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> |
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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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