Creating a Scene From an HTMLCanvas
In this example, we will show you how to initialize the CreativeEditor SDK with an initial image provided from a canvas.
Explore a full code sample on Stackblitz or view the code on Github.
Starting from an existing image allows you to use the editor for customizing individual assets.
This is done by using engine.scene.createFromImage(url: string, dpi = 300, pixelScaleFactor = 1): Promise<number>
and passing a URL as argument.
The dpi
argument sets the dots per inch of the scene.
The pixelScaleFactor
sets the display's pixel scale factor.
To use the image drawn by a canvas as the initial image, acquire a dataURL
containing the canvas contents via canvas.toDataURL()
.
Use the created URL as a source for the initial image.
We can retrieve the graphic block id of this initial image using cesdk.engine.block.findByType(type: ObjectType): number[]
.
Note that that function returns an array.
Since there's only a single graphic block in the scene, the block is at index 0
.
We can then manipulate and modify this block.
Here we modify its opacity with cesdk.engine.block.setOpacity(id: number, opacity: number): void
.
See Modifying Scenes for more details.
When starting with an initial image, the scenes page dimensions match the given image, and the scene is configured to be in pixel design units.
To later save your scene, see Saving Scenes.