I have created a HTML based webpage consisting of a form, some texts and a canvas. I am trying to print this page that includes the canvas on a piece of paper. But the problem is - the canvas can't be printed. I also used toDataURL() method to convert the canvas to an image before printing, but it still didn't work. Could anyone give me some clues?
var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
ctx.fillRect(0, 0, 150, 100);
var img = c.toDataURL("image/png");
document.write('<img src="'+img+'"/>');
function printData(){
var divToPrint=document.getElementById("printTable");
newWin= window.open("");
newWin.document.write(divToPrint.outerHTML);
newWin.print();
newWin.close();
}
$('#printButton').on('click',function(){
printData();
});
<canvas id="myCanvas"></canvas>
<table id="printTable">
<button type="button" id="printButton" class="btn btn-info"> Print </i></button>
<tr><td>Data1 : </td><td >HTML</td></tr>
<tr><td>Data2 : </td><td >CSS</td></tr>
<tr><td>Image : </td><td >Wanna print the image here.</td></tr>
what you could do is try some of the other good answered solutions on other asked pages which is quite similar to what you are trying to archieve.
Try checking here:
Capture HTML Canvas as gif/jpg/png/pdf?
Related
Is there possibility to convert the image present in a canvas element into an image representing by img src?
I need that to crop an image after some transformation and save it. There are a view functions that I found on the internet like: FileReader() or ToBlop(), toDataURL(), getImageData(), but I have no idea how to implement and use them properly in JavaScript.
This is my html:
<img src="http://picture.jpg" id="picture" style="display:none"/>
<tr>
<td>
<canvas id="transform_image"></canvas>
</td>
</tr>
<tr>
<td>
<div id="image_for_crop">image from canvas</div>
</td>
</tr>
In JavaScript it should look something like this:
$(document).ready(function() {
img = document.getElementById('picture');
canvas = document.getElementById('transform_image');
if(!canvas || !canvas.getContext){
canvas.parentNode.removeChild(canvas);
} else {
img.style.position = 'absolute';
}
transformImg(90);
ShowImg(imgFile);
}
function transformImg(degree) {
if (document.getElementById('transform_image')) {
var Context = canvas.getContext('2d');
var cx = 0, cy = 0;
var picture = $('#picture');
var displayedImg = {
width: picture.width(),
height: picture.height()
};
var cw = displayedImg.width, ch = displayedImg.height
Context.rotate(degree * Math.PI / 180);
Context.drawImage(img, cx, cy, cw, ch);
}
}
function showImg(imgFile) {
if (!imgFile.type.match(/image.*/))
return;
var img = document.createElement("img"); // creat img object
img.id = "pic"; //I need set some id
img.src = imgFile; // my picture representing by src
document.getElementById('image_for_crop').appendChild(img); //my image for crop
}
How can I change the canvas element into an img src image in this script? (There may be some bugs in this script.)
canvas.toDataURL() will provide you a data url which can be used as source:
var image = new Image();
image.id = "pic";
image.src = canvas.toDataURL();
document.getElementById('image_for_crop').appendChild(image);
Complete example
Here's a complete example with some random lines. The black-bordered image is generated on a <canvas>, whereas the blue-bordered image is a copy in a <img>, filled with the <canvas>'s data url.
// This is just image generation, skip to DATAURL: below
var canvas = document.getElementById("canvas")
var ctx = canvas.getContext("2d");
// Just some example drawings
var gradient = ctx.createLinearGradient(0, 0, 200, 100);
gradient.addColorStop("0", "#ff0000");
gradient.addColorStop("0.5" ,"#00a0ff");
gradient.addColorStop("1.0", "#f0bf00");
ctx.beginPath();
ctx.moveTo(0, 0);
for (let i = 0; i < 30; ++i) {
ctx.lineTo(Math.random() * 200, Math.random() * 100);
}
ctx.strokeStyle = gradient;
ctx.stroke();
// DATAURL: Actual image generation via data url
var target = new Image();
target.src = canvas.toDataURL();
document.getElementById('result').appendChild(target);
canvas { border: 1px solid black; }
img { border: 1px solid blue; }
body { display: flex; }
div + div {margin-left: 1ex; }
<div>
<p>Original:</p>
<canvas id="canvas" width=200 height=100></canvas>
</div>
<div id="result">
<p>Result via <img>:</p>
</div>
See also:
MDN: canvas.toDataURL() documentation
Do this. Add this to the bottom of your doc just before you close the body tag.
<script>
function canvasToImg() {
var canvas = document.getElementById("yourCanvasID");
var ctx=canvas.getContext("2d");
//draw a red box
ctx.fillStyle="#FF0000";
ctx.fillRect(10,10,30,30);
var url = canvas.toDataURL();
var newImg = document.createElement("img"); // create img tag
newImg.src = url;
document.body.appendChild(newImg); // add to end of your document
}
canvasToImg(); //execute the function
</script>
Of course somewhere in your doc you need the canvas tag that it will grab.
<canvas id="yourCanvasID" />
I´ve found two problems with your Fiddle, one of the problems is first in Zeta´s answer.
the method is not toDataUrl(); is toDataURL(); and you forgot to store the canvas in your variable.
So the Fiddle now works fine http://jsfiddle.net/gfyWK/12/
I hope this helps!
canvas.toDataURL is not working if the original image URL (either relative or absolute) does not belong to the same domain as the web page. Tested from a bookmarklet and a simple javascript in the web page containing the images.
Have a look to David Walsh working example. Put the html and images on your own web server, switch original image to relative or absolute URL, change to an external image URL. Only the first two cases are working.
Corrected the Fiddle - updated shows the Image duplicated into the Canvas...
And right click can be saved as a .PNG
http://jsfiddle.net/gfyWK/67/
<div style="text-align:center">
<img src="http://imgon.net/di-M7Z9.jpg" id="picture" style="display:none;" />
<br />
<div id="for_jcrop">here the image should apear</div>
<canvas id="rotate" style="border:5px double black; margin-top:5px; "></canvas>
</div>
Plus the JS on the fiddle page...
Cheers
Si
Currently looking at saving this to File on the server --- ASP.net C# (.aspx web form page) Any advice would be cool....
I'm getting the error message:
"Domado: canvas drawImage not yet implemented"
in the browser console when using code in Apps Script that will work otherwise in the browser.
Here is HTML and Javascript code that works, and does what I want. The same code will not work in Apps Script HTML Service.
HTML
<button onmouseup="fncDrawNewImage()">Put Image Into Canvas</button>
<span style='color:red'>NOTE: Large Image. Scroll Down to see New Image<span>
<br/>
<br>
<img id='rawUploadImg' src="https://c63b5816896b8b38120d71a4eb99978894a5ef14.googledrive.com/host/0B52YKjuEE44ySkhPUTBsbW5sSWM/F28_003537_KPQQAPSQQQQQT0Bw_A.JPG">
<canvas id="cnvsForFormat" width="400" height="226"></canvas>
JavaScript
window.fncDrawNewImage = function () {
window.img = document.getElementById("rawUploadImg");
var cnvs = document.getElementById("cnvsForFormat");
var ctx = cnvs.getContext("2d");
cnvs.style.border = "1px solid #c3c3c3";
ctx.drawImage(img, 0, 0, 400, 226);
};
jsFiddle put IMG into a CANVAS with drawImage
In Apps Script, every line works except for:
ctx.drawImage(img, 0, 0, 400, 226);
Is drawImage not allowed, or not implemented yet in Apps Script HTML Service? When an image is drawn in a canvas, the image size can be decreased. That's what I'm trying to accomplish. If anyone know how I can decrease the image size in Apps Script I would sure like to know. (NOT decrease the DISPLAY size in HTML, decrease the actual byte size)
I'm wondering if I can send the image file to .gs code, convert it to a string, send it back and then put it into a canvas or an image tag?
Apps Script now has a new sandboxMode called IFRAME:
function doGet() {
var template = HtmlService.createTemplateFromFile('Index');
// Build and return HTML in IFRAME sandbox mode.
return template.evaluate()
.setTitle('Compress Image')
.setSandboxMode(HtmlService.SandboxMode.IFRAME);
};
It now allows ctx.drawImage()
<form>
<input type="file" accept="image/*" onchange="fncChangeSize(this.files[0], newWidth, newHeight)" >
</form>
<canvas id="cnvsForFormat" width="400" height="266" style="border:1px solid #c3c3c3"></canvas>
<script>
window.fncChangeSize = function(imageData, newWidth, newHeight) {
console.log("fncChangeSize ran: " + frmData);
var cnvs=document.getElementById("cnvsForFormat");
var img = new Image;
img.src = URL.createObjectURL(imageData);
var ctx=cnvs.getContext("2d");
ctx.drawImage(img,0,0, newWidth, newHeight);
};
</script>
Mozilla documentation - drawImage
I'm trying to place the textarea content into canvas but getting undefined message instead on the canvas block. successfully loaded image on it but not textarea. i tried in many ways to solve this but could not solve. please help me. Thanks in Advance.
html code
<textarea>praise the lord</textarea>
<div > <button class="wrapper1" id="saveid" onclick="sharee(0)">SAVE </button> </div>
<img id="scream" src="a.jpg" alt="The Scream" width="70" height="70"><p>Canvas:</p>
<canvas id="myCanvas" width="300" height="300" style="border:1px solid #d3d3d3;">
Your browser does not support the HTML5 canvas tag.</canvas>
javascript code
function sharee() {
var val = document.getElementById("myCanvas");
var canvas = document.getElementById("myCanvas");
var ctx = canvas.getContext("2d");
var img = document.getElementById("scream");
textArea = document.getElementsByTagName("textarea")[0],
ctx.font="30px Arial";
ctx.drawImage(img, 40, 40);
ctx.fillText(textarea, 40,60);
setTimeout(function(){
window.savephotoplugin(canvas,"image/png",device.version,function(val){
//returns you the saved path in val
alert("Photo Saved: " + val);
});
}, 0)
You are trying to draw the textarea element it self as text which won't work.
Try this modification:
ctx.fillText(textArea.value, 40, 60);
and I'm not sure if this is just a typo in the post, but this line needs to be:
var textArea = document.getElementsByTagName("textarea")[0]; //no comma at end
I'm trying to save my HTML canvas to file which I can successfully do, but it's not saving any objects I've dragged into the canvas.
So, by using the Draggable JQuery I can happily move my object around screen and place it ontop of my canvas. When I save the canvas using the Canvas.ToDataURL() it does not save my dragged objects (and also does something strange to my canvas in the jsFiddle, it appears to change the colour of my canvas?).
To see a "working" example, please visit my jsFiddle http://jsfiddle.net/JVSFS/74/
Please simply drag the green box over the blue box and click the save button. The result will be shown underneath (just an orange box).
HTML
<canvas id="MyCanvas" class="canvas"></canvas>
<div class="popup_click">
<div id="popup_title">Drag</div>
</div>
<asp:HiddenField ID="hideMe" runat="server" />
<asp:Button runat="server" OnClick="ClickMe" Text="Click" OnClientClick="SaveMe()" />
<button onclick="SaveMe()">Try it</button>
<p>Results: </p>
<img id="myImage" />
JavaScript
$(document).ready(function () {
$('.popup_click').show(0).draggable();
});
function SaveMe() {
var canvas = document.getElementById("MyCanvas");
var context = canvas.getContext("2d");
context.fillStyle = "orange";
context.fillRect(0, 0, 100, 100);
var image = canvas.toDataURL("image/png");
document.getElementById("myImage").src = image;
document.getElementById("hideMe").value = image;
}
CSS
.popup_click {
background: #80FF80;
width: 50px; }
.canvas {
width: 100px;
height: 100px;
background-color: #0FC;
}
How can I get the dragged object to save? I assume I have to tell the Canvas that the object is part of it's context but no idea how and my own searches came up with nothing.
From https://developer.mozilla.org/en-US/docs/HTML/Canvas/Drawing_DOM_objects_into_a_canvas
You can't just draw HTML into a canvas. Instead, you need to use an SVG image containing the content you want to render. To draw HTML content, you'd use a element containing the HTML, then draw that SVG image into your canvas.
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var data = "<svg xmlns='http://www.w3.org/2000/svg' width='200' height='200'>" +
"<foreignObject width='100%' height='100%'>" +
"<div xmlns='http://www.w3.org/1999/xhtml' style='font-size:40px'>" +
"<em>I</em> like <span style='color:white; text-shadow:0 0 2px blue;'>cheese</span>" +
"</div>" +
"</foreignObject>" +
"</svg>";
var DOMURL = self.URL || self.webkitURL || self;
var img = new Image();
var svg = new Blob([data], {type: "image/svg+xml;charset=utf-8"});
var url = DOMURL.createObjectURL(svg);
img.onload = function() {
ctx.drawImage(img, 0, 0);
DOMURL.revokeObjectURL(url);
};
img.src = url;
That's because your draggable object isn't in the canves.
They are simple html elements.
It'll save only the objects whose created with canvas methods.
Any way to create html elements on canvas you have to use svg.
Mozilla show nice way to to this but you need to get all the css to inline css before.
mozilla explanation
Anyway with using svg on you canvas you won't be able to use toDataUrl because of security policy.
Is there possibility to convert the image present in a canvas element into an image representing by img src?
I need that to crop an image after some transformation and save it. There are a view functions that I found on the internet like: FileReader() or ToBlop(), toDataURL(), getImageData(), but I have no idea how to implement and use them properly in JavaScript.
This is my html:
<img src="http://picture.jpg" id="picture" style="display:none"/>
<tr>
<td>
<canvas id="transform_image"></canvas>
</td>
</tr>
<tr>
<td>
<div id="image_for_crop">image from canvas</div>
</td>
</tr>
In JavaScript it should look something like this:
$(document).ready(function() {
img = document.getElementById('picture');
canvas = document.getElementById('transform_image');
if(!canvas || !canvas.getContext){
canvas.parentNode.removeChild(canvas);
} else {
img.style.position = 'absolute';
}
transformImg(90);
ShowImg(imgFile);
}
function transformImg(degree) {
if (document.getElementById('transform_image')) {
var Context = canvas.getContext('2d');
var cx = 0, cy = 0;
var picture = $('#picture');
var displayedImg = {
width: picture.width(),
height: picture.height()
};
var cw = displayedImg.width, ch = displayedImg.height
Context.rotate(degree * Math.PI / 180);
Context.drawImage(img, cx, cy, cw, ch);
}
}
function showImg(imgFile) {
if (!imgFile.type.match(/image.*/))
return;
var img = document.createElement("img"); // creat img object
img.id = "pic"; //I need set some id
img.src = imgFile; // my picture representing by src
document.getElementById('image_for_crop').appendChild(img); //my image for crop
}
How can I change the canvas element into an img src image in this script? (There may be some bugs in this script.)
canvas.toDataURL() will provide you a data url which can be used as source:
var image = new Image();
image.id = "pic";
image.src = canvas.toDataURL();
document.getElementById('image_for_crop').appendChild(image);
Complete example
Here's a complete example with some random lines. The black-bordered image is generated on a <canvas>, whereas the blue-bordered image is a copy in a <img>, filled with the <canvas>'s data url.
// This is just image generation, skip to DATAURL: below
var canvas = document.getElementById("canvas")
var ctx = canvas.getContext("2d");
// Just some example drawings
var gradient = ctx.createLinearGradient(0, 0, 200, 100);
gradient.addColorStop("0", "#ff0000");
gradient.addColorStop("0.5" ,"#00a0ff");
gradient.addColorStop("1.0", "#f0bf00");
ctx.beginPath();
ctx.moveTo(0, 0);
for (let i = 0; i < 30; ++i) {
ctx.lineTo(Math.random() * 200, Math.random() * 100);
}
ctx.strokeStyle = gradient;
ctx.stroke();
// DATAURL: Actual image generation via data url
var target = new Image();
target.src = canvas.toDataURL();
document.getElementById('result').appendChild(target);
canvas { border: 1px solid black; }
img { border: 1px solid blue; }
body { display: flex; }
div + div {margin-left: 1ex; }
<div>
<p>Original:</p>
<canvas id="canvas" width=200 height=100></canvas>
</div>
<div id="result">
<p>Result via <img>:</p>
</div>
See also:
MDN: canvas.toDataURL() documentation
Do this. Add this to the bottom of your doc just before you close the body tag.
<script>
function canvasToImg() {
var canvas = document.getElementById("yourCanvasID");
var ctx=canvas.getContext("2d");
//draw a red box
ctx.fillStyle="#FF0000";
ctx.fillRect(10,10,30,30);
var url = canvas.toDataURL();
var newImg = document.createElement("img"); // create img tag
newImg.src = url;
document.body.appendChild(newImg); // add to end of your document
}
canvasToImg(); //execute the function
</script>
Of course somewhere in your doc you need the canvas tag that it will grab.
<canvas id="yourCanvasID" />
I´ve found two problems with your Fiddle, one of the problems is first in Zeta´s answer.
the method is not toDataUrl(); is toDataURL(); and you forgot to store the canvas in your variable.
So the Fiddle now works fine http://jsfiddle.net/gfyWK/12/
I hope this helps!
canvas.toDataURL is not working if the original image URL (either relative or absolute) does not belong to the same domain as the web page. Tested from a bookmarklet and a simple javascript in the web page containing the images.
Have a look to David Walsh working example. Put the html and images on your own web server, switch original image to relative or absolute URL, change to an external image URL. Only the first two cases are working.
Corrected the Fiddle - updated shows the Image duplicated into the Canvas...
And right click can be saved as a .PNG
http://jsfiddle.net/gfyWK/67/
<div style="text-align:center">
<img src="http://imgon.net/di-M7Z9.jpg" id="picture" style="display:none;" />
<br />
<div id="for_jcrop">here the image should apear</div>
<canvas id="rotate" style="border:5px double black; margin-top:5px; "></canvas>
</div>
Plus the JS on the fiddle page...
Cheers
Si
Currently looking at saving this to File on the server --- ASP.net C# (.aspx web form page) Any advice would be cool....