There are hundreds of tutorials, how one can crop an image by drawImage() on a canvas.
context.drawImage(imageObj, sourceX, sourceY, sourceWidth, sourceHeight, destX, destY, destWidth, destHeight);
However, I have a canvas that fills the user's browser. By exporting the canvas as an image I would like to export only an area of 640px*480px from (0|0).
Problem: How can I tell javascript to use only 640*480 of the canvas for the toDataURL()?
Here is what I have so far:
$("#submitGraphic").click( function(){
var canvas = document.getElementsByTagName("canvas");
// canvas context
var context = canvas[0].getContext("2d");
// get the current ImageData for the canvas
var data = context.getImageData(0, 0, canvas[0].width, canvas[0].height);
// store the current globalCompositeOperation
var compositeOperation = context.globalCompositeOperation;
// set to draw behind current content
context.globalCompositeOperation = "destination-over";
//set background color
context.fillStyle = "#FFFFFF";
// draw background/rectangle on entire canvas
context.fillRect(0,0,canvas[0].width,canvas[0].height);
// not working, seems to clear the canvas? browser hangs?
// seems that I can click a white image in the background
/*canvas[0].width = 640;
canvas[0].height = 480;*/
// not working either
/*canvas[0].style.width = '640px';
canvas[0].style.height = '480px';*/
// not working at all
/*context.canvas.width = 640;
context.canvas.height = 480;*/
// write on screen
var img = canvas[0].toDataURL("image/png");
document.write('<a href="'+img+'"><img src="'+img+'"/></a>');
})
PS: I do not want to resize or scale, just clipping/cropping to the fixed window. Here I read that you only specifiy canvas.width and canvas.height - but this clears the canvas.
The best way is to just create a temporary canvas to draw onto from the current canvas. The user will never see this temp canvas. Then you just need use toDataUrl()
on the temp canvas.
$("#submitGraphic").click( function(){
var canvas = document.getElementsByTagName("canvas");
// canvas context
var context = canvas[0].getContext("2d");
// get the current ImageData for the canvas
var data = context.getImageData(0, 0, canvas[0].width, canvas[0].height);
// store the current globalCompositeOperation
var compositeOperation = context.globalCompositeOperation;
// set to draw behind current content
context.globalCompositeOperation = "destination-over";
//set background color
context.fillStyle = "#FFFFFF";
// draw background/rectangle on entire canvas
context.fillRect(0,0,canvas[0].width,canvas[0].height);
var tempCanvas = document.createElement("canvas"),
tCtx = tempCanvas.getContext("2d");
tempCanvas.width = 640;
tempCanvas.height = 480;
tCtx.drawImage(canvas[0],0,0);
// write on screen
var img = tempCanvas.toDataURL("image/png");
document.write('<a href="'+img+'"><img src="'+img+'"/></a>');
})
I created a simple general purpose function that does the crop by returning a new canvas with the cropped area. While it doesn't do the crop "in place", it's simple. Remember to switch to the new context after the call.
const cropCanvas = (sourceCanvas,left,top,width,height) => {
let destCanvas = document.createElement('canvas');
destCanvas.width = width;
destCanvas.height = height;
destCanvas.getContext("2d").drawImage(
sourceCanvas,
left,top,width,height, // source rect with content to crop
0,0,width,height); // newCanvas, same size as source rect
return destCanvas;
}
For example...
let myCanvas = document.createElement('canvas');
myCanvas.width = 200;
myCanvas.height = 200;
let myContext = myCanvas.getContext("2d");
// draw stuff...
myCanvas = cropCanvas(myCanvas,50,50,100,100);
myContext = myCanvas.getContext("2d");
// now using the cropped 100x100 canvas
您制作第二个屏幕外画布,将图像从第一个画布复制到第二个画布(使用第一个作为图像对象),然后导出第二个画布。
Pure html5 canvas crop:
$('document').ready( function(){
const divOffset = 1
var x1,x2,y1,y2, xDif, yDif = 0;
var isSelection,
isBottomRight,
isTopRight,
isTopLeft,
isBottomLeft = false
var r = document.getElementById('source').getBoundingClientRect();
var pos = [0, 0];
pos[0] = r.left;
pos[1] = r.top; //got position coordinates of canvas
var sel = document.getElementById('sel')
var canvasSource = document.getElementById("source");
var ctxSource = canvasSource.getContext("2d");
var img = new Image()
img.src = "http://bohdaq.name/assets/localImage.jpg"
img.onload = function(){
ctxSource.drawImage(img, 0, 0)
}
$( "#source" ).mousedown(function(event) {
isSelection = true
x1 = event.pageX - pos[0]
y1 = event.pageY - pos[1]
sel.style.setProperty('display', 'block')
sel.style.setProperty('left', event.pageX + "px")
sel.style.setProperty('top', event.pageY + "px")
sel.style.setProperty('width', '0px')
sel.style.setProperty('height', '0px')
});
$( "#source" ).mouseup(function(event) {
isSelection = false
if(isBottomRight){
x2 = event.pageX - pos[0]
y2 = event.pageY - pos[1]
xDif = x2-x1
yDif = y2-y1
} else if (isBottomLeft){
y2 = event.pageY - pos[1]
yDif = y2 - y1
xDif = x1 - x2
x1 = x1 - xDif
} else if(isTopRight){
x2 = event.pageX - pos[0]
xDif = x2 - x1
yDif = y1 - y2
y1 = y1 - yDif
} else if (isTopLeft){
xDif = x1 - x2
x1 = x1 - xDif
yDif = y1 - y2
y1 = y1 - yDif
}
sel.style.setProperty('display', 'none')
crop(x1, y1, xDif, yDif)
});
$('#source').mousemove(function(event){
if(isSelection){
x2 = event.pageX - pos[0]
y2 = event.pageY - pos[1]
if(x2>x1 && y2>y1){ //moving right bottom selection
isBottomRight = true
isBottomLeft = false
isTopLeft = false
isTopRight = false
xDif = x2 - x1
yDif = y2 - y1
sel.style.setProperty('width', xDif + 'px')
sel.style.setProperty('height', yDif + 'px')
} else if(x2<x1 && y2>y1){ //moving left bottom selection
isBottomLeft = true
isTopLeft = false
isTopRight = false
isBottomRight = false
xDif = x1 - x2
yDif = y2 - y1
sel.style.setProperty('left', x2 + 'px')
sel.style.setProperty('width', xDif + 'px')
sel.style.setProperty('height', yDif + 'px')
} else if(x2>x1 && y2<y1){
isTopRight = true
isTopLeft = false
isBottomLeft = false
isBottomRight = false
xDif = y1 - y2
yDif = x2 - x1
sel.style.setProperty('top', y2 + 'px')
sel.style.setProperty('width', yDif + 'px')
sel.style.setProperty('height', xDif + 'px')
} else if (x2<x1 && y2<y1){
isTopLeft = true
isTopRight = false
isBottomLeft = false
isBottomRight = false
yDif = y1 - y2
xDif = x1 - x2
sel.style.setProperty('left', x2 + pos[0] + divOffset + 'px')
sel.style.setProperty('top', y2 + pos[1] + divOffset + 'px')
sel.style.setProperty('width', xDif + 'px')
sel.style.setProperty('height', yDif + 'px')
}
}
})
function crop(x, y, xDif, yDif){
canvasSource.width = xDif
canvasSource.height = yDif
ctxSource.drawImage(img, x, y, xDif, yDif, 0, 0, xDif, yDif);
}
})
based on @GarySkiba answer:
// crop canvas function
const cropCanvas = (
canvas: any,
x: number,
y: number,
width: number,
height: number
) => {
// create a temp canvas
const newCanvas = document.createElement('canvas');
// set its dimensions
newCanvas.width = width;
newCanvas.height = height;
// draw the canvas in the new resized temp canvas
newCanvas
.getContext('2d')!
.drawImage(canvas, x, y, width, height, 0, 0, width, height);
return newCanvas
};
use it like:
// get canvas from somewhere
const canvas = ....;
// crop the left top 50x50 rect
const newCanvas = cropCanvas(canvas, 0, 0, 50, 50 );
// get the relative image
newCanvas.toDataURL('image/png')
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