Download canvas as image with button - html

What is the id of this canvas: carstenschaefer.github.io/DrawerJs/examples/fullscreen I want to add download button to under this canvas. I imported the source code into vscode. I tried various download codes but none of them worked. I think I'm writing the id wrong.
document.getElementById('download').addEventListener('click', ()=> {
var canva = document.getElementById("canvas");
var image = canva.toDataURL("image/png").replace("image/png", "image/octet-stream");
var element = document.createElement('a');
var filename = 'test.png';
element.setAttribute('href', image);
element.setAttribute('download', filename);
element.click();
})

When you create an instance of drawer
const drawer = new DrawerJs.Drawer(null, { ...options });
You can call
drawer.api.getCanvasAsImage()
To get the canvas converted to base64 which you can then use it to Post to a backend server or download it.
Took at look at download.js maybe you could try using it to help with saving.

Related

issue with showing croped image in another div with jquery

I want to use image cropper tool for that I have use cropper.js.
image cropper is working fine but I want to show image after cropping in another image tag
for that I have use below code
canvas.toBlob(function(blob) {
url = URL.createObjectURL(blob);
var reader = new FileReader();
reader.readAsDataURL(blob);
reader.onloadend = function() {
var base64data = reader.result;
var croppedImageDataURL = $('.preview').cropper('getCroppedCanvas').toDataURL("image/png");
}
});
but it is not working myfor my full code I have made jsfiddle.
can anybody help me in this

Adding static image to Lightswitch HTML 2013 Browse Screen

In my case, I have color coded some tiles in the HTML client and I want to add a simple color code key. I have the PNG file I want to use.
I do not require the ability to upload or change the image.
This link seems to achieve what I am looking for, but I am not sure where to implement. Does all of this code go into the PostRender of the Image Control I created?
Add image to lightswitch using local property and file location
Here is what the PostRender of the simple Image data item I created as an Image Local Property, and then dragged into the Solution Designer. It was basically copied from the link above, but I did change the name of the image file to match mine, and I have already added the item to the Content\Images folder structure and it shows in the file view:
myapp.BrowseOrderLines.ColorKey_postRender = function (element, contentItem) {
// Write code here.
function GetImageProperty(operation) {
var image = new Image();
var canvas = document.createElement("canvas");
var ctx = canvas.getContext("2d");
// XMLHttpRequest used to allow external cross-domain resources to be processed using the canvas.
// unlike crossOrigin = "Anonymous", XMLHttpRequest works in IE10 (important for LightSwitch)
// still requires the appropriate server-side ACAO header (see https://developer.mozilla.org/en-US/docs/Web/HTML/CORS_enabled_image)
var xhr = new XMLHttpRequest();
xhr.onload = function () {
var url = URL.createObjectURL(this.response);
image.onload = function () {
URL.revokeObjectURL(url);
canvas.width = image.width;
canvas.height = image.height;
ctx.drawImage(image, 0, 0);
var dataURL = canvas.toDataURL("image/png");
operation.complete(dataURL.substring(dataURL.indexOf(",") + 1));
};
image.src = url;
};
xhr.open('GET', this.imageSource, true);
xhr.responseType = 'blob';
xhr.send();
};
myapp.BrowseOrderLines.ColorKey_postRender = function (element, contentItem) {
// Write code here.
msls.promiseOperation
(
$.proxy(
GetImageProperty,
{ imageSource: "content/images/Key.png" }
)
).then(
function (result) {
contentItem.screen.ImageProperty = result;
}
);
};
}
Currently, the Image control does show on the screen in the browser, and is the custom size I choose, but it is just a light blue area that does not display my image file.
I am not sure if I have embedded the image? I am not sure if that is a missing step?
Thank you!!
The easiest method of testing this approach would be to change your postRender to the following (which embeds the helper function within the postRender function):
myapp.BrowseOrderLines.ColorKey_postRender = function (element, contentItem) {
function GetImageProperty(imageSource) {
return msls.promiseOperation(
function (operation) {
var image = new Image();
var canvas = document.createElement("canvas");
var ctx = canvas.getContext("2d");
// XMLHttpRequest used to allow external cross-domain resources to be processed using the canvas.
// unlike crossOrigin = "Anonymous", XMLHttpRequest works in IE10 (important for LightSwitch)
// still requires the appropriate server-side ACAO header (see https://developer.mozilla.org/en-US/docs/Web/HTML/CORS_enabled_image)
var xhr = new XMLHttpRequest();
xhr.onload = function () {
var url = URL.createObjectURL(this.response);
image.onload = function () {
URL.revokeObjectURL(url);
canvas.width = image.width;
canvas.height = image.height;
ctx.drawImage(image, 0, 0);
var dataURL = canvas.toDataURL("image/png");
operation.complete(dataURL.substring(dataURL.indexOf(",") + 1));
};
image.onerror = function () {
operation.error("Image load error");
};
image.src = url;
};
xhr.open('GET', imageSource, true);
xhr.responseType = 'blob';
xhr.send();
}
);
};
GetImageProperty("content/images/Key.png").then(function onComplete(result) {
contentItem.screen.ImageProperty = result;
}, function onError(error) {
msls.showMessageBox(error);
});
};
This assumes that you named the local property ImageProperty as per my original post and the Image control on your screen is named ColorKey.
In the above example, I've also taken the opportunity to slightly simplify and improve the code from my original post. It also includes a simple error handler which may flag up if there is a problem with loading the image.
If this still doesn't work, you could test the process by changing the image source file-name to content/images/user-splash-screen.png (this png file should have been added as a matter of course when you created your LightSwitch HTML project).
As the GetImageProperty function is a helper routine, rather than embedding it within the postRender you'd normally place it within a JavaScript helper module. This will allow it to be easily reused without repeating the function's code. If you don't already have such a library and you're interested in implementing one, the following post covers some of details involved in doing this:
Lightswitch HTML global JS file to pass variable

Setting local image as EaselJS background

I am building an EaselJS app, and I want the user to be able to select an image from their hard drive to be the background for the app. Once they are done interacting with the app and choose to submit I want to upload the image, but not before then. Is there a way I can do this? I am using Rails if that makes any difference.
You can use the method readAsDataURL from Filereader,then pass the result to an Image object and finally pass that image as parameter of a new easeljs.Bitmap object.
function previewFile(){
var file = input.files[0];
var reader = new FileReader();
reader.onloadend = function () {
image.src = reader.result;
var bitmap = new createjs.Bitmap(image);
stage.addChild(bitmap);
}
if (file) {
reader.readAsDataURL(file);
} else {
alert("fail");
}
}
I created a fiddle that does something like that:
https://jsfiddle.net/vampaynani/b5maj7nd/

How can I paste an image from the clipboard onto a Canvas element using Dart?

I'm using Dart to develop a personal whiteboard Chrome app and it is sometimes useful to be able to quickly copy and paste an image (e.g. a slide from a presentation, a diagram or a handout) so that I can add notes over the image while teaching a class or giving a presentation.
How can I paste an image stored on the clipboard onto a canvas element in Dart?
Actually, this answer to the same question for JS is almost directly applicable. A Dart translation might look something like:
import 'dart:html';
void main() {
var can = new CanvasElement()
..width = 600
..height = 600
;
var con = can.getContext('2d');
document.onPaste.listen((e) {
var blob = e.clipboardData.items[0].getAsFile();
var reader = new FileReader();
reader.onLoad.listen((e) {
var img = new ImageElement()
..src = (e.target as FileReader).result;
img.onLoad.listen((_) {
con.drawImage(img, 0, 0);
});
});
reader.readAsDataUrl(blob);
});
document.body.children.add(can);
}

context.getImageData() on localhost?

I have the following snippet of code and I'm trying to run it from localhost (OSX, running XAMPP):
var canvas = document.getElementById('mycanvas');
var cx = canvas.getContext('2d');
var myImg = new Image();
myImg.src = 'images/lion.jpg';
$(myImg).load(function() {
cx.drawImage(myImg, 0, 0);
var imgData = cx.getImageData(0,0,150,150);
});
But when I run it I get this error from the console:
Unable to get image data from canvas because the canvas has been tainted by cross-origin data.
site.js:11Uncaught Error: SECURITY_ERR: DOM Exception 18
I found some similar questions here and I know that this has something to do with the fact that I'm working locally and this wouldn't happen if I was trying to access the image from the same domain. I don't know if this makes sense, but it's what I understood.
My question is, how can I make this work in a local dev environment?
Serve your html with an HTTP server, for example, Apache or Nginx.
Mac OSX comes with Python installed, so you can simply start an HTTP server by opening a terminal, then input:
cd /path/to/my/work/
python -m SimpleHTTPServer
Then open http://localhost:8000/ in your browser. This should work.
Trying a different browser might help. This happened to me on Chromium and just by switching to Firefox I was able to continue debugging locally.
I ended up using a combo of solutions (see this other problem)
Steps:
Transform the image to base64 string.
Assign that as the src of the Image js object.
Draw on canvas
Code:
// helper to transform to base64
// see other question for more help
function toDataUrl(url, callback) {
var xhr = new XMLHttpRequest();
xhr.responseType = 'blob';
xhr.onload = function() {
var reader = new FileReader();
reader.onloadend = function() {
callback(reader.result);
};
reader.readAsDataURL(xhr.response);
};
xhr.open('GET', url);
xhr.send();
}
var canvas = document.querySelector("canvas");
var ctx = canvas.getContext("2d");
var png = new Image();
var backgroundSrc = ".....";
png.onload = function () {
ctx.drawImage(png, 0, 0);
};
toDataUrl(backgroundSrc, function(base64Img) {
png.src = base64Img;
});
I know this solution is NOT optimal, but it worked for me AND it helps when the image does not come from the same origin.
I'm posting this for anyone that encounters the same problem.