Vertical text alignment in Firefox differs from other browsers in KineticJS - firefox

The vertical alignment of text seems to be different in different browsers when working with KineticJS. I created two JSFiddles that illustrate the problem: In the first, the text is rendered to a raw HTML5 canvas without the use of KineticJS (see Raw HTML5 Example). In this case, the text is aligned the same way in Chrome and FF. Here's the JS-code for raw HTML5 canvas:
var canvas = document.getElementById('myCanvas');
var context = canvas.getContext('2d');
xOrigin = 10;
context.beginPath();
context.rect(xOrigin, 90, 107, 12);
context.fillStyle = 'yellow';
context.fill();
context.lineWidth = 2;
context.strokeStyle = 'black';
context.stroke();
context.font = '11px Calibri';
context.fillStyle = 'black';
context.fillText('Hello World! Calibri', xOrigin + 9, 100);
xOrigin = 141;
context.beginPath();
context.rect(xOrigin, 90, 103, 12);
context.fillStyle = 'cyan';
context.fill();
context.lineWidth = 2;
context.strokeStyle = 'black';
context.stroke();
context.font = '11px Arial';
context.fillStyle = 'black';
context.fillText('Hello World! Arial', xOrigin + 9, 100);
However, when KineticJS is used, the text in Arial is placed one pixel higher in FF than in Chrome (see KineticJS Example). Here's the code for the KineticJS example:
var stage = new Kinetic.Stage({
container: 'container',
width: 578,
height: 200
});
var layer = new Kinetic.Layer();
var xOrigin = 10;
var rect = new Kinetic.Rect({
x: xOrigin,
y: 90,
width: 107,
height: 12,
fill: 'yellow',
stroke: 'black',
strokeWidth: 2
});
var simpleText = new Kinetic.Text({
x: xOrigin + 9,
y: 90,
text: 'Hello World! Calibri',
fontSize: 11,
fontFamily: 'Calibri',
fill: 'black'
});
layer.add(rect);
layer.add(simpleText);
xOrigin = 141
var rect = new Kinetic.Rect({
x: xOrigin,
y: 90,
width: 103,
height: 12,
fill: 'cyan',
stroke: 'black',
strokeWidth: 2
});
var simpleText = new Kinetic.Text({
x: xOrigin + 9,
y: 90,
text: 'Hello World! Arial',
fontSize: 11,
fontFamily: 'Arial',
fill: 'black'
});
layer.add(rect);
layer.add(simpleText);
stage.add(layer);
Is there a way to render text consistently across FF and Chrome with KineticJS? Unfortunately, there seems to be no text-baseline property in KineticJS (see here). And why is it rendered correctly when working on the raw HTML5 canvas? Is this a KineticJS bug or did I miss something?

Related

FabricJS image object clipTo shape object issue

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>

Fabric toDataUrl with multiplier not working as expected

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" >

HTML5 Canvas Transparent Stroke on Custom Shape

I am new to HTML5 Canvas, and have searched a few top sites and other questions here about this issue I am having. All I am wanting to do create a clear 0 pixel stroke on this custom shape cloud I am practicing with.
But is this possible? With my current codes, my cloud has a mini black outline in Google Chrome.
How do I fix this?
<canvas id="myCanvas" width="578" height="200"></canvas>
<script>
var canvas = document.getElementById('myCanvas');
var context = canvas.getContext('2d');
// begin custom shape
context.beginPath();
context.moveTo(170, 80);
context.bezierCurveTo(130, 100, 130, 150, 230, 150);
context.bezierCurveTo(250, 180, 320, 180, 340, 150);
context.bezierCurveTo(420, 150, 420, 120, 390, 100);
context.bezierCurveTo(430, 40, 370, 30, 340, 50);
context.bezierCurveTo(320, 5, 250, 20, 250, 50);
context.bezierCurveTo(200, 5, 150, 20, 170, 80);
// complete custom shape
context.closePath();
context.lineWidth = 0;
context.fillStyle = 'pink';
context.fill();
context.strokeStyle = 'none';
context.stroke();
</script>

Loading image with Kineticjs

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/

KineticJS draw Image inside a circle

I am trying to place an image inside a circle using:
var gArrow2 = new Image();
gArrow2.src = '../../Content/images/green_s.png';
var circle2 = new Kinetic.Circle({
drawFunc: function(canvas) {
var context = canvas.getContext();
context.drawImage(gArrow2, 256, 256, 11, 23);
context.beginPath();
context.arc(256, 256, this.getRadius(), 0, 2 * Math.PI, false);
context.lineWidth = this.getStrokeWidth();
context.strokeStyle = this.getStroke();
context.stroke();
},
x: 256,
y: 256,
radius: 70,
stroke: '#00ffff',
strokeWidth: 4,
opacity: 0.5
});
layer2.add(circle2);
It does not work! I would appreciate your suggestions, thanks in advance.
You have to give gArrow2 time to load. You do this through gArrow2.onload.
Always put gArrow2.src after it's onload.
Then put any code that uses gArrow2 inside the onload function.
[Edit to add layer2.draw()]
I plugged your code in and got it working.
Looks like all that was needed was layer2.draw();
Here is code and a Fiddle: http://jsfiddle.net/m1erickson/Qgnkx/
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Prototype</title>
<script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>
<script src="http://www.html5canvastutorials.com/libraries/kinetic-v4.3.3-beta.js"></script>
<style>
#container{
border:solid 1px #ccc;
margin-top: 10px;
}
</style>
<script>
$(function(){
var stage = new Kinetic.Stage({
container: 'container',
width: 600,
height: 600
});
var layer2 = new Kinetic.Layer();
stage.add(layer2);
var gArrow2 = new Image();
gArrow2.onload=function(){
var circle2 = new Kinetic.Circle({
drawFunc: function(canvas) {
var context = canvas.getContext();
context.drawImage(gArrow2, 256, 256, 11, 23);
context.beginPath();
context.arc(256, 256, this.getRadius(), 0, 2 * Math.PI, false);
context.lineWidth = this.getStrokeWidth();
context.strokeStyle = this.getStroke();
context.stroke();
},
x: 256,
y: 256,
radius: 70,
stroke: '#00ffff',
strokeWidth: 4,
opacity: 0.5
});
layer2.add(circle2);
layer2.draw();
}
gArrow2.src = 'http://dl.dropbox.com/u/139992952/stackoverflow/house1.jpg';
}); // end $(function(){});
</script>
</head>
<body>
<div id="container"></div>
</body>
</html>

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