I'm very new to canvas and Fabric.js. I follow some tutorial and now can add image to canvas. but have no idea how to remove it. by clicking a button
HTML
<div id="container">
<input type="file" id="imageLoader" name="imageLoader" />
<input type="button" id="imageRemove" name="imageRemove" />
<canvas id="canvas" width="400" height="400" style="width:400px;height:400px" ></canvas>
JS
var canvas = new fabric.Canvas('canvas', {
backgroundColor: 'rgb(240,240,240)'
});
var imageLoader = document.getElementById('imageLoader');
imageLoader.addEventListener('change', handleImage, false);
function handleImage(e) {
var reader = new FileReader();
reader.onload = function (event) {
var img = new Image();
img.onload = function () {
var imgInstance = new fabric.Image(img, {
scaleX: 1,
scaleY: 1
})
canvas.add(imgInstance);
}
img.src = event.target.result;
}
reader.readAsDataURL(e.target.files[0]);
}
var imageRemove = document.getElementById('imageRemove');
imageLoader.addEventListener('change', handleRemove, false);
function handleRemove(e) {
canvas.remove(canvas.getActiveObject());
}
Edit:
Here is Jsfiddle
I'm very new to canvas and Fabric.js. I follow some tutorial and now can add image to canvas. but have no idea how to remove it. by clicking a button
HTML
<div id="container">
<input type="file" id="imageLoader" name="imageLoader" />
<input type="button" id="imageRemove" name="imageRemove" />
<canvas id="canvas" width="400" height="400" style="width:400px;height:400px" ></canvas>
JS
var canvas = new fabric.Canvas('canvas', {
backgroundColor: 'rgb(240,240,240)'
});
var imageLoader = document.getElementById('imageLoader');
imageLoader.addEventListener('change', handleImage, false);
function handleImage(e) {
var reader = new FileReader();
reader.onload = function (event) {
var img = new Image();
img.onload = function () {
var imgInstance = new fabric.Image(img, {
scaleX: 1,
scaleY: 1
})
canvas.add(imgInstance);
}
img.src = event.target.result;
}
reader.readAsDataURL(e.target.files[0]);
}
var imageRemove = document.getElementById('imageRemove');
imageLoader.addEventListener('change', handleRemove, false);
function handleRemove(e) {
canvas.remove(canvas.getActiveObject());
}
Edit:
Here is Jsfiddle
Share Improve this question edited Nov 23, 2014 at 16:34 kangax 39.2k13 gold badges100 silver badges135 bronze badges asked Nov 8, 2014 at 9:32 Expl0deExpl0de 6971 gold badge9 silver badges23 bronze badges 6- could you make quick fiddle? – Amy Commented Nov 8, 2014 at 9:42
- Done! Fiddle above. @Amy – Expl0de Commented Nov 8, 2014 at 9:49
- Click event on remove button is not working – Amy Commented Nov 8, 2014 at 9:57
- you are giving to imageLoader 2 different functions on change. the second function should be for imageRemove on click – user2755150 Commented Nov 8, 2014 at 10:01
- @Expl0de Please refer my posted answer – Amy Commented Nov 8, 2014 at 10:10
1 Answer
Reset to default 4You can use clear()
for clearing the canvas object and use renderAll()
for redraw the given canvas.
Try This Code:
DEMO
HTML:
<div id="container">
<input type="file" id="imageLoader" name="imageLoader" />
Remove:<input type="button" value="remove" id="imageRemove" name="imageRemove" onClick="handleRemove()"/>
<canvas id="canvas" width="400" height="400" style="width:400px;height:400px" ></canvas>
JS Code:
var canvas = new fabric.Canvas('canvas', {
backgroundColor: 'rgb(240,240,240)'
});
var imageLoader = document.getElementById('imageLoader');
imageLoader.addEventListener('change', handleImage, false);
function handleImage(e) {
var reader = new FileReader();
reader.onload = function (event) {
var img = new Image();
img.onload = function () {
var imgInstance = new fabric.Image(img, {
scaleX: 1,
scaleY: 1
})
canvas.add(imgInstance);
}
img.src = event.target.result;
}
reader.readAsDataURL(e.target.files[0]);
}
//var imageRemove = document.getElementById('imageRemove');
//imageLoader.addEventListener('change', handleRemove, true);
function handleRemove() {
canvas.clear().renderAll(); // Here is your clear canvas function
}