Capture html div content as image object [duplicate] - javascript

I am building something called the "HTML Quiz". It's completely ran on JavaScript and it's pretty cool.
At the end, a results box pops up that says "Your Results:" and it shows how much time they took, what percentage they got, and how many questions they got right out of 10. I would like to have a button that says "Capture results" and have it somehow take a screenshot or something of the div, and then just show the image captured on the page where they can right click and "Save image as."
I really would love to do this so they can share their results with others. I don't want them to "copy" the results because they can easily change that. If they change what it says in the image, oh well.
Does anyone know a way to do this or something similar?

No, I don't know of a way to 'screenshot' an element, but what you could do, is draw the quiz results into a canvas element, then use the HTMLCanvasElement object's toDataURL function to get a data: URI with the image's contents.
When the quiz is finished, do this:
var c = document.getElementById('the_canvas_element_id');
var t = c.getContext('2d');
/* then use the canvas 2D drawing functions to add text, etc. for the result */
When the user clicks "Capture", do this:
window.open('', document.getElementById('the_canvas_element_id').toDataURL());
This will open a new tab or window with the 'screenshot', allowing the user to save it. There is no way to invoke a 'save as' dialog of sorts, so this is the best you can do in my opinion.

This is an expansion of #Dathan's answer, using html2canvas and FileSaver.js.
$(function() {
$("#btnSave").click(function() {
html2canvas($("#widget"), {
onrendered: function(canvas) {
theCanvas = canvas;
canvas.toBlob(function(blob) {
saveAs(blob, "Dashboard.png");
});
}
});
});
});
This code block waits for the button with the id btnSave to be clicked. When it is, it converts the widget div to a canvas element and then uses the saveAs() FileSaver interface (via FileSaver.js in browsers that don't support it natively) to save the div as an image named "Dashboard.png".
An example of this working is available at this fiddle.

After hours of research, I finally found a solution to take a screenshot of an element, even if the origin-clean FLAG is set (to prevent XSS), that´s why you can even capture for example Google Maps (in my case). I wrote a universal function to get a screenshot. The only thing you need in addition is the html2canvas library (https://html2canvas.hertzen.com/).
Example:
getScreenshotOfElement($("div#toBeCaptured").get(0), 0, 0, 100, 100, function(data) {
// in the data variable there is the base64 image
// exmaple for displaying the image in an <img>
$("img#captured").attr("src", "data:image/png;base64,"+data);
});
Keep in mind console.log() and alert() won´t generate output if the size of the image is great.
Function:
function getScreenshotOfElement(element, posX, posY, width, height, callback) {
html2canvas(element, {
onrendered: function (canvas) {
var context = canvas.getContext('2d');
var imageData = context.getImageData(posX, posY, width, height).data;
var outputCanvas = document.createElement('canvas');
var outputContext = outputCanvas.getContext('2d');
outputCanvas.width = width;
outputCanvas.height = height;
var idata = outputContext.createImageData(width, height);
idata.data.set(imageData);
outputContext.putImageData(idata, 0, 0);
callback(outputCanvas.toDataURL().replace("data:image/png;base64,", ""));
},
width: width,
height: height,
useCORS: true,
taintTest: false,
allowTaint: false
});
}

If you wish to have "Save as" dialog, just pass image into php script, which adds appropriate headers
Example "all-in-one" script script.php
<?php if(isset($_GET['image'])):
$image = $_GET['image'];
if(preg_match('#^data:image/(.*);base64,(.*)$#s', $image, $match)){
$base64 = $match[2];
$imageBody = base64_decode($base64);
$imageFormat = $match[1];
header('Content-type: application/octet-stream');
header("Pragma: public");
header("Expires: 0");
header("Cache-Control: must-revalidate, post-check=0, pre-check=0");
header("Cache-Control: private", false); // required for certain browsers
header("Content-Disposition: attachment; filename=\"file.".$imageFormat."\";" ); //png is default for toDataURL
header("Content-Transfer-Encoding: binary");
header("Content-Length: ".strlen($imageBody));
echo $imageBody;
}
exit();
endif;?>
<script type='text/javascript' src='http://ajax.googleapis.com/ajax/libs/jquery/1.7.2/jquery.min.js?ver=1.7.2'></script>
<canvas id="canvas" width="300" height="150"></canvas>
<button id="btn">Save</button>
<script>
$(document).ready(function(){
var canvas = document.getElementById('canvas');
var oCtx = canvas.getContext("2d");
oCtx.beginPath();
oCtx.moveTo(0,0);
oCtx.lineTo(300,150);
oCtx.stroke();
$('#btn').on('click', function(){
// opens dialog but location doesnt change due to SaveAs Dialog
document.location.href = '/script.php?image=' + canvas.toDataURL();
});
});
</script>

Add this Script in your index.html
<script src="https://cdnjs.cloudflare.com/ajax/libs/html2canvas/0.4.1/html2canvas.min.js"></script>
Use this function to get screenshot of div tag
getScreenShot(){
let c = this.elem.nativeElement.querySelector('.chartContainer'); // or document.getElementById('canvas');
html2canvas(c).then((canvas:any)=>{
var t = canvas.toDataURL().replace("data:image/png;base64,", "");
this.downloadBase64File('image/png',t,'image');
})
}
downloadBase64File(contentType:any, base64Data:any, fileName:any) {
const linkSource = `data:${contentType};base64,${base64Data}`;
const downloadLink = document.createElement("a");
downloadLink.href = linkSource;
downloadLink.download = fileName;
downloadLink.click();
}

You can't take a screen-shot: it would be an irresponsible security risk to let you do so. However, you can:
Do things server-side and generate an image
Draw something similar to a Canvas and render that to an image (in a browser that supports it)
Use some other drawing library to draw directly to the image (slow, but would work on any browser)

var shot1=imagify($('#widget')[0], (base64) => {
$('img.screenshot').attr('src', base64);
});
Take a look at htmlshot package , then, check deeply the client side section:
npm install htmlshot

<script src="/assets/backend/js/html2canvas.min.js"></script>
<script>
$("#download").on('click', function(){
html2canvas($("#printform"), {
onrendered: function (canvas) {
var url = canvas.toDataURL();
var triggerDownload = $("<a>").attr("href", url).attr("download", getNowFormatDate()+"电子签名详细信息.jpeg").appendTo("body");
triggerDownload[0].click();
triggerDownload.remove();
}
});
})
</script>
quotation

It's to simple you can use this code for capture the screenshot of particular area
you have to define the div id in html2canvas. I'm using here 2 div-:
div id="car"
div id ="chartContainer"
if you want to capture only cars then use car i'm capture here car only you can change chartContainer for capture the graph
html2canvas($('#car')
copy and paste this code
<html>
<head>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<script src="https://code.jquery.com/ui/1.12.1/jquery-ui.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/html2canvas/0.4.1/html2canvas.min.js"></script>
<script src="https://code.jquery.com/jquery-1.12.4.min.js" integrity="sha256-ZosEbRLbNQzLpnKIkEdrPv7lOy9C27hHQ+Xp8a4MxAQ=" crossorigin="anonymous"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/jspdf/1.3.5/jspdf.min.js"></script>
<meta name="viewport" content="width=device-width, initial-scale=1">
<link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/font-awesome/4.7.0/css/font-awesome.min.css">
<link rel="stylesheet" href="https://use.fontawesome.com/releases/v5.2.0/css/all.css" integrity="sha384-hWVjflwFxL6sNzntih27bfxkr27PmbbK/iSvJ+a4+0owXq79v+lsFkW54bOGbiDQ" crossorigin="anonymous">
<script>
window.onload = function () {
var chart = new CanvasJS.Chart("chartContainer", {
animationEnabled: true,
theme: "light2",
title:{
text: "Simple Line Chart"
},
axisY:{
includeZero: false
},
data: [{
type: "line",
dataPoints: [
{ y: 450 },
{ y: 414},
{ y: 520, indexLabel: "highest",markerColor: "red", markerType: "triangle" },
{ y: 460 },
{ y: 450 },
{ y: 500 },
{ y: 480 },
{ y: 480 },
{ y: 410 , indexLabel: "lowest",markerColor: "DarkSlateGrey", markerType: "cross" },
{ y: 500 },
{ y: 480 },
{ y: 510 }
]
}]
});
chart.render();
}
</script>
</head>
<body bgcolor="black">
<div id="wholebody">
<button style="background:aqua; cursor:pointer">Get Screenshot of Cars onl </button>
<div id="car" align="center">
<i class="fa fa-car" style="font-size:70px;color:red;"></i>
<i class="fa fa-car" style="font-size:60px;color:red;"></i>
<i class="fa fa-car" style="font-size:50px;color:red;"></i>
<i class="fa fa-car" style="font-size:20px;color:red;"></i>
<i class="fa fa-car" style="font-size:50px;color:red;"></i>
<i class="fa fa-car" style="font-size:60px;color:red;"></i>
<i class="fa fa-car" style="font-size:70px;color:red;"></i>
</div>
<br>
<div id="chartContainer" style="height: 370px; width: 100%;"></div>
<script src="https://canvasjs.com/assets/script/canvasjs.min.js"></script>
<div id="box1">
</div>
</div>>
</body>
<script>
function genScreenshotgraph()
{
html2canvas($('#car'), {
onrendered: function(canvas) {
var imgData = canvas.toDataURL("image/jpeg");
var pdf = new jsPDF();
pdf.addImage(imgData, 'JPEG', 0, 0, -180, -180);
pdf.save("download.pdf");
}
});
}
</script>
</html>

As far as I know you can't do that, I may be wrong. However I'd do this with php, generate a JPEG using php standard functions and then display the image, should not be a very hard job, however depends on how flashy the contents of the DIV are

Add to your html file and id="capture" to the div you want to take screenshot
<a id="btn-Convert-Html2Image" href="#">Download</a>
<script src="capture.js"></script>
<script src="https://html2canvas.hertzen.com/dist/html2canvas.js" type="text/javascript"></script>
In capture.js add:
document.getElementById("btn-Convert-Html2Image").addEventListener("click", function() {
html2canvas(document.getElementById("capture")).then(function (canvas) {
var anchorTag = document.createElement("a");
anchorTag.download = "filename.jpg";
anchorTag.href = canvas.toDataURL();
anchorTag.target = '_blank';
anchorTag.click();
});
});
Then, just press download and it will download the screenshot
Or you can view screenshot img by add
<div id="previewImg"></div>
in html code is where you want to view that img and js code will be
document.getElementById("btn-Convert-Html2Image").addEventListener("click", function() {
html2canvas(document.getElementById("capture")).then(function (canvas) {
var anchorTag = document.createElement("a");
document.body.appendChild(anchorTag);
document.getElementById("previewImg").appendChild(canvas);
anchorTag.click();
});
});

This is an ~11 year old answer. Please ignore this answer and check other recent answers here
As far as I know its not possible with javascript.
What you can do for every result create a screenshot, save it somewhere and point the user when clicked on save result. (I guess no of result is only 10 so not a big deal to create 10 jpeg image of results)

Related

How to save current page as PDF using frontend JavaScript? [duplicate]

I have the following html code:
<!DOCTYPE html>
<html>
<body>
<p>don't print this to pdf</p>
<div id="pdf">
<p><font size="3" color="red">print this to pdf</font></p>
</div>
</body>
</html>
All I want to do is to print to pdf whatever is found in the div with an id of "pdf". This must be done using JavaScript. The "pdf" document should then be automatically downloaded with a filename of "foobar.pdf"
I've been using jspdf to do this, but the only function it has is "text" which accepts only string values. I want to submit HTML to jspdf, not text.
jsPDF is able to use plugins. In order to enable it to print HTML, you have to include certain plugins and therefore have to do the following:
Go to https://github.com/MrRio/jsPDF and download the latest Version.
Include the following Scripts in your project:
jspdf.js
jspdf.plugin.from_html.js
jspdf.plugin.split_text_to_size.js
jspdf.plugin.standard_fonts_metrics.js
If you want to ignore certain elements, you have to mark them with an ID, which you can then ignore in a special element handler of jsPDF. Therefore your HTML should look like this:
<!DOCTYPE html>
<html>
<body>
<p id="ignorePDF">don't print this to pdf</p>
<div>
<p><font size="3" color="red">print this to pdf</font></p>
</div>
</body>
</html>
Then you use the following JavaScript code to open the created PDF in a PopUp:
var doc = new jsPDF();
var elementHandler = {
'#ignorePDF': function (element, renderer) {
return true;
}
};
var source = window.document.getElementsByTagName("body")[0];
doc.fromHTML(
source,
15,
15,
{
'width': 180,'elementHandlers': elementHandler
});
doc.output("dataurlnewwindow");
For me this created a nice and tidy PDF that only included the line 'print this to pdf'.
Please note that the special element handlers only deal with IDs in the current version, which is also stated in a GitHub Issue. It states:
Because the matching is done against every element in the node tree, my desire was to make it as fast as possible. In that case, it meant "Only element IDs are matched" The element IDs are still done in jQuery style "#id", but it does not mean that all jQuery selectors are supported.
Therefore replacing '#ignorePDF' with class selectors like '.ignorePDF' did not work for me. Instead you will have to add the same handler for each and every element, which you want to ignore like:
var elementHandler = {
'#ignoreElement': function (element, renderer) {
return true;
},
'#anotherIdToBeIgnored': function (element, renderer) {
return true;
}
};
From the examples it is also stated that it is possible to select tags like 'a' or 'li'. That might be a little bit to unrestrictive for the most usecases though:
We support special element handlers. Register them with jQuery-style
ID selector for either ID or node name. ("#iAmID", "div", "span" etc.)
There is no support for any other type of selectors (class, of
compound) at this time.
One very important thing to add is that you lose all your style information (CSS). Luckily jsPDF is able to nicely format h1, h2, h3 etc., which was enough for my purposes. Additionally it will only print text within text nodes, which means that it will not print the values of textareas and the like. Example:
<body>
<ul>
<!-- This is printed as the element contains a textnode -->
<li>Print me!</li>
</ul>
<div>
<!-- This is not printed because jsPDF doesn't deal with the value attribute -->
<input type="textarea" value="Please print me, too!">
</div>
</body>
This is the simple solution. This works for me. You can use the javascript print concept and simple save this as pdf.
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<title></title>
<script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/jquery/1.8.3/jquery.min.js"></script>
<script type="text/javascript">
$("#btnPrint").live("click", function () {
var divContents = $("#dvContainer").html();
var printWindow = window.open('', '', 'height=400,width=800');
printWindow.document.write('<html><head><title>DIV Contents</title>');
printWindow.document.write('</head><body >');
printWindow.document.write(divContents);
printWindow.document.write('</body></html>');
printWindow.document.close();
printWindow.print();
});
</script>
</head>
<body>
<form id="form1">
<div id="dvContainer">
This content needs to be printed.
</div>
<input type="button" value="Print Div Contents" id="btnPrint" />
</form>
</body>
</html>
No depenencies, pure JS
To add CSS or images - do not use relative URLs, use full URLs http://...domain.../path.css or so. It creates separate HTML document and it has no context of main thing.
you can also embed images as base64
This served me for years now:
export default function printDiv({divId, title}) {
let mywindow = window.open('', 'PRINT', 'height=650,width=900,top=100,left=150');
mywindow.document.write(`<html><head><title>${title}</title>`);
mywindow.document.write('</head><body >');
mywindow.document.write(document.getElementById(divId).innerHTML);
mywindow.document.write('</body></html>');
mywindow.document.close(); // necessary for IE >= 10
mywindow.focus(); // necessary for IE >= 10*/
mywindow.print();
mywindow.close();
return true;
}
Of course this will open print dialog and user will have to know she/he can select print to pdf option, to get pdf. There may be printer pre-selected and if user confirms may get this document actually printed. To avoid such situation and to provide PDF without any extras, you need to make PDF file. Probably on the server side. You could have tiny html page with invoice only and convert it to PDF file with headless chrome. It's super easy with puppeteer. No need to install/config chrome, just install npm package puppeteer (managed by chrome team) and run it. Keep in mind this will actually launch real chrome just w/o GUI, so you need to have some RAM & CPU for this. Most servers will be fine with low enough traffic. Here is code sample but this must run on the BACKEND. Nodejs. Also it's slow call, it's resources intensive call. You should run it NOT on api call but e.g. after invoice was created - create pdf for it and store, if pdf was not generated yet, just show message to try again in couple minutes.
const puppeteer = require('puppeteer');
(async () => {
const browser = await puppeteer.launch();
const page = await browser.newPage();
await page.goto('https://your-domain.com/path-to-invoice', {
waitUntil: 'networkidle2',
});
await page.pdf({ path: 'invoice-file-path.pdf', format: 'a4' });
await browser.close();
})();
Learn more here: https://pptr.dev/
if you need to downloadable pdf of a specific page just add button like this
<h4 onclick="window.print();"> Print </h4>
use window.print() to print your all page not just a div
You can use autoPrint() and set output to 'dataurlnewwindow' like this:
function printPDF() {
var printDoc = new jsPDF();
printDoc.fromHTML($('#pdf').get(0), 10, 10, {'width': 180});
printDoc.autoPrint();
printDoc.output("dataurlnewwindow"); // this opens a new popup, after this the PDF opens the print window view but there are browser inconsistencies with how this is handled
}
As mentioned, you should use jsPDF and html2canvas. I've also found a function inside issues of jsPDF which splits automatically your pdf into multiple pages (sources)
function makePDF() {
var quotes = document.getElementById('container-fluid');
html2canvas(quotes, {
onrendered: function(canvas) {
//! MAKE YOUR PDF
var pdf = new jsPDF('p', 'pt', 'letter');
for (var i = 0; i <= quotes.clientHeight/980; i++) {
//! This is all just html2canvas stuff
var srcImg = canvas;
var sX = 0;
var sY = 980*i; // start 980 pixels down for every new page
var sWidth = 900;
var sHeight = 980;
var dX = 0;
var dY = 0;
var dWidth = 900;
var dHeight = 980;
window.onePageCanvas = document.createElement("canvas");
onePageCanvas.setAttribute('width', 900);
onePageCanvas.setAttribute('height', 980);
var ctx = onePageCanvas.getContext('2d');
// details on this usage of this function:
// https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API/Tutorial/Using_images#Slicing
ctx.drawImage(srcImg,sX,sY,sWidth,sHeight,dX,dY,dWidth,dHeight);
// document.body.appendChild(canvas);
var canvasDataURL = onePageCanvas.toDataURL("image/png", 1.0);
var width = onePageCanvas.width;
var height = onePageCanvas.clientHeight;
//! If we're on anything other than the first page,
// add another page
if (i > 0) {
pdf.addPage(612, 791); //8.5" x 11" in pts (in*72)
}
//! now we declare that we're working on that page
pdf.setPage(i+1);
//! now we add content to that page!
pdf.addImage(canvasDataURL, 'PNG', 20, 40, (width*.62), (height*.62));
}
//! after the for loop is finished running, we save the pdf.
pdf.save('test.pdf');
}
});
}
i use jspdf and html2canvas for css rendering and i export content of specific div as this is my code
$(document).ready(function () {
let btn=$('#c-oreder-preview');
btn.text('download');
btn.on('click',()=> {
$('#c-invoice').modal('show');
setTimeout(function () {
html2canvas(document.querySelector("#c-print")).then(canvas => {
//$("#previewBeforeDownload").html(canvas);
var imgData = canvas.toDataURL("image/jpeg",1);
var pdf = new jsPDF("p", "mm", "a4");
var pageWidth = pdf.internal.pageSize.getWidth();
var pageHeight = pdf.internal.pageSize.getHeight();
var imageWidth = canvas.width;
var imageHeight = canvas.height;
var ratio = imageWidth/imageHeight >= pageWidth/pageHeight ? pageWidth/imageWidth : pageHeight/imageHeight;
//pdf = new jsPDF(this.state.orientation, undefined, format);
pdf.addImage(imgData, 'JPEG', 0, 0, imageWidth * ratio, imageHeight * ratio);
pdf.save("invoice.pdf");
//$("#previewBeforeDownload").hide();
$('#c-invoice').modal('hide');
});
},500);
});
});
One way is to use window.print() function. Which does not require any library
Pros
1.No external library require.
2.We can print only selected parts of body also.
3.No css conflicts and js issues.
4.Core html/js functionality
---Simply add below code
CSS to
#media print {
body * {
visibility: hidden; // part to hide at the time of print
-webkit-print-color-adjust: exact !important; // not necessary use
if colors not visible
}
#printBtn {
visibility: hidden !important; // To hide
}
#page-wrapper * {
visibility: visible; // Print only required part
text-align: left;
-webkit-print-color-adjust: exact !important;
}
}
JS code - Call bewlow function on btn click
$scope.printWindow = function () {
window.print()
}
Note: Use !important in every css object
Example -
.legend {
background: #9DD2E2 !important;
}
Use pdfMake.js and this Gist.
(I found the Gist here along with a link to the package html-to-pdfmake, which I end up not using for now.)
After npm install pdfmake and saving the Gist in htmlToPdf.js I use it like this:
const pdfMakeX = require('pdfmake/build/pdfmake.js');
const pdfFontsX = require('pdfmake-unicode/dist/pdfmake-unicode.js');
pdfMakeX.vfs = pdfFontsX.pdfMake.vfs;
import * as pdfMake from 'pdfmake/build/pdfmake';
import htmlToPdf from './htmlToPdf.js';
var docDef = htmlToPdf(`<b>Sample</b>`);
pdfMake.createPdf({content:docDef}).download('sample.pdf');
Remarks:
My use case is to create the relevant html from a markdown document (with markdown-it) and subsequently generating the pdf, and uploading its binary content (which I can get with pdfMake's getBuffer() function), all from the browser. The generated pdf turns out to be nicer for this kind of html than with other solutions I have tried.
I am dissatisfied with the results I got from jsPDF.fromHTML() suggested in the accepted answer, as that solution gets easily confused by special characters in my HTML that apparently are interpreted as a sort of markup and totally mess up the resulting PDF.
Using canvas based solutions (like the deprecated jsPDF.from_html() function, not to be confused with the one from the accepted answer) is not an option for me since I want the text in the generated PDF to be pasteable, whereas canvas based solutions generate bitmap based PDFs.
Direct markdown to pdf converters like md-to-pdf are server side only and would not work for me.
Using the printing functionality of the browser would not work for me as I do not want to display the generated PDF but upload its binary content.
I was able to get jsPDF to print dynamically created tables from a div.
$(document).ready(function() {
$("#pdfDiv").click(function() {
var pdf = new jsPDF('p','pt','letter');
var specialElementHandlers = {
'#rentalListCan': function (element, renderer) {
return true;
}
};
pdf.addHTML($('#rentalListCan').first(), function() {
pdf.save("caravan.pdf");
});
});
});
Works great with Chrome and Firefox... formatting is all blown up in IE.
I also included these:
<script src="js/jspdf.js"></script>
<script src="js/jspdf.plugin.from_html.js"></script>
<script src="js/jspdf.plugin.addhtml.js"></script>
<script src="//mrrio.github.io/jsPDF/dist/jspdf.debug.js"></script>
<script src="http://html2canvas.hertzen.com/build/html2canvas.js"></script>
<script type="text/javascript" src="./libs/FileSaver.js/FileSaver.js"></script>
<script type="text/javascript" src="./libs/Blob.js/Blob.js"></script>
<script type="text/javascript" src="./libs/deflate.js"></script>
<script type="text/javascript" src="./libs/adler32cs.js/adler32cs.js"></script>
<script type="text/javascript" src="js/jspdf.plugin.addimage.js"></script>
<script type="text/javascript" src="js/jspdf.plugin.sillysvgrenderer.js"></script>
<script type="text/javascript" src="js/jspdf.plugin.split_text_to_size.js"></script>
<script type="text/javascript" src="js/jspdf.plugin.standard_fonts_metrics.js"></script>
If you want to export a table, you can take a look at this export sample provided by the Shield UI Grid widget.
It is done by extending the configuration like this:
...
exportOptions: {
proxy: "/filesaver/save",
pdf: {
fileName: "shieldui-export",
author: "John Smith",
dataSource: {
data: gridData
},
readDataSource: true,
header: {
cells: [
{ field: "id", title: "ID", width: 50 },
{ field: "name", title: "Person Name", width: 100 },
{ field: "company", title: "Company Name", width: 100 },
{ field: "email", title: "Email Address" }
]
}
}
}
...
This example works great.
<button onclick="genPDF()">Generate PDF</button>
<script src="https://cdnjs.cloudflare.com/ajax/libs/jspdf/1.5.3/jspdf.min.js"></script>
<script>
function genPDF() {
var doc = new jsPDF();
doc.text(20, 20, 'Hello world!');
doc.text(20, 30, 'This is client-side Javascript, pumping out a PDF.');
doc.addPage();
doc.text(20, 20, 'Do you like that?');
doc.save('Test.pdf');
}
</script>
Dissatisfied with the rendering of html2canvas and lack of modern CSS3/JS and print specific CSS support of pdfMake's outdated version of WebKit...
Here's a theoretical solution, it's headless and can render pages faithfully, supports page breaks, margins, different page sizes and can be automated. You can even render WebGl to PDF.
Chrome has a devtools protocol... which has a printtoPDF function
Excerpt: https://gitlab.com/-/snippets/new
Official 20k-SLOC spec: https://github.com/ChromeDevTools/devtools-protocol/blob/master/json/browser_protocol.json
You can use node and https://github.com/GoogleChrome/chrome-launcher to run chrome headless... wait for it to render.
Profit
printToPDF command you'd run on chrome_devtools protocol:
printToPDF({
printBackground: false,
pageWidth: 8.5,
pageHeight: 11,
transferMode: "ReturnAsStream" // or ReturnAsBase64
})
2022 Answer:
To generate PDF from HTML Element and prompt to save file:
import { jsPDF } from "jsPDF"
function generatePDF() {
const doc = new jsPDF({ unit: 'pt' }) // create jsPDF object
const pdfElement = document.getElementById('pdf') // HTML element to be converted to PDF
doc.html(pdfElement, {
callback: (pdf) => {
pdf.save('MyPdfFile.pdf')
},
margin: 32, // optional: page margin
// optional: other HTMLOptions
})
}
<button onclick="generatePDF()">Save PDF</button>
...
To preview PDF without printing:
doc.html(pdfElement, {
callback: (pdf) => {
const myPdfData = pdf.output('datauristring')
}
})
<embed type="application/pdf" src={myPdfData} />
...
For more HTMLOptions:
https://github.com/parallax/jsPDF/blob/master/types/index.d.ts
To capture div as PDF you can use https://grabz.it solution. It's got a JavaScript API which is easy and flexible and will allow you to capture the contents of a single HTML element such as a div or a span
In order to implement it you will need to first get an app key and secret and download the (free) SDK.
And now an example.
Let's say you have the HTML:
<div id="features">
<h4>Acme Camera</h4>
<label>Price</label>$399<br />
<label>Rating</label>4.5 out of 5
</div>
<p>Cras ut velit sed purus porttitor aliquam. Nulla tristique magna ac libero tempor, ac vestibulum felisvulput ate. Nam ut velit eget
risus porttitor tristique at ac diam. Sed nisi risus, rutrum a metus suscipit, euismod tristique nulla. Etiam venenatis rutrum risus at
blandit. In hac habitasse platea dictumst. Suspendisse potenti. Phasellus eget vehicula felis.</p>
To capture what is under the features id you will need to:
//add the sdk
<script type="text/javascript" src="grabzit.min.js"></script>
<script type="text/javascript">
//login with your key and secret.
GrabzIt("KEY", "SECRET").ConvertURL("http://www.example.com/my-page.html",
{"target": "#features", "format": "pdf"}).Create();
</script>
Please note the target: #feature. #feature is you CSS selector, like in the previous example. Now, when the page is loaded an image screenshot will now be created in the same location as the script tag, which will contain all of the contents of the features div and nothing else.
The are other configuration and customization you can do to the div-screenshot mechanism, please check them out here
The following method works fine for my case.
Hide additional parts for a page like the following example
#media print{
body{
-webkit-print-color-adjust: exact; // if you want to enable graphics
color-adjust: exact !important; // if you want to enable graphics
print-color-adjust: exact !important; // if you want to enable graphics
* {
visibility: hidden;
margin:0;
padding:0
}
.print_area, .print_area *{
visibility: visible;
}
.print_area{
margin: 0;
align: center;
}
.pageBreak {
page-break-before : always; // If you want to skip next page
page-break-inside: avoid; // If you want to skip next page
}
}
#page {
size: A4; margin:0mm; // set page layout
background-color: #fff;
}
}
Use the javascript print function to print execution.
<button onclick="window.print()">Print</button>
any one try this
(function () {
var
form = $('.form'),
cache_width = form.width(),
a4 = [595.28, 841.89]; // for a4 size paper width and height
$('#create_pdf').on('click', function () {
$('body').scrollTop(0);
createPDF();
});
//create pdf
function createPDF() {
getCanvas().then(function (canvas) {
var
img = canvas.toDataURL("image/png"),
doc = new jsPDF({
unit: 'px',
format: 'a4'
});
doc.addImage(img, 'JPEG', 20, 20);
doc.save('Bhavdip-html-to-pdf.pdf');
form.width(cache_width);
});
}
// create canvas object
function getCanvas() {
form.width((a4[0] * 1.33333) - 80).css('max-width', 'none');
return html2canvas(form, {
imageTimeout: 2000,
removeContainer: true
});
}
}());

compare 2 canvas elements for similarity and return result

I'm new to js and html5 so here's what I'm doing : I'm working on a game that helps in teaching illustrator shortcuts, the firts level consist of 2 canvas one with an already existing image and the other blank and ready for user to draw on, on ctrl + s press(sure I disabled it's default action using jquery) I want to compare the content of those 2 canvas elements. I've found Image similarity api from deepai.org very useful and accurate, but it only accepts url or input="file" content, so I'm trying to find a way to upload (maybe) the drawn canvas as an image to a server and get the url like this : https://server.com/myaccount/images/img1.png and since i only upload one image I can pass that static url to the api in addition to the original image which will also have a static url so hopefully it compares.
I made a solution that works without a server. But I couldn't make it work in an online code repo like jsfiddle. So I put it on my own server for you to check. http://paulyro.com/paul/deepai/
For convenience I put everything in one file. Of course it would make sense to save the JS in a separate file. But I let that up to you.
For explanation: the red square in a black frame is the canvas. I generate two images and add them to the page. Then I send those images to the deepAI server when you press the button. You will only need one generated img, but for testing purpose I made 2.
Let me know if this is what you were looking for. Of course I expect you to adapt this solution to your exact needs ;)
This is the code:
<!DOCTYPE HTML>
<html>
<head>
<meta charset="utf-8">
<title>DeepAiDemo</title>
<script src="https://cdnjs.deepai.org/deepai.min.js"></script>
<style rel="stylesheet">
canvas {
border: 1px solid black;
}
</style>
</head>
<body>
<canvas id="canvas1" width="200" height="200"></canvas>
<button name="button" onClick="load()">Press me</button>
<div style="position:absolute;left:400px; top:30px; height: 354px;" id="messages">Result will get here</div>
<script type="text/javascript">
(async function() {
var can = document.getElementById('canvas1');
var ctx = can.getContext('2d');
// create green canvas and make it an image
ctx.fillStyle = "green";
ctx.fillRect(75, 75, 50, 50);
var img = new Image();
img.src = can.toDataURL();
document.body.appendChild(img);
// create red canvas and make it an image
ctx.fillStyle = "red";
ctx.fillRect(75, 75, 50, 50);
var img2 = new Image();
img2.src = can.toDataURL();
document.body.appendChild(img2);
})()
const load = async () => {
document.getElementById('messages').innerHTML = "Waitng for response...";
deepai.setApiKey('xxxxxxxxxxxxxx');
var images = document.getElementsByTagName('img');
console.log("amount images: "+images.length);
console.log(images[0]);
console.log(images[1]);
var resp = await deepai.callStandardApi("image-similarity", {
image1: images[0],
image2: images[1],
});
console.log("response: ");
console.log(resp);
document.getElementById('messages').innerHTML = "Distance: " + resp.output.distance; //resp.output.distance contains the number from the server.
};
</script>
</body>
</html>
Cheers,
Paul

Call Back Editable IFrames Changes into Codemirror

http://jsbin.com/aNirEnUB/3/edit
I've been experimenting with Codemirror for a bit, and today I decided to make the iframe editable, but haven't figured out a way to call back the changes I make to the iframe via change and apply those changes directly to Codemirror.
Is this possible?
JavaScript/JQuery:
var delay;
// Initialize CodeMirror editor
var editor = CodeMirror.fromTextArea(document.getElementById('code'), {
mode: 'text/html',
tabMode: 'indent',
styleActiveLine: true,
lineNumbers: true,
lineWrapping: true,
autoCloseTags: true
});
// Live preview
editor.on("change", function() {
clearTimeout(delay);
delay = setTimeout(updatePreview, 300);
});
function updatePreview() {
var previewFrame = document.getElementById('preview');
var preview = previewFrame.contentDocument || previewFrame.contentWindow.document;
preview.open();
preview.write(editor.getValue());
preview.close();
}
setTimeout(updatePreview, 300);
// Make the preview editable
window.onload = function() {
preview.document.designMode = 'On';
};
// Update the Editor Code from Preview Edit
preview.on('change', function() {
clearTimeout(delay);
delay = setTimeout(updateEditor, 300);
});
function updateEditor() {
var previewFrame = document.getElementById('preview');
var preview = previewFrame.contentDocument || previewFrame.contentWindow.document;
preview.open();
editor.setValue(preview.body.innerHTML());
preview.close();
}
setTimeout(updateEditor, 300);
HTML:
<textarea id="code" name="code"><!doctype html>
<html>
<head>
<meta charset=utf-8>
<title>HTML5 canvas demo</title>
<style>p {font-family: monospace;}</style>
</head>
<body>
<p>Canvas pane goes here:</p>
<canvas id=pane width=300 height=200></canvas>
<script>
var canvas = document.getElementById('pane');
var context = canvas.getContext('2d');
context.fillStyle = 'rgb(250,0,0)';
context.fillRect(10, 10, 55, 50);
context.fillStyle = 'rgba(0, 0, 250, 0.5)';
context.fillRect(30, 30, 55, 50);
</script>
</body>
</html></textarea>
<iframe id="preview"></iframe>
Via
https://developer.mozilla.org/en-US/docs/Web/API/Window.frames
I've next to no experience with codemirror, but raw DOM allows access to iframes using Window.frames[]. If you pull the data back in through dom using .addEventListener("onchange",function), you should be able to work with it.
If this answer isn't specific enough (or out of scope, since I don't know a way to do this inside of your framework), please provide me with what exactly you're trying to pull back, and i'll do some more research.
http://jsbin.com/aNirEnUB/4/edit
This is the best I've been able to do.
I got rid of Codemirror, and used a regular textbox/textarea.
I set it all up in a form for easier callbacks.
I could not figure out how to callback an onchange or onkeyup event for the iframe. So instead I call it back by toggling the textbox.
window.onload = function() {
preview.document.designMode = 'On';
preview.document.execCommand("enableObjectResizing", false, "false");
preview.document.execCommand("enableInlineTableEditing", false, "false");
};
// Calls code from preview to textbox
function submit_form() {
var theForm = document.getElementById("container");
theForm.elements.code.value = window.frames.preview.document.body.innerHTML;
theForm.onclick();
}
$(document).ready(function() {
var code = $('#code'),
preview = $('[ID$=preview]');
// Live Debugging
code.keyup(IntPrev);
function IntPrev(e) {
preview.contents().find('body').html(code.val());
}
// Toggle between Designer and Code
$("#design-n-code").click(function() {
preview.toggle();
code.toggle();
}); code.hide();
});

capture div into image using html2canvas

I'm trying to capture a div into an image using html2canvas
I have read some similar question here like
How to upload a screenshot using html2canvas?
create screenshot of web page using html2canvas (unable to initialize properly)
I have tried the code
canvasRecord = $('#div').html2canvas();
dataURL = canvasRecord.toDataURL("image/png");
and the canvasRecord will be undefined after .html2canvas() called
and also this
$('#div').html2canvas({
onrendered: function (canvas) {
var img = canvas.toDataURL()
window.open(img);
}
});
browser gives some (48 to be exact) similar errors like:
GET http://html2canvas.appspot.com/?url=https%3A%2F%2Fmts1.googleapis.com%2Fvt%…%26z%3D12%26s%3DGalileo%26style%3Dapi%257Csmartmaps&callback=html2canvas_1 404 (Not Found)
BTW, I'm using v0.34 and I have added the reference file html2canvas.min.js and jquery.plugin.html2canvas.js
How can I convert the div into canvas in order to capture the image.
EDIT on 26/Mar/2013
I found Joel's example works.
But unfortunately when Google map embedded in my app, there will be errors.
<html>
<head>
<style type="text/css">
div#testdiv
{
height:200px;
width:200px;
background:#222;
}
div#map_canvas
{
height: 500px;
width: 800px;
position: absolute !important;
left: 500px;
top: 0;
}
</style>
<script type="text/javascript" src="https://maps.googleapis.com/maps/api/js?v=3&sensor=false"></script>
<script type="text/javascript" src="html2canvas.min.js"></script>
<script type="text/javascript" src="jquery-1.7.2.min.js"></script>
<script language="javascript">
$(window).load(function(){
var mapOptions = {
backgroundColor: '#fff',
center: new google.maps.LatLng(1.355, 103.815),
overviewMapControl: true,
overviewMapControlOptions: { opened: false },
mapTypeControl: true,
mapTypeControlOptions: { position: google.maps.ControlPosition.TOP_LEFT, style: google.maps.MapTypeControlStyle.DROPDOWN_MENU },
panControlOptions: { position: google.maps.ControlPosition.RIGHT_CENTER },
zoomControlOptions: { position: google.maps.ControlPosition.RIGHT_CENTER },
streetViewControlOptions: { position: google.maps.ControlPosition.RIGHT_CENTER },
disableDoubleClickZoom: true,
mapTypeId: google.maps.MapTypeId.ROADMAP,
minZoom: 1,
zoom: 12
};
map = new google.maps.Map(document.getElementById('map_canvas'), mapOptions);
$('#load').click(function(){
html2canvas($('#testdiv'), {
onrendered: function (canvas) {
var img = canvas.toDataURL("image/png")
window.open(img);
}
});
});
});
</script>
</head>
<body>
<div id="testdiv">
</div>
<div id="map_canvas"></div>
<input type="button" value="Save" id="load"/>
</body>
</html>
I ran into the same type of error you described, but mine was due to the dom not being completely ready to go. I tested with both jQuery pulling the div and also getElementById just to make sure there wasn't something strange with the jQuery selector. Below is an example that works in Chrome:
<html>
<head>
<style type="text/css">
div {
height: 50px;
width: 50px;
background-color: #2C7CC3;
}
</style>
<script type="text/javascript" src="html2canvas.js"></script>
<script type="text/javascript" src="jquery-1.9.1.js"></script>
<script language="javascript">
$(document).ready(function() {
//var testdiv = document.getElementById("testdiv");
html2canvas($("#testdiv"), {
onrendered: function(canvas) {
// canvas is the final rendered <canvas> element
var myImage = canvas.toDataURL("image/png");
window.open(myImage);
}
});
});
</script>
</head>
<body>
<div id="testdiv">
</div>
</body>
</html>
If you just want to have screenshot of a div, you can do it like this
html2canvas($('#div'), {
onrendered: function(canvas) {
var img = canvas.toDataURL()
window.open(img);
}
});
you can try this code to capture a div When the div is very wide or offset relative to the screen
var div = $("#div")[0];
var rect = div.getBoundingClientRect();
var canvas = document.createElement("canvas");
canvas.width = rect.width;
canvas.height = rect.height;
var ctx = canvas.getContext("2d");
ctx.translate(-rect.left,-rect.top);
html2canvas(div, {
canvas:canvas,
height:rect.height,
width:rect.width,
onrendered: function(canvas) {
var image = canvas.toDataURL("image/png");
var pHtml = "<img src="+image+" />";
$("#parent").append(pHtml);
}
});
10 2022
This question is quite old, but if anyone looking for a clear solution to implement then here it is. This is using Pure JS with html2canvas and FileSaver
I have tested and it works fine.
Capture everything inside a div.
Step 1
Include the scripts in your footer. jQuery is not needed, These two are fine. If you already have these two in your file, watch out for the correct version. I know it's a little thing, but it is important.
<script src="https://cdnjs.cloudflare.com/ajax/libs/html2canvas/1.4.1/html2canvas.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/FileSaver.js/2.0.0/FileSaver.min.js"></script>
Step 2
Basic div. The style attribute is optional. I am using it here to make it look presentable.
<div id="savethegirl" style="background-color:coral;color:white;padding:10px;width:200px;">
I am a Pretty girl 👩
</div>
<button onclick="myfunc()">Save the girl</button>
It should look like this
Step 3
Include this script
function myfunc(){
// if you are using a different 'id' in the div, make sure you replace it here.
var element = document.getElementById("savethegirl");
html2canvas(element).then(function(canvas) {
canvas.toBlob(function(blob) {
window.saveAs(blob, "Heres the Girl.png");
});
});
};
Step 4
Click the button and it should save the file.
Resources
CDN from: https://cdnjs.com/
This is from Carlos Delgado's article (https://ourcodeworld.com/articles/read/415/how-to-create-a-screenshot-of-your-website-with-javascript-using-html2canvas). I simplified it
If this answer is useful.
Hit that up arrow 🠉 It will help others to find it.
I don't know if the answer will be late, but I have used this form.
JS:
function getPDF() {
html2canvas(document.getElementById("toPDF"),{
onrendered:function(canvas){
var img=canvas.toDataURL("image/png");
var doc = new jsPDF('l', 'cm');
doc.addImage(img,'PNG',2,2);
doc.save('reporte.pdf');
}
});
}
HTML:
<div id="toPDF">
#your content...
</div>
<button id="getPDF" type="button" class="btn btn-info" onclick="getPDF()">
Download PDF
</button>
You can get the screenshot of a division and save it easily just using the below snippet. Here I'm used the entire body, you can choose the specific image/div elements just by putting the id/class names.
html2canvas(document.getElementsByClassName("image-div")[0], {
useCORS: true,
}).then(function (canvas) {
var imageURL = canvas.toDataURL("image/png");
let a = document.createElement("a");
a.href = imageURL;
a.download = imageURL;
a.click();
});
It can be easily done using html2canvas, try out the following,
try adding the div inside a html modal and call the model id using a jquery function. In the function you can specify the size (height, width) of the image to be displayed. Using modal is an easy way to capture a html div into an image in a button onclick.
for example have a look at the code sample,
`
<!-- Modal content-->
<div class="modal-content">
<div class="modal-header">
<div class="modal-body">
<p>Some text in the modal.</p>
`
paste the div, which you want to be displayed, inside the model. Hope it will help.
window.open didn't work for me... just a blank page rendered... but I was able to make the png appear on the page by replacing the src attribute of a pre-existing img element created as the target.
$("#btn_screenshot").click(function(){
element_to_png("container", "testhtmltocanvasimg");
});
function element_to_png(srcElementID, targetIMGid){
console.log("element_to_png called for element id " + srcElementID);
html2canvas($("#"+srcElementID)[0]).then( function (canvas) {
var myImage = canvas.toDataURL("image/png");
$("#"+targetIMGid).attr("src", myImage);
console.log("html2canvas completed. png rendered to " + targetIMGid);
});
}
<div id="testhtmltocanvasdiv" class="mt-3">
<img src="" id="testhtmltocanvasimg">
</div>
I can then right-click on the rendered png and "save as". May be just as easy to use the "snipping tool" to capture the element, but html2canvas is an certainly an interesting bit of code!
You should try this (test, works at least in Firefox):
html2canvas(document.body,{
onrendered:function(canvas){
document.body.appendChild(canvas);
}
});
Im running these lines of code to get the full browser screen (only the visible screen, not the hole site):
var w=window, d=document, e=d.documentElement, g=d.getElementsByTagName('body')[0];
var y=w.innerHeight||e.clientHeight||g.clientHeight;
html2canvas(document.body,{
height:y,
onrendered:function(canvas){
var img = canvas.toDataURL();
}
});
More explanations & options here: http://html2canvas.hertzen.com/#/documentation.html

How to take screenshot of a div with JavaScript?

I am building something called the "HTML Quiz". It's completely ran on JavaScript and it's pretty cool.
At the end, a results box pops up that says "Your Results:" and it shows how much time they took, what percentage they got, and how many questions they got right out of 10. I would like to have a button that says "Capture results" and have it somehow take a screenshot or something of the div, and then just show the image captured on the page where they can right click and "Save image as."
I really would love to do this so they can share their results with others. I don't want them to "copy" the results because they can easily change that. If they change what it says in the image, oh well.
Does anyone know a way to do this or something similar?
No, I don't know of a way to 'screenshot' an element, but what you could do, is draw the quiz results into a canvas element, then use the HTMLCanvasElement object's toDataURL function to get a data: URI with the image's contents.
When the quiz is finished, do this:
var c = document.getElementById('the_canvas_element_id');
var t = c.getContext('2d');
/* then use the canvas 2D drawing functions to add text, etc. for the result */
When the user clicks "Capture", do this:
window.open('', document.getElementById('the_canvas_element_id').toDataURL());
This will open a new tab or window with the 'screenshot', allowing the user to save it. There is no way to invoke a 'save as' dialog of sorts, so this is the best you can do in my opinion.
This is an expansion of #Dathan's answer, using html2canvas and FileSaver.js.
$(function() {
$("#btnSave").click(function() {
html2canvas($("#widget"), {
onrendered: function(canvas) {
theCanvas = canvas;
canvas.toBlob(function(blob) {
saveAs(blob, "Dashboard.png");
});
}
});
});
});
This code block waits for the button with the id btnSave to be clicked. When it is, it converts the widget div to a canvas element and then uses the saveAs() FileSaver interface (via FileSaver.js in browsers that don't support it natively) to save the div as an image named "Dashboard.png".
An example of this working is available at this fiddle.
After hours of research, I finally found a solution to take a screenshot of an element, even if the origin-clean FLAG is set (to prevent XSS), that´s why you can even capture for example Google Maps (in my case). I wrote a universal function to get a screenshot. The only thing you need in addition is the html2canvas library (https://html2canvas.hertzen.com/).
Example:
getScreenshotOfElement($("div#toBeCaptured").get(0), 0, 0, 100, 100, function(data) {
// in the data variable there is the base64 image
// exmaple for displaying the image in an <img>
$("img#captured").attr("src", "data:image/png;base64,"+data);
});
Keep in mind console.log() and alert() won´t generate output if the size of the image is great.
Function:
function getScreenshotOfElement(element, posX, posY, width, height, callback) {
html2canvas(element, {
onrendered: function (canvas) {
var context = canvas.getContext('2d');
var imageData = context.getImageData(posX, posY, width, height).data;
var outputCanvas = document.createElement('canvas');
var outputContext = outputCanvas.getContext('2d');
outputCanvas.width = width;
outputCanvas.height = height;
var idata = outputContext.createImageData(width, height);
idata.data.set(imageData);
outputContext.putImageData(idata, 0, 0);
callback(outputCanvas.toDataURL().replace("data:image/png;base64,", ""));
},
width: width,
height: height,
useCORS: true,
taintTest: false,
allowTaint: false
});
}
If you wish to have "Save as" dialog, just pass image into php script, which adds appropriate headers
Example "all-in-one" script script.php
<?php if(isset($_GET['image'])):
$image = $_GET['image'];
if(preg_match('#^data:image/(.*);base64,(.*)$#s', $image, $match)){
$base64 = $match[2];
$imageBody = base64_decode($base64);
$imageFormat = $match[1];
header('Content-type: application/octet-stream');
header("Pragma: public");
header("Expires: 0");
header("Cache-Control: must-revalidate, post-check=0, pre-check=0");
header("Cache-Control: private", false); // required for certain browsers
header("Content-Disposition: attachment; filename=\"file.".$imageFormat."\";" ); //png is default for toDataURL
header("Content-Transfer-Encoding: binary");
header("Content-Length: ".strlen($imageBody));
echo $imageBody;
}
exit();
endif;?>
<script type='text/javascript' src='http://ajax.googleapis.com/ajax/libs/jquery/1.7.2/jquery.min.js?ver=1.7.2'></script>
<canvas id="canvas" width="300" height="150"></canvas>
<button id="btn">Save</button>
<script>
$(document).ready(function(){
var canvas = document.getElementById('canvas');
var oCtx = canvas.getContext("2d");
oCtx.beginPath();
oCtx.moveTo(0,0);
oCtx.lineTo(300,150);
oCtx.stroke();
$('#btn').on('click', function(){
// opens dialog but location doesnt change due to SaveAs Dialog
document.location.href = '/script.php?image=' + canvas.toDataURL();
});
});
</script>
Add this Script in your index.html
<script src="https://cdnjs.cloudflare.com/ajax/libs/html2canvas/0.4.1/html2canvas.min.js"></script>
Use this function to get screenshot of div tag
getScreenShot(){
let c = this.elem.nativeElement.querySelector('.chartContainer'); // or document.getElementById('canvas');
html2canvas(c).then((canvas:any)=>{
var t = canvas.toDataURL().replace("data:image/png;base64,", "");
this.downloadBase64File('image/png',t,'image');
})
}
downloadBase64File(contentType:any, base64Data:any, fileName:any) {
const linkSource = `data:${contentType};base64,${base64Data}`;
const downloadLink = document.createElement("a");
downloadLink.href = linkSource;
downloadLink.download = fileName;
downloadLink.click();
}
You can't take a screen-shot: it would be an irresponsible security risk to let you do so. However, you can:
Do things server-side and generate an image
Draw something similar to a Canvas and render that to an image (in a browser that supports it)
Use some other drawing library to draw directly to the image (slow, but would work on any browser)
var shot1=imagify($('#widget')[0], (base64) => {
$('img.screenshot').attr('src', base64);
});
Take a look at htmlshot package , then, check deeply the client side section:
npm install htmlshot
<script src="/assets/backend/js/html2canvas.min.js"></script>
<script>
$("#download").on('click', function(){
html2canvas($("#printform"), {
onrendered: function (canvas) {
var url = canvas.toDataURL();
var triggerDownload = $("<a>").attr("href", url).attr("download", getNowFormatDate()+"电子签名详细信息.jpeg").appendTo("body");
triggerDownload[0].click();
triggerDownload.remove();
}
});
})
</script>
quotation
It's to simple you can use this code for capture the screenshot of particular area
you have to define the div id in html2canvas. I'm using here 2 div-:
div id="car"
div id ="chartContainer"
if you want to capture only cars then use car i'm capture here car only you can change chartContainer for capture the graph
html2canvas($('#car')
copy and paste this code
<html>
<head>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<script src="https://code.jquery.com/ui/1.12.1/jquery-ui.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/html2canvas/0.4.1/html2canvas.min.js"></script>
<script src="https://code.jquery.com/jquery-1.12.4.min.js" integrity="sha256-ZosEbRLbNQzLpnKIkEdrPv7lOy9C27hHQ+Xp8a4MxAQ=" crossorigin="anonymous"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/jspdf/1.3.5/jspdf.min.js"></script>
<meta name="viewport" content="width=device-width, initial-scale=1">
<link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/font-awesome/4.7.0/css/font-awesome.min.css">
<link rel="stylesheet" href="https://use.fontawesome.com/releases/v5.2.0/css/all.css" integrity="sha384-hWVjflwFxL6sNzntih27bfxkr27PmbbK/iSvJ+a4+0owXq79v+lsFkW54bOGbiDQ" crossorigin="anonymous">
<script>
window.onload = function () {
var chart = new CanvasJS.Chart("chartContainer", {
animationEnabled: true,
theme: "light2",
title:{
text: "Simple Line Chart"
},
axisY:{
includeZero: false
},
data: [{
type: "line",
dataPoints: [
{ y: 450 },
{ y: 414},
{ y: 520, indexLabel: "highest",markerColor: "red", markerType: "triangle" },
{ y: 460 },
{ y: 450 },
{ y: 500 },
{ y: 480 },
{ y: 480 },
{ y: 410 , indexLabel: "lowest",markerColor: "DarkSlateGrey", markerType: "cross" },
{ y: 500 },
{ y: 480 },
{ y: 510 }
]
}]
});
chart.render();
}
</script>
</head>
<body bgcolor="black">
<div id="wholebody">
<button style="background:aqua; cursor:pointer">Get Screenshot of Cars onl </button>
<div id="car" align="center">
<i class="fa fa-car" style="font-size:70px;color:red;"></i>
<i class="fa fa-car" style="font-size:60px;color:red;"></i>
<i class="fa fa-car" style="font-size:50px;color:red;"></i>
<i class="fa fa-car" style="font-size:20px;color:red;"></i>
<i class="fa fa-car" style="font-size:50px;color:red;"></i>
<i class="fa fa-car" style="font-size:60px;color:red;"></i>
<i class="fa fa-car" style="font-size:70px;color:red;"></i>
</div>
<br>
<div id="chartContainer" style="height: 370px; width: 100%;"></div>
<script src="https://canvasjs.com/assets/script/canvasjs.min.js"></script>
<div id="box1">
</div>
</div>>
</body>
<script>
function genScreenshotgraph()
{
html2canvas($('#car'), {
onrendered: function(canvas) {
var imgData = canvas.toDataURL("image/jpeg");
var pdf = new jsPDF();
pdf.addImage(imgData, 'JPEG', 0, 0, -180, -180);
pdf.save("download.pdf");
}
});
}
</script>
</html>
As far as I know you can't do that, I may be wrong. However I'd do this with php, generate a JPEG using php standard functions and then display the image, should not be a very hard job, however depends on how flashy the contents of the DIV are
Add to your html file and id="capture" to the div you want to take screenshot
<a id="btn-Convert-Html2Image" href="#">Download</a>
<script src="capture.js"></script>
<script src="https://html2canvas.hertzen.com/dist/html2canvas.js" type="text/javascript"></script>
In capture.js add:
document.getElementById("btn-Convert-Html2Image").addEventListener("click", function() {
html2canvas(document.getElementById("capture")).then(function (canvas) {
var anchorTag = document.createElement("a");
anchorTag.download = "filename.jpg";
anchorTag.href = canvas.toDataURL();
anchorTag.target = '_blank';
anchorTag.click();
});
});
Then, just press download and it will download the screenshot
Or you can view screenshot img by add
<div id="previewImg"></div>
in html code is where you want to view that img and js code will be
document.getElementById("btn-Convert-Html2Image").addEventListener("click", function() {
html2canvas(document.getElementById("capture")).then(function (canvas) {
var anchorTag = document.createElement("a");
document.body.appendChild(anchorTag);
document.getElementById("previewImg").appendChild(canvas);
anchorTag.click();
});
});
This is an ~11 year old answer. Please ignore this answer and check other recent answers here
As far as I know its not possible with javascript.
What you can do for every result create a screenshot, save it somewhere and point the user when clicked on save result. (I guess no of result is only 10 so not a big deal to create 10 jpeg image of results)

Categories

Resources