Canvas-Drawing | A small canvas drawing engine | Canvas library
kandi X-RAY | Canvas-Drawing Summary
kandi X-RAY | Canvas-Drawing Summary
This is a small engine for the canvas element aimed at making development of drawing applications a bit easier.
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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
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'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 want to draw the different pattern in the flutter like this
Although this code is javascript is given in this link
...ANSWER
Answered 2018-Oct-16 at 08:24I used ImageShader and used shader property of Paint Function device transform is used to get the device pixel so that it can render the effect This is my paint method look like...
QUESTION
I have an issue with SVG rendered into canvas. On retina displays canvas rendered as base64 url and set as SRC into is blurred.
I've tried various methods that was described in list below with no luck:
- https://tristandunn.com/2014/01/24/rendering-svg-on-canvas/
- How do I fix blurry text in my HTML5 canvas?
- Canvas drawing and Retina display: doable?
- https://www.html5rocks.com/en/tutorials/canvas/hidpi/
Now i don't know what should i do to make it better. Please look into my result: jsfiddle.net/a8bj5fgj/2/
Edit:
Updated fiddle with fix: jsfiddle.net/a8bj5fgj/7/
...ANSWER
Answered 2017-Jan-21 at 08:26Retina and very high resolution displays have pixel sizes that are smaller than the average human eye can resolve. Rendering a single line then ends up looking a like a lighter line. To fix the issues involved pages that detect the high res display will change the default CSS pixel size to 2.
The DOM knows this and adjusts its rendering to compensate. But the Canvas is not aware and its rendering is just scaled up. The default display rendering type for the canvas is bilinear interpolation. This smooths the transition from one pixel to the next which is great for photos, but not so great for lines, text, SVG and the like.
Some solutionsFirst is to turn of bilinear filtering on the canvas. This can be done with the CSS rule
image-rendering: pixelated;
Though this will not create the quality of the SVG rendered on the DOM it will reduce the appearance of blurriness some users experience.When rendering SVG to the canvas you should turn off image smoothing as that can reduce the quality of the svg image. SVG is rendered internally and does not need additional smoothing when the internal copy is rendered onto the canvas.
To do this
ctx.imageSmoothingEnabled = false;
Detect the CSS pixel size. The window variable
devicePixelRatio
returns the size of the CSS pixel compared to the actual screen physical pixel size. Retina and High res devices will typically have a value of 2. You can then use that to set the canvas resolution to match the physical pixel resolution.But there is a problem because
devicePixelRatio
is not supported on all browsers anddevicePixelRatio
is affected by the page zoom setting.So at the most basic using
devicePixelRatio
and the assumption that few people zoom past 200%.
Code Assuming that the canvas.style.width
and canvas.style.height
are already correctly set.
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