javascript - I need to load a server side image into a user defined 'frame' with straight js on canvas element- -


I have a canvas that gives the user a rectangular stroke - I need this newly drawn rectangle to make the destination caller The image is coming from DB

I hope that one of you javascript ji fast high level outline or pseudo code is the most logical approach to my Pandavan problem Will happen. 'Help me [your name here], you are my only hope.' I'm now stopping

The way I handled it, the mouse event handlers rect.startX and ; Rect.startY (x, y) and rect.width & amp; Rect.height at destination w / h:

  document.getElementById ("image"). Onclick = function () {context.drawImage (image, rect.startX, rect.startY, rect w, rect.h); };   

Images from the server are handled in an 'image-printer' function which loads images on an off-screen canvas, as long as they do not call on the visual canvas.

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