Why do I get label displacement when I export a pie or line chart? - primefaces

I have been trying to figure out why this happens for quite a while. My page have three kinds of charts: bar, line and pie models. The pie and line gets labels displacement when I export it and the bar its just fine.
I think it has something to do with jqplot css. But still, it is quite frustrating.
My pie chart is in a dialog...
xhtml code:
<p:dialog id="expanded-mission-distribution-dialog" resizable="false"
widgetVar="expanded-mission-distribution-dialog-var" modal="true"
dynamic="true">
<p:panel id="expanded-mission-distribution-panel"
styleClass="expanded-chart-panel ">
<p:chart id="expanded-mission-distribution-chart" type="pie"
styleClass="jqplot-target legend-spacing legend-size chart-dimension-3"
widgetVar="expanded-mission-distribution-chart-var"
model="#{fatigueDataSummaryAircraftAnalysisH.expandedMissionDistributionChart}" />
<p:commandButton id="mission-distribution-export-button"
type="button" icon="ui-circle-export" styleClass="ui-command-button"
title="Click to save the chart as image"
onclick="exportChart('expanded-mission-distribution-chart-var')" />
</p:panel>
</p:dialog>
The javascript that exports charts (I had to use a different approach compared to the one used in Primefaces' showcase, due compatibility purposes):
function b64toBlob(b64Data, contentType, sliceSize) {
contentType = contentType || '';
sliceSize = sliceSize || 512;
var byteCharacters = atob(b64Data);
var byteArrays = [];
for (var offset = 0; offset < byteCharacters.length; offset += sliceSize) {
var slice = byteCharacters.slice(offset, offset + sliceSize);
var byteNumbers = new Array(slice.length);
for (var i = 0; i < slice.length; i++) {
byteNumbers[i] = slice.charCodeAt(i);
}
var byteArray = new Uint8Array(byteNumbers);
byteArrays.push(byteArray);
}
var blob = new Blob(byteArrays, {type: contentType});
return blob;
}
function exportChart(chart) {
// Exportando o gráfico como uma imagem.
var image = PF(chart).exportAsImage();
var fileName = "image.png";
var src = image.getAttribute('src');
var type = 'image/png';
var b64Data = src.split(',')[1];
var blob = b64toBlob(b64Data, type);
var link = document.createElement("a");
if (link.download !== undefined) { // feature detection
// Browsers that support HTML5 download attribute
link.setAttribute("href", window.URL.createObjectURL(blob));
link.setAttribute("download", fileName);
document.body.appendChild(link);
link.click();
document.body.removeChild(link);
} else {
alert('Chart export only works in Chrome (v20+), Firefox (Gecko v13+), IE (v10+), Safari (v6+) and Opera (v12.10+).');
}
Image of chart in dialog:
Pie chart inside my dialog
Image of exported chart:
Exported pie chart
There is nothing similar over internet or whatsoever, what could be the reason of this issue?

Related

Is a unicode code point can be displayed normally?

I want to know whether a unicode code point can be displayed in chrome, and check it in golang, so I can escape some parts of a string before i send it to chrome.
I have found that there is three types of unicode code point can not be displayed normally in chrome :
Space . like code point 0x20(32). ' '
Font not exist. There is a question mark in the square box. (occupy two English letters width) like code point 0x378(888) "͸"
Invaild code point value. A diamond-shaped black box with a question mark inside (occupy one English letter width) like code point 0xd800(55296) "�"
I found that I can use js and OffscreenCanvas to render all of the unicode code point and check if them looks like above three types.
Then I got a function that can tell you whether a rune/character can be displayed normally by the operating system. https://github.com/fastslothlab/fslRune
js code:
(function(){
var start = 0;
var end = 1114111;
const imageSize = 20;
var tufoCiList = [32,888,55296];
var num = end-start+1;
var startTime = performance.now()
var hasDataCiList = [];
var c = new OffscreenCanvas(imageSize,imageSize);
var ctx = c.getContext("2d");
function getImageDataByCi(ci){
var s = String.fromCodePoint(ci);
ctx.clearRect(0,0,imageSize,imageSize);
ctx.fillText(s, 5, 15);
var imgD = ctx.getImageData(0,0,imageSize,imageSize);
var hasNoneZero = false;
var buf = imgD.data;
return buf;
}
var tofuBufList = [];
for (var i in tufoCiList){
tofuBufList.push(getImageDataByCi(tufoCiList[i]));
}
function debugImage(){
c.convertToBlob({
type: "image/png",
}).then(function(blob) {
var url = URL.createObjectURL(blob);
var imgObj = document.createElement("img");
imgObj.src = url;
document.body.appendChild(imgObj);
console.log(url);
});
}
function bufEqual(buf1, buf2){
if (buf1.byteLength != buf2.byteLength) return false;
for (var i = 0 ; i != buf1.byteLength ; i++){
if (buf1[i] != buf2[i]) return false;
}
return true;
}
for (var ci =start;ci<=end;ci++){
var buf = getImageDataByCi(ci);
var hasFound = false;
for (var i in tofuBufList){
if (bufEqual(buf,tofuBufList[i])){
hasFound = true;
break;
}
}
if (hasFound){
continue;
}
hasDataCiList.push(ci);
}
console.log((performance.now()-startTime)/num);
console.log(JSON.stringify(hasDataCiList));
})();

CesiumJS not displaying globe with image

I'm trying to display a heatmap over the globe in Cesium but the globe isn't even showing up on the screen, only the background is. I looked in the network part of google chrome and it shows the actual image I need being loaded from the server.
<script>
var count=0;
var viewer = new Cesium.CesiumWidget('cesiumContainer');
var layers = viewer.scene.imageryLayers;
var imageArray = <?php echo json_encode($images) ?>// PARSING PHP ARRAY INTO JAVASCIPT
alert(imageArray[0]);
var date;var name='HeatMap-2006-01-16.png'; //FOR INITAL PAGE LOAD
loadCesium();
function loadCesium()
{
//Cesium Active Window
layers.addImageryProvider(new Cesium.SingleTileImageryProvider({
url : 'images/'.concat(name),
rectangle : Cesium.Rectangle.fromDegrees(-180.0, -90.0, 180.0, 90.0)
}));
}
function overlayChange()
{
name = imageArray[count];
for (i = 0; i < name.length; i++)
{
if(name.charAt(i)=="-")
{
date = name.substring(i);
break;
}
}
loadCesium();
count = count + 1;
}
function overlayChangeBack()
{
if(count == 0)
{
count = 39;
name = 'HeatMap';
name = name.concat(count.toString());
loadCesium();
}
else
{
name = 'HeatMap';
count=count-1;
name = name.concat(count.toString());
loadCesium();
}
}
</script>
Right now I'm just trying to display the name variable('HeatMap-2006-01-16.png') for the initial image but it's not displaying. No image I try to put instead displays either so it's definitely an issue with cesium.
I'm not sure why this fixed it because I've had it working without this statement but when declaring the cesiumContainer in the variable viewer, you have to set it as this:
var viewer = new Cesium.CesiumWidget('cesiumContainer', {
imageryProvider : new Cesium.ArcGisMapServerImageryProvider({
url : 'http://server.arcgisonline.com/ArcGIS/rest/services/World_Street_Map/MapServer'
}),
baseLayerPicker : false
});

Error:Failed to execute 'atob' on 'Window': The string to be decoded is not correctly encoded

This is my Javascript code
function upload(){
var byteCharacters = atob($scope.image1.compressed.dataURL.replace(/^data:image\(png|jpg);base64,/,''));
var byteNumbers = new Array(byteCharacters.length);
for (var i = 0; i < byteCharacters.length; i++) {
byteNumbers[i] = byteCharacters.charCodeAt(i);
}
var byteArray = new Uint8Array(byteNumbers);
var blob = new Blob([ byteArray ], {
type : undefined
});
This is my HTML
<div class="form-group text-16px" style="margin-top: 20px !important;">
<label>Choose Material Photo : </label>
<div>
<input id="materialImage" type="file" accept="image/*" image="image1" resize-max-height="800" resize-max-width="800" resize-quality="0.7" resize-type="image/jpg" file-model="file" name="materialImage" onChange="checkFile()" ng-image-compress/>
<div id="choose-image-compresser">
<div image="image1" result-image="myCompressedImage"></div>
</div>
<img ng-src="{{image1.compressed.dataURL}}" />
<span id="image-size-error" style="color:red;" hidden=""><small>Image size is too large</small></span>
</div>
</div>
I am getting error
Error: Failed to execute 'atob' on 'Window': The string to be decoded
is not correctly encoded
I got my problem. It should be helpful for another user for save the image and compress the image using javascript(AnguarJs).
I am flowing this link to compress the image Github
https://github.com/oukan/angular-image-compress
var imageData = $scope.image1.compressed.dataURL.toString();
var byteCharacters = atob(imageData.replace(/^data:image\/(png|jpeg|jpg);base64,/, ''));
var byteNumbers = new Array(byteCharacters.length);
for (var i = 0; i < byteCharacters.length; i++) {
byteNumbers[i] = byteCharacters.charCodeAt(i);
}
var byteArray = new Uint8Array(byteNumbers);
var blob = new Blob([ byteArray ], {
type : undefined
});
After checking out your code it seems like you have characters which are not probably supported.
Check screenshot
If that doesn't work make sure the name of the file you are trying to upload is encoded to what your database or settings support.
Here is the code without those characters:
var byteCharacters = atob($scope.image1.compressed.dataURL.replace(/^data:image\/(png|jpg);base64,/,'')); var byteNumbers = new Array(byteCharacters.length);

LimeJs HTML5 Sound on Chrome breaks my file

I have just start learning LimeJS, but i have a problem with the sound, when i open it in firefox i have not problem but when i open it in chrome the game stop working and doesnt show, i dont know why, i try to fix it and now i can see the objects but i cant drag them, is like it stop . here is the code, I hope you can help me
//set main namespace
goog.provide('bichos');
//get requirements
goog.require('lime');
goog.require('lime.Director');
goog.require('lime.Scene');
goog.require('lime.fill.LinearGradient');
goog.require('lime.Sprite');
goog.require('goog.math');
goog.require('lime.GlossyButton');
goog.require('lime.audio.Audio');
goog.require('lime.Layer');
goog.require('bichos.Bug');
goog.require('lime.Label');
// entrypoint
bichos.start = function(){
var director = new lime.Director(document.body,480,320);
director.makeMobileWebAppCapable();
director.setDisplayFPS(false);
var scene = new lime.Scene().setRenderer(lime.Renderer.DOM);
var initialscene = new lime.Scene().setRenderer(lime.Renderer.DOM);
//InitialScene
var initialLayer = new lime.Layer().setPosition(0,0).setAnchorPoint(0,0);
var initialContainer = new lime.Sprite().setAnchorPoint(0,0).setPosition(0,0).setFill('#EEE0E5').setSize(480,320);
var initialTitle = new lime.Label().setText('Welcome').setFontFamily('Arial').setFontColor('#000000').setFontSize(20).setPosition(240,60);
var startButton = new lime.GlossyButton().setSize(200,60).setPosition(240,150).setText('Start').setColor('#00cD00');
initialscene.appendChild(initialLayer);
initialLayer.appendChild(initialContainer);
initialLayer.appendChild(initialTitle);
initialLayer.appendChild(startButton);
//director
director.replaceScene(initialscene);
//evento inicial
goog.events.listen(startButton,['mousedown','touchstart'],function(e){
e.event.stopPropagation();
director.replaceScene(scene);
});
//Grass
var grass_gradient = new lime.fill.LinearGradient().setDirection(0,0,1,-1).addColorStop(0,'#7CCD7C').addColorStop(1,'#00FF00');
var grass = new lime.Sprite().setSize(480,320).setPosition(0.0).setAnchorPoint(0,0).setFill(grass_gradient);
//caja
var box = new lime.Sprite().setAnchorPoint(0,0).setPosition(390,230).setFill('img/Box01.png').setSize(80,80);
//contar
var num_bugs_catched = 0;
var bug_count = new lime.Label().setText('Bug Count: '+num_bugs_catched).setFontFamily('Arial').setFontColor('#000000').setFontSize(20).setPosition(100,300);
scene.appendChild(grass);
scene.appendChild(box);
//Insectos
var num_bugs =goog.math.randomInt(10)+1;
var x,y,bug;
for(var i = 0; i < num_bugs; i++){
bug = new bichos.Bug();
bug.crawl();
scene.appendChild(bug);
//sound
var bugSound = new lime.audio.Audio('audio/bug.ogg');
//eventos
goog.events.listen(bug,['mousedown','touchstart'],function(e){
var drag = e.startDrag();
drag.addDropTarget(box);
e.event.stopPropagation();
bug = this;
goog.events.listen(drag,lime.events.Drag.Event.DROP, function(e){
//play sound
bugSound.stop();
bugSound.play();
num_bugs_catched++;
bug_count.setText('Bug Count: '+num_bugs_catched);
//Desaparecer bichos
bug.setHidden(true);
delete bug;
//Tambien se puede usar window.location='';
if(num_bugs_catched == num_bugs){
alert('Has Ganado!');
bichos.start();
}
})
})
}
scene.appendChild(bug_count);
// set current scene active
}
//this is required for outside access after code is compiled in ADVANCED_COMPILATIONS mode
goog.exportSymbol('bichos.start', bichos.start);

convert SVG code into png in javascript [duplicate]

I want to convert SVG into bitmap images (like JPEG, PNG, etc.) through JavaScript.
Here is how you can do it through JavaScript:
Use the canvg JavaScript library to render the SVG image using Canvas: https://github.com/gabelerner/canvg
Capture a data URI encoded as a JPG (or PNG) from the Canvas, according to these instructions: Capture HTML Canvas as gif/jpg/png/pdf?
jbeard4 solution worked beautifully.
I'm using Raphael SketchPad to create an SVG. Link to the files in step 1.
For a Save button (id of svg is "editor", id of canvas is "canvas"):
$("#editor_save").click(function() {
// the canvg call that takes the svg xml and converts it to a canvas
canvg('canvas', $("#editor").html());
// the canvas calls to output a png
var canvas = document.getElementById("canvas");
var img = canvas.toDataURL("image/png");
// do what you want with the base64, write to screen, post to server, etc...
});
This seems to work in most browsers:
function copyStylesInline(destinationNode, sourceNode) {
var containerElements = ["svg","g"];
for (var cd = 0; cd < destinationNode.childNodes.length; cd++) {
var child = destinationNode.childNodes[cd];
if (containerElements.indexOf(child.tagName) != -1) {
copyStylesInline(child, sourceNode.childNodes[cd]);
continue;
}
var style = sourceNode.childNodes[cd].currentStyle || window.getComputedStyle(sourceNode.childNodes[cd]);
if (style == "undefined" || style == null) continue;
for (var st = 0; st < style.length; st++){
child.style.setProperty(style[st], style.getPropertyValue(style[st]));
}
}
}
function triggerDownload (imgURI, fileName) {
var evt = new MouseEvent("click", {
view: window,
bubbles: false,
cancelable: true
});
var a = document.createElement("a");
a.setAttribute("download", fileName);
a.setAttribute("href", imgURI);
a.setAttribute("target", '_blank');
a.dispatchEvent(evt);
}
function downloadSvg(svg, fileName) {
var copy = svg.cloneNode(true);
copyStylesInline(copy, svg);
var canvas = document.createElement("canvas");
var bbox = svg.getBBox();
canvas.width = bbox.width;
canvas.height = bbox.height;
var ctx = canvas.getContext("2d");
ctx.clearRect(0, 0, bbox.width, bbox.height);
var data = (new XMLSerializer()).serializeToString(copy);
var DOMURL = window.URL || window.webkitURL || window;
var img = new Image();
var svgBlob = new Blob([data], {type: "image/svg+xml;charset=utf-8"});
var url = DOMURL.createObjectURL(svgBlob);
img.onload = function () {
ctx.drawImage(img, 0, 0);
DOMURL.revokeObjectURL(url);
if (typeof navigator !== "undefined" && navigator.msSaveOrOpenBlob)
{
var blob = canvas.msToBlob();
navigator.msSaveOrOpenBlob(blob, fileName);
}
else {
var imgURI = canvas
.toDataURL("image/png")
.replace("image/png", "image/octet-stream");
triggerDownload(imgURI, fileName);
}
document.removeChild(canvas);
};
img.src = url;
}
The solution to convert SVG to blob URL and blob URL to png image
const svg=`<svg version="1.1" baseProfile="full" width="300" height="200"
xmlns="http://www.w3.org/2000/svg">
<rect width="100%" height="100%" fill="red" />
<circle cx="150" cy="100" r="80" fill="green" />
<text x="150" y="125" font-size="60" text-anchor="middle" fill="white">SVG</text></svg>`
svgToPng(svg,(imgData)=>{
const pngImage = document.createElement('img');
document.body.appendChild(pngImage);
pngImage.src=imgData;
});
function svgToPng(svg, callback) {
const url = getSvgUrl(svg);
svgUrlToPng(url, (imgData) => {
callback(imgData);
URL.revokeObjectURL(url);
});
}
function getSvgUrl(svg) {
return URL.createObjectURL(new Blob([svg], { type: 'image/svg+xml' }));
}
function svgUrlToPng(svgUrl, callback) {
const svgImage = document.createElement('img');
// imgPreview.style.position = 'absolute';
// imgPreview.style.top = '-9999px';
document.body.appendChild(svgImage);
svgImage.onload = function () {
const canvas = document.createElement('canvas');
canvas.width = svgImage.clientWidth;
canvas.height = svgImage.clientHeight;
const canvasCtx = canvas.getContext('2d');
canvasCtx.drawImage(svgImage, 0, 0);
const imgData = canvas.toDataURL('image/png');
callback(imgData);
// document.body.removeChild(imgPreview);
};
svgImage.src = svgUrl;
}
change svg to match your element
function svg2img(){
var svg = document.querySelector('svg');
var xml = new XMLSerializer().serializeToString(svg);
var svg64 = btoa(xml); //for utf8: btoa(unescape(encodeURIComponent(xml)))
var b64start = 'data:image/svg+xml;base64,';
var image64 = b64start + svg64;
return image64;
};svg2img()
My use case was to have the svg data loaded from a network and this ES6 Class did the Job.
class SvgToPngConverter {
constructor() {
this._init = this._init.bind(this);
this._cleanUp = this._cleanUp.bind(this);
this.convertFromInput = this.convertFromInput.bind(this);
}
_init() {
this.canvas = document.createElement("canvas");
this.imgPreview = document.createElement("img");
this.imgPreview.style = "position: absolute; top: -9999px";
document.body.appendChild(this.imgPreview);
this.canvasCtx = this.canvas.getContext("2d");
}
_cleanUp() {
document.body.removeChild(this.imgPreview);
}
convertFromInput(input, callback) {
this._init();
let _this = this;
this.imgPreview.onload = function() {
const img = new Image();
_this.canvas.width = _this.imgPreview.clientWidth;
_this.canvas.height = _this.imgPreview.clientHeight;
img.crossOrigin = "anonymous";
img.src = _this.imgPreview.src;
img.onload = function() {
_this.canvasCtx.drawImage(img, 0, 0);
let imgData = _this.canvas.toDataURL("image/png");
if(typeof callback == "function"){
callback(imgData)
}
_this._cleanUp();
};
};
this.imgPreview.src = input;
}
}
Here is how you use it
let input = "https://restcountries.eu/data/afg.svg"
new SvgToPngConverter().convertFromInput(input, function(imgData){
// You now have your png data in base64 (imgData).
// Do what ever you wish with it here.
});
If you want a vanilla JavaScript version, you could head over to Babel website and transpile the code there.
Here a function that works without libraries and returns a Promise:
/**
* converts a base64 encoded data url SVG image to a PNG image
* #param originalBase64 data url of svg image
* #param width target width in pixel of PNG image
* #return {Promise<String>} resolves to png data url of the image
*/
function base64SvgToBase64Png (originalBase64, width) {
return new Promise(resolve => {
let img = document.createElement('img');
img.onload = function () {
document.body.appendChild(img);
let canvas = document.createElement("canvas");
let ratio = (img.clientWidth / img.clientHeight) || 1;
document.body.removeChild(img);
canvas.width = width;
canvas.height = width / ratio;
let ctx = canvas.getContext("2d");
ctx.drawImage(img, 0, 0, canvas.width, canvas.height);
try {
let data = canvas.toDataURL('image/png');
resolve(data);
} catch (e) {
resolve(null);
}
};
img.onerror = function() {
resolve(null);
};
img.src = originalBase64;
});
}
On Firefox there is an issue for SVGs without set width / height.
See this working example including a fix for the Firefox issue.
This is an old question, in 2022 we have ES6 and we don't need 3rd party libraries.
Here is a very basic way to convert svg images into other formats.
The trick is to load the svg element as an img element, then use a canvas element to convert the image into the desired format. So, four steps are needed:
Extract svg as xml data string.
Load the xml data string into a img element
Convert the img element to a dataURL using a canvas element
Load the converted dataURL into a new img element
Step 1
Extracting a svg as xml data string is simple, we don't need to convert it as a base64 string. We just serialize it as XML then we encode the string as a URI:
// Select the element:
const $svg = document.getElementById('svg-container').querySelector('svg')
// Serialize it as xml string:
const svgAsXML = (new XMLSerializer()).serializeToString($svg)
// Encode it as a data string:
const svgData = `data:image/svg+xml,${encodeURIComponent(svgAsXML)}`
Step 2
Loading the xml data string into a img element:
// This function returns a Promise whenever the $img is loaded
const loadImage = async url => {
const $img = document.createElement('img')
$img.src = url
return new Promise((resolve, reject) => {
$img.onload = () => resolve($img)
$img.onerror = reject
$img.src = url
})
}
Step 3
Converting the img element to a dataURL using a canvas element:
const $canvas = document.createElement('canvas')
$canvas.width = $svg.clientWidth
$canvas.height = $svg.clientHeight
$canvas.getContext('2d').drawImage(img, 0, 0, $svg.clientWidth, $svg.clientHeight)
return $canvas.toDataURL(`image/${format}`, 1.0)
Step 4
Loading the converted dataURL into a new img element:
const $img = document.createElement('img')
$img.src = dataURL
$holder.appendChild($img)
Here you have a working snippet:
const $svg = document.getElementById('svg-container').querySelector('svg')
const $holder = document.getElementById('img-container')
const $label = document.getElementById('img-format')
const destroyChildren = $element => {
while ($element.firstChild) {
const $lastChild = $element.lastChild ?? false
if ($lastChild) $element.removeChild($lastChild)
}
}
const loadImage = async url => {
const $img = document.createElement('img')
$img.src = url
return new Promise((resolve, reject) => {
$img.onload = () => resolve($img)
$img.onerror = reject
})
}
const convertSVGtoImg = async e => {
const $btn = e.target
const format = $btn.dataset.format ?? 'png'
$label.textContent = format
destroyChildren($holder)
const svgAsXML = (new XMLSerializer()).serializeToString($svg)
const svgData = `data:image/svg+xml,${encodeURIComponent(svgAsXML)}`
const img = await loadImage(svgData)
const $canvas = document.createElement('canvas')
$canvas.width = $svg.clientWidth
$canvas.height = $svg.clientHeight
$canvas.getContext('2d').drawImage(img, 0, 0, $svg.clientWidth, $svg.clientHeight)
const dataURL = await $canvas.toDataURL(`image/${format}`, 1.0)
console.log(dataURL)
const $img = document.createElement('img')
$img.src = dataURL
$holder.appendChild($img)
}
const buttons = [...document.querySelectorAll('[data-format]')]
for (const $btn of buttons) {
$btn.onclick = convertSVGtoImg
}
.wrapper {
display: flex;
flex-flow: row nowrap;
width: 100vw;
}
.images {
display: flex;
flex-flow: row nowrap;
width: 70%;
}
.image {
width: 50%;
display: flex;
flex-flow: row wrap;
justify-content: center;
}
.label {
width: 100%;
text-align: center;
}
<div class="wrapper">
<div class="item images">
<div class="image left">
<div class="label">svg</div>
<div id="svg-container">
<svg xmlns="http://www.w3.org/2000/svg" xml:space="preserve" width="200" height="200" viewBox="0 0 248 204">
<path fill="#1d9bf0" d="M221.95 51.29c.15 2.17.15 4.34.15 6.53 0 66.73-50.8 143.69-143.69 143.69v-.04c-27.44.04-54.31-7.82-77.41-22.64 3.99.48 8 .72 12.02.73 22.74.02 44.83-7.61 62.72-21.66-21.61-.41-40.56-14.5-47.18-35.07 7.57 1.46 15.37 1.16 22.8-.87-23.56-4.76-40.51-25.46-40.51-49.5v-.64c7.02 3.91 14.88 6.08 22.92 6.32C11.58 63.31 4.74 33.79 18.14 10.71c25.64 31.55 63.47 50.73 104.08 52.76-4.07-17.54 1.49-35.92 14.61-48.25 20.34-19.12 52.33-18.14 71.45 2.19 11.31-2.23 22.15-6.38 32.07-12.26-3.77 11.69-11.66 21.62-22.2 27.93 10.01-1.18 19.79-3.86 29-7.95-6.78 10.16-15.32 19.01-25.2 26.16z"/>
</svg>
</div>
</div>
<div class="image right">
<div id="img-format" class="label"></div>
<div id="img-container"></div>
</div>
</div>
<div class="item buttons">
<button id="btn-png" data-format="png">PNG</button>
<button id="btn-jpg" data-format="jpeg">JPG</button>
<button id="btn-webp" data-format="webp">WEBP</button>
</div>
</div>
Svg to png can be converted depending on conditions:
If svg is in format SVG (string) paths:
create canvas
create new Path2D() and set svg as parameter
draw path on canvas
create image and use canvas.toDataURL() as src.
example:
const canvas = document.createElement('canvas');
const ctx = canvas.getContext('2d');
let svgText = 'M10 10 h 80 v 80 h -80 Z';
let p = new Path2D('M10 10 h 80 v 80 h -80 Z');
ctx.stroke(p);
let url = canvas.toDataURL();
const img = new Image();
img.src = url;
Note that Path2D not supported in ie and partially supported in edge. Polyfill solves that:
https://github.com/nilzona/path2d-polyfill
Create svg blob and draw on canvas using .drawImage():
make canvas element
make a svgBlob object from the svg xml
make a url object from domUrl.createObjectURL(svgBlob);
create an Image object and assign url to image src
draw image into canvas
get png data string from canvas: canvas.toDataURL();
Nice description:
https://web.archive.org/web/20200125162931/http://ramblings.mcpher.com:80/Home/excelquirks/gassnips/svgtopng
Note that in ie you will get exception on stage of canvas.toDataURL(); It is because IE has too high security restriction and treats canvas as readonly after drawing image there. All other browsers restrict only if image is cross origin.
Use canvg JavaScript library. It is separate library but has useful functions.
Like:
ctx.drawSvg(rawSvg);
var dataURL = canvas.toDataURL();
I recently discovered a couple of image tracing libraries for JavaScript that indeed are able to build an acceptable approximation to the bitmap, both size and quality. I'm developing this JavaScript library and CLI :
https://www.npmjs.com/package/svg-png-converter
Which provides unified API for all of them, supporting browser and node, non depending on DOM, and a Command line tool.
For converting logos/cartoon/like images it does excellent job. For photos / realism some tweaking is needed since the output size can grow a lot.
It has a playground although right now I'm working on a better one, easier to use, since more features has been added:
https://cancerberosgx.github.io/demos/svg-png-converter/playground/#
There are several ways to convert SVG to PNG using the Canvg library.
In my case, I needed to get the PNG blob from inline SVG.
The library documentation provides an example (see OffscreenCanvas example).
But this method does not work at the moment in Firefox. Yes, you can enable the gfx.offscreencanvas.enabled option in the settings. But will every user on the site do this? :)
However, there is another way that will work in Firefox too.
const el = document.getElementById("some-svg"); //this is our inline SVG
var canvas = document.createElement('canvas'); //create a canvas for the SVG render
canvas.width = el.clientWidth; //set canvas sizes
canvas.height = el.clientHeight;
const svg = new XMLSerializer().serializeToString(el); //convert SVG to string
//render SVG inside canvas
const ctx = canvas.getContext('2d');
const v = await Canvg.fromString(ctx, svg);
await v.render();
let canvasBlob = await new Promise(resolve => canvas.toBlob(resolve));
For the last line thanks to this answer
get data URIs from SVG:
data:image/svg+xml;base64,${btoa(new XMLSerializer().serializeToString(svgElem))}
prepare an Image
create a canvas and use toDataURL to export.
Example
<!-- test data-->
<svg width="400" height="400"><g transform="translate(23.915343915343925,-80.03971756398937)" class="glyph" stroke="#000000" fill="#a0a0a0"><path d="M74.97 108.70L74.97 108.70L100.08 110.77Q93.89 147.91 87.35 179.89L87.35 179.89L148.23 179.89L148.23 194.34Q143.76 277.91 113.84 339.81L113.84 339.81Q144.44 363.54 163.70 382.46L163.70 382.46L146.51 402.75Q128.62 384.18 101.80 361.83L101.80 361.83Q75.32 405.85 34.39 436.80L34.39 436.80L17.20 415.82Q57.43 386.93 82.20 345.66L82.20 345.66Q57.78 326.40 27.86 304.39L27.86 304.39Q44.37 257.96 56.75 203.97L56.75 203.97L19.26 203.97L19.26 179.89L61.90 179.89Q69.47 145.16 74.97 108.70ZM93.20 323.99L93.20 323.99Q118.65 272.06 123.12 203.97L123.12 203.97L82.20 203.97Q69.47 260.03 55.71 297.17L55.71 297.17Q76.01 311.61 93.20 323.99ZM160.26 285.13L160.26 260.37L239.71 260.37L239.71 216.01Q268.25 191.24 294.05 155.48L294.05 155.48L170.58 155.48L170.58 130.71L322.94 130.71L322.94 155.48Q297.49 191.93 265.50 223.92L265.50 223.92L265.50 260.37L337.38 260.37L337.38 285.13L265.50 285.13L265.50 397.59Q265.50 431.64 237.65 431.64L237.65 431.64L187.09 431.64L180.21 407.57Q202.22 407.91 227.67 407.91L227.67 407.91Q239.71 407.91 239.71 390.03L239.71 390.03L239.71 285.13L160.26 285.13Z"></path></g></svg>
<button title="download">svg2png</button>
<script>
const output = {"name": "result.png", "width": 64, "height": 64}
document.querySelector("button").onclick = () => {
const svgElem = document.querySelector("svg")
// const uriData = `data:image/svg+xml;base64,${btoa(svgElem.outerHTML)}` // it may fail.
const uriData = `data:image/svg+xml;base64,${btoa(new XMLSerializer().serializeToString(svgElem))}`
const img = new Image()
img.src = uriData
img.onload = () => {
const canvas = document.createElement("canvas");
[canvas.width, canvas.height] = [output.width, output.height]
const ctx = canvas.getContext("2d")
ctx.drawImage(img, 0, 0, output.width, output.height)
// 👇 download
const a = document.createElement("a")
const quality = 1.0 // https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/imageSmoothingQuality
a.href = canvas.toDataURL("image/png", quality)
a.download = output.name
a.append(canvas)
a.click()
a.remove()
}
}
</script>
Here are my 2 cents. Somehow Download anchor tag is not working as expected in code snippet, however it was working fine in Chrome.
Here is working jsFiddle
const waitForImage = imgElem => new Promise(resolve => imgElem.complete ? resolve() : imgElem.onload = imgElem.onerror = resolve);
const svgToImgDownload = ext => {
if (!['png', 'jpg', 'webp'].includes(ext))
return;
const _svg = document.querySelector("#svg_container").querySelector('svg');
const xmlSerializer = new XMLSerializer();
let _svgStr = xmlSerializer.serializeToString(_svg);
const img = document.createElement('img');
img.src = 'data:image/svg+xml;base64,' + window.btoa(_svgStr);
waitForImage(img)
.then(_ => {
const canvas = document.createElement('canvas');
canvas.width = _svg.clientWidth;
canvas.height = _svg.clientHeight;
canvas.getContext('2d').drawImage(img, 0, 0, _svg.clientWidth, _svg.clientHeight);
return canvas.toDataURL('image/' + (ext == 'jpg' ? 'jpeg' : ext), 1.0);
})
.then(dataURL => {
console.log(dataURL);
document.querySelector("#img_download_btn").innerHTML = `Download`;
})
.catch(console.error);
};
document.querySelector('#map2Png').addEventListener('click', _ => svgToImgDownload('png'));
document.querySelector('#map2Jpg').addEventListener('click', _ => svgToImgDownload('jpg'));
document.querySelector('#map2Webp').addEventListener('click', _ => svgToImgDownload('webp'));
<div id="svg_container" style="float: left; width: 50%">
<svg width="200" height="200" viewBox="-100 -100 200 200">
<circle cx="0" cy="20" r="70" fill="#D1495B" />
<circle cx="0" cy="-75" r="12" fill="none" stroke="#F79257" stroke-width="2" />
<rect x="-17.5" y="-65" width="35" height="20" fill="#F79257" />
</svg>
</div>
<div>
<button id="map2Png">PNG</button>
<button id="map2Jpg">JPG</button>
<button id="map2Webp">WEBP</button>
</div>
<div id="img_download_btn"></div>