将 HTML 画布捕获为 GIF/JPG/PNG/PDF?

发布于 2024-07-21 06:51:30 字数 75 浏览 4 评论 0原文

是否可以将 HTML 画布中显示的内容捕获或打印为图像或 PDF?

我想通过画布生成图像,并能够从该图像生成 PNG。

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.

如果你对这篇内容有疑问,欢迎到本站社区发帖提问 参与讨论,获取更多帮助,或者扫码二维码加入 Web 技术交流群。

扫码二维码加入Web技术交流群

发布评论

需要 登录 才能够评论, 你可以免费 注册 一个本站的账号。

评论(16

小情绪 2024-07-28 06:51:30

原来的答案是针对类似问题的。 这已被修改:

const canvas = document.getElementById('mycanvas')
const img    = canvas.toDataURL('image/png')

使用 img 中的值,您可以将其写为新图像,如下所示:

document.getElementById('existing-image-id').src = img

document.write('<img src="'+img+'"/>');

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+'"/>');
扬花落满肩 2024-07-28 06:51:30

HTML5 提供了 Canvas.toDataURL(mimetype),它在 Opera、Firefox 和 Safari 4 beta 中实现。 然而,存在许多安全限制(主要与将内容从另一个来源绘制到画布上有关)。

所以你不需要额外的库。

例如,

 <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>

理论上这应该创建然后导航到中间有绿色方块的图像,但我还没有测试过。

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.

薆情海 2024-07-28 06:51:30

我想我应该稍微扩展一下这个问题的范围,并提供一些关于此事的有用花絮。

为了将画布作为图像,您应该执行以下操作:

var canvas = document.getElementById("mycanvas");
var image = canvas.toDataURL("image/png");

您可以使用它将图像写入页面:

document.write('<img src="'+image+'"/>');

其中“image/png”是一种 mime 类型(png 是唯一必须支持的类型)。 如果您想要一个受支持类型的数组,您可以按照以下方式执行操作:

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];
    }
}

您只需每个页面运行一次 - 它在页面的生命周期中永远不会改变。

如果您希望用户在保存文件时下载文件,您可以执行以下操作:

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;

如果您将其与不同的 mime 类型一起使用,请务必更改 image/png 的两个实例,但不要更改 image/octet-stream 。
还值得一提的是,如果您在渲染画布时使用任何跨域资源,则在尝试使用 toDataUrl 方法时将遇到安全错误。

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.

め七分饶幸 2024-07-28 06:51:30
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);
}
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);
}
妄想挽回 2024-07-28 06:51:30

我会使用“wkhtmltopdf”。 它工作得很好。 它使用webkit引擎(在Chrome、Safari等中使用),并且非常容易使用:

wkhtmltopdf stackoverflow.com/questions/923885/ this_question.pdf

就是这样!

尝试一下

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!

Try it

虐人心 2024-07-28 06:51:30

如果您通过服务器下载,这里有一些帮助(这样您可以命名/转换/后处理/等您的文件): -

使用 toDataURL 发布数据

- 设置标头

$filename = "test.jpg"; //or png
header('Content-Description: File Transfer');
if($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");

- 创建图像

$data = $_POST['data'];
$img = imagecreatefromstring(base64_decode(substr($data,strpos($data,',')+1)));

-将图像导出为 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();

- 或作为透明PNG

imagesavealpha($img, true);
imagepng($img);
die($img);

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();

-or as transparent PNG

imagesavealpha($img, true);
imagepng($img);
die($img);
树深时见影 2024-07-28 06:51:30

这是另一种方式,没有字符串,尽管我真的不知道它是否更快。 而不是 toDataURL (正如这里所有问题所建议的那样)。 就我而言,想要阻止 dataUrl/base64,因为我需要数组缓冲区或视图。 因此 HTMLCanvasElement 中的另一个方法是 toBlob。 (TypeScript 函数):

    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));
}

blob 的另一个优点是您可以创建 ObjectUrls 将数据表示为文件,类似于 HTMLInputFile 的“files”成员。 更多信息:

https://developer.mozilla.org/en/docs/ Web/API/HTMLCanvasElement/toBlob

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

花心好男孩 2024-07-28 06:51:30

另一个有趣的解决方案是 PhantomJS
它是一个无头 WebKit,可使用 JavaScript 或 CoffeeScript 编写脚本。

用例之一是屏幕捕获:您可以以编程方式捕获 Web 内容,包括 SVG 和 Canvas 和/或创建具有缩略图预览的网站屏幕截图。

最好的入口点是屏幕截图 wiki 页面。

这是极地时钟的一个很好的例子(来自 RaphaelJS):

>phantomjs rasterize.js http://raphaeljs.com/polar-clock.html clock.png

你想将页面渲染为 PDF 吗?

> phantomjs rasterize.js 'http://en.wikipedia.org/w/index.php?title=Jakarta&printable=yes' jakarta.pdf

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
尹雨沫 2024-07-28 06:51:30

如果您使用 jQuery(很多人都这样做),那么您将像这样实现接受的答案:

var canvas = $("#mycanvas")[0];
var img = canvas.toDataURL("image/png");

$("#elememt-to-write-to").html('<img src="'+img+'"/>');

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+'"/>');
尾戒 2024-07-28 06:51:30

关键点是

canvas.toDataURL(类型,质量)


我我想为像我这样想要将 SVG 保存为 PNG 的人提供一个示例(如果您愿意,也可以添加一些文本),该示例可能来自在线源或很棒的字体图标等。

示例

100% javascript,没有其​​他 3 -rd 图书馆。

<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) //

The key point is

canvas.toDataURL(type, quality)


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.

Example

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.

空城缀染半城烟沙 2024-07-28 06:51:30

上传图像

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)

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)
扛刀软妹 2024-07-28 06:51:30

在某些版本的 Chrome 上,您可以:

  1. 使用绘制图像函数 ctx.drawImage(image1, 0, 0, w, h);
  2. 在画布上单击鼠标右键

On some versions of Chrome, you can:

  1. Use the draw image function ctx.drawImage(image1, 0, 0, w, h);
  2. Right-click on the canvas
我做我的改变 2024-07-28 06:51:30

您可以使用 jspdf 将画布捕获为图像或 pdf,如下所示:

var imgData = canvas.toDataURL('image/png');              
var doc = new jsPDF('p', 'mm');
doc.addImage(imgData, 'PNG', 10, 10);
doc.save('sample-file.pdf');

更多信息:https://github.com /MrRio/jsPDF

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

゛时过境迁 2024-07-28 06:51:30

简单的答案就是获取它的 blob 并将 img src 设置为该 blob 的新对象 URL,然后使用某个库将该图像添加到 PDF,例如

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>

或者,如果您想使用低级字节数据,您可以获取画布的原始字节,然后根据文件规范,将原始图像数据写入数据的必要字节中。 你只需要调用 ctx.getImageData(0, 0, ctx.canvas.widht, ctx.canvas.height) 来获取原始图像数据,然后根据文件规范将其写入

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

好多鱼好多余 2024-07-28 06:51:30

如果你想嵌入画布,你可以使用这个片段

<!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>

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>
喜爱纠缠 2024-07-28 06:51:30

捕获到 Gif (unpacked) 是一个 Chrome 扩展,用于将 HTML 画布记录到 GIF 文件

后处理:您需要剪切和压缩视频(ffmpeg、kdenlive、...)

为什么要压缩? 结果将具有恒定的帧速率,而不是原始帧速率。 这是所有画布记录工具的限制(ccapturejsgif, gif 捕获画布, ...)

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, ...)

~没有更多了~
我们使用 Cookies 和其他技术来定制您的体验包括您的登录状态等。通过阅读我们的 隐私政策 了解更多相关信息。 单击 接受 或继续使用网站,即表示您同意使用 Cookies 和您的相关数据。
原文