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HTML5 Canvas: How to make a loading spinner by rotating the image in degrees?

I am making a loading spinner with html5 canvas. I have my graphic on the canvas but when i rotate it the image rotates off the canvas. How do I tell it to spin the graphic on its center point?

<!DOCTYPE html>
<html>
 <head>
  <title>Canvas test</title>
  <script type="text/javascript">
   window.onload = function() {
    var drawingCanvas = document.getElementById('myDrawing');
    // Check the element is in the DOM and the browser supports canvas
    if(drawingCanvas && drawingCanvas.getContext) {
     // Initaliase a 2-dimensional drawing context
     var context = drawingCanvas.getContext('2d');

     //Load the image object in JS, then apply to canvas onload     
     var myImage = new Image();
     myImage.onload = function() {
      context.drawImage(myImage, 0, 0, 27, 27);
     }
     myImage.src = "img/loading.png";

     context.rotate(45);
    }
   }
  </script>
 </head>
 <body>
  <canvas id="myDrawing" width="27" height="27">
  </canvas>
 </body>
</html>
like image 732
Bill Avatar asked May 03 '10 20:05

Bill


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How do you rotate a picture on canvas?

Rotate your photo 90 degrees to the right by clicking the Rotate right button. Flip your photo along its horizontal axis by clicking the Horizontal flip button. Flip your photo along its vertical axis by clicking the Vertical flip button.

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To rotate a shape around its own center, you must first translate the canvas to the center of the shape, then rotate the canvas, then translate the canvas back to 0,0, and then draw the shape. This example first translates (moves) the center of the canvas to the center of the square (cx, cy).


2 Answers

Here is the complete working example:)

<!DOCTYPE html>
<html>
    <head>
        <title>Canvas Cog</title>
        <script type="text/javascript">
            var cog = new Image();
            function init() {
                cog.src = 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABsAAAAbCAYAAACN1PRVAAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAABK1JREFUeNqMVt1ZGzkUvVfS4IW1l8GO82w6IBXE7mCpAFMB+Pt4Z6iApALcAe4AU0HoAJfg7BPYHinnXmmciX+y0YdmJHnQ0bk/R5cvh5cUyFPwRD4EChgEvGWMB36R3+JaiTkmD5gOs8yNb25uLlerFf1pM2yIGA82TEY7xow1oj4GBU6S6yywPNG4JwDH+XGv0Whs7ndN8n97mmPsLCSYgy7ImPQE/pFDyAF+7L0fgTNFUDBcLal90taD1doQ/T6NT9DnW8zkT+jJuQVYukG3hifCVk/L3JOxMBa8VVlSp9MhHKLaB+zpNo1fdgEpmByuMqUAV5viOQLwXNax9KBAFNEEpN1pUwnQmvl6aTza6zNjrCKaymeyOdYAMgfg18iG4T/qw+AC94zvpzDjcwqOXo3VGH26H0xMZ7jPxgT0R2zUi4BYt6bAfEbJvJFZKA4ODgZ5nhcJLE9mk35X21vWC/TXKmiwr2xszoQd/PQv3t/QCzY2twpqBpb5FKOp+hCgzWaTWq0W1Xx0ij5An9WC5VtiLMwvNBrVaSGMvQk5jHQVPN7sb0HzAtE+QJrNgrcUNEARieWCut0ugR0tl8sKcJ5Ahc3jRviPK8ZGTaaBwGKyT+gTiwM4a3Jrba6MbeVXo5F4kp9shn29ndUYC9vLirGDXzRhrYhD8DME5Hkg22df5rDYS/RXmVIsaP/Q/SXs600YnifTjbeSWliEdTYb3QyTqYfdDKTL4B1KS6tVqf6SgGq3P9BvZGpvNIrPCgVKZlGlCDQDxJiCjVppCab05DJHzb+b1Gm36X80cVjLuzozexs0f6IgRkA5XRhzIixRL1+IzhwdHVHrn1Y9oXe1i10aKT6bGGhg1CKK+cT0zCGCs0oXTIogybJMw/779//o48duMvnO9rzLn+Kz8wgS5Shqo4njpCoOQA5Ajb8adHh4SMvVghaLhYb/HsBip88krNVISSEigOlhjmi0LziNhr6wOsgO9C1339vbGznnNAU2AM9Svk235cqKieKGkldAf7DGvTrjnjJnzyQoMu0ZTuZgUqvmlYR+f39XIE4uqCX1E/rDZpCYmKwOOmivAfYK9KF1AM7EdG4uAMLAOjmQideQXOJQkyUisqYiFRhtSFbxCxj8do0T30dmTvLhC+an0MZZVBHX09tBTG4qFigZEJEChjTIEwtRik81Qa7uOQU0IrYAe7FRjqYw6SlYjgAyN1GmHsFIGPfVnxzFuFITKEkfYK+oWZ5qKlIkcZ7UE92oXBmeIgIxtAO5UtSHqo9uiLW+sme5ejSIRASeAFR4LYy8MMzL1aq3EYWzJF28BgMEzGYpBkrMKelgl+P6uTcVY8NjLYyYPwMTCcufSaouH6al9xNJcjC82vDb9uVZKbrWIumNO+waVsu1TCC+Wxcg6xaSpsZSYM2wLO9/U8qZWH+wztQnsfAxV/E3MIKZVf1FsmJVV8mamhEmxZ0X7sSsABsGv1tZJGejmptU7FBUDYzPAXQBwFEEl+9+stFEroJEci2ELwIMmZuWoSTE9DYYcWVCjlJrZWMpeBhlAEqBiulPE84S3ixU5gSTwGGOdyEVNJXxA8nPevshwABHktBS1YoQ+QAAAABJRU5ErkJggg=='; // Set source path
                setInterval(draw,10);
            }
            var rotation = 0;
            function draw(){
                var ctx = document.getElementById('myCanvas').getContext('2d');
                ctx.globalCompositeOperation = 'destination-over';
                ctx.save();
                ctx.clearRect(0,0,27,27);
                ctx.translate(13.5,13.5); // to get it in the origin
                rotation +=1;
                ctx.rotate(rotation*Math.PI/64); //rotate in origin
                ctx.translate(-13.5,-13.5); //put it back
                ctx.drawImage(cog,0,0);
                ctx.restore();
            }
            init();
        </script>
    </head>
    <body>
        <canvas width="27" height="27" id="myCanvas"></canvas>
    </body>
</html>
like image 104
Bill Avatar answered Oct 23 '22 12:10

Bill


rotate turns the canvas(?) around your current position, which is 0, 0 to start. you need to "move" to your desired center point, which you can accomplish with

context.translate(x,y);

after you move your reference point, you want to center your image over that point. you can do this by calling

context.drawImage(myImage, -(27/2), -(27/2), 27, 27);

this tells the browser to start drawing the image from above and to the left of your current reference point, by have the size of the image, whereas before you were starting at your reference point and drawing entirely below and to the right (all directions relative to the rotation of the canvas).

since your canvas is the size of your image, your call to translate will use the same measurement, (27/2), for x and y coordinates.

so, to put it all together

// initialization:
context.translate(27/2, 27/2);

// onload: 
context.rotate(Math.PI * 45 / 180);
context.drawImage(myImage, -(27/2), -(27/2), 27, 27);

edit: also, rotation units are radians, so you'll need to translate degrees to radians in your code.

edits for rearranging stuff.

like image 26
lincolnk Avatar answered Oct 23 '22 14:10

lincolnk