I’ve been working on a custom plugin for image processing, specifically for removing certain colors from an image. The plugin uses a canvas to load and manipulate the image. Unfortunately, I’ve hit a roadblock and I’m hoping someone in the community might have some insights.
Here’s a brief overview of what the plugin does:
- An image is loaded onto a canvas.
- The user clicks on a color in the image.
- The plugin identifies the clicked color and makes it transparent, using either a flood fill algorithm or a global color replacement, based on the user’s choice.
The problem I’m facing is that the changes to the image don’t seem to be reflected on the canvas immediately after the color removal operation. The image data is indeed being modified (I’ve confirmed this by exporting the modified image data to an exposed state), but the canvas still displays the original, unmodified image.
Here’s the relevant part of my code:
function removeColor(event, context, canvas, tolerance, isolatedTransparency, addTransparency) {
console.log('removeColor called');
const x = event.offsetX;
const y = event.offsetY;
const clickedColor = context.getImageData(x, y, 1, 1).data;
const imageData = context.getImageData(0, 0, canvas.width, canvas.height);
console.log('Clicked color:', clickedColor);
if (addTransparency) {
if (isolatedTransparency) {
floodFill(x, y, clickedColor, imageData, tolerance);
} else {
replaceColorWithTransparency(imageData, clickedColor, tolerance);
}
}
// After modifying the image data
context.putImageData(imageData, 0, 0);
// Convert the modified image data to a data URL
var dataURL = canvas.toDataURL();
// Publish the data URL to the "exportedImage" state
instance.publishState('exportedImage', dataURL);
console.log('Modified color:', context.getImageData(x, y, 1, 1).data);
}
I’ve tried clearing the canvas with context.clearRect(0, 0, canvas.width, canvas.height)
before using context.putImageData(imageData, 0, 0)
, but that didn’t seem to make a difference.
I’m wondering if there’s some sort of caching going on that’s causing the canvas to display the old image data. Or perhaps there’s something I’m missing about how the canvas or the putImageData
method works.
Has anyone encountered a similar issue or have any ideas on what might be going wrong? Any help would be greatly appreciated!