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The reason I'm interested in canvases having any shape is that it would then be possible to cut out images with Bezier curves and have the text of a web page flow around the canvas shape, i.e. cut-out image.

What is needed is the possibility to have a free-form shaped div, SVG and HTML5 canvas. (Applied to SVG, I understand this would be equivalent to Flash symbols.) You could then imagine applying a box model (padding, border and margin) for shapes, but it wouldn't be a box (it would be parallel to the shape)!

I suppose it would also then be possible to have text that wraps inside a shape as much as text that flows around a shape.

I read an interesting blog post about "Creating Non-Rectangular Layouts with CSS Shapes" here: http://sarasoueidan.com/blog/css-shapes/

but it doesn't include text wrapping inside a shape.

Then, there's also a CSS Shapes editor for Brackets (a code editor): http://blogs.adobe.com/webplatform/2014/04/17/css-shapes-editor-in-brackets/

See Question&Answers more detail:os

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As simple as it may sound it actually involves quite a few steps to achieve.

An outline would look something like this:

  • Define the shape as a polygon, ie. point array
  • Find bounds of polygon (the region the polygon fits inside)
  • Contract polygon with padding using either a cetronid algorithm or simply a brute-force approach using center of bounds
  • Define line height of text and use that as a basis for number of scan-lines
  • Basically use a polygon-fill algorithm to find segment within the shape which can fill in text. The steps for this is:
    • Use an odd/even scanner by getting an intersection point (using line intersection math) with text scan line and each of the lines between the points in the polygon
    • Sort the points by x
    • use odd and even point to create a segment. This segment will always be inside the polygon
  • Add clipping using original polygon
  • Draw in image
  • Use the segments to get a width. Start parsing the text to fill and measure the width.
  • When text width fits within the segment width then print the chars that fits
  • Repeat for next text/words/chars until end of text or segments

In other words: you would need to implement a polygon fill algorithm but instead of filling in lines (per pixel line) you use the line as basis for the text.

This is fully doable; actually, I went ahead to create a challenge for myself on this problem, for the fun of it, so I created a generic solution that I put on GitHub released under MIT license.

The principle described above are implemented, and to visualize the steps:

Define the polygon and padding - here I chose to just use a simple brute-force and calculate a smaller polygon based on center and a padding value - the light grey is the original polygon and the black obviously the contracted version:

Polygon

The points are defined as an array [x1, y1, x2, y2, ... xn, yn] and the code to contract it (see link to project for full source on all these parts):

var pPoints = [],
    i = 0, x, y, a, d, dx, dy;

for(; i < points.length; i += 2) {
    x = points[i];
    y = points[i+1];
    dx = x - bounds.px;
    dy = y - bounds.py;
    a = Math.atan2(dy, dx);
    d = Math.sqrt(dx*dx + dy*dy) - padding;

    pPoints.push(bounds.px + d * Math.cos(a),
                 bounds.py + d * Math.sin(a));
}

Next step is to define the lines we want to scan. The lines are based on line height for font:

Scanlines

That is simple enough - just make sure the start and end points are outside the polygon.

We use an odd/even scan approach and check intersection of the scanline versus all lines in the polygon. If we get a intersect point we store that in a list for that line.

The code to detect intersecting lines is:

function getIntersection(line1, line2) {

    // "unroll" the objects
    var p0x = line1.x1,
        p0y = line1.y1,
        p1x = line1.x2,
        p1y = line1.y2,
        p2x = line2.x1,
        p2y = line2.y1,
        p3x = line2.x2,
        p3y = line2.y2,

    // calc difference between the coords
        d1x = p1x - p0x,
        d1y = p1y - p0y,
        d2x = p3x - p2x,
        d2y = p3y - p2y,

    // determinator
        d = d1x * d2y - d2x * d1y,

        px, py,
        s, t;

    // if is not intersecting/is parallel then return immediately
    if (Math.abs(d) < 1e-14)
        return null;

    // solve x and y for intersecting point
    px = p0x - p2x;
    py = p0y - p2y;

    s = (d1x * py - d1y * px) / d;
    if (s >= 0 && s <= 1) {

        // if s was in range, calc t
        t = (d2x * py - d2y * px) / d;
        if (t >= 0 && t <= 1) {

            return {x: p0x + (t * d1x),
                    y: p0y + (t * d1y)}
        }
    }
    return null;
}

Intersections

Then we sort the point for each line and use pairs of points to create segments - this is actually a polygon-fill algorithm. The result will be:

Segments

The code to build segments is a bit extensive for this post so check out the project linked above.

And finally we use those segments to replace with actual text. We need to scan a text from current text pointer and see how much will fit inside the segment width. The current code is somewhat basic and skips a lot of considerations such as word breaks, text base-line position and so forth, but for initial use it will do.

The result when put together will be:

Result

Hope this gives an idea about the steps involved.


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