This is how my code looks:
document.addEventListener('DOMContentLoaded', function () {
var canvas = document.querySelector('canvas');
var ctx = canvas.getContext("2d");
var imageData = ctx.getImageData(0, 0, 300, 300);
var tile = {
'id': 1,
'data': imageData,
'dataUrl': imageData.toDataUrl()
};
var div = document.createElement('div');
div.classList.add('tile');
grid.appendChild(div);
div.style.backgroundImage = ('url(' + tile.dataUrl + ')');
});
I'm trying to extract portion of the image on canvas, from (0,0) with height and width 300px, and convert that imageData object into a dataUrl to be used as a background of a div.
I get an error: imageData.toDataUrl() is not a function. How can I achieve this?
Thanks in advance!
To set an image as the full canvas background, first, drag the image to the canvas. Select it and click on the general icon over the image. Choose Set as Full Background. The image will snap to cover the entire spread.
There are two ways available in FabricJS, using which we can change the background image of the canvas. First method is by using the Canvas class itself and passing backgroundImage in the second parameter of the class. Second method is to use the setBackgroundColor method. Let's see into each of them with an example.
One way to do it is to set the image you want to display as a background in a container (td, div, span etc) and then adjust background-position to get the sprite you want. Just to clarify, you'd set the width and height of the container td, div, span or whatever to 50px to make this work.
Wrap the image in a div The markup to set up CSS-only cropping is super basic. All you need to do is wrap the img tag in a div . The pug image is 750 pixels wide and 500 pixels high. Let's make it portrait-oriented by maintaining the 500 pixel height, but chopping the width in half to 375 pixels.
toDataURL
is an HTMLCanvasElement
method you have to call it from the canvas element itself.
You could draw back your resulted imageData to the canvas after you changed its size to the wanted one, but the easiest solution is to use a second, off-screen canvas, where you will draw the first canvas thanks to the context.drawImage
method:
// The crop function
var crop = function(canvas, offsetX, offsetY, width, height, callback) {
// create an in-memory canvas
var buffer = document.createElement('canvas');
var b_ctx = buffer.getContext('2d');
// set its width/height to the required ones
buffer.width = width;
buffer.height = height;
// draw the main canvas on our buffer one
// drawImage(source, source_X, source_Y, source_Width, source_Height,
// dest_X, dest_Y, dest_Width, dest_Height)
b_ctx.drawImage(canvas, offsetX, offsetY, width, height,
0, 0, buffer.width, buffer.height);
// now call the callback with the dataURL of our buffer canvas
callback(buffer.toDataURL());
};
// #main canvas Part
var canvas = document.getElementById('main');
var img = new Image();
img.crossOrigin = "Anonymous";
img.onload = function() {
canvas.width = this.width;
canvas.height = this.height;
canvas.getContext('2d').drawImage(this, 0, 0);
// set a little timeout before calling our cropping thing
setTimeout(function() {
crop(canvas, 100, 70, 70, 70, callback)
}, 1000);
};
img.src = "https://dl.dropboxusercontent.com/s/1alt1303g9zpemd/UFBxY.png";
// what to do with the dataURL of our cropped image
var callback = function(dataURL) {
document.body.style.backgroundImage = 'url(' + dataURL + ')';
}
<canvas id="main" width="284" width="383"></canvas>
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