- Canvas Draw 6 0 24 X
- Canvas Draw 6 0 24 Npjpi160 24 Dll
- Canvas Draw 6 0 24 Snowblower
- Windows Draw 6
- Canvas Draw 6 0 24 1
Table of contents 2021 Getting Started Guide Getting Started Guide (PDF) Canvas X Draw Help Canvas X Draw User Guide (PDF) Supported File Formats Canvas X Draw for Windows can import and access data in over 70 file formats.
- Adding metadata requires Cairo 1.16.0 or later. Applies to PDF canvases only. Creates a ReadableStream that emits the encoded PDF. Canvas.toBuffer also produces an encoded PDF, but createPDFStream can be used to reduce memory usage. Canvas#toDataURL This is a standard API, but several non-standard calls are supported.
- The Micromax Canvas 6 is the better sibling of the Canvas 6 Pro. This is due to the metal body, fingerprint sensor and better battery life of the device.
Canvas Draw 6 0 24 X
In this article, we grasp the very basics of a canvas. We learn every piece of knowledge that is needed to create a simple drawing app that can also save our images and load them back to the editor.
The basics of a canvas
Canvas Draw 6 0 24 Npjpi160 24 Dll
With the <canvas> element, we can draw images using JavaScript. The above gives us many possibilities, limited by what you can imagine and put into life with your code. When you put the <canvas> in your page, you start with a blank rectangle with its size defined by the width and height – those are the only canvas-specific attributes.
As you can see, you can also put something inside of the <canvas> tag – if you do so, it acts as a fallback in case the browser does not support it. The chances of that happening are pretty slim though! The only culprit seems to be the Internet Explorer in version 8 and older.
caniuse.com
Since we need to access the canvas from our code, let's give it an id.
id='canvas'width='500'height='500'> |
2 | constcanvas=document.getElementById('canvas'); |
I'm using the window.onload here to make sure that our DOM tree is ready
Once we've got the canvas, we can access its context. It is a rendering context for our drawing surface, and we use it to draw any shape. Today we focus on 2D graphics, that's we use the CanvasRenderingContext2D interface.
Let's start by drawing some simple rectangles. To do this, we use the fillRect function.
This gives us our first rectangle! The arguments of a function are:
- x-coordinate of the upper-left corner
- y-coordinate of the upper-left corner
- width of the rectangle
- height of the rectangle
As you can see, there is no argument for the color. The above is because we need to set it separately and to do that, we set the fillStyle attribute.
2 4 | context.fillRect(0,0,50,50); context.fillStyle='blue'; |
The fillStyle property accepts different ways of specifying the color
There are many other different ways to draw shapes and define how they look, such as the strokeStyle.
Drawing on the canvas
To draw on the canvas, we need to attach some event listeners. Let's start with mousedown.
When to start drawing
The mousedown
event is fired at an Element
when a pointing device button is pressed while the pointer is inside the element.
2 4 6 8 10 12 | constcanvas=document.getElementById('canvas'); canvas.addEventListener('mousedown',startDrawing); isDrawing=true; |
As soon as someone presses a mouse inside of our canvas, we want to start drawing!
When to stop drawing
Another event that we need is the mouseup. Appgenome 1 4 – create your own url based apps.
The mousedown
event is fired at an Element
Hand of fate 2 (2017). when a pointing device button is pressed while the pointer is inside the element.
2 | isDrawing=true; |
The drawing itself
In our simple example, we draw a rectangle every time the mouse moves if the previous conditions are met: the user hovers over the canvas and he clicked a mouse once. To do that, we need the mousemove event.
The mousemove
event is fired at an element when a pointing device (usually a mouse) is moved while the cursor's hotspot is inside it.
2 | constcontext=canvas.getContext('2d'); canvas.addEventListener('mousemove',(event)=>draw(event,context)); |
2 4 | if(isDrawing){ } |
As you can see, in this example, I use an arrow function because I want to pass both the event and the context to the draw function.
The event.pageX and event.pageY are coordinates of the cursor relative to the left edge of the entire document. This means that if the canvas is not in the top left corner of the page, it is not accurate. To account for it, we can use the getBoundingClientRect function.
2 4 6 8 | if(isDrawing){ constrect=canvas.getBoundingClientRect(); context.fillRect(event.pageX-rect.left,event.pageY-rect.top,2,2); } |
And thanks to that, we have a fully working functionality of drawing on a canvas!
Saving and loading images
Canvas Draw 6 0 24 Snowblower
To save and load images, we need a button and an input first.
2 4 6 8 | save <input id='load' accept='image/png' |
Saving an image
To save an image, we use the toDataUrl function. It returns the data in the URI format that contain the representation of the image in the type that we choose.
2 4 6 | constcanvas=document.getElementById('canvas'); saveButton.addEventListener('click',()=>save(canvas)); |
2 4 6 | constdata=canvas.toDataURL('image/png'); anchor.href=data; anchor.click(); |
In the save function, we create a dummy anchor, then attach the data, define a filename, and initiate the download.
Loading an image
To load an image, we listen for the change event of the input.
2 4 6 | constcanvas=document.getElementById('canvas'); constloadInput=document.getElementById('load'); loadInput.addEventListener('change',(event)=>load(event,canvas)); |
Since the input stores the files in an array, we need to choose the last element:
2 | return[...event.target.files].pop(); |
When we have the file, we need to read it to interpret it accurately. To do it, we need the File Reader.
As you can see, there is no argument for the color. The above is because we need to set it separately and to do that, we set the fillStyle attribute.
2 4 | context.fillRect(0,0,50,50); context.fillStyle='blue'; |
The fillStyle property accepts different ways of specifying the color
There are many other different ways to draw shapes and define how they look, such as the strokeStyle.
Drawing on the canvas
To draw on the canvas, we need to attach some event listeners. Let's start with mousedown.
When to start drawing
The mousedown
event is fired at an Element
when a pointing device button is pressed while the pointer is inside the element.
2 4 6 8 10 12 | constcanvas=document.getElementById('canvas'); canvas.addEventListener('mousedown',startDrawing); isDrawing=true; |
As soon as someone presses a mouse inside of our canvas, we want to start drawing!
When to stop drawing
Another event that we need is the mouseup. Appgenome 1 4 – create your own url based apps.
The mousedown
event is fired at an Element
Hand of fate 2 (2017). when a pointing device button is pressed while the pointer is inside the element.
2 | isDrawing=true; |
The drawing itself
In our simple example, we draw a rectangle every time the mouse moves if the previous conditions are met: the user hovers over the canvas and he clicked a mouse once. To do that, we need the mousemove event.
The mousemove
event is fired at an element when a pointing device (usually a mouse) is moved while the cursor's hotspot is inside it.
2 | constcontext=canvas.getContext('2d'); canvas.addEventListener('mousemove',(event)=>draw(event,context)); |
2 4 | if(isDrawing){ } |
As you can see, in this example, I use an arrow function because I want to pass both the event and the context to the draw function.
The event.pageX and event.pageY are coordinates of the cursor relative to the left edge of the entire document. This means that if the canvas is not in the top left corner of the page, it is not accurate. To account for it, we can use the getBoundingClientRect function.
2 4 6 8 | if(isDrawing){ constrect=canvas.getBoundingClientRect(); context.fillRect(event.pageX-rect.left,event.pageY-rect.top,2,2); } |
And thanks to that, we have a fully working functionality of drawing on a canvas!
Saving and loading images
Canvas Draw 6 0 24 Snowblower
To save and load images, we need a button and an input first.
2 4 6 8 | save <input id='load' accept='image/png' |
Saving an image
To save an image, we use the toDataUrl function. It returns the data in the URI format that contain the representation of the image in the type that we choose.
2 4 6 | constcanvas=document.getElementById('canvas'); saveButton.addEventListener('click',()=>save(canvas)); |
2 4 6 | constdata=canvas.toDataURL('image/png'); anchor.href=data; anchor.click(); |
In the save function, we create a dummy anchor, then attach the data, define a filename, and initiate the download.
Loading an image
To load an image, we listen for the change event of the input.
2 4 6 | constcanvas=document.getElementById('canvas'); constloadInput=document.getElementById('load'); loadInput.addEventListener('change',(event)=>load(event,canvas)); |
Since the input stores the files in an array, we need to choose the last element:
2 | return[...event.target.files].pop(); |
When we have the file, we need to read it to interpret it accurately. To do it, we need the File Reader.
2 4 6 8 | constreader=newFileReader(); reader.onload=(event)=>{ }; }) |
As soon as it reads the file successfully, we resolve the promise. The last thing to do is to load the image to the canvas.
2 4 6 8 | constimg=newImage(); constcontext=canvas.getContext('2d'); context.clearRect(0,0,canvas.width,canvas.height); }; } |
Since the drawImage function that we want to use accepts an instance of the Image, we need to convert it first. When we have it, we clear the canvas and load the image.
Once we have all that, we can successfully load an image.
2 4 | constfile=getFile(event); .then((image)=>loadTheImage(image,canvas)) |
Putting it all together
My proposition of making it all work together is to use a class.
See the Pen
xoRJVx by Marcin Wanago (@mwanago)
on CodePen.
Windows Draw 6
Summary
Canvas Draw 6 0 24 1
In this article, we've learned how to create a simple drawing using canvas. To do this we had to learn the very basics of the canvas and how to work with certain event listeners. While this is an elementary example, you are free to expand it and add new features.