developing this app in which there several images on a canvas and i am using using fabricjs.
i want to add text overlaid on an image and then be able to remove it as well.
is a way to directly write over the image or do i have to create another layer and write onto it.
there is text related like
var text = new fabric.Text('hello world', { left: 100, top: 100 });
canvas.add(text);
the problem with the above approach is that if the image moves the text will not, so is it possible that the text could be written directly above the image?
any ideas of how this could be done? i revived several discussions where it's not as clear, how it could be done.
any pointers would be most appreciated.
This could be achieved by creating an image and a text object, then adding both the objects to a group and finally adding that group to the canvas.
Here's an example, showing that in action ...
var canvas = new fabric.Canvas('canvas');
// load image
fabric.Image.fromURL('https://i.imgur.com/Q6aZlme.jpg', function (img) {
img.scaleToWidth(100);
img.scaleToHeight(100);
// create text
var text = new fabric.Text('hello world', {
left: 10,
top: 5,
fontSize: 15,
fontFamily: 'Verdana',
fill: 'white'
});
// add image and text to a group
var group = new fabric.Group([img, text], {
left: 50,
top: 50,
});
// add the group to canvas
canvas.add(group);
});
canvas{border:1px solid #ccc}
<script src="https://cdnjs.cloudflare.com/ajax/libs/fabric.js/1.7.11/fabric.min.js"></script>
<canvas id="canvas" width="200" height="200"></canvas>
I am not quite clear of what exactly is your requirement.
Regardless of it, i have created a JS Fiddle for you.
https://jsfiddle.net/xpntggdo/9/
textBox=new fabric.Textbox("Enter Text",{
fontSize: 16,
fontFamily: 'Arial',
textAlign: 'left',
width: 180, // for 20 characters
top:arrowTop,
left:arrowLeft
});
canvas.add(textBox);
canvas.renderAll();
This might be of a little help at least. Comment on this answer and I will try to help you more on it if that is possible for me.
Related
I am working in one project, in which I used fabricJS-3.6.3. It is a best library
for canvas manipulations.
As we know the limitation of the canvas, canvas renders a half-pixel of an image. So sometimes it's blurry. Same Problem I put in front of you.
I am trying to render Text into canvas using following code
var text = new fabric.Textbox("lorem ipsum pixel", {
top: 13.5
left: 12.13
width: 157.68
fontSize: 15
fontFamily: 'opensans-lightItalic'
scaleX: 0.67
scaleY: 0.67
})
canvas.add(text);
I have tried this code to make it round:
var text = new fabric.Textbox("lorem ipsum pixel", {
top: 13.5
left: 12.13
width: 157.68
fontSize: 15
fontFamily: 'opensans-lightItalic'
scaleX: 0.67
scaleY: 0.67
})
text.set({
height: Math.round(text.height),
width: Math.round(text.width)
})
canvas.add(text);
canvas.loadFromJSON(canvas.toJSON(), canvas.renderAll.bind(canvas));
Now the result of this code will always blurry Because canvas render Half a Pixel and we got image blurry.
So For clear Result, I have to just set it to with Rounded value. Now the actual problem is that project is too large and has a complex structure, So I want to make one fabricJs patch that automatically replace (top, left, scale ETC...) properties into rounded value. I have tried to make it using fabric.Object method override, but can't be got success in that.
If Anyone knows that how to access and set a property to all object, Then Please help me.
Instead of Textbox you should use IText
var text = new fabric.IText('lorem ipsum pixel', {
top: 13.5,
left: 12.13,
fontSize: 15,
fontFamily: 'opensans-lightItalic'
});
canvas.add(text);
I want to clip image, BUT default clipping behaviour just hiding a part of image which out of border. Is there a way to make it visible and set less opacity for overflowed content?
There's one of old clipping examples I told about. It also using lodash to bind clip name to object:
return _.bind(clipByName, pug)(ctx)
Is there a way to replace this functionality with vanilla es5?
I found unclear solution. Again.
Background color of canvas could make an opacity and background image could be clipping object (w/o clipping by itself).
Also, loaded image shoul define globalCompositeOperation set to source-atop.
var canvas = new fabric.Canvas('c');
var clipingRect = new fabric.Rect({
originX: 'left',
originY: 'top',
top: 50,
left: 50,
height: 300,
width: 300,
fill: 'white',
selectable: false
});
canvas.backgroundColor = 'rgba(255,255,0,0.5)';
canvas.setBackgroundImage(clipingRect);
fabric.Image.fromURL('http://placeimg.com/640/480/any', function(fimg) {
canvas.add(fimg.set({
left: 0,
top: 0,
width: canvas.getWidth(),
height: canvas.getHeight(),
globalCompositeOperation: 'source-atop'
}));
});
<script src="https://cdnjs.cloudflare.com/ajax/libs/fabric.js/1.7.12/fabric.min.js"></script>
<canvas id="c" width="400" height="400"></canvas>
could someone please point me in the direction for how to enable double click on fabric images? i came across this solution
FabricJS double click on objects
I am trying to not use FabicjsEx
but i am unable to get anything to work correctly. can someone please let me know the best way to accomplish this?
The best way to accomplish this, is to use fabric.util.addListener method.
Using that you could add a double click event for the canvas element and to restrict it to any particular object ( ie. image ), you would have to check whether you clicked on an image object or not before performing any action.
ᴅᴇᴍᴏ
var canvas = new fabric.Canvas('canvas');
// add image
fabric.Image.fromURL('https://i.imgur.com/Q6aZlme.jpg', function(img) {
img.set({
top: 50,
left: 50
})
img.scaleToWidth(100);
img.scaleToHeight(100);
canvas.add(img);
});
// add rect (for demo)
var rect = new fabric.Rect({
left: 170,
top: 50,
width: 100,
height: 100,
fill: '#07C'
});
canvas.add(rect);
// mouse event
fabric.util.addListener(canvas.upperCanvasEl, 'dblclick', function(e) {
if (canvas.findTarget(e)) {
const objType = canvas.findTarget(e).type;
if (objType === 'image') {
alert('double clicked on a image!');
}
}
});
<script src="https://cdnjs.cloudflare.com/ajax/libs/fabric.js/1.7.9/fabric.js"></script>
<canvas id="canvas" width="320" height="200"></canvas>
I want the user to be able to select a fabric.Textbox and do the rotation, move, resizing etc but not the editing of the text. To edit the text the user must select the textbox object and then activate the textediting (not in fabric).
So what I want is to avoid that the user can edit the text in fabric (like fabric.Text).
Is there any way to do this?
canvas = new fabric.Canvas('canvas');
var shape = new fabric.Textbox('I am a not editable textbox', {width: 200, top:0, left:0, editable: false, cursorWidth: 0});
canvas.add(shape);
<script src="http://www.deltalink.it/andreab/fabric/fabric.js"></script>
<canvas id='canvas' width="500" height="400" style="border:#000 1px solid;"></canvas>
Fabric.js Textbox subclasses IText.
From the IText documentation you can see:
/**
* Indicates whether a text can be edited
* #type Boolean
* #default
*/
editable: true,
Why the cursors still appear is a mystery to me. So I applied a cursorWidth = 0 to temporarily patch the problem.
It is probably an issue with the library itself.
var textboxObj = new fabric.Textbox(selectValue, {
fontSize: 24,
originX: 'center',
originY: 'center',
top: center.top,
left: center.left,
editable: false,
});
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