Background
I've got a bunch of svg's in a document (with rect, path, and whatnot inside each) and I need to draw this out to a downloadable PNG image. I understand that in order to do this there are two methods: either draw the page's HTML structure to a canvas and then export from there or render an SVG and its contents straight onto a canvas.
Hypotheses
The first hypothesis I tried to render the HTML structure using html2canvas and only found out that SVG's could not be rendered via an HTML structure at all (due to security issues). The second hypothesis I tried to render an SVG to canvas via canvg only to find out that it only allowed for one SVG element to be rendered and that only the first one would be rendered.
Results
To prove the first one wrong, type in http://www.w3schools.com/svg/tryit.asp?filename=trysvg_rect to this URL and disable Javascript. To prove the second one wrong I have a fiddle to try out.
The Question
I want to make it clear that my reasoning for having multiple svg's is so that I can place them within a responsive grid system and resize via aspect ratio. Without further ado, I ask my question: How can you render multiple svg elements to a canvas? If the answer to that question is "it isn't possible", then next my question would be: Should I be rendering one svg instead and handle responsiveness another way?
You should be able to draw SVG to canvas just as any other image:
var img1 = document.createElement('img'),
img2 = document.createElement('img')
count = 2;
/// image loading is async, make sure they are loaded
img1.onload = img2.onload = function() {
count--;
if (count === 0) drawImages();
}
img1.src = 'some1.svg';
img2.src = 'some2.svg';
/// when loaded, draw them somewhere on the canvas
function drawImages() {
ctx.drawImage(img1, 0, 0);
ctx.drawImage(img2, someX, someY);
}
That being said - there are a couple of restrictions:
FireFox currently does not want to draw images properly without width and height set inside the SVG file.
CORS (Cross-Origin Resource Sharing) applies if you want to extract images as bitmap (toDataURL/getImageData). If not they should work as normal.
Related
Long time lurker but never made an account. Just wanted to preface that I'm by no means a dev and just tinkering and experimenting for fun, so I apologise in advance if I seem really dumb.
I'm working on a dynamic overlay for Twitch streaming and was previously using AS3 but I've switched over to HTML5 now. I'm trying to load an image onto the canvas (which will eventually be a profile picture fetched using Twitch API... but one step at a time). I'm using Adobe Animate and I have the following so far applied in Actions on the first frame of the layer:
var canvas = document.getElementById('canvas'),
context = canvas.getContext('2d');
show_image();
function show_image() {
source_image = new Image();
source_image.src = 'https://cdn.sstatic.net/stackexchange/img/logos/so/so-icon.png';
source_image.onload = function () {
context.drawImage(source_image, 100, 100);
}
}
When I hit Ctrl+Enter and see it in Chrome, the image appears for the first frame then disappears. I'm not sure how I'm supposed to get it to stay indefinitely. I need to be able to animate it later, and it'll change depending on the latest follow/donation/sub, etc.
I tried extending the frame itself in the timeline, however, this just changed long how it took to loop and didn't make the image itself stay longer. I'm probably missing something really simple!
Any help would be appreciated. Thanks!
Your code is okay if your approach is using a canvas with HTML and JS, without any libraries involved. However, this is not the case, as you are using Animate, and the way to draw graphics with it is different than using default canvas methods like drawImage().
Animate includes the CreateJS suite, which includes the EaselJS library ,and this allows you to use another tools to draw to your canvas. Two or them are the Stage object, the visual container of your animate project, and the Bitmap object, who represents an image, canvas or video. For effects of this question, only both objects are required.
Note that the code below is only for the first frame:
/* It is not necessary to declare the canvas or stage element,
as both are already declared. At this point the stage is ready to be drawn */
show_image();
function show_image() {
var source_image = new Image();
source_image.src = 'https://cdn.sstatic.net/stackexchange/img/logos/so/so-icon.png';
source_image.onload = function(event) {
/* A new Bitmap object is created using your image element */
var bmp = new createjs.Bitmap(event.currentTarget);
/* The Bitmap is added to the stage */
stage.addChild(bmp);
}
}
I have a very simple question : is it possible to use globalCompositeOperation for only a restricted number of images?
For example, I draw a lot of stuff into my canvas. And on top of everything, and completed unrelated, I want to do some operations on two images (and I just want the result to be displayed, not both images). How can that be done?
For now, doing such operations affects everything that's already drawn underneath.
So a solution I found is doing the operations in another canvas, which I display on top of my main, first canvas. But this looks bad. First, it hits performances. Then, it doesn't feel intuitive. And last, I loose control over the layers : whatever is in my second canvas will always be on top of the first canvas.
This looks like a pretty simple feature, I hope I'm just bad at googling!
Thanks a lot!
Create a offscreen canvas and use it as a work space. You can create many as long as you have the RAM to store them.
To create an offscreen canvas
function createCanvas(w,h){
var canvas = document.createElement("canvas");
canvas.width = w;
canvas.height = h;
canvas.ctx = ctx.getContext("2d");
return canvas;
}
Easy as that and then you just treat it as an image. To draw to another canvas
var offScreenCan = createCanvas(1024,1024);
offScreenCan.ctx.drawImage(myImage); // put something on the canvas
ctx.drawImage(offScreenCan,0,0); // draw that canvas to another
I attach the context to the canvas rather than wrap the canvas in a containing object. I used to worry that the canvas would affect performance now I convert all images to canvas as soon as I load them and it does not impact performance at all.
I'm trying to make a custom avatar maker, where my users can drag & drop images to the position they want (clothes etc. I take the image urls from database based on what they own). Then they can save the look as png image to my site (using php). I have no experience on javascript/jquery but I don't think that this can be without them. So I've found amazing code for this from here:
http://www.fabiobiondi.com/blog/2012/10/export-and-save-a-screenshot-of-an-html5-canvas-using-php-jquery-and-easeljs/
But the images are already in the canvas and can't go outside of it, which is bad considering that someone could have 100 pieces of clothing and didn't want to display them all. Also I have to make custom code for each piece, which is also bad because not all users have the same images to drag.
Is there a way to put all images draggable (to the canvas), so I could easily add the image urls from my database as basic html/css? Is it possible that the images would be outside of the canvas first? Or should I create another canvas for the items users don't want?
the script in the article uses a static image because its goal is only explain how to export a canvas to bitmap : )
I have written another small article where I describe how to upload N images from your hard drive into a canvas ( using CreateJS ) so as you can see the process to load dynamic sources is not so hard.
http://www.fabiobiondi.com/blog/2012/10/upload-images-from-the-user-hard-driveto-an-html5-canvas-easel-js-application/
Anyway, if you need to load an image into a canvas you can simply use a syntax like this:
var img = new createjs.Bitmap('http://uri/image.jpg')
img.x = 50;
img.y = 50;
stage.addChild(img)
stage.update();
and if you need to know when an image is completely loaded you should listen for the onload event:
var image = new Image();
image.onload = onImageLoaded;
image.src = "http://uri/image.jpg";
function onImageLoaded (event) {
var img = new createjs.Bitmap(event.target)
img.x = 50;
img.y = 50;
stage.addChild(img)
stage.update();
}
hope it's useful
For a Project I want to take the content of a canvas (Called SAVE_CV) and display it in another, smaller canvas.
Some things that I am aware of so far that could be causing me problems: resizing a canvas clears its content, the JS-size of a canvas is different from the CSS-size.
I want the smaller canvas to be 500px wide and appropriately high.
function restoreTaggingCV() {
var cv = document.getElementById( 'taggingCV' );
var ctx = cv.getContext( "2d" );
var styleHeight = SAVE_CV.height * 500 / SAVE_CV.width;
ctx.drawImage(SAVE_CV, 0, 0, cv.width, cv.height);
}
This is my Code so far. Whenever I try to resize the smaller canvas appropriately it only gives me a blank canvas with nothing in it. I tried to set the size with "cv.height = X" and "cv.style.height = styleHeight + 'px'" but neither worked. Also I would love to set the width of the canvas using CSS.
Appreciate any help.
EDIT
I want the image in a picture because later I want the user to mark areas in the smaller version which I then want to use to create individual imaged from the big version. I want to visualise thise area to the user. I probably could do all this by using an image and putting divs over it or something but I just fell more comfident using a canvas since I am pritty new to HTML and CSS.
Try using the CanvasRenderingContext2d.prototype.scale method. It sets the scale factor of the canvas and renders anything in the current state with it's dimensions multiplied by the factor.
So before you use the drawImage function, you scale the context appropriately (in this case, down). For example:
context.save();
context.scale(0.5, 0.5);
context.drawImage(canvas, 0, 0);
context.restore();
This would render the canvas on the context at 0.5 times it's current size. See in this fiddle how I used it to mirror a larger canvas onto a smaller, separate one.
Canvas objects don't like to be resised. After drawing Your image simply convert it toDataURL() and set as image source. They You may resize image as you want.
$img.attr('src',canvas.toDataURL());
I am trying to grab a particular part of the canvas and then put that image back onto the canvas in a very particular way. However, it seems that the get and put ImageData methods work on an absolute canvas that is not affected by image manipulations. Is there any way to use translations with the get and put dataImage operations in HTML5?
I have a line drawing that occurs at an angle and I want to capture that image, put it on its own canvas, do some processing on it, and then put it back on the canvas at that exact angle and position. I originally thought I could do this by repositioning the canvas based on the position and angle of the drawing, but this did not work because get and put dataImage use absolute rather than relative coordinates.
You could send the data to an image, and draw the image to the new canvas for processing. That way, you will get what appears on the canvas, exactly as it appears.
var img = new Image();
img.onload = function(){
processingCanvas.width = this.width;
processingCanvas.height = this.height;
processingCanvas.drawImage(this,0,0);
}
img.src = originalCanvas.toDataURL();
And boom, it's on your processing canvas (after you wait for it some). As long as you don't have an absolutely HUGE canvas, this method should work rather quickly. Just get everything you want, and make sure it is visible on the canvas. And then you know how to get the processed data back to the other canvas. I hope this was what you were looking for.