How to draw custom dynamic billboards in Cesium.js - svg

I'm currently using Cesium for a mapping application, and I have a requirement to have status indicators for each item I'm plotting (for example, if the item I'm plotting is an airplane, then I need to have a fuel status indicator). I can't use Cesium's drawing tools to do this because they are drawn using geographic locations, but I need my status indicators to simply be located near the billboard and not get farther away from the billboard as users zoom in and out.
Cesium's CZML documentation states that the billboard's "image" property can take a data URI, so I figured the easiest way to handle this would be for me to create an SVG path on the fly and embed it in the image property, but when I do this in Cesium, it does not show up. For example, I tried a simple test like this:
"data:image/svg+xml,<svg viewBox='0 0 40 40' height='25' width='25'
xmlns='http://www.w3.org/2000/svg'><path fill='rgb(91, 183, 91)' d='M2.379,
14.729L5.208,11.899L12.958,19.648L25.877,6.733L28.707,9.561L12.958,25.308Z'
/></svg>"
When that didn't show up, I tried just simple HTML and text values, like this:
"data:,Hello%2C%20World!"
and:
"data:text/html,%3Ch1%3EHello%2C%20World!%3C%2Fh1%3E"
but those don't show up either. I am able to get a png to show up if I put the base64 string in the data URI, as well as a path to an image stored on the server, but I really need to be able to draw custom images on the fly. I can't use a fixed set of pre-generated images set with various statuses as a hack (I can explain why if anyone wants those details :) ).
Does anyone know if there's something I'm doing wrong here, or if there is another way to accomplish what I need to do?
Edit Just wanted to add that I am using Firefox version 29 and it normally has no problem displaying the non-encoded embedded SVGs like that. Just in case, that's one of the reasons I was also trying simple HTML or text.
Edit2 I am using CZML streaming from the back end to plot my items, here is a simple test example showing where I am trying to put the image information:
{
"id":"test",
"billboard" : {
"image" : "data:image/svg+xml,<svg viewBox='0 0 40 40' height='25' width='25' xmlns='http://www.w3.org/2000/svg'><path fill='rgb(91, 183, 91)' d='M2.379,
14.729L5.208,11.899L12.958,19.648L25.877,6.733L28.707,9.561L12.958,25.308Z'
/></svg>",
"show" : [ {"boolean" : true} ]
},
"position":{
"cartographicDegrees":[0.0, 0.0, 0.0]
},
"label":{"text":"TEST"},
}
If I put a base64 png string in there, or a path to a static image file, it works fine.
Thank you!

Simple JS code to insert SVG into cesium
// create the svg image string
var svgDataDeclare = "data:image/svg+xml,";
var svgCircle = '<circle cx="10" cy="10" r="5" stroke="black" stroke-width="3" fill="red" /> ';
var svgPrefix = '<svg version="1.1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0px" y="0px" width="40px" height="40px" xml:space="preserve">';
var svgSuffix = "</svg>";
var svgString = svgPrefix + svgCircle + svgSuffix;
// create the cesium entity
var svgEntityImage = svgDataDeclare + svgString;
viewer.entities.add({
position: Cesium.Cartesian3.fromDegrees(-80.12, 25.46),
billboard: {
image: svgEntityImage
}
});
// test the image in a dialog
$("#dialog").html(svgString );
$("#dialog").dialog({
position: {my: "left top", at: "left bottom"}
});

My method to accomplish this is to create a canvas element, add text to it, crop it and convert that result into a data URL. It works great and it's quick.
I'm not using CZML, but this is how I did it:
buildImage:function(text,text2){
var self = this;
var canvas = new Element('canvas',{width:500,height:500});
var ctx = canvas.getContext("2d");
ctx.font = "bold 16px monospace";
ctx.fillText(text, 60, 20);
ctx.fillText(text2, 60, 50);
imagedata = self.cropCanvas(canvas,ctx);
return imagedata;
},
cropCanvas:function(canvas,ctx){
ww = canvas.width;
wh = canvas.height;
imageData = ctx.getImageData(0, 0, ww, wh);
var topLeftCorner = {};
topLeftCorner.x = 9999;
topLeftCorner.y = 9999;
var bottomRightCorner = {};
bottomRightCorner.x = -1;
bottomRightCorner.y = -1;
for (y = 0; y < wh; y++) {
for (x = 0; x < ww; x++) {
var pixelPosition = (x * 4) + (y * wh * 4);
a = imageData.data[pixelPosition+3]; //alpha
if (a > 0) {
if (x < topLeftCorner.x) {
topLeftCorner.x = x;
}
if (y < topLeftCorner.y) {
topLeftCorner.y = y;
}
if (x > bottomRightCorner.x) {
bottomRightCorner.x = x;
}
if (y > bottomRightCorner.y) {
bottomRightCorner.y = y;
}
}
}
}
topLeftCorner.x -= 2;
topLeftCorner.y -= 2;
bottomRightCorner.x += 2;
bottomRightCorner.y += 2;
relevantData = ctx.getImageData(topLeftCorner.x, topLeftCorner.y, bottomRightCorner.x -topLeftCorner.x, bottomRightCorner.y - topLeftCorner.y);
canvas.width = bottomRightCorner.x - topLeftCorner.x;
canvas.height = bottomRightCorner.y - topLeftCorner.y;
ww = canvas.width;
wh = canvas.height;
ctx.clearRect(0,0,ww,wh);
ctx.putImageData(relevantData, 0, 0);
return canvas.toDataURL();
}
These are two methods of a MooTools class, but can be easily rewritten into whatever framework (or no framework) you need.

Drawing an SVG does work as I expected it to, but I believe I may have just been getting one of the size elements wrong (height/width or x, y). Whenever those values don't match up just right, the image isn't shown because it's outside of the view area I've defined for it.
Note that I never did get the simple html example work, but that's not what I needed anyway, so I didn't pursue it further.

Related

Pixi JS fill behaviour vs SVG fill behaviour

I'm wondering if there's a way to get the behaviour of Pixi.JS's Graphics API to fill the same way SVG paths are filled. I am guessing there may not be a quick-fix way to do this.
Basically, in SVGs when a path with a fill crosses over itself, the positive space will automatically get filled, whereas in the Pixi.JS Graphics API, if the path crosses itself it seems to try and fill the largest outside space.
This is quite difficult to explain in text so here is a codepen to show the differences between the two and how the same data will cause them to render in different ways.
And so you can see the code, here is my SVG:
<svg width="800" height="600" viewBox="0 0 800 600" xmlns="http://www.w3.org/2000/svg" style="background-color:#5BBA6F">
<path style="fill: #E74C3C; stroke:black; stroke-width:3" d="M 200 200 L 700 200 L 600 400 L 500 100 z" />
</svg>
And here is the Pixi.js implementation:
import * as PIXI from "https://cdn.skypack.dev/pixi.js";
const app = new PIXI.Application({
width: 800,
height: 600,
backgroundColor: 0x5bba6f
});
app.start();
document.getElementById("root").appendChild(app.view)
const lineData = {
color: 0xe74c3c,
start: [200, 200],
lines: [
[700, 200],
[600, 400],
[500, 100],
]
};
const { start, lines, color } = lineData;
const g = new PIXI.Graphics();
if (g) {
g.clear();
g.lineStyle({width:3})
g.beginFill(color);
g.moveTo(start[0], start[1]);
lines.map((l) => g.lineTo(l[0], l[1]));
g.closePath();
g.endFill();
app.stage.addChild(g);
}
Thanks for taking a look.
Here's our answer (it was right there in the Pixi.js issues).
To get this behaviour you need to change the "PIXI.graphicsUtils.buildPoly.triangulate" function and pull in another library called "Tess2".
import Tess2 from 'https://cdn.skypack.dev/tess2';
function triangulate(graphicsData, graphicsGeometry)
{
let points = graphicsData.points;
const holes = graphicsData.holes;
const verts = graphicsGeometry.points;
const indices = graphicsGeometry.indices;
if (points.length >= 6)
{
const holeArray = [];
// Comming soon
for (let i = 0; i < holes.length; i++)
{
const hole = holes[i];
holeArray.push(points.length / 2);
points = points.concat(hole.points);
}
console.log(points)
// Tesselate
const res = Tess2.tesselate({
contours: [points],
windingRule: Tess2.WINDING_ODD ,
elementType: Tess2.POLYGONS,
polySize: 3,
vertexSize: 2
});
if (!res.elements.length)
{
return;
}
const vrt = res.vertices;
const elm = res.elements;
const vertPos = verts.length / 2;
for (var i = 0; i < res.elements.length; i++ )
{
indices.push(res.elements[i] + vertPos);
}
for(let i = 0; i < vrt.length; i++) {
verts.push(vrt[i]);
}
}
}
Then extend the Pixi.js graphics class like this:
class TessGraphics extends PIXI.Graphics {
render(r) {
PIXI.graphicsUtils.buildPoly.triangulate = triangulate;
super.render(r);
}
}
I've updated the codepen to contain the broken version and the fixed version.
Not exactly a super easy fix. But hey I'm excited it's going!

Polygon rendering with pixijs

I'm trying to display more than 6000 Polygons on a mobile device.
Currently, I'm doing this with SVG paths in Android WebView using the d3.js library.
It works but I have to deal with performance issues, my map becomes very laggy when I drag my map or zoom.
My Idea now is to try the same with pixijs. My data comes originally from ESRI Shapefiles. I'm convert these Shapefiles to GeoJSON and then to SVG. My array of vertices looks like this, which I'm trying to pass to the drawPolygon function
0: 994.9867684400124
1: 22.308409862458518
2: 1042.2789743912592
3: 61.07148769269074
But when I try to render these polygon nothing being displayed. This is my code:
var renderer = PIXI.autoDetectRenderer(1800, 1800, { backgroundColor: 0x000000, antialias: true });
document.body.appendChild(renderer.view);
var stage = new PIXI.Container();
var graphics = new PIXI.Graphics();
var totalShapes = feat.features.length;
for (var i = 1; i <= totalShapes -1; i++) {
var shape = feat.features[i];
var geometry = shape.geometry.bbox;
graphics.beginFill(0xe74c3c);
graphics.drawPolygon([ geometry]);
graphics.endFill();
stage.addChild(graphics);
renderer.render(stage);
}
Can someone help me or could suggest me a different way?
I have not seen that way of initializing a pixie project.
Usually you add the application to the html document like:
var app = new PIXI.Application({
width: window.innerWidth,
height: window.innerHeight,
backgroundColor: 0x2c3e50
});
document.body.appendChild(app.view);
If you do this you can add your draw calls to the setup of the application:
app.loader.load(startup);
function startup()
{
var g = new PIXI.Graphics();
g.beginFill(0x5d0015);
g.drawPolygon(
10, 10, 120, 100, 120, 200, 70, 200
);
g.endFill();
app.stage.addChild(g);
}
This will render the polygon once.

jquery: fancybox 3, responsive image maps and zoomable content

I want to use image-maps inside fancybox 3. Goal is to display mountain panoramas, where the user could point on a summit and get name and data. The usual recommendation is to use a SVG based image map for this like in this pen. Due to the size of the images the fancybox zoom functionality is important.
While fancybox will display SVGs as an image like in this pen it is not possible to use the <image> tag with an external source inside the SVG file. Even worse: SVG files used as source of an <img> tag would not show the map functionality (see this question).
I tried to replace the <img> tag in fancybox with an <object> tag using the SVG file as data attribute. This shows the image with the map functionality correctly but fancybox won't zoom it any more.
So eventually the question boils down to how I can make an <object> (or an inline SVG or an iframe) zoomable just like an image in fancybox 3.
I'm open to other solutions as well. I only want to use fancybox to keep the appearance and usage the same as other image galleries on the same page. I'd even use an old style <map>, where I would change the coords using jquery to have it responsive. I tried that, attaching the map manually in developer tools as well as programmatically in afterLoad event handler, but apparently this doesn't work in fancybox 3 either.
The areas are polygons, so using positioned div's as overlays is no solution.
Edit: I just discovered that I can replace <img> with a <canvas> in fancybox without loosing the zoom and drag functionality. So in theory it would be possible to use canvas paths and isPointInPath() methode. Unfortunately I need more than one path, which requires the Path2D object, which is not available in IE...
Since all options discussed in the question turned out to be not feasible and I found the pnpoly point in polygon algorithm, I did the whole thing on my own. I put the coordinates as percentages (in order to be size-independent) in an array of javascript objects like so:
var maps = {
alpen : [
{type:'poly',name:'Finsteraarhorn (4274m)',vertx:[56.48,56.08,56.06,56.46], verty:[28.5,28.75,40.25,40.25]},
{type:'rect',name:'Fiescherhörner (4049m)',coords:[58.08,29.5,59.26,43.5]},
{type:'poly',name:'Eiger (3970m)',vertx:[61.95,61.31,61.31,60.5,60.5], verty:[43,35.25,30.25,30.25,45.5]}
]
}; // maps
Since the pnpoly function requires the vertices for x and y separately I provide the coordinates this way already.
The Id of the map is stored in a data attribute in the source link:
<a href="/img/bilder/Alpen.jpg" data-type='image' data-Id='alpen' data-fancybox="img" data-caption="<h5>panorama of the alps from the black forest Belchen at sunset</h5>">
<img src="/_pano/bilder/Alpen.jpg">
</a>
CSS for the tooltip:
.my-tooltip {
color: #ccc;
background: rgba(30,30,30,.6);
position: absolute;
padding: 5px;
text-align: left;
border-radius: 5px;
font-size: 12px;
}
pnpoly and pnrect are provided as simple functions, the handling of that all is done in the afterShow event handler:
// PNPoly algorithm checkes whether point in polygon
function pnpoly(vertx, verty, testx, testy) {
var i, j, c = false;
var nvert = vertx.length;
for(i=0, j=nvert-1; i<nvert; j=i++) {
if (((verty[i] > testy) != (verty[j] > testy)) &&
(testx < (vertx[j] - vertx[i]) * (testy - verty[i]) / (verty[j] - verty[i]) + vertx[i])) {
c = !c;
}
}
return c;
}
// checks whether point in rectangle
function pnrect(coords,testx,testy) {
return ((testx >= coords[0]) && (testx <= coords[2]) && (testy >= coords[1]) && (testy <= coords[3]));
}
$("[data-fancybox]").fancybox({
afterShow: function( instance, slide ) {
var map = maps[$(slide.opts.\$orig).data('id')]; // Get map name from source link data-ID
if (map && map.length) { // if map present
$(".fancybox-image")
.after("<span class='my-tooltip' style='display: none'></span>") // append tooltip after image
.mousemove(function(event) { // create mousemove event handler
var offset = $(this).offset(); // get image offset, since mouse coords are global
var perX = ((event.pageX - offset.left)*100)/$(this).width(); // calculate mouse coords in image as percentages
var perY = ((event.pageY - offset.top)*100)/$(this).height();
var found = false;
var i;
for (i = 0; i < map.length; i++) { // loop over map entries
if (found = (map[i].type == 'poly') // depending on area type
?pnpoly(map[i].vertx, map[i].verty, perX, perY) // look whether coords are in polygon
:pnrect(map[i].coords, perX, perY)) // or coords are in rectangle
break; // if found stop looping
} // for (i = 0; i < map.length; i++)
if (found) {
$(".my-tooltip")
.css({bottom: 'calc(15px + '+ (100 - perY) + '%'}) // tooltip 15px above mouse coursor
.css((perX < 50) // depending on which side we are
?{right:'', left: perX + '%'} // tooltip left of mouse cursor
:{right: (100 - perX) + '%', left:''}) // or tooltip right of mouse cursor
.text(map[i].name) // set tooltip text
.show(); // show tooltip
} else {
$(".my-tooltip").hide(); // if nothing found: hide.
}
});
} else { // if (map && map.length) // if no map present
$(".fancybox-image").off('mousemove'); // remove event mousemove handler
$(".my-tooltip").remove(); // remove tooltip
} // else if (map && map.length)
} // function( instance, slide )
});
Things left to do: Find a solution for touch devices, f.e. provide a button to show all tooltips (probably rotated 90°).
As soon as the page is online I'll provide a link here to see it working...

signature-pad - resize not working

i'm using the signature-pad plugin and i'm having some issues whith the resize event:
- Multiple resizes lead to a loss in quality and the signature "moves" at each resize of the browser window ending with no signature in canvas.
- In some cases, the isEmpty() function wont work and i'll be able to save the empty signature.
Optional question : how can i detect an empty signature on php side ?
Thank you :)
Below my code :
$(window).resize(function() {
resizeCanvas();
});
var wrapper1 = document.getElementById("signature-pad"),
clearButton1 = wrapper1.querySelector("[data-action=clear]"),
canvas1 = wrapper1.querySelector("canvas"),
signaturePad1;
var wrapper2 = document.getElementById("signature-pad-paraphe"),
clearButton2 = wrapper2.querySelector("[data-action=clear]"),
canvas2 = wrapper2.querySelector("canvas"),
signaturePad2;
// Adjust canvas coordinate space taking into account pixel ratio,
// to make it look crisp on mobile devices.
// This also causes canvas to be cleared.
signaturePad1 = new SignaturePad(canvas1);
signaturePad2 = new SignaturePad(canvas2);
function resizeCanvas() {
//Sauvegarde sig / par
var sig = signaturePad1.toDataURL();
var par = signaturePad2.toDataURL();
var ratio = Math.max(window.devicePixelRatio || 1, 1);
canvas1.width = canvas1.offsetWidth * ratio;
canvas1.height = canvas1.offsetHeight * ratio;
canvas1.getContext("2d").scale(ratio, ratio);
canvas2.width = canvas2.offsetWidth * ratio;
canvas2.height = canvas2.offsetHeight * ratio;
canvas2.getContext("2d").scale(ratio, ratio);
// redraw
signaturePad1.fromDataURL(sig);
signaturePad2.fromDataURL(par);
}
window.onresize = resizeCanvas;
resizeCanvas();
// Init -> retourne la bonne valeur de isEmpty -> !!? Not sure if needed
signaturePad1.clear();
signaturePad2.clear();
var signature = $('#confirm_delete_signature').val();
if(signature){
signaturePad1.fromDataURL(signature);
}
var paraphe = $('#confirm_delete_paraphe').val();
if(paraphe){
signaturePad2.fromDataURL(paraphe);
}
clearButton1.addEventListener("click", function (event) {
signaturePad1.clear();
});
clearButton2.addEventListener("click", function (event) {
signaturePad2.clear();
});
Here is i developed a little solution;
Here are two key DOM elements:
div#id_wrapper
canvas#id
Considered it may be applied at devices with different devicePixelRatio and on screens changins theirs width (f.i.: portrait-landscape orientation).
export class FlexSignatureComponent extends React.Component {
state = {
width: 0,
lines: [],
storedValue: undefined,
validationClass: '', // toggles between 'is-invalid'/'is-valid'
validationMessage: ''
}
The lib initiation is right after the component got loaded:
componentDidMount = () => {
this.signPad = new SignaturePad(document.getElementById(this.props.htmlid), {
onEnd: this.onChangeSignaturePad,
backgroundColor: '#fff'
});
if (this.valueHolder.current.value) {
const data = JSON.parse(this.valueHolder.current.value);
this.state.lines = data.value;
this.state.width = 100;
}
//you need the next workarounds if you have other onWidnowResize handlers manarging screen width
//setTimeout-0 workaround to move windowResizeHandling at the end of v8-enging procedures queue
// otherwise omit setTimeout and envoke func as it is
setTimeout(this.handleWindowResize, 0);
window.addEventListener("resize", () => setTimeout(this.handleWindowResize, 0));
}
First handle window resize change
handleWindowResize = () => {
if (this.state.storedValue) {
const prevWrapperWidth = this.state.width;
const currentWrapperWidth = $(`#${this.props.htmlid}_wrapper`).width();
const scale = prevWrapperWidth / currentWrapperWidth;
this.state.width = currentWrapperWidth;
this.setRescaledSignature(this.state.lines, scale);
this.resetCanvasSize();
this.signPad.fromData(this.state.lines)
} else
this.resetCanvasSize()
}
Second rescaleSignature to another width
setRescaledSignature = (lines, scale) => {
lines.forEach(line => {
line.points.forEach(point => {
point.x /= scale;
point.y /= scale;
});
});
}
Finally updated canvas size
resetCanvasSize = () => {
const canvas = document.getElementById(this.props.htmlid);
canvas.style.width = '100%';
canvas.style.height = canvas.offsetWidth / 1.75 + "px";
canvas.width = canvas.offsetWidth * devicePixelRatio;
canvas.height = canvas.offsetHeight * devicePixelRatio;
canvas.getContext("2d").scale(devicePixelRatio, devicePixelRatio);
}
Here we on every change add new drawn line to this.state.lines
and prepare the lines to be submited as json.
But before the submission they need to create deepCopy and to be rescaled to conventional size (its width is equal 100px and DPR is 1)
onChangeSignaturePad = () => {
const value = this.signPad.toData();
this.state.lines = value;
const currentWrapperWidth = $(`#${this.props.htmlid}_wrapper`).width();
const scale = currentWrapperWidth / 100;
const ratio = 1 / devicePixelRatio;
const linesCopy = JSON.parse(JSON.stringify(value));
this.setRescaledSignature(linesCopy, scale, ratio);
const data = {
signature_configs: {
devicePixelRatio: 1,
wrapper_width: 100
},
value: linesCopy
};
this.state.storedValue = JSON.stringify(data);
this.validate()
}
One more thing is the red button to swipe the previous signatures
onClickClear = (e) => {
e.stopPropagation();
this.signPad.clear();
this.valueHolder.current.value = null;
this.validate()
}
render() {
let {label, htmlid} = this.props;
const {validationClass = ''} = this.state;
return (
<div className="form-group fs_form-signature">
<label>{Label}</label>
<div className="fs_wr-signature">
<button className={'fs_btn-clear'} onClick={this.onClickClear}>
<i className="fas fa-times"></i>
</button>
<div id={htmlid + '_wrapper'} className={`w-100 fs_form-control ${validationClass}`}>
<canvas id={htmlid}/>
</div>
</div>
<div className={' invalid-feedback fs_show-feedback ' + validationClass}>Signature is a mandatory field</div>
</div>
)
}
postWillUnmount() {
this.signPad.off();
}
the used lib signature pad by szimek
Used React and Bootstrap and some custome styles
the result would be
You didn't provide a full example, or much explanation of the code, so it's hard to tell what all is going on here, but I'll do my best to give as full an answer as I can.
Saving
First, if I understand the docs correctly, $(window).resize will be triggered at the same time as window.onresize. You use both. That might be causing some issues, maybe even the issues with saving.
The following code is run once, and I'm not sure what it's supposed to do:
var signature = $('#confirm_delete_signature').val();
if(signature){
signaturePad1.fromDataURL(signature);
}
var paraphe = $('#confirm_delete_paraphe').val();
if(paraphe){
signaturePad2.fromDataURL(paraphe);
}
It looks like it's supposed to be deleting the signature (since the selector is #confirm_delete_signature), but it instead, it's restoring a signature from some data stored in the node as a string. That might be causing issues too.
That said, I'm not sure why saving isn't working, but I can't find the code of your saving function, so it's very hard to say. Maybe I missed something.
I'm not familiar with php, sorry.
Resizing
For resizing, I think the React version that #Alexey Nikonov made might work with React (I didn't run it). You have to scale the positions of the points of the lines along with the changing size of the canvas.
I wanted a version closer to vanilla js, so I recreated it with just signature_pad v4.1.4 and jQuery at https://jsfiddle.net/j2Lurpd5/1/ (with an improvement to ratio calculation).
The code is as follows, though it doesn't have a button to clear the canvas:
<div id="wrapper">
<canvas id="pad" width="200" height="100"></canvas>
</div>
canvas {
border: red 1px solid;
}
// Inspiration: https://stackoverflow.com/a/60057521
// Version with no React
const canvas = document.querySelector('#pad');
const signPad = new SignaturePad(canvas);
// Doesn't work without the #wrapper. Probably because #pad
// needs it to be able to be 100% of it. Not sure exactly
// why that makes a difference when #wrapper doesn't have
// a width set on it. Though #pad alone does work after the
// first resize.
let prevWidth = $('#wrapper').width();
let lines = [];
setTimeout(resizeSignatureAndCanvas, 0);
window.addEventListener("resize", () => setTimeout(resizeSignatureAndCanvas, 0));
window.addEventListener("orientationchange", () => setTimeout(resizeSignatureAndCanvas, 0));
function resizeSignatureAndCanvas () {
// Get the current canvas contents
lines = signPad.toData();
// if there are no lines drawn, don't need to scale them
if ( signPad.isEmpty() ) {
// Set initial size
resizeCanvas();
} else {
// Calculate new size
let currentWidth = $('#wrapper').width();
let scale = currentWidth / prevWidth;
prevWidth = currentWidth; // Prepare for next time
// Scale the contents along with the width
setRescaledSignature(lines, scale);
// Match canvas to window size/device change
resizeCanvas();
// Load the adjusted canvas contents
signPad.fromData(lines);
}
};
// This is really the key to keeping the contents
// inside the canvas. Getting the scale right is important.
function setRescaledSignature (lines, scale) {
lines.forEach(line => {
line.points.forEach(point => {
// Same scale to avoid warping
point.x *= scale;
point.y *= scale;
});
});
};
function resizeCanvas () {
/** Have to resize manually to keep the canvas the width of the
* window without distorting the location of the "pen". */
// I'm not completely sure of everything in here
const canvas = $('#pad')[0];
// Not sure why we need both styles and props
canvas.style.width = '100%';
canvas.style.height = (canvas.offsetWidth / 1.75) + 'px';
// When zoomed out to less than 100%, for some very strange reason,
// some browsers report devicePixelRatio as less than 1
// and only part of the canvas is cleared then.
let ratio = Math.max(window.devicePixelRatio || 1, 1);
// This part causes the canvas to be cleared
canvas.width = canvas.offsetWidth * ratio;
canvas.height = canvas.offsetHeight * ratio;
canvas.getContext("2d").scale(ratio, ratio);
};
As you can see from my notes, I'm not completely sure why every part works, but from what I can tell it does preserve the behavior of the version that #Alexey Nikonov made.

Convert SVG to PNG and maintain CSS integrity

I am currently using canvg() and Canvas2Image to copy my SVG to a canvas and then convert the canvas to PNG. I would like to maintain the image format and not use PDF.
How can I maintain the CSS integrity? Chart is made using NVD3.js.
downloadPhoto: function() {
var chartArea = document.getElementsByTagName('svg')[0].parentNode;
var svg = chartArea.innerHTML;
var canvas = document.createElement('canvas');
canvas.setAttribute('width', chartArea.offsetWidth);
canvas.setAttribute('height', chartArea.offsetHeight);
canvas.setAttribute('display', 'none');
canvas.setAttribute(
'style',
'position: absolute; ' +
'top: ' + (-chartArea.offsetHeight * 2) + 'px;' +
'left: ' + (-chartArea.offsetWidth * 2) + 'px;');
document.body.appendChild(canvas);
canvg(canvas, svg);
Canvas2Image.saveAsPNG(canvas);
canvas.parentNode.removeChild(canvas);
}
Style definitions for svg elements defined in stylesheets are not applied to the generated canvas. This can be patched by adding style definitions to the svg elements before calling canvg.
Inspired on this article, I've created this:
function generateStyleDefs(svgDomElement) {
var styleDefs = "";
var sheets = document.styleSheets;
for (var i = 0; i < sheets.length; i++) {
var rules = sheets[i].cssRules;
for (var j = 0; j < rules.length; j++) {
var rule = rules[j];
if (rule.style) {
var selectorText = rule.selectorText;
var elems = svgDomElement.querySelectorAll(selectorText);
if (elems.length) {
styleDefs += selectorText + " { " + rule.style.cssText + " }\n";
}
}
}
}
var s = document.createElement('style');
s.setAttribute('type', 'text/css');
s.innerHTML = "<![CDATA[\n" + styleDefs + "\n]]>";
//somehow cdata section doesn't always work; you could use this instead:
//s.innerHTML = styleDefs;
var defs = document.createElement('defs');
defs.appendChild(s);
svgDomElement.insertBefore(defs, svgDomElement.firstChild);
}
// generate style definitions on the svg element(s)
generateStyleDefs(document.getElementById('svgElementId'));
The key thing here is that all the style rules need to be part of the SVG, not in external style files. So you would need to go through all the CSS for NVD3 and set all of those attributes in the code. Anything that is set via an external stylesheet will be ignored.
just to make #Lars Kotthoff's answer more concrete. "example of how to export a png directly from an svg" has a working example. the code snippet/gist tries to first apply all css to the svg inline and then draw the image on the canvas and export the data as png. (internally it adopted svg-crowbar code). and i apply the technique in my project and it works smoothly - a download button that can download the svg image rendered using nvd3.

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