Reputation: 553
I converted an image to canvas and made changes to it and want to convert the canvas with changes to a Data URI and use that for the source of image object or another canvas
I am using the following code to do so but do not get any results. Please suggest any other approach I can use.
Code:
function onPhotoURISuccess(imageURI) {
var largeImage = document.getElementById('testImage'); //image object
var canvas = document.getElementById('canvasPnl');// source canvas
var context= canvas.getContext("2d");
var imageObj = new Image();
imageObj.onload = function(){
context.drawImage(imageObj,0,0,300,300 );
context.fillStyle="#FFFFFF";
context.fillText('Latitude:'+ lat.toString()+'Longitude:'+ lon.toString(),0,10);
context.fillText(new Date(), 0, 20);
context.save();
};
imageObj.src=imageURI;
var img_uri= canvas.toDataURL("image/png");
var image = new Image();
image.src =img_uri;
largeImage.src=img_uri;
var canvas2 = document.getElementById('canvasPnl2');//destination canvas
var context2= canvas2.getContext("2d");
context2.drawImage(image,0,0);
}
Upvotes: 2
Views: 9608
Reputation:
If you simply want to draw a canvas onto another canvas there is no need to convert it to image first. Just use the source canvas directly as an argument to drawImage
:
context2.drawImage(canvas, 0, 0);
If you absolutely want to convert it to image first you only need to modify a few lines to handle the asynchronous nature of image loading:
var img_uri= canvas.toDataURL("image/png");
var image = new Image();
var canvas2; /// put them here so they are available outside onload below
var context2;
/// put it in a onload here as well
image.onload = function() {
canvas2 = document.getElementById('canvasPnl2');//destination canvas
context2= canvas2.getContext("2d");
context2.drawImage(image,0,0);
}
image.src =img_uri;
A small note: some versions of Chrome has a bug with new Image
. For this reason consider using document.createElement('image')
instead.
Upvotes: 2
Reputation: 105015
You've almost got it.
Since you’re generating a second image object (var image), you must also do a second onload:
var imageObj = new Image();
imageObj.onload = function(){
...
var image = new Image();
image.onload=function(){
...
}
image.src=canvas.toDataURL(); // .png is the default
};
imageObj.crossOrigin="anonymous";
imageObj.src=imageURI;
Also, you have a context.save in there without a context.restore (usually they are paired).
Here is code and a Fiddle: http://jsfiddle.net/m1erickson/ne4Up/
<!doctype html>
<html>
<head>
<link rel="stylesheet" type="text/css" media="all" href="css/reset.css" /> <!-- reset css -->
<script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>
<style>
body{ background-color: ivory; padding:20px; }
canvas{border:1px solid red;}
img{border:1px solid blue;}
</style>
<script>
$(function(){
var lat="lat";
var lon="long";
onPhotoURISuccess("https://dl.dropboxusercontent.com/u/139992952/stackoverflow/house-icon.png");
function onPhotoURISuccess(imageURI) {
var largeImage = document.getElementById('testImage'); //image object
var canvas = document.getElementById('canvasPnl');// source canvas
var context= canvas.getContext("2d");
var imageObj = new Image();
imageObj.onload = function(){
context.drawImage(imageObj,0,0,100,100 );
context.fillStyle="#FFFFFF";
context.fillText('Latitude:'+ lat.toString()+'Longitude:'+ lon.toString(),0,10);
context.fillText(new Date(), 0, 20);
// context.save(); // where's the matching context.restore();
var image = new Image();
image.onload=function(){
var canvas2 = document.getElementById('canvasPnl2');//destination canvas
var context2= canvas2.getContext("2d");
context2.drawImage(image,0,0);
largeImage.src=canvas2.toDataURL();
}
image.src=canvas.toDataURL(); // .png is the default
};
imageObj.crossOrigin="anonymous";
imageObj.src=imageURI;
}
}); // end $(function(){});
</script>
</head>
<body>
<p>Pnl</p>
<canvas id="canvasPnl" width=100 height=100></canvas>
<p>Pnl2</p>
<canvas id="canvasPnl2" width=100 height=100></canvas>
<p>testImage</p>
<img id=testImage src="houseicon.png" width=100 height=100 >
</body>
</html>
Upvotes: 4