In general we can convert the HTML elements to string and then we can insert it into DOM later when needed. Similarly, I want to convert the "CANVAS" element to string along with its context properties.
In the following example, I am getting the string value of span
tag with outerHTML
property. Likewise I want to get the "CANVAS"element along with context properties.
Is there any method or property for this support?
Example code snippets:
var sp=document.createElement("span");
sp.innerHTML = "E2"
var e2 = sp.outerHTML;
$("#test1").append(e2);
var c=document.createElement("CANVAS");
var ctx=c.getContext("2d");
ctx.beginPath();
ctx.moveTo(20,20);
ctx.lineTo(100,20);
ctx.arcTo(150,20,150,70,50);
ctx.lineTo(150,120);
ctx.stroke();
var cn = c.outerHTML;
$("#test2").append(cn);
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<div id="test1">
<span>E1</span>
</div>
<div id="test2">
</div>
Seems like you already know how to get dom properties of the canvas object. Now you only need "context" infos (image data as I understand it)
You can get the image data as a base64 string like this:
function CreateDrawing(canvasId) {
let canvas = document.getElementById(canvasId);
let ctx = canvas.getContext('2d');
ctx.beginPath();
ctx.moveTo(20,20);
ctx.lineTo(100,20);
ctx.arcTo(150,20,150,70,50);
ctx.lineTo(150,120);
ctx.stroke();
}
function GetDrawingAsString(canvasId) {
let canvas = document.getElementById(canvasId);
let pngUrl = canvas.toDataURL(); // PNG is the default
// or as jpeg for eg
// var jpegUrl = canvas.toDataURL("image/jpeg");
return pngUrl;
}
function ReuseCanvasString(canvasId, url) {
let img = new Image();
img.onload = () => {
// Note: here img.naturalHeight & img.naturalWidth will be your original canvas size
let canvas = document.getElementById(canvasId);
let ctx = canvas.getContext('2d');
ctx.drawImage(img, 0, 0);
}
img.src = url;
}
// Create something
CreateDrawing("mycanvas");
// save the image data somewhere
var url = GetDrawingAsString("mycanvas");
// re use it later
ReuseCanvasString("replicate", url);
<canvas id="mycanvas"></canvas>
<canvas id="replicate"></canvas>
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