How to get Coordinate of Cropped Image by CropperJS? - javascript

I am using cropper JS to crop my image. I am able to get width and height of my canvas, however, need to know co-ordinates (X and Y) of cropped image.
Here is my code-
(function () {
//getting ratio
function getImageRatio(sourceCanvas) {
var canvas = document.createElement('canvas');
var context = canvas.getContext('2d');
var width = sourceCanvas.width;
var height = sourceCanvas.height;
canvas.width = width;
canvas.height = height;
context.beginPath();
context.arc(width / 2, height / 2, Math.min(width, height) / 2, 0, 2 * Math.PI);
context.strokeStyle = 'rgba(0,0,0,0)';
context.stroke();
context.clip();
context.drawImage(sourceCanvas, 0, 0, width, height);
return canvas;
}
window.addEventListener('DOMContentLoaded', function () {
var image = document.getElementById('image');
var button = document.getElementById('button');
var result = document.getElementById('result');
var croppable = false;
var cropper = new Cropper(image, {
aspectRatio: 1,
viewMode: 1,
built: function () {
croppable = true;
}
});
button.onclick = function () {
var croppedCanvas;
var roundedCanvas;
var roundedImage;
if (!croppable) {
return;
}
// Crop
croppedCanvas = cropper.getCroppedCanvas();
console.log(getImageRatio(croppedCanvas));
};
});
})();
Any idea, how to get coordinate of cropped image, so that I can crop this image by PHP.

So, if i understand properly, you are looking for the method getData.
It will return these properties as the documentation says:
x: the offset left of the cropped area
y: the offset top of the cropped area
width: the width of the cropped area
height: the height of the cropped area
rotate: the rotated degrees of the image
scaleX: the scaling factor to apply on the abscissa of the image
scaleY: the scaling factor to apply on the ordinate of the image
Although, i suggest taking a look at this section of the doc:
https://github.com/fengyuanchen/cropper#getcroppedcanvasoptions
Specifically at this part:
After then, you can display the canvas as an image directly, or use HTMLCanvasElement.toDataURL to get a Data URL, or use HTMLCanvasElement.toBlob to get a blob and upload it to server with FormData if the browser supports these APIs.
If you cannot use the toBlob method because some browser limitation (you can always add a polyfill), you can get the image using toDataUrl over the canvas (IE9+). And send it to the backend service already cropped. For this you are going to need to do something like this:
var formData = new FormData();
formData.append('image', canvas.toDataURL());
You can check the formData browser support in caniuse
Hope you find it helpful!

Related

Cannot Resize Image in Canvas - Javascript

First of all I've looked through all the similar questions and tried multiple times to get this to work but have had no luck. I'm trying to take a signature that I capture via a canvas element on either a desktop or mobile device and resize it. Because the device sizes are different, so is my canvas for each device. Before I save the signature image, I want to resize it so that all my saved images are the same size.
Here is the code I currently have.
resize(){
var image = new Image();
var t = this;
image.onload = function(){
image.width = '100px';
image.height = 'auto';
t.canvas.width = image.width;
t.canvas.height = image.height;
t.ctx.drawImage(image, 0,0);
console.log(t.canvas.toDataURL());
return t.canvas.toDataURL();
}
image.src = this.canvas.toDataURL("image/png");
}
This code doesn't produce any errors, however after I "resize" the image, canvas.toDataURL(); returns "data:," rather than the image. Before I attempt the resize, I am able to grab a valid png image from this.canvas.toDataURL();.
I also tried changing the style width and height but this causes my canvas to reset which causes my image to disappear.
this.canvas.style.width = 100;
this.canvas.style.height = 100;
Any help would be appreciated.
UPDATE
I've put together a Codepen here that shows the original image on the left and on the right you will see that same image that I have attempted to resize with JavaScript. I added an orange background for readability purposes only.
Codepen
The only problem I could spot in your codepen is this line
context.drawImage(img,200,150);
The values 200 and 150 specify the position on the canvas where the image should be drawn. This essentially draws it ouside the visible area.
If you change it to
context.drawImage(img, 0, 0, img.width, img.height);
it works as the second pair of numbers is the clipping area.
Here's an example:
var canvas = document.getElementById("can");
var context = canvas.getContext('2d');
var img = new Image();
img.onload = function() {
canvas.width = 200;
canvas.height = 150;
img.width = 200;
img.height = 150;
context.drawImage(img, 0, 0, img.width, img.height);
}
img.src = document.getElementById("theImg").src;
canvas {
background: orange;
}
<img id="theImg" src="data:image/png;base64,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">
<canvas id="can"></canvas>

Resizing Images to display in HTML5 Canvas

I'm trying to get an image to be displayed on an HTML5 Canvas while keeping the aspect ratio and having the image reduced (if larger than the canvas). I've look around at some answers but seem to be missing something and wondered if you guys can help.
I'm using the function "calculateAspectRatioFit" suggested by one of the Stackoverflow answers, but it seems to not resize the image for me, as it did in the answer - so I may be doing something wrong :)
Here's my code:
function calculateAspectRatioFit(srcWidth, srcHeight, maxWidth, maxHeight) {
var ratio = Math.min(maxWidth / srcWidth, maxHeight / srcHeight);
var rtnWidth = srcWidth*ratio;
var rtnHeight = srcHeight*ratio;
return { width: rtnWidth, height: rtnHeight };
}
var canvasImage = new Image();
canvasImage.src = "http://www.greenwallpaper.org/backgrounds/simply-green-502085.jpeg";
var ctx = this.getContext('2d');
var parentWidth = self._widgetSize[0];
var parentHeight = self._widgetSize[1];
canvasImage.onload = function() {
var imgSize = calculateAspectRatioFit(canvasImage.width, canvasImage.height, parentWidth, parentHeight);
ctx.clearRect(0, 0, parentWidth, parentHeight);
ctx.drawImage(canvasImage, 0, 0,imgSize.width, imgSize.height);
};
The image is displayed but is larger than the HTML5 Canvas. What I am after is to have the image the same width as the Canvas, and if the height is larger than the height of the canvas then it overflows and is hidden...I just want to fill the width and keep the aspect ratio.
Can anyone help point out what I am missing?
Appreciate your help :)
---Update 30/11---
I've just added the answer to my code and I get the following: (this is the 2nd answer)
var canvasImage = new Image();
canvasImage.src = "http://www.greenwallpaper.org/backgrounds/simply-green-502085.jpeg";
var ctx = this.getContext('2d');
canvasImage.onload = scaleAndDraw(this, ctx, canvasImage);
function scaleAndDraw(canvas, ctx, srcImage) {
// Image is 2560x1600 - so we need to scale down to canvas size...
// does this code actually 'scale' the image? Image of result suggests it doesn't.
var aspect = getAspect(canvas, srcImage);
var canvasWidth = (srcImage.width * aspect);
var canvasHeight = (srcImage.height * aspect);
ctx.drawImage(srcImage, 0, 0, canvasWidth|0, canvasHeight|0);
}
function getAspect(canvas, image) {
return canvas.size[0] / image.width;
}
So the code for displaying the image works, but the image is keeping it's dimensions and is not resizing to the dimensions of the canvas.
Hopefully the image will help you see the problem I am having. Larger images do not seem to rescale to fit in the canvas while keeping aspect ratio.
Any thoughts? :)
Your code works for me as long as I supply sane parentWidth,parentHeight values:
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
function calculateAspectRatioFit(srcWidth, srcHeight, maxWidth, maxHeight) {
var ratio = Math.min(maxWidth / srcWidth, maxHeight / srcHeight);
var rtnWidth = srcWidth*ratio;
var rtnHeight = srcHeight*ratio;
return { width: rtnWidth, height: rtnHeight };
}
var parentWidth = 100; //self._widgetSize[0];
var parentHeight = 50; //self._widgetSize[1];
var canvasImage = new Image();
canvasImage.onload = function() {
var imgSize = calculateAspectRatioFit(canvasImage.width, canvasImage.height, parentWidth, parentHeight);
ctx.clearRect(0, 0, parentWidth, parentHeight);
ctx.drawImage(canvasImage,30,30,imgSize.width, imgSize.height);
};
canvasImage.src = "http://www.greenwallpaper.org/backgrounds/simply-green-502085.jpeg";
body{ background-color: ivory; padding:10px; }
#canvas{border:1px solid red;}
<canvas id="canvas" width=300 height=300></canvas>

Resize image with javascript canvas (smoothly)

I'm trying to resize some images with canvas but I'm clueless on how to smoothen them.
On photoshop, browsers etc.. there are a few algorithms they use (e.g. bicubic, bilinear) but I don't know if these are built into canvas or not.
Here's my fiddle: http://jsfiddle.net/EWupT/
var canvas = document.createElement('canvas');
var ctx = canvas.getContext('2d');
canvas.width=300
canvas.height=234
ctx.drawImage(img, 0, 0, 300, 234);
document.body.appendChild(canvas);
The first one is a normal resized image tag, and the second one is canvas. Notice how the canvas one is not as smooth. How can I achieve 'smoothness'?
You can use down-stepping to achieve better results. Most browsers seem to use linear interpolation rather than bi-cubic when resizing images.
(Update There has been added a quality property to the specs, imageSmoothingQuality which is currently available in Chrome only.)
Unless one chooses no smoothing or nearest neighbor the browser will always interpolate the image after down-scaling it as this function as a low-pass filter to avoid aliasing.
Bi-linear uses 2x2 pixels to do the interpolation while bi-cubic uses 4x4 so by doing it in steps you can get close to bi-cubic result while using bi-linear interpolation as seen in the resulting images.
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var img = new Image();
img.onload = function () {
// set size proportional to image
canvas.height = canvas.width * (img.height / img.width);
// step 1 - resize to 50%
var oc = document.createElement('canvas'),
octx = oc.getContext('2d');
oc.width = img.width * 0.5;
oc.height = img.height * 0.5;
octx.drawImage(img, 0, 0, oc.width, oc.height);
// step 2
octx.drawImage(oc, 0, 0, oc.width * 0.5, oc.height * 0.5);
// step 3, resize to final size
ctx.drawImage(oc, 0, 0, oc.width * 0.5, oc.height * 0.5,
0, 0, canvas.width, canvas.height);
}
img.src = "//i.imgur.com/SHo6Fub.jpg";
<img src="//i.imgur.com/SHo6Fub.jpg" width="300" height="234">
<canvas id="canvas" width=300></canvas>
Depending on how drastic your resize is you can might skip step 2 if the difference is less.
In the demo you can see the new result is now much similar to the image element.
Since Trung Le Nguyen Nhat's fiddle isn't correct at all
(it just uses the original image in the last step)
I wrote my own general fiddle with performance comparison:
FIDDLE
Basically it's:
img.onload = function() {
var canvas = document.createElement('canvas'),
ctx = canvas.getContext("2d"),
oc = document.createElement('canvas'),
octx = oc.getContext('2d');
canvas.width = width; // destination canvas size
canvas.height = canvas.width * img.height / img.width;
var cur = {
width: Math.floor(img.width * 0.5),
height: Math.floor(img.height * 0.5)
}
oc.width = cur.width;
oc.height = cur.height;
octx.drawImage(img, 0, 0, cur.width, cur.height);
while (cur.width * 0.5 > width) {
cur = {
width: Math.floor(cur.width * 0.5),
height: Math.floor(cur.height * 0.5)
};
octx.drawImage(oc, 0, 0, cur.width * 2, cur.height * 2, 0, 0, cur.width, cur.height);
}
ctx.drawImage(oc, 0, 0, cur.width, cur.height, 0, 0, canvas.width, canvas.height);
}
I created a reusable Angular service to handle high quality resizing of images / canvases for anyone who's interested: https://gist.github.com/transitive-bullshit/37bac5e741eaec60e983
The service includes two solutions because they both have their own pros / cons. The lanczos convolution approach is higher quality at the cost of being slower, whereas the step-wise downscaling approach produces reasonably antialiased results and is significantly faster.
Example usage:
angular.module('demo').controller('ExampleCtrl', function (imageService) {
// EXAMPLE USAGE
// NOTE: it's bad practice to access the DOM inside a controller,
// but this is just to show the example usage.
// resize by lanczos-sinc filter
imageService.resize($('#myimg')[0], 256, 256)
.then(function (resizedImage) {
// do something with resized image
})
// resize by stepping down image size in increments of 2x
imageService.resizeStep($('#myimg')[0], 256, 256)
.then(function (resizedImage) {
// do something with resized image
})
})
While some of those code-snippets are short and working, they aren't trivial to follow and understand.
As i am not a fan of "copy-paste" from stack-overflow, i would like developers to understand the code they are push into they software, hope you'll find the below useful.
DEMO: Resizing images with JS and HTML Canvas Demo fiddler.
You may find 3 different methods to do this resize, that will help you understand how the code is working and why.
https://jsfiddle.net/1b68eLdr/93089/
Full code of both demo, and TypeScript method that you may want to use in your code, can be found in the GitHub project.
https://github.com/eyalc4/ts-image-resizer
This is the final code:
export class ImageTools {
base64ResizedImage: string = null;
constructor() {
}
ResizeImage(base64image: string, width: number = 1080, height: number = 1080) {
let img = new Image();
img.src = base64image;
img.onload = () => {
// Check if the image require resize at all
if(img.height <= height && img.width <= width) {
this.base64ResizedImage = base64image;
// TODO: Call method to do something with the resize image
}
else {
// Make sure the width and height preserve the original aspect ratio and adjust if needed
if(img.height > img.width) {
width = Math.floor(height * (img.width / img.height));
}
else {
height = Math.floor(width * (img.height / img.width));
}
let resizingCanvas: HTMLCanvasElement = document.createElement('canvas');
let resizingCanvasContext = resizingCanvas.getContext("2d");
// Start with original image size
resizingCanvas.width = img.width;
resizingCanvas.height = img.height;
// Draw the original image on the (temp) resizing canvas
resizingCanvasContext.drawImage(img, 0, 0, resizingCanvas.width, resizingCanvas.height);
let curImageDimensions = {
width: Math.floor(img.width),
height: Math.floor(img.height)
};
let halfImageDimensions = {
width: null,
height: null
};
// Quickly reduce the dize by 50% each time in few iterations until the size is less then
// 2x time the target size - the motivation for it, is to reduce the aliasing that would have been
// created with direct reduction of very big image to small image
while (curImageDimensions.width * 0.5 > width) {
// Reduce the resizing canvas by half and refresh the image
halfImageDimensions.width = Math.floor(curImageDimensions.width * 0.5);
halfImageDimensions.height = Math.floor(curImageDimensions.height * 0.5);
resizingCanvasContext.drawImage(resizingCanvas, 0, 0, curImageDimensions.width, curImageDimensions.height,
0, 0, halfImageDimensions.width, halfImageDimensions.height);
curImageDimensions.width = halfImageDimensions.width;
curImageDimensions.height = halfImageDimensions.height;
}
// Now do final resize for the resizingCanvas to meet the dimension requirments
// directly to the output canvas, that will output the final image
let outputCanvas: HTMLCanvasElement = document.createElement('canvas');
let outputCanvasContext = outputCanvas.getContext("2d");
outputCanvas.width = width;
outputCanvas.height = height;
outputCanvasContext.drawImage(resizingCanvas, 0, 0, curImageDimensions.width, curImageDimensions.height,
0, 0, width, height);
// output the canvas pixels as an image. params: format, quality
this.base64ResizedImage = outputCanvas.toDataURL('image/jpeg', 0.85);
// TODO: Call method to do something with the resize image
}
};
}}
I don't understand why nobody is suggesting createImageBitmap.
createImageBitmap(
document.getElementById('image'),
{ resizeWidth: 300, resizeHeight: 234, resizeQuality: 'high' }
)
.then(imageBitmap =>
document.getElementById('canvas').getContext('2d').drawImage(imageBitmap, 0, 0)
);
works beautifully (assuming you set ids for image and canvas).
I created a library that allows you to downstep any percentage while keeping all the color data.
https://github.com/danschumann/limby-resize/blob/master/lib/canvas_resize.js
That file you can include in the browser. The results will look like photoshop or image magick, preserving all the color data, averaging pixels, rather than taking nearby ones and dropping others. It doesn't use a formula to guess the averages, it takes the exact average.
Based on K3N answer, I rewrite code generally for anyone wants
var oc = document.createElement('canvas'), octx = oc.getContext('2d');
oc.width = img.width;
oc.height = img.height;
octx.drawImage(img, 0, 0);
while (oc.width * 0.5 > width) {
oc.width *= 0.5;
oc.height *= 0.5;
octx.drawImage(oc, 0, 0, oc.width, oc.height);
}
oc.width = width;
oc.height = oc.width * img.height / img.width;
octx.drawImage(img, 0, 0, oc.width, oc.height);
UPDATE JSFIDDLE DEMO
Here is my ONLINE DEMO
I solved this by using scale for canvas and the image quality in my case becomes really good.
So first I scale the content inside of canvas:
ctx.scale(2, 2)
And then scale out the canvas tag with css:
#myCanvas { transform: scale(0.5); }
export const resizeImage = (imageFile, size = 80) => {
let resolver = ()=>{};
let reader = new FileReader();
reader.onload = function (e) {
let img = document.createElement("img");
img.onload = function (event) {
// Dynamically create a canvas element
let canvas = document.createElement("canvas");
canvas.width=size;
canvas.height=size;
// let canvas = document.getElementById("canvas");
let ctx = canvas.getContext("2d");
// Actual resizing
ctx.drawImage(img, 0, 0, size, size);
// Show resized image in preview element
let dataurl = canvas.toDataURL(imageFile.type);
resolver(dataurl);
}
img.src = e.target.result;
}
reader.readAsDataURL(imageFile);
return new Promise((resolve, reject) => {
resolver = resolve;
})
};
I wrote small js-utility to crop and resize image on front-end. Here is link on GitHub project. Also you can get blob from final image to send it.
import imageSqResizer from './image-square-resizer.js'
let resizer = new imageSqResizer(
'image-input',
300,
(dataUrl) =>
document.getElementById('image-output').src = dataUrl;
);
//Get blob
let formData = new FormData();
formData.append('files[0]', resizer.blob);
//get dataUrl
document.getElementById('image-output').src = resizer.dataUrl;
Here is my code, which I hope may be useful for someone out there in the SO community:
You can include your target image dimension as a param in your script call. That will be the result value of your image width or height, whichever is bigger. The smaller dimension is resized keeping your image aspect ratio unchanged. You can also hard-code your default target size in the script.
You can easily change the script to suit your specific needs, such as the image type you want (default is "image/png") for an output and decide in how many steps percentwise you want to resize your image for a finer result (see const percentStep in code).
const ResizeImage = ( _ => {
const MAX_LENGTH = 260; // default target size of largest dimension, either witdth or height
const percentStep = .3; // resizing steps until reaching target size in percents (30% default)
const canvas = document.createElement("canvas");
const canvasContext = canvas.getContext("2d");
const image = new Image();
const doResize = (callback, maxLength) => {
// abort with error if image has a dimension equal to zero
if(image.width == 0 || image.height == 0) {
return {blob: null, error: "either image width or height was zero "};
}
// use caller dimension or default length if none provided
const length = maxLength == null ? MAX_LENGTH : maxLength;
canvas.width = image.width;
canvas.height = image.height;
canvasContext.drawImage(image, 0, 0, image.width, image.height);
// if image size already within target size, just copy and return blob
if(image.width <= length && image.height <= length) {
canvas.toBlob( blob => {
callback({ blob: blob, error: null });
}, "image/png", 1);
return;
}
var startDim = Math.max(image.width, image.height);
var startSmallerDim = Math.min(image.width, image.height);
// gap to decrease in size until we reach the target size,
// be it by decreasing the image width or height,
// whichever is largest
const gap = startDim - length;
// step length of each resizing iteration
const step = parseInt(percentStep*gap);
// no. of iterations
var nSteps = 0;
if(step == 0) {
step = 1;
} else {
nSteps = parseInt(gap/step);
}
// length of last additional resizing step, if needed
const lastStep = gap % step;
// aspect ratio = value by which we'll multiply the smaller dimension
// in order to keep the aspect ratio unchanged in each iteration
const ratio = startSmallerDim/startDim;
var newDim; // calculated new length for the bigger dimension of the image, be it image width or height
var smallerDim; // length along the smaller dimension of the image, width or height
for(var i = 0; i < nSteps; i++) {
// decrease longest dimension one step in pixels
newDim = startDim - step;
// decrease shortest dimension proportionally, so as to keep aspect ratio
smallerDim = parseInt(ratio*newDim);
// assign calculated vars to their corresponding canvas dimension, width or height
if(image.width > image.height) {
[canvas.width, canvas.height] = [newDim, smallerDim];
} else {
[canvas.width, canvas.height] = [smallerDim, newDim];
}
// draw image one step smaller
canvasContext.drawImage(canvas, 0, 0, canvas.width, canvas.height);
// cycle var startDim for new loop
startDim = newDim;
}
// do last missing resizing step to finally reach target image size
if(lastStep > 0) {
if(image.width > image.height) {
[canvas.width, canvas.height] = [startDim - lastStep, parseInt(ratio*(startDim - lastStep))];
} else {
[canvas.width, canvas.height] = [parseInt(ratio*(startDim -lastStep)), startDim - lastStep];
}
canvasContext.drawImage(image, 0, 0, canvas.width, canvas.height);
}
// send blob to caller
canvas.toBlob( blob => {
callback({blob: blob, error: null});
}, "image/png", 1);
};
const resize = async (imgSrc, callback, maxLength) => {
image.src = imgSrc;
image.onload = _ => {
doResize(callback, maxLength);
};
};
return { resize: resize }
})();
Usage:
ResizeImage.resize("./path/to/image/or/blob/bytes/to/resize", imageObject => {
if(imageObject.error != null) {
// handle errors here
console.log(imageObject.error);
return;
}
// do whatever you want with the blob, like assinging it to
// an img element, or uploading it to a database
// ...
document.querySelector("#my-image").src = imageObject.blob;
// ...
}, 300);

can html canvas draw uploaded images?

I am trying to create an uploading image resizing function using javascript. However, using filereader to convert upload files into base64, gives no image on canvas. Rather, if I use an external image, and convert that into base64, the function works like a charm. How would that be? What is the problem?
Here is my code, it's pretty long.
//When changes are made to our input field
$ ('#input-file').change (function (evt) {
//The selected file is recovered
var file = evt.target.files [0];
//And processFiles function that will resize and send the file to the server is started
processFiles (file);
});
processFiles = function (file) {
var reader = new FileReader ();
//When the file has been completely read, the function will be executed ResizeImage
reader.onloadend = function (evt) {
//Reader.result represents our base64 encoded file
ResizeImage (reader.result, file);
};
//Allows you to play the file
reader.readAsDataURL (file);
};
ResizeImage = function (data, file) {
var fileType = file.type,
maxWidth = 960
maxHeight = 960;
//The file is loaded in a <img>
var image = new Image ();
image.src = data;
//Once the image is loaded, the following operations are performed
image.onload = function () {
//The ImageSize function calculates the final file size keeping the proportions
var size = ImageSize (image.width, image.height, maxWidth, maxHeight)
ImageWidth = size.width,
imageHeight = size.height,
//We create a canvas element
//canvas = document.createElement ('canvas');
canvas=document.getElementById('hahaha')
canvas.width = ImageWidth;
canvas.height = imageHeight;
var ctx = canvas.getContext ("2d");
//DrawImage will allow resizing the image
//This is our image here
var img=document.getElementById('haha')
ctx.drawImage (img, 0, 0, ImageWidth, imageHeight);
//Allows you to export the contents of the canvas element (our resized image) base64
data = canvas.toDataURL(fileType);
alert(data)
//All the elements used for resizing is suppressed
delete image;
delete canvas;
//SubmitFile (data);
}
};
//Function to resize an image keeping the proportions
ImageSize = function (width, height, maxWidth, maxHeight) {
var newWidth = width,
newHeight = height;
if (width> height) {
if (width> maxWidth) {
newHeight = maxWidth / width;
newWidth = maxWidth;
}
else {}
if (height> maxHeight) {
newWidth = maxHeight / height;
newHeight = maxHeight;
}
}
return {width: newWidth, height: newHeight};
};
You may refer this fiddle, http://jsfiddle.net/aliasm2k/tAum2/ for some ideas. It may help you. This is a fiddle I implemented just for fun to generate a thumbnail of a user selected image. It uses FileReader API to select the file and then loads the thumbnail on a canvas.
Personally I'd preffer classic JS than using jQuery and lot of event handlers are used
oFileIn.addEventListener()
oFileReader.addEventListener()
oImage.addEventListener()

canvas toDataURL not returning a complete image

I'm building a jQuery plugin which watermarks images (and yes, i'm well aware of the multitudinal drawbacks of a javascript/html5 watermarking system but just ignore that for now.) The basic method for each image is:
paste the image to the background of a canvas
add the data for a watermark image over that,
replace the src of the original image with that of the canvas (which now contains the watermark.)
Now it appears to work fine if I replace the image element with the canvas itself.. all of the elements appear on the canvas. But when I get the dataURL of the canvas, everything but the last image drawn onto it appears. I wouldn't even mind except this plugin also needs to replace the links to images as well, and so replace the hrefs with data urls (with the watermark.)
This is the current code:
(function($){
$.fn.extend({
cmark: function(options) {
var defaults = {
type: 'image',
content: 'watermark.png',
filter: 'darker',
scale:300,
box: {
top : 0.5,
left : 0.5,
width : 0.75,
height : 0.75,
bgcolor : '#000000',
bgopacity : 0.5,
fgopacity : 1
},
callback_unsupported: function(obj){
return obj;
}
}
var getScale = function(w, h, scale){
ratio = Math.min(scale/w, scale/h);
scalew = Math.round(ratio*w);
scaleh = Math.round(ratio*h);
return [scalew,scaleh];
}
var options = $.extend(defaults, options);
return this.each(function() {
obj = $(this);
canvas = document.createElement('canvas');
if(!window.HTMLCanvasElement){
return options.callback_unsupported(obj);
}
/* if selecting for images, reset the images. Otherwise,
we're replacing link hrefs with data urls. */
if(obj.attr('src')){
target_img = obj.attr('src');
}
else if (obj.attr('href')){
target_img = obj.attr('href');
}
// get the filetype, make sure it's an image. If it is, get a mimetype. If not, return.
ftype = target_img.substring(target_img.lastIndexOf(".")+1).toLowerCase();
canvasbg = new Image();
canvasbg.onload = function(){
iw = canvasbg.width;
ih = canvasbg.height;
scale = getScale(iw, ih, options.scale);
iw = scale[0];
ih = scale[1];
canvas.setAttribute('width', iw);
canvas.setAttribute('height', ih);
ctx = canvas.getContext('2d');
/* define the box as a set of dimensions relative to the size of the image (percentages) */
bw = Math.round(iw * options.box.width);
bh = Math.round(ih * options.box.height);
// for now the box will only ever be centered.
bx = Math.round((iw * options.box.top) - (bw/2));
by = Math.round(ih * options.box.left - (bh/2));
/* draw the box unless the opacity is 0 */
if(options.box.bgopacity > 0){
ctx.fillStyle = options.box.bgcolor;
ctx.globalAlpha = options.box.bgopacity;
ctx.fillRect(bx, by, bw, bh);
}
wm = new Image();
wm.onload = function(){
ww = wm.width;
wh = wm.height;
scalar = Math.max(bw, bh); // scale to within the box dimensions
scale = getScale(ww, wh, scalar);
ww = scale[0];
wh = scale[1];
ctx.globalCompositeOperation = options.filter;
ctx.drawImage(wm, bx, by, ww, wh);
}
wm.src = options.content;
ctx.drawImage(canvasbg, 0, 0, iw, ih);
obj.replaceWith(canvas);
$('body').append('<img src="'+canvas.toDataURL()+'">');
//obj.attr('src', canvas.toDataURL());
}
canvasbg.src = target_img;
});
}
})
})(jQuery);
I added a line which dumps an image with the data url directly onto the page for testing and this is what I see... on the left is the canvas element, on the right is the image with the data url:
So yeah, this has had me stumped for a couple of days now. I'm probably missing something horribly obvious but I can't see it.
... edited because the example is no longer online. sorry.
First of all, don't build a string buffer that big for a tag.
var img = new Image();
img.src = canvas.toDataURL();
$('body').append(img);
Or if you prefer:
$('body').append($('<img>').attr('src', canvas.toDataURL()))
Second, you are getting there dataURL of the canvas before you draw the watermark. The drawing happens in the wm.onload callback function, which happens when the watermark loads. That may not fire until way after canvasbg.onload fires off, which is where you get the dataURL.
So move the image append into code at the end of the wm.onload callback and you should be good.

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