I used this Resize an image with javascript for use inside a canvas createPattern to resize the initial image, but when I try to put the same code in my drag/drop functionality, it does not work correctly (it creates a new image and when I try to drag it, it gets strange - see image below. the "O" has the image before dragging/dropping, the "P" has the image after dragging/dropping).
Here is the code I am using:
function photos_create_preview_image(element)
{
console.log(element.id);
if(element.id.indexOf("canvas") != -1)
{
var canvas = document.getElementById(element.id);
var ctx = canvas.getContext("2d");
var canvasOffset = $("#" + element.id).offset();
var offsetX = canvasOffset.left;
var offsetY = canvasOffset.top;
var isDown = false;
var startX;
var startY;
var imgX = 0;
var imgY = 0;
var imgWidth, imgHeight;
var mouseX, mouseY;
var new_img = new Image();
new_img.onload = function()
{
var tempCanvas = photos_create_temp_canvas(new_img);
imgWidth = new_img.width;
imgHeight = new_img.height;
//var pattern = ctx.createPattern(new_img, "no-repeat");
var pattern = ctx.createPattern(tempCanvas, "no-repeat");
ctx.fillStyle = pattern;
ctx.fill();
};
new_img.src = SITE_URL + "/system/photo/cf_preview/" + selected_fid;
function photos_create_temp_canvas(new_img)
{
var tempCanvas = document.createElement("canvas"),
tCtx = tempCanvas.getContext("2d");
tempCanvas.width = new_img.width / 3; //TODO: Figure out what this should be, right now it is just a "magic number"
tempCanvas.height = new_img.height / 3 ;
tCtx.drawImage(new_img,0,0,new_img.width,new_img.height,0,0,new_img.width / 3,new_img.height / 3);
return tempCanvas;
}
function handleMouseDown(e)
{
e.preventDefault();
startX = parseInt(e.pageX - window.scrollX);
startY = parseInt(e.pageY - window.scrollY);
if (startX >= imgX && startX <= imgX + imgWidth && startY >= imgY && startY <= imgY + imgHeight) {
isDown = true;
}
}
function handleMouseUp(e)
{
e.preventDefault();
isDown = false;
}
function handleMouseOut(e)
{
e.preventDefault();
isDown = false;
}
function handleMouseMove(e)
{
if (!isDown) {
return;
}
e.preventDefault();
mouseX = parseInt(e.clientX - offsetX);
mouseY = parseInt(e.clientY - offsetY);
if (!isDown) {
return;
}
imgX += mouseX - startX;
imgY += mouseY - startY;
startX = mouseX;
startY = mouseY;
var tempCanvas = photos_create_temp_canvas(new_img);
var pattern = ctx.createPattern(tempCanvas, "no-repeat");
//var pattern = ctx.createPattern(new_img, "no-repeat");
ctx.save();
ctx.translate(imgX, imgY);
ctx.fillStyle = pattern;
ctx.fill();
ctx.restore();
}
$("#" + element.id).mousedown(function (e) {
handleMouseDown(e);
});
$("#" + element.id).mousemove(function (e) {
handleMouseMove(e);
});
$("#" + element.id).mouseup(function (e) {
handleMouseUp(e);
});
$("#" + element.id).mouseout(function (e) {
handleMouseOut(e);
});
}
else //You can ignore this - not relevant to the question
{
new_img = new Image();
new_img.onload = function() {
this.width /= 3; //TODO: Figure out what this should be, right now it is just a "magic number"
this.height /= 3;
element.appendChild(new_img);
$(new_img).draggable({ containment: "parent" });
};
new_img.src = SITE_URL + "/system/photo/cf_preview/" + selected_fid;
}
console.log("new image: " + new_img.src);
}
I changed the code to:
...
ctx.fillStyle = "#BFBFBF";
ctx.fill();
var tempCanvas = photos_create_temp_canvas(new_img);
var pattern = ctx.createPattern(tempCanvas, "no-repeat");
ctx.save();
ctx.translate(imgX, imgY);
ctx.fillStyle = pattern;
ctx.fill();
ctx.restore();
...
And that part works but, now it is only letting me move the image from the bottom. (See image below)
You need to clear the canvas before redrawing:
function handleMouseMove(e)
{
...
var tempCanvas = photos_create_temp_canvas(new_img);
var pattern = ctx.createPattern(tempCanvas, "no-repeat");
//var pattern = ctx.createPattern(new_img, "no-repeat");
ctx.save();
ctx.translate(imgX, imgY);
ctx.fillStyle = pattern;
ctx.clearRect(0, 0, tempCanvas.width, tempCanvas.height);
ctx.fill();
ctx.restore();
}
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