Until now we have created our own shapes and applied styles to them. One of the more exciting features of is the ability to use images. These can be used to do dynamic photo compositing or as backdrops of graphs, for sprites in games, and so forth. External images can be used in any format supported by the browser, such as PNG, GIF, or JPEG. You can even use the image produced by other canvas elements on the same page as the source!

Using the crossorigin attribute of an element (reflected by the HTMLImageElement.crossOrigin property), you can request permission to load an image from another domain for use in your call to drawImage(). If the hosting domain permits cross-domain access to the image, the image can be used in your canvas without tainting it; otherwise using the image will taint the canvas.


Download Canvas Image Using Javascript


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Just as with normal images, we access other canvas elements using either the document.getElementsByTagName() or document.getElementById() method. Be sure you've drawn something to the source canvas before using it in your target canvas.

If you're only using one external image this can be a good approach, but once you need to track more than one we need to resort to something more clever. It's beyond the scope of this tutorial to look at image pre-loading tactics, but you should keep that in mind.

Once we have a reference to our source image object we can use the drawImage() method to render it to the canvas. As we will see later the drawImage() method is overloaded and has several variants. In its most basic form it looks like this:

In the following example, we will use an external image as the backdrop for a small line graph. Using backdrops can make your script considerably smaller because we can avoid the need for code to generate the background. In this example, we're only using one image, so I use the image object's load event handler to execute the drawing statements. The drawImage() method places the backdrop at the coordinate (0, 0), which is the top-left corner of the canvas.

In this example, we'll use an image as a wallpaper and repeat it several times on the canvas. This is done by looping and placing the scaled images at different positions. In the code below, the first for loop iterates over the rows. The second for loop iterates over the columns. The image is scaled to one third of its original size, which is 50x38 pixels.

Given an image, this function takes the area of the source image specified by the rectangle whose top-left corner is (sx, sy) and whose width and height are sWidth and sHeight and draws it into the canvas, placing it on the canvas at (dx, dy) and scaling it to the size specified by dWidth and dHeight.

The script itself is very simple. Each is assigned an ID attribute, which makes them easy to select using document.getElementById(). We then use drawImage() to slice the rhino out of the first image and scale him onto the canvas, then draw the frame on top using a second drawImage() call.

The code below should be self-explanatory. We loop through the document.images container and add new canvas elements accordingly. Probably the only thing to note, for those not so familiar with the DOM, is the use of the Node.insertBefore method. insertBefore() is a method of the parent node (a table cell) of the element (the image) before which we want to insert our new node (the canvas element).

An element to draw into the context. The specification permits any canvas image source, specifically, an HTMLImageElement, an SVGImageElement, an HTMLVideoElement, an HTMLCanvasElement, an ImageBitmap, an OffscreenCanvas, or a VideoFrame.

The width to draw the image in the destination canvas. This allows scaling of the drawn image. If not specified, the image is not scaled in width when drawn. Note that this argument is not included in the 3-argument syntax.

The height to draw the image in the destination canvas. This allows scaling of the drawn image. If not specified, the image is not scaled in height when drawn. Note that this argument is not included in the 3-argument syntax.

\n An element to draw into the context. The specification permits any canvas image\n source, specifically,\n an HTMLImageElement,\n an SVGImageElement,\n an HTMLVideoElement,\n an HTMLCanvasElement,\n an ImageBitmap,\n an OffscreenCanvas,\n or a VideoFrame.\n

\n The width to draw the image in the destination canvas. This allows\n scaling of the drawn image. If not specified, the image is not scaled in width when\n drawn. Note that this argument is not included in the 3-argument syntax.\n

\n The height to draw the image in the destination canvas. This allows\n scaling of the drawn image. If not specified, the image is not scaled in height when\n drawn. Note that this argument is not included in the 3-argument syntax.\n

If you are loading the image first after the canvas has already been created then the canvas won't be able to pass all the image data to draw the image. So you need to first load all the data that came with the image and then you can use drawImage()

canvas.toDataURL is not working if the original image URL (either relative or absolute) does not belong to the same domain as the web page. Tested from a bookmarklet and a simple javascript in the web page containing the images.Have a look to David Walsh working example. Put the html and images on your own web server, switch original image to relative or absolute URL, change to an external image URL. Only the first two cases are working.

drawImage asks for 9 parameters, first of which is image. We looked and understood that canvas requires a preloaded image to draw and not just a URI to the image. Why does it need that? It will become clear as you read.

You might notice that the resized image looks distorted in a few cases. It is because we are forced 300x300 dimensions. Instead, we should ideally only manipulate one dimension, i.e., height or width, and adjust the other accordingly. 


All this can be done in JavaScript, since you have access to input image original height (img.width) and width using (img.width).

The problem, that I see, is that the image generated in an Excel spreadsheet is getting too large to view easily. Currently you get two graphs, one above the other. I would like to split this into multiple separate pages and on each page show one of the statistic graphs, in a format that is viewable by users who could be using different devices with different screen properties, height/width.

A single graph image is 1359 x 889 pixels.

I have seen somewhere a method of finding the size of the screen in use. I plan to define an HTML Canvas with suitable dimensions so that it fills the screen and then draw the image of the graph, scaling it suit the canvas size. My question is how do you do it? ff782bc1db

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