Reputation: 537
I want to create a Canvas image from multiple images in an array coming from my ajax request; for that purpose i try to run the loop but drawImage
does not works with the loop.
Then i try a function, and called that function in a loop but same thing happens drawImage
does not works with this
below i have mentioned all the code one with the function one with the loop & one with static information in drawImage
which is currently working.
I would really appreciate if any of you please guide me how can i fix this.
Static drawImage Code Which Works Fine
function loadImages(sources, callback, imagesrc) {
var images = {};
var loadedImages = 0;
var numImages = 0;
for(var src in sources) {
numImages++;
}
for(var src in sources) {
images[src] = new Image();
images[src].onload = function() {
if(++loadedImages >= numImages) {
callback(images);
}
};
images[src].src = sources[src];
}
}
var canvas = document.getElementById('product-image');
canvas.height = (jQuery(window).height()) -120;
canvas.width = canvas.height * 0.75;
var heightscreen = (jQuery(window).height()) -120;
var canvasheight = heightscreen;
var canvaswidth = canvas.height * 0.75;
canvaswidthdiv4 = 0;
var widthNeeded = canvasheight * 0.75;
var context = canvas.getContext('2d');
// THIS IS A DUMMY ARRAY SAME AS COME IN AJAX RESPONSE
var sources =
{
Slim_Fit: "http://localhost/plugindev/wp-content/uploads/2015/08/slimFit.png",
Inside_Colar: "http://localhost/plugindev/wp-content/uploads/2015/08/maincolar.png",
Outside_Colar: "http://localhost/plugindev/wp-content/uploads/2015/08/outer_collar1.png",
Main_Colar: "http://localhost/plugindev/wp-content/uploads/2015/08/inner_collar11.png"
};
loadImages(sources, function(images)
{
context.drawImage(images.Slim_Fit, canvaswidthdiv4, 55, widthNeeded, canvasheight);
context.drawImage(images.Inside_Colar, canvaswidthdiv4, 55, widthNeeded, canvasheight);
context.drawImage(images.Outside_Colar, canvaswidthdiv4, 55, widthNeeded, canvasheight);
context.drawImage(images.Main_Colar, canvaswidthdiv4, 55, widthNeeded, canvasheight);
});
Below is the amendments i use for function but does not works
loadImages(sources, function(images)
{
jQuery.each( sources, function( key, value ) {
DrawImage(key, images );
});
});
function DrawImage(keyname,images){
context.drawImage(images.keyname, canvaswidthdiv4, 55, widthNeeded, canvasheight);
}
Below is the amendments when i use loop to draw but that is not working aswell
loadImages(sources, function(images)
{
jQuery.each( sources, function( key, value ) {
context.drawImage(images.key, canvaswidthdiv4, 55, widthNeeded, canvasheight);
});
});
Please Help!
Upvotes: 0
Views: 159
Reputation: 537
mentioned code by @guest271314 is fine also, but it causes one problem in chrome; chrome does not maintain the sequence , it sort the image as soon as imaged loaded; so i fixed that with below code
var canvas = document.getElementById("product-image");
canvas.height = (jQuery(window).height()) - 120;
canvas.width = canvas.height * 0.75;
var heightscreen = (jQuery(window).height()) - 120;
var canvasheight = heightscreen;
var canvaswidth = canvas.height * 0.75;
canvaswidthdiv4 = 0;
var widthNeeded = canvasheight * 0.75;
var context = canvas.getContext('2d');
obj = JSON.parse(imagesrc);
obj = JSON.parse(obj);
var sources = obj;
var images = Object.keys(sources).map(function(k) { return sources[k] });
var returnedImages = loadImages(images);
for (i = 0; i < returnedImages.length; i++) {
context.drawImage(returnedImages[i], canvaswidthdiv4, 55, widthNeeded, canvasheight);
}
// Image loading global variables
var loadcount = 0;
var loadtotal = 0;
var preloaded = false;
// Load images
function loadImages(imagefiles) {
// Initialize variables
loadcount = 0;
loadtotal = imagefiles.length;
preloaded = false;
// Load the images
var loadedimages = [];
for (var i=0; i<imagefiles.length; i++) {
// Create the image object
var image = new Image();
// Add onload event handler
image.onload = function () {
loadcount++;
if (loadcount == loadtotal) {
// Done loading
preloaded = true;
}
};
// Set the source url of the image
image.src = imagefiles[i];
// Save to the image array
loadedimages[i] = image;
}
// Return an array of images
return loadedimages;
}
Upvotes: 0
Reputation: 1
Note, js
at Question appear drawing each image over previously drawn image onto canvas
at second, third, fourth arguments to .drawImage
within loadImages
?
loadImages(sources, function(images)
{
context.drawImage(images.Slim_Fit, canvaswidthdiv4, 55, widthNeeded, canvasheight);
context.drawImage(images.Inside_Colar, canvaswidthdiv4, 55, widthNeeded, canvasheight);
context.drawImage(images.Outside_Colar, canvaswidthdiv4, 55, widthNeeded, canvasheight);
context.drawImage(images.Main_Colar, canvaswidthdiv4, 55, widthNeeded, canvasheight);
});
Note also sources
at
// THIS IS A DUMMY ARRAY SAME AS COME IN AJAX RESPONSE
var sources =
{
Slim_Fit: "http://localhost/plugindev/wp-content/uploads/2015/08/slimFit.png",
Inside_Colar: "http://localhost/plugindev/wp-content/uploads/2015/08/maincolar.png",
Outside_Colar: "http://localhost/plugindev/wp-content/uploads/2015/08/outer_collar1.png",
Main_Colar: "http://localhost/plugindev/wp-content/uploads/2015/08/inner_collar11.png"
};
is object , not array
js
could be shortened to single .forEach()
loop ; adjusting position on canvas
as needed at call to .drawImage
within .forEach
callback
var canvas = document.getElementById("product-image");
/*
canvas.height = (jQuery(window).height()) - 120;
canvas.width = canvas.height * 0.75;
var heightscreen = (jQuery(window).height()) - 120;
var canvasheight = heightscreen;
var canvaswidth = canvas.height * 0.75;
canvaswidthdiv4 = 0;
var widthNeeded = canvasheight * 0.75;
*/
var context = canvas.getContext('2d');
var images = ["http://lorempixel.com/50/50/cats"
, "http://lorempixel.com/50/50/nature"
, "http://lorempixel.com/50/50/animals"
, "http://lorempixel.com/50/50/sports"
];
images.forEach(function(src, index) {
var img = new Image;
img.onload = function() {
context.drawImage(this, index * this.width, index * this.width)
}
img.src = src
})
<canvas id="product-image" width="400px" height="400px"></canvas>
Upvotes: 1