The putImageData() method is used to put the image data back to the canvas from a specified ImageData object.
Syntax:
html Output:
Before click:
After click:
Supported Browsers: The browsers supported by HTML canvas putImageData() Method are listed below:
context.putImageData(imgData, x, y, dirtyX, dirtyY, dirtyWidth, dirtyHeight);Parameter Values:
- imgData: It is used to specify the ImageData object to put back to the canvas.
- x: It is the x-coordinate of the upper-left corner of the ImageData object. It is in pixels.
- y: It is the y-coordinate of the upper-left corner of the ImageData object. It is in pixels.
- dirtyX: It is the horizontal(x) value that denotes where to place the image on the canvas. It is in pixels and optional.
- dirtyY: It is the vertical(y) value that denotes where to place the image on the canvas. It is in pixels and optional.
- dirtyWidth: It is the width used to draw the image on the canvas. It is also optional.
- dirtyHeight: It is the height used to draw the image on the canvas. It is also optional.
<!DOCTYPE html>
<html>
<body>
<center>
<h1 style="color:green;">GeeksforGeeks</h1>
<h2 style="color:green;">PutImageData() Method</h2>
<canvas id="gfgCanvas"
width="300"
height="300"
style="border:1px solid ;">
</canvas>
<script>
var gfg = document.getElementById("gfgCanvas");
var context = gfg.getContext("2d");
context.fillStyle = "green";
context.fillRect(55, 50, 200, 100);
function putImage() {
// getImageData is used to copy the pixels
var imageData = context.getImageData(55, 50, 200, 100);
context.putImageData(imageData, 55, 170);
}
</script>
<br>
<button onclick="putImage()">PutImageData</button>
</center>
</body>
</html>
After click:
Supported Browsers: The browsers supported by HTML canvas putImageData() Method are listed below:
- Chrome
- Mozilla Firefox
- Internet Explorer 9.0
- Opera
- Safari