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javascriptimage-processingcanvas

Rotate canvas 90 degrees clockwise and update width height


Say we have a canvas:

<canvas id="one" width="100" height="200"></canvas>

And on a button click the canvas gets rotated 90 degrees clockwise (around the center) and the dimensions of the canvas get also updated, so in a sense it looks like this afterwards:

<canvas id="one" width="200" height="100"></canvas>

Note that the id of the canvas is the same.

Imagine simply rotating an image clockwise without it being cropped or being padded.

Any suggestions before I do it the long way of creating a new canvas and rotating and copying pixel by pixel?

UPDATE sample code with suggestion from comments still not working:

function imageRotatecw90(){

    var canvas = document.getElementById("one");
    var context = canvas.getContext("2d");

    var cw=canvas.width;
    var ch=canvas.height;

    var myImageData = context.getImageData(0,0, cw,ch);

    context.save();

    context.translate(cw / 2, ch / 2);
    context.rotate(Math.PI/2);

    context.putImageData(myImageData, 0, 0);

    context.restore();

    canvas.width=ch;
    canvas.height=cw;
}

FiddleJS


Solution

  • Look at this DEMO.

    To achieve the results seen in demo, I made use of canvas.toDataURL to cache the canvas into an image, then reset the canvas to their new dimensions, translate and rotate the context properly and finally draw the cached image back to modified canvas.

    That way you easily rotate the canvas without need to redraw everything again. But because anti-aliasing methods used by browser, each time this operation is done you'll notice some blurriness in result. If you don't like this behavior the only solution I could figure out is to draw everything again, what is much more difficult to track.

    Here follows the code:

    var canvas = document.getElementById("one");
    var context = canvas.getContext("2d");
    var cw = canvas.width;
    var ch = canvas.height;
    
    // Sample graphic
    context.beginPath();
    context.rect(10, 10, 20, 50);
    context.fillStyle = 'yellow';
    context.fill();
    context.lineWidth = 7;
    context.strokeStyle = 'black';
    context.stroke();
    
    // create button
    var button = document.getElementById("rotate");
    button.onclick = function () {
        // rotate the canvas 90 degrees each time the button is pressed
        rotate();
    }
    
    var myImageData, rotating = false;   
    
    var rotate = function () {
        if (!rotating) {
            rotating = true;            
            // store current data to an image
            myImageData = new Image();
            myImageData.src = canvas.toDataURL();
    
           myImageData.onload = function () {
                // reset the canvas with new dimensions
                canvas.width = ch;
                canvas.height = cw;
                cw = canvas.width;
                ch = canvas.height;
    
                context.save();
                // translate and rotate
                context.translate(cw, ch / cw);
                context.rotate(Math.PI / 2);
                // draw the previows image, now rotated
                context.drawImage(myImageData, 0, 0);               
                context.restore();
    
                // clear the temporary image
                myImageData = null;
    
                rotating = false;               
            }
        }
    }