Load images dynamically onto canvases overlayed on top of each other and adjust their size accordingly

I have a unique situation where I have two canvases stacked on top of each other. My goal is to dynamically load images into these canvases and adjust their size to fit the image dimensions.

The issue I am facing is that once the images are loaded and the canvases resize themselves, they end up overlapping all other HTML elements below them.

Here is a simple example:

loadimage.onclick = function(e) {
  //load image1
  var img1 = new Image();

  img1.onload = function() {
    var canvas = document.getElementById("canvas1");
    var ctx = canvas.getContext("2d");

    //resize canvas1
    canvas.width = this.naturalWidth;
    canvas.height = this.naturalHeight;
    ctx.drawImage(this, 0, 0);
  };

  img1.src = "https://via.placeholder.com/250/0000FF/808080/";


  //load image2
  var img2 = new Image();

  img2.onload = function() {
    var canvas = document.getElementById("canvas2");
    var ctx = canvas.getContext("2d");

    //resize canvas1
    canvas.width = this.naturalWidth;
    canvas.height = this.naturalHeight;
    ctx.drawImage(this, 75, 75);
  };

  img2.src = "https://via.placeholder.com/50/00FF00/808080/";
}
<div id="container" style="position: relative; width: 200px; height: 100px;">
  <canvas id="canvas1" width="200" height="100" style="position: absolute; left: 0; top: 0; z-index: 0; border: 1px solid #000;"></canvas>
  <canvas id="canvas2" width="200" height="100" style="position: absolute; left: 0; top: 0; z-index: 1; border: 1px solid #000;"></canvas>
</div>

<button id="loadimage" type="button">Load Content</button>

Upon clicking the "Load Content" button, it seems like the button fails to move down as expected.

I attempted to adjust the width and height properties of the "container" div but did not see any change in behavior.

What could I be overlooking here?

Answer №1

When it comes to the code, there are numerous issues that need addressing, especially if you're just starting out - which is completely normal! 😊

Firstly, remember that <canvas> is a paired tag, meaning you must close it with </canvas>. The proper format should be

<canvas someattribute="somevalue"></canvas>
. It's worth noting that within the <canvas> tag, there's space for alternative content to display in cases where the browser doesn't support the <canvas> tag (as it's relatively new).

Failing to include the closing </canvas> can cause page errors.

HTML specifies which tags require closure and which don't, with <canvas> falling under the category of tags that must be closed. Utilizing tools like The Validator could help identify coding mistakes, although it tends to be quite meticulous.

The second issue encountered involved using absolute positioning, causing the canvases to overlay the button when resized. The simple fix would involve disabling the positioning or opting for a more accurate positioning method. Alternatively, adjusting the container div size accordingly in JS could also resolve this problem.

In addition, the container div had a fixed size set, resulting in content overflow when exceeding the limits.

There was an attempt to address this using z-index, but applying z-indexes can prove challenging. It's advisable to reserve this as a last resort. Furthermore, the z-index properties mentioned were invalid. Remember that it should be written as z-index: NUMBER, rather than z- index or z index.

The final bug discovered involved referencing the undefined variable canvas1 instead of canvas in the second function.

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