Crop Canvas / Export html5 canvas with certain width and height

吃可爱长大的小学妹 提交于 2019-11-30 12:33:19

The best way is to just create a temporary canvas to draw onto from the current canvas. The user will never see this temp canvas. Then you just need use toDataUrl() on the temp canvas.

Live Demo

$("#submitGraphic").click( function(){
    var canvas = document.getElementsByTagName("canvas");
    // canvas context
    var context = canvas[0].getContext("2d");
    // get the current ImageData for the canvas
    var data = context.getImageData(0, 0, canvas[0].width, canvas[0].height);
    // store the current globalCompositeOperation
    var compositeOperation = context.globalCompositeOperation;
    // set to draw behind current content
    context.globalCompositeOperation = "destination-over";
    //set background color
    context.fillStyle = "#FFFFFF";
    // draw background/rectangle on entire canvas
    context.fillRect(0,0,canvas[0].width,canvas[0].height);

    var tempCanvas = document.createElement("canvas"),
        tCtx = tempCanvas.getContext("2d");

    tempCanvas.width = 640;
    tempCanvas.height = 480;

    tCtx.drawImage(canvas[0],0,0);

    // write on screen
    var img = tempCanvas.toDataURL("image/png");
    document.write('<a href="'+img+'"><img src="'+img+'"/></a>');
})​

I created a simple general purpose function that does the crop by returning a new canvas with the cropped area. While it doesn't do the crop "in place", it's simple. Remember to switch to the new context after the call.

const cropCanvas = (sourceCanvas,left,top,width,height) => {
    let destCanvas = document.createElement('canvas');
    destCanvas.width = width;
    destCanvas.height = height;
    destCanvas.getContext("2d").drawImage(
        sourceCanvas,
        left,top,width,height,  // source rect with content to crop
        0,0,width,height);      // newCanvas, same size as source rect
    return destCanvas;
}

For example...

    let myCanvas = document.createElement('canvas');
    myCanvas.width = 200;
    myCanvas.height = 200;
    let myContext = myCanvas.getContext("2d");
    // draw stuff...
    myCanvas = cropCanvas(myCanvas,50,50,100,100);
    myContext = myCanvas.getContext("2d"); 
    // now using the cropped 100x100 canvas

You make a second off-screen canvas, you copy the image from the first canvas to the second (using the first as your image object), then you export the second canvas.

bohdaq

Pure html5 canvas crop. You can check it out live here

$('document').ready( function(){
const divOffset = 1
var x1,x2,y1,y2, xDif, yDif = 0;
var isSelection, 
    isBottomRight, 
    isTopRight, 
    isTopLeft, 
    isBottomLeft = false

var r = document.getElementById('source').getBoundingClientRect();
var pos = [0, 0];
pos[0] = r.left; 
pos[1] = r.top; //got position coordinates of canvas

var sel = document.getElementById('sel')
var canvasSource = document.getElementById("source");
var ctxSource = canvasSource.getContext("2d"); 

var img = new Image()
img.src = "http://bohdaq.name/assets/localImage.jpg"
img.onload = function(){
  ctxSource.drawImage(img, 0, 0)
}

$( "#source" ).mousedown(function(event) {
   isSelection = true

   x1 = event.pageX - pos[0]
   y1 = event.pageY - pos[1]

   sel.style.setProperty('display', 'block')

   sel.style.setProperty('left', event.pageX + "px")
   sel.style.setProperty('top', event.pageY + "px")

   sel.style.setProperty('width', '0px')
   sel.style.setProperty('height', '0px')
});

$( "#source" ).mouseup(function(event) {
   isSelection = false
   if(isBottomRight){
     x2 = event.pageX - pos[0]
     y2 = event.pageY - pos[1]

     xDif = x2-x1
     yDif = y2-y1 
   } else if (isBottomLeft){
     y2 = event.pageY - pos[1]
     yDif = y2 - y1 

     xDif = x1 - x2
     x1 = x1 - xDif

   } else if(isTopRight){
     x2 = event.pageX - pos[0]
     xDif = x2 - x1 
     yDif = y1 - y2
     y1 = y1 - yDif         
   } else if (isTopLeft){
     xDif = x1 - x2
     x1 = x1 - xDif
     yDif = y1 - y2
     y1 = y1 - yDif         
   }
   sel.style.setProperty('display', 'none')
   crop(x1, y1, xDif, yDif)
});

$('#source').mousemove(function(event){
  if(isSelection){
    x2 = event.pageX - pos[0]
    y2 = event.pageY - pos[1]
    if(x2>x1 && y2>y1){ //moving right bottom selection
      isBottomRight = true
      isBottomLeft = false
      isTopLeft = false
      isTopRight = false

      xDif = x2 - x1
      yDif = y2 - y1 

      sel.style.setProperty('width', xDif + 'px')
      sel.style.setProperty('height', yDif + 'px')
    } else if(x2<x1 && y2>y1){ //moving left bottom selection
      isBottomLeft = true
      isTopLeft = false
      isTopRight = false
      isBottomRight = false

      xDif = x1 - x2
      yDif = y2 - y1 

      sel.style.setProperty('left', x2 + 'px')
      sel.style.setProperty('width', xDif + 'px')
      sel.style.setProperty('height', yDif + 'px')

    } else if(x2>x1 && y2<y1){
      isTopRight = true
      isTopLeft = false
      isBottomLeft = false
      isBottomRight = false

      xDif = y1 - y2
      yDif = x2 - x1 

      sel.style.setProperty('top', y2 + 'px')
      sel.style.setProperty('width', yDif + 'px')
      sel.style.setProperty('height', xDif + 'px')
    } else if (x2<x1 && y2<y1){
      isTopLeft = true
      isTopRight = false
      isBottomLeft = false
      isBottomRight = false

      yDif = y1 - y2 
      xDif = x1 - x2

      sel.style.setProperty('left', x2 + pos[0] + divOffset + 'px')
      sel.style.setProperty('top', y2 + pos[1] + divOffset + 'px')
      sel.style.setProperty('width', xDif  + 'px')
      sel.style.setProperty('height', yDif  + 'px')
    }
 }
})

function crop(x, y, xDif, yDif){
    canvasSource.width = xDif
    canvasSource.height = yDif
    ctxSource.drawImage(img, x, y, xDif, yDif, 0, 0, xDif, yDif);
}

})

based on @GarySkiba answer:

// crop canvas function
const cropCanvas = (
  canvas: any,
  x: number,
  y: number,
  width: number,
  height: number
) => {
  // create a temp canvas
  const newCanvas = document.createElement('canvas');
  // set its dimensions
  newCanvas.width = width;
  newCanvas.height = height;
  // draw the canvas in the new resized temp canvas 
  newCanvas
    .getContext('2d')!
    .drawImage(canvas, x, y, width, height, 0, 0, width, height);
  return newCanvas
};

use it like:

// get canvas from somewhere
const canvas = ....;
// crop the left top 50x50 rect
const newCanvas = cropCanvas(canvas, 0, 0, 50, 50 );
// get the relative image
newCanvas.toDataURL('image/png')

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