HTML5 & auto download image HTML5, auto download image, SVG, Canvas, download



HTML5 & auto download image

​https://www.sitepoint.com/new-html5-attributes-hyperlinks-download-media-ping/​



​https://forums.adobe.com/thread/2569120​

HTML5 Canvas - Download image from game


let aTag = document.createElement(`a`);

aTag.setAttribute(`href`, canvas.toDataURL("image/png"));

aTag.download = "YourScreenshot.png";

aTag.click();

// this.btn.addEventListener(`click`, f.bind(this));

function f(){
aTag.click();
}



solutions

svg to canvas to image

​https://codepen.io/webgeeker/full/VRMGyN​

<!DOCTYPE html>
<html lang="zh-Hans">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<meta http-equiv="X-UA-Compatible" content="ie=edge">
<meta name="author" content="xgqfrms">
<meta name="generator" content="VS code">
<title>svg to canvas to image</title>
<style>
.auto-hidden{
display: none;
/* visibility: hidden; */
}
</style>
</head>
<body>
<section>
<svg width="500" height="100">
<rect x="0" y="64" width="25" height="36" fill="navy"></rect><rect x="30" y="7" width="25" height="93" fill="navy"></rect><rect x="60" y="34" width="25" height="66" fill="navy"></rect><rect x="90" y="49" width="25" height="51" fill="navy"></rect><rect x="120" y="25" width="25" height="75" fill="navy"></rect><rect x="150" y="46" width="25" height="54" fill="navy"></rect><rect x="180" y="13" width="25" height="87" fill="navy"></rect><rect x="210" y="58" width="25" height="42" fill="navy"></rect><rect x="240" y="73" width="25" height="27" fill="navy"></rect><text x="0" y="61" width="25" height="36" class="high-light-color">¥12</text><text x="30" y="4" width="25" height="93" class="high-light-color">¥31</text><text x="60" y="31" width="25" height="66" class="high-light-color">¥22</text><text x="90" y="46" width="25" height="51" class="high-light-color">¥17</text><text x="120" y="22" width="25" height="75" class="high-light-color">¥25</text><text x="150" y="43" width="25" height="54" class="high-light-color">¥18</text><text x="180" y="10" width="25" height="87" class="high-light-color">¥29</text><text x="210" y="55" width="25" height="42" class="high-light-color">¥14</text><text x="240" y="70" width="25" height="27" class="high-light-color">¥9</text>
</svg>
<canvas id="canvas"></canvas>
</section>
<!-- js -->
<script>
const canvas = document.getElementById(`canvas`);
const ctx = canvas.getContext(`2d`);
// rect
// ctx.fillStyle = `green`;
// ctx.fillRect(10, 10, 150, 100);
// image
let svg = document.querySelector(`svg`);
// let svg = document.createElement(`svg`);
// ctx.drawImage(imageResource, dx, dy, dWidth, dHeight);
// console.log(`svg.width =`, svg.width);
// console.log(`vg.height =`, svg.height);
let svgURL = new XMLSerializer().serializeToString(svg);
let img = new Image();
img.onload = function(){
// console.log(`this =`, this);
// img
ctx.drawImage(this, 0, 0);
callback();
}
img.src = `data:image/svg+xml; charset=utf8, ` + encodeURIComponent(svgURL);
// ctx.drawImage(svg, 0, 0, svg.width, svg.height);
// svg-to-canvas.html:39
// Uncaught TypeError: Failed to execute 'drawImage' on 'CanvasRenderingContext2D':
// The provided value is not of type '(
// CSSImageValue or HTMLImageElement or SVGImageElement or HTMLVideoElement or HTMLCanvasElement or ImageBitmap or OffscreenCanvas
// )'
const callback = () => {
setTimeout(() => {
// let canvas = document.getElementById("canvas");
let base64URL = canvas.toDataURL("image/png");
console.log(`base64URL =`, base64URL);
// let img = document.createElement(`img`);
// img.src = base64URL;
// img.download;
let aTag = document.createElement(`a`);
aTag.setAttribute(`href`, base64URL);
// aTag.setAttribute(`href`, canvas.toDataURL("image/png"));
aTag.download = "svg-to-canvas.png";
aTag.click();
setTimeout(() => {
canvas.setAttribute(`class`, "auto-hidden");
}, 1000);
}, 1000);
};
// setTimeout(() => {
// let canvas = document.getElementById("canvas");
// let img = canvas.toDataURL("image/png");
// console.log(`img =`, img);
// // with the value in IMG you can write it out as a new Image like so:
// document.write(`<img src="${img}" />`);
// }, 3000);
</script>
</body>
</html>