Created
November 4, 2014 01:00
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Simple MemeMaker Solution Code
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<!DOCTYPE html> | |
<html> | |
<head> | |
<title>MemeMaker-Simple</title> | |
<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0"> | |
<meta name="mobile-web-app-capable" content="yes"> | |
<meta name="apple-mobile-web-app-capable" content="yes"> | |
<style> | |
#image-container { | |
display: flex; | |
} | |
</style> | |
</head> | |
<body> | |
<script> | |
</script> | |
<div> | |
<input type="file" id="file" /> | |
</div> | |
<div id="image-container"> | |
<canvas width="500" height="500"></canvas> | |
<div> | |
<span>Top Line:</span><br/> | |
<input id="topLineText" type="text"><br/> | |
<span>Bottom Line:</span><br/> | |
<input id="bottomLineText" type="text"><br/> | |
<button id="saveBtn">Save</button> | |
</div> | |
</div> | |
<script> | |
function textChangeListener (evt) { | |
var id = evt.target.id; | |
var text = evt.target.value; | |
if (id == "topLineText") { | |
window.topLineText = text; | |
} else { | |
window.bottomLineText = text; | |
} | |
redrawMeme(window.imageSrc, window.topLineText, window.bottomLineText); | |
} | |
function redrawMeme(image, topLine, bottomLine) { | |
// Get Canvas2DContext | |
var canvas = document.querySelector('canvas'); | |
var ctx = canvas.getContext("2d"); | |
if (image != null) | |
ctx.drawImage(image, 0, 0, canvas.width, canvas.height); | |
// Text attributes | |
ctx.font = '30pt Impact'; | |
ctx.textAlign = 'center'; | |
ctx.strokeStyle = 'black'; | |
ctx.lineWidth = 3; | |
ctx.fillStyle = 'white'; | |
if (topLine != null) { | |
ctx.fillText(topLine, canvas.width / 2, 40); | |
ctx.strokeText(topLine, canvas.width / 2, 40); | |
} | |
if (bottomLine != null) { | |
ctx.fillText(bottomLine, canvas.width / 2, canvas.height - 20); | |
ctx.strokeText(bottomLine, canvas.width / 2, canvas.height - 20); | |
} | |
} | |
function saveFile() { | |
window.open(document.querySelector('canvas').toDataURL()); | |
} | |
function handleFileSelect(evt) { | |
var canvasWidth = 500; | |
var canvasHeight = 500; | |
var file = evt.target.files[0]; | |
var reader = new FileReader(); | |
reader.onload = function(fileObject) { | |
var data = fileObject.target.result; | |
// Create an image object | |
var image = new Image(); | |
image.onload = function() { | |
window.imageSrc = this; | |
redrawMeme(window.imageSrc, null, null); | |
} | |
// Set image data to background image. | |
image.src = data; | |
console.log(fileObject.target.result); | |
}; | |
reader.readAsDataURL(file) | |
} | |
window.topLineText = ""; | |
window.bottomLineText = ""; | |
var input1 = document.getElementById('topLineText'); | |
var input2 = document.getElementById('bottomLineText'); | |
input1.oninput = textChangeListener; | |
input2.oninput = textChangeListener; | |
document.getElementById('file').addEventListener('change', handleFileSelect, false); | |
document.querySelector('button').addEventListener('click', saveFile, false); | |
</script> | |
</body> | |
</html> |
HI i am just learning canvas , why do we redraw image on the canvas every-time then the text changes , cant we use save and restore so that the image is not redrawn always
Thanks very much but the save button doesn't work.I am using Google chrome by the way.
For anyone having trouble getting this going on Chrome, try replacing saveFile()
with:
function saveFile() {
var win = window.open();
win.document.write('<iframe src="' + document.querySelector('canvas').toDataURL() + '" frameborder="0" style="border:0; top:0px; left:0px; bottom:0px; right:0px; width:100%; height:100%;" allowfullscreen></iframe>');
}
Who are facing issue on save button use this code..
function saveFile() {
const src = document.querySelector("canvas").toDataURL();
var newTab = window.open();
newTab.document.body.innerHTML = `<img src="${src}" />`;
}
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In case you're having trouble, I had to use Safari to get the canvas to open in a new window. Chrome wasn't working.