The CanvasRenderingContext2D.putImageData() method of the Canvas 2D API paints data from the given ImageData object onto the bitmap. If a dirty rectangle is provided, only the pixels from that rectangle are painted. This method is not affected by the canvas transformation matrix.
void ctx.putImageData(imagedata, dx, dy); void ctx.putImageData(imagedata, dx, dy, dirtyX, dirtyY, dirtyWidth, dirtyHeight);
imageData
An ImageData object containing the array of pixel values.
dxdydirtyX Optional
dirtyY Optional
dirtyWidth Optional
dirtyHeight Optional
NotSupportedErrorInvalidStateErrorImageData object's data has been detached.putImageData
To understand what this algorithm performs, here is an implementation on top of CanvasRenderingContext2D.fillRect(). For more information, see Pixel manipulation with canvas and the ImageData object.
<canvas id="canvas"></canvas>
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
function putImageData(ctx, imageData, dx, dy,
dirtyX, dirtyY, dirtyWidth, dirtyHeight) {
var data = imageData.data;
var height = imageData.height;
var width = imageData.width;
dirtyX = dirtyX || 0;
dirtyY = dirtyY || 0;
dirtyWidth = dirtyWidth !== undefined? dirtyWidth: width;
dirtyHeight = dirtyHeight !== undefined? dirtyHeight: height;
var limitBottom = Math.min(dirtyHeight, height);
var limitRight = Math.min(dirtyWidth, width);
for (var y = dirtyY; y < limitBottom; y++) {
for (var x = dirtyX; x < limitRight; x++) {
var pos = y * width + x;
ctx.fillStyle = 'rgba(' + data[pos*4+0]
+ ',' + data[pos*4+1]
+ ',' + data[pos*4+2]
+ ',' + (data[pos*4+3]/255) + ')';
ctx.fillRect(x + dx, y + dy, 1, 1);
}
}
}
// Draw content onto the canvas
ctx.fillRect(0, 0, 100, 100);
// Create an ImageData object from it
var imagedata = ctx.getImageData(0, 0, 100, 100);
// use the putImageData function that illustrates how putImageData works
putImageData(ctx, imagedata, 150, 0, 50, 50, 25, 25);
Edit the code below and see your changes update live in the canvas:
<canvas id="canvas" width="400" height="200" class="playable-canvas"></canvas> <div class="playable-buttons"> <input id="edit" type="button" value="Edit" /> <input id="reset" type="button" value="Reset" /> </div> <textarea id="code" class="playable-code"> ctx.fillRect(0,0,100,100); var imagedata = ctx.getImageData(0,0,100,100); putImageData(ctx, imagedata, 150, 0, 50, 50, 25, 25);</textarea>
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var textarea = document.getElementById("code");
var reset = document.getElementById("reset");
var edit = document.getElementById("edit");
var code = textarea.value;
function drawCanvas() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
eval(textarea.value);
}
reset.addEventListener("click", function() {
textarea.value = code;
drawCanvas();
});
edit.addEventListener("click", function() {
textarea.focus();
})
textarea.addEventListener("input", drawCanvas);
window.addEventListener("load", drawCanvas);
function putImageData(ctx, imageData, dx, dy,
dirtyX, dirtyY, dirtyWidth, dirtyHeight) {
var data = imageData.data;
var height = imageData.height;
var width = imageData.width;
dirtyX = dirtyX || 0;
dirtyY = dirtyY || 0;
dirtyWidth = dirtyWidth !== undefined? dirtyWidth: width;
dirtyHeight = dirtyHeight !== undefined? dirtyHeight: height;
var limitBottom = dirtyY + dirtyHeight;
var limitRight = dirtyX + dirtyWidth;
for (var y = dirtyY; y < limitBottom; y++) {
for (var x = dirtyX; x < limitRight; x++) {
var pos = y * width + x;
ctx.fillStyle = 'rgba(' + data[pos*4+0]
+ ',' + data[pos*4+1]
+ ',' + data[pos*4+2]
+ ',' + (data[pos*4+3]/255) + ')';
ctx.fillRect(x + dx, y + dy, 1, 1);
}
}
}
| Specification | Status | Comment |
|---|---|---|
| HTML Living Standard The definition of 'CanvasRenderingContext2D.putImageData' in that specification. | Living Standard |
| Feature | Chrome | Edge | Firefox (Gecko) | Internet Explorer | Opera | Safari |
|---|---|---|---|---|---|---|
| Basic support | (Yes) | (Yes) | (Yes) | (Yes) | (Yes) | (Yes) |
| Feature | Android | Chrome for Android | Edge | Firefox Mobile (Gecko) | IE Mobile | Opera Mobile | Safari Mobile |
|---|---|---|---|---|---|---|---|
| Basic support | (Yes) | (Yes) | (Yes) | (Yes) | (Yes) | (Yes) | (Yes) |
putImageData() to be silently ignored, rather than throwing an exception.CanvasRenderingContext2D.ImageData
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Licensed under the Creative Commons Attribution-ShareAlike License v2.5 or later.
https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/putImageData