Is there any way through any type of client side script to get an external image (ex: http://www.google.com/image.jpg) and resize it when the user copies the image so that the pasted image will be resized? And I can't get HTML5 canvas to work.
I'm working out of Dreamweaver CS5.5 and creating an Air App. The code works in live view but not when I preview the Air App. Here is the code that is not working:
function test(){
var canvas = document.getElementById("myCanvas");
var context = canvas.getContext("2d");
var img = new Image();
img.onload = function(){
context.drawImage(img, 0,0);
};
img.src="image.jpg";
}
You can try drawing the image then doing img.src = canvas.toDataURL('image/png') prior to the user dragging. This will cause the canvas to output its data to the image tag. The canvas should be invisible, while the image is the visible element the user should drag.
To resize the image, specify the width and height in the drawImage.
Related
Is there a way to detect when canvas content is loaded? What I'm trying is following. I need to print a page where in a widget is rendered a pdf document using the pdfjs library. Only the first pdf page have to be printed alongside with the content of the web page where the widget is placed. My approach was to get the canvas of the first pdf page which the pdfjs library created and put its content as source of an img element.
var content = canvas.toDataURL();
var img = document.createElement('img');
img.setAttribute('src', content);
widget.parentNode.insertBefore(img, widget);
Now if I use this as is, the image is created but is blank. If I put the code above inside setTimeout with a few seconds delay the image is rendered properly with the content of the first pdf page but this is not reliable for me. I've checked the content returned by canvas.toDataURL() in both cases and it appeared not equal so this was the reason for my conclusion that the content of the canvas was not loaded yet.
Any ideas for solution would be appreciated.
canvas will bind to the DOM like any other html tag. But your problem is image is not loading at very first time. So use onload method for loading images.
Refer HTML5 Canvas Load Image Data URL
EDIT :
drawImage() method draws an image or video onto the canvas. So use that method to draw the image on canvas.
Here is the updated code:
var canvas = document.getElementById('myCanvas');
var context = canvas.getContext('2d');
var imageObj = new Image();
imageObj.onload = function() {
context.drawImage(this, 10, 10); // here this = image, 10 = width of the image, 10 = height of the image
};
imageObj.src = dataURL;
For more information see here
In my android application, I have to show the images in thumbnail view with reduced size(100 KB) instead of showing it with original size(1 MB). It helps to improve the performance of my application.
How to implement this compression functionality using Ionic/ Cordova. Could you please provide some suggestion to implement this functionality.
Try this. It should work. But instead of image tag use canvas tag. Put this code in your javascript function for loading image. It compress your image to your desired dimensions.
img = new Image();
img.src = 'example.png'; // your file
img.onload = function(){
var canvas = document.getElementById('outputImage'); // id of your canvas
var ctx = canvas.getContext('2d');
canvas.width=400 // your dimensions
canvas.height=300
ctx.drawImage(img, 0, 0, canvas.width, canvas.height);
};
I am making a game with the html5 canvas and I am having some trouble getting the images on screen.
//player img
var img1 = new Image();
img1.onload = function() {
console.log("image loaded");
};
img1.src = "player.png";
The image is a .png file called "player" and is saved on my desktop. Am I doing something wrong when setting the src method? Is there a better way to do this? I appreciate any help.
Well first, the image should have a path that is relative to the html document and if you are not seeing the image, it's probably because you didn't put that relative path into your code (you are only using the file name which implies the image is in the same directory as the html file).
Also, you haven't shown any code to associate the image with the canvas. This is the approach:
// Get the DOM object reference for the canvas element:
var canvas = document.getElementById("canvas");
// Get an object reference for the canvas' contextual environment:
var ctx = canvas.getContext('2d');
// Instantiate an image to use as the background of the canvas:
var img = new Image();
// Make sure the image is loaded first otherwise nothing will draw.
img.addEventListener("load", function () {
// Draw the image on the canvas at position 0, 0 (top-left):
ctx.drawImage(img, 0, 0);
});
// Wait until after wiring up the load event handler to set the image source
// This example assumes that the image is located in a sub-folder of the current folder, called images.
// Your path must be a relative reference to the location where the image is.
img.src = "images/starfield.jpg";
I have been trying to figure out how I could resize the canvas contents to get roughly a 100x100 thumbnail and upload it to the server. I would like to keep my existing canvas in its current size, because all these actions have to be invisible to the user.
I know I can get the contents in the current size of the canvas by using toDataURL, but how could I resize it and then upload to the server?
var image = canvas.toDataURL("image/png");
You can create canvas in your JS script (without appending it to DOM), then draw on it your content from working canvas (your image), resize it in context of your temp canvas ( Post about resizing in canvas ). And only then do canvas.toDataURL("image/png"); to get resized image. Then you send it as base64 string and save on your server as png file.
Thanks to Alexander Kremenets I managed to put together the code I needed. I used the Hermite resize from the question Alexander linked. Also combined code from other questions coming up with this:
var originalCanvas = document.getElementById("c");
// Create canvas for resizing
var resizeCanvas = document.createElement("canvas");
resizeCanvas.height = originalCanvas.height;
resizeCanvas.width = originalCanvas.width;
var resizeCtx = resizeCanvas.getContext('2d');
// Put original canvas contents to the resizing canvas
resizeCtx.drawImage(originalCanvas, 0, 0);
// Resize using Hermite resampling
resampleHermite(resizeCanvas, resizeCanvas.width, resizeCanvas.height, 150, 90);
// Use the resized image to do what you want
var image = resizeCanvas.toDataURL("image/png");
11I'm using sketch.js from here: http://intridea.github.io/sketch.js/ and jquery 2.0.0
On my page, I have a list of images presented like so:
<img src="http://url.to/image"><br><span class="background">click for background</span>
and a canvas, set up like so:
<canvas id="simple_sketch" style="border: 2px solid black;"></canvas>
relevant JavaScript:
var winwidth = 800;
var winheight = 600;
$('#simple_sketch').attr('width', winwidth).attr('height', winheight);
$('#simple_sketch').sketch();
$('.background').on('click', function(event) {
event.preventDefault();
var imgurl = $(this).parent().attr('href');
console.log('imgurl: ' + imgurl);
var n = imgurl.split('/');
var size = n.length;
var file = '../webkort/' + n[size - 1];
var sigCanvas = document.getElementById('simple_sketch');
var context = sigCanvas.getContext('2d');
var imageObj = new Image();
imageObj.src = imgurl;
imageObj.onload = function() {
context.drawImage(this, 0, 0,sigCanvas.width,sigCanvas.height);
};
alert('background changed');
});
Backgrounds are changed just as I want them to, but whenever I click on the canvas, the backgound image is cleared. As per a suggestion on this thread: html5 canvas background image disappear on mousemove I commented out this.el.width = this.canvas.width(); on line 116 of sketch.js, but to no avail.
Any help appreciated!
EDIT: jsfiddle: http://jsfiddle.net/RXFX4/1/
EDIT: Couldn't figure out how to do this with sketch.js, so instead went with jqScribble (link posted in comments) which has the ability to do this as a built-in function instead.
Find this line on the library - sketch.js and delete/comment it out.
this.el.width = this.canvas.width();
Good luck
Assign the url on the image source after the onload event. If the image is already loaded, the event is probably firing before you are hooking it. Which means that your drawImage is never being called.
var imageObj = new Image();
imageObj.onload = function() {
context.drawImage(this, 0, 0,sigCanvas.width,sigCanvas.height);
};
imageObj.src = imgurl;
EDIT: I'm going to take a shot in the dark here, since I'm not familiar with sketchjs
I'm thinking that your problem is that you are completely re-render the canvas when you click your 'change background' link. Notice that if you draw, then click the change background, you lose your drawing.
However, notice that once you click again, the background disappears, and you get your original drawing back again. This tells me that sketchjs is keeping track of what has been drawn on it's own in-memory canvas, and then it drops it onto the target. The problem, then, is that when this in-memory canvas is drawn, it completely replaces the contents of the target canvas with it's own.
I notice in some of the sketchjs examples, if you want a background they actually assign the canvas a background style. In your example, you are drawing the background directly onto the canvas. The prior probably works because sketchjs knows to incorporate the background style when it draws. However, it does not know that when you drew your fresh background image, it should be using that.
Can you just change the background style on the canvas element, instead of drawing directly on the canvas?