Javascript canvas draw text after loading font - javascript

I'm trying to draw text onto a flag using a simple script. It works fine except for the Font not being loaded.
I've tried to load the font locally and from the web, but both don't work on my server.
However the code runs fine on w3 schools tryit editor
I think it has to do with the font not being loaded correctly or too late. What is the best way to make sure the font is loaded correctly?
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" type="text/css" href="http://fonts.googleapis.com/css?family=Ubuntu:regular,bold&subset=Latin">
<style>body { font-family: Ubuntu, sans-serif; }</style>
</head>
<body>
<canvas style="border-radius: 100px;" id="myCanvas" width="200" height="200">
Your browser does not support the HTML5 canvas tag.</canvas>
<script>
function getParameterByName(name, url) {
if (!url) url = window.location.href;
name = name.replace(/[\[\]]/g, "\\$&");
var regex = new RegExp("[?&]" + name + "(=([^&#]*)|&|#|$)"),
results = regex.exec(url);
if (!results) return null;
if (!results[2]) return '';
return decodeURIComponent(results[2].replace(/\+/g, " "));
}
var size = 200
var textSize=size * 0.55;
var countryCode = "nl";
var text = "123";
var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
var img = new Image;
img.onload = function(){
ctx.drawImage(img,-1,-1,size,size); // removes the 1px border the flags sometimes have
ctx.font = textSize+"px Ubuntu";
ctx.textAlign="center";
ctx.fillStyle = "#260C4D";
ctx.fillText(text,size/2,size/2 + textSize / 2.85);
};
img.src = "http://www.geonames.org/flags/x/"+countryCode+".gif";
</script>
</body>
</html>

I'm really tempted to vote to close as duplicate to this Q/A, but since you're in a particular case, I'll still post this answer, which may not be the best.
You are loading your font with a <link> element, so one way is to use its onload event handler.
The problem with this approach is that the font may be cached, and the load event may have fired before it reaches your script declarations.
So you could use the href +'&'+ new Date().getTime() trick to make a new request to the server, or you can remove the <link> from the DOM and reappend it. This way, its load event should fire again even if the cached version is used.
(Note that I only tested it on latest FF and Chrome, so it may not work in other browsers).
var link = document.querySelector('link');
link.onload = function() {
log.textContent = 'loading image...';
var size = 200
var textSize = size * 0.55;
var countryCode = "nl";
var text = "123";
var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
var img = new Image;
img.onload = function() {
log.textContent='';
ctx.drawImage(img, -1, -1, size, size); // removes the 1px border the flags sometimes have
ctx.font = textSize + "px Ubuntu";
ctx.textAlign = "center";
ctx.fillStyle = "#260C4D";
ctx.fillText(text, size / 2, size / 2 + textSize / 2.85);
};
img.src = "http://lorempixel.com/200/200";
}
// in case it's in the cache, it seems we have to remove it from the DOM and reinsert it
link.parentNode.removeChild(link);
document.head.appendChild(link)
body {
font-family: Ubuntu, sans-serif;
}
<link rel="stylesheet" type="text/css" href="http://fonts.googleapis.com/css?family=Ubuntu:regular,bold&subset=Latin">
<p id="log">loading font..</p>
<canvas style="border-radius: 100px;" id="myCanvas" width="200" height="200"></canvas>

Related

Why does this .toBlob() method of downloading a canvas require two clicks to work?

I would like to make an image on a canvas element ("canvas") downloadable.
I can't use right click > save as, as the actual canvas used is hidden. The user will only see a smaller representation of the full-size image on a separate canvas.
I was able to make this work using .toDataURL, but this failed when images/canvases became of a certain size. I am trying to combat this with .toBlob().
I have been able to get the below to work, but it initially takes two clicks to fire, and requires two clicks again every time the image is changed.
Download Canvas as PNG
var link = document.getElementById("download");
link.onclick = function() {
link.download = "image.png";
canvas.toBlob(function(blob){
link.href = URL.createObjectURL(blob);
},'image/png');
}
How can I eliminate the need to click twice each time I change the canvas image?
.toBlob() is asynchronous (hence the function as parameter).
You have to wait until the function has finished its work before you can trigger the download.
var link = document.getElementById("download");
link.onclick = function() {
document.querySelector("canvas").toBlob(function(blob){
// here the conversion has finished
// to trigger the download (again) we use a dummy link
var a = document.createElement("a");
a.download = "image.png";
a.href = URL.createObjectURL(blob);
a.click();
},'image/png');
};
Example
var link = document.getElementById("download");
link.onclick = function() {
document.querySelector("canvas").toBlob(function(blob) {
var a = document.createElement("a");
a.download = "image.png";
a.href = URL.createObjectURL(blob);
a.click();
}, 'image/png');
};
var change = document.getElementById("change");
change.onclick = function() {
var c = document.querySelector("canvas"),
ctx = c.getContext("2d");
ctx.fillStyle = getRandomColor();
ctx.fillRect(0, 0, c.width, c.height);
};
change.onclick();
function getRandomColor() {
return "rgb(" + (~~(Math.random() * 256)) + "," + (~~(Math.random() * 256)) + "," + (~~(Math.random() * 256)) + ")";
}
Download Change canvas
<br />
<canvas width="2000" height="2000"></canvas>

Google Calendar favicon [duplicate]

I tried to figure it out looking at the source code but I couldn't figure it out.
I would like to know how to make a dynamic favicon with a count like Gmail does.
Any idea on how to do this?
You can make an image with the canvas element, and then just replace the current favicon. Check out the following link for a good explanation on it.
Reference
Code is from the above reference.
Markup
<link id="favicon" rel="icon" type="image/png" href="image.png" />
JS
(function () {
var canvas = document.createElement('canvas'),
ctx,
img = document.createElement('img'),
link = document.getElementById('favicon').cloneNode(true),
day = (new Date).getDate() + '';
if (canvas.getContext) {
canvas.height = canvas.width = 16; // set the size
ctx = canvas.getContext('2d');
img.onload = function () { // once the image has loaded
ctx.drawImage(this, 0, 0);
ctx.font = 'bold 10px "helvetica", sans-serif';
ctx.fillStyle = '#F0EEDD';
if (day.length == 1) day = '0' + day;
ctx.fillText(day, 2, 12);
link.href = canvas.toDataURL('image/png');
document.body.appendChild(link);
};
img.src = 'image.png';
}
})();
Edit
Must have an image set as well.

Wrong base64 from canvas

Try a couple of days to solve one problem, but I can not understand why it is impossible. In canvas pictures drawn but the derivation gives wrong base64. I did not understand why. I just started, and didn't have great experience javascript. Help a newbie who can.
HTML:
<canvas id="canvas" width="400" height="300"></canvas>
<textarea id="base64" rows="10" cols="80"></textarea>
<img id="image">
JAVASCRIPT
function loadImages(sources, callback) { var images = {}; var loadedImages = 0; var numImages = 0; for(var src in sources) { numImages++; } for(var src in sources) { images[src] = new Image();
images[src].onload = function() {
if(++loadedImages >= numImages) {
callback(images);
} };
images[src].src = sources[src];}} var canvas = document.getElementById('canvas'); var context = canvas.getContext('2d'); var sources = { a: 'http://www.prairiedogmag.com/wp-content/uploads/2012/08/Cute-Animals-office-bat-4-200x300.jpg', b: 'http://worldnewspress.net/wp-content/uploads/2014/03/happiest-animals-all-time-18-200x300.jpg' }; loadImages(sources, function(images) { context.fillStyle = "red"; context.fillRect(0, 0, 400, 300); context.drawImage(images.a, 0, 0, 200, 300); context.drawImage(images.b, 201, 0, 200, 300); }); var url = document.getElementById('base64').value =document.getElementById('canvas').toDataURL(); document.getElementById('image').src = url;
To execute the context.toDataURL method any images drawn on the canvas must originate from the same domain as the web page code.
If not, you fail cross-domain security and the browser will refuse to do .toDataURL.
It looks like you are pulling cross-domain images and therefore failing this security concern.
Check out CORS security:
http://en.wikipedia.org/wiki/Cross-origin_resource_sharing
Here's example working code and a Demo: http://jsfiddle.net/m1erickson/76xF3/
This example fetches images from a server that's configured to deliver images in a cross-domain compliant way. There are multiple configuration adjustments that must be done on the server. Also notice the code: crossOrigin="anonymous". That's the code on the client side that allows cross-origin images (the server must be configured properly first).
<!doctype html>
<html>
<head>
<link rel="stylesheet" type="text/css" media="all" href="css/reset.css" /> <!-- reset css -->
<script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>
<style>
body{ background-color: ivory; }
canvas{border:1px solid red;}
</style>
<script>
$(function(){
var canvas=document.getElementById("canvas");
var context=canvas.getContext("2d");
var imageURLs=[]; // put the paths to your images here
var imagesOK=0;
var imgs=[];
imageURLs.push("https://dl.dropboxusercontent.com/u/139992952/multple/character1.png");
imageURLs.push("https://dl.dropboxusercontent.com/u/139992952/multple/character3.png");
loadAllImages(start);
function loadAllImages(callback){
for (var i=0; i<imageURLs.length; i++) {
var img = new Image();
img.crossOrigin="anonymous";
imgs.push(img);
img.onload = function(){
imagesOK++;
if (imagesOK>=imageURLs.length ) {
callback();
}
};
img.onerror=function(){alert("image load failed");}
img.src = imageURLs[i];
}
}
function start(){
// the imgs[] array now holds fully loaded images
// the imgs[] are in the same order as imageURLs[]
context.fillStyle = "red";
context.fillRect(0,0,120,110);
context.drawImage(imgs[0], 0, 0, 60, 110);
context.drawImage(imgs[1], 60, 0, 60, 110);
var url = document.getElementById('base64').value =canvas.toDataURL();
document.getElementById('image').src = canvas.toDataURL();
}
}); // end $(function(){});
</script>
</head>
<body>
<h4>The canvas</h4>
<canvas id="canvas" width=120 height=110></canvas>
<h4>The image created from the canvas .toDataURL</h4>
<img id="image">
<h4>The base64 encoded image data</h4>
<textarea id="base64" rows="10" cols="80"></textarea>
</body>
</html>

Display image in canvas with Javascript?

I want to be able to click on a button on my page and load an image into a canvas at some X,Y coordinates?
The following code is what I have below. I would like the image to be in either image/photo.jpg or in the same directory but preferably in a subdirectory of the main page.
**Question: How to make a JPG show up in a canvas with the click of a button on the web page?
Code:
<!DOCTYPE html>
<html>
<script>
function draw(){
var ctx = document.getElementById("myCanvas").getContext("2d");
var img = new Image():
// img.src = "2c.jpg";
img.src = "/images/2c.jpg";
ctx.drawImage(img,0,0);
}
</script>
<body background="Black">
<div align="center">
<button type="button" onclick="draw()">Show Image on Canvas</button>
<canvas id="myCanvas" width="900" height="400" style="border:2px solid #d3d3d3;">
Your browser does not support the HTML5 canvas tag.
</canvas>
</div>
<script>
var c=document.getElementById("myCanvas");
var ctx=c.getContext("2d");
ctx.font="20px Arial";
ctx.fillText("Royal Flush $",500,50);
ctx.fillText("Striaght Flush $",500,80);
ctx.fillText("Flush $",500,110);
ctx.fillText("Four of a Kind $",500,140);
ctx.fillText("Full House $",500,170);
ctx.fillText("Three of a Kind $",500,200);
ctx.fillText("Two Pair $",500,230);
ctx.fillText("Pair of ACES $",500,260);
ctx.rect(495,10,270,350);
ctx.stroke();
</script>
</body>
</html>
March 6th, 2014 Code:
How is the following code not working. Do you have to have an ID tag on Canvas. The page will display but for some reason the image will not when the button is clicked. The image is in the same directory that my index.html file is in.
<!DOCTYPE html>
<html>
<head>
<title></title>
</head>
<style type="text/css">
canvas{
border: 5px solid black;
}
</style>
</html>
<button id="galaxy">Add image #1</button>
<button id="circles">Add image #2</button><span></span>
<canvas width="500" height="500"></canvas>
<script>
var Images = {};
function loadImages(list){
var total = 0;
document.querySelector("span").innerText = "...Loading...";
for(var i = 0; i < list.length; i++){
var img = new Image();
Images[list[i].name] = img;
img.onload = function(){
total++;
if(total == list.length){
document.querySelector("span").innerText = "...Loaded.";
}
};
img.src = list[i].url;
}
}
function drawImage(img){
var ctx = document.querySelector("canvas").getContext("2d");
ctx.drawImage(Images[img], 0, 0, 50, 50);
}
loadImages([{
name: "2c.jpg",
url: "mp.jpg"
},{
name: "mp.jpg",
url: "mp.jpg"
}]);
document.querySelector("#galaxy").addEventListener("click", function(){
drawImage("galaxy");
});
document.querySelector("#circles").addEventListener("click", function(){
drawImage("weirdCircles");
});
</script>
</html>
Wait till the image is loaded before drawing:
var img = new Image();
img.onload = function(){ /*or*/ img.addEventListener("load", function(){
ctx.drawImage(img,0,0); ctx.drawImage(img,0,0);
}; };
img.src = "/images/2c.jpg";
Demo: http://jsfiddle.net/DerekL/YcLgw/
If you have more than one image in your game,
It is better to preload all images before it starts.
Preload images: http://jsfiddle.net/DerekL/uCQAH/ (Without jQuery: http://jsfiddle.net/DerekL/Lr9Gb/)
If you are more familiar with OOP: http://jsfiddle.net/DerekL/2F2gu/
function ImageCollection(list, callback){
var total = 0, images = {}; //private :)
for(var i = 0; i < list.length; i++){
var img = new Image();
images[list[i].name] = img;
img.onload = function(){
total++;
if(total == list.length){
callback && callback();
}
};
img.src = list[i].url;
}
this.get = function(name){
return images[name] || (function(){throw "Not exist"})();
};
}
//Create an ImageCollection to load and store my images
var images = new ImageCollection([{
name: "MyImage", url: "//example.com/example.jpg"
}]);
//To pick and draw an image from the collection:
var ctx = document.querySelector("canvas").getContext("2d");
ctx.drawImage(images.get("MyImage"), 0, 0);

How can I draw an image from the HTML5 File API on Canvas?

I would like to draw an image opened with the HTML5 File API on a canvas.
In the handleFiles(e) method, I can access the File with e.target.files[0] but I can't draw that image directly using drawImage. How do I draw an image from the File API on HTML5 canvas?
Here is the code I have used:
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8"/>
<script>
window.onload = function() {
var input = document.getElementById('input');
input.addEventListener('change', handleFiles);
}
function handleFiles(e) {
var ctx = document.getElementById('canvas').getContext('2d');
ctx.drawImage(e.target.files[0], 20,20);
alert('the image is drawn');
}
</script>
</head>
<body>
<h1>Test</h1>
<input type="file" id="input"/>
<canvas width="400" height="300" id="canvas"/>
</body>
</html>
You have a File instance which is not an image.
To get an image, use new Image(). The src needs to be an URL referencing to the selected File. You can use URL.createObjectURL to get an URL referencing to a Blob (a File is also a Blob): http://jsfiddle.net/t7mv6/86/.
var ctx = document.getElementById('canvas').getContext('2d');
var img = new Image;
img.onload = function() {
ctx.drawImage(img, 20,20);
alert('the image is drawn');
}
img.src = URL.createObjectURL(e.target.files[0]);
Note: be sure to revoke the object url when you are done with it otherwise you'll leak memory. If you're not doing anything too crazy, you can just stick a URL.revokeObjectURL(img.src) in the img.onload function.
References:
https://developer.mozilla.org/en/DOM/File
http://html5demos.com/file-api
Live Example
function handleFiles(e) {
var ctx = document.getElementById('canvas').getContext('2d');
var url = URL.createObjectURL(e.target.files[0]);
var img = new Image();
img.onload = function() {
ctx.drawImage(img, 20, 20);
}
img.src = url;
}
window.URL.createObjectUrldocs
You could also use the FileReader instead to create the object URL.
The FileReader has slightly better browser support.
The FileReader approach works in FF6 / Chrome. I'm not certain whether setting Img.src to a Blob is valid and cross-browser though.
Creating object urls is the correct way to do it.
Edit:
As mentioned in the commment window.URL support whilst offline seems unavailable in FF6/Chrome.
Here is a complete example (Fiddle) using FileReader (which has better browser support as mentioned by Raynos). In this example I also scale Canvas to fit the image.
In real life example you might scale the image to some maximum so that your form will not blow up ;-). Here is an example with scaling (Fiddle).
var URL = window.webkitURL || window.URL;
window.onload = function() {
var input = document.getElementById('input');
input.addEventListener('change', handleFiles, false);
// set original canvas dimensions as max
var canvas = document.getElementById('canvas');
canvas.dataMaxWidth = canvas.width;
canvas.dataMaxHeight = canvas.height;
}
function handleFiles(e) {
var ctx = document.getElementById('canvas').getContext('2d');
var reader = new FileReader();
var file = e.target.files[0];
// load to image to get it's width/height
var img = new Image();
img.onload = function() {
// setup scaled dimensions
var scaled = getScaledDim(img, ctx.canvas.dataMaxWidth, ctx.canvas.dataMaxHeight);
// scale canvas to image
ctx.canvas.width = scaled.width;
ctx.canvas.height = scaled.height;
// draw image
ctx.drawImage(img, 0, 0
, ctx.canvas.width, ctx.canvas.height
);
}
// this is to setup loading the image
reader.onloadend = function () {
img.src = reader.result;
}
// this is to read the file
reader.readAsDataURL(file);
}
// returns scaled dimensions object
function getScaledDim(img, maxWidth, maxHeight) {
var scaled = {
ratio: img.width / img.height,
width: img.width,
height: img.height
}
if (scaled.width > maxWidth) {
scaled.width = maxWidth;
scaled.height = scaled.width / scaled.ratio;
}
if (scaled.height > maxHeight) {
scaled.height = maxHeight;
scaled.width = scaled.height / scaled.ratio;
}
return scaled;
}
canvas {
border:1px solid black
}
<input type="file" id="input"/>
<div>
<canvas width="400" height="300" id="canvas"/>
</div>

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