I am trying to use Javascript in order to add a canvas to one page which originally does not have one. I am trying to do the following:
var canv=document.createElement("canvas"); canv.setAttribute("id", "canvasID"); alert(canv.id); var c=document.getElementById("canvasID"); alert(c.id);
The problem is the the first alert(canv.id) results in canvasID, while the second alert is undefined because c is null.
Can anybody tell me what am I doing wrong?
PS: the code is designed to run under Greasemonkey so adding the canvas and its ID in the HTML itself is not a viable option.
JavaScript Canvas gets reference by HTML <canvas> tag element used to draw or program graphics on a web page via JavaScript.
To dynamically create HTML5 canvas with JavaScript, we can use the createElement method. const canvas = document. createElement("canvas"); canvas.id = "canvas"; canvas. width = 1224; canvas.
createElement("CANVAS"); Note: The <canvas> element has no drawing abilities of its own (it is only a container for graphics) - you must use a script to actually draw the graphics. The getContext() method returns an object that provides methods and properties for drawing on the canvas.
Use something like Node.appendChild( child )
for adding it to the DOM:
var canv = document.createElement('canvas'); canv.id = 'someId'; document.body.appendChild(canv); // adds the canvas to the body element document.getElementById('someBox').appendChild(canv); // adds the canvas to #someBox
Or you can use element.innerHTML
:
document.body.innerHTML += '<canvas id="someId"></canvas>'; // the += means we add this to the inner HTML of body document.getElementById('someBox').innerHTML = '<canvas id="someId"></canvas>'; // replaces the inner HTML of #someBox to a canvas
var canvas = document.getElementById('canvas'); //finds Original Canvas img = document.createElement('img'); img.src = 'images/a.jpg'; //stores image src var canv = document.createElement('canvas'); // creates new canvas element canv.id = 'canvasdummy'; // gives canvas id canv.height = canvas.height; //get original canvas height canv.width = canvas.width; // get original canvas width document.body.appendChild(canv); // adds the canvas to the body element var canvas1 = document.getElementById('canvasdummy'); //find new canvas we created var context = canvas1.getContext('2d'); context.drawImage(img, 0, 0, canvas.width, canvas.height); //draws background image context.drawImage(canvas, 0, 0); //draws original canvas on top of background cscreen = canvas1.toDataURL(); //generates PNG of newly created canvas document.body.removeChild(canv); // removes new canvas
I use this all the time and works great...
If you love us? You can donate to us via Paypal or buy me a coffee so we can maintain and grow! Thank you!
Donate Us With