Adjust Canvas Background In Javascript
Solution 1:
This could be achieved in several ways (compositing, clip-path...) but the easiest for such a simple path is probably to use the "evenodd"
fill-rule parameter of fill()
method which will allow us to draw this rectangle with a hole.
The process is simply to draw a first rect the size of the canvas, then, in the same path declaration, draw your own smaller rectangle. The fill-rule will then exclude this smaller inner rectangle from the bigger one.
functiondrawRect() {
ctx.beginPath(); // a single path// the big rectangle, covering the whole canvas
ctx.rect(0, 0, ctx.canvas.width, ctx.canvas.height);
// your smaller, inner rectangle
ctx.setTransform(1, 0, 0, 1, rect.startX + rect.w / 2, rect.startY + rect.h / 2);
ctx.rotate(rect.rotate);
ctx.rect(-rect.w / 2, -rect.h / 2, rect.w, rect.h);
// set the fill-rule to evenodd
ctx.fill('evenodd');
// stroke// start a new Path declaration
ctx.beginPath// redraw only the small rect
ctx.rect(-rect.w / 2, -rect.h / 2, rect.w, rect.h);
ctx.stroke();
}
var canvas = document.getElementById('canvas');
var img = document.getElementById('photo');
var ctx = canvas.getContext('2d');
var rect = {};
var drag = false;
var update = true; // when true updates canvasvar original_source = img.src;
img.src = original_source;
functioninit() {
img.addEventListener('load', function() {
canvas.width = img.width;
canvas.height = img.height;
canvas.addEventListener('mousedown', mouseDown, false);
canvas.addEventListener('mouseup', mouseUp, false);
canvas.addEventListener('mousemove', mouseMove, false);
// set our context's styles here
ctx.fillStyle = 'rgba(0,0,0,.5)';
ctx.strokeStyle = 'white';
ctx.lineWidth = 2;
});
// start the rendering looprequestAnimationFrame(updateCanvas);
}
// main render loop only updates if update is truefunctionupdateCanvas() {
if (update) {
drawCanvas();
update = false;
}
requestAnimationFrame(updateCanvas);
}
// draws a rectangle with rotation // clears canvas sets filters and draws rectanglesfunctiondrawCanvas() {
// restore the default transform as rectangle rendering does not restore the transform.
ctx.setTransform(1, 0, 0, 1, 0, 0);
ctx.clearRect(0, 0, canvas.width, canvas.height);
drawRect()
}
// create new rect add to array functionmouseDown(e) {
rect = {
startX: e.offsetX,
startY: e.offsetY,
w: 1,
h: 1,
rotate: 0,
};
drag = true;
}
functionmouseUp() {
drag = false;
buttons_shown = true;
update = true;
}
functionmouseMove(e) {
if (drag) {
rect.w = (e.pageX - this.offsetLeft) - rect.startX;
rect.h = (e.pageY - this.offsetTop) - rect.startY;
update = true;
}
}
init();
.hide {
display: none !important;
}
canvas {
position: absolute;
left: 0;
right: 0;
top: 0;
bottom: 0;
display: inline-block;
background: rgba(0, 0, 0, 0.3);
}
<divstyle="position: relative; overflow: hidden;display:inline-block;"><imgid="photo"src="http://www.html5canvastutorials.com/demos/assets/darth-vader.jpg" /><canvasid="canvas"></canvas></div><divid="buttons"class="hide"></div>
Solution 2:
Try filling your rect before calling ctx.stroke()
, like this:
ctx.fillStyle = "rgba(255, 255, 255, 0.3)";
ctx.fill();
This will produce similar effect to what you have shown in your question. Now the inside of rectangle has both css and fillStyle
effect, so it's not ideal - for even better effect you would have to fill outside of rect with desired style instead of setting background in css.
Solution 3:
first, draw a full canvas with semi-transparent background, like
ctx.fillStyle = 'rgba(32, 32, 32, 0.7)';
ctx.fillRect(0, 0, width, height);
Then just clear your rectangular form this canvas
ctx.clearRect(x, y, mini_width, mini_height);
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