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In this tutorial you will learn how to draw graphics on a web page using the HTML5 canvas element.
To crop an image using HTML5 Canvas, we can add six additional arguments to the drawImage method, sourceX, sourceY, sourceWidth, sourceHeight, destWidth and destHeight. These arguments define the location and size of a rectangle that we want to cut out of an image.
What is Canvas?
The HTML5 canvas element can be used to draw graphics on the webpage via JavaScript. The canvas was originally introduced by Apple for the Mac OS dashboard widgets and to power graphics in the Safari web browser. Later it was adopted by the Firefox, Google Chrome and Opera. Now the canvas is a part of the new HTML5 specification for next generation web technologies.
Sketchpad: Free online drawing application for all ages. Create digital artwork to share online and export to popular image formats JPEG, PNG, SVG, and PDF. Shapes and Basic Drawing in WPF Overview.; 9 minutes to read +8; In this article. This topic gives an overview of how to draw with Shape objects. A Shape is a type of UIElement that enables you to draw a shape to the screen. Because they are UI elements, Shape objects can be used inside Panel elements and most controls. Windows Presentation Foundation (WPF) offers several layers of.
By default the <canvas> element has 300px of width and 150px of height without any border and content. However, custom width and height can be defined using the CSS height and width property whereas the border can be applied using the CSS border property.
Any shape that Canvas class creates requires a canvas, so before creating any shapes a Canvas object is required and needs to be packed to the main window. Canvas Methods for shapes: Canvas.createoval(x1, y1, x2, y2, options = ): It is used to create a oval, pieslice and chord. Canvas.createrectangle(x1, y1, x2, y2, options = ). While canvas in HTML merely allows you to define a region in terms of width and height, everything else related to the actual drawing of the shapes is done through JavaScript via a full set of drawing functions and methods (collectively known as the Canvas 2D API).
Understanding Canvas Coordinates
The canvas is a two-dimensional rectangular area. The coordinates of the top-left corner of the canvas are (0, 0) which is known as origin, and the coordinates of the bottom-right corner are (canvas width, canvas height). Here's a simple demonstration of canvas default coordinate system.
Tip: Place your mouse pointer within the canvas area demonstrated above and you will get its current coordinates relative to the canvas. The <canvas> element is supported in all major web browsers such as Chrome, Firefox, Safari, Opera, IE 9 and above.
Drawing Path and Shapes on Canvas
In this section we're going to take a closer look at how to draw basic paths and shapes using the newly introduced HTML5 canvas element and JavaScript.
Here is the base template for drawing paths and shapes onto the 2D HTML5 canvas.
All the lines except those from 7 to 11 are pretty straight forward. The anonymous function attached to the window.onload event will execute when the page load. Once the page is loaded, we can access the canvas element with document.getElementById() method. Later we have defined a 2D canvas context by passing 2d into the getContext() method of the canvas object.
Drawing a Line
The most basic path you can draw on canvas is a straight line. The most essential methods used for this purpose are moveTo(), lineTo() and the stroke().
The moveTo() method defines the position of drawing cursor onto the canvas, whereas the lineTo() method used to define the coordinates of the line's end point, and finally the stroke() method is used to make the line visible. Let's try out an example:
Drawing a Arc
You can create arcs using the arc() method. The syntax of this method is as follow:
The JavaScript code in the following example will draw an arc on the canvas.
Drawing a Rectangle
You can create rectangle and square shapes using the rect() method. This method requires four parameters x, y position of the rectangle and its width and height.
The basic syntax of the rect() method can be given with:
The following JavaScript code will draw a rectangle shape centered on the canvas.
Drawing a Circle
There is no specific method for creating circle like rectangle's rect() method. However, you can create a fully enclosed arc such as circle using the arc() method.
The syntax for drawing a complete circle using the arc() method can be given with:
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The following example will draw a complete circle centered on the canvas.
Applying Styles and Colors on Stroke
The default color of the stroke is black and its thickness is one pixel. But, you can set the color and width of the stoke using the strokeStyle and lineWidth property respectivley.
The following example will draw an orange color line having 5 pixels width.
You can also set the cap style for the lines using the lineCap property. There are three styles available for the line caps — butt, round, and square. Here's an example:
Filling Colors inside Canvas Shapes
You can also fill color inside the canvas shapes using the fillStyle() method.
The following example will show you how to fill a solid color inside a rectangle shape.
Tip: While styling the shapes on canvas, it is recommended to use the fill() method before the stroke() method in order to render the stroke correctly.
Similarly, you can use the fillStyle() method to fill solid color inside a circle too.

Filling Gradient Colors inside Canvas Shapes
You can also fill gradient color inside the canvas shapes. A gradient is just a smooth visual transition from one color to another. There are two types of gradient available — linear and radial.
The basic syntax for creating a linear gradient can be given with:
The following example uses the createLinearGradient() method to fill a linear gradient color inside a rectangle. Let's try it out to understand how it basically works:
Similarly, you can fill canvas shapes with radial gradient using the createRadialGradient() method. The basic syntax for creating a radial gradient can be given with:
The following example uses the createRadialGradient() method to fill a radial gradient color inside a circle. Let's try it out to understand how it actually works:
Drawing Text on Canvas
You can also draw text onto canvas. These texts can contain any Unicode characters. The following example will draw a simple greeting message 'Hello World!' onto a canvas.
You can additionally set the color and alignment of the text on the canvas, like this:
You can also apply stroke on text using the strokeText() method. This method will color the perimeter of the text instead of filling it. However if you want to set both the fill and stroke on canvas text you can use both the fillText() and the strokeText() methods together.
Tip: While styling the text on canvas, it is recommended to use the fillText() method before the strokeText() method in order to render the stroke correctly.
A few primitive shapes can be drawn directly onto the graphics context in JavaScript. The most common shapes for HTML5 and CSS3 programming that most web developers use are rectangles and text.
Rectangle functions
You can draw three different types of rectangles:
clearRect(x, y, w, h): Erases a rectangle with the upper-left corner (x,y) and size (w,h). Generally, erasing draws in the background color.
fillRect(x, y, w, h): Draws a box with upper-left corner (x, y) and size (w,h). The rectangle is filled in with the currently-defined fillStyle.
strokeRect(x, y, w, h): Draws a box with upper-left corner (x, y) and size (w,h). The box is not filled in, but the outline is drawn in the currently-defined strokeStyle and using the current lineWidth.
Here’s the code:
How to draw text
The <canvas>tag has complete support for text. You can add text anywhere on the canvas, using whichever font style and size you wish.
Text is drawn onto canvas much like a rectangle. The first step is to pick the desired font. Canvas fonts are created by assigning a font to the context’s font attribute. Fonts are defined like the single-string font assignment in CSS. You can specify all of the font characteristics in the same order you do when using the font shortcut: style, variant, weight, size, and family.
When you’re ready to display actual text on the screen, use the fillText() method, which accepts three parameters. The first parameter is the text to display. The last two parameters are the X and Y position of the left-hand side of the text. The following code is used to produce the result. When the strokeStyle is not explicitly set, the stroke is black by default.
How to add shadows
You can add shadows to anything you draw on the canvas. Shadows are quite easy to build. They require a number of methods of the context object:
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shadowOffsetX: Determines how much the shadow will be moved along the X axis. Normally this will be a value between 0 and 5. A positive value moves the shadow to the right of an object. Change this value and the shadowOffsetY value to alter where the light source appears to be.
shadowOffsetY: Determines how far the shadow is moved along the X axis. A positive value moves the shadow below the object. In general, all shadows on a page should have the same X and Y offsets to indicate consistent lighting. The size of the offset values implies how high the element is “lifted” off the page.
shadowColor: The shadow color indicates the color of the shadow. Normally this is defined as black, but the color can be changed to other values if you wish.
shadowBlur: The shadowBlur effect determines how much the shadow is softened. If this is set to 0, the shadow is extremely crisp and sharp. A value of 5 leads to a much softer shadow. Shadow blur generally lightens the shadow color.
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If you apply a shadow to text, be sure that the text is still readable. Large simple fonts are preferred, and you may need to adjust the shadow color or blur to ensure the main text is still readable. After you’ve applied shadow characteristics, all subsequent drawing commands will incorporate the shadow. If you want to turn shadows off, set the shadowColor to a transparent color using RGBA.
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Here’s the code to produce text with a shadow: