I'm trying to do a program which is upload and download image.
I write drag and drop function in javascript:
function dragNdrop(event){
var filename = URL.createObjectURL(event.target.files[0]);
var preview = document.getElementById('preview');
var previewImg = document.createElement("img");
previewImg.setAttribute("src",filename);
preview.innerHTML = "";
preview.appendChild(previewImg);
}
function drag(){
document.getElementById('uploadFile').parentNode.className = "draging dragBox";
}
function drop(){
document.getElementById('uploadFile').parentNode.className = 'dragBox';
}
now i want to try download image which is in div tag(preview) in my html. How can i do this?
I've tried to return div image but it have'nt work
I'm using this code to capture images as canvas from a video URL in my site:
var videoId = 'video';
var scaleFactor = 0.55; // increase or decrease size
var snapshots = [];
/**
* Captures a image frame from the provided video element.
*
* #param {Video} video HTML5 video element from where the image frame will be captured.
* #param {Number} scaleFactor Factor to scale the canvas element that will be return. This is an optional parameter.
*
* #return {Canvas}
*/
function capture(video, scaleFactor) {
if(scaleFactor == null){
scaleFactor = 1;
}
var w = video.videoWidth * scaleFactor;
var h = video.videoHeight * scaleFactor;
var canvas = document.createElement('canvas');
canvas.width = w;
canvas.height = h;
var ctx = canvas.getContext('2d');
ctx.drawImage(video, 0, 0, w, h);
var uniq = 'img_' + (new Date()).getTime();
canvas.setAttribute('id', uniq);
return canvas ;
}
/**
* Invokes the <code>capture</code> function and attaches the canvas element to the DOM.
*/
function shoot(){
var video = document.getElementById(videoId);
var output = document.getElementById('output');
var canvas = capture(video, scaleFactor);
snapshots.unshift(canvas);
output.innerHTML = '' ;
for(var i=0; i<10; i++){
output.appendChild(snapshots[i]);
}
}
My two problems:
1 - Currently, browsers treat <canvas> like they they treat a <div> and this make it impossible to save any generated canvas as an image because when I right-click on each and everyone, it always opens the windows dialog here I have to choose Save image as....
2 - The windows right-click dialog always opens by default the option to save image as transfer.png and I would like to save the image with their ID attribute (var uniq) and a jpg extension.
Example of what I need:
The output canvas is like this: <canvas width="352" height="198" id="img_1575807516362"></canvas>.
I want the right-click to open the windows dialog offering to save image like this img_1575807516362.jpg.
Alternatively, it would be nice tho have a download button for each canvas to export the canvas as an image like this transfer.jpg.
Is it possible to make this work with this code?
Apologies in advance. It took me some time, but I wanted to make sure that I got it working properly. I am not sure if there is a way to do a windows dialog to save to file (Where it pulls up the save as... prompt), but you can definitely create a download button to do this.
Downloading the Image
First, we need to create a download button:
<button onmousedown="download()">Download</button>
Second, we can create a function to download the image with a key.
The easiest way to do this is creating a downloadable <a> tag:
var download = function(){
var link = document.createElement('a'); //Creates an 'a' element
var thisCanvas = document.getElementsByTagName('canvas')[0]; //gets the first canvas element on the page, assuming the canvas you want to download is this element.
link.download = `${thisCanvas.id}.jpeg`; //Gives the download an output link
link.href = thisCanvas.toDataURL("image/jpeg") //Gives the data to the link
link.click(); //Clicks the 'a' element we created
}
If you wanted to ask for user input whether or not they want to download, you can use:
var download = function() {
if (window.confirm("Would you like to download this frame?")) {
var link = document.createElement('a'); //Creates an 'a' element
var thisCanvas = document.getElementsByTagName('canvas')[0]; //Gets the canvas
link.download = `${thisCanvas.id}.jpeg`; //Gives the download an output link
link.href = thisCanvas.toDataURL("image/jpeg") //Gives the data to the link
link.click(); //Clicks the 'a' element we created
}
}
You can always change the name of the image file as well with link.download = imageName + ".jpeg"
Creating A Button in JS
EDIT: If you want to create the button in javascript instead of html, you can do the following:
var createbutton = function() {
var b = document.createElement('button'); //Creates the button
b.onmousedown = function() { //Creates an onmousedown event for the button
download(); //This is the download function above
}
b.innerHTML = "Download"; //Gives the button Text
//Here, you can insert button styles using: b.style
document.body.appendChild(b); //Appends the button to the body
}
You can call this function whenever you need to create the download button. This function creates a button at the end of the body, but you can change the location:
//Where it says document.body.appendChild(b); , replace it with:
document.getElementById(`myCustomId`).appendChild(b);
//This places the button in any element on the page with 'myCustomId'
Canvas onmousedown events, and downloading all images
EDIT (2):
If you have multiple canvases that are created within snapshots, then you can do the following to download all the snapshots:
var download = function(){
var link = document.createElement('a'); //Creates an 'a' element
snapshots.forEach(snap => {
link.download = `${snap.id}.jpeg`; //Gives the download an output link
link.href = snap.toDataURL("image/jpeg") //Gives the data to the link
link.click(); //Clicks the 'a' element we created
});
}
If you want to download one image at a time, you can give them an onmousedown event when you add them. Let's edit the download function to support this:
var download = function(canvas){
var link = document.createElement('a'); //Creates an 'a' element
link.download = `${canvas.id}.jpeg`; //Gives the download an output link
link.href = canvas.toDataURL("image/jpeg") //Gives the data to the link
link.click(); //Clicks the 'a' element we created
}
//We also need to edit the shoot() function
function shoot(){
var video = document.getElementById(videoId);
var output = document.getElementById('output');
var canvas = capture(video, scaleFactor);
canvas.onmousedown = function() {
download(canvas);
}
snapshots.unshift(canvas);
output.innerHTML = '' ;
for(var i=0; i<10; i++){
output.appendChild(snapshots[i]);
}
}
This way whenever you append all of the snapshots, each canvas comes with it's own mousedown event, so clicking on it will return the image. You can even add a confirm box or check if right mouse is clicked here.
Question 2: It doesn't matter where the functions go, only where you call them.
If you have any questions, let me know!
Is there anyway that I can put an image on my site that changes.
I know how to change the source of an image element. What I mean is like:
the image is located here
http://mywebsite.com/image.png
this doesn't change but I want the actual image to change.
More examples:
https://huggle.jdf2.org/
This site creates a bbcode element that contains the img username.png
[url=http://huggle.jdf2.org/hug/username][img]http://huggle.jdf2.org/sig/username.png[/img][/url]
This image changes depending on how many huggles you have.
How would I do this?
You can dynamically set the image source URL with:
var yourURLHere = 'ADD YOUR URL HERE';
image.src = yourURLHere;
If you want the your image to randomly change, you can use Math.random() to select a random URL from an array.
Example: Random teddy bear images (see below).
<image src="#" id="my-image"/>
Click to change image randomly.
<button id="my-btn">Change it!</button>
<script>
var imageURLs = [
'https://s-media-cache-ak0.pinimg.com/originals/4e/da/9f/4eda9f56de08463bcc18d154f654ab6d.jpg',
'http://lcdn.inthelighturns.com/media/product/e85/sweet-memories-blue-teddy-bear-urn-b83.jpg',
'https://s-media-cache-ak0.pinimg.com/originals/3c/80/3c/3c803ce72e8c0325d7ea0fcd32f81ed9.jpg',
'http://cliparting.com/wp-content/uploads/2016/07/Cartoon-teddy-bear-clipart.gif',
'http://cliparts.co/cliparts/rcn/Kox/rcnKox65i.png',
'https://s-media-cache-ak0.pinimg.com/originals/f2/d6/25/f2d6258ef0fa6de2160778066ccec832.jpg',
'https://s-media-cache-ak0.pinimg.com/236x/90/3a/6c/903a6c59c0a2f42e7d6e7cb9427a8337.jpg',
'https://s-media-cache-ak0.pinimg.com/564x/a9/ee/30/a9ee30a4f8d196a111aa5c3db7b13b6e.jpg',
'http://cdn3.volusion.com/9nxdj.fchy5/v/vspfiles/photos/BB-1433-2.jpg?1415360799'
];
var image = document.getElementById('my-image');
function pickRandomURL() {
return imageURLs[Math.floor(Math.random() * imageURLs.length)];
}
image.src = pickRandomURL();
image.width = 200;
var btn = document.getElementById('my-btn');
btn.onclick = function() {
image.src = pickRandomURL();
image.width = 200;
};
</script>
I have a canvas element with a drawing in it, and I want to create a button that when clicked on, it will save the image as a png file. So it should open up the save, open, close dialog box...
I do it using this code
var canvas = document.getElementById("myCanvas");
window.open(canvas.toDataURL("image/png"));
But when I test it out in IE9, a new window opens up saying "the web page cannot be displayed"
and the url of it is:
data:image/png;base64,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
Anyone know how to fix this?
try this:
var canvas = document.getElementById("alpha");
var dataURL = canvas.toDataURL("image/png");
var newTab = window.open('about:blank','image from canvas');
newTab.document.write("<img src='" + dataURL + "' alt='from canvas'/>");
This shows image from canvas on new page, but if you have open popup in new tab setting it shows about:blank in address bar.
EDIT:- though window.open("<img src='"+ canvas.toDataURL('image/png') +"'/>") does not work in FF or Chrome, following works though rendering is somewhat different from what is shown on canvas, I think transparency is the issue:
window.open(canvas.toDataURL('image/png'));
FileSaver.js should be able to help you here.
var canvas = document.getElementById("my-canvas");
// draw to canvas...
canvas.toBlob(function(blob) {
saveAs(blob, "pretty image.png");
});
To accomodate all three points:
button
save the image as a png file
open up the save, open, close dialog box
The file dialog is a setting in the browser.
For the button/save part assign the following function, boiled down from other answers, to your buttons onclick:
function DownloadCanvasAsImage(){
let downloadLink = document.createElement('a');
downloadLink.setAttribute('download', 'CanvasAsImage.png');
let canvas = document.getElementById('myCanvas');
let dataURL = canvas.toDataURL('image/png');
let url = dataURL.replace(/^data:image\/png/,'data:application/octet-stream');
downloadLink.setAttribute('href', url);
downloadLink.click();
}
Example on Codepen
Another, somewhat cleaner, approach is using Canvas.toBlob():
function DownloadCanvasAsImage(){
let downloadLink = document.createElement('a');
downloadLink.setAttribute('download', 'CanvasAsImage.png');
let canvas = document.getElementById('myCanvas');
canvas.toBlob(function(blob) {
let url = URL.createObjectURL(blob);
downloadLink.setAttribute('href', url);
downloadLink.click();
});
}
Example on Codepen
Neither solution is 100% cross browser compatible, so check the client
I used this solution to set the file name:
HTML:
Download!
<canvas id="canvas"></canvas>
JavaScript:
function download(){
document.getElementById("downloader").download = "image.png";
document.getElementById("downloader").href = document.getElementById("canvas").toDataURL("image/png").replace(/^data:image\/[^;]/, 'data:application/octet-stream');
}
I had this problem and this is the best solution without any external or additional script libraries:
In Javascript tags or file create this function:
We assume here that canvas is your canvas:
function download(){
var download = document.getElementById("download");
var image = document.getElementById("canvas").toDataURL("image/png")
.replace("image/png", "image/octet-stream");
download.setAttribute("href", image);
}
In the body part of your HTML specify the button:
<a id="download" download="image.png"><button type="button" onClick="download()">Download</button></a>
This is working and download link looks like a button. Tested in Firefox and Chrome.
I maybe discovered a better way for not forcing the user to right click and "save image as". Live draw the canvas base64 code into the href of the link and modify it so the download will start automatically. I don't know if it's universally browser compatible, but it should work with the main/new browsers.
var canvas = document.getElementById('your-canvas');
if (canvas.getContext) {
var C = canvas.getContext('2d');
}
$('#your-canvas').mousedown(function(event) {
// feel free to choose your event ;)
// just for example
// var OFFSET = $(this).offset();
// var x = event.pageX - OFFSET.left;
// var y = event.pageY - OFFSET.top;
// standard data to url
var imgdata = canvas.toDataURL('image/png');
// modify the dataUrl so the browser starts downloading it instead of just showing it
var newdata = imgdata.replace(/^data:image\/png/,'data:application/octet-stream');
// give the link the values it needs
$('a.linkwithnewattr').attr('download','your_pic_name.png').attr('href',newdata);
});
You can wrap the <a> around anything you want.
Submit a form that contains an input with value of canvas toDataURL('image/png') e.g
//JAVASCRIPT
var canvas = document.getElementById("canvas");
var url = canvas.toDataUrl('image/png');
Insert the value of the url to your hidden input on form element.
//PHP
$data = $_POST['photo'];
$data = str_replace('data:image/png;base64,', '', $data);
$data = base64_decode($data);
file_put_contents("i". rand(0, 50).".png", $data);
Try this:
jQuery('body').after('<a id="Download" target="_blank">Click Here</a>');
var canvas = document.getElementById('canvasID');
var ctx = canvas.getContext('2d');
document.getElementById('Download').addEventListener('click', function() {
downloadCanvas(this, 'canvas', 'test.png');
}, false);
function downloadCanvas(link, canvasId, filename) {
link.href = document.getElementById(canvasId).toDataURL();
link.Download = filename;
}
You can just put this code in console in firefox or chrom and after changed your canvas tag ID in this above script and run this script in console.
After the execute this code you will see the link as text "click here" at bottom of the html page. click on this link and open the canvas drawing as a PNG image in new window save the image.
Full Working HTML Code. Cut+Paste into new .HTML file:
Contains Two Examples:
Canvas in HTML file.
Canvas dynamically created with Javascript.
Tested In:
Chrome
Internet Explorer
*Edge (title name does not show up)
Firefox
Opera
<!DOCTYPE HTML >
<html lang="en">
<head>
<meta charset="UTF-8">
<title> #SAVE_CANVAS_TEST# </title>
<meta
name ="author"
content="John Mark Isaac Madison"
>
<!-- EMAIL: J4M4I5M7 -[AT]- Hotmail.com -->
</head>
<body>
<div id="about_the_code">
Illustrates:
<ol>
<li>How to save a canvas from HTML page. </li>
<li>How to save a dynamically created canvas.</li>
</ol>
</div>
<canvas id="DOM_CANVAS"
width ="300"
height="300"
></canvas>
<div id="controls">
<button type="button" style="width:300px;"
onclick="obj.SAVE_CANVAS()">
SAVE_CANVAS ( Dynamically Made Canvas )
</button>
<button type="button" style="width:300px;"
onclick="obj.SAVE_CANVAS('DOM_CANVAS')">
SAVE_CANVAS ( Canvas In HTML Code )
</button>
</div>
<script>
var obj = new MyTestCodeClass();
function MyTestCodeClass(){
//Publically exposed functions:
this.SAVE_CANVAS = SAVE_CANVAS;
//:Private:
var _canvas;
var _canvas_id = "ID_OF_DYNAMIC_CANVAS";
var _name_hash_counter = 0;
//:Create Canvas:
(function _constructor(){
var D = document;
var CE = D.createElement.bind(D);
_canvas = CE("canvas");
_canvas.width = 300;
_canvas.height= 300;
_canvas.id = _canvas_id;
})();
//:Before saving the canvas, fill it so
//:we can see it. For demonstration of code.
function _fillCanvas(input_canvas, r,g,b){
var ctx = input_canvas.getContext("2d");
var c = input_canvas;
ctx.fillStyle = "rgb("+r+","+g+","+b+")";
ctx.fillRect(0, 0, c.width, c.height);
}
//:Saves canvas. If optional_id supplied,
//:will save canvas off the DOM. If not,
//:will save the dynamically created canvas.
function SAVE_CANVAS(optional_id){
var c = _getCanvas( optional_id );
//:Debug Code: Color canvas from DOM
//:green, internal canvas red.
if( optional_id ){
_fillCanvas(c,0,255,0);
}else{
_fillCanvas(c,255,0,0);
}
_saveCanvas( c );
}
//:If optional_id supplied, get canvas
//:from DOM. Else, get internal dynamically
//:created canvas.
function _getCanvas( optional_id ){
var c = null; //:canvas.
if( typeof optional_id == "string"){
var id = optional_id;
var d = document;
var c = d.getElementById( id );
}else{
c = _canvas;
}
return c;
}
function _saveCanvas( canvas ){
if(!window){ alert("[WINDOW_IS_NULL]"); }
//:We want to give the window a unique
//:name so that we can save multiple times
//:without having to close previous
//:windows.
_name_hash_counter++ ;
var NHC = _name_hash_counter ;
var URL = 'about:blank' ;
var name= 'UNIQUE_WINDOW_ID' + NHC;
var w=window.open( URL, name ) ;
if(!w){ alert("[W_IS_NULL]");}
//:Create the page contents,
//:THEN set the tile. Order Matters.
var DW = "" ;
DW += "<img src='" ;
DW += canvas.toDataURL("image/png");
DW += "' alt='from canvas'/>" ;
w.document.write(DW) ;
w.document.title = "NHC"+NHC ;
}
}//:end class
</script>
</body>
<!-- In IE: Script cannot be outside of body. -->
</html>
I really like Tovask's answer but it doesn't work due to the function having the name download (this answer explains why). I also don't see the point in replacing "data:image/..." with "data:application/...".
The following code has been tested in Chrome and Firefox and seems to work fine in both.
JavaScript:
function prepDownload(a, canvas, name) {
a.download = name
a.href = canvas.toDataURL()
}
HTML:
Download
<canvas id="canvasId"></canvas>
My solution via vue and async support
async downloadImage () {
const canvas = this.$refs.canvas
const blob = await new Promise(resolve => canvas.toBlob(resolve))
const downloadLink = document.createElement('a')
downloadLink.href = window.URL.createObjectURL(blob)
downloadLink.download = 'mycanvasimage.png'
downloadLink.click()
}
var canvasId = chart.id + '-canvas';
var canvasDownloadId = chart.id + '-download-canvas';
var canvasHtml = Ext.String.format('<canvas id="{0}" width="{1}" height="{2}"></canvas><a id="{3}"/>',
canvasId,
chart.getWidth(),
chart.getHeight(),
canvasDownloadId);
var canvasElement = reportBuilder.add({ html: canvasHtml });
var canvas = document.getElementById(canvasId);
var canvasDownload = document.getElementById(canvasDownloadId);
canvasDownload.href = chart.getImage().data;
canvasDownload.download = 'chart';
canvasDownload.click();
I've tried to recreate my issue in jsfiddle:
http://jsfiddle.net/erU5J/72/
I have a textarea:
When click on it expands vertically downwards by about 7 rows. Within the same method that helps achieve this I also have some code that makes it possible for the textarea to auto resize when text is typed inside or deleted.
Anyway as you can see I have a camera icon and when this is clicked the user can immediately select one photo which will appear underneath the text area.
If I select photo without clicking in the textarea to expand it, then click in the textarea to expand it, holding onto enter the auto resize of the textarea works.. basically pushing the photo down every time the textarea expands.
If I expand the textarea first then select a photo, then hold onto enter in the textarea the auto resize of textarea doesn't work and instead I get a scroll bar showing. If I click to close the textarea (an X button not shown in photo) then click in the textarea to expand/open it again and then hold onto enter the autoresize of the textarea works again.
It seems .change() doesn't seem to care for any binding I've done.
Here is my code for image selection:
$(function() {
$('div.microposts').on('click', 'li#addImage > span', function() {
var form = $(this).parents('form#new_micropost'),
fileField = form.find('input#micropost_image');
fileField.trigger('click');
});
});
$(function() {
$('input#micropost_image').change(function (evt){ //.off() make sautoresize work
var image = evt.target.files[0],
form = $(this).parents('form#new_micropost'),
imagePreviewBox = form.find('div.imagePreview'),
reader = new FileReader();
reader.onload = function(evt) {
var resultdata = evt.target.result,
img = new Image();
img.src = evt.target.result;
imagePreviewBox.show().prepend(img);
};
reader.readAsDataURL(image);
});
});
Heres the code for textarea:
$(function() {
$("div.microposts").on("focus", "textarea#micropostBox", function() {
var micropostForm = $(this).parent();
micropostBox = micropostForm.find('textarea#micropostBox'),
micropostButton = micropostForm.find("input#micropostButton"),
xButton = micropostForm.find("div.xButton"),
removeAutosizeStyle = function() {
micropostForm.parents('html').find('textarea.autosizejs').remove();
};
removeAutosizeStyle();
micropostBox.prop('rows', 7);
micropostForm.find('div#micropostOptions').removeClass('micropostExtraOptions');
micropostForm.find('div#postOptions').show();
$.trim(micropostBox.val()) == '' ?
micropostButton.addClass("disabledMicropostButton").show()
:
micropostButton.prop('disabled', false);
micropostBox.hide()
.removeClass("micropost_content")
.addClass("micropost_content_expanded").show().autosize();
xButton.show();
micropostButton.prop('disabled', true);
micropostBox.off().on("keypress input change", function () {
micropostButton.prop({ disabled: !$.trim($(this).val()) != ''});
$.trim($(this).val()) != '' ?
micropostButton
.removeClass("disabledMicropostButton")
.addClass("activeMicropostButton")
:
micropostButton
.removeClass("activeMicropostButton")
.addClass("disabledMicropostButton");
});
xButton.on('click', function() {
micropostBox.removeClass("micropost_content_expanded").addClass("micropost_content");
micropostForm.find('div#micropostOptions').addClass('micropostExtraOptions');
micropostBox.val("");
micropostForm.find('div#postOptions').hide();
xButton.hide();
micropostButton.hide();
micropostBox.removeAttr('style');
micropostBox.prop('rows', 0);
micropostForm.find('.imagePreview > img').remove();
micropostForm.find('.imagePreview').hide();
removeAutosizeStyle();
});
});
});
I apologise if my code appears messy.
Kind regards
You attach the change handler every time is li#addImage > span clicked. You should set up the change handler outside of the click event handler.
$(function() {
$('div.microposts').on('click', 'li#addImage > span', function() {
var form = $(this).parents('form#new_micropost'),
fileField = form.find('input#micropost_image');
fileField.trigger('click');
});
$('input#micropost_image').on('change', function(evt) {
var image = evt.target.files[0]; //[0] first entry of file selected
if (!image.type.match("image.*")) {
alert('not an image');
return;
}
var reader = new FileReader();
reader.onload = function(evt) {
var resultdata = evt.target.result;
var img = new Image();
img.src = evt.target.result;
$(evt.target).parents('form#new_micropost').find('div.imagePreview').show().prepend(img);
}
reader.readAsDataURL(image);
});
});
That should solve the image turning up 10 times. The autosizing I can't comment on without seeing the code. It seems it will resize up to 260px height in the latter case.
After digging through my code here and there I discovered the issue is coming from the autosize pluging I'm using.
The scroll bar problem occurs when I open and close developer tools in the browser I'm viewing my website in. So it's an issue with the page resizing.
I play around with the text area and it's totally fine but as soon as I open or close developer tools i get this same scroll bar issue.