Ive been trying to make the canvas save between page refreshes using html5 local storage, but the canvas always gets back to blank when i refresh the page.
HTML
<canvas onload="loadCanvas()" onClick="canvas(event)" id="myCanvas" width="400" height="400">
Your browser does not support the canvas element
</canvas>
Javascript:
function saveCanvas() {
var c = document.getElementById("myCanvas"),
ctx = c.toDataURL();
if (typeof (localStorage) !== "undefined") {
localStorage.setItem('myCanvas', ctx);
} else {
document.getElementById("save").innerHTML.dataURL = "Local Storage not supported";
}
}
function loadCanvas() {
var image = localStorage.getItem('myCanvas');
document.getElementById('myCanvas').src = image;
}
saveCanvas function gets called when something has been drawed in the canvas
Anyone knows what the problem is?
It has been solved, onLoad did not work in canvas
localStorage can only save so much, ie. in most browsers 5 mb and in others less.
Another caveat is that each char stored takes 2 bytes due to unicoding so the storage is in reality only half of this in the practical sense. There is no guarantee about size as this is not defined by the standard - 5 mb is only a suggestion so browsers can use any size.
You are getting the image as a PNG as this is the default format of toDataURL(). If the produced data-uri is too large (which is likely here as base-64 adds 33% to the size + a small header) the save will truncate or fail depending on the browser.
This is most likely (as you don't state size of canvas or the resulting data-uri) why your canvas is blank when you try to reload the data-uri as it would be invalid.
You can try to save as JPEG instead:
dataUri = c.toDataURL('image/jpeg', 0.5); /// 0.5 is quality, higher is better
If this does not work then you will need to look into other local storage mechanisms such as Indexed DB (where you can request a storage quota) or File API (but this is only supported in Chrome at this moment). There is also the deprecated Web SQL which will be around for still a while.
Update
Also try to move your onload from canvas element to window:
window.onload = function() {
var image = localStorage.getItem('myCanvas');
document.getElementById('myCanvas').src = image;
}
Note: you cannot set a src on a canvas element (as the ID from your code here suggest as well as your example code show). You need an image element for that. When you set a src on an image you also need to use the onload handler on the image, so an example could be:
window.onload = function() {
var img = new Image;
img.onload = function() {
var ctx = document.getElementById('myCanvas').getContext('2d');
ctx.drawImage(img, 0, 0);
/// call next step here...
}
img.src = localStorage.getItem('myCanvas');
}
Usually I suggest (and others did too in this thread) people store their drawings as points and shape types in an array as objects which then is serialized to a string which you instead store in localStorage. It involves a little bit more code in the render stage (which you need anyways to update canvas when it is blanked for some reason) but is worth it.
Related
The overall task I'm trying to achieve is to load an SVG image file, modify a color or text somewhere, and then draw it onto an HTML5 canvas (presumably with drawImage(), but any reasonable alternative would be fine).
I followed advice on another StackOverflow question on how to load and modify a SVG file in Javascript, which went like this:
<object class="svgClass" type="image/svg+xml" data="image.svg"></object>
followed in Javascript by
document.querySelector("object.svgClass").
getSVGDocument().getElementById("svgInternalID").setAttribute("fill", "red")
And that works. I now have the modified SVG displaying in my web page.
But I don't want to just display it - I want to draw it as part of an HTML5 canvas update, like this:
ctx.drawImage(myModifiedSVG, img_x, img_y);
If I try storing the result of getSVGDocument() and passing that in as myModifiedSVG, I just get an error message.
How do I make the HTML5 canvas draw call for my modified SVG?
Edit: I can draw an SVG image on an HTML5 canvas already through doing this:
var theSVGImage = new Image();
theSVGImage.src = "image.svg";
ctx.drawImage(theSVGImage, img_x, img_y);
and that's great, but I don't know how to modify text/colors in my loaded SVG image that way! If someone could tell me how to do that modification, then that would also be a solution. I'm not tied to going through the object HTML tag.
For a one shot, you could rebuild a new svg file, load it in an <img> and draw it again on the canvas:
async function doit() {
const ctx = canvas.getContext('2d');
const images = await prepareAssets();
let i = 0;
const size = canvas.width = canvas.height = 500;
canvas.onclick = e => {
i = +!i;
ctx.clearRect(0, 0, size, size);
ctx.drawImage(images[i], 0,0, size, size);
};
canvas.onclick();
return images;
}
async function prepareAssets() {
const svgDoc = await getSVGDOM();
// There is no standard to draw relative sizes in canvas
svgDoc.documentElement.setAttribute('width', '500');
svgDoc.documentElement.setAttribute('height', '500');
// generate the first <img> from current DOM state
const originalImage = loadSVGImage(svgDoc);
// here do your DOM manips
svgDoc.querySelectorAll('[fill="#cc7226"]')
.forEach(el => el.setAttribute('fill', 'lime'));
// generate new <img>
const coloredImage = loadSVGImage(svgDoc);
return Promise.all([originalImage, coloredImage]);
}
function getSVGDOM() {
return fetch('https://upload.wikimedia.org/wikipedia/commons/f/fd/Ghostscript_Tiger.svg')
.then(resp => resp.text())
.then(text => new DOMParser().parseFromString(text, 'image/svg+xml'));
}
function loadSVGImage(svgel) {
// get the markup synchronously
const markup = (new XMLSerializer()).serializeToString(svgel);
const img = new Image();
return new Promise((res, rej) => {
img.onload = e => res(img);
img.onerror = rej;
// convert to a dataURI
img.src= 'data:image/svg+xml,' + encodeURIComponent(markup);
});
}
doit()
.then(_ => console.log('ready: click to switch the image'))
.catch(console.error);
<canvas id="canvas"></canvas>
But if you are going to do it with a lot of frames, and expect it to animate...
You will have to convert your svg into Canvas drawing operations.
The method above is asynchronous, so you cannot reliably generate new images on the fly and get it ready to be drawn in a single frame. You need to store a few of these ahead of time, but since how long it will take to load the image is completely random (at least it should be) this might be a real programming nightmare.
Add to that the overhead the browser will have in loading a whole new SVG document every frame (yes, browsers do load the SVG document even when loaded inside an <img>), then paint it on the canvas, and finally remove it from the memory which will get filled in no time, you won't have a much free CPU to do anything else.
So the best here is probably to parse your SVG and to convert it to CanvasRenderingContext2D drawing operations => Draw it yourself.
This is achievable, moreover now that we can pass d attributes directly into Path2D object constructor, and that most of SVG objects have correspondence in the Canvas2D API (we even can use SVG filters), but that's still a lot of work.
So you may want to look at libraries that do that. I'm not an expert in libraries myself, and I can't recommend any, but I know that canvg does that since a very long time, I just don't know if they do expose their js objects in a reusable way. I know that Fabric.js does, but it also comes with a lot of other features that you may not need.
The choice is yours.
I'm using glfx.js to edit my image but when I'm trying to get that image's data using the toDataURL() function I get a blank image (width the same size as the original image).
The strange thing is that in Chrome the script works perfect.
What I want to mention is that the image is loaded in canvas using the onload event:
img.onload = function(){
try {
canvas = fx.canvas();
} catch (e) {
alert(e);
return;
}
// convert the image to a texture
texture = canvas.texture(img);
// draw and update canvas
canvas.draw(texture).update();
// replace the image with the canvas
img.parentNode.insertBefore(canvas, img);
img.parentNode.removeChild(img);
}
Also my image's path is on the same domain;
The problem (in Firefox) is when i hit the save button. Chrome returns the expected result but Firefox return this:
data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAA7YAAAIWCAYAAABjkRHCAAAHxklEQVR4nO3BMQEAAADCoPVPbQZ/oAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
... [ lots of A s ] ...
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAACAzwD6aAABkwvPRgAAAABJRU5ErkJggg==
What could cause this result and how can I fix it?
Most likely there's some async event between the time you draw to the canvas and the time you call toDataURL. By default the canvas is cleared after every composite. Either prevent the canvas from being cleared by creating the WebGL context with preserveDrawingBuffer: true as in
var gl = canvas.getContext("webgl", {preserveDrawingBuffer: true});
or make sure toDataURL is called before exiting whatever event you're using to render. For example if you do this
function render() {
drawScene();
requestAnimationFrame(render);
}
render();
And somewhere else do this
someElement.addEventListener('click', function() {
var data = someCanvas.toDataURL();
}, false);
Those 2 events, the animation frame, and the click are not in sync and the canvas may be cleared between calling them. Note: The canvas won't appear cleared as it's double buffered but the buffer toDataURL and other commands that effect that buffer are looking at is cleared.
The solution is either use preserveDrawingBuffer or make your call to toDataURL inside the same event as rendering. For example
var captureFrame = false;
function render() {
drawScene();
if (captureFrame) {
captureFrame = false;
var data = someCanvas.toDataURL();
...
}
requestAnimationFrame(render);
}
render();
someElement.addEventListener('click', function() {
captureFrame = true;
}, false);
What's the point of preserveDrawingBuffer: false which is the default? It can be significantly faster, especially on mobile to not have to preserve the drawing buffer. Another way to look at it is the browser needs 2 copies of your canvas. The one you're drawing to and the one it's displaying. It has 2 ways to deal with these 2 buffers. (A) double buffer. Let you draw to one, display the other, swap the buffers when you're done rendering which is inferred from exiting any event that issued draw commands (B) Copy the contents of the buffer you're drawing to do the buffer that's being displayed. Swapping is much faster than copying. So, swapping is the default. It's up to the browser what actually happens. The only requirement is that if preserveDrawingBuffer is false that the drawing buffer get cleared after a composite (which is yet another async event and therefore unpredictable) if preserveDrawingBuffer is true then it must copy so that the drawingbuffer's contents is preserved.
Note that once a canvas has a context it will always have the same context. So in other words let's say you change the code that initializes the WebGL context but you still want to set preserveDrawingBuffer: true
There are at least 2 ways.
find the canvas first, get a context on it
since the code later will end up with the same context.
<script>
document.querySelector('#somecanvasid').getContext(
'webgl', {preserveDrawingBuffer: true});
</script>
<script src="script/that/will/use/somecanvasid.js"></script>
Because you've already created a context for that canvas whatever script comes after will get the same context.
augment getContext
<script>
HTMLCanvasElement.prototype.getContext = function(origFn) {
return function(type, attributes) {
if (type === 'webgl') {
attributes = Object.assign({}, attributes, {
preserveDrawingBuffer: true,
});
}
return origFn.call(this, type, attributes);
};
}(HTMLCanvasElement.prototype.getContext);
</script>
<script src="script/that/will/use/webgl.js"></script>
In this case any webgl context created after augmenting the getContext will have preserveDrawingBuffer set to true.
Now my entire project is too big for a copy and paste, but here is a basic breakdown of what I'm doing right now:
$(document).ready(function(){
var canvas = $('#Canvas');
var data = {source: "images\pattern.png", repeat: "repeat"} ;
var pattern = canvas.createPattern(data); //Returns 'Null' at random
});
Things I've looked at so far:
Loading time (Somewhat related, it seems to break more often when the page loads faster)
Loading order (Doesn't seem related)
Preloading the image by forcing it to an on-page image beforehand (Doesn't fix it )
Preloading it using Image() and passing the image path to Image().src (doesn't fix it either)
Passing the Image() as data.source instead of a string path (might have helped just a little)
Initting JCanvas beforehand (No function seems to exists for this)
Creating the pattern as early or as late as possible (Seems to change the frequency, but not by a lot)
It seems to have a mind of it's own and I can't figure out what I'm doing wrong. Anyone have a clue as to what I'm doing wrong?
-Edit1-
Debugging through the Jcanvas source right now and I think it has something to do with the context. Is there any way for me to preload the canvas context?
-Edit2-
Forget everything I've said about the context, I think I figured it out.
//JCanvas source
[...]
else {
// Use URL if given to get the image
img = new Image();
img.crossOrigin = params.crossOrigin;
img.src = source; //<-- source is the url of my image ("images\pattern.png")
}
// Create pattern if already loaded
if (img.complete || imgCtx) {
onload(); //<-- When this runs, the image pops up perfectly fine
} else {
img.onload = onload(); //<-- This is what causes the problem,
//onload never seems to actually run
// Fix onload() bug in IE9
img.src = img.src;
}
The img.onload event should happen directly after an image loads, but it never seems to happen.
I have a javascript timer.
It refreshes the img src on a 200ms interval.
I have taken a look at the canvas object. I am unsure whether it is recommended to use the canvas instead of the img element?
I am running tests on both and cannot see any differences in performance.
This is my code for using the timer/img:
This is my code:
var timer4x4
var cache4x4 = new Image();
var alias = 'test';
var lastUpdate = 0;
function setImageSrc4x4(src) {
live4x4.src = src;
timer4x4 = window.setTimeout(swapImages4x4, 200);
}
function swapImages4x4() {
cache4x4.onload = function () {
setImageSrc4x4(cache4x4.src);
};
cache4x4.onerror = function () {
setImageSrc4x4("http://127.0.0.1/images/ERROR.jpg");
};
cache4x4.src = null;
cache4x4.src = 'http://127.0.0.1/Cloud/LiveXP.ashx?id=' + createGuid() + '&Alias=' + alias + '&ReSync=' + reSync;
reSync = 0;
}
*nb will add canvas code in a bit
I am streaming images from my client desktop PC to my web server. I am trying to display as many images (FPS) as possible. The image is a container for 4 smaller images. Stitched up on the client and sent to the server.
I have Googled and it says if doing pixel manipulation and aniumation use canvas.
But, I am just doing animation.
Thanks
The canvas element was designed to draw / edit / interact with images in it. If all you do is display the image, then you don't need that and a simple img is the semantically correct choice (with the added bonus of being compatible on more devices).
In both cases, the performance will be similar (if not the same) because the only thing to happen is that the image is downloaded.
While performance-wise you won't notice much of a difference, since you still cannot fully rely on HTML5 support yet, it is probably best to go with the img-solution for now.
I'll start with the script:
function saveInstance() {
_savedInstance = document.getElementById('canvasID').toDataURL();
}
function restoreInstance() {
ctx.drawImage(_savedInstance,0,0);
}
The purpose is to save an instance of the canvas and re-apply it later [Similar to how ctx.save() saves the style and transformations].
However, I got the error that says incompatible types (Uncaught Error: TYPE_MISMATCH_ERR: DOM Exception 17). Is there any canvas method that will allow me to use the data URL string to re-draw the instance?
**If there's a better way to implement this save/restore idea I have, that'd also be much appreciated.
-Firstmate
Yes, you can create an image element with its source as _savedInstance and then draw it to the canvas.
var img = new Image();
img.src = _savedInstance;
ctx.drawImage(img,0,0);