I am attempting to calculate the pixel height and width of a text object on a html canvas. I've already attempted some code seen below but I've been getting wrong results. Is there a cleaner way to calculate this? The dynamic canvas needs to adjust according to match how long and large the text could be.
- px height and width needs to properly calculate. Top-left most pixel to bottom-right most pixel.
- The canvas needs to adjust size to minimize calculation time and account for text amount including "\n"s. I tried
canvas.setWidth(400+text.getBoundingRectWidth()); canvas.setHeight(400+text.getBoundingRectHeight());
but I am not sure it works.
How can I rewrite this code to have canvas size be dynamic and adjusts to text that can change (e.g. person writing an essay in a textarea)?
How can I correctly calculate the size of the text?
If someone rewrites this code to meet my specifications above properly, I can provide a reward (money, giftcard, free pizza, etc...). I've been spending many hours trying to figure this out.
Researching: Calculate bounding box of arbitrary pixel-based drawing Looks promising.
HERE IS THE JSBIN (Based off Fabric.js: Get text bounding box width and height) http://jsbin.com/zoqolik/3/edit?html,css,js,console,output
fabric.Object.prototype.objectCaching = false;
var txt = '\n'+'Adklfmask'+'\n'+'asdfsd'+'\n'+'asdfsd'+'\n'+'asdfsd'+"\n";
var canvas = new fabric.Canvas('canvas');
var text = new fabric.IText(txt, {
left: 200,
top: 200,
fontFamily: 'Princess Sofia',
padding: 5,
fontSize: 35,
lineHeight: 2.5,
textAlign: 'center'
});
canvas.add(text);
canvas.renderAll();
var ctx = canvas.getContext();
var hei = Math.ceil(300+text.getBoundingRectHeight());
var wid = Math.ceil(300+text.getBoundingRectWidth());
function setWidth(width) {
var canvas = document.getElementById("canvas");
canvas.width = width;
}
function setHeight(height) {
var canvas = document.getElementById("canvas");
canvas.height = height;
}
canvas.setWidth(400+text.getBoundingRectWidth());
canvas.setHeight(400+text.getBoundingRectHeight());
// get/draw bounding box
var bbox = getBoundingBox(ctx, 0, 0, wid, hei);
console.log(bbox.width + ' x ' + bbox.height);
drawBoundingBox(ctx, bbox);
function getBoundingBox(ctx, left, top, width, height) {
var ret = {};
// Get the pixel data from the canvas
var data = ctx.getImageData(left, top, width, height).data;
console.log(data);
var first = false;
var last = false;
var right = false;
var left = false;
var r = height;
var w = 0;
var c = 0;
var d = 0;
// 1. get bottom
while(!last && r) {
r--;
for(c = 0; c < width; c++) {
if(data[r * width * 4 + c * 4 + 3]) {
console.log('last', r);
last = r+1;
ret.bottom = r+1;
break;
}
}
}
// 2. get top
r = 0;
var checks = [];
while(!first && r < last) {
for(c = 0; c < width; c++) {
if(data[r * width * 4 + c * 4 + 3]) {
console.log('first', r);
first = r-1;
ret.top = r-1;
ret.height = last - first - 1;
break;
}
}
r++;
}
// 3. get right
c = width;
while(!right && c) {
c--;
for(r = 0; r < height; r++) {
if(data[r * width * 4 + c * 4 + 3]) {
console.log('right', c);
right = c+1;
ret.right = c+1;
break;
}
}
}
// 4. get left
c = 0;
while(!left && c < right) {
for(r = 0; r < height; r++) {
if(data[r * width * 4 + c * 4 + 3]) {
console.log('left', c-1);
left = c;
ret.left = c;
ret.width = right - left - 1;
break;
}
}
c++;
// If we've got it then return the height
if(left) {
return ret;
}
}
// We screwed something up... What do you expect from free code?
return false;
}