CamanJS - Mobile - Blank Canvas - javascript

I am having problems running the CamanJS script on mobile devices, i.e. iPad and iPhone's Safari / Chrome, and I've been trying to resolve it for days.
The test script is very simple:
1) Accepts browser file selection of image
2) Gets the image source using FileData, then drawing it into a canvas, then instantiate a Caman("#sample") object
3) Run some filter (either within onLoad of that image, or manually by clicking a button)
It works perfectly fine on all desktop browsers and the filters are also successfully applied, but when I try it on mobile devices like iOS Safari, the moment I try to instantiate the Caman object, my existing canvas #sample goes blank and reverts to the original canvas default background color, with no image loaded at all. I've tried instantiating the Caman object before image is drawn on canvas, image onLoad, or on demand after the canvas image is successfully drawn, but the end result is still the same - the canvas goes blank.
Below is my sample code, can someone please advise? Thank you for your kind assistance.
<script>
var caman = null;
function handleUpload(evt) {
var target = (evt.target) ? evt.target : evt.srcElement;
var files = target.files; // FileList object
var field = target.id;
var curCount = target.id.replace(/\D+/, "");
for (var i = 0, f; f = files[i]; i++) {
var reader = new FileReader();
reader.onload = (function(theFile) {
return function(e) {
renderImage(e.target.result);
};
})(f);
reader.readAsDataURL(f);
}
}
function renderImage(imagedata) {
var canvas = document.getElementById("sample");
var ctx = canvas.getContext("2d");
// Render Preview
var previewImage = new Image();
previewImage.src = imagedata;
previewImage.onload = function() {
ctx.drawImage(previewImage, 0, 0, previewImage.width, previewImage.height);
caman = Caman("#sample", function () { this.sunrise().render(); });
};
}
function testProcess() {
//caman = Caman("#sample", function () { this.sunrise().render(); });
if (caman) {
caman.sunrise().render();
}
}
</script>
<form>
<input id="photo" name="photo" value="" type=file size="30" maxlength="50">
</form>
<canvas id="sample" width=300 height=300 style="background-color: #aaaaaa;"></canvas>
<br><br>Test Process<br><br>
<script>
document.getElementById('photo').addEventListener('change', handleUpload, false);
</script>

I had the same problem: worked on Chrome and Safari on my Mac, but did not work on Chrome or Safari on the iPhone 5s running iOS7. I solved by adding the data-caman-hidpi-disabled attribute to my canvas tag.
Try this:
<canvas id="sample" width=300 height=300 style="background-color: #aaaaaa;" data-caman-hidpi-disabled="true"></canvas>
According to the CamanJS website:
If a HiDPI display is detected, CamanJS will automatically switch to
the HiDPI version if available unless you force disable it with the
data-caman-hidpi-disabled attribute.
http://camanjs.com/guides/#BasicUsage

Related

HTML Canvas Will Not Draw Image

Okay, I know that there are loads of subjects that look identical to this one on SO, but none of them have fixed my issue...
I'm trying to grab an image from a file input and throw it onto a canvas so that I can later turn it into a base-64 image... But I've hit a snag in the process that I was not expecting, in drawing the image to the canvas...
Taking the following HTML:
<input type="file" id="fileIn" onchange="preview()"><br>
<img id="filePreview"><br>
<canvas id="fileCanvas"></canvas>
And the following script:
var dataurl = '';
function preview(){
document.getElementById('filePreview').src = URL.createObjectURL(document.getElementById('fileIn').files[0]);
document.getElementById('filePreview').onload = showInCanvas;
cnv = document.getElementById('fileCanvas');
ctx = cnv.getContext('2d');
}
function showInCanvas(){
cnv.style.width = document.getElementById('filePreview').naturalWidth + 'px';
cnv.width = document.getElementById('filePreview').naturalWidth;
cnv.style.height = document.getElementById('filePreview').naturalHeight + 'px';
cnv.height = document.getElementById('filePreview').naturalHeight + 'px';
ctx.clearRect(0, 0, cnv.width, cnv.height);
ctx.drawImage(document.getElementById('filePreview'), 0, 0);
dataurl = cnv.toDataURL('image/png');
}
The problem I'm having is that the image simply refuses to draw onto the canvas. Even going into the console and drawing the image to the canvas manually, after the script has run, it still refuses to draw. Because of this, the image data simply runs through as data:,
It's an https site, if that affects anything.
For clarification, here's my question:
Why is the canvas refusing to render this image? How can I fix this issue?
If the intent is to convert the image to Data-URI ("base64"), the FileReader can be used - no need for canvas (which can also alter the image/final compression):
fileIn.onchange = function(e) {
var fr = new FileReader();
fr.onload = done.bind(fr);
fr.readAsDataURL(e.target.files[0]);
}
function done() {
var dataURI = filePreview.src = this.result;
alert(dataURI.substr(0, 35) + "...")
}
<input type="file" id="fileIn"><br>
<img id="filePreview"><br>
<canvas id="fileCanvas"></canvas>

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();
}
},

How should I crop an image at client side using jcrop and upload it?

I am working on a component in which there is file-upload HTML control, upon selecting an image using the file-upload element, the image would be rendered on the HTML5 Canvas element.
Here is JSFiddle with sample code: https://jsfiddle.net/govi20/spmc7ymp/
id=target => selector for jcrop element
id=photograph => selector for fileupload element
id=preview => selector for canvas element
id=clear_selection => selector for a button which would clear the canvas
Third-party JS libraries used:
<script src="./js/jquery.min.js"></script>
<script src="./js/jquery.Jcrop.js"></script>
<script src="./js/jquery.color.js"></script>
Setting up the JCrop:
<script type="text/javascript">
jQuery(function($){
var api;
$('#target').Jcrop({
// start off with jcrop-light class
bgOpacity: 0.5,
keySupport: false,
bgColor: 'black',
minSize:[240,320],
maxSize:[480,640],
onChange : updatePreview,
onSelect : updatePreview,
height:160,
width:120,
addClass: 'jcrop-normal'
},function(){
api = this;
api.setSelect([0,0,240,320]);
api.setOptions({ bgFade: true });
api.ui.selection.addClass('jcrop-selection');
});
});
clear canvas event which will be triggered on clear button click event:
jQuery('#clear_selection').click(function(){
$('#target').Jcrop({
setSelect: [0,0,0,0],
});
});
code that renders image on HTML5 Canvas:
function readURL(input) {
if (input.files && input.files[0]) {
var reader = new FileReader();
reader.onload = function (e) {
$('#target').attr('src', e.target.result);
setProperties();
}
reader.readAsDataURL(input.files[0]);
}
}
function setProperties(){
$('#target').Jcrop({
setSelect: [0,0,240,320]
});
}
$("#photograph").change(function(){
readURL(this);
});
code to crop and render an image on the canvas:
var canvas = document.getElementById('preview'),
context = canvas.getContext('2d');
make_base();
function updatePreview(c) {
console.log("called");
if(parseInt(c.w) > 0) {
// Show image preview
var imageObj = $("#target")[0];
var canvas = $("#preview")[0];
var context = canvas.getContext("2d");
context.drawImage(imageObj, c.x, c.y, c.w, c.h, 0, 0, canvas.width, canvas.height);
}
};
function make_base() {
console.log("make_base called");
var base_image = new Image();
base_image.src = '';
base_image.onload = function () {
context.drawImage(base_image, 0, 0);
}
}
Here are a bunch of issues I am facing with the above setup:
updatePreview function is not getting called on selection, hence the canvas is not getting rendered.
crop selection box is not draggable (I am using bootstrap CSS, I suspect it is due to missing/mismatching dependency).
Canvas is HTML5 element, which means the end-user must have an HTML5 compatible browser, I am working on an app that has millions of users. Forcing users to use the latest browser is not a feasible option. What should be the fallback mechanism here?
Here's basic html 5 code:
https://jsfiddle.net/zm7e0jev/
This code crops the image, shows a preview and sets the value of an input element to the base64 encoded cropped image.
You can fetch the image file in php the following way:
//File destination
$destination = "/folder/cropped_image.png";
//Get convertable base64 image string
$image_base64 = $_POST["png"];
$image_base64 = str_replace("data:image/png;base64,", "", $image_base64);
$image_base64 = str_replace(" ", "+", $image_base64);
//Convert base64 string to image data
$image = base64_decode($image_base64);
//Save image to final destination
file_put_contents($destination, $image);
Submitting base64 image string as a post variable has it's server post size limits and base64 encoding makes the cropped image file size even bigger (~33%) then the raw data of the cropped image would be which makes the upload take even longer.
To set the post size limit: What is the size limit of a post request?
Keep in mind that an increased post size limit can be abused for a DoS attack as example.
Instead I suggest converting the base64 cropped image to a data blob and then add it to the form on submit as a file:
https://jsfiddle.net/g3ysk6sf/
Then you can fetch the image file in php the following way:
//File destination
$destination = "/folder/cropped_image.png";
//Get uploaded image file it's temporary name
$image_tmp_name = $_FILES["cropped_image"]["tmp_name"][0];
//Move temporary file to final destination
move_uploaded_file($image_tmp_name, $destination);
Update:
FormData() is only partially support in IE10 and not supported in older versions of IE
So I suggest sending the base64 string as a fallback, though this will cause problems with bigger images so it needs to check the filesize and show an error popup when the image is above a specific size.
I'll post an update with the fallback code below when I've got it working.
Update 2:
I added a fallback for IE10 and below:
https://jsfiddle.net/oupxo3pu/
The only limitation is the image size that can be submitted when using IE10 and below, in case the image size is too big the js code will throw an error. The maximum size to work for post values is different between each server, the js code has a variable to set the maximum size.
The php code below is adapted to work with above fallback:
//File destination
$destination = "/folder/cropped_image.png";
if($_POST["png"]) {//IE10 and below
//Get convertable base64 image string
$image_base64 = $_POST["png"];
$image_base64 = str_replace("data:image/png;base64,", "", $image_base64);
$image_base64 = str_replace(" ", "+", $image_base64);
//Convert base64 string to image data
$image = base64_decode($image_base64);
//Save image to final destination
file_put_contents($destination, $image);
} else if($_FILES["cropped_image"]) {//IE11+ and modern browsers
//Get uploaded image file it's temporary name
$image_tmp_name = $_FILES["cropped_image"]["tmp_name"][0];
//Move temporary file to final destination
move_uploaded_file($image_tmp_name, $destination);
}
There is no fallback code for the canvas element yet, I'm looking into it.
The post size limitation in the fallback for older browsers is one of the reasons I dropped support for older browsers myself.
Update 3:
The fallback I recommend for the canvas element in IE8:
http://flashcanvas.net/
It supports all the canvas functions the cropping code needs.
Keep in mind it requires flash. There is a canvas fallback (explorercanvas) that does not require flash but it does not support the function toDataURL() which we need to save our cropped image.
Seahorsepip's answer is fantastic. I made a lot of improvements on the non-fallback answer.
http://jsfiddle.net/w1Lh4w2t/
I would recommend not doing that strange hidden png thing, when an Image object works just as well (so long as we're not supporting fallbacks).
var jcrop_api;
var canvas;
var context;
var image;
var prefsize;
Though even then we are, you're better off getting that data out of the canvas at the end and putting it in that field only at the end.
function loadImage(input) {
if (input.files && input.files[0]) {
var reader = new FileReader();
reader.onload = function(e) {
image = new Image();
image.src = e.target.result;
validateImage();
}
reader.readAsDataURL(input.files[0]);
}
}
But, if you want more functions than just crop, if we attach the jcrop to an inserted canvas (which we destroy with the jcrop on refresh). We can easily do anything we can do with a canvas, then validateImage() again and have the updated image visible in place.
function validateImage() {
if (canvas != null) {
image = new Image();
image.src = canvas.toDataURL('image/png');
}
if (jcrop_api != null) {
jcrop_api.destroy();
}
$("#views").empty();
$("#views").append("<canvas id=\"canvas\">");
canvas = $("#canvas")[0];
context = canvas.getContext("2d");
canvas.width = image.width;
canvas.height = image.height;
context.drawImage(image, 0, 0);
$("#canvas").Jcrop({
onSelect: selectcanvas,
onRelease: clearcanvas,
boxWidth: crop_max_width,
boxHeight: crop_max_height
}, function() {
jcrop_api = this;
});
clearcanvas();
}
Then on submit we submit any pending operations, like applyCrop() or applyScale(), adding data into hidden fields for fallback stuff, if we have those things needed. We then have a system we can easily just modify the canvas, in any way, then when we submit the canvas data gets sent properly.
function applyCrop() {
canvas.width = prefsize.w;
canvas.height = prefsize.h;
context.drawImage(image, prefsize.x, prefsize.y, prefsize.w, prefsize.h, 0, 0, canvas.width, canvas.height);
validateImage();
}
The canvas is added to a div views.
<div id="views"></div>
To catch the attached file in PHP (drupal), I used something like:
function makeFileManaged() {
if (!isset($_FILES['croppedfile']))
return NULL;
$path = $_FILES['croppedfile']['tmp_name'];
if (!file_exists($path))
return NULL;
$result_filename = $_FILES['croppedfile']['name'];
$uri = file_unmanaged_move($path, 'private://' . $result_filename, FILE_EXISTS_RENAME);
if ($uri == FALSE)
return NULL;
$file = File::Create([
'uri' => $uri,
]);
$file->save();
return $file->id();
}

FileReader on safari firing to soon

I'm working on a multi part html questionnaire style form that has a lot of text questions along with a few images. On questions that are images the user is selects the image, i create a canvas element and display the resized image in it underneath the file input.
if (window.FileReader)
{
var file = element.files[0];
var $input = $(element);
var $fileName = file.name;
var reader = new FileReader();
reader.onload = function(e) {
var img = document.createElement("img");
img.src = e.target.result;
var dataID = $input.data("questionId");
var canvasID = "canvas_" + dataID;
$("#"+canvasID).remove();
var canvas = document.createElement("canvas");
canvas.setAttribute("id", canvasID);
canvas.setAttribute("height", "200");
canvas.setAttribute("width", "200");
var heightWidth = getHeightWidth(img);
canvas.height = heightWidth[0];
canvas.width = heightWidth[1];
var ctx = canvas.getContext("2d");
ctx.drawImage(img,0,0, canvas.width, canvas.height);
var sectionID = "section_" + dataID;
$("#" + sectionID).append(canvas);
$("#file_title-" + dataID).val($fileName);
}
reader.readAsDataURL(file);
}
else
{
alert("This browser does not support image uploading.");
}
This works fine in chrome but not in safari (safari 8.x) on desktop or iOS. The problem in my code is that on Safari it returns height=0 width=0 from getHeightWidth() which gives me think the img isn't ready to be handled yet. This theory is further validated because if i change to a new picture and change back to the original it displays properly.
I'm really not sure where to start, any help debugging this would be greatly appreciated. Thanks everyone
The code assumes the image loading is synchronous, but it's asynchronous and should be assumed so even with data-URIs. If the image hasn't loaded properly its width and height attributes will be 0.
You can solve this by adding an onload handler for img, then move the code for detecting and setting size inside that handler (remember also to add an onerror handler as well in case the image file is corrupted).

Save canvas to image via toDataURL failed

I create a test code below and you can manipulate it on Jsfiddle:
http://jsfiddle.net/Stallman41/57hvX/31/
HTML:
<canvas id="test_canvas" style="background-color : #FFFF00" ; width="500px"
; height="340px"></canvas>
<br>
<button id="test_put_btn">Put an image</button>
<br>
<button id="save_dataURL">Save to dataURL</button>
<br>
<button id="draw_back">Final step: draw 3 images back.</button>
<br>
<img id="first_img"; width="100px" ; height="100px" ;></img>
<img id="second_img"; width="100px" ; height="100px" ></img>
<img id="third_img"; width="100px" ; height="100px" ;></img>
Javascript:
var drawing_plate;
var context;
var dataURL_arr = new Array();
$(document).ready(function () {
drawing_plate = document.getElementById("test_canvas");
context = drawing_plate.getContext('2d');
$("#test_canvas").bind("mousedown", Touch_Start);
$("#test_canvas").bind("mousemove", Touch_Move);
$("#test_canvas").bind("mouseup", Touch_End);
}); //document ready.
function Touch_Start(event) {
event.preventDefault();
touch = event;
touch_x = touch.pageX;
touch_y = touch.pageY;
line_start_x = touch.pageX - 0;
line_start_y = touch.pageY - 0;
context.beginPath();
context.moveTo(line_start_x, line_start_y);
}
function Touch_Move(event) {
event.preventDefault();
touch = event; //mouse
line_end_x = touch.pageX - 0;
line_end_y = touch.pageY - 0;
context.lineTo(line_end_x, line_end_y);
context.stroke();
}
$("#test_put_btn").click(function () {
var test_img = new Image();
test_img.src = "http://careerscdn.sstatic.net/careers/gethired/img/careers2- ad-header-so-crop.png";
context.drawImage(test_img, 0, 0);
});
$("#save_dataURL").click(function () {
dataURL_arr.push(drawing_plate.toDataURL("image/png"));
});
$("#draw_back").click(function () {
var f_image= $("#first_img")[0];
var s_image= $("#second_img")[0];
var t_image= $("#third_img")[0];
f_image.onload= function()
{
f_image.src= dataURL_arr[0];
}
f_image.src= dataURL_arr[0];
s_image.onload= function()
{
s_image.src= dataURL_arr[0];
}
s_image.src= dataURL_arr[0];
t_image.onload= function()
{
t_image.src= dataURL_arr[0];
}
t_image.src= dataURL_arr[0];
});
I develop a drawing plate on Android system, saving the drawings to a dataURL string. They can draw something on the canvas and put images on the canvas. And I need to let the users see their drawings on small icons.
I use canvas.toDataURL("image/png") to save the base64 string. And I choose <img> as the small icon container. However, what I got is only the drawings can be shown on the icon, and usually, when I write img.src= canvas.toDataURL("image/png"); the image shows nothing!
I investigate the issue for long time.
1. I think the problem might be the dataURL string is too long?
2. The support of the OS: Android?
The code in Jsfiddle here shows a similar procedure on my Android PhoneGap development.
First , you just draw something on the canvas, and press Press an image, and then Save to dataURL. But you should do the process three times. In this condition, the string array contains the base64 string generated by the drawings and the image.
In the final, you press Final step: draw 3 images back., nothing will be shown on the image icon.
In conclusion:
In my experience, as I write img.src= canvas.toDataURL("image/png"); (no matter the img is an dom element or var img = new Image();). It can't always work: sometimes it works... but sometimes not...(I work on Android 4.0.1, phonegap 1.7.0)
Second, especially if I store lots of base64 strings to an array, assigning them to lots of image DOM element, it definitely fails.
Third, if the user only draw something on the canvas, it can always work.( Except the example code in the Jsfiddle, but it works on my Android system...)
But if he draw an image context.drawImage(~) the image wouldn't show the pic.
Too much confusions...
I need to let the user can view their drawings in small icon, any alternative?
Some References:
1
2
3
I just stumbled across this question.
Click Put an image, then click Save to dataURL, then check your JavaScript console for something like:
SecurityError: DOM Exception 18
It's a browser security feature. Because you've inserted an image from a different domain, it counts as a cross-origin request.
If you eliminate the security error, you can export the canvas to a data URL.
Another thing in your code.
The image you try to draw onto the canvas into your test_put_btn onclick event handler, your image will never show up (or it will sometimes work accidentally) because you don't wait for your image to be loaded to draw it onto the canvas.
You have to handle the "onload" event of your image and draw it into the handler to permit the drawing of your image.
Before your test_img.src statement, you have to put :
test_img.onload = function()
{
context.drawImage(test_img, 0, 0);
};
Plus, the image you try to access is not accessible --> For me it does not work

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