I am trying to stretch the background image so it can fit the canvas size. But its not working.
I have followed this question and based on comment i have implemented the stretching code.
Strech the background image to canvas size with Fabric.js
http://fabricjs.com/docs/fabric.Canvas.html#setBackgroundImage
$(function () {
var canvas1 = new fabric.Canvas('canvas1');
//Default
var canvas = canvas1;
//Change background using Image
document.getElementById('bg_image').addEventListener('change', function (e) {
canvas.setBackgroundColor('', canvas.renderAll.bind(canvas));
canvas.setBackgroundImage(0, canvas.renderAll.bind(canvas));
var file = e.target.files[0];
var reader = new FileReader();
reader.onload = function (f) {
var data = f.target.result;
fabric.Image.fromURL(data, function (img) {
img.set({
width: canvas.getWidth(),
height: canvas.getHeight(),
originX: 'left',
originY: 'top'
});
canvas.setBackgroundImage(img, canvas.renderAll.bind(canvas));
/*canvas.setBackgroundImage(img, canvas.renderAll.bind(canvas), {
width: canvas.getWidth(),
height: canvas.getHeight(),
originX: 'left',
originY: 'top',
crossOrigin: 'anonymous'
});*/
});
};
reader.readAsDataURL(file);
});
});
It seems that it is not working with latest beta version, however its working with 1.7.19 version but not with 2.0.0-beta.7
JSFiddle: version 2.0.0-beta.7: http://jsfiddle.net/dhavalsisodiya/8vLo882n/3
varsion 1.7.19: http://jsfiddle.net/dhavalsisodiya/8vLo882n/4/
The solution given by @spankajd is almost there but still not 100% accurate (as you'll see the background image doesn't completely fit to the canvas).
The proper solution to this problem is indeed to use the scaleX
and scaleY
property (which takes a number as scaling factor), as mentioned by @asturur on your submitted issue.
However, in that case you won't need to set the width
and height
property of the image. Also, a better (and correct) way of setting those image properties is to pass them as options (argument) to the setBackgroundImage()
method (this may resolve some performance issues), as such :
canvas.setBackgroundImage(img, canvas.renderAll.bind(canvas), {
scaleX: canvas.width / img.width,
scaleY: canvas.height / img.height
});
... instead of setting them for the image object separately.
that being said, here is a complete working example :
$(function() {
var canvas1 = new fabric.Canvas('canvas1');
//Default
var canvas = canvas1;
canvas.backgroundColor = '#34AD39';
canvas.renderAll();
//Change background using Image
document.getElementById('bg_image').addEventListener('change', function(e) {
canvas.setBackgroundColor('', canvas.renderAll.bind(canvas));
canvas.setBackgroundImage(0, canvas.renderAll.bind(canvas));
var file = e.target.files[0];
var reader = new FileReader();
reader.onload = function(f) {
var data = f.target.result;
fabric.Image.fromURL(data, function(img) {
canvas.setBackgroundImage(img, canvas.renderAll.bind(canvas), {
scaleX: canvas.width / img.width,
scaleY: canvas.height / img.height
});
});
};
reader.readAsDataURL(file);
});
});
<script src="https://cdnjs.cloudflare.com/ajax/libs/fabric.js/2.0.0-beta.7/fabric.min.js"></script>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<div style="margin-top:20px;">
<label class="control-label">Add Background Image</label>
<input type="file" id="bg_image" />
</div>
<canvas id="canvas1" width="600" height="400" style="border:1px solid #000"></canvas>
Hi please update following code.
img.set({
width: canvas.getWidth(),
height: canvas.getHeight(),
originX: 'left',
scaleX : canvas.getWidth()/img.width, //new update
scaleY: canvas.getHeight()/img.height, //new update
originY: 'top'
});
http://jsfiddle.net/8vLo882n/6/
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