convert SVG code into png in javascript [duplicate] - html

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>

Related

fabricJS: Scale canvas view

I have converted a pdf to image format using PDF.JS and rendered that to the canvas. While that process the rendered pdf image is showing blurred in the canvas.
I have no idea how to scale the image to some viewable format rather than being so blurred.
Image of the pdf in canvas:
Here in the image you can clearly see that the rendered image is not in readable format!
Here is the fiddle link: https://jsfiddle.net/kjxes63f/
var fabricCanvas;
fabricCanvas = new fabric.Canvas('firtcanvas');
document.querySelector("#pdf-upload").addEventListener("change", function (e) {
var file = e.target.files[0]
console.log("pdf evente");
console.log(e);
if (file.type != "application/pdf") {
console.error(file.name, "is not a pdf file.")
return
}
var fileReader = new FileReader();
fileReader.onload = function () {
var typedarray = new Uint8Array(this.result);
console.log("typedarray");
console.log(typedarray);
console.log("this.result");
console.log(this.result);
PDFJS.getDocument(typedarray).then(function (pdf) {
// you can now use *pdf* here
console.log("the pdf has ", pdf.numPages, "page(s).")
pdf.getPage(pdf.numPages).then(function (page) {
// you can now use *page* here
var viewport = page.getViewport(2.0);
var fabricCanvas = document.querySelector("#firtcanvas")
fabricCanvas.height = viewport.height;
fabricCanvas.width = viewport.width;
page.render({
canvasContext: fabricCanvas.getContext('2d'),
viewport: viewport
}).then(function () {
bg = fabricCanvas.toDataURL("image/png");
fabric.Image.fromURL(bg, function (img) {
img.scaleToHeight(800);
img.scaleToWidth(600);
console.log("img");
console.log(img);
console.log(bg);
var imgCanvas = img.set({ left: 0, top: 0, width: 150, height: 150 });
fabricCanvas.add(imgCanvas);
});
});
});
});
};
fileReader.readAsArrayBuffer(file);
});
Construction drawings are often wide-format and hard to read onscreen without zoom. As a work-around I'd suggest adding a zoom function to your canvas like below.
var canvas = new fabric.Canvas('pdfcanvas');
canvas.selection = false;
canvas.setHeight(450);
canvas.setWidth(636);
//zoom function
canvas.on('mouse:wheel', function(opt) {
var delta = opt.e.deltaY;
var pointer = canvas.getPointer(opt.e);
var zoom = canvas.getZoom();
zoom = zoom - delta / 200;
if (zoom > 10) zoom = 10;
if (zoom < 1) {
zoom = 1;
canvas.setViewportTransform([1, 0, 0, 1, 0, 0]);
}
canvas.zoomToPoint({
'x': opt.e.offsetX,
'y': opt.e.offsetY
}, zoom);
opt.e.preventDefault();
opt.e.stopPropagation();
});
//pdf load
document.querySelector('#pdf-upload').addEventListener('change', function(e) {
var pageEl = document.getElementById('page-container');
var file = e.target.files[0];
if (file.type == 'application/pdf') {
var fileReader = new FileReader();
fileReader.onload = function() {
var typedarray = new Uint8Array(this.result);
PDFJS.getDocument(typedarray).then(function(pdf) {
//console.log('the pdf has ', pdf.numPages, 'page(s).');
pdf.getPage(pdf.numPages).then(function(pageEl) {
var viewport = pageEl.getViewport(2.0);
var canvasEl = document.querySelector('canvas');
canvasEl.height = viewport.height;
canvasEl.width = viewport.width;
pageEl.render({
'canvasContext': canvasEl.getContext('2d'),
'viewport': viewport
}).then(function() {
var bg = canvasEl.toDataURL('image/png');
fabric.Image.fromURL(bg, function(img) {
canvas.setBackgroundImage(img);
});
});
});
});
};
fileReader.readAsArrayBuffer(file);
};
});
<script src="https://cdnjs.cloudflare.com/ajax/libs/fabric.js/3.4.0/fabric.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/pdf.js/1.8.349/pdf.min.js"></script>
<input id="pdf-upload" type="file">
<div id="page-container">
<canvas id="pdfcanvas"></canvas>
</div>

Custom code for converting html to image which can be passed on to blob and rendered as an image in other screens

My objective is to convert the html code to image(svg or canvas) [the recommended way as it has to be again rendered in other screens] and pass it on as a blob to backend (I am using Angular7)
uploadfloor(): void {
let file1 = document.getElementsById('toget')[0].outerHTML;
let svgBlob = new Blob([file1], {
type: "image/svg+xml;charset=utf-8"
});
let file = this.fileUploadService.convertToFile(svgBlob, "abc.svg");
this.fileUploadService.uploadFile(file)
}
<div class="anystyle" id="toget" appDropzone appMovableArea
(drop)="move(currentBox, dropzone1)" [ngStyle]="
{'width':'100%','background-image': 'url('+url+')', 'background-repeat':
'no-repeat', 'background-position': 'center', 'background-size': '100%
100%'}">
<div *ngFor="let box of dropzone1" class="box"
appDroppable (dragStart)="currentBox = box" appMovable>
{{ box.dis }}
</div>
</div>
I had gone through references,stackoverflow but everywhere external libraries have been used.
Please help.Thanks
After following through the answer I am able to upload and render the image but the issue now is the position of child divs(using *ngFor="let box of dropzone1") placed within parent div(parent div id="toget") before creating the blob and and after retrieving it from the blob is not same which beats the whole purpose. Please suggest how the conversion should be done of html to blob and then retrieving data from blob and converting it back to html.
The code I have tried are as below
For creating blob from html
var newString = new
XMLSerializer().serializeToString(document.getElementById('toget'));
var newBlob = new Blob([newString], { type: "image/svg+xml;charset=utf-8"
});
let file = this.convertToFile(newBlob, "floorPlan.svg");
this.uploadFile(file);
convertToFile(blobFile: Blob, fileName: string): File {
let blob: any = blobFile;
blob.lastModifiedDate = new Date();
blob.name = fileName;
return <File>blobFile;
}
this.uploadFile(file, this.siteRef, this.floorRef).subscribe()
uploadFile(file){
return this.uploadToBlobStorage(file)
.pipe(map(progress => this.mapProgress(file, progress)));
}
The blob data which I receive for reference:
"<div xmlns="http://www.w3.org/1999/xhtml" _ngcontent-c18="" appdropzone=""
appmovablearea=""
class="dropzone fs-settings__upload-section__floor-wrapper__preview-
image__image-area" id="toget" ng-reflect-ng-style="[object Object]"
style="width: 100%; background-image:
url("data:image/png;base64,
iVBORw0KGgoAAAANSUhEUgAAALoAAAC6CAMAAAAu0KfDAAAAwFBMVEX////
k9ykpOc5CQnOcnR8n/9ySZhLa0CgAAAAABJRU5ErkJggg=="); background-repeat:
no-repeat; background-position: center center; background-size: 100% 100%;">
<!--bindings={
"ng-reflect-ng-for-of": ""
}--><div _ngcontent-c18="" appdroppable="" appmovable="" class="box
draggable movable ng-star-inserted" touch-action="none" style="transform:
translateX(798.4px) translateY(15.2px);">
vav21 </div><div _ngcontent-c18="" appdroppable="" appmovable="" class="box
draggable movable ng-star-inserted"
touch-action="none" style="transform: translateX(22.4px)
translateY(58.4px);"> vav22 </div></div>"
And the code for rendering the blob to html.The
this.getBlobToText('abc', (err, data) => {
xy.image = (data) ? data : 'not loaded';
}
<div [innerHTML]="xy.image"></div>
Hoping atleast now I would be getting a solution.:)
var svgString = new XMLSerializer().serializeToString(document.querySelector('svg'));
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var DOMURL = self.URL || self.webkitURL || self;
var img = new Image();
var svg = new Blob([svgString], { type: "image/svg+xml;charset=utf-8" });
var url = DOMURL.createObjectURL(svg);
img.onload = function() {
ctx.drawImage(img, 0, 0);
var png = canvas.toDataURL("image/png");
DOMURL.revokeObjectURL(png);
};
img.src = url;
I am using "svg". You can also use any html tag

How to render a blob on a canvas element?

How to render an image blob to a canvas element?
So far i have these two (simplified) functions to capture an image, transform it to a blob and eventually render the blob on a canvas
in this codepen, it just returns the default black image.
var canvas = document.getElementById('canvas');
var input = document.getElementById('input');
var ctx = canvas.getContext('2d');
var photo;
function picToBlob() {
var file = input.files[0];
canvas.toBlob(function(blob) {
var newImg = document.createElement("img"),
url = URL.createObjectURL(blob);
newImg.onload = function() {
ctx.drawImage(this, 0, 0);
photo = blob;
URL.revokeObjectURL(url);
};
newImg.src = url;
}, file.type, 0.5);
canvas.renderImage(photo);
}
HTMLCanvasElement.prototype.renderImage = function(blob) {
var canvas = this;
var ctx = canvas.getContext('2d');
var img = new Image();
img.onload = function() {
ctx.drawImage(img, 0, 0)
}
img.src = URL.createObjectURL(blob);
}
input.addEventListener('change', picToBlob, false);
I think you need to tidy up your code a bit. It's hard to know what you are trying to achieve because there are many unnecessary lines of code. The main problem is that blob is coming undefined here
HTMLCanvasElement.prototype.renderImage = function(blob){
because photo never gets initialized here inside the toBlob function...which is unnecessary for what you are trying to achieve.
Here's a simplified working version of your code snippet
var canvas = document.getElementById('canvas');
var input = document.getElementById('input');
function picToBlob() {
canvas.renderImage(input.files[0]);
}
HTMLCanvasElement.prototype.renderImage = function(blob){
var ctx = this.getContext('2d');
var img = new Image();
img.onload = function(){
ctx.drawImage(img, 0, 0)
}
img.src = URL.createObjectURL(blob);
};
input.addEventListener('change', picToBlob, false);
<input type='file' accept='image' capture='camera' id='input'>
<canvas id = 'canvas'></canvas>
You can also use createImageBitmap to directly render a blob into the canvas:
createImageBitmap(blob).then(imageBitmap=>{ctx.drawImage(imageBitmap,0,0)})
var canvas = document.getElementById('canvas');
var input = document.getElementById('input');
function blobToCanvas() {
createImageBitmap(input.files[0]).then(imageBitmap => {
console.log(imageBitmap);
canvas.getContext('2d').drawImage(imageBitmap, 0, 0)
})
}
input.addEventListener('change', blobToCanvas, false);
<input type='file' accept='image' capture='camera' id='input'>
<canvas id='canvas'></canvas>
You can use it as below
function renderImage(canvas, blob) {
const ctx = canvas.getContext('2d')
const img = new Image()
img.onload = (event) => {
URL.revokeObjectURL(event.target.src) // 👈 This is important. If you are not using the blob, you should release it if you don't want to reuse it. It's good for memory.
ctx.drawImage(event.target, 0, 0)
}
img.src = URL.createObjectURL(blob)
}
below is an example
/**
* #param {HTMLCanvasElement} canvas: https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API
* #param {Blob} blob: https://developer.mozilla.org/en-US/docs/Web/API/Blob
* */
function renderImage(canvas, blob) {
const ctx = canvas.getContext('2d')
switch (blob.type) {
case "image/jpeg": // Normally, you don't need it (switch), but if you have a special case, then you can consider it.
case "image/png":
const img = new Image()
img.onload = (event) => {
URL.revokeObjectURL(event.target.src) // Once it loaded the resource, then you can free it at the beginning.
ctx.drawImage(event.target, 0, 0)
}
img.src = URL.createObjectURL(blob)
break
}
}
// 👇 below is test
(() => {
const canvas = document.querySelector('canvas')
const input = document.querySelector('input')
input.addEventListener('change',
(event) => {
const file = event.target.files[0]
const blob = new Blob(
[file],
{"type": file.type} // If the type is unknown, default is empty string.
)
renderImage(canvas, blob)
}
)
})()
<div><input type='file' accept='.png,.jpg'></div>
<canvas></canvas>
another example to show you What effect of the revokeObjectURL.
<div></div>
<canvas width="477" height="600"></canvas>
<script>
async function renderImage(canvas, blob, isNeedRevoke=true) {
const ctx = canvas.getContext('2d')
const img = new Image() // The upper part of the painting.
const img2 = new Image() // The lower part of the painting.
await new Promise(resolve => {
img.onload = (event) => {
if (isNeedRevoke) {
URL.revokeObjectURL(event.target.src)
}
ctx.drawImage(event.target,
0, 0, 477, 300,
0, 0, 477, 300
)
resolve()
}
img.src = URL.createObjectURL(blob)
setTimeout(resolve, 2000)
}).then(() => {
img2.onload = (event) => {
ctx.drawImage(event.target,
0, 300, 477, 300,
0, 300, 477, 300
)
}
img2.src = img.src // 👈 If URL.revokeObjectURL(img.src) happened, then img2.src can't find the resource, such that img2.onload will not happen.
})
}
function CreateTestButton(canvas, btnText, isNeedRevoke) {
const button = document.createElement("button")
button.innerText = btnText
button.onclick = async (event) => {
canvas.getContext("2d").clearRect(0, 0, canvas.width, canvas.height) // clear canvas
fetch("https://upload.wikimedia.org/wikipedia/commons/thumb/6/6a/PNG_Test.png/477px-PNG_Test.png")
.then(async response=>{
const blob = await response.blob()
renderImage(canvas, blob, isNeedRevoke)
}).catch(err=>console.error(err))
}
return button
}
(() => {
window.onload = () => {
const canvas = document.querySelector('canvas')
const div = document.querySelector('div')
const btn1 = CreateTestButton(canvas, "Without URL.revokeObjectURL", false)
const btn2 = CreateTestButton(canvas, "URL.revokeObjectURL", true)
div.append(btn1, btn2)
}
})()
</script>

HTML SVG download image [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>

SVG foreignObject contents do not display unless plain text

I am trying to output HTML using the foreignObject tag inside an SVG drawing. I am using d3 to generate the elements. The only time the HTML content inside the foreignObject tag shows up is when the content inside the foreignObect tag is plain text, otherwise it just shows up as empty/blank. Please see this jsfiddle for an example of my problem: http://jsfiddle.net/R9e3Y/29/
The contents inside the foreignObject tag show up on inspecting the element this this:
<svg xmlns="http://www.w3.org/2000/svg" width="200" height="200">
<foreignObject x="40" y="40" width="100" height="100">
<div>test</div>
</foreignObject>
</svg>
but are not visible on the screen? How do I get the content to show up?
Since you're using d3 you need to tell d3 that the div is a html div and not some element in the svg namespace. Try
.append("xhtml:div")
<foreignObject> allows embedding all kinds of markup, not just HTML. This means, there must be a way of determining what language is used. That's where namespaces come into play.
To tell SVG what kind of foreignObject you have, you have to put the content in the proper namespace.
<svg xmlns="http://www.w3.org/2000/svg" width="200" height="200">
<foreignObject x="40" y="40" width="100" height="100">
<div xmlns="http://www.w3.org/1999/xhtml">test</div>
</foreignObject>
</svg>
In your example, the <div> element is in the SVG namespace, i.e. it's an SVG element, not an HTML one (albeit a non-standard one).
The <foreignObject> element also has a requiredExtensions attribute to tell the browser which extension is used, however different browsers seem to be interpreting this attribute differently, so it's probably best to not set it.
Make sure you set width and height parameters.
Adding xmlns did not fix things for me. It turned out the problem for me was even more simple... I did not add width and height parameters, so content inside the foreignObject did not show, even though it was there. Both parameters seem to default to 0.
I developed something for this. The code is below. A more advanced version uses a proxy to pull in external non-CORS resources. svg foreignObject blocks loading of any non-CORS cross-origin request. I wrote a simple proxy to run on Runkit. See at the bottom.
The limitations of this are: no external non-CORS fonts, no non-CORS images. Anyone who wants to help improve this, including adding in support for images and fonts, can contribute here: https://github.com/dosyago-coder-0/dompeg.js/blob/master/dompeg.js
web page script:
(async function (){
const width = document.scrollingElement.scrollWidth;
const height = document.scrollingElement.scrollHeight;
const doc = document.implementation.createHTMLDocument('');
doc.write(document.documentElement.outerHTML);
doc.documentElement.setAttribute('xmlns', doc.documentElement.namespaceURI);
const styles = [];
for( let i = 0; i < document.styleSheets.length; i++ ) {
const ss = document.styleSheets[i];
if ( ss.cssRules ) {
for( let j = 0; j < ss.cssRules.length; j++ ) {
styles.push( ss.cssRules[j].cssText );
}
} else {
try {
const res = await fetch(ss.href);
const cssText = await res.text();
styles.push(cssText);
} catch(e) {
/** fetch to proxy here as fallback
* uncomment if you set up your proxy server
try {
const res = await fetch(`https://${YOUR PROXY SERVER}.runkit.sh/?url=${btoa(ss.href)}`);
const cssText = await res.text();
styles.push(cssText);
} catch(e) { **/
console.warn(`Exception adding styles from ${ss.href}`, e, e.stack);
/** uncomment if you setup proxy
}
**/
}
}
}
Array.from( doc.querySelectorAll('noscript, link, script')).forEach( el => el.remove() );
stripComments(doc);
Array.from( doc.querySelectorAll('*[style]')).forEach( el => {
const styleText = el.getAttribute('style');
const uniq = (Math.random()+''+performance.now()).replace(/\./g,'x');
const className = `class${uniq}`;
const cssText = `.${className} {${ styleText }}`;
styles.push( cssText );
el.classList.add( className );
});
const styleElement = doc.createElement('style');
styleElement.innerText = styles.join('\n');
doc.documentElement.appendChild(styleElement);
const canvas = document.createElement('canvas');
Object.assign( canvas, {width,height});
const ctx = canvas.getContext('2d');
const data = `
<svg xmlns="http://www.w3.org/2000/svg" width="${width}" height="${height}">
<foreignObject width="100%" height="100%">
${(new XMLSerializer).serializeToString(doc).slice(15)}
</foreignObject>
</svg>`;
const DOMURL = window.URL || window.webkitURL || window;
const img = new Image();
const svg = new Blob([data], {type: 'image/svg+xml'});
Object.assign( img, {width,height});
img.crossOrigin = "Anonymous";
img.onload = function() {
ctx.fillStyle = 'white';
ctx.fillRect( 0, 0, canvas.width, canvas.height );
ctx.drawImage(img, 0, 0);
const datauri = canvas.toDataURL('image/jpeg');
const anchor = document.createElement('a');
anchor.download = 'screen.jpg';
anchor.href = datauri;
anchor.target = "_new";
anchor.innerText = 'download screen.jpg';
anchor.addEventListener('click', e => {e.stopPropagation();anchor.remove();}, { capture: true });
document.body.appendChild(anchor);
Object.assign( anchor.style, {
position: 'fixed',
background:'white',
fontSize: '18px',
fontFamily: 'monospace',
color: 'blue',
top: 0,
left: 0,
zIndex: Number.MAX_SAFE_INTEGER
});
}
img.src = buildSvgImageUrl(data);
img.style.position = "absolute";
img.style.zIndex = "10000000";
img.style.backgroundColor = "white";
//document.body.appendChild(img);
function buildSvgImageUrl(svg) {
const b64 = btoa(unescape(encodeURIComponent(svg)));
return "data:image/svg+xml;base64," + b64;
}
function stripComments(docNode){
const commentWalker = docNode.evaluate('//comment()', docNode, null, XPathResult.ANY_TYPE, null);
let comment = commentWalker.iterateNext();
const cuts = [];
while (comment) {
cuts.push(comment);
comment = commentWalker.iterateNext();
}
cuts.forEach( node => node.remove());
}
}());
runkit proxy server script:
const request = require("request");
const rp = require('request-promise');
const {URL} = require('url');
const express = require("#runkit/runkit/express-endpoint/1.0.0");
const b64 = require('base-64');
const bodyParser = require('body-parser');
const page = (url,err) => `
<form method=POST style="
position: fixed;
position: sticky;
display: table;
top: 0px;
z-index:12000000;
background: white;">
<label for=hider99>X</label><input id=hider99 type=checkbox>
<style>
#hider99:checked ~ fieldset {
display: none;
}
</style>
<fieldset><legend>Proxy</legend>
<p>
<input required type=url size=62 name=url placeholder="any url" value="${url||'https://google.com/favicon.ico'}">
<button style=background:lime>Load</button>
${ !! err ? `<p><span style=color:red>${err}</span>` : '' }
</fieldset>
</form>`;
const app = express(module.exports);
app.use(bodyParser.urlencoded({ extended: false }));
app.get("/", async (req,res,next) => {
console.log(req.query.url);
let url;
res.type('html');
res.set('access-control-allow-origin', '*');
try {
url = b64.decode(req.query.url);
new URL(url);
} catch(e) { res.end(page('',"not a url"+e)); return; }
try {
res.type(type(url));
const data = await rp(url);
res.end(data);
} catch(e) { res.end(page('',""+e)); }
});
app.get("/:anything", async (req,res,next) => {
res.type('html');
res.end('404 Not found');
});
function type(s = '') {
return s.split(/\./g).pop() || 'html';
}
void 0;
In addition to #robert-longson's answer:
If you're using a d3 selection.join(), it would look like this:
myForeignObject.selectAll('div').data(myData).join('xhtml:div')
Note that the xhtml namespace is only specified in the join(), not in the selectAll().
var a = function(a) {
var b = enter code heredocument.createElementNS("http://www.w3.org/1999/xhtml", "div");
b.innerHTML = '<svg xmlns="http://www.w3.org/2000/svg">' + a + "</svg>";
for (var c = document.createDocumentFragment(); b.firstChild.firstChild; ){
c.appendChild(b.firstChild.firstChild);
}
return c;
}
$('#app_canvasContainer svg').append(a('<foreignObject overflow="visible" width="200" height="100" x="'+ x +'" y="'+ y +'" requiredFeatures="http://www.w3.org/TR/SVG11/feature#Extensibility"><textarea class="text-entity" readonly="true" resizeable=false xmlns="http://www.w3.org/1999/xhtml" >'+ val +'</textarea>`enter code here`</foreignObject>'));