Reputation:
I have a Sketching app done in all HTML5 and Javascript, and I was wondering how I would create an Undo Button, so you could undo the last thing you drew. Any idea?
Upvotes: 11
Views: 16353
Reputation: 71
Here is a solution that works for me. I have tried it in the latest versions of Firefox and Chrome and it works really well in those two browsers.
var isFirefox = typeof InstallTrigger !== 'undefined';
var ctx = document.getElementById('myCanvas').getContext("2d");
var CanvasLogBook = function() {
this.index = 0;
this.logs = [];
this.logDrawing();
};
CanvasLogBook.prototype.sliceAndPush = function(imageObject) {
var array;
if (this.index == this.logs.length-1) {
this.logs.push(imageObject);
array = this.logs;
} else {
var tempArray = this.logs.slice(0, this.index+1);
tempArray.push(imageObject);
array = tempArray;
}
if (array.length > 1) {
this.index++;
}
return array;
};
CanvasLogBook.prototype.logDrawing = function() {
if (isFirefox) {
var image = new Image();
image.src = document.getElementById('myCanvas').toDataURL();
this.logs = this.sliceAndPush(image);
} else {
var imageData = document.getElementById('myCanvas').toDataURL();
this.logs = this.sliceAndPush(imageData);
}
};
CanvasLogBook.prototype.undo = function() {
ctx.clearRect(0, 0, $('#myCanvas').width(), $('#myCanvas').height());
if (this.index > 0) {
this.index--;
this.showLogAtIndex(this.index);
}
};
CanvasLogBook.prototype.redo = function() {
if (this.index < this.logs.length-1) {
ctx.clearRect(0, 0, $('#myCanvas').width(), $('#myCanvas').height());
this.index++;
this.showLogAtIndex(this.index);
}
};
CanvasLogBook.prototype.showLogAtIndex = function(index) {
ctx.clearRect(0, 0, $('#myCanvas').width(), $('#myCanvas').height());
if (isFirefox) {
var image = this.logs[index];
ctx.drawImage(image, 0, 0);
} else {
var image = new Image();
image.src = this.logs[index];
ctx.drawImage(image, 0, 0);
}
};
var canvasLogBook = new CanvasLogBook();
So every time you draw any thing you will there after run function canvasLogBook.logDrawing() to store a snapshot of the canvas and then you can call canvasLogBook.undo() to undo and canvasLogBook.redo() to redo.
Upvotes: 1
Reputation: 128867
You have to store all modifications in a datastructure. Then you can delete the latest modification if the user wants to undo it. Then you repaint all drawing operations from your datastructure again.
Upvotes: 14
Reputation: 12435
The other option, if you need to manipulate objects is to convert your canvas to SVG using a library that preserves the Canvas API preventing a rewrite.
At least one such library exists at this time (November 2011): SVGKit
Once you have SVG, it is much easier to remove objects and much more without the need to redraw the entire canvas.
Upvotes: 1