I need that to crop an image after some transformation and save it. There are a view functions that I found on the internet like: FileReader() or ToBlop(), toDataURL(), getImageData(), but I have no idea how to implement and use them properly in JavaScript.

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.


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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.

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 try to call drawImage() before the image has finished loading, it won't do anything (or, in older browsers, may even throw an exception). So you need to be sure to use the load event so you don't try this before the image has loaded:

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.

One advantage of data URLs is that the resulting image is available immediately without another round trip to the server. Another potential advantage is that it is also possible to encapsulate in one file all of your CSS, JavaScript, HTML, and images, making it more portable to other locations.

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.

Slicing can be a useful tool when you want to make compositions. You could have all elements in a single image file and use this method to composite a complete drawing. For instance, if you want to make a chart you could have a PNG image containing all the necessary text in a single file and depending on your data could change the scale of your chart fairly easily. Another advantage is that you don't need to load every image individually, which can improve load performance.

In this example, we'll use the same rhino as in the previous example, but we'll slice out its head and composite it into a picture frame. The picture frame image is a 24-bit PNG which includes a drop shadow. Because 24-bit PNG images include a full 8-bit alpha channel, unlike GIF and 8-bit PNG images, it can be placed onto any background without worrying about a matte color.

We took a different approach to loading the images this time. Instead of loading them by creating new HTMLImageElement objects, we included them as tags directly in our HTML source and retrieved the images from those. The images are hidden from output by setting the CSS property display to none for those images.

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.

In the final example of this chapter, we'll build a little art gallery. The gallery consists of a table containing several images. When the page is loaded, a element is inserted for each image and a frame is drawn around it.

In this case, every image has a fixed width and height, as does the frame that's drawn around them. You could enhance the script so that it uses the image's width and height to make the frame fit perfectly around it.

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).

As mentioned previously, scaling images can result in fuzzy or blocky artifacts due to the scaling process. You can use the drawing context's imageSmoothingEnabled property to control the use of image smoothing algorithms when scaling images within your context. By default, this is true, meaning images will be smoothed when scaled. ff782bc1db

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