Reputation: 5648
I am using html2canvas to take "screenshots" of the current browser window. I would like to save the screenshot as Base64 encoded data which can later be used to create an html img. For example, I might want to save the String that canvas.toDataURL() returns in the browser's local storage, and retrieve it later.
The following code works fine:
html2canvas(document.body, {
onrendered: function(canvas) {
localStorage.setItem('screenshot', JSON.stringify(canvas.toDataURL()));
}
});
I can later retrieve it and create an image from it, for example using Angular:
<img data-ng-src="{{imgData}}"/>
What I want to do though, is have a scaled down version of the screenshot. I can simply scale the resulting image using CSS, but I want to save storage space. In other words, I want the String encoding to represent an image that is, for example, 200 pixels wide instead of (say) 1000 pixels wide. I do not care about the quality of the image.
This is the closest I've come:
saveScreenshot = function(name, scaleFactor) {
html2canvas(document.body, {
onrendered: function(canvas) {
var ctx = canvas.getContext('2d');
var img = new Image();
img.onload = function() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.scale(scaleFactor, scaleFactor);
ctx.drawImage(img, 0, 0);
//canvas.width *= scaleFactor;
//canvas.height *= scaleFactor;
localStorage.setItem('screenshot', JSON.stringify(canvas.toDataURL()));
}
img.src = canvas.toDataURL();
}
});
}
This almost works - the "picture" is scaled correctly, but the resulting image is still the same size as the original, with the rest of the space apparently filled in with transparent pixels.
If I uncomment the 2 lines above which set the canvas' height and width, then the image is the right size, but it's all blank.
I feel like I'm close - what am I missing?
Upvotes: 0
Views: 659
Reputation: 105015
.toDataURL
will always capture the entire canvas, so to get a smaller image you must create a second smaller canvas:
var scaledCanvas=document.createElement('canvas');
var scaledContext=scaledCanvas.getContext('2d');
scaledCanvas.width=canvas.width*scaleFactor;
scaledCanvas.height=canvas.height*scaleFactor;
Then scale the second canvas and draw the main canvas onto the second canvas
scaledContext.scale(scaleFactor,scaleFactor);
scaledContext.drawImage(canvas,0,0);
And finally export that second canvas as a dataURL.
var dataURL = scaledCanvas.toDataURL();
Warning: untested code above...but it should put you on the right track!
Upvotes: 3