I get the base64-encoded image form the canvas as:
var dataURL = canvas.toDataURL( "image/png" );
Then I turn it into data like this:
//Remove the beginning identifier and use Chrome/Firefox?safari built int base64Decoder
var data = atob( dataURL.substring( "data:image/png;base64,".length ) );
Then I write it to the filesystem via:
event.createWriter(
    function(writerEvent)
    {
        //The success handler
        writerEvent.onwriteend = function(finishEvent)
        {
            ...
        };
        //Error handler
        writerEvent.onerror = settings.error;
        // Create a new Blob
        var blob = new Blob( [ data ], { type: "image/png" } );
        //Write it into the path
        writerEvent.write( blob );
    }
}
I try to set it as src of an image like this:
document.getElementById( "saved" ).src = event.toURL();
That writes the file and I am able to find it and get a url (by reading it and using the event: event.toURL(). But the image shows as a broken image icon on the web page. What am I doing wrong?
data is a string, so when you pass it to blob, the binary data will be that string in UTF-8 encoding. You want
binary data not a string.
You can do it like:
var canvas = document.createElement("canvas");
var dataURL = canvas.toDataURL( "image/png" );
var data = atob( dataURL.substring( "data:image/png;base64,".length ) ),
    asArray = new Uint8Array(data.length);
for( var i = 0, len = data.length; i < len; ++i ) {
    asArray[i] = data.charCodeAt(i);    
}
var blob = new Blob( [ asArray.buffer ], {type: "image/png"} );
There is also canvas.toBlob available in future but not currently in Chrome.
Demo http://jsfiddle.net/GaLRS/
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