I implemented a zoom in and out function on a canvas element. it works by scaling the canvas, translating it, and then redraw the whole scene again. the problem is that it takes a lot of time to redraw everything because i got a lot of things on my canvas.
I need a way to copy the canvas to an image object and than copy the image back to the canvas without loosing quality. what are the specific methods to copy canvas to a javascript variable, and to to copy this variable back to the canvas later?
I'll be glad if you write down the code because I couldn't find any good explanation over the internet.
thanks,
We can clone a canvas instance by using the clone() method. Usually, this is useful when we want to send our canvas instance remotely to somewhere else, it is usually a good idea to send the canvas instance clone in JSON form instead of sending the image of the canvas.
function convertCanvasToImage() { let canvas = document. getElementById("canvas"); let image = new Image(); image. src = canvas. toDataURL(); return image; } let pnGImage = convertCanvasToImage(); document.
Copy & Paste (ctrl + v) Any Image, From Any Source, Onto the Canvas.
The drawImage() method can draw to a canvas using another canvas instead of an image.
You could create a 'backup' canvas, of the same size as your original, draw the first one to there and then draw that one back to the original when you need it.
e.g.
// Assume we have a main canvas // canvas = <main canvas> ctx = canvas.getContext('2d'); .. // create backing canvas var backCanvas = document.createElement('canvas'); backCanvas.width = canvas.width; backCanvas.height = canvas.height; var backCtx = backCanvas.getContext('2d'); // save main canvas contents backCtx.drawImage(canvas, 0,0); .. // restore main canvas ctx.drawImage(backCanvas, 0,0);
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