I'd like to create an input button "Save image" that :
I've found how to create a screen of a dive using html2canvas and to open it in a new tab, it works perfectly :
function printDiv2(div)
{
html2canvas((div), {
onrendered: function(canvas) {
var img = canvas.toDataURL();
window.open(img);
}
});
}
But for thee Save as part, is a kind of the tough part... I've found interesting topics, as I'm new in JS (and object) coding, I'm a little bit confused... I think I'll have to use the FileSaver.js and to create a new blob http://eligrey.com/blog/post/saving-generated-files-on-the-client-side/
But I don't get how to implement the saveAs in my html2canvas, how to cast properly a new blob...
function printDiv2(div)
{
html2canvas((div), {
onrendered: function(canvas) {
var img = canvas.toDataURL();
window.open(img);
var blob = new Blob(img, {type: "image/jpeg"});
var filesaver = saveAs(blob, "my image.png");
}
});
}
Also I tried to do something with this, by extracting the base64 generated URL, but it's too complicated for me to understand everyting : http://bl.ocks.org/nolanlawson/0eac306e4dac2114c752
But someone give me a few tips and help me please ?
You could do this approach:
//Creating dynamic link that automatically click
function downloadURI(uri, name) {
var link = document.createElement("a");
link.download = name;
link.href = uri;
link.click();
//after creating link you should delete dynamic link
//clearDynamicLink(link);
}
//Your modified code.
function printToFile(div) {
html2canvas(div, {
onrendered: function (canvas) {
var myImage = canvas.toDataURL("image/png");
//create your own dialog with warning before saving file
//beforeDownloadReadMessage();
//Then download file
downloadURI("data:" + myImage, "yourImage.png");
}
});
}