I have searched a few results regarding this issue but none of them works for me, so I am posting here to get some helps. Basically my issue is when I clicked on the generate button, I want the image from canvas to be displayed in a img element. However, the image will show up in chrome but not firefox! Below is my coding...
<body onload="onLoad();">
<canvas id="aimage">Your browser does not support the canvas tag.</canvas>
<input type="button" value="Generate" onclick="genImage();" />
<img id="cImg" name="cImg" src="${param.src}" />
...
</body>
And the javascript...
var tcanvas;
var scanvas;
var tcontext;
var imageURL;
function onLoad() {
tcanvas = document.getElementById("aimage");
tcontext = tcanvas.getContext("2d");
scanvas = document.getElementById("cImg");
imageURL = "${param.src}";
update();
}
function update() {
var image = new Image();
image.onload = function () {
if (image.width != tcanvas.width)
tcanvas.width = image.width;
if (image.height != tcanvas.height)
tcanvas.height = image.height;
tcontext.clearRect(0, 0, tcanvas.width, tcanvas.height);
tcontext.drawImage(image, 0, 0, tcanvas.width, tcanvas.height);
}
image.crossOrigin = 'anon';
image.src = imageURL;
}
function genImage() {
var url = tcanvas.toDataURL("image/jpeg");
scanvas.crossOrigin = 'anon';
scanvas.src = url;
if(scanvas.width > 1000){
scanvas.width = 1000;
}
if(scanvas.height > 1000){
scanvas.height = 1000;
}
}
try this:
var scanvas, tcontext, tcanvas;
function genImage() {
var url = tcanvas.toDataURL("image/jpeg");
scanvas.src = url;
if (scanvas.width > 1000) {
scanvas.width = 1000;
}
if (scanvas.height > 1000) {
scanvas.height = 1000;
}
}
window.onload = function () {
tcanvas = document.getElementById("aimage");
tcontext = tcanvas.getContext("2d");
scanvas = document.getElementById('cImg');
var img = new Image();
img.onload = function () {
tcontext.drawImage(img, 0, 0, img.width, img.height)
};
img.src = "yourImage.jpg";
}
Related
I drag and drop images on to a canvas using below code . Can someone please tell me how to draw it on a canvas? Thanks in advance.Earlier my canvas used to be a div and I used to append img to that div and it worked.But now I want it to be drawn to a canvas.
function dropb(ev) {
ev.preventDefault();
const dt = ev.dataTransfer;
const files = dt.files;
handleFilesb(files);
}
function handleFilesb(files) {
for (let i = 0; i < files.length; i++) {
const file = files[i];
if (!file.type.startsWith('image/')) {
continue
}
const img = document.createElement("img");
img.className = "my_image";
img.setAttribute("width", "300px");
img.setAttribute("height", "300px");
img.classList.add("obj");
img.file = file;
document.getElementById("area_c"); // canvas
var ctx = c.getContext("2d");
ctx.drawImage(img, 10, 10); // this line is not working
const reader = new FileReader();
reader.onload = (function(aImg) {
return function(e) {
aImg.src = e.target.result;
};
})(img);
reader.readAsDataURL(file);
}
}
<div style="display:flex">
<canvas id ="area_c" style="width:300px;height:300px;border:3px solid black;z-index:1" ondrop="dropb(event)" ondragover="myfkb(event)" >
</canvas>
<div id ="area_c2" style="width:300px;height:300px;border:3px solid black;z-index:1" >
</div>
<div >
<input type="button" value="Crop"
onclick="crop()">
</div>
</div>
ctx.drawImage(img) comes before img.src... There is no way your image gets drawn.
You need to wait until it loads, and that will be only after the FileReader onload event fired, and even after the img's onload fires:
img.onload = e => {
ctx.drawImage(img, 10, 10);
};
const reader = new FileReader();
reader.onload = (function(aImg) {
return function(e) {
aImg.src = e.target.result;
};
})(img);
reader.readAsDataURL(file);
But you don't need the FileReader here, use a blob URL instead:
img.onload = e => {
ctx.drawImage(img, 10, 10);
};
img.src = URL.createObjetURL(file);
const c = document.getElementById("area_c");
c.ondragover = e => {
e.preventDefault();
}
c.ondrop = dropb;
const ctx = c.getContext("2d");
function dropb(ev) {
ev.preventDefault();
const dt = ev.dataTransfer;
const files = dt.files;
handleFilesb(files);
}
function handleFilesb(files) {
for (let i = 0; i < files.length; i++) {
const file = files[i];
if (!file.type.startsWith('image/')) {
continue
}
const img = document.createElement("img");
img.className = "my_image";
img.setAttribute("width", "300px");
img.setAttribute("height", "300px");
img.classList.add("obj");
img.file = file;
img.onload = e => {
ctx.drawImage(img, 10, 10);
};
img.src = URL.createObjectURL(file);
}
}
canvas {
border: 1px solid
}
<canvas id="area_c">
</canvas>
I'm looping through an array of image elements (from a local folder) and attaching them to a canvas and at the end I would like to save the canvas as an image but it is not being saved properly. The resulting image matches the dimensions of the canvas but it is just a blank transparent image.
If in test.js I don't save the canvas to an image and I instead use resolve(canvas) I can display it perfectly in index.html so I know that the canvas is being written properly.
There are also no error messages displayed in the Google Chrome console.
Test.js
class Test {
constructor() {}
createPoster(images) {
return new Promise((resolve, reject) => {
let canvas = document.createElement('canvas');
let ctx = canvas.getContext('2d');
let locX = 0;
for (let i = 0, len = images.length; i < len; ++i) {
let image = images[i];
image.onload = () => {
ctx.drawImage(image, locX, 0);
locX += image.width;
};
}
let poster = new Image();
poster.crossOrigin = 'anonymous';
poster.onload = () => {
resolve(poster);
};
poster.src = canvas.toDataURL('image/png').replace('image/png', 'image/octet-stream');
});
}
}
Index.html
<script type="module">
const Test = require('./test.js');
let test = new Test();
async function main() {
// let images = Get array of image elements from another library.
let poster = await test.createPoster(images).catch((err) => console.log(err));
document.body.appendChild(poster); // Displays just a transparent image with the same dimensions as the canvas.
}
</script>
You need to check for all image loaded before you create your poster image.
createPoster(images) {
return new Promise((resolve, reject) => {
let canvas = document.createElement('canvas');
let ctx = canvas.getContext('2d');
let locX = 0;
let imageLoaded = 0;
for (let i = 0, len = images.length; i < len; ++i) {
let image = images[i];
image.onload = () => {
ctx.drawImage(image, locX, 0);
locX += image.width;
imageLoaded++;
if (imageLoaded == len) {
let poster = new Image();
poster.crossOrigin = 'anonymous';
poster.onload = () => {
resolve(poster);
};
poster.src = canvas.toDataURL('image/png').replace('image/png', 'image/octet-stream');
}
};
// image.src = ..
}
});
}
I'm trying to understand javascript before going to jQuery and I made a simple image slider.
I ended up with the following code working well when I manually start it on browser console, and I can't figure out how to start it and if using Promise would do, and how.
Reduced code:
/*some variable declarations and value assignations*/
function cut(p1){
for (var i = 0; i < cuts; i++){
/*canvas working with path pattern and fill*/
slice[p1][i] = new Image();
slice[p1][i].src = canvas.toDataURL();
}
}
function slider(){
/*time based image selection and canvas clear*/
for (var i = 0; i < 10; i++){
y = /*timebased calc*/;
if(y<0){y=0;}
ctx.drawImage(slice[im][i], 0, y);
}
window.requestAnimationFrame(slider);
}
img[0].onload = function() {cut(0);};
img[1].onload = function() {cut(1);};
Full code:
var height = 500, width = 707, cuts = 10, cW = Math.ceil(width/cuts);
var img = [new Image(), new Image()];
var slice = [];
for (var i = 0; i < img.length; i++){
slice[i] = [];
}
var x = [];
for (var i=0; i<cuts; i++){
x[i]=Math.ceil(((i+1)*width)/cuts);
}
function cut(p1){
for (var i = 0; i < cuts; i++){
var canvas = document.createElement('canvas');
canvas.width = width;
canvas.height = height;
var context = canvas.getContext('2d');
var pat = context.createPattern( img[p1], 'no-repeat' );
context.fillStyle = pat;
context.beginPath();
context.moveTo(x[i], 0);
context.lineTo(x[i], height);
context.lineTo(x[i]-cW, height);
context.lineTo(x[i]-cW, 0);
context.closePath();
context.fill();
slice[p1][i] = new Image();
slice[p1][i].src = canvas.toDataURL();
}
}
var canv = document.createElement('canvas');
document.body.appendChild(canv);
canv.width = width;
canv.height = height;
var ctx = canv.getContext('2d');
var sTime= 0;
function slider(){
var t = (performance.now() - sTime) % 10000;
if(t%5000 === 2000){
ctx.clear();
}
var im = 0;
if(t >= 5000){
im = 1;
} else {
im = 0;
}
for (var i = 0; i < 10; i++){
t = t%5000;
y = 2000-((t)+(i*100));
if(y<0){y=0;}
ctx.drawImage(slice[im][i], 0, y);
}
window.requestAnimationFrame(slider);
}
CanvasRenderingContext2D.prototype.clear = function () {this.clearRect(0, 0, this.canvas.width, this.canvas.height);}
img[0].onload = function() {cut(0);};
img[1].onload = function() {cut(1);};
img[0].src = 'mountain.jpg';
img[1].src = 'beach.jpg';
Haven't tested this but it might come close:
function imageLoader(imagePaths, onLoad, onFinished) {
var images = [];
var arrayLength = imagePaths.length;
function callback() {
if(--arrayLength === 0) onFinished();
}
imagePaths.forEach(function(imagePath, index) {
var image = new Image();
image.onload(onLoad(index, callback));
image.src = imagePath;
images[index] = image;
});
return images;
}
modify cut() to:
function cut(p1, cb){
//.
//.
//.
cb();
}
replace
img[0].onload = function() {cut(0);};
img[1].onload = function() {cut(1);};
img[0].src = 'mountain.jpg';
img[1].src = 'beach.jpg';
with:
img = imageLoader(['mountain.jpg', 'beach.jpg'], cut, slider);
I know we can use this code to enable CORS on a single image
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
var img = new Image();
img.crossOrigin = '';
img.src = 'http://crossdomain.com/image.jpg';
canvas.width = img.width;
canvas.height = img.height;
ctx.drawImage(img, 0, 0, img.width, img.height);
Is there any way to do it for multiple image URLs at once?
URL array
To load several images enabling CORS request, you can use an array which is practical for this purpose.
One thing to be aware of is that requesting CORS can be denied by server. The browser may fail loading the image in those cases so you will need to know in advance if CORS need to be requested or not.
Example loader
var urls = [url1, url2, url3, ...]; // etc. replace with actual URLs
var images = []; // store the loaded images
var i = 0, len = urls.length;
var count = len; // for load and error handlers
for(; i < len; i++) {
var img = new Image();
img.onload = loadHandler;
img.onerror = img.onabort = errorHandler;
img.crossOrigin = ""; // enable CORS request
img.src = urls[i]; // set src last
images.push(img); // store in array
}
function loadHandler() {
if (!--count) callback(); // loading done
}
function errorHandler() {
// handle errors here
loadHandler(); // make sure to update counter/callback
}
function callback() {
// ... ready, continue from here
}
Demo
var urls = [
"http://i.imgur.com/0LINzxs.jpg", // random urls from imgur..
"http://i.imgur.com/6ksiMgS.jpg",
"http://i.imgur.com/aGQSLi9.jpg"
];
var images = []; // store the loaded images
var i = 0, len = urls.length;
var count = len; // for load and error handlers
for(; i < len; i++) {
var img = new Image();
img.onload = loadHandler;
img.onerror = img.onabort = errorHandler;
img.crossOrigin = ""; // enable CORS request
img.src = urls[i]; // set src last
images.push(img); // store in array
}
function loadHandler() {
if (!--count) callback(); // loading done
}
function errorHandler() {
// handle errors here
loadHandler(); // make sure to update
}
function callback() {
// ... ready, continue from here
console.log(images);
var ctx = document.querySelector("canvas").getContext("2d");
ctx.drawImage(images[0], 0, 0);
ctx.drawImage(images[1], 0, 0);
ctx.drawImage(images[2], 0, 0);
console.log(ctx.canvas.toDataURL()); // OK if CORS is OK!
}
<canvas></canvas>
Put the srcs in an array and iterate over them
working fiddle
https://jsfiddle.net/ps50po4z/
This allows you to use multiple images from different sources and display them.
use this function as a template to iterate through all the cors src images
<html>
<head>
<style>
body {
margin: 0px;
padding: 0px;
}
</style>
</head>
<body>
<canvas id="myCanvas" width="578" height="200"></canvas>
<script>
function loadImages(sources, callback) {
var images = {};
var loadedImages = 0;
var numImages = 0;
// get num of sources
for(var src in sources) {
numImages++;
}
for(var src in sources) {
images[src] = new Image();
images[src].onload = function() {
if(++loadedImages >= numImages) {
callback(images);
}
};
images[src].src = sources[src];
}
}
var canvas = document.getElementById('myCanvas');
var context = canvas.getContext('2d');
var sources = {
darthVader: 'http://www.html5canvastutorials.com/demos/assets/darth-vader.jpg',
yoda: 'http://www.html5canvastutorials.com/demos/assets/yoda.jpg'
};
loadImages(sources, function(images) {
context.drawImage(images.darthVader, 100, 30, 200, 137);
context.drawImage(images.yoda, 350, 55, 93, 104);
});
</script>
</body>
</html>
I am creating a Barcode scanner module for Windows 8 Metro App.
I some how success with my logic but suddenly I saw my application crash due to low memory issue.
<script>
var canvas = null;
var ctx = null;
var livePreview = null;
var count = 0,rescount=0;
function takepicture() {
var Capture = Windows.Media.Capture;
livePreview = document.getElementById("live-preview");
var mediaCapture = new Capture.MediaCapture();
canvas = document.getElementById("Vcanvas");
ctx=canvas.getContext('2d');
livePreview.addEventListener('play', function () { var i = window.setInterval(function () { ctx.drawImage(livePreview, 0, 0, canvas.width, canvas.height); scanCanvasEasy(); }, 20); }, false);
livePreview.addEventListener('pause', function () { window.clearInterval(i); }, false);
livePreview.addEventListener('ended', function () { clearInterval(i); }, false);
/*
var openPicker = new Windows.Storage.Pickers.FileOpenPicker();
openPicker.viewMode = Windows.Storage.Pickers.PickerViewMode.thumbnail;
openPicker.suggestedStartLocation = Windows.Storage.Pickers.PickerLocationId.videosLibrary;
openPicker.fileTypeFilter.replaceAll([".mp4", ".avi", ".ogg"]);
openPicker.pickSingleFileAsync()
.then(function (file) {
if (file) {
// draw the image
var img = new Image;
//img.onload = function () {
// canvas.width = img.width;
// canvas.height = img.height;
// ctx.drawImage(img, 0, 0, img.width, img.height);
// scanCanvasEasy();
//}
//img.src = URL.createObjectURL(file);
// open a stream from the image
livePreview.src = URL.createObjectURL(file);
livePreview.play();
}
})*/
mediaCapture.initializeAsync().then(function () {
livePreview.src = URL.createObjectURL(mediaCapture);
livePreview.play();
});
}
function scanCanvasEasy() {
var imgd = ctx.getImageData(0, 0,canvas.width,canvas.height);
var pix = imgd.data;
var reader = new ZXing.BarcodeReader();
reader.onresultpointfound = function (resultPoint) {
// do something with the resultpoint location
console.log(resultPoint.toString());
}
// try to decode the raw pixel data
var result = reader.decode(pix, canvas.width, canvas.height, ZXing.BitmapFormat.rgba32);
/*
The above line cause that memory issue, without that line there is no change in memory level.
*/
// show the result
if (result) {
document.getElementById("result").innerText ="Result(+"+rescount++ +")==>"+ result.text;
}
else {
document.getElementById("error").innerText = "no barcode found" + count++;
}
}
</script>
I posted the whole code i used here I Just called the takepicture() method from button click event.
var result = reader.decode(pix, canvas.width, canvas.height, ZXing.BitmapFormat.rgba32);
This line cause memory issue.
Thanks in advance.
var reader = new ZXing.BarcodeReader();
Multiple instance of reader cause this issue. Just created one instance of reader and use it for all subsequent scan will fixed that issue.