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Raymond Camden is a developer evangelist for Adobe. His work focuses on web standards, mobile development and Cold Fusion. He's a published author and presents at conferences and user groups on a variety of topics. He is the happily married proud father of three kids and is somewhat of a Star Wars nut. Raymond can be reached via his blog at www.raymondcamden.com or via email at raymondcamden@gmail.com Raymond is a DZone MVB and is not an employee of DZone and has posted 119 posts at DZone. You can read more from them at their website. View Full User Profile

Creating Watermarked Images in PhoneGap

05.25.2012
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A reader asked me if it was possible to watermark images (like those taken with a camera) in PhoneGap. This is rather trivial using Canvas (hey, it does have a use!) so I whipped up the following example to demonstrate it in action.

First - let's look at the code. It's short enough to show all at once:

<!DOCTYPE html>
<html>
<head>
<script src="cordova-1.7.0.js"></script>
<script src="jquery.min.js"></script>
<script>
var watermark;
var canvasDom;
var canvas;
    
function init() {
document.addEventListener("deviceready", startUp, false);
}

function startUp() {

    canvasDom = $("#myCanvas")[0];
    canvas = canvasDom.getContext("2d");

    //Create a watermark image object
    watermark = new Image();
    watermark.src = "rk.png";
    watermark.onload = function(e) {
        //you can only take pictures once this is loaded...
        $("#takePictureButton").removeAttr("disabled");
    }
    
$("#takePictureButton").on("touchstart", function(e) {
navigator.camera.getPicture(camSuccess, camError, {quality: 75, targetWidth: 400, targetHeight: 400, destinationType: Camera.DestinationType.FILE_URI});
});

function camError(e) {
console.log("Camera Error");
console.log(JSON.stringify(e));
}

function camSuccess(picuri) {
console.log("Camera Success");

        var img = new Image();
        img.src=picuri;

        img.onload = function(e) {
            canvas.drawImage(img, 0, 0);
            canvas.drawImage(watermark, canvasDom.width-watermark.width, canvasDom.height - watermark.height);
        }
        
}
}
</script>
<style>
    #myCanvas {
        width: 400px;
        height: 400px;
    }
</style>
</head>

<body onload="init()">

<h1>Watermark Test</h1>

<button id="takePictureButton" disabled>Take a Picture</button>

<p/>
    
<canvas id="myCanvas"></canvas>

</body>
</html>

The UI for the application is just a header and a button. I've got the button initially disabled as I need to ensure some resources load before you start taking pictures.

Looking at the JavaScript code, you can see that I've created a canvas instance from the DOM and have created a watermark image. When it loads, I'm ready to watermark so I enable the button.

The button's touchstart event ties in to the PhoneGap Camera API to trigger the device to create a new picture. I could allow for gallery photos as well or make use of images from the web.

Once you take a picture, it's a trivial matter then to load it into an image object and copy it onto the canvas. Note that I place the watermark in the lower right hand corner of the image. That's where most watermarks seem to go so I did the same.

Here's a quick example. Forgive the horrible quality of the Xoom camera.

You can do anything you want with the image now, including getting the bits and uploading it to a server.

Published at DZone with permission of Raymond Camden, author and DZone MVB. (source)

(Note: Opinions expressed in this article and its replies are the opinions of their respective authors and not those of DZone, Inc.)