I was trying to create an array of image objects and load the images after the windows has loaded in canvas.
Here is my code:
var canvasObj = document.getElementById('myCanvas');
var ctx = canvasObj.getContext('2d');
var imgsrcs = ["1.png", "2.png", "3.png"];
var imgs = [];
for(var i=0; i<imgsrcs.length; i++){
imgs[i] = new Image();
imgs[i].onload = function () {
ctx.drawImage(imgs[i], xb,yb);
}
imgs[i].src = imgsrcs[i];
}
however, I am getting this error in console:
TypeError: Argument 1 of CanvasRenderingContext2D.drawImage could not be converted to any of: HTMLImageElement, HTMLCanvasElement, HTMLVideoElement, ImageBitmap.
ctx.drawImage(imgs[i], xb,yb);
What am I doing wrong?
Thanks in advance
By the time onload event is invoked, for-loop is iterated hence value of i is length+1, as there is no element at index length+1, undefined is passed as first argument for ctx.drawImage
Use this context in the drawImage method where this === Image-Object
var canvasObj = document.getElementById('myCanvas');
var ctx = canvasObj.getContext('2d');
var imgsrcs = ["http://i.imgur.com/gwlPu.jpg", "http://i.imgur.com/PWSOy.jpg", "http://i.imgur.com/6l6v2.png"];
var xb = 0,
yb = 0;
var imgs = [];
for (var i = 0; i < imgsrcs.length; i++) {
imgs[i] = new Image();
imgs[i].onload = function() {
console.log(imgs[i]); //Check this value
ctx.drawImage(this, xb, yb);
xb += 50;
yb += 50;
}
imgs[i].src = imgsrcs[i];
}
<canvas id="myCanvas"></canvas>
Related
i am getting frames from gif using Libgif.
and then i am appending those frames in the div with Id = frames.
then i am taking those frames and trying to add each frames one after the other in canvas to make a spritesheet.
in the end i am getting an image in canvas but instead of getting different frames i am getting same image in the spritesheet.
Please help me find the issue.
I had taken canvas width 10000 assuming a gif wont have frames more than 100.
c = document.getElementById("myCanvas");
ctx = c.getContext("2d");
ctx.clearRect(0, 0, ctx.width, ctx.height);
ctx.beginPath();
var imageGiF = "";
var total = 0;
let canvasWidth = 0;
let canvasHeight = 0;
$('div.gifimage img').each(function(idx, img_tag) {
var total = 0;
if (/^.+\.gif$/.test($(img_tag).prop("src"))) {
var rub = new SuperGif({
gif: img_tag,
progressbar_height: 0
});
rub.load(function() {
for (let i = 0; i < rub.get_length(); i++) {
total += 1;
rub.move_to(i);
// var canvas = cloneCanvas(rub.get_canvas());
var canvas = rub.get_canvas().toDataURL("image/png");
img = $('<img id = "gifframe' + i + '"src= "' + canvas + '" class= frameimages>');
$("#frames").append(img);
}
var frameimages = document.getElementById("frames").querySelectorAll(".frameimages");
var totalimages = frameimages.length;
x = 0;
y = 0;
for (let i = 0; i < frameimages.length; i++) {
img = document.getElementById("gifframe" + i + "");
img.onload = function() {
ctx.drawImage(img, i * 100, 0, 100, 100);
total++;
console.log(total);
}
}
totalwidth = (total) * 100;
c.width = totalwidth;
c.height = 100;
setTimeout(() => {
imageGiF = c.toDataURL("image/png");
console.log(imageGiF);
// addBgimg(imageGiF)
}, 10);
});
}
});
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.6.0/jquery.min.js"></script>
<script src="https://cdn.rawgit.com/buzzfeed/libgif-js/master/libgif.js"></script>
<div class="gifimage" id="placehere">
<img src="https://media1.giphy.com/media/bzUwzbxcvJ3XQlcnoi/giphy.gif" alt="">
</div>
<div id="frames" class="classGIF"></div>
<canvas id='myCanvas' width="10000" height="300"></canvas>
You were looping through the images, using img in your event handler.
However, this variable img in the outer scope was overridden by every loop, until it was finished looping through everything, then img was stuck on the last frame added.
Then when the event handler triggered, it added the last frame in every instance, because that was the value of img at that point. The loop was done before the images could load.
By adding it to it's own scope by wrapping it in a function, the variable is preserved.
I also modified your code to store the DOM img elements in an array, so you don't need expensive DOM lookups which makes your code a tad bit faster.
I added comments in the code to explain my changes.
c = document.getElementById("myCanvas");
ctx = c.getContext("2d");
ctx.clearRect(0, 0, ctx.width, ctx.height);
ctx.beginPath();
var imageGiF = "";
var total = 0;
let canvasWidth = 0;
let canvasHeight = 0;
$('div.gifimage img').each(function(idx, img_tag) {
var total = 0;
if (/^.+\.gif$/.test($(img_tag).prop("src"))) {
var rub = new SuperGif({
gif: img_tag,
progressbar_height: 0
});
rub.load(function() {
// An array for the image references
let images = [];
// Keep the reference to save on expensive DOM lookups every iteration.
let frames = $("#frames");
for (let i = 0; i < rub.get_length(); i++) {
total += 1;
rub.move_to(i);
// var canvas = cloneCanvas(rub.get_canvas());
var canvas = rub.get_canvas().toDataURL("image/png");
img = $('<img id = "gifframe' + i + '"src= "' + canvas + '" class="frameimages">');
// Use the reference to append the image.
frames.append(img);
// Add image to images array with the current index as the array index.
// Use the jQuery get method to get the actual DOM element.
images[i] = img.get(0);
}
var frameimages = document.getElementById("frames").querySelectorAll(".frameimages");
var totalimages = frameimages.length;
x = 0;
y = 0;
// Loop through all the images in the image array
// Using a scope so the reference to img won't be overridden.
images.forEach((img, index) => {
img.onload = () => {
ctx.drawImage(img, index * 100, 0, 100, 100);
total++;
console.log(total);
}
})
totalwidth = (total) * 100;
c.width = totalwidth;
c.height = 100;
setTimeout(() => {
imageGiF = c.toDataURL("image/png");
console.log(imageGiF);
// addBgimg(imageGiF)
}, 10);
});
}
});
#frames { display:none;}
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.6.0/jquery.min.js"></script>
<script src="https://cdn.rawgit.com/buzzfeed/libgif-js/master/libgif.js"></script>
<div class="gifimage" id="placehere">
<img src="https://media1.giphy.com/media/bzUwzbxcvJ3XQlcnoi/giphy.gif" alt="">
</div>
<div id="frames" class="classGIF"></div>
<canvas id='myCanvas' width="10000" height="300"></canvas>
My scenario is:
On clicking a button, import datas on a html into a PDF file.
Since this PDF must have some complicated required style, so my first step is to transfer this page into a image using html2canvas.js and then import this image to a PDF with jsPDF.js
And when the data is too large the PDF must be split to hold all the data,to do this,so I used the codes here: https://github.com/MrRio/jsPDF/pull/397
My problem is: on firefox the splited page on PDF on page 2 or 3...cannot be shown, they are totally blank. but on page 1 it is fine. (this is for firefox)
I tested other browsers they are all fine. pls someone could throw some light on how to fix this?
Here is my plnkr:
http://plnkr.co/edit/ElvAsriK2nssq2U9pgKX?p=preview
function initTemplate(){
datas=getData();
var templateData=_.template($('#tpl').html(), datas);
$('#tplW').html(templateData);
getPDF();
// $('#tplW').append(_.template($('#tpl').html(), datas));
// $('body').html( _.template($('#tpl').html(), datas));
}
function getData(){
var htmlData=$(".MsoNormalTable .inner").find("tr.tablerow");
var datas=[];
$.each(htmlData,function(i,v){
var d=[];
var tds=$(v).find("td");
$.each(tds,function(index,val){
d.push($(val).text());
});
datas.push(d);
});
return datas;
}
function getPDF() {
// initTemplate();
html2canvas($('#tplW')[0], {
onrendered: function(canvas){
canvasToImageSuccess(canvas);
}
});
function canvasToImage (canvas){
var img = new Image();
var dataURL = canvas.toDataURL('image/png');
img.src = dataURL;
return img;
};
function canvasShiftImage (oldCanvas,shiftAmt){
shiftAmt = parseInt(shiftAmt) || 0;
if(!shiftAmt){ return oldCanvas; }
var newCanvas = document.createElement('canvas');
newCanvas.height = oldCanvas.height - shiftAmt;
newCanvas.width = oldCanvas.width;
var ctx = newCanvas.getContext('2d');
var img = canvasToImage(oldCanvas);
ctx.drawImage(img,0, shiftAmt, img.width, img.height, 0, 0, img.width, img.height);
return newCanvas;
};
function canvasToImageSuccess (canvas){
var pdf = new jsPDF('l','px'),
pdfInternals = pdf.internal,
pdfPageSize = pdfInternals.pageSize,
pdfScaleFactor = pdfInternals.scaleFactor,
pdfPageWidth = pdfPageSize.width,
pdfPageHeight = pdfPageSize.height,
totalPdfHeight = 0,
htmlPageHeight = canvas.height,
htmlScaleFactor = canvas.width / (pdfPageWidth * pdfScaleFactor),
safetyNet = 0;
while(totalPdfHeight < htmlPageHeight && safetyNet < 15){
var newCanvas = canvasShiftImage(canvas, totalPdfHeight);
pdf.addImage(newCanvas, 'png', 0, 0, pdfPageWidth, 0, null, 'NONE');
totalPdfHeight += (pdfPageHeight * pdfScaleFactor * htmlScaleFactor);
if(totalPdfHeight < htmlPageHeight){
pdf.addPage();
}
safetyNet++;
}
pdf.save('test.pdf');
};
}
You should use canvas-to-blob and FileSaver.js
and modify this line:
pdf.save('test.pdf');
to this:
var data = pdf.output();
var buffer = new ArrayBuffer(data.length);
var array = new Uint8Array(buffer);
for (var i = 0; i < data.length; i++) {
array[i] = data.charCodeAt(i);
}
var blob = new Blob(
[array],
{type: 'application/pdf', encoding: 'raw'}
);
saveAs(blob, "test.pdf");
You can check it out here.
It worked for me on Mac, Firefox.
I found this solution here.
I have a question about count pixels of an image in Canvas, please see code below:
<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Pixel Counting</title>
<script type="text/javascript">
window.onload = function() {
var img = new Image();
img.src="lena.jpg";
img.onload = function() {
countPixel(img)
};
}
function countPixel(img) {
var canvas = document.getElementById('canvas');
var context = canvas.getContext('2d');
// Draw the image to canvas.
context.drawImage(img, 0, 0);
// Now we can get the image data from the canvas.
var imageData = context.getImageData(0, 0, img.width, img.height);
var data = imageData.data;
// Do the pixel counting.
var redCount = new Array(256);
var greenCount = new Array(256);
var blueCount = new Array(256);
for (var i = 0; i < 256; i++) {
redCount[i] = 0;
greenCount[i] = 0;
blueCount[i] = 0;
}
for (var i = 0; i < data.length; i += 4) {
redCount[data[i]]++; // red
greenCount[data[i + 1]]++; // green
blueCount[data[i + 2]]++; // blue
}
// Write the result to table.
var pixelTable = document.getElementById('pixel_table');
for (var i = 0; i < 256; i++) {
var row = pixelTable.insertRow(-1);
row.insertCell(-1).innerHTML = i;
row.insertCell(-1).innerHTML = redCount[i];
row.insertCell(-1).innerHTML = greenCount[i];
row.insertCell(-1).innerHTML = blueCount[i];
}
}
</script>
</head>
<body>
<div>
<canvas id="canvas" width="500" height="500">
</canvas>
</div>
<div>
<table id="pixel_table" border="1">
<caption style="font-size:25px;font-weight:bold;">Pixel Count</caption>
<tr id="header"><th>Intensity</th><th>Red</th><th>Green</th><th>Blue</th></tr>
</table>
</div>
</body>
</html>
I do not understand this for loop:
for (var i = 0; i < 256; i++) {
redCount[i] = 0;
greenCount[i] = 0;
blueCount[i] = 0;
}
What does this loop here mean? This is the beginning part of the count, but why make all value to zero?
It's needed as none of the elements in the declared array are defined at that point. The loop starts at first element in the array, then goes through each single one to set an initial value to 0 (otherwise it would be undefined which would give you problems later when you try to add a number to it).
However, the better option in this case, is to replace this block:
var redCount = new Array(256);
var greenCount = new Array(256);
var blueCount = new Array(256);
for (var i = 0; i < 256; i++) {
redCount[i] = 0;
greenCount[i] = 0;
blueCount[i] = 0;
}
with typed arrays, which do have all their values initialized to 0 as well as being faster than node-based arrays:
var redCount = new Uint32Array(256);
var greenCount = new Uint32Array(256);
var blueCount = new Uint32Array(256);
If you don't do that the array will be filled with undefined values.
new Array(5);
will result in:
[undefined, undefined, undefined, undefined, undefined]
Before your read this, my first account was blocked because i asked bad questions.. So please dont vote negative but say what i am doing wrong
Sooo I have this script:
var img1 = new Image()
img1.src="image1.jpg"
var img2 = new Image()
img2.src="image2.jpg"
var img3 = new Image()
img3.src="image3.jpg"
function Canvas() {
var ctx = document.getElementById('slider').getContext('2d');
var pic=1
function slider() {
this.draw = function() {
if(pic<4){pic++}
else{
pic=1
}
var img = "img"+pic
ctx.drawImage(img,0,0,ctx.canvas.width,ctx.canvas.height)
}
}
var slider = new slider();
function draw() {
ctx.clearRect(0,0,ctx.canvas.width,ctx.canvas.height);
ctx.save();
//draw
slider.draw();
//draw
ctx.restore();
}
var animateInterval = setInterval(draw,100)
}
window.addEventListener('load', function(event) {
Canvas();
});
I am trying to draw the image 1 or 2 or 3 on my canvas. But I also have the var pic wich has the number. So i tried ctx.drawimage(img+pic,0,0) or var img = "img"+pic and draw it then. But it doesnt work for me.
I hope you accept my question and can answer it, THNX
Use an array instead
var img = [];
/* you should use a for loop here */
for (var i = 0; i < 3; i++) {
img[i] = new Image();
img[i].src = "image" + (i+1) ".jpg";
}
and later you refer the right image with img[pic]. Be only sure to use an index between 0 and img.length - 1
Don't use separate variables, use an array.
var images = [ new Image(), new Image(), new Image() ];
for (var i = 0; i < images.length; i++) {
images[i].src = "image" + (i+1) + ".jpg";
}
Then refer to the array in the Slider() function:
var pic = 0;
function slider() {
this.draw = function() {
pic = (pic + 1) % images.length;
var img = images[pic];
ctx.drawImage(img,0,0,ctx.canvas.width,ctx.canvas.height)
}
}
The error seems to be that you refer to the string "img1" and not the object img1. Try use an array instead.
Set the following:
...
var pic=0;
var img=[img1,img2,img3];
function slider() {
this.draw = function() {
if(pic<3){pic++}
else{
pic=0;
}
ctx.drawImage(img[pic],0,0,ctx.canvas.width,ctx.canvas.height)
}
}
...
I have been trying to make a script that compares two images in HTML5 and Javascript. But for some odd reason, it always returns that the images are completely the same.
And when looking at what the problem could be, I found out that every data value of every pixel returned, for some odd reason, "0".
So, any idea of what I have done wrong? :)
For some reason I feel like it's something very simple, but I just learned about the canvas element, so yeah.
This is my code:
function compareImg() {
var c1 = document.getElementById("c");
var ctx1 = c1.getContext("2d");
var c2 = document.getElementById("c2");
var ctx2 = c2.getContext("2d");
var match = 0;
var img1 = new Image();
img1.src = "cat.jpg";
img1.onload = function() {
ctx1.drawImage(img1, 0, 0);
}
var img2 = new Image();
img2.src = "bird.jpg";
img2.onload = function() {
ctx2.drawImage(img2, 0, 0);
}
for(var x = 0; x<c1.width; x++) { // For each x value
for(var y = 0; y<c1.height; y++) { // For each y value
var data1 = ctx1.getImageData(x, y, 1, 1);
var data2 = ctx2.getImageData(x, y, 1, 1);
if (data1.data[0] == data2.data[0] && data1.data[1] == data2.data[1] && data1.data[2] == data2.data[2]) {
match++;
}
}
}
var pixels = c1.width*c1.height;
match = match/pixels*100;
document.getElementById("match").innerHTML = match + "%";
}
You are not waiting until your images have loaded and drawn before performing your comparison. Try this:
var img = new Image;
img.onload = function(){
ctx1.drawImage(img,0,0);
var img = new Image;
img.onload = function(){
ctx2.drawImage(img,0,0);
// diff them here
};
img.src = 'cat.jpg';
};
img.src = 'cat.jpg';
As shown above, you should always set your src after your onload.
I suspect that the problem is that your image data is probably not ready at the point you try to use it for the canvas. If you defer that code to the onload handlers, that will (probably) help:
var img1 = new Image(), count = 2;
img1.src = "cat.jpg";
img1.onload = function() {
ctx1.drawImage(img1, 0, 0);
checkReadiness();
}
var img2 = new Image();
img2.src = "bird.jpg";
img2.onload = function() {
ctx2.drawImage(img2, 0, 0);
checkReadiness();
}
function checkReadiness() {
if (--count !== 0) return;
for(var x = 0; x<c1.width; x++) { // For each x value
for(var y = 0; y<c1.height; y++) { // For each y value
var data1 = ctx1.getImageData(x, y, 1, 1);
var data2 = ctx2.getImageData(x, y, 1, 1);
if (data1.data[0] == data2.data[0] && data1.data[1] == data2.data[1] && data1.data[2] == data2.data[2]) {
match++;
}
}
}
var pixels = c1.width*c1.height;
match = match/pixels*100;
document.getElementById("match").innerHTML = match + "%";
}
All I did was add a function wrapper around your code. That function checks the image count variable I added, and only when it's zero (i.e., only after both images have loaded) will it do the work.
(This may be superstition, but I always assign the "onload" handler before I set the "src" attribute. I have this idea that, perhaps only in the past, browsers might fail to run the handler if the image is already in the cache.)
Now another thing: you probably should just get the image data once, and then iterate over the returned data. Calling "getImageData()" for every single pixel is going to be a lot of work for the browser to do.