.getElementsByTagName("body")[0];
$body.appendChild($parentDiv);
var divRect = $div.getBoundingClientRect();
var spanRect = $span.getBoundingClientRect();
var result = {};
$div.style.verticalAlign = "baseline";
result.ascent = divRect.top - spanRect.top;
$div.style.verticalAlign = "bottom";
result.height = divRect.top - spanRect.top;
result.descent = result.height - result.ascent;
$body.removeChild($parentDiv);
return result.height - result.descent;
}.bind(this);
var height = _getHeight(arguments[0]);
global.Object.defineProperty(textMetrics, "height", { value: height });
return textMetrics;
};
})(window);
You can use it like this
ctx.font = "bold 64px Verdana, sans-serif"; // Automatically considers it as part of height calculation
var textMetrics = ctx.measureText("Foobar");
var textHeight = textMetrics.height;
parseInt(ctx.font, 10)
e.g.
let text_height = parseInt(ctx.font, 10)
e.g. returns 35
In normal situations the following should work:
var can = CanvasElement.getContext('2d'); //get context
var lineHeight = /[0-9]+(?=pt|px)/.exec(can.font); //get height from font variable
This is madding... The height of the text is the font size.. Didn't any of you read the documentation?
context.font = "22px arial";
this will set the height to 22px.
the only reason there is a..
context.measureText(string).width
is because that the width of the string can not be determined unless it knows the string you want the width of but for all the strings drawn with the font.. the height will be 22px.
if you use another measurement than px then the height will still be the same but with that measurement so at most all you would have to do is convert the measurement.
Approximate solution:
var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
ctx.font = "100px Arial";
var txt = "Hello guys!"
var wt = ctx.measureText(txt).width;
var height = wt / txt.length;
This will be accurate result in monospaced font.

How to make a square object disappear with mouse cursor on top of it when square was made from Math.random() [duplicate]

I am generating 5 circles with a for loop in a canvas and I want to give them a class so I can control them with jquery, but I am doing something wrong. Can you guys figure out what's happening?
var stage;
var quantity = 6,
width = 60,
height = 60,
circles = [];
function init(){
stage = new createjs.Stage("myCanvas");
stage.width = 500;
stage.height = 600;
createjs.Ticker.setFPS(60);
createjs.Ticker.addEventListener("tick", onTick);
setupGame();
}
function setupGame() {
for(var i = 0; i < quantity; i++) {
var circle = document.createElement("img");
circle.setAttribute('src', 'images/circles/circle'+i+'.png');
circle.className = "circle";
circle.style.position = "absolute";
circle.style.left = Math.floor((Math.random() * 100)) + "%";
circle.style.top = Math.floor((Math.random() * 100)) + "%";
circle.style.width = width + "px";
circle.style.height = height + "px";
document.body.appendChild(circle);
circles.push(circle);
}
}
function onTick(e){
stage.update(e);
}
NEW VERSION. With the help from JonnyD, I now have a functional loop. The only problem is that the images get appended to the body, and not to my stage. I have tried stage.appendChild(circle), but it's not working.
Here is a link to an online source so you guys can check it out = LINK
A lot is wrong with your code.
You are trying to add properties to strings within an array which is not possible. Properties are added to objects using dot or bracket notation..
Dot notation
foo.bar.baz
Square bracket notation
foo['bar']['baz']
What I think you want to do is create five circles on the 'screen' or more technically correct DOM (https://developer.mozilla.org/en-US/docs/Web/API/Document_Object_Model) at random positions with set H&W of 60px with classnames of myClass..
I have rewritten your code for you, you can remove the style javascript lines and add them in the CSS if you wish.. All you were really doing wrong was attempting to add properties to array values, wrong technique for the code and missing off .style before width, height. Note You add className's and width and height attributes to DOM elements only.
You can now access the individual circles through a for loop and the circles array or by using the nth-child selector with CSS. e.g .circle:nth-child(1) {animation/transition}
var quantity = 5,
width = 60,
height = 60
circles = [];
function setUp() {
for(var i = 0; i < quantity; i++) {
var circle = document.createElement("div");
circle.className = "circle";
circle.style.position = "absolute";
circle.style.left = Math.floor((Math.random() * 100)) + "%";
circle.style.top = Math.floor((Math.random() * 100)) + "%";
circle.style.backgroundColor = "black";
circle.style.width = width + "px";
circle.style.height = height + "px";
circles.push(circle);
document.body.appendChild(circle);
}
}
setUp();
.circle {
border-radius: 50%;
-webkit-border-radius: 50%;
-moz-border-radius: 50%;
}
I didn't see you were using CreateJS.. in that case using the notation like so is okay..
var circle = new createjs.Shape();
circle.graphics.beginFill("DeepSkyBlue").drawCircle(0, 0, 50);
circle.x = 100;
circle.y = 100;
stage.addChild(circle);
ensure that you update the stage as well.
stage.update();
I realize this question has been answered, but since I clicked on this for trying to find out how to add a class to a canvas object in jquery, I'll post how to do that.
var thing = canvas_object;
$('body').append(thing);
var canvas = $('canvas');
canvas.addClass('test');
Things inside canvas are not in DOM, but elements in Scalable Vector Graphics images are, and can be manipulated this way.
Try using SVG if convenient. svg.js is a lightweight library to manipulate SVG.

The author of this Raphael JS extension has vanished from the face of the internet, help me with his script

The extension I'm talking about is the Raphael-zpd: http://pohjoisespoo.net84.net/src/raphael-zpd.js
/* EDIT The script is added to a Raphael document with this command var zpd = new RaphaelZPD(paper, { zoom: true, pan: true, drag: false}); where paper is your canvas */
The script was originally released at the authors github http://www.github.com/somnidea which no longer exists.
What I wanted to do was run the mousewheel zoom out to the threshold as soon as the raphael is loaded. The zoomthreshold is set at the beginning of the script zoomThreshold: [-37, 20]. In the mousewheel scroll function it is compared to zoomCurrent which is by default 0 me.zoomCurrent = 0;
This is the whole mousewheel event part
me.handleMouseWheel = function(evt) {
if (!me.opts.zoom) return;
if (evt.preventDefault)
evt.preventDefault();
evt.returnValue = false;
var svgDoc = evt.target.ownerDocument;
var delta;
if (evt.wheelDelta)
delta = evt.wheelDelta / 3600; // Chrome/Safari
else
delta = evt.detail / -90; // Mozilla
if (delta > 0) {
if (me.opts.zoomThreshold)
if (me.opts.zoomThreshold[1] <= me.zoomCurrent) return;
me.zoomCurrent++;
} else {
if (me.opts.zoomThreshold)
if (me.opts.zoomThreshold[0] >= me.zoomCurrent) return;
me.zoomCurrent--;
}
var z = 1 + delta; // Zoom factor: 0.9/1.1
var g = svgDoc.getElementById("viewport"+me.id);
var p = me.getEventPoint(evt);
p = p.matrixTransform(g.getCTM().inverse());
// Compute new scale matrix in current mouse position
var k = me.root.createSVGMatrix().translate(p.x, p.y).scale(z).translate(-p.x, -p.y);
me.setCTM(g, g.getCTM().multiply(k));
if (!me.stateTf)
me.stateTf = g.getCTM().inverse();
me.stateTf = me.stateTf.multiply(k.inverse());
}
The reason I can't just draw a smaller SVG to begin with is that I'm using raster images as the background and need them to be higher resolution. I would still like to start at the furthest point I've set at the threshold. Is it possible for me to somehow use this script to do this? I'm naturally using it otherwise to handle mouse zoom/pan.
//EDIT
There is also this function at the end of the script, but so far I've been unable to work it.
Raphael.fn.ZPDPanTo = function(x, y) {
var me = this;
if (me.gelem.getCTM() == null) {
alert('failed');
return null;
}
var stateTf = me.gelem.getCTM().inverse();
var svg = document.getElementsByTagName("svg")[0];
if (!svg.createSVGPoint) alert("no svg");
var p = svg.createSVGPoint();
p.x = x;
p.y = y;
p = p.matrixTransform(stateTf);
var element = me.gelem;
var matrix = stateTf.inverse().translate(p.x, p.y);
var s = "matrix(" + matrix.a + "," + matrix.b + "," + matrix.c + "," + matrix.d + "," + matrix.e + "," + matrix.f + ")";
element.setAttribute("transform", s);
return me;
}
Seems like it's used for panning through the document through say click events so that a click would execute the function with the given coordinates. However, as said I've been unable to work it. I don't know how it's supposed to function. I tried paper.ZPDPanTo(100, 100); as well as just ZPDPanTo(100,100) but nothing happens.
You may also want to check out the working branch for Raphaël 2.0, which supposedly adds support for viewBox and transforms, see https://github.com/DmitryBaranovskiy/raphael/tree/2.0.
This doesn't answer your question fully, but it seems quite possible that Raphaël 2.0 will address your use-case.
If you're using pure svg then you can manipulate the zoom&pan positions via the SVG DOM properties currentTranslate and currentScale, see this example.
An example using RAPHAEL ZPD:
var paper = Raphael("container",800,760);
window.paper = paper;
zpd = new RaphaelZPD(paper, { zoom: true, pan: true, drag: false });
paper.circle(100,100, 50).attr({fill:randomRGB(),opacity:0.95});
paper.rect(100,100, 250, 300).attr({fill:randomRGB(),opacity:0.65});
paper.circle(200,100, 50).attr({fill:randomRGB(),opacity:0.95});
paper.circle(100,200, 50).attr({fill:randomRGB(),opacity:0.95});
http://jsfiddle.net/4PkRm/1/

How to use `element.offsetParent` with HTML SVG elements?

I'm performing maintenance on some javascript which makes use of the .offsetParent property. Recent changes now have the application using SVG elements, and they are breaking the JavaScript, as mySvgElement.offsetParent is always undefined.
Is .offsetParent standard, and does it not work with SVG elements? If so, what is an alternative to .offsetParent when working with HTML5 SVG elements?
offsetParent does not exist in SVG.
To get the bounding box coordinates of an SVG node, you would typically use the getBBox method on the SVG element. This returns a bbox in the local coordinate system of that element. To determine the location of the SVG element in screen coordinates, then, you use getScreenCTM on the element to get a transformation matrix that will transform that element's local coordinates to screen coordinates. You then transform the returned bbox by the returned transformation matrix. Here's some code to do this:
function getBoundingBoxInArbitrarySpace(element,mat){
var svgRoot = element.ownerSVGElement;
var bbox = element.getBBox();
var cPt1 = svgRoot.createSVGPoint();
cPt1.x = bbox.x;
cPt1.y = bbox.y;
cPt1 = cPt1.matrixTransform(mat);
// repeat for other corner points and the new bbox is
// simply the minX/minY to maxX/maxY of the four points.
var cPt2 = svgRoot.createSVGPoint();
cPt2.x = bbox.x + bbox.width;
cPt2.y = bbox.y;
cPt2 = cPt2.matrixTransform(mat);
var cPt3 = svgRoot.createSVGPoint();
cPt3.x = bbox.x;
cPt3.y = bbox.y + bbox.height;
cPt3 = cPt3.matrixTransform(mat);
var cPt4 = svgRoot.createSVGPoint();
cPt4.x = bbox.x + bbox.width;
cPt4.y = bbox.y + bbox.height;
cPt4 = cPt4.matrixTransform(mat);
var points = [cPt1,cPt2,cPt3,cPt4]
//find minX,minY,maxX,maxY
var minX=Number.MAX_VALUE;
var minY=Number.MAX_VALUE;
var maxX=0
var maxY=0
for(i=0;i<points.length;i++)
{
if (points[i].x < minX)
{
minX = points[i].x
}
if (points[i].y < minY)
{
minY = points[i].y
}
if (points[i].x > maxX)
{
maxX = points[i].x
}
if (points[i].y > maxY)
{
maxY = points[i].y
}
}
//instantiate new object that is like an SVGRect
var newBBox = {"x":minX,"y":minY,"width":maxX-minX,"height":maxY-minY}
return newBBox;
}
function getBBoxInScreenSpace(element){
return getBoundingBoxInArbitrarySpace(element,element.getScreenCTM());
}
This code was taken from here, and is Apache-licensed. getBoundingBoxInArbitrarySpace has been tested, but getBBoxInScreenSpace hasn't (but I think it should work).
offsetParent is not a standard property of SVG elements, although some browsers may provide one anyway.
Depending on what you want to do with the information, using getScreenCTM or getCTM will probably work for you. For example, here's how you might calculate the position in pixels of (0, 0) relative to the element:
var
matrix = element.getScreenCTM(),
point = element.createSVGPoint();
point.x = 0;
point.y = 0;
point = point.matrixTransform(matrix.inverse());
"SVGElement.offsetParent' is deprecated and will be removed in M50" = april 2016 offsetParent will be removed
You can use "getBoundingClientRect()"
for more info : https://www.chromestatus.com/features/5724912467574784

jQuery - use canvas to draw lines between divs

I have n <div>s, each with <h1> title and <ul> list of items in.
I would like to float these over a canvas and draw lines from <div id="x"> list item y to <div id="z">. I am using jQuery UI to make the <div>s draggable.
The canvas element is part way down the page (a paragraph of text and some form elements precede it) but I can change this if necessary.
[edit]
I tagged the question with graph, but let me add this link: Graph_(mathematics) :-)
I would make the div's positioning to absolute and then set them where you want. Then get their position with this function:
//Get the absolute position of a DOM object on a page
function findPos(obj) {
var curLeft = curTop = 0;
if (obj.offsetParent) {
do {
curLeft += obj.offsetLeft;
curTop += obj.offsetTop;
} while (obj = obj.offsetParent);
}
return {x:curLeft, y:curTop};
}
When you have their position, add it to half their width/height, and you will have the position of their center on the page. Now find the position of the canvas and substract it from the previously found numbers. If you draw a line between those two points, it should link the two divs. In case it's not clear, here's how I would code it:
var centerX = findPos(document.getElementById('x'));
centerX.x += document.getElementById('x').style.width;
centerX.y += document.getElementById('x').style.height;
var centerZ = findPos(document.getElementById('Z'));
centerZ.x += document.getElementById('z').style.width;
centerZ.y += document.getElementById('z').style.height;
//Now you've got both centers in reference to the page
var canvasPos = findPos(document.getElementById('canvas'));
centerX.x -= canvasPos.x;
centerX.y -= canvasPos.y;
centerZ.x -= canvasPos.x;
centerZ.y -= canvasPos.y;
//Now both points are in reference to the canvas
var ctx = document.getElementById('canvas').getContext('2d');
ctx.beginPath();
ctx.moveTo(centerX.x, centerX.y);
ctx.lineTo(centerZ.x, centerZ.y);
ctx.stroke();
//Now you should have a line between both divs. You should call this code each time the position changes
EDIT
By the way, using the findPos function you can also set the initial position of the divs relatively to the canvas (here at (30; 40)):
var position = {x: 30, y: 40};
var canvasPos = findPos(document.getElementById('canvas'));
var xPos = canvasPos.x + position.x;
var yPos = canvasPos.y + position.y;
document.getElementById('x').style.left = xPos+"px";
document.getElementById('x').style.top = yPos+"px";

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