Changing Pen Color on Canvas after draw - javascript

I'm trying to change the color of the contents of the canvas after it is drawn. So if you start drawing a green circle, you could then decide later to make your previously drawn circle into a red a circle.
I'm using the signaturePad plugin here:
https://github.com/szimek/signature_pad
I have some of the functionality built, but the pen color change doesn't change previously drawn elements. Here's a fiddle:
http://jsfiddle.net/Z6g5Z/
Thanks for your help! The fiddle is prob. the best way to see the issue, but the JS and markup are below.
var canvas = $("#can")[0];
var signaturePad = new SignaturePad(canvas, {
minWidth: 2,
maxWidth: 5,
penColor: "rgb(66, 133, 244)"
});
$('#clear').click(function(){
signaturePad.clear();
});
$('.global-color li').click(function(){
$('.on').removeClass('on');
var $t = $(this);
$t.addClass('on');
var selectedColor = $t.data('color');
signaturePad.penColor = hexToRgb(selectedColor);
});
<ul class="global-color">
<li class="yellow-pick" data-color="#f8c90d">yellow</li>
<li class="green-pick" data-color="#3dae49">green</li>
<li class="orange-pick" data-color="#e87425">orange</li>
<li class="blue-pick on" data-color="#009cc5">blue</li>
</ul>
<div>
<input id="clear" type="button" value="clear" />
</div>
<canvas id="can" width="200px" height="200px"></canvas>

In your color change handler, have all canvas change its (non-transparent) pixels to the new color.
For this, most simple is to use globalComposite operation mode 'source-in', and fill over the canvas with the new color :
// set all pixels of the image to this color
function setCurrentColor(canvas, color) {
var context = canvas.getContext('2d');
context.save();
context.fillStyle = color;
context.globalCompositeOperation = 'source-in';
context.fillRect(0,0,canvas.width, canvas.height);
context.restore();
}
i updated your demo :
http://jsfiddle.net/gamealchemist/Z6g5Z/3/

You can by changing composite mode and fill in the color you want on the existing content.
With a library like this you have no guarantee of the inner workings of it so it may work today and may not work tomorrow - if the author decides to change the way it behaves internally.
So with that disclaimer you can use the following code to change the color of the existing drawing - this works in general with all canvas drawings and changes non-transparent pixels to what you draw on top:
function changeColor() {
ctx.save();
ctx.globalCompositeOperation = 'source-atop';
ctx.fillStyle = selectedColor;
ctx.fillRect(0, 0, ctx.canvas.width, ctx.canvas.height);
ctx.restore();
}
However, since we are going to tap into the library there are at least one other limitation here. The library seem to use a second canvas on top where it registers the mouse. When pen is up it transfer that drawing to the main canvas. The drawback with this, for us, is that the pen change won't happen until we draw something new; we can't change the pen color visually just by using the above function - for that you would have to patch the library to add for example a method which did all the steps needed internally.
But we do get close by adding the following setting:
var signaturePad = new SignaturePad(canvas, {
minWidth: 2,
maxWidth: 5,
penColor: "rgb(66, 133, 244)",
onBegin: changeColor /// add callback here
});
Live demo here
Hope this helps!

Related

How can I draw on top of image using HTML Canvas?

I am looking to achieve a sort of "color in the image" effect.
I have several images of a giraffes head, all tinted different colours. I would like to be able to "colour in" the image by revealing the tinted image by using your mouse to draw a shape, and only the intersection shows. Where the untinted image of the giraffe is defaulted to show, and if you use your mouse to draw on top of the image, where you drew would reveal a tinted image of the giraffe, revealing a sort of "colouring in" of the image.
Here's what I have so far. I'm using the MDN documentation of Canvas globalCompositeOperation as reference. But I'm stuck at a pretty early stage:
function animate() {
// canvasContext.clearRect(0, 0, canvas.width, canvas.height);
// canvasContext.drawImage(image2, (canvas.width/2) - (image2.width/2), (canvas.height/2) - (image2.height/2), image2.width, image2.height); // if this line is removed, we can draw the image, but theres no starting image
canvasContext.save();
canvasContext.beginPath();
canvasContext.arc(touchX, touchY, 20, 0, Math.PI*2, false);
canvasContext.clip();
canvasContext.drawImage(image1, (canvas.width/2) - (image1.width/2), (canvas.height/2) - (image1.height/2), image1.width, image1.height);
canvasContext.restore();
window.requestAnimationFrame(animate);
}
I can't even get the ellipse 'brush' to stay on the canvas and fill in the shape of the giraffe. Nothing seems to be working for me.
Here's a JSFiddle of it not working. The touchmove is working in my project environment, just not in the Fiddle for some reason.
--
Update: I can get the tinted image to be "painted" onto the screen in the shape of the giraffe, using clip. But when I render the untinted image before, the "colouring in" effect doesn't work.
Figured it out! Looks like clip() with two layered canvas elements was the answer, instead of globalCompositeOperation.
The following code achieves this 'colouring in' effect.
function handleOnPointerDown(event) {
touchX = event.touches[0].clientX;
touchY = event.touches[0].clientY;
}
function animate() {
displayImageOnCanvas(canvas, canvasContext, loadedImage[0]);
canvasContext2.save();
canvasContext2.beginPath();
canvasContext2.globalAlpha = 0.5;
canvasContext2.arc(touchX, touchY, 20, 0, Math.PI*2, false);
canvasContext2.clip();
if (colourState === 1) {
// red tinted
displayImageOnCanvas(canvas2, canvasContext2, loadedImage[1]);
} else if (colourState === 5) {
// blue tinted
displayImageOnCanvas(canvas2, canvasContext2, loadedImage[5]);
}
canvasContext2.restore();
window.requestAnimationFrame(animate);
}

Replace a color on canvas

I'm using html5 canvas to make a game. I made a spritefont system to be able to draw text from a texture. Namely
.
Now I'd like to be able to change the white part of the text to any color I want. My guess is that I'll need to render the texture to a temporary canvas change the color and get the new texture and draw that instead.
However, I don't know how I can replace a color using the canvas's functions.
And I don't even know if this is the best way to do this. What should I do?
Since your spritefont is monochrome, you can use CanvasRenderingContext2D's 'multiply' globalCompositeOperation to apply color to the white part. But multiplying by a solid rectangle of color will wipe out the transparency, so you'll need to redraw the transparent parts with 'destination-atop'.
const FONT_COLOR = '#39f';
// Load up your spritefont
const spritefont = new Image();
spritefont.src = 'https://i.stack.imgur.com/mDvum.png';
// While waiting for the image to load,
// create a canvas to do the coloring work on
const fontCanvas = document.createElement('canvas');
const fontContext = fontCanvas.getContext('2d');
// Once the spritefont is loaded,
spritefont.addEventListener('load', function () {
// Resize the canvas to match the image's dimensions
fontCanvas.width = spritefont.width;
fontCanvas.height = spritefont.height;
// Draw your image on the canvas with a black background
// Without the background, you'll get tinting at the partially-transparent edges
fontContext.fillStyle = 'black';
fontContext.fillRect(0, 0, fontCanvas.width, fontCanvas.height);
fontContext.drawImage(spritefont, 0, 0);
// Multiply by the font color
// white * color = color, black * color = black
fontContext.globalCompositeOperation = 'multiply';
fontContext.fillStyle = FONT_COLOR;
fontContext.fillRect(0, 0, fontCanvas.width, fontCanvas.height);
// Restore the transparency
fontContext.globalCompositeOperation = 'destination-atop';
fontContext.drawImage(spritefont, 0, 0);
});
// Display the canvas in the snippet
document.body.append(fontCanvas);
/* just to prove that alpha is preserved */
canvas {background:0 0/32px 32px linear-gradient(45deg,#ccc 25%,transparent 25%,transparent 75%,#ccc 75%,#ccc),16px 16px/32px 32px linear-gradient(45deg,#ccc 25%,#999 25%,#999 75%,#ccc 75%,#ccc);}
If you plan to put the color-changing functionality in a function and reuse the canvas (which you should), make sure to set the context's globalCompositeOperation back to the default, 'source-over'.
HTML5 canvases follows draw and forget strategy. If you want any change (be it font color or change of shapes or text or lines etc) in what had been drawn earlier, you need to re-draw everything.
Mostly upto to my use of canvases, the whole re-drawing process is pretty fast and works without any lag or delay.
EDIT
context.fillStyle = 'red';
context.strokeStyle = 'black';
context.font = '20pt Verdana';
context.fillText('Some text', 50, 50);
context.strokeText('Some text', 50, 50);
context.fill();
context.stroke();

Cutting tilted lines canvas/Javascript?

I've watched a bunch of tutorials and am currently trying to cut the top right piece out, but can only cut in a straight line. Not I'm stuck wondering how I would go by to cut remaining tilted line on this piece. How would I go by doing that?
This is the line I'm talking about: http://imgur.com/GgxPcb0
The fiddle: http://jsfiddle.net/8b1a64pm/2/
<body>
<canvas id="NewCanvas" height="800" width="800">
</canvas>
</body>
And the javascript
var can=document.getElementById("NewCanvas");
var Jctx=can.getContext("2d");
var img = new Image();
img.onload = function() {
Jctx.drawImage(img,150,10);
//drawImage(image,sx,sy,sw,sh,dx,dy,dw,dh);
Jctx.drawImage(img,150, 45, 150, 100, 100, 300, 150, 100);
}
img.src='http://images.sodahead.com/polls/004087283/3238285773_0912_holiday_pie_slicespreview_answer_103_xlarge.jpeg';
Use the clip method on the new canvas to cut out only part of the original.
Eg
// ctx is the new canvas
ctx.save(); // save the current state
ctx.moveTo(0,0);
ctx.lineTo(150,0);
ctx.lineTo(75,150);
ctx.closePath();
ctx.clip();
ctx.drawImage(img,0,0); // new image is clipped
ctx.restore(); // revert to old state and removes the clip.

javascript canvas detect click on shape

I have a problem with the click function in javascript. This is my code:
var canvas = document.getElementsByTagName("canvas")[0];
var ctx = canvas.getContext('2d');
BigCircle = function(x, y, color, circleSize) {
ctx.shadowBlur = 10;
ctx.shadowColor = color;
ctx.beginPath();
ctx.arc(x, y, circleSize, 0, Math.PI * 2, true);
ctx.fill();
ctx.closePath();
};
var bigGreen = new BigCircle(1580, 800, '#5eb62b', 180);
function init() {
$("#bigGreen").click(function(e){
alert("test");
});
}
$(document).ready(function() {
init();
});
But the click event is not working! Does anybody know why? Thank you so much in advance!
You can now use hit regions in Chrome and Firefox:
https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API/Tutorial/Hit_regions_and_accessibility#Hit_regions
(Edit: Hit regions are now obsolete)
or just use one of the many canvas APIs:
http://www.fabricjs.com/
http://www.createjs.com/easeljs
http://www.paperjs.org
etc...
without seeing your html this question is a little bit unclear, it seems you would like to draw something on a canvas and use jquery to add click events for the circle, this isn't possible.
you can use jquery to get the click event ON the canvas and from the cursor position you can calculate if the user clicked the circle or not, but jquery won't help you here you have to do the math yourself.
jquery does only work for dom elements.
BigCircle = function(ctx,x, y, color, circleSize) {
ctx.beginPath();
ctx.arc(x, y, circleSize, 0, Math.PI * 2, true);
ctx.fillStyle=color
ctx.fill();
ctx.closePath();
this.clicked=function(){
ctx.fillStyle='#ff0000'
ctx.fill();
}
};
function init() {
var canvas = document.getElementsByTagName("canvas")[0];
var ctx = canvas.getContext('2d');
var bigGreen = new BigCircle(ctx,50, 50, '#5eb62b', 50);
$('#canvas').click(function(e){
var x = e.clientX
, y = e.clientY
if(Math.pow(x-50,2)+Math.pow(y-50,2) < Math.pow(50,2))
bigGreen.clicked()
})
}
$(document).ready(function() {
init();
});
​
jsfiddle is here
http://jsfiddle.net/yXVrk/1/
Canvas API function isPointInPath() can be used to assist with hit detection. This function can at least tell if mouse coordinates are within a complex shape without doing sophisticated math yourself. May work for simple shapes as well but my use case was for on a bezier curve path. However, you need to either incorporate this function in your drawing logic to test while paths are open or keep an array of Path2d objects to test against. I redraw on onClick handler and pass in mouse coords from event args, but I think I could have kept an array of Path2d objects instead.
https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/isPointInPath
bigGreen is not in the HTML, so $("#bigGreen") selects nothing. You can't put a click function on things like JavaScript functions; since they don't exist in the DOM, how could you click one? You should replace #bigGreen with #canvas, since "canvas" is your HTML element.
I forked your fiddle to show this here.
Edit: If you want to see that the user clicked on a particular circle, you use the canvas click event, and then, you determine which circle was clicked by the coordinates passed into the click event.

Canvas Animation Kit Experiment... ...how to clear the canvas?

I can make a obj to use the canvas to draw like this:
MyObj.myDiv = new Canvas($("effectDiv"), Setting.width, Setting.height);
Then, I use this to draw a rectangle on the canvas:
var c = new Rectangle(80, 80,
{
fill: [220, 40, 90]
}
);
var move = new Timeline;
move.addKeyframe(0,
{
x: 0,
y: 0
}
);
c.addTimeline(move);
MyObj.myDiv.append(c);
But after I draw the rectangle, I want clear the canvas, but I don't know which method and how to do this... ...
O...one more thing:
it is the CAKE's web site:
Link
Clearing the canvas:
canvas.clear = true; // makes the canvas clear itself on every frame
canvas.fill = somecolor; // fills the canvas with some color on every frame
// with canvas.clear = false and low-opacity fill, fancy motion blur effect
Removing the rectangle from the canvas:
rectangle.removeSelf();
or
canvas.removeChild(rectangle);
You can try this method:
MyObj.myDiv.clearRect(0, 0, canvas.width, canvas.height);
Which effectively colours the entire canvas in the background colour.
Easiest way is:
MyObj.myDiv.width = MyObj.myDiv.width;
I found that resizing the canvas works like magic, even if you're not really changing the size:
canvas.width = canvas.width

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