I am using fabricjs to implement image editing and I try to use a fabric.Image object as the background image of canvas to store the data. And the following is the code:
var canvas = new fabric.Canvas('canvasId');
var imageObject = new fabric.Image($originImage);
canvas.add(imageObject);
but I found the $originImage's size is much larger than canvas' size and also imageObject's size, so the canvas can only show part of the image. I want to know how to stretch the $originImage to adapt the canvas then canvas can display all of the $originImage?
Here what I have done
$canvas.width = $originImage.clientWidth;
$canvas.height = $originImage.clientHeight;
var fabricCanvas = new fabric.Canvas('canvasId');
// canvas.setFabricCanvas(fabricCanvas);
var imageObject = new fabric.Image($originImage);
// fabricCanvas.add(imageObject);
// fabricCanvas.isDrawingMode = true;
fabricCanvas.setBackgroundImage(imageObject, fabricCanvas.renderAll.bind(fabricCanvas), {
scaleX: fabricCanvas.width / $originImage.naturalWidth,
scaleY: fabricCanvas.height / $originImage.naturalHeight
});
the upper is my related code and below is the display:
it is solved, and the previous question is because I resize the $originImage first, so when I input the image src as setBackgroundImage's parameter, it can display normally.
For version 2.0 of fabricjs, they have changed the way to handle width/height compared to previous version. If you apply width/height, then it basically crop the image to that particular size compared to the original image size. In order to resize it to a proper size, you have to switch to use scaleX/scaleY like other people have suggested.
For example, I use image.fromUrl to load an image and set it to be the background:
fabric.Image.fromURL(imgUrl, function(img) {
img.set({
scaleX: currentWidth / img.width,
scaleY: currentHeight / img.height,
top: topPosition,
left: leftPosition
originX: 'left', originY: 'top'
});
canvas.setBackgroundImage(img, canvas.renderAll.bind(canvas));
});
where currentWidth/currentHeight can be your canvas size if you want full background or they can be a specific width/height that you want (in my project, I want to do letter-boxed image instead so I set the width and height based on my letter-boxing algorithm), and top/left is the location that you want to place your image in the canvas (leave it none if you want to be full background image). Do not set any width and height since that will crop the scaled image rather than setting the image to be the exact size.
If this does not work, check the backgroundImage object from the canvas and see if its dimension and scale properties are different compared to a manual calculation. If you take a look, you will see the width and height properties are your natural image width and height, but it will have scaleX and scaleY less than 1 if your canvas size is less than the image size or more than 1 if it is bigger.
Also I see you are loading image directly into an image object. That might be different compared to load the data and set it directly using setBackgroundImage.
canvas.setBackgroundImage(img, canvas.renderAll.bind(canvas), {
scaleX: canvas.width / $originalImg.naturalWidth,
scaleY: canvas.width / $originalImg.naturalHeight
});
use scaleX,scaleY to resize.
(function() {
var $originalImg = $('#originalImage')[0];
console.dir($originalImg)
var canvas = this.__canvas = new fabric.Canvas('c');
var img = new fabric.Image($originalImg);
canvas.setBackgroundImage(img,canvas.renderAll.bind(canvas),{
scaleX:canvas.width/$originalImg.naturalWidth,
scaleY:canvas.width/$originalImg.naturalHeight
});
})();
canvas{
border-width: 1pz;
border-style: solid;
border-color: #000;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/fabric.js/2.0.0-rc.3/fabric.js"></script>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<img id='originalImage'src='http://fabricjs.com/assets/pug_small.jpg'>
<canvas id='c' width=200 height=200></canvas>
I am using the following script to ensure the image is no larger than the canvas width:
var aspect = image.width / image.height; //Aspect ratio of image
new fabric.Image(image, {
scaleX: canvas.width / image.width,
scaleY: canvas.width / (image.height * aspect)
});
Related
I develop web aplication with fabricjs ,At present, scaleX or scaleY is changed by Controls in fabricjs, but I want to change width or height directly by Controls. How can I do that?
try this Code :
canvas.on({
'object:scaling': function(e){
var selected = e.target;
selected.set({
height: selected.height * selected.scaleY,
width: selected.width * selected.scaleX,
scaleX: 1,
scaleY: 1
});
canvas.renderAll();
}
})
set height and width after calculation of scaling and make scale 1.
I have just upgraded from fabric 1.7 to 2 and now the image object is behaving differently.See the screenshot, the image where the arrow is is completely ignoring the fact that i set a width on it, it looks like it's actually scaling it based on the given height to keep the image ratio. I don't want this to happen, the image needs to stretch to the size i tell it to.
Anyone have any idea to stop it doing this? I mean if i set a width in the options for the image object i expect it to respect those dimensions. It should be stretching to fill where the red box is.
This is happening when loading the image initially as a square and setting {width:1000,height:400} for example, but instead it looks like it's taking the height and scaling the width down to keep it square.
You need to set scaleX for width and scaleY for height. It's a breaking change for v2.
DEMO
var canvas = new fabric.Canvas('c');
var index = 0,
json;
var url = '//fabricjs.com/assets/pug.jpg';
fabric.Image.fromURL(url, function(img) {
var elWidth = img.naturalWidth || img.width;
var elHeight = img.naturalHeight || img.height;
img.set({
scaleX:200/elWidth,
scaleY:200/elHeight
})
canvas.add(img);
})
canvas{
border:2px solid #000;
}
<script type="text/javascript" src="
https://rawgit.com/kangax/fabric.js/master/dist/fabric.js"></script>
<canvas id="c" width="400" height="400"></canvas>
In a usual canvas css width and client width could be not equal to each other, how to get this on Fabricjs? As an example: I want 640*360px canvas on a page with 1280*720px image inside.
I know I could scale image, but dataUrl will give me a smaller picture, isn't it?
There is a solution. You could init Fabric.js with CSS sizes and then setDimensions with backstoreOnly flag or init with desired client size and use setDimensions with cssOnly flag.
Example #1:
var canvas = new fabric.Canvas('c', {width: 640, height: 360});
canvas.setDimensions({width: 1280, height: 720}, {backstoreOnly: true});
Example #2:
var canvas = new fabric.Canvas('c', {width: 1280, height: 720});
canvas.setDimensions({width: '640px', height: '360px'}, {cssOnly: true});
You can change the size of the canvas using the setWidth/setHeight properties of the canvas http://fabricjs.com/docs/fabric.StaticCanvas.html#setWidth
e.g.
canvas = new fabric.Canvas('c');
canvas.setWidth(640);
canvas.setHeight(360);
Though you should clarify what you mean.
When I rotate an image in fabricjs, the top-left corner's coordinates are not updated after rotated. Instead, the top-left corner of the image still refers to the old point. I believe that it should recalculate the top-left corner based on the image's new position. Is there a way to achieve this? Any help is appreciated!
Below is the code for image rotation:
function rotate(){
activeCanvas.forEachObject(function(obj){
if(obj instanceof fabric.Image){
curAngle = obj.getAngle();
obj.setAngle(curAngle-90);
}
});
activeCanvas.renderAll();
}
Now, after the rotation, I want top-left coordinates of the new rotated image but it still returns top and left from the old image state.
For example, let say the image's top-left corner was originally at (100,200) and the image's dimensions are 500x600. Now, if I rotate the image in 90 degrees, the new dimensions are 600x500 and the top-left corner changes as well, as the image is rotated related to its center. But the fabricjs image still refers to the old top-left corner. Is there any method just like setCoords() to get the new upper left corner point as its top left?
As you can see from the snippet below, if you only rotate your object, only the bounding box will be updated, you have to move your object to have the position of your object updated.
var canvas = this.__canvas = new fabric.Canvas('c');
var rect = new fabric.Rect({
left: 120,
top: 30,
width: 100,
height: 100,
fill: 'green',
angle: 20
});
canvas.on("object:rotating", function() {
var ao = canvas.getActiveObject();
if(ao){
console.log('top and left are the same after rotation');
console.log('top:' + ao.top);
console.log('left:' + ao.left);
console.log('but not the bounding box');
var bound = ao.getBoundingRect();
console.log('bounding box - top:' + bound.top);
console.log('bounding box - left:' + bound.left);
}
})
canvas.add(rect);
canvas.renderAll();
<script src="https://rawgit.com/kangax/fabric.js/master/dist/fabric.js"></script>
<script src="https://seikichi.github.io/tmp/PDFJS.0.8.715/pdf.min.js"></script>
<canvas id="c" style="border:1px solid black"></canvas>
I guess you are looking for something like this:
canvas.on('object:rotating', function(options) {
options.target.setCoords();
var left = options.target.oCoords.tl.x,
top = options.target.oCoords.tl.y;
console.log(left, top);
});
I want to draw text on canvas., how to do it any sample example?
The canvas already contains some shape drawn, i want to show text on the top of that shape on canvas
How can i do it?
Also be aware that you need to actually have loaded a cufon font. There is no default font when using Fabric.js.
<script src="fabric.js"></script>
<script src="cufon.calibri.js"></script>
There are so many fonts available from http://www.cufonfonts.com/
This being the case the author is planning on removing the need for cufon. Discussed here: Fabric.js + Google Fonts
If you're wanting to render a block, then some text inside of that block. I would do something like this.
//Render the block
var block = canvas.add(new fabric.Rect({
left: 100,
top: 100,
fill: 'blue'
}));
//Render the text after the block (so that it is in front of the block)
var text = canvas.add(new fabric.Text('I love fabricjs', {
left: block.left, //Take the block's position
top: block.top,
fill: 'white'
}));
//Render the text and block on the canvas
//This is to get the width and height of the text element
canvas.renderAll();
//Set the block to be the same width and height as the text with a bit of padding
block.set({ width: text.width + 15, height: text.height + 10 });
//Update the canvas to see the text and block positioned together,
//with the text neatly fitting inside the block
canvas.renderAll();
Take a look at How to render text tutorial.
It's as simple as:
canvas.add(new fabric.Text('foo', {
fontFamily: 'Delicious_500',
left: 100,
top: 100
}));
Also worth noting that you might need to adjust Cufon's offsetLeft to help correctly position the text. Something like:
Cufon.fonts[your-fontname-in-lowercase-here].offsetLeft = 120;
The kitchen sink demo of fabric uses this:
http://kangax.github.com/fabric.js/lib/font_definitions.js