Saving image in canvas to local storage - javascript

I'm trying to save my drawn circles on my canvas to the localstorage, but I just can't get it to work, at all.
So far this is my save-code in JS.
function saveCanvas() {
var canvas = document.getElementById("imgCanvas"),
doomslayer = canvas.toDataURL();
if (typeof (localStorage) !== "undefined") {
localStorage.setItem('imgCanvas', doomslayer);
} else {
document.getElementById("save").innerHTML.dataURL = "Local Storage not supported";
}
}
function loadCanvas() {
var image = localStorage.getItem('imgCanvas');
document.getElementById('imgCanvas').src = image;
}
JSFiddle link
Got it to work now, finally!
Working fiddle :)

You must load the saved data url into an Image and then use drawImage to load it onto the canvas
IE limitation: localStorage is only available on a served page (local execution won't work!).
// save to localStorage
localStorage.setItem("imgCanvas",canvas.toDataURL());
// reload from localStorage
var img=new Image();
img.onload=function(){
context.drawImage(img,0,0);
}
img.src=localStorage.getItem("imgCanvas");

Related

Image won't stop flickering on refresh

I've looked through and tried many solutions to this issue and nothing has worked. I have an image on a website that needs to be updated 10-30x a second (live video feed) so I have the javascript request the image every 100ms. When the image stays the same, no flickering. When the image changes, I see flickering on the image for 2-3 seconds.
function initImg() {
var canvas = document.getElementById("diagimg");
var context = canvas.getContext("2d");
img = new Image();
img.onload = function() {
var scale = .73;
canvas.setAttribute("width", 640*scale);
canvas.setAttribute("height", 480*scale);
context.scale(scale, scale); //scale it to correct size
context.drawImage(this, 0, 0);
}
img.onerror = function() {
img.src="images/wait.jpeg"; //if error during loading, display this image
}
refreshImg();
}
function refreshImg() {
img.src = "images/IMAGE.png?time="+new Date().getTime();
window.setTimeout("refreshImg()", 100);
}
initImg();
I've turned your code into an example to test this behaviour, but I don't see any flickering at all.
Is it possible that the flickering is caused by server-side code?
let images = [
'https://upload.wikimedia.org/wikipedia/commons/thumb/d/d9/Mercury_in_color_-_Prockter07-edit1.jpg/220px-Mercury_in_color_-_Prockter07-edit1.jpg',
'https://upload.wikimedia.org/wikipedia/commons/thumb/a/a9/PIA23791-Venus-NewlyProcessedView-20200608.jpg/220px-PIA23791-Venus-NewlyProcessedView-20200608.jpg',
'https://upload.wikimedia.org/wikipedia/commons/thumb/9/97/The_Earth_seen_from_Apollo_17.jpg/220px-The_Earth_seen_from_Apollo_17.jpg',
'https://upload.wikimedia.org/wikipedia/commons/thumb/0/02/OSIRIS_Mars_true_color.jpg/220px-OSIRIS_Mars_true_color.jpg'
];
let i = 0;
function getImage() {
i++;
if (i >= images.length)
i = 0;
return images[i];
}
//--------------------------------------
function initImg() {
var canvas = document.getElementById("diagimg");
var context = canvas.getContext("2d");
img = new Image();
img.onload = function() {
var scale = .73;
canvas.setAttribute("width", 640 * scale);
canvas.setAttribute("height", 480 * scale);
context.scale(scale, scale); //scale it to correct size
context.drawImage(this, 0, 0);
}
refreshImg();
}
function refreshImg() {
img.src = getImage() + "?time=" + new Date().getTime();
window.setTimeout("refreshImg()", 500);
}
initImg();
<canvas id="diagimg" />
Fixed the problem - turned out to be that I was trying to write an image at the same time that it was being read.
Quick summary of my setup: websocket connection between website and java program, the image being loaded onto the webpage is constantly being overwritten by an external program.
The fix was to have the website request the websocket server to copy the image. The server (java program) copies the image, checks if the copy is equal to the original, and sends a message to the website that the image is ready to be read. The device ID is also appended to the filepath so that each connected device (each instance of the website open) has its own image that will only be changed when it requests an update (it requests a new image once it's done loading).
This means that images are only overwritten when the client requests them, and the client only reads them when the java websocket says that it's done being copied.
I'm sure it's inefficient but it only needs to refresh at 10hz and the entire process only takes about 10ms on its own thread, so doesn't really matter.

Saving a image which is captured by a camera on local machine on a folder

I am using HTML5 inputs to take a picture from camera using below line,
<input id="cameraInput" type="file" accept="image/*;capture=camera"></input>
and getting used image in blob:, using following javascript,
var mobileCameraImage = function() {
var that = this
;
$("#cameraInput").on("change", that.sendMobileImage);
if (!("url" in window) && ("webkitURL" in window)) {
window.URL = window.webkitURL;
}
});
var sendMobileImage = function( event ) {
var that = this;
if (event.target.files.length == 1 && event.target.files[0].type.indexOf("image/") == 0) {
var capturedImage = URL.createObjectURL(event.target.files[0])
;
alert( capturedImage );
}
});
Here, I am getting proper image url but the problem i am facing is to send this image url to the server, After reading blogs i found i can not send Blob: url to the server due to its local instance. Does anyone can help to save the clicked image on local machine on a folder or any where, or to help how i can send this image url to the server.
Thanks in advance.
You may need to submit your form every time via Ajax or you may upload the image data manually. In order to do that, you may draw the image unto a canvas, then obtain the canvas data.
// create an image to receive the data
var img = $('<img>');
// create a canvas to receive the image URL
var canvas = $('<canvas>');
var ctx = canvas[0].getContext("2d");
$("#cameraInput").on("change", function () {
var capturedImage = URL.createObjectURL(this.files[0]);
img.attr('src', capturedImage);
ctx.drawImage(img);
var imageData = canvas[0].toDataURL("image/png");
// do something with the image data
});
Or use a FileReader
// only need to create this once
var reader = new FileReader();
reader.onload = function () {
var imageData = reader.result;
// do something with the image data
};
$("#cameraInput").on("change", function () {
reader.readAsDataURL(this.files[0]);
});
Then you can upload that data to the server.

Convert Canvas to image then download

I am trying to convert a section of my site into a downloadable image.
Firstly I convert the html to a canvas using:
$(function() {
$("#download").click(function() {
html2canvas($("#the-grid"), {
onrendered: function(canvas) {
theCanvas = canvas;
document.body.appendChild(canvas);
$("#saved").append(canvas);
$("#saved canvas").attr('id', 'scan');
}
});
Which works fine the canvas get generated and all look's good.
I then want to turn that into an image which I can use for thumbnails later but also initiate a download of the image.
To do so I complete the function like this.
$(function() {
$("#download").click(function() {
html2canvas($("#the-grid"), {
onrendered: function(canvas) {
theCanvas = canvas;
document.body.appendChild(canvas);
$("#saved").append(canvas);
$("#saved canvas").attr('id', 'scan');
var c=document.getElementById("scan");
var d=c.toDataURL("image/png");
var w=window.open('about:blank','Download Mix');
w.document.write("<img src='"+d+"' alt='Custom Blend'/>");
}
});
But it doesn't work.
The error's I get are totally irrelevant.
I am an experienced developer but I'm pretty new to Jquery so any help would be appreciated.
UPDATE
Got it to work.
Create image like this
$(function () {
$("#download").click(function () {
html2canvas($("#the-grid"), {
onrendered: function (canvas) {
theCanvas = canvas;
document.body.appendChild(canvas);
$("#saved").append(canvas);
$("#saved canvas").attr('id', 'scan');
var image = canvas.toDataURL("image/png");
$("#saved").append("<img src='"+image+"' alt='Custom Blend'/>");
}
});
image html ends up looking like
<img src="data:image/png;base64,iVBORw0KGgoAAAANS..." alt="Custom Blend">
Maybe this can help you :
var image = canvas.toDataURL("image/png"); // build url of the image
window.location.href=image; //activate download
image = "<img src='"+image+"'/>"; // set canvas image as source
Here's how I did this (note, there's no way to download a file in Safari and set the filename without pinging a server):
First, you need to get the canvas as a png: var img = canvas.toDataUrl('image/png');
Then, you'll want to convert that dataURL to a blob. For a good way to do that, see this function.
Now you want to download that blob. This will work in all browsers but Safari:
if (window.navigator.msSaveBlob) {
window.navigator.msSaveBlob(blob, 'image.png');
} else {
var url = window.URL || window.webkitURL;
var objectURL = url.createObjectURL(blob);
var ele = $('<a target="_blank"></a>')
.hide()
.attr('download', 'image.png')
.attr('href', objectURL);
$('body').append(ele);
var clickEvent = new MouseEvent('click', {
'view': window,
'bubbles': true,
'cancelable': false,
});
ele[0].dispatchEvent(clickEvent);
window.setTimeout(function() {
url.revokeObjectURL(objectURL);
ele.remove();
}, 1000);
}
This creates an invisible link and simulates a click on it. The click() function won't work in Firefox, so you have to create an event and dispatch it by hand. Finally, it does a bit of clean up by removing the invisible link after one second. In IE, it uses the method provided by Microsoft. This will download the image with the filename "image.png". It also has the benefit of being able to download any blob, if you need to be able to do more with your code. Hopefully this helps!

Using canvas to create desktop notification images, only one image works from background page

I'm having an issue while using canvas in a background page to create data URLs for desktop notifications' images.
I want to use the "image" notifications which require a 3:2 ratio to display properly. The images I want to use (from hulu.com) are a different ratio, so I decided to use the canvas element to create the corresponding data URL off of these images so that the ratio is correct. It kind of works in theory, but…
…I'm having issues if I'm creating more than one canvas/notification in the background page. One image is created properly, but the rest comes out empty.
Confusingly, opening the same background page in a new tab (i.e. exact same code) makes everything works just fine: all the notifications are created with the images loaded from hulu.com. Also, just changing the dimensions from 360x240 to 300x200 makes it work. Finally, though they're similar computers with the same Chrome version (34.0.1847.116), it works without modification at work while it doesn't on my own laptop.
I made a test extension available at the bottom of this post. Basically, it only has a generated background page. The code for that page is this:
var images = ["http://ib2.huluim.com/video/60376901?size=290x160&img=1",
"http://ib2.huluim.com/video/60366793?size=290x160&img=1",
"http://ib4.huluim.com/video/60372951?size=290x160&img=1",
"http://ib1.huluim.com/video/60365336?size=290x160&img=1",
"http://ib3.huluim.com/video/60376290?size=290x160&img=1",
"http://ib4.huluim.com/video/60377231?size=290x160&img=1",
"http://ib4.huluim.com/video/60312203?size=290x160&img=1",
"http://ib1.huluim.com/video/60376972?size=290x160&img=1",
"http://ib4.huluim.com/video/60376971?size=290x160&img=1",
"http://ib1.huluim.com/video/60376616?size=290x160&img=1"];
for (var i = 0; i < 10; i++) {
getDataURL(i);
}
/*
* Gets the data URL for an image URL
*/
function getDataURL(i) {
var img = new Image();
img.onload = function() {
var canvas = document.createElement('canvas');
canvas.width = 360;
canvas.height = 240;
var ctx = canvas.getContext('2d');
ctx.drawImage(this, 0, 0);
ctx.fillStyle = "rgb(200,0,0)";
ctx.fillRect (10, 10, 55, 50);
var dataURL = canvas.toDataURL('image/png');
chrome.notifications.create('', {
type: 'image',
iconUrl: 'logo_128x128.png',
title: String(i),
message: 'message',
imageUrl: dataURL
}, function(id) {});
}
//img.src = chrome.extension.getURL('logo_128x128.png');;
img.src = images[i];
}
The commented out line for img.src = ... is a test where it loads a local file instead of a remote one. In that case, all the images are created.
The red rectangle added to the canvas is to show that it's not just the remote image that is an issue: the whole resulting canvas is empty, without any red rectangle.
If you download and add the test extension below, you should get 10 notifications but only one with an image.
Then, to open the background page in a new tab, you can inspect the background page, type this in the console:
chrome.extension.getURL('_generated_background_page.html')
and right-click the URL, and click "Open in a new Tab" (or window). Once open you should get 10 notifications that look fine.
Any idea of what is going on? I haven't been able to find any kind of limitations for background pages relevant to that. Any help would be appreciated, because this has been driving me crazy!
Files available here: https://www.dropbox.com/s/ejbh6wq0qixb7a8/canvastest.zip
edit: based on #GameAlchemist's comment, I also tried the following: same getDataURL method, but the loop wrapped inside an onload for the logo:
function loop() {
for (var i = 0; i < 10; i++) {
getDataURL(i);
}
}
var logo = new Image();
logo.onload = function () {
loop();
}
logo.src = chrome.extension.getURL('logo_128x128.png');
Remember that the create() method is asynchronous and you should use a callback with. The callback can invoke next image fetching.
I would suggest doing this in two steps:
Load all the images first
Process the image queue
The reason is that you can utilize the asynchronous image loading better this way instead of chaining the callbacks which would force you to load one and one image.
For example:
Image loader
var urls = ["http://ib2.huluim.com/video/60376901?size=290x160&img=1",
"http://ib2.huluim.com/video/60366793?size=290x160&img=1",
"http://ib4.huluim.com/video/60372951?size=290x160&img=1",
"http://ib1.huluim.com/video/60365336?size=290x160&img=1",
"http://ib3.huluim.com/video/60376290?size=290x160&img=1",
"http://ib4.huluim.com/video/60377231?size=290x160&img=1",
"http://ib4.huluim.com/video/60312203?size=290x160&img=1",
"http://ib1.huluim.com/video/60376972?size=290x160&img=1",
"http://ib4.huluim.com/video/60376971?size=290x160&img=1",
"http://ib1.huluim.com/video/60376616?size=290x160&img=1"];
var images = [], // store image objects
count = urls.length; // for loader
for (var i = 0; i < urls.length; i++) {
var img = new Image; // create image
img.onload = loader; // share loader handler
img.src = urls[i]; // start loading
images.push(img); // push image object in array
}
function loader() {
count--;
if (count === 0) process(); // all loaded, start processing
}
//TODO need error handling here as well
Fiddle with concept code for loader
Processing
Now the processing can be isolated from the loading:
function process() {
// share a single canvas (use clearRect() later if needed)
var canvas = document.createElement('canvas'),
ctx = canvas.getContext('2d'),
current = 0;
canvas.width = 360;
canvas.height = 240;
createImage(); // invoke processing for first image
function createImage() {
ctx.drawImage(images[current], 0, 0); // draw current image
ctx.fillStyle = "rgb(200,0,0)";
ctx.fillRect (10, 10, 55, 50);
chrome.notifications.create('', {
type : 'image',
iconUrl : 'logo_128x128.png',
title : String(i),
message : 'message',
imageUrl: canvas.toDataURL() // png is default
},
function(id) { // use callback
current++; // next in queue
if (current < images.length) {
createImage(); // call again if more images
}
else {
done(); // we're done -> continue to done()
}
});
}
}
Disclaimer: I don't have a test environment to test Chrome extensions so typos/errors may be present.
Hope this helps!

Display Image using canvas in JavaScript/jQuery

I have the following code :
function createImage(source) {
var pastedImage = new Image();
pastedImage.onload = function() {
document.write('<br><br><br>Image: <img src="'+pastedImage.src+'" height="700" width="700"/>');
}
pastedImage.src = source;
}
Here I am displaying the image through html image tag which I wrote in document.write and provide appropriate height and width to image.
My question is can it possible to displaying image into the canvas instead of html img tag? So that I can drag and crop that image as I want?
But how can I display it in canvas?
Further I want to implement save that image using PHP but for now let me know about previous issue.
Try This
var ctx = document.getElementById('canvas').getContext('2d');
var img = new Image(); // Create new img element
img.onload = function(){
// execute drawImage statements here This is essential as it waits till image is loaded before drawing it.
ctx.drawImage(img , 0, 0);
};
img.src = 'myImage.png'; // Set source path
Make sure the image is hosted in same domain as your site. Read this for Javascript Security Restrictions Same Origin Policy.
E.g. If your site is http://example.com/
then the Image should be hosted on http://example.com/../myImage.png
if you try http://facebook.com/..image/ or something then it will throw security error.
Use
CanvasRenderingContext2D.drawImage.
function createImage(source) {
var ctx = document.getElementById('canvas').getContext('2d');
var pastedImage = new Image();
pastedImage.onload = function(){
ctx.drawImage(pastedImage, 0, 0);
};
pastedImage = source;
}
Also MDN seems to be have nice examples.

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