/* Meme.js ======= Use one function to generate a meme. You can call it all with strings: Meme('dog.jpg', 'canvasID', 'Buy pizza, 'Pay in snakes'); Or with a selected canvas element: var canvas = document.getElementById('canvasID'); Meme('wolf.jpg', canvas, 'The time is now', 'to take what\'s yours'); Or with a jQuery/Zepto selection: Meme('spidey.jpg', $('#canvasID'), 'Did someone say', 'Spiderman JS?'); You can also pass in an image: var img = new Image(); img.src = 'insanity.jpg'; var can = document.getElementById('canvasID'); Meme(img, can, 'you ignore my calls', 'I ignore your screams of mercy'); ******************************************************************************** Copyright (c) 2012 BuddyMeme Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ window.Meme = function(image, canvas, top, bottom) { /* Default top and bottom */ top = top || ''; bottom = bottom || ''; /* Deal with the canvas */ // If it's nothing, set it to a dummy value to trigger error if (!canvas) canvas = 0; // If it's a string, conver it if (canvas.toUpperCase) canvas = document.getElementById(canvas); // If it's jQuery or Zepto, convert it if (($) && (canvas instanceof $)) canvas = canvas[0]; // Throw error if (!(canvas instanceof HTMLCanvasElement)) throw new Error('No canvas selected'); // Get context var context = canvas.getContext('2d'); /* Deal with the image */ // If there's no image, set it to a dummy value to trigger an error if (!image) image = 0; // Convert it from a string if (image.toUpperCase) { var src = image; image = new Image(); image.src = src; } // Set the proper width and height of the canvas var setCanvasDimensions = function(w, h) { canvas.width = w; canvas.height = h; }; setCanvasDimensions(image.width, image.height); /* Draw a centered meme string */ var drawText = function(text, topOrBottom, y) { // Variable setup topOrBottom = topOrBottom || 'top'; var fontSize = (canvas.height / 8); var x = canvas.width / 2; if (typeof y === 'undefined') { y = fontSize; if (topOrBottom === 'bottom') y = canvas.height - 10; } // Should we split it into multiple lines? if (context.measureText(text).width > (canvas.width * 1.1)) { // Split word by word var words = text.split(' '); var wordsLength = words.length; // Start with the entire string, removing one word at a time. If // that removal lets us make a line, place the line and recurse with // the rest. Removes words from the back if placing at the top; // removes words at the front if placing at the bottom. if (topOrBottom === 'top') { var i = wordsLength; while (i --) { var justThis = words.slice(0, i).join(' '); if (context.measureText(justThis).width < (canvas.width * 1.0)) { drawText(justThis, topOrBottom, y); drawText(words.slice(i, wordsLength).join(' '), topOrBottom, y + fontSize); return; } } } else if (topOrBottom === 'bottom') { for (var i = 0; i < wordsLength; i ++) { var justThis = words.slice(i, wordsLength).join(' '); if (context.measureText(justThis).width < (canvas.width * 1.0)) { drawText(justThis, topOrBottom, y); drawText(words.slice(0, i).join(' '), topOrBottom, y - fontSize); return; } } } } // Draw! context.fillText(text, x, y, canvas.width * .9); context.strokeText(text, x, y, canvas.width * .9); }; /* Do everything else after image loads */ image.onload = function() { // Set dimensions setCanvasDimensions(this.width, this.height); // Draw the image context.drawImage(image, 0, 0); // Set up text variables context.fillStyle = 'white'; context.strokeStyle = 'black'; context.lineWidth = 2; var fontSize = (canvas.height / 8); context.font = fontSize + 'px Impact'; context.textAlign = 'center'; // Draw them! drawText(top, 'top'); drawText(bottom, 'bottom'); }; };