In my code I created method to clip images using fabric shapes. I have used stackoverflow answer for achieving this. Somehow after using this method I cannot render the canvas using default fabric canvas render method.
var img01URL = 'https://www.google.com/images/srpr/logo4w.png';
var img02URL = 'http://fabricjs.com/lib/pug.jpg';
var canvas = new fabric.Canvas('c');
document.getElementById('download').addEventListener('click', function() {
canvas.renderAll();
this.href = canvas.toDataURL({
format: 'png',
multiplier: 2
});
this.download = "test.png";
}, false);
var clipRect1 = new fabric.Rect({
originX: 'left',
originY: 'top',
angle: 90,
left: 195,
top: 0,
width: 200,
height: 200,
fill: '#DDD', /* use transparent for no fill */
strokeWidth: 1,
lockMovementX: true,
lockMovementY: true,
angle: 5,
stroke: 'red'
});
var pugImg = new Image();
pugImg.onload = function (img) {
var pug = new fabric.Image(pugImg, {
angle: 0,
width: 500,
height: 500,
left: 245,
top: 35,
scaleX: 0.3,
scaleY: 0.3,
clipName: 'pug',
clipTo: function(ctx) {
ctx.save();
ctx.setTransform(1, 0, 0, 1, 0, 0);
clipRect1.render(ctx);
ctx.restore();
}
});
canvas.add(pug);
};
pugImg.src = img02URL;
pugImg.setAttribute('crossOrigin', 'anonymous');
#c {
border:0px solid #ccc;
}
<script src="//cdn.bootcss.com/fabric.js/1.5.0/fabric.js"></script>
<canvas id="c" width="500" height="400"></canvas>
<a id="download">Download as image</a>
Your problem is the multiplier.
When using that kind of clipTo functions, you are setting the transform of canvas to plain. When rendering with canvas with multiplier, the base canvas transformation is scaled by the multiplier.
Your rect will be drawn without this transform ( because of setTransform(1,0,0,1,0,0) and will clip out the image.
Instead of setting the transform to [1,0,0,1,0,0] you should set to the invers of the current transformation of the object you are clipping.
var img01URL = 'https://www.google.com/images/srpr/logo4w.png';
var img02URL = 'http://fabricjs.com/lib/pug.jpg';
var canvas = new fabric.Canvas('c');
document.getElementById('download').addEventListener('click', function() {
var data = canvas.toDataURL({
format: 'png',
multiplier: 2
});
console.log(data);
//var img = document.getElementById('export');
//img.src = data;
}, false);
var clipRect1 = new fabric.Rect({
originX: 'left',
originY: 'top',
angle: 90,
left: 195,
top: 0,
width: 200,
height: 200,
fill: '#DDD', /* use transparent for no fill */
strokeWidth: 1,
lockMovementX: true,
lockMovementY: true,
stroke: 'red',
angle: 5
});
var pugImg = new Image();
pugImg.onload = function (img) {
var pug = new fabric.Image(pugImg, {
angle: 0,
width: 500,
height: 500,
left: 245,
top: 35,
scaleX: 0.3,
scaleY: 0.3,
clipName: 'pug',
clipTo: function(ctx) {
ctx.save();
var myMatrix = this.calcTransformMatrix();
myMatrix = fabric.util.invertTransform(myMatrix);
ctx.transform.apply(ctx, myMatrix);
clipRect1.render(ctx);
ctx.restore();
}
});
canvas.add(pug);
};
pugImg.src = img02URL;
#c {
border:0px solid #ccc;
}
<script src="//www.deltalink.it/andreab/fabric/fabric.js"></script>
<canvas id="c" width="500" height="400"></canvas>
<a id="download">Download as image</a>
<img id="export" >
Related
How to increase touch area of control points on mobile device with FabricJS? Because on mobile they are too small for smooth interactive with. But not change size of control points ( for nice view ).
Here is my code:
How to increase interactive of control points = view control points size x 2 ?
var canvasObject = document.getElementById("editorCanvas");
// set canvas equal size with div
$(canvasObject).width($("#canvasContainer").width());
$(canvasObject).height($("#canvasContainer").height());
var canvas = new fabric.Canvas('editorCanvas', {
backgroundColor: 'white',
selectionLineWidth: 2,
width: $("#canvasContainer").width(),
height: $("#canvasContainer").height()
});
// test customize control points
var rect = new fabric.Rect({
left: 30,
top: 30,
fill: 'red',
width: 150,
height: 150
});
canvas.add(rect);
rect.set({
transparentCorners: false,
cornerColor: 'white',
cornerStrokeColor: 'rgba(14,19,24,.15)',
borderColor: 'rgba(41,198,203,1)',
selectionLineWidth: 8,
cornerSize: 12,
cornerStyle: 'circle',
});
#canvasContainer {
width: 100%;
height: 100vh;
background-color: gray;
}
<script src="https://code.jquery.com/jquery-3.3.1.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/fabric.js/3.3.2/fabric.js"></script>
<div id="canvasContainer">
<canvas id="editorCanvas"></canvas>
</div>
Please show me the way to resolve this problem.
By the way: ( on mobile device ) is there any way to allow drag object only object is selected before?
Thank you very much!
You need to override _setCornerCoords method of object and change the value of cornerHypotenuse.
DEMO
var canvasObject = document.getElementById("editorCanvas");
// set canvas equal size with div
$(canvasObject).width($("#canvasContainer").width());
$(canvasObject).height($("#canvasContainer").height());
var canvas = new fabric.Canvas('editorCanvas', {
backgroundColor: 'white',
selectionLineWidth: 2,
width: $("#canvasContainer").width(),
height: $("#canvasContainer").height()
});
// test customize control points
var rect = new fabric.Rect({
left: 30,
top: 30,
fill: 'red',
width: 150,
height: 150
});
canvas.add(rect);
rect.set({
transparentCorners: false,
cornerColor: 'white',
cornerStrokeColor: 'rgba(14,19,24,.15)',
borderColor: 'rgba(41,198,203,1)',
selectionLineWidth: 8,
cornerSize: 5,
cornerStyle: 'circle'
});
rect._setCornerCoords = function() {
var coords = this.oCoords,
newTheta = fabric.util.degreesToRadians(45 - this.angle),
cornerHypotenuse = this.cornerSize * 2 * 0.707106,
cosHalfOffset = cornerHypotenuse * fabric.util.cos(newTheta),
sinHalfOffset = cornerHypotenuse * fabric.util.sin(newTheta),
x, y;
for (var point in coords) {
x = coords[point].x;
y = coords[point].y;
coords[point].corner = {
tl: {
x: x - sinHalfOffset,
y: y - cosHalfOffset
},
tr: {
x: x + cosHalfOffset,
y: y - sinHalfOffset
},
bl: {
x: x - cosHalfOffset,
y: y + sinHalfOffset
},
br: {
x: x + sinHalfOffset,
y: y + cosHalfOffset
}
};
}
}
#canvasContainer {
width: 100%;
height: 100vh;
background-color: gray;
}
<script src="https://code.jquery.com/jquery-3.3.1.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/fabric.js/3.3.2/fabric.js"></script>
<div id="canvasContainer">
<canvas id="editorCanvas"></canvas>
</div>
I have few elements (triangles) and I want to be able to highlight(setShadow) them as I hover above each one (mouse:over/mouse:move), and reset highlight when mouse not over.
I tried this, but it doesn't do anything. Below is my code:
var canvas = new fabric.Canvas('canvas');
var petal1 = new fabric.Triangle({
width: 200,
height: 300,
fill: '#DBDBDB',
left: 500,
top: 350,
angle: 200,
strokeLineJoin: 'round',
strokeWidth: 20,
stroke: '#DBDBDB'
});
var petal2 = new fabric.Triangle({
// same options as above
});
var petal3 = new fabric.Triangle({
// same options as above
});
canvas.on('mouse:over', function(e) {
e.target.set('fill', 'red');
canvas.renderAll();
});
canvas.on('mouse:out', function(e) {
e.target.set('fill', 'green');
canvas.renderAll();
});
canvas.add(petal1, petal2, petal3);
I added console.log(e.target);, but it printed nothing.
Your snippet works and check target before setting property to it.
DEMO
var canvas = new fabric.Canvas('canvas');
var options = {
width: 100,
height: 200,
fill: '#DBDBDB',
strokeLineJoin: 'round',
strokeWidth: 20,
stroke: '#DBDBDB'
};
var petal1 = new fabric.Triangle(options);
var petal2 = new fabric.Triangle(options);
var petal3 = new fabric.Triangle(options);
canvas.on('mouse:over', function(e) {
if(e.target){
e.target.set('fill', 'red');
canvas.requestRenderAll();
}
});
canvas.on('mouse:out', function(e) {
if(e.target){
e.target.set('fill', 'green');
canvas.requestRenderAll();
}
});
canvas.add(petal1, petal2, petal3);
canvas{
border:1px solid;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/fabric.js/2.7.0/fabric.js"></script>
<canvas id="canvas" width="300" height="300"></canvas>
I have problem with how to re-presentation of node in SVG with "letter-spacing" in SVG document to fabric.TextBox.
In file SVG text node is:
<text transform="matrix(1 0 0 1 51.5211 22.2889)" style="fill:#3C2415; font-size:11px; letter-spacing:3;">MINH TUẤN</text>
And my fabric.TextBox is:
var textbox_0_1 = new fabric.Textbox("MINH TUẤN", {
width: 200,
fontSize: 11,
fill: "#3C2415",
editable: true,
textAlign: "center",
charSpacing: 3,
});
Here is display on SVG & FabricJS:
How to find correct charSpacing which is respectively with letter-spacing attribute in SVG's Text node ?
Notes:
In fabric.TextBox document write:
charSpacing :Number
additional space between characters expressed in thousands of em unit
And in document for SVG write:
(if no unit identifier is provided) values in user space — for example, "15"
And Here is my code:
var canvasObject = document.getElementById("editorCanvas");
// set canvas equal size with div
$(canvasObject).width($("#canvasContainer").width());
$(canvasObject).height($("#canvasContainer").height());
var canvas = new fabric.Canvas('editorCanvas', {
backgroundColor: 'white',
selectionLineWidth: 2,
width: $("#canvasContainer").width(),
height: $("#canvasContainer").height()
});
var textbox_0_1 = new fabric.Textbox("MINH TUẤN", {
top: 20,
left: 20,
width: 200,
fontSize: 11,
fill: "#000000",
editable: true,
textAlign: "center",
charSpacing: 3,
});
canvas.add(textbox_0_1);
setObjectCoords();
canvas.renderAll();
function setObjectCoords() {
canvas.forEachObject(function(object) {
object.setCoords();
});
}
#canvasContainer {
width: 100%;
height: 100vh;
background-color: gray;
}
<script src="https://code.jquery.com/jquery-3.3.1.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/fabric.js/2.4.3/fabric.js"></script>
<div id="canvasContainer">
<canvas id="editorCanvas"></canvas>
</div>
Thank you,
You need to parse from pixel to em.
DEMO
var canvas = new fabric.Canvas('editorCanvas', {
backgroundColor: 'white',
width: 300,
height: 100
});
var letterSpacing = 5, fontSize = 30;
var textbox = new fabric.Text("MINH TUẤN", {
top: 20,
fontSize: fontSize,
fill: "#000000",
fontFamily : "Verdana"
});
canvas.add(textbox);
var parsedSpacing = fabric.util.parseUnit(letterSpacing, fontSize) / fontSize * 1000;
textbox.set({charSpacing : parsedSpacing});
canvas.requestRenderAll();
console.log(parsedSpacing)
canvas{
border:1px solid;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/fabric.js/2.4.3/fabric.js"></script>
<svg width="300" height="100" viewBox="0 0 300 100">
<text font-size="30" letter-spacing="5" font-family="Verdana" y="40">MINH TUẤN</text>
</svg>
<canvas id="editorCanvas"></canvas>
Why this clipTo method doesn't work on the latest fabricjs version, which you could resize the object container and the image inside it. Also you able to move the container object and image object.
var imgInstance = new fabric.Image(img, {
width: instanceWidth,
height: instanceHeight,
top: (canvas.getHeight() / 2 - instanceHeight / 2),
left: (canvas.getWidth() / 2 - instanceWidth / 2),
originX: 'left',
originY: 'top'
});
canvas.add(imgInstance);
imgInstance.clipTo = function(ctx) {
/* image clipping method doesn't work on latest fabricjs version*/
ctx.save();
ctx.setTransform(1, 0, 0, 1, 0, 0);
clippingRect.render(ctx);
ctx.restore();
};
http://jsfiddle.net/efmbrm4v/2/
Or is their another approach shape object inside is the image object.
There is some caching issue with the latest version of FabricJS. To get around that, you need to set objectCaching property to false for the rectangle object.
$(document).ready(function() {
var imageLoader = document.getElementById('imageLoader');
imageLoader.addEventListener('change', handleImage, false);
});
var canvas = new fabric.Canvas('myCanvas');
var clippingRect = new fabric.Rect({
left: 100,
top: 100,
width: 100,
height: 100,
fill: 'transparent',
opacity: 1,
objectCaching: false //<-- set this
});
canvas.add(clippingRect);
function handleImage(e) {
var reader = new FileReader();
reader.onload = function(event) {
var img = new Image();
img.onload = function() {
var instanceWidth, instanceHeight;
instanceWidth = img.width;
instanceHeight = img.height;
var imgInstance = new fabric.Image(img, {
width: instanceWidth,
height: instanceHeight,
top: (canvas.getHeight() / 2 - instanceHeight / 2),
left: (canvas.getWidth() / 2 - instanceWidth / 2),
originX: 'left',
originY: 'top'
});
canvas.add(imgInstance);
imgInstance.clipTo = function(ctx) {
ctx.save();
ctx.setTransform(1, 0, 0, 1, 0, 0);
clippingRect.render(ctx);
ctx.restore();
};
canvas.renderAll();
};
img.src = event.target.result;
};
reader.readAsDataURL(e.target.files[0]);
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/fabric.js/1.7.13/fabric.min.js"></script>
<canvas id="myCanvas" width="400" height="300" style="border: 1px solid black"></canvas>
<br />
<label>Choose a File:</label>
<br/>
<br />
<input type="file" id="imageLoader" name="imageLoader" />
<script src="//code.jquery.com/jquery-1.11.0.min.js"></script>
I'm having trouble loading a simple image into a layer. Sometimes it appears, others it doesn't.
<div id="container0" style="position:absolute; top:5px; left: 5px;"></div>
<script>
Layer = new Kinetic.Layer();
window.onload = function () {
stage = new Kinetic.Stage({ container: "container0", width: 1000, height: 500 });
stage.add(Layer);
var img = new Image();
img.src = "Images/Start.png"
Image= new Kinetic.Image({ x: 250, y: 150, width: 251, height: 231,image: img});
Layer.add(Image)
Layer.draw();
};
</script>
I guess it showing or not depends on if the image load time is quick enough, but I'm probably not doing it right.
Any help is appreciated. Thanks
Use image.onload:
img.onload = function(){
Image= new Kinetic.Image({ x: 0, y: 0, width: 251, height: 231,image: img});
layer.add(Image);
layer.draw();
}
http://jsfiddle.net/lavrton/WeVW4/1/