JSFiddle - React, Tailwind, and code Playground
HTML
<canvas id="canvas">
Sorry, canvas not supported
</canvas>
<!-- /canvas.offers -->
<div class="form">
<div class="wrapper">
<div id="area"></div>
<!-- All rows here -->
<input id="fileInput" type="file" />
<a href="#" id="downloadImage">Download image</a>
</div>
<!-- /wrapper -->
</div>
<!-- /div.form -->
JavaScript
console.log('init');
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
canvas.height = 400;
canvas.width = 800;
var img1 = loadImage('http://www.shsu.edu/dotAsset/0e829093-971c-4037-9c1b-864a7be1dbe8.png', main);
var img2 = loadImage('https://upload.wikimedia.org/wikipedia/commons/thumb/c/c5/Ikea_logo.svg/266px-Ikea_logo.svg.png', main);
var minImages = 2;
var imagesLoaded = 0;
function main() {
imagesLoaded += 1;
canvas.height = max(img1.width, img2.width);
canvas.width = img1.height + img2.height;
if (imagesLoaded >= minImages) {
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.save();
ctx.rotate(270 * Math.PI / 180); // rotate the canvas to the specified degrees
ctx.drawImage(img1, -canvas.height, 0);
//ctx.translate(canvas.height / 2, canvas.width / 2); // move to the center of the canvas
ctx.drawImage(img2, -canvas.height, img1.height);
// ctx.translate(-canvas.height/2,canvas.width/2); // move to the center of the canvas
// ctx.rotate(90*Math.PI/180); // rotate the canvas to the specified degrees
// ctx.drawImage(img2,-img2.width/2,-img2.width/2);
ctx.restore(); // restore the unrotated context
}
}
function max(a, b) {
if (a > b)
return a;
return b;
}
function loadImage(src, onload) {
var img = new Image();
img.onload = onload;
img.src = src;
console.log(img);
return img;
}
// Variable to store your files
var files;
var fileInput = document.getElementById('fileInput');
fileInput.addEventListener('change', imageLoader, false);
function imageLoader() {
var reader = new FileReader();
reader.onload = function(event) {
var img = new Image();
img.onload = function() {
// ctx.clearRect(0, 0, canvas.height, canvas.width);
ctx.save();
ctx.translate(0, 0); // move to the center of the canvas
ctx.rotate(90 * Math.PI / 180); // rotate the canvas to the specified degrees
ctx.drawImage(img, 0,...