I am Working on ionic based Application.My ionic app version is 1.2.4. I want to Crop Functionality in my application. I want to crop image Via Touch with irregular Shape. So an
You need
import { CropPlugin } from 'ionic-native';
You can look at https://github.com/alexk111/ngImgCrop and https://github.com/jeduan/cordova-plugin-crop
Basically I'm not ionic developer but After googling I found some code that might be helpful for you.
setTimeout(example,0); // ensures that the run us after parsing
function example(){
const ctx = canvas.getContext("2d");
var w = canvas.width;
var h = canvas.height;
var cw = w / 2; // center
var ch = h / 2;
var selectLayer = CImageCtx(w,h); // creates a canvas
var selectedContent = CImageCtx(w,h); // the selected content
document.body.appendChild(selectedContent);
var image = new Image; // the image
image.src ="https://upload.wikimedia.org/wikipedia/commons/thumb/e/e9/Official_portrait_of_Barack_Obama.jpg/220px-Official_portrait_of_Barack_Obama.jpg";
// updates the masked result
function updateSelected(){
var ctx = selectedContent.ctx;
ctx.drawImage(image,0,0);
ctx.globalCompositeOperation = "destination-in";
ctx.drawImage(selectLayer,0,0);
ctx.globalCompositeOperation = "source-over";
}
function update(){
// if mouse down then
if(mouse.but){
// clear the mask if on the right image
if(mouse.oldBut === false && mouse.x > 256){
selectLayer.ctx.clearRect(0,0,w,h);
mouse.but = false;
}else{
// draw the red
selectLayer.ctx.fillStyle = "red";
fillCircle(mouse.x, mouse.y, 10, selectLayer.ctx);
}
// update the masked result
updateSelected();
}
// clear the canvas
ctx.clearRect(0,0,w,h);
// draw the image
ctx.drawImage(image,0,0);
// then draw the marking layer over it with comp overlay
ctx.globalCompositeOperation = "overlay";
ctx.drawImage(selectLayer,0,0);
ctx.globalCompositeOperation = "source-over";
mouse.oldBut = mouse.but;
requestAnimationFrame(update);
}
requestAnimationFrame(update);
}
const mouse = {
x : 0, y : 0, but : false,
events(e){
const m = mouse;
const bounds = canvas.getBoundingClientRect();
m.x = e.pageX - bounds.left - scrollX;
m.y = e.pageY - bounds.top - scrollY;
m.but = e.type === "pointerdown" ? true : e.type === "pointerup" ? false : m.but;
}
};
document.addEventListener('pointerdown', mouse.events);
document.addEventListener('pointerup', mouse.events);
document.addEventListener('pointermove', mouse.events);
const CImage = (w = 128, h = w) => (c = document.createElement("canvas"),c.width = w,c.height = h, c);
const CImageCtx = (w = 128, h = w) => (c = CImage(w,h), c.ctx = c.getContext("2d"), c);
const fillCircle = (l,y=ctx,r=ctx,c=ctx) =>{if(l.p1){c=y; r=leng(l);y=l.p1.y;l=l.p1.x }else if(l.x){c=r;r=y;y=l.y;l=l.x}c.beginPath(); c.arc(l,y,r,0,Math.PI*2); c.fill()}
Draw on image and the selected parts are shown on the right<br>
Click right image to reset selection<br>
<canvas id="canvas" width=256 height=256></canvas>
Check to run code snippet.
Pointer event is not working in mobile device, so this is the code with some modification with complete working in Ionic application Or any cross platform application.
setTimeout(example,0); // ensures that the run us after parsing
function example(){
const ctx = canvas.getContext("2d");
var w = canvas.width;
var h = canvas.height;
var cw = w / 2; // center
var ch = h / 2;
var selectLayer = CImageCtx(w,h); // creates a canvas
var selectedContent = CImageCtx(w,h); // the selected content
document.getElementById("exampleEle").appendChild(selectedContent);
var image = new Image; // the image
//image.src = "img/temp.png";
image.src ="https://upload.wikimedia.org/wikipedia/commons/thumb/e/e9/Official_portrait_of_Barack_Obama.jpg/220px-Official_portrait_of_Barack_Obama.jpg";
// updates the masked result
function updateSelected(){
var ctx = selectedContent.ctx;
ctx.drawImage(image,0,0);
ctx.globalCompositeOperation = "destination-in";
ctx.drawImage(selectLayer,0,0);
ctx.globalCompositeOperation = "source-over";
}
function update(){
// if mouse down then
if(touch.but){
// clear the mask if on the right image
if(touch.oldBut === false && touch.x > 256){
selectLayer.ctx.clearRect(0,0,w,h);
touch.but = false;
}else{
// draw the red
selectLayer.ctx.fillStyle = "red";
fillCircle(touch.x, touch.y, 20, selectLayer.ctx);
}
// update the masked result
updateSelected();
}
// clear the canvas
ctx.clearRect(0,0,w,h);
// draw the image
ctx.drawImage(image,0,0);
// then draw the marking layer over it with comp overlay
ctx.globalCompositeOperation = "overlay";
ctx.drawImage(selectLayer,0,0);
ctx.globalCompositeOperation = "source-over";
touch.oldBut = touch.but;
requestAnimationFrame(update);
}
requestAnimationFrame(update);
}
//#############################################################################
// helper functions not part of the answer
//#############################################################################
const touch = {
x : 0, y : 0, but : false,
events(e){
console.log("e.type",e);
const m = touch;
const bounds = canvas.getBoundingClientRect();
var rect = e.target.getBoundingClientRect();
if(e.targetTouches) {
X = parseInt(e.targetTouches[0].pageX - rect.left);
Y = parseInt(e.targetTouches[0].pageY - rect.top);
}
m.x = X;
m.y = Y;
m.but = e.type === "touchstart" ? true : e.type === "touchend" ? false : m.but;
}
};
(["start","end","move"]).forEach(name => document.addEventListener("touch" + name,touch.events));
const CImage = (w = 128, h = w) => (c = document.createElement("canvas"),c.width = w,c.height = h, c);
const CImageCtx = (w = 128, h = w) => (c = CImage(w,h), c.ctx = c.getContext("2d"), c);
const fillCircle = (l,y=ctx,r=ctx,c=ctx) =>{if(l.p1){c=y; r=leng(l);y=l.p1.y;l=l.p1.x }else if(l.x){c=r;r=y;y=l.y;l=l.x}c.beginPath(); c.arc(l,y,r,0,Math.PI*2); c.fill()}
And For View You have to add this 3 lines of html.
<div id="exampleEle">
<canvas id="canvas" width=256 height=256></canvas>
</div>