HTML5 Canvas: Get Event when drawing is finished

Like almost all Javascript functions, drawImage is synchronous, i.e. it’ll only return once it has actually done what it’s supposed to do. That said, what it’s supposed to do, like most other DOM calls, is queue-up lists of things to be repainted next time the browser gets into the event loop. There’s no event you … Read more

Drawing PNG to a canvas element — not showing transparency

Don’t forget to add an event listener to the image’s load event. Image loading is something that happens in the background, so when the JavaScript interpreter gets to the canvas.drawImage part it is most likely the image probably will not have loaded yet and is just an empty image object, without content. drawing = new … Read more

How do I load url into Image into DrawImage in Compose UI Android Jetpack?

Staring with 1.0.x the best way to achieve it is to use the Coil-Compose library. Add in your build.gradle the dependency dependencies { implementation(“io.coil-kt:coil-compose:1.3.1”) } Then just use: Image( painter = rememberImagePainter(“your url”), contentDescription = “My content description”, ) This loads the url passed in with rememberImagePainter, and then displays the resulting image using the … Read more

drawImage() not working

You almost have it… You just have to give the image time to load before drawing it. You give an image time to load with this code: var logoImg = new Image(); logoImg.onload = function() { // At this point, the image is fully loaded // So do your thing! }; logoImg.src = “https://stackoverflow.com/questions/15048279/myPic.png”; Here … Read more

Using Web Workers for drawing using native canvas functions

[Edit ~5 years later: some of this is beginning to change, and there are new web platform features that actually allow rendering to a canvas from a Worker! See this blog for more info: https://hacks.mozilla.org/2016/01/webgl-off-the-main-thread/ – the rest of the answer is provided for 2011-era information ;)] Web workers can only calculate, not modify the … Read more

HTML5 canvas drawImage with at an angle

You need to modify the transformation matrix before drawing the image that you want rotated. Assume image points to an HTMLImageElement object. var x = canvas.width / 2; var y = canvas.height / 2; var width = image.width; var height = image.height; context.translate(x, y); context.rotate(angleInRadians); context.drawImage(image, -width / 2, -height / 2, width, height); context.rotate(-angleInRadians); … Read more

How can I draw an image from the HTML5 File API on Canvas?

You have a File instance which is not an image. To get an image, use new Image(). The src needs to be an URL referencing to the selected File. You can use URL.createObjectURL to get an URL referencing to a Blob (a File is also a Blob): http://jsfiddle.net/t7mv6/86/. var ctx = document.getElementById(‘canvas’).getContext(‘2d’); var img = … Read more

How to draw photo with correct orientation in canvas after capture photo by using input[type=’file’] in mobile web browser?

You’ll need to read the exif data and check if exif.Orientation is one of the following: fileReader.onloadend = function() { var exif = EXIF.readFromBinaryFile(new BinaryFile(this.result)); switch(exif.Orientation){ case 8: ctx.rotate(90*Math.PI/180); break; case 3: ctx.rotate(180*Math.PI/180); break; case 6: ctx.rotate(-90*Math.PI/180); break; } };

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