So i want to create a web based image editor using CamanJS plugin, and it's proving to be a blast but i need to create a flip horizontal function and it turns out CamanJS doesn't have a method for that, i'm thinking of flipping the canvas outside the Caman and reload it like this
context.translate(imageWidth / 2, imageHeight / 2);
context.scale(-1, 1);
context.drawImage(imageObj, - imageWidth / 2, - imageHeight / 2, imageWidth, imageHeight);
caman.reloadCanvasData();
But nothing happened, anyone can help?
Here's what flip plugin might look like:
Caman.Plugin.register("flip", function () {
var canvas, ctx;
var width = this.canvas.width;
var height = this.canvas.height;
// Support NodeJS by checking for exports object
if (typeof exports !== "undefined" && exports !== null) {
canvas = new Canvas(width, height);
} else {
canvas = document.createElement('canvas');
canvas.width = width;
canvas.height = height;
}
ctx = canvas.getContext('2d');
ctx.translate(width, 0);
ctx.scale(-1, 1);
ctx.drawImage(this.canvas, 0, 0);
this.replaceCanvas(canvas);
return this;
});
Caman.Filter.register("flip", function () {
return this.processPlugin("flip");
});
If you're flipping an image that fills the canvas, translate to the right of the canvas.
context.translate( canvas.width,0 );
context.scale( -1,1 );
context.drawImage( imageObject,0,0 );
Related
with this code I try to update a canvas with a drawn image when imageUpdated is true.
I use a timetag so the image isnt loaded from the browser cache.
But when i use timetags the canvas stays empty.
It works without the timetags.
var imageUpdated = true;
if(imageUpdated)
{
imageUpdated = false;
var heightImg = new Image;
heightImg.src = '/path/to/image.png?' + new Date().getTime().toString();
this.canvas = $('<canvas />')[0];
this.canvas.width = this.width;
this.canvas.height = this.height;
this.canvas.getContext('2d').drawImage(heightImg, 0, 0, this.width, this.height);
}
/*rest of event happens here*/
Thanks!
Probably it's because you're drawing the image before it is loaded.
I guess that's also the reason it works without the timetag, it's already in cache so can instantly be drawn.
A solution would be to draw after the image is loaded. So, add an eventListener on the image:
image.addEventListener('load', callback);
Within the callback, draw the image on the canvas.
For example:
// add eventlistener
heightImg.addEventListener('load', function(e) {
var width = heightImg.width;
var height = heightImg.height;
var canvas = document.querySelector('canvas');
canvas.width = width;
canvas.height = height;
canvas.getContext('2d').drawImage(heightImg, 0, 0, width, height);
});
// trigger the loading
heightImg.src = url + '?time=' + new Date().getTime().toString();
And a Fiddle
So I am creating a cordova app where I take a photo from the iphone library, draw it to canvas and add another image to it in order to save it as one photo. So far the photo I draw from the iphone photo library gets drawn without problems to the canvas, however the second image doesn't.
When I load the second image, it first gets added to a div with absolute positioning in order to move it to wherever I want. After that I get the actual image it's source and it's positions and try to draw it to canvas. The drawing of the second image happens when I call a method that also performs the canvas2ImagePlugin it's functions. In the end only the first photo without the second image gets saved.
The draw image to canvas function:
function drawImage(image_source, dx, dy)
{
var canvas = document.getElementById('Photo');
var image = new Image();
image.src = image_source;
image.onload = function() {
c=canvas.getContext("2d");
c.canvas.width = window.innerWidth;
c.canvas.height = window.innerHeight;
c.drawImage(image,dx,dy, window.innerWidth, window.innerHeight);
}
}
The method for drawing the second image and saving it:
function saveImage()
{
var img = $('.ObjectImage').attr('src', $('img:first').attr('src'));
var imagePosition = $('.ObjectImage').find('img:first').position();
drawImage(img, imgPosition.left, imgPosition.top);
window.canvas2ImagePlugin.saveImageDataToLibrary(
function(msg){
console.log(msg);
},
function(err){
console.log(err);
},
document.getElementById('Photo')
);
alert("Image saved");
}
The window.innerWidth, window.innerHeight on the canvas is done to get the canvas in full screen of the parent div.
EDIT to the comment:
function drawImage(image_source, dx, dy)
{
var canvas = document.getElementById('Photo');
var image = new Image();
image.onload = function() {
c=canvas.getContext("2d");
c.canvas.width = window.innerWidth;
c.canvas.height = window.innerHeight;
c.drawImage(image,dx,dy, window.innerWidth, window.innerHeight);
}
image.src = image_source;
}
Still not working
The drawImage function works asynchronously, it starts loading an image and exits immediately. Then, when the image loads, the canvas is updated. If you run something like:
drawImage('test.jpg',0,0);
drawImage('test2.jpg',0,0);
you will get both images updating the canvas at approximately the same time and only one will appear.
Also, what wolfhammer said is correct. If you set the size of the canvas, you clear it, so drawing one image after the other, even if they are smaller sizes and should both appear, will only show the last one. Check this link on how to solve it: Preventing Canvas Clear when Resizing Window
Further more, you are drawing all images with the width and height of the window, which doesn't make sense. Probably you want to use the width and height of the image (so this.width instead of window.innerWidth)
When you set the width and height of the canvas the data on "Photo" is cleared. I've provide a resize function if resizing is really needed.
function drawImage(image_source, dx, dy)
{
var canvas = document.getElementById('Photo');
var image = new Image();
image.src = image_source;
image.onload = function() {
c=canvas.getContext("2d");
//c.canvas.width = window.innerWidth;
//c.canvas.height = window.innerHeight;
c.drawImage(image,dx,dy, window.innerWidth, window.innerHeight);
}
}
var can = document.getElementById('can');
var ctx = can.getContext('2d');
ctx.fillStyle = "red";
ctx.beginPath();
ctx.moveTo(20, 90);
ctx.lineTo(50, 10);
ctx.lineTo(80, 90);
ctx.lineTo(10, 40);
ctx.lineTo(90, 40);
ctx.lineTo(20, 90);
ctx.fill();
var btn = document.getElementById('btnResize');
btn.addEventListener('click', function() {
resize(can, can.width * 2, can.height * 2);
});
function resize(can, w, h) {
var ctx = can.getContext('2d');
// copy
var can2 = document.createElement('canvas');
var ctx2 = can2.getContext('2d');
can2.width = can.width;
can2.height = can.height;
ctx2.drawImage(can, 0, 0);
// resize
can.width = w;
can.height = h;
ctx.drawImage(can2, 0, 0, can2.width, can2.height, 0, 0, w, h);
}
#can {
border:1px solid red;
}
<button id='btnResize'>Size x 2</button><br/>
<canvas id="can" width="100" height="100"></canvas>
I am currently trying to draw an image to canvas, I have this so far:
"use strict";
var debugging = true;
var canvas = document.getElementById('astoniaCanvas');
var ctx = canvas.getContext('2d');
function loadUI() {
var topOverlay = new Image();
topOverlay.src = "/images/00000999.png";
topOverlay.onload = function() {
ctx.drawImage(topOverlay, 0, 0, canvas.width, 10);
}
var bottomOverlay = new Image();
bottomOverlay.src = "/images/00000998.png";
if (debugging) {
console.log('Drawing');
}
}
loadUI();
That works fine, but the image loads and looks like this:
When it should look like this:
The dimensions of the good looking picture are 800x40.
If I remove the
canvas {
width: 100%;
height: 100%;
}
the image goes back to looking normal, how can I scale my canvas?
Any information would be great thanks.
You arent accounting for height. Canvas can be confusing when it comes to height/width vs clientHeight/clientWidth
When you create a canvas the css width and height has no bearing on the number of pixels the internal canvas contains. Unless specifically set a canvas comes with a width height of 300x150.
A trick I have used in the past is to use the clientWidth and a scale to set everything
"use strict";
var debugging = true;
var canvas = document.getElementById('astoniaCanvas');
var ctx = canvas.getContext('2d');
function loadUI() {
var topOverlay = new Image();
topOverlay.onload = function() {
// use a scale between the image width and the canvas clientWidth
var scale = topOverlay.width / canvas.clientWidth;
var newWidth = canvas.clientWidth;
var newHeight = topOverlay.height * scale;
// resize canvas based on clientWidth
canvas.width = newWidth;
canvas.height = newHeight;
ctx.drawImage(topOverlay, 0, 0, newWidth, newHeight);
}
topOverlay.src = "http://i.stack.imgur.com/AJnjh.png";
// var bottomOverlay = new Image();
// bottomOverlay.src = "/images/00000998.png";
if (debugging) {
console.log('Drawing');
}
}
loadUI()
<canvas id="astoniaCanvas" style="width: 100%"></canvas>
I'm attempting to get basic side scroller movement down in canvas, and I'm in a good spot with the movement itself, but I can't seem to get the background to translate. Perhaps I'm misunderstanding how translate works? The main canvas is translating fine (the one the 'player' is on) but the bg canvas won't budge.
http://jsfiddle.net/Y5SG8/1/
Fullscreen: http://jsfiddle.net/Y5SG8/1/embedded/result/
Any help would be greatly appreciated.
(function() {
var requestAnimationFrame = window.requestAnimationFrame || window.mozRequestAnimationFrame || window.webkitRequestAnimationFrame || window.msRequestAnimationFrame;
window.requestAnimationFrame = requestAnimationFrame;
})();
var canvas = document.getElementById('canvas'),
bg = document.getElementById('canvas2'),
ctx = canvas.getContext('2d'),
bgctx = bg.getContext('2d'),
width = 1280,
height = 720,
player = {
x: width/2,
y: height/2 - 15,
width: 16,
height: 24,
speed: 3,
velx: 0,
vely: 0,
jumping: false
},
keys = [],
friction = 0.9,
gravity = 0.3;
canvas.addEventListener('keydown', function(e) {keys[e.keyCode] = true;})
canvas.addEventListener('keyup', function(e) {keys[e.keyCode] = false;})
canvas.width = width;
canvas.height = height;
bg.width = width;
bg.height = height;
var bgimg = new Image();
bgimg.src = 'bg.png';
bgimg.onload = function bgload() {bgctx.drawImage(bgimg,0,0);}
function playerupdate() {
if (keys[68]) {
if (player.velx < player.speed) {player.velx++;}
}
if (keys[65]) {
if (player.velx > -player.speed) {player.velx--;}
}
player.velx *= friction;
player.x += player.velx;
ctx.translate(-player.velx,0);
bgctx.translate(player.velx,0);
ctx.clearRect(player.x, player.y, player.width, player.height);
ctx.fillStyle = '#FF0000'
ctx.fillRect(player.x, player.y, player.width, player.height);
requestAnimationFrame(playerupdate);
console.log(player.x)
}
window.onload = playerupdate();
Short answer, the translate function translates the context of the canvas, but it does not redraw, so you'd need to:
// note you probably want the ctx to translate in the opposite direction of
// the player's velocity if you want the appearance of movement (if that's
// what you want)
bgctx.translate(-player.velx, 0);
bgctx.clearRect(0, 0, bg.width, bg.height);
bgctx.drawImage(bgimg, 0, 0);
Knowing that, you can probably figure it out from there. If your background is non-repeating (and you prevent the player from moving off the edges), then this might be the solution.
If your background is repeatable, you'll need to do a bit more work, as translating the image will quickly move it off screen. You can solve this by drawing a repeating fill created from the image rather than drawing in the image itself, something like:
// on image load, replacing your initial `drawImage`
bgimg.onload = function bgload() {
var ptrn = bgctx.createPattern(bgimg, 'repeat');
bgctx.fillStyle = ptrn;
bgctx.fillRect(0, 0, bg.width, bg.height);
}
// then in the loop
bgctx.translate(-player.velx, 0);
// Here you'd fill a square *around* the player, instead of just
// repainting the image.
bgctx.fillRect(player.x - width/2, 0, bg.width, bg.height);
As #numbers1311407 says in his answer you will need to redraw the image.
But translate is strictly not necessary here - just redraw the image into a new position instead.
bgctx.drawImage(bgimg, -player.velx, 0);
Modified fiddle
You don't even need to use clear as the image will overdraw anything - the only thing you need to take care of is wrapping/tiling when the image is out of "bound" or you will get tearing (that applies to both approaches).
Is there a way to set a custom DPI/PPI when creating an image using the HTML5 canvas? I know how can I draw on the canvas and export it as an image, but how can I make sure the output image is of certain DPI/PPI. I guess using SVG elemnts to draw on the canvas is a way, but wouldn't that be flattened out when I export the whole canvas as an image? Or calculating the device DPI and then scaling the image to meet my DPI requirement, but that doesn't seem like the correct solution.
Canvases have two different 'sizes': their DOM width/height and their CSS width/height. You can increase a canvas' resolution by increasing the DOM size while keeping the CSS size fixed, and then using the .scale() method to scale all of your future draws to the new bigger size. Here's an example:
function changeResolution(canvas, scaleFactor) {
// Set up CSS size.
canvas.style.width = canvas.style.width || canvas.width + 'px';
canvas.style.height = canvas.style.height || canvas.height + 'px';
// Resize canvas and scale future draws.
canvas.width = Math.ceil(canvas.width * scaleFactor);
canvas.height = Math.ceil(canvas.height * scaleFactor);
var ctx = canvas.getContext('2d');
ctx.scale(scaleFactor, scaleFactor);
}
The canvas default resolution is 96dpi (CSS inches, not based on the actual screen). So a scaleFactor of 2 gives 192dpi, 3 is 288dpi, etc. In fact, here's a version that should give your desired DPI:
function setDPI(canvas, dpi) {
// Set up CSS size.
canvas.style.width = canvas.style.width || canvas.width + 'px';
canvas.style.height = canvas.style.height || canvas.height + 'px';
// Resize canvas and scale future draws.
var scaleFactor = dpi / 96;
canvas.width = Math.ceil(canvas.width * scaleFactor);
canvas.height = Math.ceil(canvas.height * scaleFactor);
var ctx = canvas.getContext('2d');
ctx.scale(scaleFactor, scaleFactor);
}
Have fun! Note that both these code samples can only be used once per canvas, they assume the current DOM size is the original (they could be tweaked to change that). Also the rescaling needs to happen before you do any drawing on the canvas. Thanks to this post for the method and information!
Edit: Here is a more robust function that will scale future draws and maintain existing canvas contents. This can be called to rescale multiple times.
function setDPI(canvas, dpi) {
// Set up CSS size.
canvas.style.width = canvas.style.width || canvas.width + 'px';
canvas.style.height = canvas.style.height || canvas.height + 'px';
// Get size information.
var scaleFactor = dpi / 96;
var width = parseFloat(canvas.style.width);
var height = parseFloat(canvas.style.height);
// Backup the canvas contents.
var oldScale = canvas.width / width;
var backupScale = scaleFactor / oldScale;
var backup = canvas.cloneNode(false);
backup.getContext('2d').drawImage(canvas, 0, 0);
// Resize the canvas.
var ctx = canvas.getContext('2d');
canvas.width = Math.ceil(width * scaleFactor);
canvas.height = Math.ceil(height * scaleFactor);
// Redraw the canvas image and scale future draws.
ctx.setTransform(backupScale, 0, 0, backupScale, 0, 0);
ctx.drawImage(backup, 0, 0);
ctx.setTransform(scaleFactor, 0, 0, scaleFactor, 0, 0);
}
You cannot (ugh) access the DPI of a display of the current web page in any browser:
Detecting the system DPI/PPI from JS/CSS?
For printing: You most likely cannot set the DPI of exported <canvas> image (PNG, JPEG) using browser standard functions. However, if you use a pure Javascript encoder image encoder you are free to create any sort of binary file you wish and manually adjust the DPI value embedded int he binary.
https://gist.github.com/1245476
If you just want to set the dpi of the PNG (ie not increase the number of pixels) then this library lets you set the pHYs chunk (amongst other things):
https://github.com/imaya/CanvasTool.PngEncoder
Minimal example to export an HTML5 canvas to base64-encoded PNG:
// convert dots per inch into dots per metre
var pixelsPerM = dpi * 100 / 2.54;
var param = {
bitDepth : 8,
colourType : 2,
filterType : 0,
height : canvas.height,
interlaceMethod : 0,
phys : {
unit : 1,
x : pixelsPerM,
y : pixelsPerM
},
width : canvas.width
};
var array = canvas.getContext('2d').getImageData(0, 0, canvas.width,
canvas.height).data;
var png = new window.CanvasTool.PngEncoder(array, param).convert();
var base64 = 'data:image/png;base64,' + btoa(png);
Use the library changedpi:
npm install changedpi --save
Also see
https://github.com/shutterstock/changeDPI
https://github.com/hongru/canvas2image
Example code that also allows to adapt the px size and resolution for png or jpg export:
Canvas2Image.saveAsImage('fileName.png', canvas, 2000, 3000, 300, 'png');
-
import Url from './url';
import * as ChangeDpi from 'changeDPI';
export default class Canvas2Image {
static saveAsImage(fileName, canvas, width, height, dpi, type) {
type = this._fixType(type);
canvas = this._scaleCanvas(canvas, width, height);
let dataUrl = canvas.toDataURL(type);
let dataUrlWithDpi = ChangeDpi.changeDpiDataUrl(dataUrl, dpi)
dataUrlWithDpi = dataUrlWithDpi.replace(type, 'image/octet-stream');
Url.download(fileName, dataUrlWithDpi);
}
static _fixType(type) {
type = type.toLowerCase().replace(/jpg/i, 'jpeg');
const r = type.match(/png|jpeg|bmp|gif/)[0];
return `image/${r}`;
}
static _scaleCanvas(canvas, width, height) {
const w = canvas.width;
const h = canvas.height;
if (width === undefined) {
width = w;
}
if (height === undefined) {
height = h;
}
const retCanvas = document.createElement('canvas');
const retCtx = retCanvas.getContext('2d');
retCanvas.width = width;
retCanvas.height = height;
retCtx.drawImage(canvas, 0, 0, w, h, 0, 0, width, height);
return retCanvas;
}
}
-
export default class Url {
static download(fileName, url) {
const element = document.createElement('a');
element.setAttribute('href', url);
element.setAttribute('download', fileName);
element.style.display = 'none';
document.body.appendChild(element);
element.click();
document.body.removeChild(element);
}
static createUrlForBlob(blob) {
return this._URL.createObjectURL(blob);
}
static clearBlobUrl(blobUrl) {
this._URL.revokeObjectURL(blobUrl);
}
static get _URL() {
return window.URL || window.webkitURL || window;
}
}