Two same images displayed at the same time - javascript

I am using Fabric js to do image manupulation drag, resize and merge images onto the one image onto the canvas but it shows one bug, i.e when I upload the image it displays two same images at a time, while i need only one.
Please help me to solve this issue.
My code is:
var canvas = new fabric.Canvas('imageCanvas', {
backgroundColor: 'rgb(240,240,240)'
});
var imageLoader = document.getElementById('imageLoader');
imageLoader.addEventListener('change', handleImage, false);
function handleImage(e) {
var reader = new FileReader();
reader.onload = function (event) {
var img = new Image();
img.onload = function () {
var imgInstance = new fabric.Image(img, {
scaleX: 0.2,
scaleY: 0.2
})
canvas.add(imgInstance);
}
img.src = event.target.result;
}
reader.readAsDataURL(e.target.files[0]);
}

Related

Show Image Canvas Javascript after upload files with File Reader

So I'm trying to display image on canvas using File Reader. But it won't work. I don't know where the problem is.
var canvas = document.getElementById("ourCanvas"),
context = canvas.getContext('2d'),
uploadedFile = document.getElementById('uploaded-file');
window.addEventListener('DOMContentLoaded', initImageLoader);
function initImageLoader() {
uploadedFile.addEventListener('change', handleManualUploadedFiles);
function handleManualUploadedFiles(ev){
var file = ev.target.files[0];
handleFile(file);
}
}
function handleFile(file) {
var imageType = /image.*/;
if(file.type.match(imageType)){
var reader = new FileReader();
reader.onloadend = function(event) {
var tempImageStore = new Image();
tempImageStore.onLoad = function(ev){
canvas.height = ev.target.height;
canvas.width = ev.target.width;
context.drawImage(ev.target, 0, 0);
}
tempImageStore.src = event.target.result;
}
reader.readAsDataURL(file);
}
}
After I upload the file, image don't show on the Canvas, and does'nt show anything wrong in Console. Is there any problem with my code?

Why is image not moveable after setting preserveObjectStacking

what im trying to do is initially load an image which stays static and if the file input changes that image gets loaded, placed in the canvas, should be behind the initially loaded image and be moveable, rotateable, resizeable. my first problem was that image.sendToBack() wasnt doing anything - i fixed that with setting the initial option preserveObjectStacking to true - it worked but now the image is resizeable, rotateable but not moveable.
import { fabric } from "fabric";
(function($) {
var imageLoader = document.getElementById('imageLoader');
var canvas = document.getElementById('imageCanvas');
imageLoader.addEventListener('change', handleImage, false);
function handleImage(e) {
var reader = new FileReader();
reader.onload = function (event){
var imgObj = new Image();
imgObj.src = event.target.result;
imgObj.onload = function () {
var image = new fabric.Image(imgObj);
image.set({
angle: 0,
padding: 10,
cornersize:10,
height:110,
width:110,
});
// canvas.centerObject(image);
canvas.add(image);
canvas.sendToBack(image);
image.setCoords();
canvas.renderAll();
}
}
reader.readAsDataURL(e.target.files[0]);
}
var canvas = new fabric.Canvas('imageCanvas', {
preserveObjectStacking: true
});
canvas.setWidth(300);
// overlayImage
fabric.Image.fromURL('/../img/meinbild_leer_300x600.png', function(oImg) {
oImg.scaleToWidth(300);
canvas.add(oImg);
}, {hasControls: false, selectable: false});
})(jQuery);
what i've tried based on documentation and other stackoverflow posts - i added the image.setCoords() after the sendToBack-Call which actually did not result in any changes. do you guys have any advice for me? working the first time with fabric and im seriously stuck right here. thanks and have a nice one.
edit: i tried adding selected: true to the image.set but that has not changed anything.
additional information: im using fabricjs version ^2.4.2-b
Use object#evented, which will propagate all the events through it.
DEMO
var imageLoader = document.getElementById('imageLoader');
var canvas = document.getElementById('imageCanvas');
imageLoader.addEventListener('change', handleImage, false);
function handleImage(e) {
var reader = new FileReader();
reader.onload = function(event) {
var imgObj = new Image();
imgObj.src = event.target.result;
imgObj.onload = function() {
var image = new fabric.Image(imgObj);
image.set({
angle: 0,
padding: 10,
cornersize: 10,
height: 110,
width: 110,
});
// canvas.centerObject(image);
canvas.add(image);
canvas.sendToBack(image);
image.setCoords();
canvas.renderAll();
}
}
reader.readAsDataURL(e.target.files[0]);
}
var canvas = new fabric.Canvas('imageCanvas', {
preserveObjectStacking: true
});
canvas.setWidth(300);
// overlayImage
fabric.Image.fromURL('https://raw.githubusercontent.com/fabricjs/fabricjs.com/gh-pages/assets/dragon2.jpg', function(oImg) {
oImg.scaleToWidth(300);
canvas.add(oImg);
}, {
hasControls: false,
evented: false,
opacity: 0.3
});
<script src="https://cdnjs.cloudflare.com/ajax/libs/fabric.js/2.4.1/fabric.js"></script>
<canvas id='imageCanvas'></canvas>
<input id='imageLoader' type='file'>

How to load image files, each into their own canvas element

I tried to load images into several canvas elements, but only the last image was loaded from the list of files. I need different images in different canvas elements, each in its own. Thanks for help.
HTML
<input type='file' id='imgfile' multiple />
The canvas element will be created by jQuery.
JavaScript
function loadImage(picture) {
var canvas = document.querySelectorAll('canvas');
var input, fr, file, img;
input = document.getElementById('imgfile');
$.each(canvas, function(i, v) {
file = input.files[i];
fr = new FileReader();
fr.onload = function createImage() {
img = new Image();
img.onload = function imageLoaded() {
var ctx = canvas[i].getContext("2d");
ctx.drawImage(img, 0, 0, 50, 50);
}
img.src = fr.result;
}
fr.readAsDataURL(file);
});
}
$("input").change(function() {
var picture = this.files;
var leng = picture.length;
for (var i = 0; i < picture.length; i++) {
$("input").after('<canvas width="50" height="50" style="border:1px solid red"></canvas>');
}
loadImage();
});
You need to declare variables inside iteratee function
function loadImage(picture) {
var canvas = document.querySelectorAll('canvas');
var input = document.getElementById('imgfile');
$.each( canvas, function( i, v) {
var file = input.files[i];
var fr = new FileReader(); // file reader per file
fr.onload = function createImage() {
var img = new Image(); // image per file
img.onload = function imageLoaded() {
var ctx = canvas[i].getContext("2d");
ctx.drawImage(img,0,0, 50, 50);
}
img.src = fr.result;
}
fr.readAsDataURL(file);
});
}

How to add an image to a canvas, scaled to size?

I can add a local image to my canvas. My problem though is that I can only scale the image by something like 0.5 but this isn't very helpful because images are always different. How might I have the image scale to say 400px wide, but the rest resize proportionally so that no matter the size of the chosen image, things fit and it isn't a guessing game (currently I have a link to an image resizer, I'm trying to remove the need)?
I'm using fabricjs 1.7.21.
var canvas = new fabric.Canvas("c");
canvas.setHeight(616);
canvas.setWidth(446);
// New Photo to Canvas
document.getElementById('imgLoader').onchange = function handleImage(e) {
var reader = new FileReader();
reader.onload = function(event) {
var imgObj = new Image();
imgObj.src = event.target.result;
imgObj.onload = function() {
var image = new fabric.Image(imgObj);
image.set({
left: 10,
top: 10,
}).scale(0.5);
canvas.add(image);
}
}
reader.readAsDataURL(e.target.files[0]);
}
canvas {
border: 1px solid #dddddd;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/fabric.js/1.7.21/fabric.min.js"></script>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<label class="btn btn-default" id="imgLoader">
<span class="oi oi-image"></span> Add Image<input type="file" hidden>
</label>
<canvas id="c"></canvas>
Try this:
var canvas = new fabric.Canvas("c");
canvas.setHeight(616);
canvas.setWidth(446);
// New Photo to Canvas
document.getElementById('imgLoader').onchange = function handleImage(e) {
var reader = new FileReader();
reader.onload = function(event) {
var imgObj = new Image();
imgObj.src = event.target.result;
imgObj.onload = function() {
var image = new fabric.Image(imgObj);
image.width = 400;
image.height = 400;
image.set({
left: 10,
top: 10,
});
canvas.add(image);
}
}
reader.readAsDataURL(e.target.files[0]);
}
scaleToWidth/scaleToHeight was what I was looking for. You can find the documentation here.
Props to #Ben who commented this. I wanted to close the question.

Canvas drawImage is not accepting width and height

Image is getting created in full original size, even last two arguments 150, 150 are height and width context.drawImage(img, 0, 0, 150, 150); in the code below:
function (file) { //uploaded files are always images
var reader = new FileReader(); //FileReader for uploading files from local stroge.
reader.onload = function () {
var links = document.createElement('a'); //link when image is clicked
var img = document.createElement('img');
img.src = reader.result; //src = url from uploaded file
img.className = 'images'; //css -> .images { margin-top: 30px; padding: 30px; }
img.onload = function () { //repaint image to 150 - 150 size with canvas, because setting width and height on image itself would just resize the image but I want to create new image with new size
var canvas = document.createElement('canvas');
var context = canvas.getContext('2d');
context.drawImage(img, 0, 0, 150, 150) //draw image with canvas
}
links.href = reader.result; // url from local storage needed when image is clicked -
links.target = "_blank"; // open new blank page with original image
links.appendChild(img); // image is appended to <a>
document.body.appendChild(links); // <a> is appended to body, that body contains image thumbnail with a link linked to the image source
}
if (file) {
reader.readAsDataURL(file); // read uploaded files url
}
}
img.onload does not making any sense here. result is the same even when I remove it.
You are not drawing back the cropped image to your <img> tag... you will have to create two image Objects, let's call the first originalImage, and the second one croppedImage.
The one you will append to the document is croppedImageand originalImage will just stay in the cache.
When originalImage has loaded, you will paint it to a canvas, and then set croppedImage to the result of the canvas' toDataURL() method.
var read = function() {
var file = this.files[0];
var reader = new FileReader();
reader.onload = function() {
var links = document.createElement('a');
// this will be the appended image
var croppedImage = new Image();
// do your DOM stuff
croppedImage.className = 'images';
links.href = reader.result;
links.target = "_blank";
links.appendChild(croppedImage);
document.body.appendChild(links);
// create a buffer image object
var originalImage = new Image();
// set its load handler
originalImage.onload = function() {
// create a canvas
var canvas = document.createElement('canvas');
// set canvas width/height
canvas.width = canvas.height = 150;
var context = canvas.getContext('2d');
// draw the buffered image to the canvas at required dimension
context.drawImage(originalImage, 0, 0, 150, 150);
// set the appended to doc image's src to the result of the cropping operation
croppedImage.src = canvas.toDataURL();
}
originalImage.src = reader.result;
}
if (file) {
reader.readAsDataURL(file);
}
};
upload.onchange = read;
.images {
margin-top: 30px;
padding: 30px;
}
<input type="file" id="upload" />
You could also have used only a single image object, but this would have required to reset the onload event in the onload event, to avoid an infinite loop, which is a little bit less clear :
var read = function() {
var file = this.files[0];
var reader = new FileReader();
reader.onload = function() {
var links = document.createElement('a');
var img = new Image();
img.className = 'images';
links.href = reader.result;
links.target = "_blank";
links.appendChild(img);
document.body.appendChild(links);
img.onload = function() {
//reset the onload event so it does fire in a loop
img.onload = function(){return;};
var canvas = document.createElement('canvas');
canvas.width = canvas.height = 150;
var context = canvas.getContext('2d');
context.drawImage(this, 0, 0, 150, 150);
this.src = canvas.toDataURL();
}
img.src = reader.result;
}
if (file) {
reader.readAsDataURL(file);
}
};
upload.onchange = read;
.images {
margin-top: 30px;
padding: 30px;
}
<input type="file" id="upload" />
var reader = new FileReader();
reader.onload = function () {
var links = document.createElement('a');
var img = new Image();
img.src = reader.result;
img.className = 'images';
img.onload = function () {
var canvas = document.createElement('canvas');
var context = canvas.getContext('2d');
context.drawImage(this, 0, 0, 150, 150);
this.src = canvas.toDataURL(); // convert the canvas back to the image
links.appendChild(this); // append the updated image to the document
}
links.href = reader.result;
links.target = "_blank";
document.body.appendChild(links);
}
if (file) {
reader.readAsDataURL(file); //reads the data as a URL
}

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