Getting a reference to image loaded inside an HTML 5 Canvas - html

I am loading an image into an HTML 5 Canvas using drawImage method. How do I get a reference to that image later (maybe on some mouse-clicked event) so that I can do a transformation to the image (like rotation)?

Save a reference to the Image object you used to paint to the canvas.
Then,
Delete the canvas (clearRect)
Make the transformations using the canvas context
Draw the Image again
Go to 1 when you need to refresh the canvas

You can't. Once it's drawn on the canvas it's just pixels. No reference to the original source is retained by the canvas. If you want to maintain state information you have to do that yourself. Alternatively use SVG, that retains an internal DOM.

Related

How to view source code of canvas element

I am trying to access the source code inside the canvas tag. Is it possible to get source code inside canvas tag?
You cannot get the source code from canvas element . You need to check the javascript to see what's going on in the canvas . Canvas is similar to board where you can draw anything with javascript .
The canvas element is part of HTML5 and allows for dynamic, scriptable
rendering of 2D shapes and bitmap images. It is a low level,
procedural model that updates a bitmap and does not have a built-in
scene graph
If you use Chrome you're in luck. It has an experimental feature for inspecting Canvas elements. So you can actually profile the canvas element and see step by step each call, and see a shot of the output of that call.
In chrome type chrome://flags/ into the URL and once the page loads, find "Enable Developer Tools experiments". Close out of Chrome and once you load it back up, in the inspector you will find a new option under Profiles for "Capture Canvas Frame". Run that and it will output a list of every call performed.
I learned about this through twitter and the following link, enjoy.
http://www.html5rocks.com/en/tutorials/canvas/inspection/

Draw shapes on HTML5 Canvas...with video

I've been Googling around a bit for an answer and haven't found a definitive one either way: is it possible to play a video using an HTML5 canvas, and also allow the user to draw on this video? The use case, for some context, is to play a video on infinite loop so the user can draw multiple boxes over specific areas to indicate regions of interest.
As a bonus (:P), if I can figure out how to do this on its own, any hints as to how this could be done within Drupal? I'm already looking at the Canvas Field module, but if you have any hints on this point too (though the first one is the priority), that'd be awesome!
You can draw html5 video elements onto a canvas. The drawImage method accepts a video element in the first parameter just like an image element. This will take the current "frame" of the video element and render it onto the canvas. To get fluid playback of the video you will need to draw the video to the canvas repeatedly.
You can then draw on the canvas normally, making sure you redraw everything after each update of the video frame.
Here is a demo of video on canvas
here is a in-depth look into video and the canvas
I recently received this request from a client to provide this feature, and it must be CMS-friendly. The technique involves three big ideas
a drawing function
repeatedly calling upon the same drawing function
using requestAnimationFrame to paint the next frame
Assuming you have a video element already, you'd take the following steps
Hide the video element
Create a canvas element whose height/width match the video element, store this somewhere
Get the context of the canvas element with `canvas.getContext('2d') and also store that somewhere
Create a drawing function
In that drawing function, you would use canvas.drawImage(src, x, y) where src is the edited version of the current frame of the video;
In that drawing function, use recursion to call itself again
I can give you two examples of this being done (and usable for content management systems)
The first is here: https://jsfiddle.net/yywL381w/19/
A company called SDL makes a tool called Media Manager that hosts videos. What you see is a jQuery plugin that takes its parameters from a data-* , makes a request from the Media Manager Rest API, creates a video, and adds effects based entirely on data* attributes. That plugin could easily be tweaked to work with videos called from other sources. You can look at the repo for it for more details on usage.
Another example is here: http://codepen.io/paceaux/pen/egLOeR
That is not a jQuery plugin; it's an ES6 class instead. You can create an image/video and apply a cropping effect with this:
let imageModule = new ImageCanvasModule(module);
imageModule.createCanvas();
imageModule.drawOnCanvas();
imageModule.hideOriginal();
You'll observe, in the ImageCanvasModule class, this method:
drawFrame () {
if (this.isVideo && this.media.paused) return false;
let x = 0;
let width = this.media.offsetWidth;
let y = 0;
this.imageFrames[this.module.dataset.imageFrame](this.backContext);
this.backContext.drawImage(this.media, x, y, width, this.canvas.height);
this.context.drawImage(this.backCanvas, 0, 0);
if (this.isVideo) {
window.requestAnimationFrame(()=>{
this.drawFrame();
});
}
}
The class has created a second canvas, to use for drawing. That canvas isn't visible, it's just their to save the browser some heartache.
The "manipulation" that is content manageable is this.imageFrames[this.module.dataset.imageFrame](this.backContext);
The "frame" is an attribute stored on the image/video (Which could be output by a template in the CMS). This gets the name of the imageFrame, and runs it as a matching function. It also sends in the context (so I can toggle between drawing on the back canvas or main canvas if needed)
then this.backContext.drawImage(this.media, x, y, width, this.canvas.height); draws the image on the back context.
Finally, this appears on the main canvas with this.context.drawImage(this.backCanvas, 0, 0); where I take the backcanvas, and draw it on to the main canvas. So the canvas that's visible has the least amount of manipulations possible.
And at the end, because this is a video, we want to draw a new frame. So we have the function call itself:
if (this.isVideo) {
window.requestAnimationFrame(()=>{
this.drawFrame();
});
This whole setup allows us to use the CMS to output data-* attributes containing the type of frame the user wants to be drawn around the image. the JavaScript then produces a canvasified version of that image or video. Sample markup might look like:
<video muted loop autoplay data-image-frame="wedgeTop">

Get Image src attribute value for HTML5 canvas element

I have been searching - am thinking what I want to do is not possible but thought I would check.
I have a few canvasses on an HTML page as follows: (these are IDs below)
canvasMain - this is going to display
a large version of an image
canvasThumbnail1 - this is going to
display a thumbnail image
canvasThumbnail2 - same as
above...etc
I have it working where I paint the canvasMain with the contents of the thumbnail. The problem is since the canvas is immediate it is copying the pixels as they are over to the canvasMain from canvasThumbnail. This is resulting in an enlarged pixelated image.
What I want to do is click on one of the canvasThumbnails and be able to grab the Image.src property as a string and then pull that into canvasMain instead of actually copying the pixels over from one canvas to another. Essentially just grab the address (local or say on Flickr) from where I can pull in the image. Pulling an image in to a canvas seems to scale it nicely.
From what I have seen I do not think that Image.src value is accessible through the 2d context. I enumerated through its properties and have only found nested objects or native code returns.
I figured that if I clicked on the canvasThumbnail, and then used (this) to get a reference to that canvas element and then grab the 2dcontext of that canvas I may be able to use a property of that context to get a string that represents the value of the Image.src.
Any ideas?
Thanks
Somehow you painted the image onto canvasThumbnail1, presumably from a (high resolution) Image element.
The canvasThumbnail1, or any canvas for that matter, has no memory on things painted on it. So if you paint a large Image onto a tiny canvasThumbnail, the high-resolution data does not exist on that tiny canvas. To get it you must use the original image again, or else you must paint to a larger canvas from the start.
In other words, instead of painting the thumbnail onto the main, you need to repaint Image element (that you used to make the thumbnail) onto the main.

Draw on the image (jpg or png) using canvas and save the drawing with the image

I tried to draw on the image using canvas. Yes, of-course i did. But i need to merge the canvas drawing with the image instantly.
i.e My concept is, i have one image (#a) and i like to mark some places on the image (circle, rectangle, etc...), so i have just pick the canvas technique. (if any other technique is available please suggest me.)
So, after the canvas drawing, i want to merge the canvas image with my actual image (#a). Then, i'll get the marked image.
What i did before?.
I was set the background as my actual image(#a) to the canvas tag. (i.e canvas tag with some background image). I have done the drawing. Then, i have convert the canvas image as dataURI, then i will merge the actual image (#a) with canvas drawing using Linux command (imageMagic).
Can you tell me any other way, to draw directly on the image and save the drawing with image instantly.?
Thanks in advance.
Don't set the background of the canvas.
Instead, you want to use the drawImage() function of the canvas context to literally paint the image onto the canvas. Then do all your drawing operations.
Then you can save the image correctly. I'd also suggest looking in to Canvas2Image for that.
http://www.nihilogic.dk/labs/canvas2image/

Saving the HTML Canvas Context Stack online?

Is there a simple way to save an HTML canvas stack for future manipulation?
I do not want to save the canvas as an image because I need to be able to edit the canvas at any time.
Ideally I would like to save the stack as a text file.
Canvas does not have any built in way to do this. You would have to write a custom layer in between your code and the canvas layer to track the state.
Off the top of my head, the Fabric canvas library has the ability to export the scene to JSON. See Element.toDatalessJSON() and Element.loadDatalessJSON(), which you can use on the root Fabric canvas element.