Rani dubey
Rani dubey

Reputation: 170

HTML5 Canvas - How to draw rectangle over image in canvas

Actually, I am able to do it using img.onload function. Something I got from 'HTML5 Canvas - How to Draw a line over an image background?'. But I need to draw image without using img from onload function which is like this:

    var imagePaper = new Image();


        imagePaper.onload = function(){


            context.drawImage(imagePaper,100, 20, 500,500);
        };

      imagePaper.src = "images/main_timerand3papers.png";
}

But I want to able draw rectangle over canvas simply attaching img src above canvas, just as:

<body>  
<img id="scream" src="my.jpg" alt="The Scream" width="220" height="277">

<p>Canvas:</p>
<canvas id="myCanvas" width="500" height="500" >
Your browser does not support the HTML5 canvas tag.</canvas>

But I'm unable to draw line over img in canvas, either img is drawing or shape is hiding behind. This is my full code:

 <!DOCTYPE html>  
 <head>  
 <title>Playing YouTube video on HTML5 canvas</title>  
 <meta name="viewport" content="user-scalable=no, initial-scale=1.0, maximum-scale=1.0, width=device-width" />  
 <style type="text/css">  
body {
        margin: 0px;
        padding: 0px;
      } 
 </style>  
<script src="http://ajax.googleapis.com/ajax/libs/jquery/1.11.1/jquery.min.js"></script>

 </head>  
 <body>  
<img id="scream" src="my.jpg" alt="The Scream" width="220" height="277">

<p>Canvas:</p>
<canvas id="myCanvas" width="500" height="500" >
Your browser does not support the HTML5 canvas tag.</canvas>
  <script>  
var c=document.getElementById("myCanvas");
var ctx=c.getContext("2d");
var img=document.getElementById("scream");
ctx.drawImage(img,10,10);  
var canvas = document.getElementById('myCanvas');
      var context = canvas.getContext('2d');

      context.beginPath();
      context.rect(188, 50, 200, 100);
      context.fillStyle = 'yellow';
      context.fill();
      context.lineWidth = 7;
      context.strokeStyle = 'black';
      context.stroke();
  </script>  
 </body>  
 </html>  

Upvotes: 15

Views: 67625

Answers (2)

Spencer Wieczorek
Spencer Wieczorek

Reputation: 21575

Because you are not waiting for the image to load first. In your script add an window.onload()

<script>
window.onload = function() {
  var canvas = document.getElementById('myCanvas');
  var context = canvas.getContext('2d');
  var img = document.getElementById('scream');

  context.drawImage(img, 10, 10);

  context.beginPath();
  context.rect(188, 50, 200, 100);
  context.fillStyle = 'yellow';
  context.fill();
  context.lineWidth = 7;
  context.strokeStyle = 'black';
  context.stroke();
}
</script>

What is happening is it's trying to draw the image before it loaded, doing window.onload will call the code once the entire document is loaded (such as images). Otherwise it may display no image or draw it out of line.

Upvotes: 30

JCDeen
JCDeen

Reputation: 139

I tried this same approach of using window.onload() and it worked until I tried it using Microsoft Edge browser. A solution to that which worked for me was to attach an onload handler to the image, such as:

image.onload = function ()
{
    context.drawImage(image, 0, 0);
}

then it worked perfectly.

Upvotes: 3

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