Reputation: 497
Hi I am using canvas
for drawing but issue is this on page load I want to show an image on canvas
so the user can continue from where he left
<div id="wPaint" style="position:relative; width:100%; height:600px; background-color:white; border:1px solid black; resize: both; ">
</div>
canvas
is loaded in this div. if I inspect then canvas
code is below image
Thanks for any help.
Upvotes: 0
Views: 187
Reputation: 497
Hi I create arrow but issue is arrow not perfect on all direction... top , down , right and left direction arrow not perfect
here it is my code
_drawLineMove: function (a) {
this._drawShapeMove(a, 1);
var b = this.canvasTempLeftOriginal,
c = this.canvasTempTopOriginal;
//var headlen = 10; // length of head in pixels
a.pageX < b && ((a.x = a.x + a.w), (a.w = -1 * a.w)),
a.pageY < c && ((a.y = a.y + a.h), (a.h = -1 * a.h)),
(this.ctxTemp.lineJoin = "round"),
this.ctxTemp.beginPath(),
console.log(a);
const head_len = 16;
const head_angle = Math.PI / 6;
var dx = (a.x + a.w) - a.x;
var dy = (a.y + a.h) - a.y;
const angle = Math.atan2(dy, dx);
this.ctxTemp.beginPath();
this.ctxTemp.moveTo(a.x, a.y), //fromx , fromy
this.ctxTemp.lineTo(a.x + a.w, a.y + a.h), //tox,toy
this.ctxTemp.stroke();
this.ctxTemp.beginPath();
this.ctxTemp.lineTo((a.x + a.w), (a.y + a.h));
this.ctxTemp.lineTo((a.x + a.w) - head_len * Math.cos(angle - head_angle), (a.y + a.h) - head_len * Math.sin(angle - head_angle));
this.ctxTemp.lineTo((a.x + a.w) - head_len * Math.cos(angle + head_angle), (a.y + a.h) - head_len * Math.sin(angle + head_angle));
this.ctxTemp.closePath(),
this.ctxTemp.stroke();
this.ctxTemp.fill();
},
thanks
Upvotes: 1
Reputation: 76434
The question is referring to a scenario when you have a canvas
and the user can change its content. I assume that this works and you need to be able to save the content of the canvas
as an image and load that saved image and draw into the canvas
the given image.
var canvas = document.getElementById("mycanvas"); //you can change this to your image
var img = canvas.toDataURL("image/png");
Once you have successfully created the img
variable, you can save it. You can store it into localStorage
, like
localStorage.setItem('saved', img)
You can store it differently as well, like sending the image to your server in a POST request, but, for the purpose of this question I aim to have a simple solution that works. It would be another task to store this as a file or something of the like in your server.
let img = document.createElement('img');
img.src = localStorage.getItem('saved');
It is possible that img
was not saved yet, like in the first load. You will need to properly handle that case, like
if (img.src) {
//do some stuff
}
canvas.getContext('2d').drawImage(img, dx, dy);
Upvotes: 2