kinetic js image is cropped in memory when dragging - javascript

I have applied dragging (built in ability) on my group which consists of image object and 4 anchor objects (shapes).
When I move group all works ok, but when I want to save that image. Image gets cropped as Image(group) is moved away of (0,0) position. If I load image and save it when it is on (0,0) position get full image in file, but if dragged it away from 0,0 than my image gets cropped progressively, when I save it.
I observed what toDataURL() is returning and really further I go from 0,0 string gets shorter from toDataURL()
Please can somebody help me.
Thx

If you drag the group, you must define the x,y,width,height properties of toDataURL:
A Demo: http://jsfiddle.net/m1erickson/Kr3t2/
var url=group.toDataURL({
x:group.x(),
y:group.y(),
width:group.getWidth(),
height:group.getHeight()
});

Related

How do I save canvas display to transparent PNG?

If you click Run code snippet in this link, it shows a cool usage of <canvas> where you can "cut-out" part of the image (just drag your mouse on the image to "cut"). I'm just curious if there is any way to save the resulting "cut-out" part of the image, as a transparent PNG (i.e. everything that is white in the canvas would be transparent).
If anyone can point me in the right direction (or tell me it's not doable), I'd appreciate it.
Yes, there is a way. Use canvas context.getImageData to get image raw data-array. Do with it(raw data) what you need(make transparent any pixel you need), and then use context.putImageData to render data on canvas. Then use var data = canvas.toDataURL("image/png") to get image data. And then you can do so: image.src = data;
Use this link https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/getImageData for more info
Here's a quick tour showing how to crop & save a user-dragged cutout of an image:
Draw the image on the canvas.
Listen to mouse events and let the user define the region they want to cut out by continuously connecting new lines to the current mouse position.
Save every mouse point from #2 in an array.
When the user has finished defining their cutout region:
Clear the canvas.
Draw and fill the cutout area using the saved points in the arry.
Set context.globalCompositeOperation='source-in'. This mode will cause any new drawings to appear only where the newly drawn pixels and the existing pixels overlap and every thing else is made transparent. In common terms: New pixels will be "clipped" into the user defined cutout and new pixels will not appear outside the cutout.
Redraw the image.
The result is the second drawing of the image will appear only inside the user defined cutout. Everything else will be transparent.
Finally, you can use var url=canvasElement.toDataURL to save the cropped canvas image into a .png dataURL. If you then want an actual image from this dataURL you can var img=new Image() and set the img.src=url.

KineticJs - Merging an image onto another

I'd like to know if there is some way in Kinetic to have an image merged with another image on a lower layer, creating a kind of crop effect based on the shape of the "cropping" image.
The image must have a transparent background as a result, which is the main source of difficulty for me. I would otherwise just have used a mask with dragging turned off... I've made a diagram to explain what I want a bit better. Any suggestions welcome.
diagram
I've also made a quick jsfiddle, where I would like the contents of the image to be displayed inside the box. I feel like one layer is the way to go on this one.
You can use an offscreen Canvas element plus compositing to create your clipped image for use by your Kinetic.Image. Note that the offscreen canvas can be used as an image source for your Kinetic.Image.
Example code and a Demo: http://jsfiddle.net/m1erickson/ks1xxqfL/
var canvas=document.createElement('canvas');
var ctx=canvas.getContext('2d');
canvas.width=background.width;
canvas.height=background.height;
ctx.drawImage(mask,0,0,mask.width*2.25,mask.height*2.25);
ctx.globalCompositeOperation='source-in';
ctx.drawImage(background,0,0);
var support=new Kinetic.Image({
draggable:true,
image:canvas,
});
layer.add(support);
layer.draw();
Illustrations
Left: the background image,
Center: the image to be used as a clipping mask
Right: the background clipped by the mask (mask was scaled by 2.25X)

Making rectangular image an irregular shape on a canvas

After searching the web for just over an hour, I have not found any luck.
I am wondering if it is possible, if so how do I create a transparent image on a js canvas not to be considered as a rectangle, rather only the visible area of it.
For example if you click in a transparent spot on the png the script does not considered that part of the object.
Thank you :)
Yes, you can get info about every pixel on the canvas using context.getImageData
A Demo: http://jsfiddle.net/m1erickson/tMmzc/
This code will get an array containing info about every pixel on the canvas:
var data=ctx.getImageData(0,0,canvas.width,canvas.height).data;
The data array is organized with 4 sequential element representing the red,green,blue & alpha(opacity) information about one pixel.
The data array's elements #0-3 have the top-left pixel's r,g,b,a info.
The data array's elements #4-7 have the next rightward pixel's r,g,b,a info.
...and so on...
Therefore, given the mouse position on the canvas you can fetch that pixel's alpha info. If the alpha value is zero then that pixel is transparent.
This code will read the alpha value under the mouse and determine if it's transparent:
var isTransparent = data[(mouseY*canvas.width+mouseX)*4+3]>0;

Convert absolute coordinates to relative coordinates

I have an image where I can place markers wherever I click.: http://jsbin.com/ojahel/10/edit
I need to save those marker positions in a json array and then send it to the server. Which I have done. But the coordinates I'm sending are absolute I think. Because I need to use them in another page, and when I display the same image as before the markers are not in the same position, since they are not being place with coordinates relative to the image it self, but to the screen coordinates.
Any idea how I can convert them when I submit the form, and then another function to "convert" the relative coordinates to absolute when I display the image in another page?
i think you have to find out at which coordinates your image is placed on the first page. Let us call them x_abs(picture),y_abs(picture). Then you can compute the relative coordinates of the marker by
x_rel(marker) = x_abs(marker) - x_abs(picture)
y_rel(marker) = y_abs(marker) - y_abs(picture)
On the next page you have to find out again where your image is placed, and retain the absolute coordinates of the marker by
x_abs(marker) = x_rel(marker) + x_abs(picture)
y_abs(marker) = y_abs(marker) + y_abs(picture)
Note that x_abs(picture),y_abs(picture) are now referring to the absolute coordinates of the picture in the second page. Hope that helps

Spot the ball game, zooming problems, jQuery

I am trying to create a spot the ball game, so it will (eventually) be an image of a player kicking a ball but the ball has been removed and the player needs to click where the ball should be.
The first version went well and works.
http://enjoythespace.com/sites/game/test.html
But what I need to add is some sort of zooming so you can see more accurately where you are clicking. I been playing around and have come up with this
http://enjoythespace.com/sites/v2/demo.html
But once you click it looks great when zoomed in but when you go back to the image its way off.
I think its todo with how the image is setup, the #webpage is half the original size of the image and the #retina uses the full size of the image.
Any help?
The first problem is that you aren't setting the retina backgroundPosition correctly.
This code works (I added a zoom variable to make it clear how changing the zoom would change the calculation, but it would need other changes too):
/* Moving the retina div with the mouse
(and scrolling the background) */
zoom = 2.0;
retina.css({
left : left - sizes.retina.width/2,
top : top - sizes.retina.height/2,
backgroundPosition : ""+(-zoom*left+sizes.retina.width/2)+'px '+(-zoom*top+sizes.retina.height/2)+'px'
});
Test this by checking that all four corners are seen correctly in the retina, i.e. when you're over the corner of the main image, the corner should be in the center of the retina circle.
The second problem is if you resize the browser the position calculations are out because the offset variable isn't updated for the new size. A simple way to do this is to put this as the first line of webpage.mousemove() so the offsets are updated every time:
var offset = { left: webpage.offset().left, top: webpage.offset().top };
It looks like you are passing the top/left position click point of the zoomed image to highlight where you have clicked. What you will need to do is alter your top/left position based on whether the fisheye is over the image or not.
Does the un-zoomed image have to be part of the news page or can it be a standalone image?
If it can be standalone then the solution should be quite simple. If the zoomed in image is twice the size of the unzoomed one then you can just set the top/left values of the highlight to half the value of the zoomed, when looking at the unzoomed.
Jquery position will allow you to accurately get the position.
jQuery Position()

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