Canvas drawing disappears on zoom in/out










-1















I have a HTML canvas in my application. When user draws something on that canvas and performs zoom in/out, it clears the drawing from that canvas.



var wrapper = document.getElementById("signature-pad");
var canvas = wrapper.querySelector("canvas");

var signaturePad = new SignaturePad(canvas,
backgroundColor: 'rgb(255, 255, 255)'
);

function resizeCanvas()
var ratio = Math.max(window.devicePixelRatio

window.onresize = resizeCanvas;
resizeCanvas();


Is there a way present which can keep that drawing as it even when we perform zoom in-out or resize



I tried the in-memory part, but it reduces the quality of drawing










share|improve this question
























  • Changing the width and height of the canvas element makes the drawing disappear. Can you set the width and height using css rules instead?

    – James
    Nov 12 '18 at 13:57











  • Setting canvas.width or canvas.height will clear the buffer. You need to copy over the image data.

    – Lars-Kristian Johansen
    Nov 12 '18 at 13:58











  • There is no zoom in your code, only resize and it makes a big difference. For a zoom yoy could define the zoom 1, full quality level. For a resize, it's more conplicated... How would you want it to work exactly? Let's say your user starts with a 100 x 100 canvas, makes some drawing on it that fills all the area, the resize to 1000 x 1000. Should all the 1000 x 1000 be filled by a resized copy of the previous drawing, or should only more space be created for the current drawing area? If the former, how do you deal with aspect ratio changes? If the latter how do you deal with shrinking.

    – Kaiido
    Nov 12 '18 at 14:34















-1















I have a HTML canvas in my application. When user draws something on that canvas and performs zoom in/out, it clears the drawing from that canvas.



var wrapper = document.getElementById("signature-pad");
var canvas = wrapper.querySelector("canvas");

var signaturePad = new SignaturePad(canvas,
backgroundColor: 'rgb(255, 255, 255)'
);

function resizeCanvas()
var ratio = Math.max(window.devicePixelRatio

window.onresize = resizeCanvas;
resizeCanvas();


Is there a way present which can keep that drawing as it even when we perform zoom in-out or resize



I tried the in-memory part, but it reduces the quality of drawing










share|improve this question
























  • Changing the width and height of the canvas element makes the drawing disappear. Can you set the width and height using css rules instead?

    – James
    Nov 12 '18 at 13:57











  • Setting canvas.width or canvas.height will clear the buffer. You need to copy over the image data.

    – Lars-Kristian Johansen
    Nov 12 '18 at 13:58











  • There is no zoom in your code, only resize and it makes a big difference. For a zoom yoy could define the zoom 1, full quality level. For a resize, it's more conplicated... How would you want it to work exactly? Let's say your user starts with a 100 x 100 canvas, makes some drawing on it that fills all the area, the resize to 1000 x 1000. Should all the 1000 x 1000 be filled by a resized copy of the previous drawing, or should only more space be created for the current drawing area? If the former, how do you deal with aspect ratio changes? If the latter how do you deal with shrinking.

    – Kaiido
    Nov 12 '18 at 14:34













-1












-1








-1








I have a HTML canvas in my application. When user draws something on that canvas and performs zoom in/out, it clears the drawing from that canvas.



var wrapper = document.getElementById("signature-pad");
var canvas = wrapper.querySelector("canvas");

var signaturePad = new SignaturePad(canvas,
backgroundColor: 'rgb(255, 255, 255)'
);

function resizeCanvas()
var ratio = Math.max(window.devicePixelRatio

window.onresize = resizeCanvas;
resizeCanvas();


Is there a way present which can keep that drawing as it even when we perform zoom in-out or resize



I tried the in-memory part, but it reduces the quality of drawing










share|improve this question
















I have a HTML canvas in my application. When user draws something on that canvas and performs zoom in/out, it clears the drawing from that canvas.



var wrapper = document.getElementById("signature-pad");
var canvas = wrapper.querySelector("canvas");

var signaturePad = new SignaturePad(canvas,
backgroundColor: 'rgb(255, 255, 255)'
);

function resizeCanvas()
var ratio = Math.max(window.devicePixelRatio

window.onresize = resizeCanvas;
resizeCanvas();


Is there a way present which can keep that drawing as it even when we perform zoom in-out or resize



I tried the in-memory part, but it reduces the quality of drawing







javascript jquery html canvas






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited Nov 12 '18 at 13:48









Rory McCrossan

242k29206245




242k29206245










asked Nov 12 '18 at 13:46









omkar patadeomkar patade

53572040




53572040












  • Changing the width and height of the canvas element makes the drawing disappear. Can you set the width and height using css rules instead?

    – James
    Nov 12 '18 at 13:57











  • Setting canvas.width or canvas.height will clear the buffer. You need to copy over the image data.

    – Lars-Kristian Johansen
    Nov 12 '18 at 13:58











  • There is no zoom in your code, only resize and it makes a big difference. For a zoom yoy could define the zoom 1, full quality level. For a resize, it's more conplicated... How would you want it to work exactly? Let's say your user starts with a 100 x 100 canvas, makes some drawing on it that fills all the area, the resize to 1000 x 1000. Should all the 1000 x 1000 be filled by a resized copy of the previous drawing, or should only more space be created for the current drawing area? If the former, how do you deal with aspect ratio changes? If the latter how do you deal with shrinking.

    – Kaiido
    Nov 12 '18 at 14:34

















  • Changing the width and height of the canvas element makes the drawing disappear. Can you set the width and height using css rules instead?

    – James
    Nov 12 '18 at 13:57











  • Setting canvas.width or canvas.height will clear the buffer. You need to copy over the image data.

    – Lars-Kristian Johansen
    Nov 12 '18 at 13:58











  • There is no zoom in your code, only resize and it makes a big difference. For a zoom yoy could define the zoom 1, full quality level. For a resize, it's more conplicated... How would you want it to work exactly? Let's say your user starts with a 100 x 100 canvas, makes some drawing on it that fills all the area, the resize to 1000 x 1000. Should all the 1000 x 1000 be filled by a resized copy of the previous drawing, or should only more space be created for the current drawing area? If the former, how do you deal with aspect ratio changes? If the latter how do you deal with shrinking.

    – Kaiido
    Nov 12 '18 at 14:34
















Changing the width and height of the canvas element makes the drawing disappear. Can you set the width and height using css rules instead?

– James
Nov 12 '18 at 13:57





Changing the width and height of the canvas element makes the drawing disappear. Can you set the width and height using css rules instead?

– James
Nov 12 '18 at 13:57













Setting canvas.width or canvas.height will clear the buffer. You need to copy over the image data.

– Lars-Kristian Johansen
Nov 12 '18 at 13:58





Setting canvas.width or canvas.height will clear the buffer. You need to copy over the image data.

– Lars-Kristian Johansen
Nov 12 '18 at 13:58













There is no zoom in your code, only resize and it makes a big difference. For a zoom yoy could define the zoom 1, full quality level. For a resize, it's more conplicated... How would you want it to work exactly? Let's say your user starts with a 100 x 100 canvas, makes some drawing on it that fills all the area, the resize to 1000 x 1000. Should all the 1000 x 1000 be filled by a resized copy of the previous drawing, or should only more space be created for the current drawing area? If the former, how do you deal with aspect ratio changes? If the latter how do you deal with shrinking.

– Kaiido
Nov 12 '18 at 14:34





There is no zoom in your code, only resize and it makes a big difference. For a zoom yoy could define the zoom 1, full quality level. For a resize, it's more conplicated... How would you want it to work exactly? Let's say your user starts with a 100 x 100 canvas, makes some drawing on it that fills all the area, the resize to 1000 x 1000. Should all the 1000 x 1000 be filled by a resized copy of the previous drawing, or should only more space be created for the current drawing area? If the former, how do you deal with aspect ratio changes? If the latter how do you deal with shrinking.

– Kaiido
Nov 12 '18 at 14:34












1 Answer
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Reading an image from the canvas before resizing it and writing the image back after can help.



var data = signaturePad.toDataURL(); 
var ratio = Math.max(window.devicePixelRatio || 1, 1);
canvas.width = canvas.offsetWidth * ratio;
canvas.height = canvas.offsetHeight * ratio;
canvas.getContext("2d").scale(ratio, ratio);
signaturePad.clear();
signaturePad.fromDataURL(data);


But it doesn't work properly when we zoom out and tries to zoom in back in signature pad






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    1 Answer
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    active

    oldest

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    1 Answer
    1






    active

    oldest

    votes









    active

    oldest

    votes






    active

    oldest

    votes









    0














    Reading an image from the canvas before resizing it and writing the image back after can help.



    var data = signaturePad.toDataURL(); 
    var ratio = Math.max(window.devicePixelRatio || 1, 1);
    canvas.width = canvas.offsetWidth * ratio;
    canvas.height = canvas.offsetHeight * ratio;
    canvas.getContext("2d").scale(ratio, ratio);
    signaturePad.clear();
    signaturePad.fromDataURL(data);


    But it doesn't work properly when we zoom out and tries to zoom in back in signature pad






    share|improve this answer



























      0














      Reading an image from the canvas before resizing it and writing the image back after can help.



      var data = signaturePad.toDataURL(); 
      var ratio = Math.max(window.devicePixelRatio || 1, 1);
      canvas.width = canvas.offsetWidth * ratio;
      canvas.height = canvas.offsetHeight * ratio;
      canvas.getContext("2d").scale(ratio, ratio);
      signaturePad.clear();
      signaturePad.fromDataURL(data);


      But it doesn't work properly when we zoom out and tries to zoom in back in signature pad






      share|improve this answer

























        0












        0








        0







        Reading an image from the canvas before resizing it and writing the image back after can help.



        var data = signaturePad.toDataURL(); 
        var ratio = Math.max(window.devicePixelRatio || 1, 1);
        canvas.width = canvas.offsetWidth * ratio;
        canvas.height = canvas.offsetHeight * ratio;
        canvas.getContext("2d").scale(ratio, ratio);
        signaturePad.clear();
        signaturePad.fromDataURL(data);


        But it doesn't work properly when we zoom out and tries to zoom in back in signature pad






        share|improve this answer













        Reading an image from the canvas before resizing it and writing the image back after can help.



        var data = signaturePad.toDataURL(); 
        var ratio = Math.max(window.devicePixelRatio || 1, 1);
        canvas.width = canvas.offsetWidth * ratio;
        canvas.height = canvas.offsetHeight * ratio;
        canvas.getContext("2d").scale(ratio, ratio);
        signaturePad.clear();
        signaturePad.fromDataURL(data);


        But it doesn't work properly when we zoom out and tries to zoom in back in signature pad







        share|improve this answer












        share|improve this answer



        share|improve this answer










        answered Nov 13 '18 at 7:02









        omkar patadeomkar patade

        53572040




        53572040



























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