HTML5 Canvas strokeStyle from createPattern - html

Then i use big canvas images and createPattern for strokestyle i have lags.
Have two styles: pencil and eraser (eraser is style createrPattern from other canvas)
Demo: http://jsfiddle.net/y059fujd/
This is code place then i create pattern of style:
$("#eraser").click(function() {
ctx.lineWidth = 5;
ctx.globalCompositeOperation = "source-over";
ctx.strokeStyle = ctx.createPattern(canvasBig, 'no-repeat');
});

There are in fact several issues in your code :
- canvasBig is too big, which slows down and may even break on some browser/devices.
- You are creating a pattern on each button click : Be aware that creating a pattern requires to copy the content since it might change afterwise. So there's heavy useless work ongoing here.
- The various image/canvas size didn't match, so the erasing could not work.
- I don't get why you need 3 canvas for a draw area + a backup, but i guess you'll use later the big canvas for some other thing. Best is to already make draw/erase work fine before this new feature.
All this is fixed here :
http://jsfiddle.net/y059fujd/4/
var img = new Image();
img.onload = function () {
ctx.drawImage(img, 0, 0, img.width, img.height);
ctxBackup.drawImage(img, 0, 0, 700, 500);
imgPattern = ctx.createPattern(img, "no-repeat");
};
//
$("#eraser").click(function () {
ctx.lineWidth = 5;
ctx.globalCompositeOperation = "source-over";
ctx.strokeStyle = imgPattern;
});

Related

Displaying a loading spinner when drawing HTML5 canvas. Event?

I have spent many hours searching for this, but either it's not a very common problem or my Google-fu is lacking.
The short version is I have site with an HTML5 canvas element that is displaying large complex drawing, which means it usually takes up to 10 seconds to complete.
How is it possible to hook into the drawing event? I can't find anything of the sorts, but it would really help user experience if a loading spinner was displayed as the canvas was being drawed. I have seen it done before, but not seen the "how".
Details for the experienced:
I am displaying a PDF with PDFJS, and have my own viewer instead of the supplied one. It works, but sometimes it draws the PDF very slow, hence the need of a spinner.
Here is a really simple and nasty example this now uses an event which you can fire off :).
jsFiddle : https://jsfiddle.net/CanvasCode/jwzLr4wh/1/
javascript
image = new Image();
image.src = "https://upload.wikimedia.org/wikipedia/commons/1/1e/Large_Siamese_cat_tosses_a_mouse.jpg";
var canvas = document.getElementById('myCanvas-1');
var ctx = document.getElementById('myCanvas-1').getContext('2d');
var loading = true;
var loadingText = "Loading";
var event = new Event('loading');
// Listen for the event.
canvas.addEventListener('loading', function (e) {
// Quick and nasty
setInterval(function () {
if (loading) {
console.log("update");
ctx.fillStyle = "#FFF";
ctx.fillRect(0, 0, 400, 400);
ctx.font = '15pt Arial ';
ctx.fillStyle = "#000";
ctx.fillText(loadingText, 200, 200);
if (loadingText == "Loading...") {
loadingText = "Loading";
}
loadingText = loadingText + "."
}
}, 1);
}, false);
canvas.dispatchEvent(event);
setTimeout(function () {
ctx.drawImage(image, 0, 0);
ctx.font = '15pt Arial ';
ctx.fillStyle = "#000";
loading = false;
}, 5000);
This now uses an event which you can fire off manually which will set the canvas to loading.

HTML5 Canvas image resize on Chrome & easeljs

I'm struggling to make smooth image resized in canvas in Chrome. In firefox it works well, but in Chrome I'm stuck on making it smooth.
Here is the jsfiddle
http://jsfiddle.net/flashmandv/oxtrypmy/
var AVATAR_SIZE = 100;
var WHITE_BORDER_SIZE = 3;
var stage = new createjs.Stage("canvas");
var avCont = new createjs.Container();
stage.addChild(avCont);
avCont.x = avCont.y = 20;
//add white circle
var whiteBorderCircle = new createjs.Shape();
var radius = (AVATAR_SIZE+WHITE_BORDER_SIZE*2)/2;
whiteBorderCircle.graphics.beginFill("white").drawCircle(radius, radius, radius);
avCont.addChild(whiteBorderCircle);
//add avatar image mask
var avatarMask = new createjs.Shape();
avatarMask.graphics.beginFill("red").drawCircle(AVATAR_SIZE/2+WHITE_BORDER_SIZE, AVATAR_SIZE/2+WHITE_BORDER_SIZE, AVATAR_SIZE/2);
//add avatar image
var image = new Image();
image.onload = function(){
var bitmap = new createjs.Bitmap(image);
bitmap.mask = avatarMask;
var bounds = bitmap.getBounds();
bitmap.scaleX = (AVATAR_SIZE+WHITE_BORDER_SIZE*2) / bounds.width;
bitmap.scaleY = (AVATAR_SIZE+WHITE_BORDER_SIZE*2) / bounds.height;
avCont.addChild(bitmap);
stage.update();
};
image.src = 'http://files.sharenator.com/sunflowers-s800x800-423444.jpg';
Notice the jagged image
Please help
It is due to how clipping works in Chrome. Clip masks are pretty brutal in Chrome while in Firefox you get anti-aliasing along the non-straight edges.
Here is a proof-of-concept for this (run this in Chrome and in FF to see the difference):
http://jsfiddle.net/r65fcqoy/
The only way to get around this is to use composite modes instead, which basically means you need to rewrite your code unless the library you're using support this in some way.
One use of a composite mode is to use it to fill anything inside an existing drawing on the canvas.
We'll first create the filled circle we want the image to appear inside
Change comp mode to source-in and draw image
Then we go back to normal comp mode and draw the outer border
Here is an approach using vanilla JavaScript where you can control how you plug things together - this is maybe not what you're after but there is really not much option if the library as said doesn't support comp mode instead of clipping:
var canvas = document.getElementById('canvas'),
ctx = canvas.getContext('2d'),
img = new Image,
x = 70, y =70;
var AVATAR_SIZE = 100;
var WHITE_BORDER_SIZE = 3;
var radius = (AVATAR_SIZE+WHITE_BORDER_SIZE*2)/2;
img.onload = function() {
// first draw the circle for the inner image:
ctx.arc(x, y, AVATAR_SIZE*0.5, 0 , 2*Math.PI);
ctx.fill();
// now, change composite mode:
ctx.globalCompositeOperation = 'source-in';
// draw image in top
ctx.drawImage(img, x-AVATAR_SIZE*0.5, y-AVATAR_SIZE*0.5,
AVATAR_SIZE, AVATAR_SIZE);
// change back composite mode to default:
ctx.globalCompositeOperation = 'source-over';
// now draw border
ctx.beginPath();
ctx.arc(x, y, radius + 5, 0, 2*Math.PI);
ctx.closePath();
ctx.lineWidth = 10;
ctx.strokeStyle = '#ffa94e';
ctx.stroke();
};
img.src = 'http://i.stack.imgur.com/PB8lN.jpg';
<canvas id=canvas width=500 height=180></canvas>
Another solution to this would be in onload function to add another shape above the masked image to simply cover the jagged edges of the clipping mask

Drawing repetitively one canvas without that edges become dark

I have this code that for some reason it should draw canvas many times (using setTimeout):
function drawImage() {
var img = new Image();
var canvas = document.getElementById("event");
var context = canvas.getContext("2d");
img.src = "../img/event.png";
img.onload = function () {
context.drawImage(img, 0, 0);
}
setTimeout(drawImage, 3000);
}
but it cause dark edge as draw more times as this:
Is it possible to prevent edges become dark in repetitively drawing?
As long as the image has an alpha-channel you cannot avoid this when re-painting it over and over without some mechanism to reset the alpha values drawn.
The reason for this is that the alpha-value for that pixel will accumulate so when you draw a non-opaque edge (or anti-aliased edge) on top of each other the value for the alpha channel will be added to the value already drawn resulting in that the edge will be more and more visible.
There are fortunately a couple of ways to avoid this:
A) If you want to keep the alpha-channel in the image use clearRect before drawing the image.
context.clearRect(0, 0, img.width, img.height);
context.drawImage(img, 0, 0);
This will clear the canvas and the alpha channel.
ONLINE DEMO
B) If alpha channel is not important save out the image without any alpha-channel (use PNG with transparency off or use JPEG).
Also a note to your loop in the example - this is not a good way to redraw an image as you are initiating a load/cache check as well as image decoding each time.
You can modify your code as this (adopt as you please):
var canvas = document.getElementById("event");
var context = canvas.getContext("2d");
var img = document.createElement('img'); // due to chrome bug
img.onload = drawImage; // set onload first
img.src = "../img/event.png"; // src last..
function drawImage() {
context.clearRect(0, 0, img.width, img.height);
context.drawImage(img, 0, 0);
setTimeout(drawImage, 3000);
}

Frame by frame animation in HTML5 with canvas

I have a flash animation I am trying to convert to HTML5. Now I have taken out all the images. For example in the hand animation, I have taken images of all hand images. I have made the canvas with the base drawing but I don't know how to replace those images frame by frame.
function draw(){
var canvas = document.getElementById('canvas');
if(canvas.getContext){
// canvas animation code here:
var ctx = canvas.getContext('2d');
var lhs = new Image();
lhs.src = "images/left_hnd_1.png";
lhs.onload = function(){
ctx.drawImage(lhs, 293, 137);
}
} else {
// canvas unsupported code here:
document.getElementById('girl').style.display = "block";
}
}
Now I have three more frame for this image. left_hnd_2.png, left_hnd_3.png & left_hnd_4.png. I would've used one image but the difference in frames is way too much for it to be done with one image. How can I animate this with the time differences I want.
Any ideas would be greatly appreciated. Thanks!
Try this:
var imgNumber = 1;
var lastImgNumber = 4;
var ctx = canvas.getContext('2d');
var img = new Image;
img.onload = function(){
ctx.clearRect( 0, 0, ctx.canvas.width, ctx.canvas.height );
ctx.drawImage( img, 0, 0 );
};
var timer = setInterval( function(){
if (imgNumber>lastImgNumber){
clearInterval( timer );
}else{
img.src = "images/left_hnd_"+( imgNumber++ )+".png";
}
}, 1000/15 ); //Draw at 15 frames per second
An alternative, if you only have 4 images, would be to create a single huge image with all four in a 'texture atlas', and then use setTimeout or setInterval to call drawImage() with different parameters to draw different subsets of the image to the canvas.
This worked for me as well! For some reason, it didn't work when I had used the OP's opening code: function draw(){
However when I used: window.onload = function draw() { the animation plays on the canvas. I'm also using about 150 PNG images with an Alpha channel so this is a great way to bring 'video' or create composites to the iPad/iPhone. I confirm that it does work on iPad iOS 4.3.

How to change the opacity (alpha, transparency) of an element in a canvas element?

Using the HTML5 <canvas> element, I would like to load an image file (PNG, JPEG, etc.), draw it to the canvas completely transparently, and then fade it in. I have figured out how to load the image and draw it to the canvas, but I don't know how to change its opacity.
Here's the code I have so far:
var canvas = document.getElementById('myCanvas');
if (canvas.getContext)
{
var c = canvas.getContext('2d');
c.globalAlpha = 0;
var img = new Image();
img.onload = function() {
c.drawImage(img, 0, 0);
}
img.src = 'image.jpg';
}
Will somebody please point me in the right direction like a property to set or a function to call that will change the opacity?
I am also looking for an answer to this question, (to clarify, I want to be able to draw an image with user defined opacity such as how you can draw shapes with opacity) if you draw with primitive shapes you can set fill and stroke color with alpha to define the transparency. As far as I have concluded right now, this does not seem to affect image drawing.
//works with shapes but not with images
ctx.fillStyle = "rgba(255, 255, 255, 0.5)";
I have concluded that setting the globalCompositeOperation works with images.
//works with images
ctx.globalCompositeOperation = "lighter";
I wonder if there is some kind third way of setting color so that we can tint images and make them transparent easily.
EDIT:
After further digging I have concluded that you can set the transparency of an image by setting the globalAlpha parameter BEFORE you draw the image:
//works with images
ctx.globalAlpha = 0.5
If you want to achieve a fading effect over time you need some kind of loop that changes the alpha value, this is fairly easy, one way to achieve it is the setTimeout function, look that up to create a loop from which you alter the alpha over time.
Some simpler example code for using globalAlpha:
ctx.save();
ctx.globalAlpha = 0.4;
ctx.drawImage(img, x, y);
ctx.restore();
If you need img to be loaded:
var img = new Image();
img.onload = function() {
ctx.save();
ctx.globalAlpha = 0.4;
ctx.drawImage(img, x, y);
ctx.restore()
};
img.src = "http://...";
Notes:
Set the 'src' last, to guarantee that your onload handler is called on all platforms, even if the image is already in the cache.
Wrap changes to stuff like globalAlpha between a save and restore (in fact use them lots), to make sure you don't clobber settings from elsewhere, particularly when bits of drawing code are going to be called from events.
Edit: The answer marked as "correct" is not correct.
It's easy to do. Try this code, swapping out "ie.jpg" with whatever picture you have handy:
<!DOCTYPE HTML>
<html>
<head>
<script>
var canvas;
var context;
var ga = 0.0;
var timerId = 0;
function init()
{
canvas = document.getElementById("myCanvas");
context = canvas.getContext("2d");
timerId = setInterval("fadeIn()", 100);
}
function fadeIn()
{
context.clearRect(0,0, canvas.width,canvas.height);
context.globalAlpha = ga;
var ie = new Image();
ie.onload = function()
{
context.drawImage(ie, 0, 0, 100, 100);
};
ie.src = "ie.jpg";
ga = ga + 0.1;
if (ga > 1.0)
{
goingUp = false;
clearInterval(timerId);
}
}
</script>
</head>
<body onload="init()">
<canvas height="200" width="300" id="myCanvas"></canvas>
</body>
</html>
The key is the globalAlpha property.
Tested with IE 9, FF 5, Safari 5, and Chrome 12 on Win7.
This suggestion is based on pixel manipulation in canvas 2d context.
From MDN:
You can directly manipulate pixel data in canvases at the byte level
To manipulate pixels we'll use two functions here - getImageData and putImageData.
getImageData usage:
var myImageData = context.getImageData(left, top, width, height);
The putImageData syntax:
context.putImageData(myImageData, x, y);
Where context is your canvas 2d context, and x and y are the position on the canvas.
So to get red green blue and alpha values, we'll do the following:
var r = imageData.data[((x*(imageData.width*4)) + (y*4))];
var g = imageData.data[((x*(imageData.width*4)) + (y*4)) + 1];
var b = imageData.data[((x*(imageData.width*4)) + (y*4)) + 2];
var a = imageData.data[((x*(imageData.width*4)) + (y*4)) + 3];
Where x is the horizontal offset, y is the vertical offset.
The code making image half-transparent:
var canvas = document.getElementById('myCanvas');
var c = canvas.getContext('2d');
var img = new Image();
img.onload = function() {
c.drawImage(img, 0, 0);
var ImageData = c.getImageData(0,0,img.width,img.height);
for(var i=0;i<img.height;i++)
for(var j=0;j<img.width;j++)
ImageData.data[((i*(img.width*4)) + (j*4) + 3)] = 127;//opacity = 0.5 [0-255]
c.putImageData(ImageData,0,0);//put image data back
}
img.src = 'image.jpg';
You can make you own "shaders" - see full MDN article here
You can. Transparent canvas can be quickly faded by using destination-out global composite operation. It's not 100% perfect, sometimes it leaves some traces but it could be tweaked, depending what's needed (i.e. use 'source-over' and fill it with white color with alpha at 0.13, then fade to prepare the canvas).
// Fill canvas using 'destination-out' and alpha at 0.05
ctx.globalCompositeOperation = 'destination-out';
ctx.fillStyle = "rgba(255, 255, 255, 0.05)";
ctx.beginPath();
ctx.fillRect(0, 0, width, height);
ctx.fill();
// Set the default mode.
ctx.globalCompositeOperation = 'source-over';
I think this answers the question best, it actually changes the alpha value of something that has been drawn already. Maybe this wasn't part of the api when this question was asked.
Given 2d context c.
function reduceAlpha(x, y, w, h, dA) {
let screenData = c.getImageData(x, y, w, h);
for(let i = 3; i < screenData.data.length; i+=4){
screenData.data[i] -= dA; //delta-Alpha
}
c.putImageData(screenData, x, y );
}
Set global Alpha draw the object that has opacity then set back to normal.
//////////////////////// circle ///////////////////////
ctx.globalAlpha = 0.75;
ctx.beginPath();
ctx.arc(x1, y1, r1, 0, Math.PI*2);
ctx.fillStyle = colour;
ctx.fill();
ctx.closePath();
ctx.globalAlpha = 1;
How i made it..on canvas i first draw rect in a selfrun function 0,0,canvas.width,canvas.height as a background of canvas and i set globalAlpha to 1 .then i draw other shapes in ather own functions and set their globalAlpha to 0.whatever number they dont affect each other even images.
Like Ian said, use c.globalAlpha = 0.5 to set the opacity, type up the rest of the settings for the square, then follow up with c.save();. This will save the settings for the square then you can c.rect and c.fillStyle the square how you want it. I chose not to wrap it with c.restore afterwards and it worked well
If you use jCanvas library you can use opacity property when drawing. If you need fade effect on top of that, simply redraw with different values.
You can't. It's immediate mode graphics. But you can sort of simulate it by drawing a rectangle over it in the background color with an opacity.
If the image is over something other than a constant color, then it gets quite a bit trickier. You should be able to use the pixel manipulation methods in this case. Just save the area before drawing the image, and then blend that back on top with an opacity afterwards.