How can i draw smooth text on html canvas? [duplicate] - javascript

I'm drawing text on Canvas, and am disappointed with the quality of antialiasing. As far as I've been able to determine, browsers don't do subpixel antialising of text on Canvas.
Is this accurate?
This is particularly noticeable on iPhone and Android, where the resulting text isn't as crisp as text rendered by other DOM elements.
Any suggestions for high quality text out put on Canvas?
Joubert

My answer came from this link, maybe it will help someone else.
http://www.html5rocks.com/en/tutorials/canvas/hidpi/
The important code is as follows.
// finally query the various pixel ratios
devicePixelRatio = window.devicePixelRatio || 1,
backingStoreRatio = context.webkitBackingStorePixelRatio ||
context.mozBackingStorePixelRatio ||
context.msBackingStorePixelRatio ||
context.oBackingStorePixelRatio ||
context.backingStorePixelRatio || 1,
ratio = devicePixelRatio / backingStoreRatio;
// upscale the canvas if the two ratios don't match
if (devicePixelRatio !== backingStoreRatio) {
var oldWidth = canvas.width;
var oldHeight = canvas.height;
canvas.width = oldWidth * ratio;
canvas.height = oldHeight * ratio;
canvas.style.width = oldWidth + 'px';
canvas.style.height = oldHeight + 'px';
// now scale the context to counter
// the fact that we've manually scaled
// our canvas element
context.scale(ratio, ratio);
}

Try adding the following META tag to your page. This seems to fix anti-aliasing issues I've had on iPhone Safari:
<meta name="viewport" content="user-scalable=no, width=device-width,
initial-scale=0.5, minimum-scale=0.5, maximum-scale=0.5" />

I realise this is an old question, but I worked on this problem today and got it working nicely. I used Alix Axel's answer above and stripped down the code I found there (on the web.archive.org link) to the bare essentials.
I modified the solution a bit, using two canvases, one hidden canvas for the original text and a second canvas to actually show the anti-aliaised text.
Here's what I came up with... http://jsfiddle.net/X2cKa/
The code looks like this;
function alphaBlend(gamma, c1, c2, alpha) {
c1 = c1/255.0;
c2 = c2/255.0;
var c3 = Math.pow(
Math.pow(c1, gamma) * (1 - alpha)
+ Math.pow(c2, gamma) * alpha,
1/gamma
);
return Math.round(c3 * 255);
}
function process(textPixels, destPixels, fg, bg) {
var gamma = 2.2;
for (var y = 0; y < textPixels.height; y ++) {
var history = [255, 255, 255];
var pixel_number = y * textPixels.width;
var component = 0;
for (var x = 0; x < textPixels.width; x ++) {
var alpha = textPixels.data[(y * textPixels.width + x) * 4 + 1] / 255.0;
alpha = Math.pow(alpha, gamma);
history[component] = alpha;
alpha = (history[0] + history[1] + history[2]) / 3;
out = alphaBlend(gamma, bg[component], fg[component], alpha);
destPixels.data[pixel_number * 4 + component] = out;
/* advance to next component/pixel */
component ++;
if (component == 3) {
pixel_number ++;
component = 0;
}
}
}
}
function toColor(colorString) {
return [parseInt(colorString.substr(1, 2), 16),
parseInt(colorString.substr(3, 2), 16),
parseInt(colorString.substr(5, 2), 16)];
}
function renderOnce() {
var phrase = "Corporate GOVERNANCE"
var c1 = document.getElementById("c1"); //the hidden canvas
var c2 = document.getElementById("c2"); //the canvas
var textSize=40;
var font = textSize+"px Arial"
var fg = "#ff0000";
var bg = "#fff9e1";
var ctx1 = c1.getContext("2d");
var ctx2 = c2.getContext("2d");
ctx1.fillStyle = "rgb(255, 255, 255)";
ctx1.fillRect(0, 0, c1.width, c1.height);
ctx1.save();
ctx1.scale(3, 1);
ctx1.font = font;
ctx1.fillStyle = "rgb(255, 0, 0)";
ctx1.fillText(phrase, 0, textSize);
ctx1.restore();
var textPixels = ctx1.getImageData(0, 0, c1.width, c1.height);
var colorFg = toColor(fg);
var colorBg = toColor(bg);
var destPixels3 = ctx1.getImageData(0, 0, c1.width, c1.height);
process(textPixels, destPixels3, colorBg, colorFg);
ctx2.putImageData(destPixels3, 0, 0);
//for comparison, show Comparison Text without anti aliaising
ctx2.font = font;
ctx2.fillStyle = "rgb(255, 0, 0)";
ctx2.fillText(phrase, 0, textSize*2);
};
renderOnce();
I also added a comparison text object so that you can see the anti-aliasing working.
Hope this helps someone!

There is some subpixel antialiasing done, but it is up to the browser/OS.
There was a bit of an earlier discussion on this that may be of help to you.
I don't have an android or iOS device but just for kicks, try translating the context by (.5, 0) pixels before you draw and see if that makes a difference in how your text is rendered.

Related

How do i calculate the height of each letter from a string, NOT on a canvas? [duplicate]

The spec has a context.measureText(text) function that will tell you how much width it would require to print that text, but I can't find a way to find out how tall it is. I know it's based on the font, but I don't know to convert a font string to a text height.
Browsers are beginning to support advanced text metrics, which will make this task trivial when it's widely supported:
let metrics = ctx.measureText(text);
let fontHeight = metrics.fontBoundingBoxAscent + metrics.fontBoundingBoxDescent;
let actualHeight = metrics.actualBoundingBoxAscent + metrics.actualBoundingBoxDescent;
fontHeight gets you the bounding box height that is constant regardless of the string being rendered. actualHeight is specific to the string being rendered.
Spec: https://www.w3.org/TR/2012/CR-2dcontext-20121217/#dom-textmetrics-fontboundingboxascent and the sections just below it.
Support status (20-Aug-2017):
Chrome has it behind a flag (https://bugs.chromium.org/p/chromium/issues/detail?id=277215).
Firefox has it in development (https://bugzilla.mozilla.org/show_bug.cgi?id=1102584).
Edge has no support (https://wpdev.uservoice.com/forums/257854-microsoft-edge-developer/suggestions/30922861-advanced-canvas-textmetrics).
node-canvas (node.js module), mostly supported (https://github.com/Automattic/node-canvas/wiki/Compatibility-Status).
UPDATE - for an example of this working, I used this technique in the Carota editor.
Following on from ellisbben's answer, here is an enhanced version to get the ascent and descent from the baseline, i.e. same as tmAscent and tmDescent returned by Win32's GetTextMetric API. This is needed if you want to do a word-wrapped run of text with spans in different fonts/sizes.
The above image was generated on a canvas in Safari, red being the top line where the canvas was told to draw the text, green being the baseline and blue being the bottom (so red to blue is the full height).
Using jQuery for succinctness:
var getTextHeight = function(font) {
var text = $('<span>Hg</span>').css({ fontFamily: font });
var block = $('<div style="display: inline-block; width: 1px; height: 0px;"></div>');
var div = $('<div></div>');
div.append(text, block);
var body = $('body');
body.append(div);
try {
var result = {};
block.css({ verticalAlign: 'baseline' });
result.ascent = block.offset().top - text.offset().top;
block.css({ verticalAlign: 'bottom' });
result.height = block.offset().top - text.offset().top;
result.descent = result.height - result.ascent;
} finally {
div.remove();
}
return result;
};
In addition to a text element, I add a div with display: inline-block so I can set its vertical-align style, and then find out where the browser has put it.
So you get back an object with ascent, descent and height (which is just ascent + descent for convenience). To test it, it's worth having a function that draws a horizontal line:
var testLine = function(ctx, x, y, len, style) {
ctx.strokeStyle = style;
ctx.beginPath();
ctx.moveTo(x, y);
ctx.lineTo(x + len, y);
ctx.closePath();
ctx.stroke();
};
Then you can see how the text is positioned on the canvas relative to the top, baseline and bottom:
var font = '36pt Times';
var message = 'Big Text';
ctx.fillStyle = 'black';
ctx.textAlign = 'left';
ctx.textBaseline = 'top'; // important!
ctx.font = font;
ctx.fillText(message, x, y);
// Canvas can tell us the width
var w = ctx.measureText(message).width;
// New function gets the other info we need
var h = getTextHeight(font);
testLine(ctx, x, y, w, 'red');
testLine(ctx, x, y + h.ascent, w, 'green');
testLine(ctx, x, y + h.height, w, 'blue');
You can get a very close approximation of the vertical height by checking the length of a capital M.
ctx.font = 'bold 10px Arial';
lineHeight = ctx.measureText('M').width;
The canvas spec doesn't give us a method for measuring the height of a string. However, you can set the size of your text in pixels and you can usually figure out what the vertical bounds are relatively easily.
If you need something more precise then you could throw text onto the canvas and then get pixel data and figure out how many pixels are used vertically. This would be relatively simple, but not very efficient. You could do something like this (it works, but draws some text onto your canvas that you would want to remove):
function measureTextHeight(ctx, left, top, width, height) {
// Draw the text in the specified area
ctx.save();
ctx.translate(left, top + Math.round(height * 0.8));
ctx.mozDrawText('gM'); // This seems like tall text... Doesn't it?
ctx.restore();
// Get the pixel data from the canvas
var data = ctx.getImageData(left, top, width, height).data,
first = false,
last = false,
r = height,
c = 0;
// Find the last line with a non-white pixel
while(!last && r) {
r--;
for(c = 0; c < width; c++) {
if(data[r * width * 4 + c * 4 + 3]) {
last = r;
break;
}
}
}
// Find the first line with a non-white pixel
while(r) {
r--;
for(c = 0; c < width; c++) {
if(data[r * width * 4 + c * 4 + 3]) {
first = r;
break;
}
}
// If we've got it then return the height
if(first != r) return last - first;
}
// We screwed something up... What do you expect from free code?
return 0;
}
// Set the font
context.mozTextStyle = '32px Arial';
// Specify a context and a rect that is safe to draw in when calling measureTextHeight
var height = measureTextHeight(context, 0, 0, 50, 50);
console.log(height);
For Bespin they do fake a height by measuring the width of a lowercase 'm'... I don't know how this is used, and I would not recommend this method. Here is the relevant Bespin method:
var fixCanvas = function(ctx) {
// upgrade Firefox 3.0.x text rendering to HTML 5 standard
if (!ctx.fillText && ctx.mozDrawText) {
ctx.fillText = function(textToDraw, x, y, maxWidth) {
ctx.translate(x, y);
ctx.mozTextStyle = ctx.font;
ctx.mozDrawText(textToDraw);
ctx.translate(-x, -y);
}
}
if (!ctx.measureText && ctx.mozMeasureText) {
ctx.measureText = function(text) {
ctx.mozTextStyle = ctx.font;
var width = ctx.mozMeasureText(text);
return { width: width };
}
}
if (ctx.measureText && !ctx.html5MeasureText) {
ctx.html5MeasureText = ctx.measureText;
ctx.measureText = function(text) {
var textMetrics = ctx.html5MeasureText(text);
// fake it 'til you make it
textMetrics.ascent = ctx.html5MeasureText("m").width;
return textMetrics;
}
}
// for other browsers
if (!ctx.fillText) {
ctx.fillText = function() {}
}
if (!ctx.measureText) {
ctx.measureText = function() { return 10; }
}
};
EDIT: Are you using canvas transforms? If so, you'll have to track the transformation matrix. The following method should measure the height of text with the initial transform.
EDIT #2: Oddly the code below does not produce correct answers when I run it on this StackOverflow page; it's entirely possible that the presence of some style rules could break this function.
The canvas uses fonts as defined by CSS, so in theory we can just add an appropriately styled chunk of text to the document and measure its height. I think this is significantly easier than rendering text and then checking pixel data and it should also respect ascenders and descenders. Check out the following:
var determineFontHeight = function(fontStyle) {
var body = document.getElementsByTagName("body")[0];
var dummy = document.createElement("div");
var dummyText = document.createTextNode("M");
dummy.appendChild(dummyText);
dummy.setAttribute("style", fontStyle);
body.appendChild(dummy);
var result = dummy.offsetHeight;
body.removeChild(dummy);
return result;
};
//A little test...
var exampleFamilies = ["Helvetica", "Verdana", "Times New Roman", "Courier New"];
var exampleSizes = [8, 10, 12, 16, 24, 36, 48, 96];
for(var i = 0; i < exampleFamilies.length; i++) {
var family = exampleFamilies[i];
for(var j = 0; j < exampleSizes.length; j++) {
var size = exampleSizes[j] + "pt";
var style = "font-family: " + family + "; font-size: " + size + ";";
var pixelHeight = determineFontHeight(style);
console.log(family + " " + size + " ==> " + pixelHeight + " pixels high.");
}
}
You'll have to make sure you get the font style correct on the DOM element that you measure the height of but that's pretty straightforward; really you should use something like
var canvas = /* ... */
var context = canvas.getContext("2d");
var canvasFont = " ... ";
var fontHeight = determineFontHeight("font: " + canvasFont + ";");
context.font = canvasFont;
/*
do your stuff with your font and its height here.
*/
As JJ Stiff suggests, you can add your text to a span and then measure the offsetHeight of the span.
var d = document.createElement("span");
d.font = "20px arial";
d.textContent = "Hello world!";
document.body.appendChild(d);
var emHeight = d.offsetHeight;
document.body.removeChild(d);
As shown on HTML5Rocks
Isn't the height of the text in pixels equal to the font size (in pts) if you define the font using context.font ?
Just to add to Daniel's answer (which is great! and absolutely right!), version without JQuery:
function objOff(obj)
{
var currleft = currtop = 0;
if( obj.offsetParent )
{ do { currleft += obj.offsetLeft; currtop += obj.offsetTop; }
while( obj = obj.offsetParent ); }
else { currleft += obj.offsetLeft; currtop += obj.offsetTop; }
return [currleft,currtop];
}
function FontMetric(fontName,fontSize)
{
var text = document.createElement("span");
text.style.fontFamily = fontName;
text.style.fontSize = fontSize + "px";
text.innerHTML = "ABCjgq|";
// if you will use some weird fonts, like handwriting or symbols, then you need to edit this test string for chars that will have most extreme accend/descend values
var block = document.createElement("div");
block.style.display = "inline-block";
block.style.width = "1px";
block.style.height = "0px";
var div = document.createElement("div");
div.appendChild(text);
div.appendChild(block);
// this test div must be visible otherwise offsetLeft/offsetTop will return 0
// but still let's try to avoid any potential glitches in various browsers
// by making it's height 0px, and overflow hidden
div.style.height = "0px";
div.style.overflow = "hidden";
// I tried without adding it to body - won't work. So we gotta do this one.
document.body.appendChild(div);
block.style.verticalAlign = "baseline";
var bp = objOff(block);
var tp = objOff(text);
var taccent = bp[1] - tp[1];
block.style.verticalAlign = "bottom";
bp = objOff(block);
tp = objOff(text);
var theight = bp[1] - tp[1];
var tdescent = theight - taccent;
// now take it off :-)
document.body.removeChild(div);
// return text accent, descent and total height
return [taccent,theight,tdescent];
}
I've just tested the code above and works great on latest Chrome, FF and Safari on Mac.
EDIT: I have added font size as well and tested with webfont instead of system font - works awesome.
I solved this problem straitforward - using pixel manipulation.
Here is graphical answer:
Here is code:
function textHeight (text, font) {
var fontDraw = document.createElement("canvas");
var height = 100;
var width = 100;
// here we expect that font size will be less canvas geometry
fontDraw.setAttribute("height", height);
fontDraw.setAttribute("width", width);
var ctx = fontDraw.getContext('2d');
// black is default
ctx.fillRect(0, 0, width, height);
ctx.textBaseline = 'top';
ctx.fillStyle = 'white';
ctx.font = font;
ctx.fillText(text/*'Eg'*/, 0, 0);
var pixels = ctx.getImageData(0, 0, width, height).data;
// row numbers where we first find letter end where it ends
var start = -1;
var end = -1;
for (var row = 0; row < height; row++) {
for (var column = 0; column < width; column++) {
var index = (row * width + column) * 4;
// if pixel is not white (background color)
if (pixels[index] == 0) {
// we havent met white (font color) pixel
// on the row and the letters was detected
if (column == width - 1 && start != -1) {
end = row;
row = height;
break;
}
continue;
}
else {
// we find top of letter
if (start == -1) {
start = row;
}
// ..letters body
break;
}
}
}
/*
document.body.appendChild(fontDraw);
fontDraw.style.pixelLeft = 400;
fontDraw.style.pixelTop = 400;
fontDraw.style.position = "absolute";
*/
return end - start;
}
one line answer
var height = parseInt(ctx.font) * 1.2;
CSS "line-height: normal" is between 1 and 1.2
read here for more info
I'm kind of shocked that there are no correct answers here. There is no need to make an estimate or a guess. Also, the font-size is not the actual size of the bounding box of the font. The font height depends on whether you have ascenders and descenders.
To calculate it, use ctx.measureText() and add together the actualBoundingBoxAscent and the actualBoundingBoxDescent. That'll give you the actual size. You can also add together the font* versions to get the size that is used to calculate things like element height, but isn't strictly the height of the actual used space for the font.
const text = 'Hello World';
const canvas = document.querySelector('canvas');
canvas.width = 500;
canvas.height = 200;
const ctx = canvas.getContext('2d');
const fontSize = 100;
ctx.font = `${fontSize}px Arial, Helvetica, sans-serif`;
// top is critical to the fillText() calculation
// you can use other positions, but you need to adjust the calculation
ctx.textBaseline = 'top';
ctx.textAlign = 'center';
const metrics = ctx.measureText(text);
const width = metrics.width;
const actualHeight = metrics.actualBoundingBoxAscent + metrics.actualBoundingBoxDescent;
// fallback to using fontSize if fontBoundingBoxAscent isn't available, like in Firefox. Should be close enough that you aren't more than a pixel off in most cases.
const fontHeight = (metrics.fontBoundingBoxAscent + metrics.fontBoundingBoxDescent) ?? fontSize;
ctx.fillStyle = '#00F'; // blue
ctx.fillRect((canvas.width / 2) - (width / 2), (canvas.height / 2) - (fontHeight / 2), width, fontHeight);
ctx.fillStyle = '#0F0'; // green
ctx.fillRect((canvas.width / 2) - (width / 2), (canvas.height / 2) - (actualHeight / 2), width, actualHeight);
// canvas.height / 2 - actualHeight / 2 gets you to the top of
// the green box. You have to add actualBoundingBoxAscent to shift
// it just right
ctx.fillStyle = '#F00'; // red
ctx.fillText(text, canvas.width / 2, canvas.height / 2 - actualHeight / 2 + metrics.actualBoundingBoxAscent);
<canvas></canvas>
This is what I did based on some of the other answers here:
function measureText(text, font) {
const span = document.createElement('span');
span.appendChild(document.createTextNode(text));
Object.assign(span.style, {
font: font,
margin: '0',
padding: '0',
border: '0',
whiteSpace: 'nowrap'
});
document.body.appendChild(span);
const {width, height} = span.getBoundingClientRect();
span.remove();
return {width, height};
}
var font = "italic 100px Georgia";
var text = "abc this is a test";
console.log(measureText(text, font));
I'm writing a terminal emulator so I needed to draw rectangles around characters.
var size = 10
var lineHeight = 1.2 // CSS "line-height: normal" is between 1 and 1.2
context.font = size+'px/'+lineHeight+'em monospace'
width = context.measureText('m').width
height = size * lineHeight
Obviously if you want the exact amount of space the character takes up, it won't help. But it'll give you a good approximation for certain uses.
I have implemented a nice library for measuring the exact height and width of text using HTML canvas. This should do what you want.
https://github.com/ChrisBellew/text-measurer.js
Here is a simple function. No library needed.
I wrote this function to get the top and bottom bounds relative to baseline. If textBaseline is set to alphabetic. What it does is it creates another canvas, and then draws there, and then finds the top most and bottom most non blank pixel. And that is the top and bottom bounds. It returns it as relative, so if height is 20px, and there is nothing below the baseline, then the top bound is -20.
You must supply characters to it. Otherwise it will give you 0 height and 0 width, obviously.
Usage:
alert(measureHeight('40px serif', 40, 'rg').height)
Here is the function:
function measureHeight(aFont, aSize, aChars, aOptions={}) {
// if you do pass aOptions.ctx, keep in mind that the ctx properties will be changed and not set back. so you should have a devoted canvas for this
// if you dont pass in a width to aOptions, it will return it to you in the return object
// the returned width is Math.ceil'ed
console.error('aChars: "' + aChars + '"');
var defaultOptions = {
width: undefined, // if you specify a width then i wont have to use measureText to get the width
canAndCtx: undefined, // set it to object {can:,ctx:} // if not provided, i will make one
range: 3
};
aOptions.range = aOptions.range || 3; // multiples the aSize by this much
if (aChars === '') {
// no characters, so obviously everything is 0
return {
relativeBot: 0,
relativeTop: 0,
height: 0,
width: 0
};
// otherwise i will get IndexSizeError: Index or size is negative or greater than the allowed amount error somewhere below
}
// validateOptionsObj(aOptions, defaultOptions); // not needed because all defaults are undefined
var can;
var ctx;
if (!aOptions.canAndCtx) {
can = document.createElement('canvas');;
can.mozOpaque = 'true'; // improved performanceo on firefox i guess
ctx = can.getContext('2d');
// can.style.position = 'absolute';
// can.style.zIndex = 10000;
// can.style.left = 0;
// can.style.top = 0;
// document.body.appendChild(can);
} else {
can = aOptions.canAndCtx.can;
ctx = aOptions.canAndCtx.ctx;
}
var w = aOptions.width;
if (!w) {
ctx.textBaseline = 'alphabetic';
ctx.textAlign = 'left';
ctx.font = aFont;
w = ctx.measureText(aChars).width;
}
w = Math.ceil(w); // needed as i use w in the calc for the loop, it needs to be a whole number
// must set width/height, as it wont paint outside of the bounds
can.width = w;
can.height = aSize * aOptions.range;
ctx.font = aFont; // need to set the .font again, because after changing width/height it makes it forget for some reason
ctx.textBaseline = 'alphabetic';
ctx.textAlign = 'left';
ctx.fillStyle = 'white';
console.log('w:', w);
var avgOfRange = (aOptions.range + 1) / 2;
var yBaseline = Math.ceil(aSize * avgOfRange);
console.log('yBaseline:', yBaseline);
ctx.fillText(aChars, 0, yBaseline);
var yEnd = aSize * aOptions.range;
var data = ctx.getImageData(0, 0, w, yEnd).data;
// console.log('data:', data)
var botBound = -1;
var topBound = -1;
// measureHeightY:
for (y=0; y<=yEnd; y++) {
for (var x = 0; x < w; x += 1) {
var n = 4 * (w * y + x);
var r = data[n];
var g = data[n + 1];
var b = data[n + 2];
// var a = data[n + 3];
if (r+g+b > 0) { // non black px found
if (topBound == -1) {
topBound = y;
}
botBound = y; // break measureHeightY; // dont break measureHeightY ever, keep going, we till yEnd. so we get proper height for strings like "`." or ":" or "!"
break;
}
}
}
return {
relativeBot: botBound - yBaseline, // relative to baseline of 0 // bottom most row having non-black
relativeTop: topBound - yBaseline, // relative to baseline of 0 // top most row having non-black
height: (botBound - topBound) + 1,
width: w// EDIT: comma has been added to fix old broken code.
};
}
relativeBot, relativeTop, and height are the useful things in the return object.
Here is example usage:
<!DOCTYPE html>
<html>
<head>
<title>Page Title</title>
<script>
function measureHeight(aFont, aSize, aChars, aOptions={}) {
// if you do pass aOptions.ctx, keep in mind that the ctx properties will be changed and not set back. so you should have a devoted canvas for this
// if you dont pass in a width to aOptions, it will return it to you in the return object
// the returned width is Math.ceil'ed
console.error('aChars: "' + aChars + '"');
var defaultOptions = {
width: undefined, // if you specify a width then i wont have to use measureText to get the width
canAndCtx: undefined, // set it to object {can:,ctx:} // if not provided, i will make one
range: 3
};
aOptions.range = aOptions.range || 3; // multiples the aSize by this much
if (aChars === '') {
// no characters, so obviously everything is 0
return {
relativeBot: 0,
relativeTop: 0,
height: 0,
width: 0
};
// otherwise i will get IndexSizeError: Index or size is negative or greater than the allowed amount error somewhere below
}
// validateOptionsObj(aOptions, defaultOptions); // not needed because all defaults are undefined
var can;
var ctx;
if (!aOptions.canAndCtx) {
can = document.createElement('canvas');;
can.mozOpaque = 'true'; // improved performanceo on firefox i guess
ctx = can.getContext('2d');
// can.style.position = 'absolute';
// can.style.zIndex = 10000;
// can.style.left = 0;
// can.style.top = 0;
// document.body.appendChild(can);
} else {
can = aOptions.canAndCtx.can;
ctx = aOptions.canAndCtx.ctx;
}
var w = aOptions.width;
if (!w) {
ctx.textBaseline = 'alphabetic';
ctx.textAlign = 'left';
ctx.font = aFont;
w = ctx.measureText(aChars).width;
}
w = Math.ceil(w); // needed as i use w in the calc for the loop, it needs to be a whole number
// must set width/height, as it wont paint outside of the bounds
can.width = w;
can.height = aSize * aOptions.range;
ctx.font = aFont; // need to set the .font again, because after changing width/height it makes it forget for some reason
ctx.textBaseline = 'alphabetic';
ctx.textAlign = 'left';
ctx.fillStyle = 'white';
console.log('w:', w);
var avgOfRange = (aOptions.range + 1) / 2;
var yBaseline = Math.ceil(aSize * avgOfRange);
console.log('yBaseline:', yBaseline);
ctx.fillText(aChars, 0, yBaseline);
var yEnd = aSize * aOptions.range;
var data = ctx.getImageData(0, 0, w, yEnd).data;
// console.log('data:', data)
var botBound = -1;
var topBound = -1;
// measureHeightY:
for (y=0; y<=yEnd; y++) {
for (var x = 0; x < w; x += 1) {
var n = 4 * (w * y + x);
var r = data[n];
var g = data[n + 1];
var b = data[n + 2];
// var a = data[n + 3];
if (r+g+b > 0) { // non black px found
if (topBound == -1) {
topBound = y;
}
botBound = y; // break measureHeightY; // dont break measureHeightY ever, keep going, we till yEnd. so we get proper height for strings like "`." or ":" or "!"
break;
}
}
}
return {
relativeBot: botBound - yBaseline, // relative to baseline of 0 // bottom most row having non-black
relativeTop: topBound - yBaseline, // relative to baseline of 0 // top most row having non-black
height: (botBound - topBound) + 1,
width: w
};
}
</script>
</head>
<body style="background-color:steelblue;">
<input type="button" value="reuse can" onClick="alert(measureHeight('40px serif', 40, 'rg', {canAndCtx:{can:document.getElementById('can'), ctx:document.getElementById('can').getContext('2d')}}).height)">
<input type="button" value="dont reuse can" onClick="alert(measureHeight('40px serif', 40, 'rg').height)">
<canvas id="can"></canvas>
<h1>This is a Heading</h1>
<p>This is a paragraph.</p>
</body>
</html>
The relativeBot and relativeTop are what you see in this image here:
https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API/Tutorial/Drawing_text
Funny that TextMetrics has width only and no height:
http://www.whatwg.org/specs/web-apps/current-work/multipage/the-canvas-element.html#textmetrics
Can you use a Span as on this example?
http://mudcu.be/journal/2011/01/html5-typographic-metrics/#alignFix
First of all, you need to set the height of a font size, and then according to the value of the font height to determine the current height of your text is how much, cross-text lines, of course, the same height of the font need to accumulate, if the text does not exceed the largest text box Height, all show, otherwise, only show the text within the box text. High values need your own definition. The larger the preset height, the greater the height of the text that needs to be displayed and intercepted.
After the effect is processed(solve)
Before the effect is processed(
unsolved)
AutoWrappedText.auto_wrap = function(ctx, text, maxWidth, maxHeight) {
var words = text.split("");
var lines = [];
var currentLine = words[0];
var total_height = 0;
for (var i = 1; i < words.length; i++) {
var word = words[i];
var width = ctx.measureText(currentLine + word).width;
if (width < maxWidth) {
currentLine += word;
} else {
lines.push(currentLine);
currentLine = word;
// TODO dynamically get font size
total_height += 25;
if (total_height >= maxHeight) {
break
}
}
}
if (total_height + 25 < maxHeight) {
lines.push(currentLine);
} else {
lines[lines.length - 1] += "…";
}
return lines;};
I found that JUST FOR ARIAL the simplest, fastest and accuratest way to find height of bounding box is to use the width of certain letters. If you plan to use a certain font without letting user to choose one different, you can do a little research to find the right letter that do the job for that font.
<!DOCTYPE html>
<html>
<body>
<canvas id="myCanvas" width="700" height="200" style="border:1px solid #d3d3d3;">
Your browser does not support the HTML5 canvas tag.</canvas>
<script>
var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
ctx.font = "100px Arial";
var txt = "Hello guys!"
var Hsup=ctx.measureText("H").width;
var Hbox=ctx.measureText("W").width;
var W=ctx.measureText(txt).width;
var W2=ctx.measureText(txt.substr(0, 9)).width;
ctx.fillText(txt, 10, 100);
ctx.rect(10,100, W, -Hsup);
ctx.rect(10,100+Hbox-Hsup, W2, -Hbox);
ctx.stroke();
</script>
<p><strong>Note:</strong> The canvas tag is not supported in Internet
Explorer 8 and earlier versions.</p>
</body>
</html>
setting the font size might not be practical though, since setting
ctx.font = ''
will use the one defined by CSS as well as any embedded font tags. If you use the CSS font you have no idea what the height is from a programmatic way, using the measureText method, which is very short sighted. On another note though, IE8 DOES return the width and height.
This works 1) for multiline text as well 2) and even in IE9!
<div class="measureText" id="measureText">
</div>
.measureText {
margin: 0;
padding: 0;
border: 0;
font-family: Arial;
position: fixed;
visibility: hidden;
height: auto;
width: auto;
white-space: pre-wrap;
line-height: 100%;
}
function getTextFieldMeasure(fontSize, value) {
const div = document.getElementById("measureText");
// returns wrong result for multiline text with last line empty
let arr = value.split('\n');
if (arr[arr.length-1].length == 0) {
value += '.';
}
div.innerText = value;
div.style['font-size']= fontSize + "px";
let rect = div.getBoundingClientRect();
return {width: rect.width, height: rect.height};
};
I know this is an old answered question, but for future reference I'd like to add a short, minimal, JS-only (no jquery) solution I believe people can benefit from:
var measureTextHeight = function(fontFamily, fontSize)
{
var text = document.createElement('span');
text.style.fontFamily = fontFamily;
text.style.fontSize = fontSize + "px";
text.textContent = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789 ";
document.body.appendChild(text);
var result = text.getBoundingClientRect().height;
document.body.removeChild(text);
return result;
};
I monkey patched CanvasRenderingContext2D.measureText() in one of my project to include actual height of the text. It's written in vanilla JS and has zero dependencies.
/*
* Monkeypatch CanvasRenderingContext2D.measureText() to include actual height of the text
*/
; (function (global) {
"use strict";
var _measureText = global.CanvasRenderingContext2D.prototype.measureText;
global.CanvasRenderingContext2D.prototype.measureText = function () {
var textMetrics = _measureText.apply(this, arguments);
var _getHeight = function (text) {
var $span = global.document.createElement("span");
var spanTextNode = global.document.createTextNode(text);
$span.appendChild(spanTextNode);
$span.setAttribute("style", `font: ${this.font}`);
var $div = global.document.createElement("div");
$div.setAttribute("style", "display: inline-block; width: 1px; height: 0; vertical-align: super;");
var $parentDiv = global.document.createElement("div");
$parentDiv.appendChild($span);
$parentDiv.appendChild($div);
var $body = global.document.getElementsByTagName("body")[0];
$body.appendChild($parentDiv);
var divRect = $div.getBoundingClientRect();
var spanRect = $span.getBoundingClientRect();
var result = {};
$div.style.verticalAlign = "baseline";
result.ascent = divRect.top - spanRect.top;
$div.style.verticalAlign = "bottom";
result.height = divRect.top - spanRect.top;
result.descent = result.height - result.ascent;
$body.removeChild($parentDiv);
return result.height - result.descent;
}.bind(this);
var height = _getHeight(arguments[0]);
global.Object.defineProperty(textMetrics, "height", { value: height });
return textMetrics;
};
})(window);
You can use it like this
ctx.font = "bold 64px Verdana, sans-serif"; // Automatically considers it as part of height calculation
var textMetrics = ctx.measureText("Foobar");
var textHeight = textMetrics.height;
parseInt(ctx.font, 10)
e.g.
let text_height = parseInt(ctx.font, 10)
e.g. returns 35
In normal situations the following should work:
var can = CanvasElement.getContext('2d'); //get context
var lineHeight = /[0-9]+(?=pt|px)/.exec(can.font); //get height from font variable
This is madding... The height of the text is the font size.. Didn't any of you read the documentation?
context.font = "22px arial";
this will set the height to 22px.
the only reason there is a..
context.measureText(string).width
is because that the width of the string can not be determined unless it knows the string you want the width of but for all the strings drawn with the font.. the height will be 22px.
if you use another measurement than px then the height will still be the same but with that measurement so at most all you would have to do is convert the measurement.
Approximate solution:
var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
ctx.font = "100px Arial";
var txt = "Hello guys!"
var wt = ctx.measureText(txt).width;
var height = wt / txt.length;
This will be accurate result in monospaced font.

html5 canvas - Image data empty after drawing an emoji with large font size on Chrome

I am drawing an emoji on a <canvas> element using the fillText method of the 2D context, and right after I am using getImageData to get the image as an array, like so :
ctx.fillText('πŸ€–', 500, 500)
const imageData = ctx.getImageData(0, 0, 1000, 1000)
This works without any issue on firefox and iOS, but for some reason, imageData comes out empty on Chrome (Chromium 75.0.3770.90) when the font size is too big. See the following snippet :
https://codepen.io/anon/pen/OKWMBb?editors=1111
<!DOCTYPE html>
<html lang="en">
<head></head>
<body>
<canvas id="c1" width="1000px" height="1000px"></canvas>
<canvas id="c2" width="1000px" height="1000px"></canvas>
<canvas id="c3" width="1000px" height="1000px"></canvas>
<script>
var c1 = document.querySelector('#c1')
var c2 = document.querySelector('#c2')
var c3 = document.querySelector('#c3')
var ctx1 = c1.getContext('2d')
var ctx2 = c2.getContext('2d')
var ctx3 = c3.getContext('2d')
ctx1.font = '500px monospace'
ctx2.font = '500px monospace'
ctx3.font = '200px monospace'
ctx1.fillText('πŸ€–', 500, 500)
ctx2.fillText('πŸ€–', 500, 500)
ctx3.fillText('πŸ€–', 500, 500)
function printImageData(ctx, canvasId) {
const imageData1 = ctx.getImageData(0, 0, 1000, 1000)
console.log(`${canvasId} has data : `, !imageData1.data.every((v) => v === 0))
}
setTimeout(() => printImageData(ctx1, '#c1'), 100)
printImageData(ctx2, '#c2')
printImageData(ctx3, '#c3')
// Chrome prints :
// #c2 has data : false
// #c3 has data : true
// #c1 has data : true
</script>
</body>
</html>
I suspect this has to do with rendering time for the big emoji, but I can't find any reference of this anywhere, nor any workaround (besides the not-very robust setTimeout hack).
That's indeed a weird bug, very probably in getImageData, drawImage is not affected.
So one trick to workaround that issue is to call ctx.drawImage(ctx.canvas, 0,0); before getting the image data:
var c1 = document.querySelector('#c1');
var c2 = document.querySelector('#c2');
var ctx1 = c1.getContext('2d');
var ctx2 = c2.getContext('2d');
ctx1.font = '500px monospace';
ctx2.font = '500px monospace';
ctx1.fillText('πŸ€–', 500, 500);
ctx2.fillText('πŸ€–', 500, 500);
function printImageData(ctx, canvasId) {
const imageData1 = ctx.getImageData(0, 0, 1000, 1000);
console.log(`${canvasId} has data : `, !imageData1.data.every((v) => v === 0));
}
// #c1 has no workaround applied
printImageData(ctx1, '#c1');
// #c2 has the workaround applied
ctx2.globalCompositeOperation = "copy";
ctx2.drawImage(ctx2.canvas, 0, 0);
ctx2.globalCompositeOperation = "source-over";
printImageData(ctx2, '#c2');
<canvas id="c1" width="1000px" height="1000px"></canvas>
<canvas id="c2" width="1000px" height="1000px"></canvas>
After further tests, it seems the problem is that these emojis can't be drawn by software only when the font-size is bigger than 256px (at least when I disable Hardware acceleration, they're just not rendered at all). Thus I guess *getImageData* is somehow forcing software rendering, and making it fail even when HW acceleration is turned on.
I opened this issue on chromium's bug-tracker, but note that your particular case with HWA on is actually already fixed in canary version 78.
UPDATE
After some more test it seams there is a problem
This is not expected behavior and is a BUG with Chromes rendering.
The rest is the original answer before I found that bug with updates marked.
Alignment?
I dont see any problem Chrome 75.0.3770.142
However it could be that the font is just offset and thus missing the canvas.
Make sure you have set the text alignments as your example is just on the canvas on the right side.
ctx.textAlign = "center";
ctx.textBaseline = "middle";
Scale via transform
If this still does not work you can scale the font using the 2D transform
Example
// set constants
const fontSize = 500; // Size you want
const usingFontSize = 100; // size of font you are using
const scaleFontBy = fontSize / usingFontSize; // calculates scale
const [x, y] = [500, 500]; // where to draw text
// set 2D state
ctx.font = usingFontSize + "px monospace"
ctx.textAlign = "center"; // ensure rendering is centered
ctx.textBaseline = "middle";
ctx.setTransform(scaleFontBy, 0, 0, scaleFontBy, x, y);
// render content
ctx.fillText('πŸ€–', 0, 0); // Draw at center of transformed space
// Restore transform state to default
ctx.setTransform(1,0,0,1,0,0);
Updated Demo
Update Will log error when can not get pixel of rendered font.
To test it out the following example draws font 50 to 2500pixels (or more if you want).
requestAnimationFrame(renderLoop);
const ctx = canvas.getContext("2d");
var w,h, x, y;
const usingFontSize = 64; // size of font you are using
const fontSizeMax = 2500; // Max Size you want
const fontSizeMin = 50; // Min Size you want
const text = "πŸ˜€,😁,πŸ˜‚,πŸ˜ƒ,πŸ˜„,πŸ˜…,πŸ˜†,πŸ˜‡,πŸ˜‰,😊,πŸ˜‹,😌,😍,😎,😏,😐,πŸ˜‘,πŸ˜’,πŸ˜“,πŸ˜”,πŸ˜•,πŸ˜–,πŸ˜—,😘,πŸ˜™,😚,πŸ˜›,😜,😝,😞,😟,😠,πŸ‘Ή,πŸ‘Ί,πŸ‘»,πŸ‘Ό,🚜,πŸ‘Ύ,πŸ‘Ώ,πŸ’€".split(",");
function draw(text,fontSize) {
if (innerHeight !== canvas.height) {
// resize clears state so must set font and alignment
h = canvas.height = innerHeight;
w = canvas.width = innerWidth;
ctx.font = usingFontSize + "px monospace"
ctx.textAlign = "center"; // ensure rendering is centered
ctx.textBaseline = "middle";
ctx.lineWidth = 5;
ctx.lineJoin = "round";
ctx.strokeStyle = "white";
x = w / 2;
y = h / 2;
}else{
ctx.setTransform(1,0,0,1,0,0);
ctx.clearRect(0,0,w,h);
}
const scaleFontBy = fontSize / usingFontSize; // calculates scale
ctx.setTransform(scaleFontBy, 0, 0, scaleFontBy, x, y);
// render content
ctx.fillText(text, 0, 0); // Draw at center of transformed space
const isRendered = ctx.getImageData(x | 0, y | 0, 1, 1).data[3];
if(!isRendered) {console.clear(); console.error("Bad font render at size " + (usingFontSize * scaleFontBy | 0) + "px") }
ctx.setTransform(1,0,0,1,x, 40);
ctx.strokeText("Font size " + (usingFontSize * scaleFontBy | 0) + "px", 0, 0);
ctx.fillText("Font size " + (usingFontSize * scaleFontBy | 0) + "px", 0, 0);
}
function renderLoop(time) {
draw(text[(time / 2000 | 0) % text.length], (Math.sin(time * Math.PI / 1000 - Math.PI / 2) * 0.5 + 0.5) ** 2 * (fontSizeMax - fontSizeMin) + fontSizeMin);
requestAnimationFrame(renderLoop);
}
body {
padding: 0px;
}
canvas {
position: absolute;
top: 0px;
left: 0px;
}
<canvas id="canvas"></canvas>
Still not fixed
If this does not solve the problem then it is likely a Chrome bug related to your system. It works for me on Win 10 32 and 64 bit systems running Chrome 75.0.3770.142
BTW
You say
"I suspect this has to do with rendering time for the big emoji, ... besides the not-very robust setTimeout hack ..."
2D rendering calls are blocking. They will not execute the next line of code until they have completed rendering. You never need to use a timeout.
Hope this helps
πŸ˜€
update
πŸ˜•

Dynamically changing Text color depending on Background Image

right now I am writing a small chrome extension. the extension grabs the Bing Image of the Day and sets it as the body background image, and then the extension also grabs the weather, time, date, etc. The problem is that sometimes the image of the day is for example, bright on one side and dark on the other. So, no matter what color the text is, some of it is illegible. How can I determine what color each text should be depending on the background image color behind a SPECIFIC text?
Thanks in advance.
You can use jQuery's attr() function. For example, if you img tag has an id attribute of 'my_image':
<img id="my_image" src="first.jpg"/>
Jquery
$("#my_image").attr("src","second.jpg");
I got something to work.... It is kind of makeshift and not foolproof, but I found a script that calculates overall brightness, which then allows the script to decide whether it should display black or white text. Seems to work well, as of now. Here it is:
function getImageBrightness(imageSrc) {
var img = document.createElement("img");
img.src = imageSrc;
img.style.display = "none";
document.body.appendChild(img);
var colorSum = 0;
img.onload = function () {
// create canvas
var canvas = document.createElement("canvas");
canvas.width = this.width;
canvas.height = this.height;
var ctx = canvas.getContext("2d");
ctx.drawImage(this, 0, 0);
var imageData = ctx.getImageData(0, 0, canvas.width, canvas.height);
var data = imageData.data;
var r, g, b, avg;
for (var x = 0, len = data.length; x < len; x += 4) {
r = data[x];
g = data[x + 1];
b = data[x + 2];
avg = Math.floor((r + g + b) / 3);
colorSum += avg;
}
brightness = Math.floor(colorSum / (this.width * this.height));
console.log(brightness);
if (brightness < 150) {
$(".contrast").css("color", "white");
} else {
$(".contrast").css("color", "black");
}
}
}
credit to: https://jsfiddle.net/s7Wx2/

Worst quality perspective image on canvas

I have a problem on my project.
I am developing a perspective mockup creating module for designers. Users upload images and i get them for placing in mockups with making some perspective calculations. Then users can download this image. I made all of this on clientside with js.
But there is a problem for images which are drawn on canvas with perspective calculations like this;
Sample img: http://oi62.tinypic.com/2h49dec.jpg
orginal image size: 6500 x 3592 and you can see spread edges on image...
I tried a few technics like ctx.imageSmoothingEnabled true etc.. But result was always same.
What can i do for solve this problem? What do you think about this?
edit
For more detail;
I get an image (Resolution free) from user then crop it for mockup ratio. For example in my sample image, user image was cropped for imac ratio 16:9 then making calculation with four dot of screen. By the way, my mockup image size is 6500 x 3592. so i made scale, transform etc this cropped image and put it in mockup on canvas. And then use blob to download this image to client...
Thanks.
Solved.
I use perspective.js for calculation on canvas. so I made some revisions on this js source.
If you wanna use or check source;
// Copyright 2010 futomi http://www.html5.jp/
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
// perspective.js v0.0.2
// 2010-08-28
/* -------------------------------------------------------------------
* define objects (name space) for this library.
* ----------------------------------------------------------------- */
if (typeof html5jp == 'undefined') {
html5jp = new Object();
}
(function() {
html5jp.perspective = function(ctxd, image) {
// check the arguments
if (!ctxd || !ctxd.strokeStyle) {
return;
}
if (!image || !image.width || !image.height) {
return;
}
// prepare a <canvas> for the image
var cvso = document.createElement('canvas');
cvso.width = parseInt(image.width) * 2;
cvso.height = parseInt(image.height) * 2;
var ctxo = cvso.getContext('2d');
ctxo.drawImage(image, 0, 0, cvso.width, cvso.height);
// prepare a <canvas> for the transformed image
var cvst = document.createElement('canvas');
cvst.width = ctxd.canvas.width;
cvst.height = ctxd.canvas.height;
var ctxt = cvst.getContext('2d');
ctxt.imageSmoothingEnabled = true;
ctxt.mozImageSmoothingEnabled = true;
ctxt.webkitImageSmoothingEnabled = true;
ctxt.msImageSmoothingEnabled = true;
// parameters
this.p = {
ctxd: ctxd,
cvso: cvso,
ctxo: ctxo,
ctxt: ctxt
}
};
var proto = html5jp.perspective.prototype;
proto.draw = function(points) {
var d0x = points[0][0];
var d0y = points[0][1];
var d1x = points[1][0];
var d1y = points[1][1];
var d2x = points[2][0];
var d2y = points[2][1];
var d3x = points[3][0];
var d3y = points[3][1];
// compute the dimension of each side
var dims = [
Math.sqrt(Math.pow(d0x - d1x, 2) + Math.pow(d0y - d1y, 2)), // top side
Math.sqrt(Math.pow(d1x - d2x, 2) + Math.pow(d1y - d2y, 2)), // right side
Math.sqrt(Math.pow(d2x - d3x, 2) + Math.pow(d2y - d3y, 2)), // bottom side
Math.sqrt(Math.pow(d3x - d0x, 2) + Math.pow(d3y - d0y, 2)) // left side
];
//
var ow = this.p.cvso.width;
var oh = this.p.cvso.height;
// specify the index of which dimension is longest
var base_index = 0;
var max_scale_rate = 0;
var zero_num = 0;
for (var i = 0; i < 4; i++) {
var rate = 0;
if (i % 2) {
rate = dims[i] / ow;
} else {
rate = dims[i] / oh;
}
if (rate > max_scale_rate) {
base_index = i;
max_scale_rate = rate;
}
if (dims[i] == 0) {
zero_num++;
}
}
if (zero_num > 1) {
return;
}
//
var step = 0.10;
var cover_step = step * 250;
//
var ctxo = this.p.ctxo;
var ctxt = this.p.ctxt;
//*** ctxt.clearRect(0, 0, ctxt.canvas.width, ctxt.canvas.height);
if (base_index % 2 == 0) { // top or bottom side
var ctxl = this.create_canvas_context(ow, cover_step);
var cvsl = ctxl.canvas;
for (var y = 0; y < oh; y += step) {
var r = y / oh;
var sx = d0x + (d3x - d0x) * r;
var sy = d0y + (d3y - d0y) * r;
var ex = d1x + (d2x - d1x) * r;
var ey = d1y + (d2y - d1y) * r;
var ag = Math.atan((ey - sy) / (ex - sx));
var sc = Math.sqrt(Math.pow(ex - sx, 2) + Math.pow(ey - sy, 2)) / ow;
ctxl.setTransform(1, 0, 0, 1, 0, -y);
ctxl.drawImage(ctxo.canvas, 0, 0);
//
ctxt.translate(sx, sy);
ctxt.rotate(ag);
ctxt.scale(sc, sc);
ctxt.drawImage(cvsl, 0, 0);
//
ctxt.setTransform(1, 0, 0, 1, 0, 0);
}
} else if (base_index % 2 == 1) { // right or left side
var ctxl = this.create_canvas_context(cover_step, oh);
var cvsl = ctxl.canvas;
for (var x = 0; x < ow; x += step) {
var r = x / ow;
var sx = d0x + (d1x - d0x) * r;
var sy = d0y + (d1y - d0y) * r;
var ex = d3x + (d2x - d3x) * r;
var ey = d3y + (d2y - d3y) * r;
var ag = Math.atan((sx - ex) / (ey - sy));
var sc = Math.sqrt(Math.pow(ex - sx, 2) + Math.pow(ey - sy, 2)) / oh;
ctxl.setTransform(1, 0, 0, 1, -x, 0);
ctxl.drawImage(ctxo.canvas, 0, 0);
//
ctxt.translate(sx, sy);
ctxt.rotate(ag);
ctxt.scale(sc, sc);
ctxt.drawImage(cvsl, 0, 0);
//
ctxt.setTransform(1, 0, 0, 1, 0, 0);
}
}
// set a clipping path and draw the transformed image on the destination canvas.
this.p.ctxd.save();
this.set_clipping_path(this.p.ctxd, [
[d0x, d0y],
[d1x, d1y],
[d2x, d2y],
[d3x, d3y]
]);
this.p.ctxd.drawImage(ctxt.canvas, 0, 0);
this.p.ctxd.restore();
}
proto.create_canvas_context = function(w, h) {
var canvas = document.createElement('canvas');
canvas.width = w;
canvas.height = h;
var ctx = canvas.getContext('2d');
ctx.imageSmoothingEnabled = true;
ctx.mozImageSmoothingEnabled = true;
ctx.webkitImageSmoothingEnabled = true;
ctx.msImageSmoothingEnabled = true;
return ctx;
};
proto.set_clipping_path = function(ctx, points) {
ctx.beginPath();
ctx.moveTo(points[0][0], points[0][1]);
for (var i = 1; i < points.length; i++) {
ctx.lineTo(points[i][0], points[i][1]);
}
ctx.closePath();
ctx.clip();
};
})();
The problem is (most likely, but no code shows so..) that the image is actually too big.
The canvas typically uses bi-linear interpolation (2x2 samples) rather than bi-cubic (4x4 samples). That means if you scale it down a large percentage in one chunk the algorithm will skip some pixels that otherwise should have been sampled, resulting in a more pixelated look.
The solution do is to resize the image in steps, ie. 50% of itself repeatably until a suitable size is achieved. Then use perspective calculations on it. The exact destination size is something you need to find by trial and error, but a good starting point is to use the largest side of the resulting perspective image.
Here is one way to step-down rescale an image in steps.

Creating a Clickable Grid in a Web Browser

I want to draw a grid of 10 x 10 squares on a HTML5 canvas with number 1-100 displayed on the squares. Clicking a square should call a JavaScript function with the square's number passed as a variable to the function.
First, I encourage you to read this answer to another question involving the HTML5 Canvas. You need to understand that there are no squares. In order to detect a click on a 'square', you would have to keep track of a mapping from each canvas coordinate to the square(s) that it logically contains, handle a single click event on the entire canvas, work out which square(s) you want to change, and then redraw the canvas with the changes you want.
Thenβ€”since you seem to have no objection to using a more appropriate technologyβ€”I encourage you to do this in either HTML (where each 'square' is something like a <div> that is absolutely-positioned and sized and colored using CSS), or SVG (using <rect> if you need the squares to be able to be rotated, or want to introduce other shapes).
HTML and SVG are both 'retained-mode' graphics mode systems, where drawing a shape 'retains' the concept of that shape. You can move the shape, change its colors, size, etc. and the computer will automatically redraw it for you. Moreover, and more importantly for your use case, you can (with both HTML and SVG):
function changeColor(evt){
var clickedOn = evt.target;
// for HTML
clickedOn.style.backgroundColor = '#f00';
// for SVG
clickedOn.setAttribute('fill','red');
}
mySquare.addEventListener('click',changeColor,false);
Edit: I've created a simple implementation in JavaScript and HTML: http://jsfiddle.net/6qkdP/2/
Here's the core code, in case JSFiddle is down:
function clickableGrid( rows, cols, callback ){
var i=0;
var grid = document.createElement('table');
grid.className = 'grid';
for (var r=0;r<rows;++r){
var tr = grid.appendChild(document.createElement('tr'));
for (var c=0;c<cols;++c){
var cell = tr.appendChild(document.createElement('td'));
cell.innerHTML = ++i;
cell.addEventListener('click',(function(el,r,c,i){
return function(){ callback(el,r,c,i); }
})(cell,r,c,i),false);
}
}
return grid;
}
EDIT: Using HTML elements rather than drawing these things on a canvas or using SVG is another option and quite possibly preferable.
Following up on Phrogz's suggestions, see here for an SVG implementation:
jsfiddle example
document.createSvg = function(tagName) {
var svgNS = "http://www.w3.org/2000/svg";
return this.createElementNS(svgNS, tagName);
};
var numberPerSide = 20;
var size = 10;
var pixelsPerSide = 400;
var grid = function(numberPerSide, size, pixelsPerSide, colors) {
var svg = document.createSvg("svg");
svg.setAttribute("width", pixelsPerSide);
svg.setAttribute("height", pixelsPerSide);
svg.setAttribute("viewBox", [0, 0, numberPerSide * size, numberPerSide * size].join(" "));
for(var i = 0; i < numberPerSide; i++) {
for(var j = 0; j < numberPerSide; j++) {
var color1 = colors[(i+j) % colors.length];
var color2 = colors[(i+j+1) % colors.length];
var g = document.createSvg("g");
g.setAttribute("transform", ["translate(", i*size, ",", j*size, ")"].join(""));
var number = numberPerSide * i + j;
var box = document.createSvg("rect");
box.setAttribute("width", size);
box.setAttribute("height", size);
box.setAttribute("fill", color1);
box.setAttribute("id", "b" + number);
g.appendChild(box);
var text = document.createSvg("text");
text.appendChild(document.createTextNode(i * numberPerSide + j));
text.setAttribute("fill", color2);
text.setAttribute("font-size", 6);
text.setAttribute("x", 0);
text.setAttribute("y", size/2);
text.setAttribute("id", "t" + number);
g.appendChild(text);
svg.appendChild(g);
}
}
svg.addEventListener(
"click",
function(e){
var id = e.target.id;
if(id)
alert(id.substring(1));
},
false);
return svg;
};
var container = document.getElementById("container");
container.appendChild(grid(5, 10, 200, ["red", "white"]));
container.appendChild(grid(3, 10, 200, ["white", "black", "yellow"]));
container.appendChild(grid(7, 10, 200, ["blue", "magenta", "cyan", "cornflowerblue"]));
container.appendChild(grid(2, 8, 200, ["turquoise", "gold"]));
As the accepted answer shows, doing this in HTML/CSS is easiest if this is all your design amounts to, but here's an example using canvas as an alternative for folks whose use case might make more sense in canvas (and to juxtapose against HTML/CSS).
The first step of the problem boils down to figuring out where in the canvas the user's mouse is, and that requires knowing the offset of the canvas element. This is the same as finding the mouse position in an element, so there's really nothing unique to canvas here in this respect. I'm using event.offsetX/Y to do this.
Drawing a grid on canvas amounts to a nested loop for rows and columns. Use a tileSize variable to control the step amount. Basic math lets you figure out which tile (coordinates and/or cell number) your mouse is in based on the width and height and row and column values. Use context.fill... methods to write text and draw squares. I've kept everything 0-indexed for sanity, but you can normalize this as a final step before display (don't mix 1-indexing in your logic, though).
Finally, add event listeners to the canvas element to detect mouse actions which will trigger re-computations of the mouse position and selected tile and re-renders of the canvas. I attached most of the logic to mousemove because it's easier to visualize, but the same code applies to click events if you choose.
Keep in mind that the below approach is not particularly performance-conscious; I only re-render when the cursor moves between cells, but partial re-drawing or moving an overlay to indicate the highlighted element would be faster (if available). There are a lot of micro-optimizations I've ignored. Consider this a proof-of-concept.
const drawGrid = (canvas, ctx, tileSize, highlightNum) => {
for (let y = 0; y < canvas.width / tileSize; y++) {
for (let x = 0; x < canvas.height / tileSize; x++) {
const parity = (x + y) % 2;
const tileNum = x + canvas.width / tileSize * y;
const xx = x * tileSize;
const yy = y * tileSize;
if (tileNum === highlightNum) {
ctx.fillStyle = "#f0f";
}
else {
ctx.fillStyle = parity ? "#555" : "#ddd";
}
ctx.fillRect(xx, yy, tileSize, tileSize);
ctx.fillStyle = parity ? "#fff" : "#000";
ctx.fillText(tileNum, xx, yy);
}
}
};
const size = 10;
const canvas = document.createElement("canvas");
canvas.width = canvas.height = 200;
const ctx = canvas.getContext("2d");
ctx.font = "11px courier";
ctx.textBaseline = "top";
const tileSize = canvas.width / size;
const status = document.createElement("pre");
let lastTile = -1;
drawGrid(canvas, ctx, tileSize);
document.body.style.display = "flex";
document.body.style.alignItems = "flex-start";
document.body.appendChild(canvas);
document.body.appendChild(status);
canvas.addEventListener("mousemove", evt => {
event.target.style.cursor = "pointer";
const tileX = ~~(evt.offsetX / tileSize);
const tileY = ~~(evt.offsetY / tileSize);
const tileNum = tileX + canvas.width / tileSize * tileY;
if (tileNum !== lastTile) {
lastTile = tileNum;
ctx.clearRect(0, 0, canvas.width, canvas.height);
drawGrid(canvas, ctx, tileSize, tileNum);
}
status.innerText = ` mouse coords: {${evt.offsetX}, ${evt.offsetX}}
tile coords : {${tileX}, ${tileY}}
tile number : ${tileNum}`;
});
canvas.addEventListener("click", event => {
status.innerText += "\n [clicked]";
});
canvas.addEventListener("mouseout", event => {
drawGrid(canvas, ctx, tileSize);
status.innerText = "";
lastTile = -1;
});

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