i have an html canvas in which the image is being displayed from database, user can add dynamic text to image and download that image with the text entered. Following is my code:
<link rel="stylesheet" href="https://maxcdn.bootstrapcdn.com/bootstrap/3.3.7/css/bootstrap.min.css" integrity="sha384-BVYiiSIFeK1dGmJRAkycuHAHRg32OmUcww7on3RYdg4Va+PmSTsz/K68vbdEjh4u" crossorigin="anonymous">
<link rel="stylesheet" type="text/css" href="style.css">
<div class="container">
<div style="margin-top: 5%;" class="row">
<?php
require('db_config.php');
$id=$_GET['editid'];
$sql = "SELECT * FROM image_gallery where id='$id'";
$images = $mysqli->query($sql);
while($image = $images->fetch_assoc()){
?>
<div class="col-md-5"><canvas id="imageCanvas"></canvas></div>
<div class="col-md-1"></div>
<div style="margin-left: 2%;" class="col-md-5">
<div class="modal-content">
<div class="modal-header">
<h4 class="something">
<?php echo $image['title']; ?>
</h4>
<div class="modal-body">
<form method="post" action="" id="form_name">
<div class="row">
<div class="col-md-12">
<input class="lolan" type="text" id="name" placeholder="Full Name" required />
<!-- <label for="name" class="form__label">Full Name</label> -->
</div>
<div id="chumma" class="col-md-12">
<button id="download" type="submit" onclick="download_image()" name="button" value="Download" class="btn btn-primary">Download</button>
</div>
</div>
</form>
</div>
</div>
</div>
</div>
</div>
</div>
<script type="text/javascript">
var text_title = "Heading";
var canvas = document.getElementById('imageCanvas');
var ctx = canvas.getContext('2d');
var img = new Image();
// img.crossOrigin = "anonymous";
window.addEventListener('load', DrawPlaceholder)
function DrawPlaceholder() {
img.onload = function() {
DrawOverlay(img);
DrawText(text_title);
DynamicText(img)
};
img.src = 'uploads/<?php echo $image['
image '] ?>';
}
var canvas = document.getElementsByTagName('canvas')[0];
canvas.width = 500;
canvas.height = 500;
function DrawOverlay(img) {
ctx.drawImage(img, 0, 0, img.width, img.height, 0, 0, canvas.width, canvas.height);
ctx.fillStyle = 'rgba(230, 14, 14, 0)';
ctx.fillRect(0, 0, canvas.width, canvas.height);
}
function DrawText(text) {
ctx.fillStyle = "black";
ctx.textBaseline = 'middle';
ctx.font = "50px 'Montserrat'";
ctx.fillText(text, 50, 50);
}
function DynamicText(img) {
document.getElementById('name').addEventListener('keyup', function() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
DrawOverlay(img);
text_title = this.value;
DrawText(text_title);
});
}
function download_image() {
var canvas = document.getElementById("mcanvas");
image = canvas.toDataURL("image/png").replace("image/png", "image/octet-stream");
var link = document.createElement('a');
link.download = "my-image.png";
link.href = image;
link.click();
}
</script>
<?php } ?>
now when i click the download button, its not downloading the image. can anyone please tell me what is wrong in here, thanks in advance
When you place a button inside a form by default the click event on the button will make the form to submit. You have to prevent it from happening.
https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
document.getElementById('download').addEventListener('click', function(e){
e.preventDefault();
download_image()
});
use this instead of using onclick=download_image() user this methods.
another solution How to prevent default event handling in an onclick method?
Related
I try to make a email signature generator using canvas. Because Turkish names include letters like "ğ" that does not exist in utf-8, when I fill the text to the canvas, it is corrupted, but when I click button twice, corruption is does not exist anymore. How can I fix this?
codes are here:
$("#formButton").click(function() {
var name = $("#formName").val();
var title = $("#formTitle").val();
Promise.all([
document.fonts.load("700 32px Roboto"),
document.fonts.load("300 20px Roboto"),
]).then(() => {
var canvas = document.getElementById("canvas-top");
var ctx = canvas.getContext("2d");
ctx.font = "700 32px Roboto";
ctx.fillStyle = "#1F5890";
ctx.fillText(name, 15, 80);
ctx.font = "300 20px Roboto";
ctx.fillStyle = "#1F5890";
ctx.fillText(title, 15, 105);
});
console.log(name, title);
});
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
<link rel="stylesheet" href="https://fonts.googleapis.com/css2?family=Roboto:wght#300;500;700&display=swap" />
<form>
<input type="text" id="formName" value="Gündoğdu" />
<input type="text" id="formTitle" value="Gündoğdu" />
<input type="button" id="formButton" value="Click" />
</form>
<canvas id="canvas-top"></canvas>
Based on you comment you load the font with this URL https://fonts.googleapis.com/css2?family=Roboto:wght#300;500;700
The important part here is that google fonts is delivering the font splitter into multiple files for different character sets, which are loaded on demand.
Drawing the text triggers the loading of the required file, but the drawing happens before that file was loaded.
That's why your letter does not appear correctly for the first draw but will be correct when you trigger the draw a second time.
One thing you could do is to utilize the text parameter of the fonts.load function, and pass the text you want to draw with that font:
$("#formButton").click(function() {
var name = $("#formName").val();
var title = $("#formTitle").val();
Promise.all([
document.fonts.load("700 32px Roboto", name),
document.fonts.load("300 20px Roboto", title),
]).then(() => {
var canvas = document.getElementById("canvas-top");
var ctx = canvas.getContext("2d");
ctx.font = "700 32px Roboto";
ctx.fillStyle = "#1F5890";
ctx.fillText(name, 15, 80);
ctx.font = "300 20px Roboto";
ctx.fillStyle = "#1F5890";
ctx.fillText(title, 15, 105);
});
console.log(name, title);
});
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
<link rel="stylesheet" href="https://fonts.googleapis.com/css2?family=Roboto:wght#300;500;700&display=swap" />
<form>
<input type="text" id="formName" value="Gündoğdu" />
<input type="text" id="formTitle" value="Gündoğdu" />
<input type="button" id="formButton" value="Click" />
</form>
<canvas id="canvas-top"></canvas>
I am trying to disable my download button when the field is empty, when the user types the name only it should show. because without entering text also the user is able to download image. I have done the following code:
<link rel="stylesheet" href="https://maxcdn.bootstrapcdn.com/bootstrap/3.3.7/css/bootstrap.min.css" integrity="sha384-BVYiiSIFeK1dGmJRAkycuHAHRg32OmUcww7on3RYdg4Va+PmSTsz/K68vbdEjh4u" crossorigin="anonymous">
<link rel="stylesheet" type="text/css" href="style.css">
<div class="container">
<div style="margin-top: 5%; " class="row">
<?php
require('db_config.php');
$id=$_GET['editid'];
$sql = "SELECT * FROM image_gallery where id='$id'";
$images = $mysqli->query($sql);
while($image = $images->fetch_assoc()){
?>
<div style="margin-left: 5%;" class="col-md-5"><canvas id="imageCanvas"></canvas></div>
<div style="margin-left: 2%; margin-top: 10%;" class="col-md-5 col-sm-8">
<div class="modal-content">
<div class="modal-header">
<h4 class="something"><span class="sims">Card Name:  </span>
<?php echo $image['title']; ?>
</h4>
<div class="modal-body">
<form method="post" action="" id="form_name">
<div class="row">
<div class="col-md-12">
<input class="lolan" type="text" id="name" placeholder="Full Name" required />
<!-- <label for="name" class="form__label">Full Name</label> -->
</div>
<div id="chumma" class="col-md-12">
<button id="download" type="submit" onclick="download_image()" name="button" value="Download" class="btn btn-primary">Download</button>
</div>
</div>
</form>
</div>
</div>
</div>
</div>
</div>
</div>
<script type="text/javascript">
var text_title = "Heading";
var canvas = document.getElementById('imageCanvas');
var ctx = canvas.getContext('2d');
var img = new Image();
// img.crossOrigin = "anonymous";
window.addEventListener('load', DrawPlaceholder)
function DrawPlaceholder() {
img.onload = function() {
DrawOverlay(img);
DrawText(text_title);
DynamicText(img)
};
img.src = 'uploads/<?php echo $image['
image '];?>';
}
var canvas = document.getElementsByTagName('canvas')[0];
canvas.width = 500;
canvas.height = 500;
function DrawOverlay(img) {
ctx.drawImage(img, 0, 0, img.width, img.height, 0, 0, canvas.width, canvas.height);
ctx.fillStyle = 'rgba(230, 14, 14, 0)';
ctx.fillRect(0, 0, canvas.width, canvas.height);
}
function DrawText(text) {
ctx.fillStyle = "black";
ctx.textBaseline = 'middle';
ctx.font = "50px 'Montserrat'";
ctx.fillText(text, 150, 250);
}
function DynamicText(img) {
document.getElementById('name').addEventListener('keyup', function() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
DrawOverlay(img);
text_title = this.value;
DrawText(text_title);
});
}
function download_image() {
var canvas = document.getElementById("imageCanvas");
image = canvas.toDataURL("image/png").replace("image/png", "image/octet-stream");
var link = document.createElement('a');
link.download = "my-image.png";
link.href = image;
link.click();
}
</script>
<script src="http://code.jquery.com/jquery-1.11.0.min.js"></script>
<script type="text/javascript">
$(document).ready(function() {
validate();
$('#name').change(validate);
});
function validate() {
if ($('#name').val().length > 0 && {
$("#download").prop("disabled", false);
}
else {
$("#download").prop("disabled", true);
}
}
</script>
<?php } ?>
but this is not making the button from disabling when the input is empty. can anyone please tell me what is wrong in my code. thanks in advance
Your code has some syntax errors and you should use keyup event:
$(document).ready(function() {
validate();
$('#name').keyup(validate);
});
function validate() {
if ($('#name').val().length > 0) {
$("#download").prop("disabled", false);
}
else {
$("#download").prop("disabled", true);
}
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
<input type="text" id="name">
<button id="download">Download</button>
I've noticed 2 things in your JavaScript code:
$('#name').change(validate); is triggered only when you exit (blur) the field.
Instead, you can use:
$('#name').keyup(validate);
There's a syntax error at:
if ($('#name').val().length > 0 && {
You should close the parenthesis like:
if ($('#name').val().length > 0 ) {
Hope this helps!
I want to place text on canvas and download it as image in foreach loop.
text contains different fonts. i want to download 230 such images.
Code :
<div id="divFontPreview">
<ul id="ulFonts">
<li><a href="#" title="Times" new="" roman="" id="Times" style="font-family: Times New Roman">
Times New Roman</a></li><li><a href="#" title="ABeeZee" id="ABeeZee" style="font-family: ABeeZee">
ABeeZee</a></li><li>Abel</li><li>
<a href="#" title="Abril" fatface="" id="Abril" style="font-family: Abril Fatface">Abril
Fatface</a></li><li><a href="#" title="Aclonica" id="Aclonica" style="font-family: Aclonica">
Aclonica</a></li><li>Acme</li><li>
<a href="#" title="Action" man="" id="Action" style="font-family: Action Man">Action
Man</a></li><li>Actor</li>
</ul>
</div>
<div>
<canvas id="fonts" width="293" height="40" style="position: relative; border: solid;
background-color: rgba(0,0,0,0)">
</canvas>
</div>
Script :
$('#btnStart').click(function () {
setInterval(function () {
$('#divFontPreview').find('a').each(function () {
debugger;
var text = $(this).text().trim();
var c = document.getElementById("fonts");
var ctx = c.getContext("2d");
ctx.clearRect(0, 0, c.width, c.height);
ctx.font = "20px " + text;
ctx.fillText(text, 10, 28);
var dt = c.toDataURL("image/png");
dt = dt.replace('data:image/png;base64', 'data:application/octet-stream;base64');
$(this).attr('download', text + '.png');
$(this).attr('href', dt);
});
}, 500);
});
Code runs without any error but no files is getting download. If i remove foreach loop and add event to each anchor tag it gets downloaded.
I can show the full content of canvas in an <img> tag using canvas.toDataURL() method.
I can get a part of image from canvas using getImageData() method and draw it in another canvas using putImageData() method.
The problem is, I want to show the part of image getting by getImageData() in an <img> tag as canvas.toDataURL() but I failed.
What I've tried so far is:
var canvas = $('canvas')[0];
var ctx = canvas.getContext("2d");
$('#baseImg').load(function() {
ctx.drawImage(this, 0, 0);
});
$('#full').click(function () {
$('div').html('');
var image = new Image();
image.onload = function() {
$('div').html(this);
};
image.src = canvas.toDataURL();
});
// here i failed
$('#partail').click(function () {
$('div').html('');
var image = new Image();
image.onload = function () {
$('div').html(this);
};
image.src = ctx.getImageData(10, 10, 50, 50);
});
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<h3>Canvas</h3>
<canvas id="canvas" width="100" height="100" style="border: 1px solid #000000;"></canvas>
<br/><br/>
<img id="baseImg" style="display: none;" src="data:image/png;base64,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/>
<input id="full" type="button" value="Show Full Image" />
<input id="partail" type="button" value="Show Partial Image" />
<h3>Image from canvas</h3>
<div style="border: 1px solid #000000; height: 100px; width: 100px;"></div>
You can use context.drawImage to draw a partial clipped rectangular part of your full image.
The clipping version of drawImage looks like this:
context.drawImage(imageObject,
XClipFromSource, YClipFromSource, widthToClipFromSource, heightToClipFromSource,
canvasX, canvasY, canvasWidth, canvasHeight
);
Here's example code and a demo:
<<===>>
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
var status=1;
var img=document.getElementById('baseImg');
$('#toggle').on('click',function(){
status*=-1;
draw();
});
draw();
//
function draw(){
if(status==1){
canvas.width=img.width;
canvas.height=img.height;
ctx.drawImage(img,0,0);
}else{
canvas.width=50;
canvas.height=50;
ctx.drawImage(img,10,10,50,50,0,0,50,50);
}
}
body{ background-color: ivory; }
#canvas{border:1px solid red; margin:0 auto; }
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.9.1/jquery.min.js"></script>
<button id=toggle>Toggle img display</button>
<br>
<canvas id="canvas" width=300 height=300></canvas>
<img id="baseImg" style="display: none;" src="data:image/png;base64,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/>
I have solved my problem with the suggestions of everyone. I've used a temporary canvas to hold the part of main canvas and then get the partial image from it.
And my solution is:
var canvas = $('canvas')[0];
var ctx = canvas.getContext("2d");
$('#baseImg').load(function() {
ctx.drawImage(this, 0, 0);
});
$('#full').click(function() {
$('div').html('');
var image = new Image();
image.onload = function() {
$('div').html(this);
};
image.src = canvas.toDataURL();
});
$('#partail').click(function() {
$('div').html('');
var height = 50, width = 50;
var copyCanvas = $('<canvas id="canvas" width="' + width + '" height="' + height + '"></canvas>')[0];
var copyCtx = copyCanvas.getContext("2d");
copyCtx.putImageData(ctx.getImageData(10, 10, width, height), 0, 0);
var image = new Image();
image.onload = function() {
$('div').html(this);
};
image.src = copyCanvas.toDataURL();
});
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<h3>Canvas</h3>
<canvas id="canvas" width="100" height="100" style="border: 1px solid #000000;"></canvas>
<br /><br />
<img id="baseImg" style="display: none;" 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/>
<input id="full" type="button" value="Show Full Image" />
<input id="partail" type="button" value="Show Partial Image" />
<h3>Image from canvas</h3>
<div style="border: 1px solid #000000; height: 100px; width: 100px;"></div>
I am currently working on a project involving the canvas element and have come across a problem when I resize the canvas. I'm trying to draw an image at the center of the canvas by dividing the width and height by 2, but whenever I resize the canvas, it only changes the HTML, so when I go to redraw the image, it still draws at half the width and height of the old canvas. I'm not sure if this is a DOM issue or what, but would appreciate any help. I have tested in Safari, FF, and Chrome
Edit: Code
<body>
<div id="holder">
<div id="dropdown">
<div id="ddcontents" style="display: none;">
<button onclick="fade()">Options</button>
<button onclick="getSize()">Canvas Size</button>
<button onclick="redraw()" disabled="true">Redraw</button>
</div>
</div>
<canvas id="c" height="480" width="640">Your browser does not support HTML5.</canvas>
<div id="options" style="display: none">
<div id="optcontent" style="display: none">
<center><h1>Options</h1></center>
<div id="sound">
<div>Volume:
<form oninput="volumenumber.value = parseInt(volume.value)">
<input type="range" name="volume" min="0" max="100" value="80" disabled="true">
<input type="hidden" name="hello" value="%">
<output name="volumenumber" for="volume">80</output>
</form>
Resolution:
<select id="resolution">
<option value="480p">480x640</option>
<option value="720p">720x1280</option>
</select>
</div>
</div>
<div id="closeoptions">
<button onclick="apply()">Apply</button>
</div>
</div>
</div>
</div>
<script src="options.js"></script>
</body>
</html>
And for the JS:
var c = document.getElementById('c');
var ctx=c.getContext("2d");
var img=new Image();
var w = this.c.clientWidth; // stores the width for later use
var h = this.c.clientHeight;
this.c.width = w;
this.c.height = h;
var cwidth = c.width;
var cheight = c.height;
img.onload = function(){
ctx.drawImage(img,w/2 - 14,h/2 - 19);
};
img.src="image_preview.png";
function apply()
{
var reso = document.getElementById("resolution");
var resol = reso.options[reso.selectedIndex].value;
//alert(resol)
if (resol == "720p")
{
//alert("You changed to 720p");
h = 720;
w = 1280;
cheight = 720;
cwidth = 1280;
}
else if (resol == "480p")
{
//alert("You changed to 480p");
h = 480;
w = 640;
cheight = 480;
cheight = 640;
}
getSize();
redraw();
}
function redraw()
{
ctx.drawImage(img,w/2 - 14,h/2 - 19);
img.src="image_preview.png";
}
function getSize()
{
alert(h + "x" + w);
}
When using a canvas you have to ensure its internal structure has the same size of the rendering html zone.
You can do that :
this.canvas.width = this.canvas.clientWidth;
this.canvas.height = this.canvas.clientHeight;
Usually I also store those dimensions for my rendering computations :
var w = this.canvas.clientWidth; // stores the width for later use
var h = this.canvas.clientHeight;
this.canvas.width = w;
this.canvas.height = h;
EDIT : to change the element size, do this kind of thing before the precedent code :
$('#mycanvas').width(newWidthInPx);