Reputation: 106380
Is it possible to capture or print what's displayed in an HTML canvas as an image or PDF?
I'd like to generate an image via canvas and be able to generate a PNG from that image.
Upvotes: 830
Views: 846338
Reputation: 3599
Capture to a Gif (unpacked) is a chrome extension to record an HTML canvas to a GIF file
postprocessing: you will need to cut and compress the video (ffmpeg, kdenlive, ...)
why compress? the result will have a constant framerate, not the original framerate. this is a limitation of all canvas-recording-tools (ccapture, jsgif, gif-capture-canvas, ...)
Upvotes: 0
Reputation: 14133
Original answer was specific to a similar question. This has been revised:
const canvas = document.getElementById('mycanvas')
const img = canvas.toDataURL('image/png')
With the value in img
you can write it out as a new image like so:
document.getElementById('existing-image-id').src = img
or
document.write('<img src="'+img+'"/>');
Upvotes: 857
Reputation: 640
upload image
from <canvas />
:
async function canvasToBlob(canvas) {
if (canvas.toBlob) {
return new Promise(function (resolve) {
canvas.toBlob(resolve)
})
} else {
throw new Error('canvas.toBlob Invalid')
}
}
await canvasToBlob(yourCanvasEl)
Upvotes: 1
Reputation: 8098
The key point is
And I want to provide an example for someone like me who wants to save SVG to PNG(also can add some text if you wish), which may be from an Online source or font-awesome icon, etc.
100% javascript and no other 3-rd library.
<script>
(() => {
window.onload = () => {
// Test 1: SVG from Online
const canvas = new Canvas(650, 500)
// canvas.DrawGrid() // If you want to show grid, you can use it.
const svg2img = new SVG2IMG(canvas.canvas, "https://upload.wikimedia.org/wikipedia/commons/b/bd/Test.svg")
svg2img.AddText("Hello", 100, 250, {mode: "fill", color: "yellow", alpha: 0.8})
svg2img.AddText("world", 200, 250, {mode: "stroke", color: "red"})
svg2img.AddText("!", 280, 250, {color: "#f700ff", size: "72px"})
svg2img.Build("Test.png")
// Test 2: URI.data
const canvas2 = new Canvas(180, 180)
const uriData = "data:image/svg+xml;base64,PHN2ZyBjbGFzcz0ic3ZnLWlubGluZS0tZmEgZmEtc21pbGUtd2luayBmYS13LTE2IiBhcmlhLWhpZGRlbj0idHJ1ZSIgZm9jdXNhYmxlPSJmYWxzZSIgZGF0YS1wcmVmaXg9ImZhciIgZGF0YS1pY29uPSJzbWlsZS13aW5rIiByb2xlPSJpbWciIHhtbG5zPSJodHRwOi8vd3d3LnczLm9yZy8yMDAwL3N2ZyIgdmlld0JveD0iMCAwIDQ5NiA1MTIiIGRhdGEtZmEtaTJzdmc9IiI+PHBhdGggZmlsbD0iY3VycmVudENvbG9yIiBkPSJNMjQ4IDhDMTExIDggMCAxMTkgMCAyNTZzMTExIDI0OCAyNDggMjQ4IDI0OC0xMTEgMjQ4LTI0OFMzODUgOCAyNDggOHptMCA0NDhjLTExMC4zIDAtMjAwLTg5LjctMjAwLTIwMFMxMzcuNyA1NiAyNDggNTZzMjAwIDg5LjcgMjAwIDIwMC04OS43IDIwMC0yMDAgMjAwem0xMTcuOC0xNDYuNGMtMTAuMi04LjUtMjUuMy03LjEtMzMuOCAzLjEtMjAuOCAyNS01MS41IDM5LjQtODQgMzkuNHMtNjMuMi0xNC4zLTg0LTM5LjRjLTguNS0xMC4yLTIzLjctMTEuNS0zMy44LTMuMS0xMC4yIDguNS0xMS41IDIzLjYtMy4xIDMzLjggMzAgMzYgNzQuMSA1Ni42IDEyMC45IDU2LjZzOTAuOS0yMC42IDEyMC45LTU2LjZjOC41LTEwLjIgNy4xLTI1LjMtMy4xLTMzLjh6TTE2OCAyNDBjMTcuNyAwIDMyLTE0LjMgMzItMzJzLTE0LjMtMzItMzItMzItMzIgMTQuMy0zMiAzMiAxNC4zIDMyIDMyIDMyem0xNjAtNjBjLTI1LjcgMC01NS45IDE2LjktNTkuOSA0Mi4xLTEuNyAxMS4yIDExLjUgMTguMiAxOS44IDEwLjhsOS41LTguNWMxNC44LTEzLjIgNDYuMi0xMy4yIDYxIDBsOS41IDguNWM4LjUgNy40IDIxLjYuMyAxOS44LTEwLjgtMy44LTI1LjItMzQtNDIuMS01OS43LTQyLjF6Ij48L3BhdGg+PC9zdmc+"
const svg2img2 = new SVG2IMG(canvas2.canvas, uriData)
svg2img2.Build("SmileWink.png")
// Test 3: Exists SVG
ImportFontAwesome()
const range = document.createRange()
const fragSmile = range.createContextualFragment(`<i class="far fa-smile" style="background-color:black;color:yellow"></i>`)
document.querySelector(`body`).append(fragSmile)
// use MutationObserver wait the fontawesome convert ``<i class="far fa-smile"></i>`` to SVG. If you write the element in the HTML, then you can skip this hassle way.
const observer = new MutationObserver((mutationRecordList, observer) => {
for (const mutation of mutationRecordList) {
switch (mutation.type) {
case "childList":
const targetSVG = mutation.target.querySelector(`svg`)
if (targetSVG !== null) {
const canvas3 = new Canvas(64, 64) // 👈 Focus here. The part of the observer is not important.
const svg2img3 = new SVG2IMG(canvas3.canvas, SVG2IMG.Convert2URIData(targetSVG))
svg2img3.Build("Smile.png")
targetSVG.remove() // This SVG is created by font-awesome, and it's an extra element. I don't want to see it.
observer.disconnect()
return
}
}
}
})
observer.observe(document.querySelector(`body`), {childList: true})
}
})()
class SVG2IMG {
/**
* @param {HTMLCanvasElement} canvas
* @param {string} src "http://.../xxx.svg" or "data:image/svg+xml;base64,${base64}"
* */
constructor(canvas, src) {
this.canvas = canvas;
this.context = this.canvas.getContext("2d")
this.src = src
this.addTextList = []
}
/**
* @param {HTMLElement} node
* @param {string} mediaType: https://en.wikipedia.org/wiki/Media_type#Common_examples_%5B10%5D
* @see https://en.wikipedia.org/wiki/List_of_URI_schemes
* */
static Convert2URIData(node, mediaType = 'data:image/svg+xml') {
const base64 = btoa(node.outerHTML)
return `${mediaType};base64,${base64}`
}
/**
* @param {string} text
* @param {int} x
* @param {int} y
* @param {"stroke"|"fill"} mode
* @param {string} size, "30px"
* @param {string} font, example: "Arial"
* @param {string} color, example: "#3ae016" or "yellow"
* @param {int} alpha, 0.0 (fully transparent) to 1.0 (fully opaque) // https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API/Tutorial/Applying_styles_and_colors#transparency
* */
AddText(text, x, y, {mode = "fill", size = "32px", font = "Arial", color = "black", alpha = 1.0}) {
const drawFunc = (text, x, y, mode, font) => {
return () => {
// https://www.w3schools.com/graphics/canvas_text.asp
// https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/fillText
const context = this.context
const originAlpha = context.globalAlpha
context.globalAlpha = alpha
context.font = `${size} ${font}`
switch (mode) {
case "fill":
context.fillStyle = color
context.fillText(text, x, y)
break
case "stroke":
context.strokeStyle = color
context.strokeText(text, x, y)
break
default:
throw Error(`Unknown mode:${mode}`)
}
context.globalAlpha = originAlpha
}
}
this.addTextList.push(drawFunc(text, x, y, mode, font))
}
/**
* @description When the build is finished, you can click the filename to download the PNG or mouse enters to copy PNG to the clipboard.
* */
Build(filename = "download.png") {
const img = new Image()
img.src = this.src
img.crossOrigin = "anonymous" // Fixes: Tainted canvases may not be exported
img.onload = (event) => {
this.context.drawImage(event.target, 0, 0)
for (const drawTextFunc of this.addTextList) {
drawTextFunc()
}
// create a "a" node for download
const a = document.createElement('a')
document.querySelector('body').append(a)
a.innerText = filename
a.download = filename
const quality = 1.0
// a.target = "_blank"
a.href = this.canvas.toDataURL("image/png", quality)
a.append(this.canvas)
}
this.canvas.onmouseenter = (event) => {
// set background to white. Otherwise, background-color is black.
this.context.globalCompositeOperation = "destination-over" // https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/globalCompositeOperation // https://www.w3schools.com/tags/canvas_globalcompositeoperation.asp
this.context.fillStyle = "rgb(255,255,255)"
this.context.fillRect(0, 0, this.canvas.width, this.canvas.height)
this.canvas.toBlob(blob => navigator.clipboard.write([new ClipboardItem({'image/png': blob})])) // copy to clipboard
}
}
}
class Canvas {
/**
* @description for do something like that: ``<canvas width="" height=""></>canvas>``
**/
constructor(w, h) {
const canvas = document.createElement("canvas")
document.querySelector(`body`).append(canvas)
this.canvas = canvas;
[this.canvas.width, this.canvas.height] = [w, h]
}
/**
* @description If your SVG is large, you may want to know which part is what you wanted.
* */
DrawGrid(step = 100) {
const ctx = this.canvas.getContext('2d')
const w = this.canvas.width
const h = this.canvas.height
// Draw the vertical line.
ctx.beginPath();
for (let x = 0; x <= w; x += step) {
ctx.moveTo(x, 0);
ctx.lineTo(x, h);
}
// set the color of the line
ctx.strokeStyle = 'rgba(255,0,0, 0.5)'
ctx.lineWidth = 1
ctx.stroke();
// Draw the horizontal line.
ctx.beginPath();
for (let y = 0; y <= h; y += step) {
ctx.moveTo(0, y)
ctx.lineTo(w, y)
}
ctx.strokeStyle = 'rgba(128, 128, 128, 0.5)'
ctx.lineWidth = 5
ctx.stroke()
}
}
function ImportFontAwesome() {
const range = document.createRange()
const frag = range.createContextualFragment(`
<link rel="stylesheet" type="text/css" href="https://cdnjs.cloudflare.com/ajax/libs/font-awesome/5.15.2/css/all.min.css" integrity="sha512-HK5fgLBL+xu6dm/Ii3z4xhlSUyZgTT9tuc/hSrtw6uzJOvgRr2a9jyxxT1ely+B+xFAmJKVSTbpM/CuL7qxO8w==" crossorigin="anonymous" />
<script src="https://cdnjs.cloudflare.com/ajax/libs/font-awesome/5.15.2/js/all.min.js" integrity="sha512-UwcC/iaz5ziHX7V6LjSKaXgCuRRqbTp1QHpbOJ4l1nw2/boCfZ2KlFIqBUA/uRVF0onbREnY9do8rM/uT/ilqw==" crossorigin="anonymous"/>
`)
document.querySelector("head").append(frag)
}
</script>
if you want to run on stackoverflow and move your mouse on the picture may get error
DOMException: The Clipboard API has been blocked because of a permissions policy applied to the current document
You can copy the code on your local machine and run it again, will be fine.
Upvotes: 2
Reputation: 23
if you want to emebed the canvas you can use this snippet
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Document</title>
</head>
<body>
<canvas id=canvas width=200 height=200></canvas>
<iframe id='img' width=200 height=200></iframe>
<script>
window.onload = function() {
var canvas = document.getElementById("canvas");
var context = canvas.getContext("2d");
context.fillStyle = "green";
context.fillRect(50, 50, 100, 100);
document.getElementById('img').src = canvas.toDataURL("image/jpeg");
console.log(canvas.toDataURL("image/jpeg"));
}
</script>
</body>
</html>
Upvotes: 0
Reputation: 7045
This is the other way, without strings although I don't really know if it's faster or not. Instead of toDataURL (as all questions here propose). In my case want to prevent dataUrl/base64 since I need a Array buffer or view. So the other method in HTMLCanvasElement is toBlob
. (TypeScript function):
export function canvasToArrayBuffer(canvas: HTMLCanvasElement, mime: string): Promise<ArrayBuffer> {
return new Promise((resolve, reject) => canvas.toBlob(async (d) => {
if (d) {
const r = new FileReader();
r.addEventListener('loadend', e => {
const ab = r.result;
if (ab) {
resolve(ab as ArrayBuffer);
}
else {
reject(new Error('Expected FileReader result'));
}
}); r.addEventListener('error', e => {
reject(e)
});
r.readAsArrayBuffer(d);
}
else {
reject(new Error('Expected toBlob() to be defined'));
}
}, mime));
}
Another advantage of blobs is you can create ObjectUrls to represent data as files, similar to HTMLInputFile's 'files' member. More info:
https://developer.mozilla.org/en/docs/Web/API/HTMLCanvasElement/toBlob
Upvotes: 13
Reputation: 1
The simple answer is just to take the blob of it and set the img src to a new object URL of that blob, then add that image to a PDF using some library, like
var ok = document.createElement("canvas")
ok.width = 400
ok.height = 140
var ctx = ok.getContext("2d");
for(let k = 0; k < ok.height; k++)
(
k
%
Math.floor(
(
Math.random()
) *
10
)
==
0
) && (y => {
for(var i = 0; i < ok.width; i++) {
if(i % 25 == 0) {
ctx.globalAlpha = Math.random()
ctx.fillStyle = (
"rgb(" +
Math.random() * 255 + "," +
Math.random() * 255 + "," +
Math.random() * 255 + ")"
);
(wdth =>
ctx.fillRect(
Math.sin(
i * Math.PI / 180
) *
Math.random() *
ok.width,
Math.cos(
i * Math.PI / 180,
) * wdth + y,
wdth,
wdth
)
)(15)
}
}
})(k)
ok.toBlob(blob => {
k.src = URL.createObjectURL(blob)
})
<img id=k>
Alternatively, if you wanted to work with low-level byte data, you can get the raw bytes of the canvas, then, depending on the file spec, write the raw image data into the necessary bytes of the data. you just need to call ctx.getImageData(0, 0, ctx.canvas.widht, ctx.canvas.height)
to get the raw image data, then based on the file specification, write it to that
Upvotes: 0
Reputation: 657
You can use jspdf to capture a canvas into an image or pdf like this:
var imgData = canvas.toDataURL('image/png');
var doc = new jsPDF('p', 'mm');
doc.addImage(imgData, 'PNG', 10, 10);
doc.save('sample-file.pdf');
More info: https://github.com/MrRio/jsPDF
Upvotes: 0
Reputation: 25210
I would use "wkhtmltopdf". It just work great. It uses webkit engine (used in Chrome, Safari, etc.), and it is very easy to use:
wkhtmltopdf stackoverflow.com/questions/923885/ this_question.pdf
That's it!
Upvotes: 19
Reputation: 36803
HTML5 provides Canvas.toDataURL(mimetype) which is implemented in Opera, Firefox, and Safari 4 beta. There are a number of security restrictions, however (mostly to do with drawing content from another origin onto the canvas).
So you don't need an additional library.
e.g.
<canvas id=canvas width=200 height=200></canvas>
<script>
window.onload = function() {
var canvas = document.getElementById("canvas");
var context = canvas.getContext("2d");
context.fillStyle = "green";
context.fillRect(50, 50, 100, 100);
// no argument defaults to image/png; image/jpeg, etc also work on some
// implementations -- image/png is the only one that must be supported per spec.
window.location = canvas.toDataURL("image/png");
}
</script>
Theoretically this should create and then navigate to an image with a green square in the middle of it, but I haven't tested.
Upvotes: 122
Reputation:
Here is some help if you do the download through a server (this way you can name/convert/post-process/etc your file):
-Post data using toDataURL
-Set the headers
$filename = "test.jpg"; //or png
header('Content-Description: File Transfer');
if($msie = !strstr($_SERVER["HTTP_USER_AGENT"],"MSIE")==false)
header("Content-type: application/force-download");else
header("Content-type: application/octet-stream");
header("Content-Disposition: attachment; filename=\"$filename\"");
header("Content-Transfer-Encoding: binary");
header("Expires: 0"); header("Cache-Control: must-revalidate");
header("Pragma: public");
-create image
$data = $_POST['data'];
$img = imagecreatefromstring(base64_decode(substr($data,strpos($data,',')+1)));
-export image as JPEG
$width = imagesx($img);
$height = imagesy($img);
$output = imagecreatetruecolor($width, $height);
$white = imagecolorallocate($output, 255, 255, 255);
imagefilledrectangle($output, 0, 0, $width, $height, $white);
imagecopy($output, $img, 0, 0, 0, 0, $width, $height);
imagejpeg($output);
exit();
imagesavealpha($img, true);
imagepng($img);
die($img);
Upvotes: 15
Reputation: 6014
If you are using jQuery, which quite a lot of people do, then you would implement the accepted answer like so:
var canvas = $("#mycanvas")[0];
var img = canvas.toDataURL("image/png");
$("#elememt-to-write-to").html('<img src="'+img+'"/>');
Upvotes: 4
Reputation: 383
On some versions of Chrome, you can:
ctx.drawImage(image1, 0, 0, w, h);
Upvotes: 0
Reputation: 5665
function exportCanvasAsPNG(id, fileName) {
var canvasElement = document.getElementById(id);
var MIME_TYPE = "image/png";
var imgURL = canvasElement.toDataURL(MIME_TYPE);
var dlLink = document.createElement('a');
dlLink.download = fileName;
dlLink.href = imgURL;
dlLink.dataset.downloadurl = [MIME_TYPE, dlLink.download, dlLink.href].join(':');
document.body.appendChild(dlLink);
dlLink.click();
document.body.removeChild(dlLink);
}
Upvotes: 49
Reputation: 2944
I thought I'd extend the scope of this question a bit, with some useful tidbits on the matter.
In order to get the canvas as an image, you should do the following:
var canvas = document.getElementById("mycanvas");
var image = canvas.toDataURL("image/png");
You can use this to write the image to the page:
document.write('<img src="'+image+'"/>');
Where "image/png" is a mime type (png is the only one that must be supported). If you would like an array of the supported types you can do something along the lines of this:
var imageMimes = ['image/png', 'image/bmp', 'image/gif', 'image/jpeg', 'image/tiff']; //Extend as necessary
var acceptedMimes = new Array();
for(i = 0; i < imageMimes.length; i++) {
if(canvas.toDataURL(imageMimes[i]).search(imageMimes[i])>=0) {
acceptedMimes[acceptedMimes.length] = imageMimes[i];
}
}
You only need to run this once per page - it should never change through a page's lifecycle.
If you wish to make the user download the file as it is saved you can do the following:
var canvas = document.getElementById("mycanvas");
var image = canvas.toDataURL("image/png").replace("image/png", "image/octet-stream"); //Convert image to 'octet-stream' (Just a download, really)
window.location.href = image;
If you're using that with different mime types, be sure to change both instances of image/png, but not the image/octet-stream. It is also worth mentioning that if you use any cross-domain resources in rendering your canvas, you will encounter a security error when you try to use the toDataUrl method.
Upvotes: 49
Reputation: 24556
Another interesting solution is PhantomJS. It's a headless WebKit scriptable with JavaScript or CoffeeScript.
One of the use case is screen capture : you can programmatically capture web contents, including SVG and Canvas and/or Create web site screenshots with thumbnail preview.
The best entry point is the screen capture wiki page.
Here is a good example for polar clock (from RaphaelJS):
>phantomjs rasterize.js http://raphaeljs.com/polar-clock.html clock.png
Do you want to render a page to a PDF ?
> phantomjs rasterize.js 'http://en.wikipedia.org/w/index.php?title=Jakarta&printable=yes' jakarta.pdf
Upvotes: 8