Reputation: 6269
As starting point I have a image on my canvas:
var canvas = $('canvas')[0];
var ctx=canvas.getContext("2d");
var img=document.getElementById("scream");
ctx.drawImage(img,0,0,240,297);
Now I would like to add a frame to this Image on the same canvas. For this:
I first replace the image with the Frame.
Next I try to copy the old canvas content inside of this frame
I try to do this like that:
var frame = document.getElementById("frame");
var ctx = $('canvas')[0].getContext("2d");
var dst = ctx.canvas;
ctx.drawImage(frame,0,0, 240, 297);
ctx.drawImage(dst, 40, 40);
But the code is not working because it copies the frame again to the canvas instead of the image: Here you can see a demo: https://jsfiddle.net/35mxfsv0/
What do I wrong? What do I have to change? Thanks
Upvotes: 0
Views: 1808
Reputation: 9813
As you just assign the original canvas
to dst
, when you draw anything on that canvas, the dst
will also changed (because they're pointing to same canvas).
So you have to assign a new canvas to dst
, and draw the image from origin
to dst
, then draw the frame on origin
, and last, draw dst's image to origin.
window.onload = function() { // Make it safe that window.onload ensures all images loaded.
var canvas = $('canvas')[0];
var ctx=canvas.getContext("2d");
var img=document.getElementById("scream");
ctx.drawImage(img,0,0,240,297);
//START OF MY CODE
var frame = document.getElementById("frame");
// Comment out as we demo in same scope, ctx is already have what we want.
//var ctx = $('canvas')[0].getContext("2d");
// Create a new canvas, and draw the image on the origin canvas to it.
var dst = document.createElement('canvas');
dst.width = canvas.width;
dst.height = canvas.height;
var dstCtx = dst.getContext('2d');
dstCtx.drawImage(canvas, 0, 0);
// Above is what you suppose the canvas should do.
//var dst = ctx.canvas;
// Draw frame
ctx.drawImage(frame,0,0, 240, 297);
// As your frame is not an opacity one, you have to copy to specific position.
ctx.drawImage(dst, 0, 0, dst.width, dst.height, 10, 10, 220, 277);
}
img{display:none}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.11.0/jquery.min.js"></script>
<canvas id="myCanvas" width="240" height="297" style="border:1px solid #d3d3d3;">
</canvas>
<img src="http://www.w3schools.com/tags/img_the_scream.jpg" id="scream"/>
<img src="http://www.wpclipart.com/page_frames/picture_frames/wood_picture_frame.jpg" id="frame"/>
However, if you still have the access to that scream image, you can just draw frame first, then draw image on it:
var canvas = $('canvas')[0];
var ctx=canvas.getContext("2d");
var img=document.getElementById("scream");
var frame = document.getElementById("frame");
ctx.drawImage(frame,0,0, 240, 297);
// 10, 10 seems to fit the frame.
ctx.drawImage(img, 10, 10);
Upvotes: 1