Well, I need some help about convert .svg file/image to .png file/image...
I have a .svg image displayed on my page. It is saved on my server (as a .png file). I need to convert it to a .png file on demand (on click on a button) and save the .png file on the server (I will do this with an .ajax request).
But the problem is the conversion.
I read many things about the html5 Canvas, which can probably help doing what I need to do now, but I can't find any clear solution to my problem, and, tbh, I do not understand everything I found... So I need some clear advices/help about the way I have to do it.
Here is the "html idea" template :
<html>
<body>
<svg id="mySvg" width="300px" height="300px">
<!-- my svg data -->
</svg>
<label id="button">Click to convert</label>
<canvas id="myCanvas"></canvas>
</body>
</html>
and some js :
<script>
$("body").on("click","#button",function(){
var svgText = $("#myViewer").outerHTML;
var myCanvas = document.getElementById("canvas");
var ctxt = myCanvas.getContext("2d");
});
</script>
Then, I need to draw the svg into the Canvas, get back the base64 data, and save it in a .png file on my server... but... how? I read about so many different solutions that I'm actually... lost... I'm working on a jsfiddle, but I'm actually... nowhere... http://jsfiddle.net/xfh7nctk/6/ ... Thanks for reading / help
For inline SVG you'll need to:
Blob
src
onload
) you can draw the SVG as an image on canvastoDataURL()
to get the PNG file from canvas.For example:
function drawInlineSVG(ctx, rawSVG, callback) {
var svg = new Blob([rawSVG], {type:"image/svg+xml;charset=utf-8"}),
domURL = self.URL || self.webkitURL || self,
url = domURL.createObjectURL(svg),
img = new Image;
img.onload = function () {
ctx.drawImage(this, 0, 0);
domURL.revokeObjectURL(url);
callback(this);
};
img.src = url;
}
// usage:
drawInlineSVG(ctxt, svgText, function() {
console.log(canvas.toDataURL()); // -> PNG data-uri
});
Of course, console.log here is just for example. Store/transfer the string instead here. (I would also recommend adding an onerror
handler inside the method).
Also remember to set canvas size using either the width
and height
attributes, or from JavaScript using properties.