DotNet HighCharts Png Image - javascript

I added a new button in exporting list of a chart
Highcharts.getOptions().exporting.buttons.contextButton.menuItems.push({
text: 'Add Issue ',
onclick: function () {
this.AddIssue();
}
});
i want to add a screenshot of a chart in the img tag in same page when i click AddIssue button,
Highcharts.Chart.prototype.AddIssue = function () {
....
$('#mock').attr('src', .........);
}
i had an img tag as
<img id="mock" src="../" />
i tried using getSVG Function but i want it to be a PNG or JPEG image not SVG.
Inside AddIssue Function
var svg = this.getSVG();
var base_image = new Image();
var Isvg = "data:image/svg+xml," + svg;
base_image.src = Isvg;

You can convert SVG from getSVG method to PNG by HTML canvas:
load: function() {
var chart = this,
svg;
$('#btn').on('click', function() {
svg = chart.getSVG();
var canvas = document.createElement('canvas');
canvas.width = chart.chartWidth;
canvas.height = chart.chartHeight;
var ctx = canvas.getContext('2d');
var img = document.createElement('img');
img.onload = function() {
ctx.drawImage(img, 0, 0);
canvas.toDataURL('image/png');
};
img.setAttribute('src', 'data:image/svg+xml;base64,' + btoa(unescape(encodeURIComponent(svg))));
});
}
Live demo: http://jsfiddle.net/BlackLabel/3azfr1nL/
Other solutions can be find here: https://ourcodeworld.com/articles/read/15/3-ways-to-export-highcharts-charts-to-image-with-javascript-client-side-solution-
and here: https://gist.github.com/philfreo/0a4d899de4257e08a000

Related

JavaScript: Multiple cropping selection in one image?

PS: Is it not a research kind of question! I have been trying to do this from very long time.
I am trying to make web based an image editor where user can select multiple cropping area and after selection save/download all the image area. like below.
As of now I discovered two libraries
1.Cropper.JS where is only single selection feature is available.
2.Jcrop where only single selection area restrictions.
I am currently using cropper.Js but it seems impossible for me to make multiple selection cropping.
Any help is much appreciated.if any other method/library available in JavaScript, Angular or PHP or reactJS for multiple image area selection and crop and download in one go as in the image below.
As per #Keyhan Answer I am Updating my Jcrop library Code
<div style="padding:0 5%;">
<img id="target" src="https://d3o1694hluedf9.cloudfront.net/market-750.jpg">
</div>
<button id="save">Crop it!</button>
<link rel="stylesheet" href="https://unpkg.com/jcrop/dist/jcrop.css">
<script src="https://unpkg.com/jcrop"></script>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.5.1/jquery.min.js"></script>
JavaScript
<script>
setImage();
var jcp;
var jcp;
Jcrop.load('target').then(img => {
//You can enable multiple cropping with this line:
jcp = Jcrop.attach(img, { multi: true });
});
// to fix security issue when trying to convert to Data URI
function setImage() {
document.getElementById('target').setAttribute('crossOrigin', 'anonymous');
document.getElementById('target').src = 'https://d3o1694hluedf9.cloudfront.net/market-750.jpg';
}
var link = document.getElementById('save');
link.onclick = function () {
//we check if at least one crop is available
if (jcp.active) {
var i = 0;
var fullImg = document.getElementById("target");
//we are looping cropped areas
for (area of jcp.crops) {
i++;
//creating temp canvas and drawing cropped area on it
canvas = document.createElement("canvas");
canvas.setAttribute('width', area.pos.w);
canvas.setAttribute('height', area.pos.h);
ctx = canvas.getContext("2d");
ctx.drawImage(fullImg, area.pos.x, area.pos.y, area.pos.w, area.pos.h, 0, 0, area.pos.w, area.pos.h);
//creating temp link for saving/serving new image
temp = document.createElement('a');
temp.setAttribute('download', 'area' + i + '.jpg');
temp.setAttribute('href', canvas.toDataURL("image/jpg").replace("image/jpg", "image/octet-stream"));
temp.click();
}
}
};
</script>
I tried to explain the code with comments:
var jcp;
Jcrop.load('target').then(img => {
//You can enable multiple cropping with this line:
jcp = Jcrop.attach(img,{multi:true});
});
//assuming you have a button with id="save" for exporting cropped areas
var link=document.getElementById('save');
link.onclick = function(){
//we check if at least one crop is available
if(jcp.active){
var i=0;
var fullImg = document.getElementById("target");
//we are looping cropped areas
for(area of jcp.crops){
i++;
//creating temp canvas and drawing cropped area on it
canvas = document.createElement("canvas");
canvas.setAttribute('width',area.pos.w);
canvas.setAttribute('height',area.pos.h);
ctx = canvas.getContext("2d");
ctx.drawImage(fullImg, area.pos.x, area.pos.y, area.pos.w, area.pos.h, 0, 0, area.pos.w, area.pos.h);
//creating temp link for saving/serving new image
temp = document.createElement('a');
temp.setAttribute('download', 'area'+i+'.jpg');
temp.setAttribute('href', canvas.toDataURL("image/jpg").replace("image/jpg", "image/octet-stream"));
temp.click();
}
}
};
EDIT: As you commented it would be nicer if we have local image loader, we can add a file input to our html
<img id="target" />
<br/>
<input type="file" id="imageLoader" name="imageLoader"/><!-- add this for file picker -->
<button id="save">save</button>
and a function to our js to handle it
var jcp;
var save=document.getElementById('save');
var imageLoader = document.getElementById('imageLoader');
var img = document.getElementById("target");
imageLoader.onchange=function handleImage(e){//handling our image picker <input>:
var reader = new FileReader();
reader.onload = function(event){
img.src = event.target.result;
}
reader.readAsDataURL(e.target.files[0]);
}
save.onclick = function(){
if(jcp&&jcp.active){
var i=0;
for(area of jcp.crops){
i++;
canvas = document.createElement("canvas");
canvas.setAttribute('width',area.pos.w);
canvas.setAttribute('height',area.pos.h);
ctx = canvas.getContext("2d");
ctx.drawImage(img, area.pos.x, area.pos.y, area.pos.w, area.pos.h, 0, 0, area.pos.w, area.pos.h);
temp = document.createElement('a');
temp.setAttribute('download', 'area'+i+'.jpg');
temp.setAttribute('href', canvas.toDataURL("image/jpg").replace("image/jpg", "image/octet-stream"));
temp.click();
}
}
};
Jcrop.load('target').then(img => {
jcp = Jcrop.attach(img,{multi:true});
});
Yes, #keyhan was right <input type="file"> is another question, but still, I am giving you an idea of how to implement Kayhan's code above.
<div>
<input type="file" id="image-input" accept="image/*">
<!-- img id name should be "target" as it is also using by Jcrop -->
<img id="target"></img>
</div>
and Now you can put below JavaScript Code just above setImage()
<script>
let imgInput = document.getElementById('image-input');
imgInput.addEventListener('change', function (e) {
if (e.target.files) {
let imageFile = e.target.files[0];
var reader = new FileReader();
reader.onload = function (e) {
var img = document.createElement("img");
img.onload = function (event) {
var MAX_WIDTH = 1600;
var MAX_HEIGHT = 800;
var width = img.width;
var height = img.height;
// Change the resizing logic
if (width > height) {
if (width > MAX_WIDTH) {
height = height * (MAX_WIDTH / width);
width = MAX_WIDTH;
}
} else {
if (height > MAX_HEIGHT) {
width = width * (MAX_HEIGHT / height);
height = MAX_HEIGHT;
}
}
// Dynamically create a canvas element
var canvas = document.createElement("canvas");
canvas.width = width;
canvas.height = height;
// var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
// Actual resizing
ctx.drawImage(img, 0, 0, width, height);
// Show resized image in preview element
var dataurl = canvas.toDataURL(imageFile.type);
document.getElementById("target").src = dataurl;
}
img.src = e.target.result;
}
reader.readAsDataURL(imageFile);
}
});
</script>

How to make client side image resize function reusable

HTML Template
<html>
<form>
Image to resize: <input type="file" id="getImage"><br><br>
</form>
<img src="." id="image">
<html>
Java Script
<script>
document.getElementById('getImage').onchange = imageResize(60,60);
var imageResize = function (Width, Height) {
//-- GET FILE FROM FORM
var selectedFile = this.files[0];
//-- GET BASE 64
File.prototype.convertToBase64 = function (callback) {
var reader = new FileReader();
reader.onload = function (e) {
callback(e.target.result);
};
reader.readAsDataURL(this);
};
selectedFile.convertToBase64(function (base64) {
//-- MAKE IMAGE
var img = document.createElement('img');
img.src = base64;
//-- PUSH INTO CANVAS
img.onload = function () {
var canvas = document.createElement('canvas');
var ctx = canvas.getContext('2d');
canvas.width = Width; // If i change Width & Height to numbers it works!!
canvas.height = Height;
ctx.drawImage(this, 0, 0, Width, Height);
//-- SHOW IMAGE ON PAGE
document.getElementById("image").src = canvas.toDataURL();
};
});
};
</script>
Just above I'm setting the canvas width and height to 60x60 but i cant use the variables I've passed in without getting an error, and I cant figure out why. the error is
Uncaught TypeError: Cannot read property 'files' of undefined
here you should attach the event listener to input element.but instead you attached to img element
and you also want to access the files inside the event listener,so you should pass this reference to the listener
and the way you are attaching the event is not right.
your are doing this document.getElementById('getImage').onchange = imageResize(60,60);
this is wrong as it will execute the imageResize() and assigns the result to on change event.
actually you should attach reference of the function like below
document.getElementById('getImage').onchange = imageResize;
i edited your code a little.
try this snippet.
var imageResize = function(Width, Height, files) {
var selectedFile = files[0];
File.prototype.convertToBase64 = function(callback) {
var reader = new FileReader();
reader.onload = function(e) {
callback(e.target.result);
};
reader.readAsDataURL(this);
};
selectedFile.convertToBase64(function(base64) {
var img = document.createElement('img');
img.src = base64;
img.onload = function() {
var canvas = document.createElement('canvas');
var ctx = canvas.getContext('2d');
canvas.width = Width;
canvas.height = Height;
ctx.drawImage(this, 0, 0, Width, Height);
document.getElementById("image").src = canvas.toDataURL();
};
});
};
var file = document.getElementById('getImage');
file.onchange = function() {
imageResize(160, 160, this.files);
};
<form>
Image to resize:
<input type="file" id="getImage">
<br>
<br>
</form>
<img src="." id="image">

Canvas drawImage is not accepting width and height

Image is getting created in full original size, even last two arguments 150, 150 are height and width context.drawImage(img, 0, 0, 150, 150); in the code below:
function (file) { //uploaded files are always images
var reader = new FileReader(); //FileReader for uploading files from local stroge.
reader.onload = function () {
var links = document.createElement('a'); //link when image is clicked
var img = document.createElement('img');
img.src = reader.result; //src = url from uploaded file
img.className = 'images'; //css -> .images { margin-top: 30px; padding: 30px; }
img.onload = function () { //repaint image to 150 - 150 size with canvas, because setting width and height on image itself would just resize the image but I want to create new image with new size
var canvas = document.createElement('canvas');
var context = canvas.getContext('2d');
context.drawImage(img, 0, 0, 150, 150) //draw image with canvas
}
links.href = reader.result; // url from local storage needed when image is clicked -
links.target = "_blank"; // open new blank page with original image
links.appendChild(img); // image is appended to <a>
document.body.appendChild(links); // <a> is appended to body, that body contains image thumbnail with a link linked to the image source
}
if (file) {
reader.readAsDataURL(file); // read uploaded files url
}
}
img.onload does not making any sense here. result is the same even when I remove it.
You are not drawing back the cropped image to your <img> tag... you will have to create two image Objects, let's call the first originalImage, and the second one croppedImage.
The one you will append to the document is croppedImageand originalImage will just stay in the cache.
When originalImage has loaded, you will paint it to a canvas, and then set croppedImage to the result of the canvas' toDataURL() method.
var read = function() {
var file = this.files[0];
var reader = new FileReader();
reader.onload = function() {
var links = document.createElement('a');
// this will be the appended image
var croppedImage = new Image();
// do your DOM stuff
croppedImage.className = 'images';
links.href = reader.result;
links.target = "_blank";
links.appendChild(croppedImage);
document.body.appendChild(links);
// create a buffer image object
var originalImage = new Image();
// set its load handler
originalImage.onload = function() {
// create a canvas
var canvas = document.createElement('canvas');
// set canvas width/height
canvas.width = canvas.height = 150;
var context = canvas.getContext('2d');
// draw the buffered image to the canvas at required dimension
context.drawImage(originalImage, 0, 0, 150, 150);
// set the appended to doc image's src to the result of the cropping operation
croppedImage.src = canvas.toDataURL();
}
originalImage.src = reader.result;
}
if (file) {
reader.readAsDataURL(file);
}
};
upload.onchange = read;
.images {
margin-top: 30px;
padding: 30px;
}
<input type="file" id="upload" />
You could also have used only a single image object, but this would have required to reset the onload event in the onload event, to avoid an infinite loop, which is a little bit less clear :
var read = function() {
var file = this.files[0];
var reader = new FileReader();
reader.onload = function() {
var links = document.createElement('a');
var img = new Image();
img.className = 'images';
links.href = reader.result;
links.target = "_blank";
links.appendChild(img);
document.body.appendChild(links);
img.onload = function() {
//reset the onload event so it does fire in a loop
img.onload = function(){return;};
var canvas = document.createElement('canvas');
canvas.width = canvas.height = 150;
var context = canvas.getContext('2d');
context.drawImage(this, 0, 0, 150, 150);
this.src = canvas.toDataURL();
}
img.src = reader.result;
}
if (file) {
reader.readAsDataURL(file);
}
};
upload.onchange = read;
.images {
margin-top: 30px;
padding: 30px;
}
<input type="file" id="upload" />
var reader = new FileReader();
reader.onload = function () {
var links = document.createElement('a');
var img = new Image();
img.src = reader.result;
img.className = 'images';
img.onload = function () {
var canvas = document.createElement('canvas');
var context = canvas.getContext('2d');
context.drawImage(this, 0, 0, 150, 150);
this.src = canvas.toDataURL(); // convert the canvas back to the image
links.appendChild(this); // append the updated image to the document
}
links.href = reader.result;
links.target = "_blank";
document.body.appendChild(links);
}
if (file) {
reader.readAsDataURL(file); //reads the data as a URL
}

Canvas to data url not working properly

I have a function that takes an img-element and returns a data url. This works like 7/10 times and returns a blank image 3/10 times. I view the created data url through my browser(chrome) and use the same images so I know that this function is returning broken images. Can anyone spot why?
function imgToDataURL(img) {
var canvas = document.createElement('canvas');
canvas.width = img.naturalWidth;
canvas.height = img.naturalHeight;
var c = canvas.getContext('2d');
c.drawImage(img, 0, 0);
dataurl = canvas.toDataURL();
return dataurl;
}
$(function() {
img = new Image();
img.crossOrigin = '';
img.onload = function() {
newimg = new Image();
newimg.onload = function() {
document.body.appendChild(newimg);
}
newimg.src = imgToDataURL(img);
}
img.src = 'https://somedomain.s3.amazonaws.com/someimg.png';
});
This example works most of the time but sometimes ends with a large white rectangle instead of the image.
You have to wait for images to load before drawing them using .drawImage function.
Only after the image is loaded by the browser you can call your imgToDataURL function.
Something like this:
var image_sources = ["img1.png", "img2.png", "..."];
for(var i=0; i<image_sources.length; i++) {
var new_img = document.createElement("img");
new_img.onload = function() {
imgToDataURL(this);
};
new_img.src = image_sources[i];
}

Unable to load image in canvas( using Excanvas in ie8)

Im using excanvas to use canvas element in ie8 but i can't able to load image in canvas.
my code is
var el = document.getElementById('cavasid');
G_vmlCanvasManager.initElement(el);
var context = el.getContext('2d');
var img = new Image();
img.onload = function() {
context.drawImage(img, 0,0);
};
img.src = "jj.png";
Make sure you have added excanvas.js in the head section and then try the below code
var el = document.getElementById('cavasid');
if (typeof G_vmlCanvasManager != 'undefined') {
el = G_vmlCanvasManager.initElement(el);
}
if (el.getContext) {
var context = el.getContext('2d');
var img = new Image();
img.onload = function () {
context.drawImage(img, 0, 0);
};
img.src = "jj.png";
}
also give some width and height to your canvas like
<canvas id="cavasid" width="200" height="200"/>

Categories