strokeRect - Canvas drawing with HTML 5 - javascript

Hi I am playing around with shapes and canvas and I have a question:
So say I have this code that draws a nice rectangle on the canvas:
$("#create_rectangle").bind("click", function() {
if(canvas[0].getContext){
var ctx = canvas[0].getContext('2d');
ctx.strokeRect(50,50,50,50);
}
});
Now I say I want to store a reference to that rectangle so that I can make alteration to it at a later stage. The stokeRect() method does not seem to return any value. How do I reference that particular rectangle that was created?

Well you can't reference it, but you can include it in a draw function which depending your arguments allow you to move/rotate hide etc.
It very depend on what you want to do with this shape.
This tutorial can be helpfull to understand manipulation of shape.
http://simonsarris.com/blog/140-canvas-moving-selectable-shapes

You can't.
Canvas is basically just a canvas. You throw some paint at it, it dries and you're done. You can't take your paint and move it somewhere elseā€”but you can paint over it.
What you may want is SVG. It keeps track of shapes and other assorted things so that you can change them, deal with interactions much more precisely, et cetera.

Related

How can I replace my cursor with a circle instead of drawing it to canvas in p5.js?

The problem: I'm trying to create a simple drawing app using p5.js. Instead of the standard cursor image, I'd like to show a circle at my cursor location that represents the size of the drawing brush.
Potential solution 1: Replace the cursor using the cursor() function native to p5.
Why it doesn't work: The p5 cursor function only takes the following parameters:
ARROW, CROSS, HAND, MOVE, TEXT, or WAIT, or path for image
As such, there's no native way to replace the cursor using the ellipse class.
Potential solution 2: Use the noCursor() function and then draw the circle at the cursor location, while also drawing the background, as such:
var brushSize = 50;
function setup() {
createCanvas(1080,720);
noCursor();
}
function draw() {
background(100);
ellipse(mouseX,mouseY,brushSize);
}
Why it doesn't work: While this solution gets the desired effect i.e. replacing the cursor with a circle the size of the brush, the constantly updating background prevents me from actually drawing to the canvas with the brush when I want to.
Is there some way I can replace the cursor without actually drawing the ellipse to the canvas? Is there any way to save and then instantly reload a canvas in p5? I couldn't find such a method searching through the API docs. Any hints are appreciated.
According to the reference, you can pass a URL into the cursor() function to set an image.
If you want to use an image that you draw, you're going to have to draw them ahead of time and save them to files, and then use those files. Something like this:
cursor('images/ellipse-15.png');
Where ellipse-15.png is an image that you generated ahead of time, to match when brushSize is 15, for example.
Btw P5.js is just setting the cursor CSS property. You can read more about it here.
If you want to go with the noCursor() approach and draw the ellipse yourself, you could draw your drawing to a buffer (the createGraphics() function is your friend) and then draw the ellipse on top of that every frame. I'd still probably use a cross cursor just because there's going to be some annoying lag if you draw it yourself.
Create a circular DIV inside the canvas container and show it on top of the actual canvas.

Using globalCompositeOperation for a limited number of images

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.

Visualizing html5 canvas

This may be off topic but I'm not sure where else to go with this question. I'm just getting started with HTML5 canvas element and all of the incredibly powerful things it can do. I was hoping someone could offer some advise. When working with custom paths and bezier curves, what is the easiest/best way to visualize where the points belong on the canvas to achieve a desired effect. Right now it feels like I'm just guessing plotting points in any place hoping to end up with the right angle/shape that I want.
To be more specific I want to create a shape that will act as an image mask, and will later need to animate this shape. Much like this fiddle http://jsfiddle.net/jimrhoskins/dDUC3/1/ (someone else's work) but since I can't see where the picture is on the canvas or where any of the points are, I'm really just guessing at the approximate shape I need to make. I'm just wondering if there's a better way, or some function in javascript that can map the location of an image and give me at least a better place to start.
Here is what I know/have tried already
// Grab the Canvas and Drawing Context
var canvas = document.getElementById('c');
var context = canvas.getContext('2d');
// Create an image element
var img = document.createElement('IMG');
// When the image is loaded, draw it
img.onload = function () {
// Save the state, so we can undo the clipping
context.save();
// Create a shape, of some sort
context.beginPath();
context.moveTo(somex, somey);
context.bezierCurveTo(somexstart, someystart, somexcontrol, someycontro, somexend, someyend);
context.arcTo(somecoordinates);
context.closePath();
// Clip to the current path
context.clip();
context.drawImage(img, 0, 0);
// Undo the clipping
context.restore();
}
// Specify the src to load the image
img.src = "url";
How about opening the image in an SVG editor. Drawing a path on a layer above the image. Then open the SVG and copy the coordinates?
Try an SVG Editor. You can get the points there. You can add images too. SVG animation is used nowadays as well. If you have Adobe Illustrator, it will be easier to draw there and just save it as SVG.

Raphael JS move/rotate group of drawings as one?

I have a little tool that draws up a grid of circles(representing holes) that allows the user to add text and lines to these circles. Right now I have it set up so if the user clicks on any of the holes then wherever the hole is moved so is every other element on the Paper object. What I am trying to implement next is the ability to rotate everything as one object. I realize that for this to work that I need to know the central point of all the objects, which I can easily get.
What I want to know is should I draw everything on another object. This object will act as another Paper object of sorts, but will only serve for movement and rotation. Any click events on the holes drawn on the object will be passed on to the parent (i.e. the pseudo-paper object everything is drawn on). Is this possible? If so how would I draw everything onto say, a rectangle? And if not what would be the best way to go implementing it?
What you need is a Set. You create it, push objects to it, and then treat it as an entire group, in your case by applying transformations.
Example:
var elements = paper.set();
if (!view.text) {
view.text = App.R.text(0, 0, this.value);
view.text.attr({
'font-size': font_size,
});
elements.push(view.text);
}
elements.transform('something');
Note that you can also bind events to this entire set.

cleaning rectangular

I have a function in script that draws a rectangular on canvas.I want to clean the rectangular drew in the "if" condition.
I also have text on the canvas(its coordinates are 0,80) and it shouldn't be cleaned. Only the rectangular must be cleaned.
function red_stroke_2(yy)
{
//Red color edges
context.strokeStyle = "#f00";
context.strokeRect(0,yy,800,40);
}
if (Option1==answers[qnumber])
{
red_stroke_2(80);
}
Canvas is "stateless" in the sense that it does not know about the primitives that have been drawn or the calls that have been made. As such it is impossible to undo only a certain drawing call. If you need to modify the drawing, you need to redraw all of the items that you don't want to change. Of course you have the option to change single pixels, so if your text is black and the rectangle is red, you can replace all red pixels, but this won't work so good if antialiasing is enabled and is utterly complicated.
So either redraw the whole area (omit the rectangle drawing but render the text). Or consider using 2 Canvases on top of each other (one with the text, one with the background), then of course you can rerender the background without having to worry about the text.
Last but not least using SVG might be also an alternative, since this is stateful and consists of DOM elements that you can modify/insert/remove and the browser will do the compositing. In that case you would have a rect element and a textelement and you could simply remove the former.
This will put transparent pixels instead of your rectangle:
function clean_red_stroke(yy)
{
context.clearRect(0,yy,800,40);
}
//Call it with the same 'yy' you used in the drawing method
clean_red_stroke(80);
However I think you code could be improved, by using more variables (and consequently a most generic function) for exemple.

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