Adding images on to canvas when Onclick on the canvas - html5-canvas

Currently I have setup a canvas, and I'm trying to add some images onto it.
So only when i Onclick on the canvas, a small images will then appear on the position that i clicked on the canvas.
Can anybody able to help me out?

The first thing to keep in mind is that you'll need to capture the coordinates with respect to the canvas, not the entire page, which is exactly what you'll get from the onclick event. This is fairly easy to translate, with code such as this:
var onMouseClick = function(evt){
var x, y;
var point = findOffset(e.target);
x = e.pageX - point.x;
y = e.pageY - point.y;
return {x,y};
}
var findOffset = function(element) {
var left = 0;
var top = 0;
if (element.offsetParent) {
do {
top += element.offsetTop;
left += element.offsetLeft;
} while(element = element.offsetParent);
return {
x : left,
y : top
};
}
};
Where your onMouseClick callback returns an object with the x,y position that the click occurred in your canvas itself.
Next, you'll want to insert your image at this point. How you do this is going to depend somewhat on where your image source, is but it will basically look like:
var canvasCtx = document.getElementById("myCanvasElement").getContext('2d');
var img = document.getElementById("id-of-an-img-tag-in-your-DOM");
canvasCtx.drawImage(img,x,y);
If you want to load your image from somewhere besides the DOM, you can construct the image object yourself like so:
var img = new Image();
img.onload = function(){
canvasCtx.drawImage(img,x,y);
};
img.src = "url/to/your/image.jpg";
This will cause your image to be loaded from a URL on mouse-click, then once the image finishes loading, adds it to your canvas.

Related

drag-drop, resize images and then drawing features in 1 canvas

I am working on an application where the user comes and sees a blank area(div or canvas or whatever, lets call it mycanvas hereafter). Now he drags some images from outside(a div) and drops them on mycanvas. He can also resize them. And, he can also draw something in mycanvas with pencils and colors with erasing feature. Now, as per my research till now, I've figured out that the drawing part is a pure HTML 5 canvas stuff. So, no problem with that. But I'm not sure whether he can drop images from an outside div/canvas to mycanvas. Please tell me how to achieve all the three features(drag-drop from outside, draw with pencil, resize images) in a single area.
I have create a online dnd editor by Html5Canvas.
I will create a loop first
var loop = function(){
// Operation Here
}
self.setInterval(loop, 1000/60);
Create the data model, for example a image
var DndImage = function(x, y, width, height, image){
this.type = "image";
this.image = image;
this.x = x;
this.y = y;
this.width = width;
this.height = height;
}
Then we draw the image in the looping
var ObjectArray = new Array();
var WIDTH = 800;
var HEIGHT = 600;
var loop = function(){
var canvas = document.getElementById("canvas");
var context = canvas.getContext("2d");
context.clearRect(0, 0, WIDTH, HEIGHT);
for(var x = 0; x < ObjectArray.length; x++){
if(ObjectArray[x].type == "image")
context.drawImage(ObjectArray[x].image,ObjectArray[x].x,ObjectArray[x].y, ObjectArray[x].width, ObjectArray[x].height);
}
}
Function to add New image object
function addImage(src, x, y, width, height){
var img = new Image();
img.src = src;
img.onload = function(){
ObjectArray.push(new DndImage(x, y, width, height, img));
}
}
And now if you want to do a dnd, You need to do is set up a Listener to listen the mouse move event. And set the DndImage Object x and y to follow the mouse position in the image canavs. You can scale the image or changing the size too.
docuemnt.addEventListener("mousedown", function(){ });
docuemnt.addEventListener("mouseup", function(){ });
docuemnt.addEventListener("mousemove", function(){ });
docuemnt.addEventListener("click", function(){ });
Hope I can help you :D
You can achieve all the required features using kinetic js.
To drag, drop and resize
http://www.html5canvastutorials.com/labs/html5-canvas-drag-and-drop-resize-and-invert-images/
To paint using different shapes, say a line:
http://www.html5canvastutorials.com/kineticjs/html5-canvas-kineticjs-line-tutorial/
and dropping from outside canvas is the simplest thing, probably:
http://www.w3schools.com/html/html5_draganddrop.asp
Just check these and let me know if there is any problem in integration.

WebGL single frame "screenshot" of webGL

tried searching for something like this, but I've had no luck. I'm trying to open a new tab with a screenshot of the current state of my webgl image. Basically, it's a 3d model, with the ability to change which objects are displayed, the color of those objects, and the background color. Currently, I am using the following:
var screenShot = window.open(renderer.domElement.toDataURL("image/png"), 'DNA_Screen');
This line succeeds in opening a new tab with a current image of my model, but does not display the current background color. It also does not properly display the tab name. Instead, the tab name is always "PNG 1024x768".
Is there a way to change my window.open such that the background color is shown? The proper tab name would be great as well, but the background color is my biggest concern.
If you open the window with no URL you can access it's entire DOM directly from the JavaScript that opened the window.
var w = window.open('', '');
You can then set or add anything you want
w.document.title = "DNA_screen";
w.document.body.style.backgroundColor = "red";
And add the screenshot
var img = new Image();
img.src = someCanvas.toDataURL();
w.document.body.appendChild(img);
Well it is much longer than your one liner but you can change the background color of the rectangle of the context.
printCanvas (renderer.domElement.toDataURL ("image/png"), width, height,
function (url) { window.open (url, '_blank'); });
// from THREEx.screenshot.js
function printCanvas (srcUrl, dstW, dstH, callback)
{
// to compute the width/height while keeping aspect
var cpuScaleAspect = function (maxW, maxH, curW, curH)
{
var ratio = curH / curW;
if (curW >= maxW && ratio <= 1)
{
curW = maxW;
curH = maxW * ratio;
}
else if (curH >= maxH)
{
curH = maxH;
curW = maxH / ratio;
}
return { width: curW, height: curH };
}
// callback once the image is loaded
var onLoad = function ()
{
// init the canvas
var canvas = document.createElement ('canvas');
canvas.width = dstW;
canvas.height = dstH;
var context = canvas.getContext ('2d');
context.fillStyle = "black";
context.fillRect (0, 0, canvas.width, canvas.height);
// scale the image while preserving the aspect
var scaled = cpuScaleAspect (canvas.width, canvas.height, image.width, image.height);
// actually draw the image on canvas
var offsetX = (canvas.width - scaled.width ) / 2;
var offsetY = (canvas.height - scaled.height) / 2;
context.drawImage (image, offsetX, offsetY, scaled.width, scaled.height);
// notify the url to the caller
callback && callback (canvas.toDataURL ("image/png")); // dump the canvas to an URL
}
// Create new Image object
var image = new Image();
image.onload = onLoad;
image.src = srcUrl;
}

Kinetic JS - Change image resolution using filter when mouse is down

I am changing left mouse down (drag) to change the image, it works but very slow (refresh). I am using the following to display the image:
function makeKineticImage() {
dImage1 = new Kinetic.Image({
drawFunc: function(canvas) {
var context2 = canvas.getContext("2d");
var x = 0;
var y = 0;
context2.drawImage(dicom1, x, y);
imageData = context2.getImageData(x, y, dicom1.width, dicom1.height).data;
}
});
layer1.add(dImage1);
Then changing the image using Ajax:
...
}).done(function(d) {
dImage1.applyFilter(Kinetic.Filters.Grayscale, null, function() {
image.src = '/Home/changeImage?udm=' + (++udm);
layer1.draw();
});
I tried Grayscale filter, the refresh improved but not good enough. Is there a way to lower the resolution (down sampling). I would appreciate your suggestions, thanks in advance.

Positioning an HTML5 Canvas Element

I am completely new to HTML5 and have been reading about it for the past few days mainly because I wanted to create a rotating image to put in a <div>. I found a code that does exactly what I want, but it throws the canvas on to the bottom left corner of my page (I'm not sure why, but I think it has something to do with the very first line of the code below). I'm not sure how to adapt the code to a element so that I can put it where I want. From looking at other people's scripts and trying to emulate them, I know you're supposed to do this sort of thing to hold the canvas "<canvas width="100" height="100" id="pageCanvas"></canvas>," but I don't know how to name the below code in order to do that. I greatly appreciate any help anyone can offer me - thank you so much for reading! :)
<script>
window.addEventListener("load", init);
var counter = 0,
logoImage = new Image(),
TO_RADIANS = Math.PI/180;
logoImage.src = 'IMG URL';
var canvas = document.createElement('canvas');
canvas.width = 100;
canvas.height = 100;
var context = canvas.getContext('2d');
document.body.appendChild(canvas);
function init(){
setInterval(loop, 1000/30);
}
function loop() {
context.clearRect(0,0,canvas.width, canvas.height);
drawRotatedImage(logoImage,100,100,counter);
drawRotatedImage(logoImage,300,100,counter+90);
drawRotatedImage(logoImage,500,100,counter+180);
counter+=2;
}
function drawRotatedImage(image, x, y, angle) {
// save the current co-ordinate system
// before we screw with it
context.save();
// move to the middle of where we want to draw our image
context.translate(x, y);
// rotate around that point, converting our
// angle from degrees to radians
context.rotate(angle * TO_RADIANS);
// draw it up and to the left by half the width
// and height of the image
context.drawImage(image, -(image.width/2), -(image.height/2));
// and restore the co-ords to how they were when we began
context.restore();
}
</script>
Create a canvas element in your HTML code so you can place it exactly where you want (with html + css) :
<canvas id='canvas' height='100' width='100'> Your browser does not support HTML5 canvas </canvas>
And replace this javascript code :
var canvas = document.createElement('canvas');
canvas.width = 100;
canvas.height = 100;
var context = canvas.getContext('2d');
document.body.appendChild(canvas);
by this one :
var canvas = document.getElementById('canvas');
var context = canvas.getContext('2d');

HTML 5 Canvas draw image over other image

I have two images I want to draw on one canvas. The problem is that the first image I draw might take longer to load than the second one. Since the pictures are drawn on the onload event it could occur that the first image is drawn on top of the second picture.
This is not what I want, I always want the second image to be drawn on top of the first image. Any ideas?
var imgSrcs = ['url1', 'url2']; // <- put image URLs here
var imgs = [];
var loaded = 0;
var loadCallback = function () {
loaded++;
if (loaded == imgSrcs.length) {
// draw imgs in correct order
}
};
for (var i = 0; i < imgSrcs.length; i++) {
imgs[i] = new Image();
imgs[i].addEventListener('load', loadCallback, false);
imgs[i].src = imgSrcs[i];
}

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