Is it possible to save or export only a certain part of the canvas rather than the whole canvas?
http://i.stack.imgur.com/hmvYh.jpg
At the moment, when I save the file I get the composition plus the transparent background (light blue in example above) of the entire canvas element I have on the site. What I would like to get is only the gray region (which could be made up of several images and text elements).
Yes you can. Here is the JSFiddle.
First, you need to take a clipping
of the image in your canvas. This is pretty simple. I made another canvas (a hidden one) and used the context.drawImage
var hidden_ctx = hidden_canvas.getContext('2d');
hidden_ctx.drawImage(
MainCanvas,
startClippingX,
startClippingY,
clippingWidth,
clippingHeight,
pasteX,
pasteY,
pasteWidth,
pasteHeight
);
Now, we need the Data URL from this canvas so we can download the contents. For this, we will use the canvas.toDataURL
method.
var data_url = hidden_canv.toDataURL("image/png");
Now, all we need to do is make a download link (an a
element with an href
attribute of our data_url
) and we're done!
Suppose you have a canvas called oldCanvas
and you want to save a rectangular area of width w
and height h
with its upper left corner at x, y
.
Start by making a new canvas
element of width w
and height h
:
var newCanvas = document.createElement('canvas');
newCanvas.width = w;
newCanvas.height = h;
Now copy the rectangular area to the new canvas:
var newContext = newCanvas.getContext('2d');
newContext.drawImage(oldCanvas, x, y, w, h, 0, 0, w, h);
Finally, save the new canvas using toDataUrl()
or whatever method you were using previously to save a whole canvas.
For example, you can make an image out of the new canvas:
var newImage = document.createElement('img');
newImage.src = newCanvas.toDataURL();
Then append the new image to the web page:
document.body.appendChild(newImage);
Or maybe you have a container div
that you want to append it to.
In any case, once the image is in the document, you can right-click on it and save it as usual.
I've implemented this approach in the following snippet. When you run it, a canvas will be randomly painted. Click and drag on the canvas to select a region that you want to download. A new, downloadable image appears at right.
// Returns a random RGB string (RGBA if alpha is true).
function randomColor(alpha) {
var rgb = [
Math.floor(Math.random() * 255),
Math.floor(Math.random() * 255),
Math.floor(Math.random() * 255)
];
if (alpha) {
rgb.push(Math.random());
}
return 'rgb' + (alpha ? 'a' : '') + '(' + rgb.join(', ') + ')';
}
// Makes a random picture for use in the demonstration.
function makeCanvas() {
var canvas = document.getElementById('oldCanvas'),
context = canvas.getContext('2d'),
width = canvas.width = 400,
height = canvas.height = 500;
context.fillStyle = randomColor();
context.fillRect(0, 0, width, height);
for (var i = 0; i < 200; ++i) {
var x = Math.floor(Math.random() * width),
y = Math.floor(Math.random() * height),
w = Math.floor(Math.random() * width/5),
h = Math.floor(Math.random() * height/5);
context.fillStyle = randomColor(true);
if (Math.floor(Math.random() * 2) === 0) {
context.fillRect(x - w / 2, y - h / 2, w, h);
} else {
context.beginPath();
context.arc(x, y, w, 0, 2 * Math.PI);
context.closePath();
context.fill();
}
}
return canvas;
};
window.onload = function () {
var oldCanvas = makeCanvas(),
oldContext = oldCanvas.getContext('2d'),
targetImage = document.getElementById('targetImage'),
downloadContainer = document.getElementById('downloadContainer'),
selectCanvas = document.getElementById('selectCanvas'),
selectContext = selectCanvas.getContext('2d'),
width = selectCanvas.width = oldCanvas.width,
height = selectCanvas.height = oldCanvas.height;
selectContext.fillStyle = '#000';
downloadContainer.style.left = width + 25 + 'px';
var clipCanvas = document.createElement('canvas'),
clipContext = clipCanvas.getContext('2d');
downloadContainer.appendChild(clipCanvas);
selectCanvas.onmousedown = function (event) {
var x0 = Math.max(0, Math.min(event.clientX, width)),
y0 = Math.max(0, Math.min(event.clientY, height));
targetImage.style.display = 'none';
function update(event) {
var x = Math.max(0, Math.min(event.clientX, width)),
y = Math.max(0, Math.min(event.clientY, height)),
dx = x - x0, w = Math.abs(dx),
dy = y - y0, h = Math.abs(dy);
selectContext.clearRect(0, 0, width, height);
selectContext.fillRect(x0, y0, dx, dy);
clipCanvas.width = w;
clipCanvas.height = h;
if (w*h == 0) {
downloadContainer.style.visibility = 'hidden';
} else {
downloadContainer.style.visibility = 'visible';
clipContext.drawImage(oldCanvas,
x0 + Math.min(0, dx), y0 + Math.min(0, dy), w, h,
0, 0, w, h);
downloadContainer.style.visibility = (w*h == 0 ? 'hidden' : 'visible');
downloadContainer.style.top = Math.min(y0, y) + 'px';
}
};
update(event);
selectCanvas.onmousemove = update;
document.onmouseup = function (event) {
selectCanvas.onmousemove = undefined;
document.onmouseup = undefined;
targetImage.src = clipCanvas.toDataURL();
targetImage.style.display = 'block';
};
};
};
body, div, canvas, img {
margin: 0;
padding: 0;
}
#targetImage {
display: none;
position: absolute;
left: 0;
top: 0;
}
canvas {
display: block;
}
#oldCanvas, #selectCanvas, #downloadContainer {
position: fixed;
}
#downloadContainer {
visibility: hidden;
}
#downloadContainer .label {
position: absolute;
width: 500px;
bottom: -20px;
font-family: sans-serif;
font-size: 17px;
color: #444;
}
#selectCanvas {
opacity: 0.5;
cursor: default;
}
<canvas id="oldCanvas"></canvas>
<canvas id="selectCanvas"></canvas>
<div id="downloadContainer">
<div class="label"> right-click above to download this image </div>
<img id="targetImage">
</div>
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