canvas-draw | 使用canvas手写签名或绘图 -- 支持pc和mobile端、支持横屏 | Canvas library
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kandi X-RAY | canvas-draw Summary
使用canvas手写签名或绘图--支持pc和mobile端、支持横屏
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QUESTION
I was reading about interfaces with index signatures which allows to write an interface like this for an array:
...ANSWER
Answered 2021-May-12 at 16:47Edit this
QUESTION
I'm making a simple paint application as homework employing the state design pattern. And I took a code sample from a website that explains free-drawing on canvas via different tools.
And the section explaining the point-based drawing is seen as below:
...ANSWER
Answered 2021-Apr-05 at 23:42Yes, the
QUESTION
Here is the codesandbox link
And here is the code
...ANSWER
Answered 2021-Mar-01 at 15:50I don't know what purpose you're wrapping the element with at line26, but remove that and it'll work.
Update: my bad. I was confused with the sandbox refresh mechanism and thought above worked.
Actually, it looks like html canvas
is not catching up with the chakra UI tabs rendering. Add isLazy
prop to Chakra component.
ref: https://chakra-ui.com/docs/disclosure/tabs#lazily-mounting-tab-panels
QUESTION
I am creating a Canvas that I want to ensure it is easily navigated on any platform (desktop, mobile, etc). I decided on using a responsive canvas to accomplish this. Before I had the canvas at 800x800 and it looked fine (aside from not being responsive). The canvas includes lines and image files. I'm also using Bootstrap.
I took out the width/height definitions and began testing how it look when responsive. It did act responsive. However, everything looks enlarged and blurry, including the images and the lines. Even if I size down my screen. Part of the canvas is also off the screen.
I understand responsive means it'll scale. But why when the screen is even far below 800x800 it looks blurry, how can I correct that?
Relevant part of the index file:
...ANSWER
Answered 2021-Jan-25 at 04:49Imagine your canvas as an image ...they actually act the same. Imagine image 300px x 150px displayed to fit 100% of the container (screen)
- when container is bigger -> image will definetly blur when scaling up
- when container is smaller than image -> image will nicely scale down
- best result - image of the exact size of the container (1:1 pixel ratio)
Your canvas actually has no size given so the browser by default creates a canvas sized 300 x 150px - that is why your canvas is getting blured - because it is being scaled up; To change that size you can write at the beginning of your code smth like .:
QUESTION
I am working on a quiz tool where one of the questions is of image type.
Imagine you are creating the test for your students and you upload an image of a car. You then mark two doors of the car and your question is - Click on one of the doors of the car below
.
The student, when on this question, will see the same image without any markings/annotations.
If the student clicks on the door he/she gets the point, not otherwise. Note: The car doors are random shapes and can be a polygon and preferably can be drawn using a brush tool, sort of.
Here are some thoughts I have but is there a better way or a library that suits this?:
The UI is built in React, the data format can be anything as long as it works.
A library that could draw and capture Polygons on an image like this or this. I can then run a "point lies inside polygon" algorithm like this. But that also sounds like overkill. (And I am not sure if they distinguish between multiple polygons cleanly).
A library that does both the tasks of option 1.
Anything else better?
Sorry if this is asked before, but my question is more React focused and I couldn't find an answer.
...ANSWER
Answered 2020-Apr-26 at 09:46I ended up using react-image-annotate. The library not only allows you to draw on an image but also presents components with a nice UI. The bar on the left allows users to choose between drawing points, polygons and binding boxes. There are also tools to pan, drag, and zoom. The panels on the right keep track of drawn regions and history. There is also a fullscreen mode and also supports annotating videos!
The full UI can be rendered using Annotator
or ReactImageAnnotate
component:
QUESTION
I want to draw an image in WebGL, but downscaled. When I don't scale it, then the image has a good quality, but if I scale it down then it has poor quality.
I read about 'Handling High DPI (Retina) displays in WebGL' from here: http://www.khronos.org/webgl/wiki/HandlingHighDPI and I tryed to do the same. My code in WebGL is:
...ANSWER
Answered 2020-Feb-08 at 15:22If you want your pictures to be drawn more smooth, then you could use mipmaps! Try to make the pictures to have both dimensions a power at 2 and after you can generate mipmaps, like this:
QUESTION
I'm drawing an image onto a canvas using drawImage. It's a PNG that is surrounded by transparent pixels, like this:
How can I detect a drawing move path in the transparent part of that image on the canvas? I want to detect if a user draws in a transparent part.
I am trying this tutorial and I did as showing in the tutorial.
...ANSWER
Answered 2019-Nov-11 at 14:37To find out is a pixel is transparent get the pixel using ctx.getImageData
and look at the alpha value.
QUESTION
I'm trying to create a component to sign with HTML 5 and canvas in Angular 8, I need the component to recognize touch events as well as mouse events.
I've been taking inspiration from this page to create the component, since it's something very similar to what I need:
https://kernhanda.github.io/tutorial-typescript-canvas-drawing/
But I haven't been able to make the component work, I don't know why, I think the error may be due to the fact that I do not have the same configuration of the tsconfig.json
file as the tutorial.
This is the configuration of the tsconfig.json
file from the tutorial
And this is mine:
So I've come to a point where I don't know how to move forward, please if anyone knows exactly what I'm doing wrong or if there's a simpler way to create the component for the signature that recognizes touch events I'd be very grateful if you would tell me.
EDIT: I share a stackblitz with the code:
https://stackblitz.com/edit/angular-szrn6z
EDIT: The code works on Stackblitz but not in my project, this could be because of the tsconfig.json file configuration?
...ANSWER
Answered 2019-Oct-18 at 09:20Finally and if it helps someone, the code was fine, it didn't "work" in my project because I wasn't taking the X and Y coordinates properly, so I had to manage to get it, using this code:
QUESTION
I'm about to create a GUI for my Raspi-Project. There is Nodejs running on the Raspi3 which runs a NodeJs-Server and a then it gets requested with Chromium in kiosk-mode.
One page of this GUI needs to visualize the states of 48x potentiometers, 12x buttons, 8x faders. The NodeJs-Server sends data (which was modified by user) via websocket to the client, which redraws the whole canvas. Works fine so far for a few elements:
works fine but with a slight delay if you look closer
Now the problem is, that whith the growing number of elements that need to be drawn, the performance drops down to unacceptable dalay-times.
works, but with a way too big dalay, as more elements are drawn
and those are not even the half of stuff that needs to be drawn.
I am confused now, because I read about how fast canvas is, before I decided to go that way, and if I deactivate all canvas-drawings and simply console.log()
the data that comes in via websocket, it is fast like in realtime.
so what am I doning wrong? maybe there it would be better not to draw the whole canvas on every value-change but animate the canvas? maybe someone has experience on this?
Here is the code.. when you look into assets/js/menu.class.js
, this is the file which generates the canvas. the function createControllerGUI(options)
is called every via websocket, every time a value changes.
ANSWER
Answered 2019-Aug-30 at 10:09Canvas is quick, but still cpu intensive. Also speed changes with the platform a bit.
Your function does all the drawing operation each change. Those operations have strokes, fills, center aligned text and something more ( i did not look all in details ).
There are some ways in which you can optimize the drawing operations.
partial redrawingmaybe the most effective. Keep track of where a widget is, keep track of what data changed from message to message and draw only the differences. Use clearRect on the area occupied by the widget and redraw it. Do not touch the other pixels. Unless an octopus is using the hardware, you will have 2 or 3 widget changing per frame at maximum.
stroke all at once.Instead of stroking on a per widget basis, you can trace all the paths you need at once, using a moveTo to the new position when changing widget, and using a single stroke operation at the end of the loop.
cachingIf you have some rotatory controls for example, you can draw them once on a small separate canvas, and use that canvas as a source image to be drawn at a different angle if you need to represent a rotated control. DrawImage is often optimized with hardware operations while the single fill and stroke may not.
There are probably other ways, and you can look at high level libraries that can do this for you, exposing a widget logic instead of the low level drawing operations.
QUESTION
I tried to draw a line with a certain angle in a html canvas. Unfortunately, the line does not appear at the desired angle. Can someone tell me what I am doing wrong?
html code:
...ANSWER
Answered 2019-Feb-27 at 22:48I assume you are trying to draw a perpendicular line.
Since your angle is degrees. Try this code to calculate (x2,y2).
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