Reputation: 142
I am building a web app using asp.net-core with angular 4 templates and uses svg-edit to allow user to draw / load / save images on mobile devices particularly on the IOS devices / android devices. The svg-edit works well for what I need but I've encounter an issue on the IOS devices regarding to generate/ convert the user drawing (svg) into another format (png base64) which will be POST to the api as part of the saving process.
I use the following code which uses html canvas to convert the svg into png base64
svg-editor.js
editor.getDrawingPngBase64 = function (svgString) {
if (!$('#export_canvas').length) {
$('<canvas>', { id: 'export_canvas' }).hide().appendTo('body');
}
var canvas = $('#export_canvas')[0];
canvas.width = $("#svgcanvas").width(); // svgCanvas.contentW;
canvas.height = $("#svgcanvas").height(); // svgCanvas.contentH;
var ctx = canvas.getContext("2d");
var promise = new Promise(function (resolve, reject) {
function drawInlineSVG(ctx, rawSVG, callback) {
var svg = new Blob([rawSVG], { type: "image/svg+xml;charset=utf-8" }),
domURL = self.URL || self.webkitURL || self,
url = domURL.createObjectURL(svg),
img = new Image;
img.onload = function () {
ctx.drawImage(this, 0, 0);
var base64 = canvas.toDataURL("image/png");
resolve(base64);
};
img.src = url;
}
drawInlineSVG(ctx, svgString);
});
return promise;
}
However, this only works sometime on the IOS device using chrome or safari browser. The onload method simply not getting called. I am guessing the svg image could be too big for it to convert.
I have also tried this method which doesn't work reliably either....
editor.getDrawingPngBase64 = function (svgString) {
if (!$('#export_canvas').length) {
$('<canvas>', { id: 'export_canvas' }).hide().appendTo('body');
}
var canvas = $('#export_canvas')[0];
canvas.width = svgCanvas.contentW;
canvas.height = svgCanvas.contentH;
var ctx = canvas.getContext("2d");
var promise = new Promise(function (resolve, reject) {
function webkitNamespaceBugWorkaround(pText) {
var lText = pText.replace(/\ xlink=/g, " xmlns:xlink=", "g");
lText = lText.replace(/\ href=/g, " xlink:href=", "g");
return lText;
}
canvg(canvas, webkitNamespaceBugWorkaround(svgString), {
renderCallback: function () {
var base64 = canvas.toDataURL("image/png");
resolve(base64);
}
});
});
return promise;
}
I have also tried canvg library and it does not work reliably either
These method is called by the angular4 component.ts
public save() {
const svgString: String = svgEditor.getSvgString();
(<any>window).svgEditor.getDrawingPngBase64(svgString).then(pngBase64: string) => {
// Call api and save the image
}
}
The reason I am converting svg to png on the client side is because I am not able to install the C# SVG Rendering library on dotnet-core solution (https://www.nuget.org/packages/Svg/)
Please help!
Upvotes: 0
Views: 1025
Reputation: 142
I had this exact same issue previously on a dotnetcore solution except I was not using svg-edit. Here's my workaround solution for this problem....
Create a new console app using dotnet framework...and install the Svg library on the package manager
>> Install-Package Svg -Version 2.3.0
In Program.cs for the console app, read the svg file and uses the Svg library to convert it to png and output it using Console.WriteLine
class Program
{
static void Main(string[] args)
{
if (args.Length == 0)
return;
using (var oStream = new System.IO.MemoryStream())
{
string svgPath = args[0];
if (string.IsNullOrWhiteSpace(svgPath))
return;
var text = System.IO.File.ReadAllText(svgPath);
using (var xmlStream = new MemoryStream(Encoding.ASCII.GetBytes(text)))
{
xmlStream.Position = 0;
var svgDocument = Svg.SvgDocument.Open<SvgDocument>(xmlStream);
SetupThumbnailImage(svgDocument, out Bitmap bitmap, out Graphics graphics, 250, 120);
svgDocument.Draw(graphics);
bitmap.Save(oStream, ImageFormat.Png);
string pngBase64String = Convert.ToBase64String(oStream.ToArray());
Console.WriteLine(pngBase64String);
}
}
}
}
In your dotnet-core side, you need to post the SVG back to the api, save it on the server, run the consoleApp.exe as a process and read the base64 from the StandardOutput.
private async Task<string> SaveThumbnailImage(string svgString)
{
// Save the svg
var filePath = Path.Combine(Path.GetDirectoryName(Assembly.GetEntryAssembly().Location), "SvgHelper", Path.Combine(Guid.NewGuid() + ".svg"));
using (StreamWriter streamWriter = System.IO.File.CreateText(filePath))
{
streamWriter.WriteLine(svgString);
}
Process process = new Process();
process.StartInfo.FileName = Path.Combine(Path.GetDirectoryName(Assembly.GetEntryAssembly().Location), "SvgHelper", "lib.svgToPng.exe");
process.StartInfo.Arguments = filePath;
process.StartInfo.UseShellExecute = false;
process.StartInfo.RedirectStandardOutput = true;
process.StartInfo.CreateNoWindow = true;
process.Start();
// Read the base64String from StandardOutput
string base64String = process.StandardOutput.ReadToEnd();
process.WaitForExit();
// Clean up the file
System.IO.File.Delete(filePath);
}
Upvotes: 0