Canvas-Drawing | A small canvas drawing engine | Canvas library

 by   balaclark JavaScript Version: Current License: No License

kandi X-RAY | Canvas-Drawing Summary

kandi X-RAY | Canvas-Drawing Summary

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

This is a small engine for the canvas element aimed at making development of drawing applications a bit easier.
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              Canvas-Drawing has a low active ecosystem.
              It has 12 star(s) with 5 fork(s). There are 1 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 0 open issues and 1 have been closed. On average issues are closed in 2 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Canvas-Drawing is current.

            kandi-Quality Quality

              Canvas-Drawing has no bugs reported.

            kandi-Security Security

              Canvas-Drawing has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              Canvas-Drawing does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              Canvas-Drawing 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.

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            Canvas-Drawing Key Features

            No Key Features are available at this moment for Canvas-Drawing.

            Canvas-Drawing Examples and Code Snippets

            No Code Snippets are available at this moment for Canvas-Drawing.

            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

            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

            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

            How to draw different Pattern in flutter?
            Asked 2018-Oct-16 at 08:24

            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 08:24

            I 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...

            Source https://stackoverflow.com/questions/52752298

            QUESTION

            SVG rendered into canvas blurred on retina display
            Asked 2017-Jan-24 at 08:57

            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:

            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 08:26
            Retina display

            Retina 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 solutions
            • First 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 and devicePixelRatio 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.

            Source https://stackoverflow.com/questions/41763580

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

            Vulnerabilities

            No vulnerabilities reported

            Install Canvas-Drawing

            You can download it from GitHub.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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