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html5: copy a canvas to image and back

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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,

like image 650
Amit Hagin Avatar asked Aug 30 '11 10:08

Amit Hagin


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1 Answers

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); 
like image 113
andrewmu Avatar answered Oct 12 '22 23:10

andrewmu