canvas-draw | 使用canvas手写签名或绘图 -- 支持pc和mobile端、支持横屏 | Canvas library

 by   Louiszhai JavaScript Version: Current License: MIT

kandi X-RAY | canvas-draw Summary

kandi X-RAY | canvas-draw Summary

canvas-draw is a JavaScript library typically used in User Interface, Canvas applications. canvas-draw has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

使用canvas手写签名或绘图--支持pc和mobile端、支持横屏
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            kandi-support Support

              canvas-draw has a low active ecosystem.
              It has 521 star(s) with 153 fork(s). There are 9 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 6 open issues and 8 have been closed. On average issues are closed in 27 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of canvas-draw is current.

            kandi-Quality Quality

              canvas-draw has 0 bugs and 0 code smells.

            kandi-Security Security

              canvas-draw has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              canvas-draw code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              canvas-draw is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              canvas-draw releases are not available. You will need to build from source code and install.
              Installation instructions are not available. Examples and code snippets are available.
              canvas-draw saves you 8 person hours of effort in developing the same functionality from scratch.
              It has 25 lines of code, 0 functions and 22 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

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            canvas-draw Key Features

            No Key Features are available at this moment for canvas-draw.

            canvas-draw Examples and Code Snippets

            No Code Snippets are available at this moment for canvas-draw.

            Community Discussions

            QUESTION

            What means [key in string] used to write an array's entries signatures?
            Asked 2021-May-12 at 16:47

            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 16:47

            QUESTION

            How does certain part of an event handler not work?
            Asked 2021-Apr-05 at 23:42

            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 23:42

            QUESTION

            React chakra ui canvas width and height initializing to zero and unable to render?
            Asked 2021-Mar-01 at 15:50

            Here is the codesandbox link

            And here is the code

            ...

            ANSWER

            Answered 2021-Mar-01 at 15:50

            I 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

            Source https://stackoverflow.com/questions/66424473

            QUESTION

            Responsive Canvas causing blurry scaling
            Asked 2021-Jan-25 at 04:49

            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 04:49

            Imagine 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 .:

            Source https://stackoverflow.com/questions/65820881

            QUESTION

            Detecting whether a user clicked on correct designated area of an image in React
            Asked 2020-Apr-26 at 09:46

            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.

            1. 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).

            2. A library that does both the tasks of option 1.

            3. 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 09:46

            I 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:

            Source https://stackoverflow.com/questions/61236648

            QUESTION

            Quality differences between HTML, Canvas and WebGL
            Asked 2020-Feb-08 at 21:12

            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 15:22

            If 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:

            Source https://stackoverflow.com/questions/60126382

            QUESTION

            How to detect transparent area click OR if user draw in transparent area in canvas?
            Asked 2019-Nov-12 at 09:59

            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 14:37

            To find out is a pixel is transparent get the pixel using ctx.getImageData and look at the alpha value.

            Example

            Source https://stackoverflow.com/questions/58801460

            QUESTION

            Trouble creating a canvas to draw signature on Angular 8
            Asked 2019-Oct-18 at 09:20

            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 09:20

            Finally 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:

            Source https://stackoverflow.com/questions/58431595

            QUESTION

            Canvas re-drawing gets stucked (performance-problem)
            Asked 2019-Aug-30 at 10:09

            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 10:09

            Canvas 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 redrawing

            maybe 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.

            caching

            If 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.

            Source https://stackoverflow.com/questions/57723991

            QUESTION

            Draw a line with specific angle in a html canvas
            Asked 2019-Feb-27 at 22:48

            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 22:48

            I assume you are trying to draw a perpendicular line.

            Since your angle is degrees. Try this code to calculate (x2,y2).

            Source https://stackoverflow.com/questions/54915438

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install canvas-draw

            You can download it from GitHub.

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