Conflict with two functions in javascript for canvas drawing - javascript

There are two different functions are used to draw the free drawing and line drawing on a canvas. But when a function is called other function not working properly. If the line drawing function called first, and when we press the button to draw free it also draws the line. In the opposite case the continuous line get drawn.The two function are given below.
For free drawing
function free(){
var canvas=document.getElementById('canvas');
var radius=10;
var dragging1=false;
context.lineWidth=2*radius;
var putPoint=function(e) {
if(dragging1){
context.lineTo(e.clientX,e.clientY);
context.stroke();
context.beginPath();
context.arc(e.clientX,e.clientY,radius,0,Math.PI*2);
context.fill();
context.beginPath();
context.moveTo(e.clientX,e.clientY);
}//end of if
}
var engage = function(e) {
dragging1=true;
putPoint(e);
}
var disengage = function() {
dragging1=false;
context.beginPath();
}
canvas.addEventListener('mousedown',engage);
canvas.addEventListener('mousemove',putPoint);
canvas.addEventListener('mouseup',disengage);
}
For Line Drwawing
function line(){
var canvas,
context,
dragging = false,
dragStartLocation,
snapshot;
function getCanvasCoordinates(event) {
var x = event.clientX - canvas.getBoundingClientRect().left,
y = event.clientY - canvas.getBoundingClientRect().top;
return {x: x, y: y};
}
function takeSnapshot() {
snapshot = context.getImageData(0, 0, canvas.width, canvas.height);
}
function restoreSnapshot() {
context.putImageData(snapshot, 0, 0);
}
function drawLine(position) {
context.beginPath();
context.moveTo(dragStartLocation.x, dragStartLocation.y);
context.lineTo(position.x, position.y);
context.stroke();
}
function dragStart(event) {
dragging = true;
dragStartLocation = getCanvasCoordinates(event);
takeSnapshot();
}
function drag(event) {
var position;
if (dragging === true) {
restoreSnapshot();
position = getCanvasCoordinates(event);
drawLine(position);
}
}
function dragStop(event) {
dragging = false;
restoreSnapshot();
var position = getCanvasCoordinates(event);
drawLine(position);
}
function init() {
canvas = document.getElementById("canvas");
context = canvas.getContext('2d');
context.strokeStyle = 'purple';
context.lineWidth = 6;
context.lineCap = 'round';
canvas.addEventListener('mousedown', dragStart, false);
canvas.addEventListener('mousemove', drag, false);
canvas.addEventListener('mouseup', dragStop, false);
}
init()
}
How can i solve this? Iam stuck at this point.

In this case please create two functions that removes the event listeners in the other function. That means create to function
function removeLineListeners(){
canvas.removeEventListener('mousedown', dragStart);
canvas.removeEventListener('mousemove', drag);
canvas.removeEventListener('mouseup', dragStop);
}
and
function removeFreeListeners(){
canvas.removeEventListener('mousedown',engage,false);
canvas.removeEventListener('mousemove',putPoint,false);
canvas.removeEventListener('mouseup',disengage,false);
}
So when when add removeLineListeners() to the starting of the free and
removeFreeListeners() to the strting of Line function. This worked for me

Related

Drawing canvas with mouse and iPad touch panel

I started studying canvas and ran into a problem, drawing with the help of the canvas with the mouse onmousedown, onmousemove, onmouseup works and for the touchpanel the iPad used touchstart, touchmove, touchend however the code for the touchpanel does not work. I commented out the non-working code, I will be grateful for the help and guidance of the true path.
The code for drawing canvas in ipad does not work
canvas.ontouchstart,canvas.touchstart,canvas.touchmove,canvas.touchend
function unit(){
canvasOffset = canvas.getBoundingClientRect();
ctx.lineJoin = "round";
canvas.onmousedown = function(e) {
drawing = true;
ctx.beginPath();
}
//canvas.ontouchstart = function(e) {
// if (e.touches) e = e.touches[0];
// return false;
//}
//canvas.touchstart = function(e) {
// drawing = true;
// ctx.beginPath();
//}
canvas.onmousemove = function(e) {
if (drawing) {
var mousePosition = getMousePosition(e);
ctx.lineTo(mousePosition[0], mousePosition[1]);
myColor = document.getElementById('myColor').style.background;
ctx.strokeStyle = myColor;
ctx.stroke();
}
};
//canvas.touchmove = function(e) {
// if (drawing) {
// var mousePosition = getMousePosition(e);
// ctx.lineTo(mousePosition[0], mousePosition[1]);
// myColor = document.getElementById('myColor').style.background;
// ctx.strokeStyle = myColor;
// ctx.stroke();
// }
//};
canvas.onmouseup = function(e) {
drawing = false;
ctx.closePath();
}
//canvas.touchend = function(e) {
// drawing = false;
// ctx.closePath();
//}
function getMousePosition(mouseEvent) {
return [Math.floor(event.offsetX), Math.floor(event.offsetY)];
}
}

Canvas Drawing Application. Rotating Drawing

I am making canvas drawing application and I want to implement rotation of the drawing. But when I rotate it and want to keep drawing mouse cursor isn't pointing at the pixels which are being painted.
How can I fix that?
Here is my code:
<button id="rotate">rotate right</button>
var clickX = new Array();
var clickY = new Array();
var clickDrag = new Array();
var paint = false;
var context = null;
var canvas = null;
canvas = document.getElementById('drawing');
context = canvas.getContext('2d');
rotate.onclick = function() {
context.translate(400,0);
context.rotate(90*Math.PI/180);
draw();
}
canvas.onmousedown = function(e){
paint = true;
addClick(e.pageX - this.offsetLeft, e.pageY - this.offsetTop,false);
draw();
}
canvas.onmousemove = function(e){
if(paint){
addClick(e.pageX - this.offsetLeft, e.pageY - this.offsetTop, true);
draw();
}
canvas.onmouseup = function(){
paint = false;
}
function addClick(x, y, dragging)
{
clickX.push(x);
clickY.push(y);
clickDrag.push(dragging);
}
function redraw(){
context.clearRect(0, 0, 400, 400);
context.lineJoin = "round";
// usunieto context.lineWidth = 5;
for(var i=0; i < clickX.length; i++)
{
context.beginPath();
if(clickDrag[i]){
context.moveTo(clickX[i-1], clickY[i-1]);
}else{
context.moveTo(clickX[i], clickY[i]);
}
context.lineTo(clickX[i], clickY[i]);
context.closePath();
context.stroke();
}
}
}
Applying an transformation to the canvas remains as the canvas state. You need to save the canvas state, apply the transformation, draw, then restore the canvas state. The 2D context API provides ctx.save() and ctx.restore() to do this for you. It uses a stack to save the state so that means saves can be nested but each save must be removed with a matching restore;
ctx.save(); // push the current state onto the save stack
ctx.rotate(Math.PI/2); // rotate 90deg clockwise
// call your draw function
ctx.restore(); // pop the last saved state from the save stack
That should fix you problem.

how can I put multiple objects on the same canvas?

i'm creating a web page where you dynamically draw multiple rectangles. I can draw the single object, but once I tried to draw another one, the previous one is gone away. I tried to save the state using save() and restore(), and it seems that I can't put it here. Isn't it logical that save method is put in the mouseup and restore method is called in the mousedown event? Any help or advice will be appreciated.
const canvas = document.getElementById("circle"),
ctx = canvas.getContext("2d"),
circle = {},
drag = false,
circleMade = false,
mouseMoved = false;
function draw() {
ctx.beginPath();
ctx.arc(circle.X, circle.Y, circle.radius, 0, 2.0 * Math.PI);
ctx.stroke();
}
function mouseDown(e) {
ctx.restore();
circle.startX = e.pageX - this.offsetLeft;
circle.startY = e.pageY - this.offsetTop;
circle.X = circle.startX;
circle.Y = circle.startY;
if (!circleMade) {
circle.radius = 0;
}
drag = true;
}
function mouseUp() {
drag = false;
circleMade = true;
if (!mouseMoved) {
circle = {};
circleMade = false;
ctx.clearRect(0, 0, canvas.width, canvas.height);
}
mouseMoved = false;
ctx.save();
}
function mouseMove(e) {
if (drag) {
mouseMoved = true;
circle.X = e.pageX - this.offsetLeft;
circle.Y = e.pageY - this.offsetTop;
if (!circleMade) {
circle.radius = Math.sqrt(Math.pow((circle.X - circle.startX), 2) + Math.pow((circle.Y - circle.startY), 2));
}
ctx.clearRect(0, 0, canvas.width, canvas.height);
draw();
}
}
function init() {
canvas.addEventListener('mousedown', mouseDown, false);
canvas.addEventListener('mouseup', mouseUp, false);
canvas.addEventListener('mousemove', mouseMove, false);
}
init();
you need to save the information about what you are drawing in a separate object, every time you make a draw to the canvas you will wipe and redraw the new object.
so when you clearRect and then draw you are clearing and then drawing a fresh one but the old ones are being left behind. A good example:
var SavedCircles = [];
var circleInfo = function()
{
this.x = 0;
this.y = 0;
this.startX = 0;
this.startY = 0;
this.radius = 0;
}
circle = {};
function draw()
{
for(var x=0;x<SavedCircles.length;x++)
{
ctx.beginPath();
ctx.arc(SavedCircles[x].X, SavedCircles[x].Y, SavedCircles[x].radius, 0, 2.0 * Math.PI);
ctx.stroke();
}
}
function mouseDown()
{
circle = new circleInfo();
}
function mouseUp()
{
SavedCircles.push(circle);
}
function mouseMove()
{
draw();
}
so you can get rid of save and restore, also its much faster to clear a canvas simply by:
canvas.width = canvas.width;
this should help you keep all circles ever drawn. fill in the rest with your code.

How can I capture multiple images out of one in the <canvas>?

I wrote some code that draws a semi-transparent rectangle over an image that you can draw with touch:
function drawRect() {
var canvas = document.getElementById('receipt');
var ctx = canvas.getContext('2d');
var drag = false;
var imageObj;
var rect = { };
var touch;
canvas.width = WIDTH;
canvas.height = HEIGHT;
function init() {
imageObj = new Image();
imageObj.src = 'img.jpg';
imageObj.onload = function() {
ctx.drawImage(imageObj, 0, 0);
};
canvas.addEventListener('touchstart', handleTouch, false);
canvas.addEventListener('touchmove', handleTouch, false);
canvas.addEventListener('touchleave', handleEnd, false);
canvas.addEventListener('touchend', handleEnd, false);
}
function handleTouch(event) {
if (event.targetTouches.length === 1) {
touch = event.targetTouches[0];
if (event.type == 'touchmove') {
if (drag) {
rect.w = touch.pageX - rect.startX;
rect.h = touch.pageY - rect.startY ;
draw();
}
} else {
rect.startX = touch.pageX;
rect.startY = touch.pageY;
drag = true;
}
}
}
function handleEnd(event) {
drag = false;
}
function draw() {
drawImageOnCanvas();
ctx.fillStyle = 'rgba(0, 100, 255, 0.2)';
ctx.fillRect(rect.startX, rect.startY, rect.w, rect.h);
}
function drawImageOnCanvas() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.drawImage(imageObj, 0, 0);
}
init();
}
This works. But, now I'd like to have it so that I can capture each of the parts of the image that are in rectangles as separate images.
How can I pull this off? Because I have that redraw stuff, it deletes the previous rectangle, which makes this difficult.
A canvas can only save out the whole canvas as an image, so the trick is to create a temporary canvas the size of the region you want to save out.
One way could be to create a function which takes the image and a rectangle object as argument and returns a data-uri (or Blob) of the region:
function saveRegion(img, rect) {
var canvas = document.createElement("canvas"),
ctx = canvas.getContext("2d");
canvas.width = rect.w;
canvas.height = rect.h;
ctx.drawImage(img, rect.startX, rect.startY, rect.w, rect.h, 0, 0, rect.w, rect.h);
return canvas.toDataURL():
}
You can pass in the original image if don't want any graphics on top, or if you draw elements on top of it just pass in the original canvas element as image source. And of course, CORS-restrictions apply.

Cannot clear the canvas

I am trying to clear the canvas for redrawing, it gets clear and when we try to redraw, the previous thing comes back.
Here is my code:
var drawingApp = (function () {
//declaring Variables
var canvas,
canvasDiv,
context,
canvasWidth = 200,
canvasHeight = 200,
clickX = [],
clickY = [],
clickDrag = [],
paint = false;
//Initalisation Function
function init() {
canvasDiv = document.getElementById('canvasDiv');
canvas = document.createElement('canvas');
canvas.setAttribute('width', canvasWidth);
canvas.setAttribute('height', canvasHeight);
canvas.setAttribute('id', 'canvas');
canvasDiv.appendChild(canvas);
if (typeof G_vmlCanvasManager != 'undefined') {
canvas = G_vmlCanvasManager.initElement(canvas);
}
context = canvas.getContext("2d");
loadEvents(); //Load events
}
function loadEvents() {
//Mouse down Event
$('#canvas').mousedown(function (e) {
var mouseX = e.pageX - this.offsetLeft;
var mouseY = e.pageY - this.offsetTop;
paint = true;
addClick(e.pageX - this.offsetLeft, e.pageY - this.offsetTop);
redraw();
});
//Mouse Move Event
$('#canvas').mousemove(function (e) {
if (paint) {
addClick(e.pageX - this.offsetLeft, e.pageY - this.offsetTop, true);
redraw();
}
});
//Mouse Up Event
$('#canvas').mouseup(function (e) {
paint = false;
});
//Mouse Leave Event
$('#canvas').mouseleave(function (e) {
paint = false;
});
}
//Add Click Function
function addClick(x, y, dragging) {
clickX.push(x);
clickY.push(y);
clickDrag.push(dragging);
}
//Redraw Function
function redraw() {
context.clearRect(0, 0, context.canvas.width, context.canvas.height); // Clears the canvas
context.strokeStyle = "#df4b26";
context.lineJoin = "round";
context.lineWidth = 5;
for (var i = 0; i < clickX.length; i++) {
context.beginPath();
if (clickDrag[i] && i) {
context.moveTo(clickX[i - 1], clickY[i - 1]);
} else {
context.moveTo(clickX[i] - 1, clickY[i]);
}
context.lineTo(clickX[i], clickY[i]);
context.closePath();
context.stroke();
}
}
// Clears the canvas.
function clearCanvas() {
context.clearRect(0, 0, canvas.width, canvas.height);
}
return {
init: init,
erase: clearCanvas
};
})();
$(function () {
drawingApp.init();
});
Here is my fiddle
Please see where m getting wrong
When you clear your canvas using the erase function, you fail to clear the clickX, clickY and clickDrag variables. So the next time it draws it still draws the old data.
Updated JSFiddle - http://jsfiddle.net/P8acZ/6/
The code that changed
function clearCanvas() {
clickDrag = [];
clickX = [];
clickY = [];
context.clearRect(0, 0, canvas.width, canvas.height);
}

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