how to make an auto download image in javascript by setTimeout? - javascript

<a id="download" href="link of your file">click here to download the file</a>.
<script>
var downloadTimeout = setTimeout (
function() {
window.location = document.getElementById('download').href;
}, 4000);
</script>
This is not what I want, I need the image will be automatically downloaded when
the time is stop by setTimeout but I can't get it. Please help me. Thank you

You can do it using HTML5. To download image, add download property to your link. Note that this doesn't work in some browsers. You can try it on JSFiddle.
Click here to download image
<canvas></canvas>
<script>
setTimeout(function(){
downloadCanvas();
}, 4E3);
function downloadImage(){
document.getElementById('download').click();
}
function downloadCanvas(){
var a = document.getElementById('download');
var b = a.href;
a.href = document.getElementsByTagName('canvas')[0].toDataURL();
downloadImage();
a.href = b;
}
</script>

Related

Changing picture serveral times by click in HTML with javascript

I need a programm in HTML with javascript which has two pictures that by click changes from picture A to B and from picture B to A and so on. I think I need a loop...
Please Try Following Code
function changeImage() {
var image = document.getElementById('myImage');
if (image.src.match("bulbon")) {
image.src = "pic_bulboff.gif";
} else {
image.src = "pic_bulbon.gif";
}
}
<img id="myImage" onclick="changeImage()" src="pic_bulboff.gif" width="100" height="180">
<p>Click the light bulb to turn on/off the light.</p>
You Can Have example here https://www.w3schools.com/js/tryit.asp?filename=tryjs_lightbulb
you can find a good example of what you want to do in here:
https://www.w3schools.com/js/tryit.asp?filename=tryjs_intro_lightbulb
you just need to tweak it a bit so it will change the images correctly.
I would recommend building a function with variables to store the images name.
<script>
function ChangeImage(){
var picElement1 = document.getElementById('HTMLImgElement1');
var picElement2 = document.getElementById('HTMLImgElement2');
var temp = picElement1.src;
picElement1.src = picElement2.src;
picElement2.src = temp;
}
</script>
In the html just set up 2 images with ID HTMLImgElement1 and HTMLImgElement2.
and a button with an onclick attr that will forward to this function.

How to download the screenshot automatically by using html2Canvas

I have a canvas which shows a graph and I'm trying to take a screenshot of the canvas using html2canvas() with the code below :
<div class="chartContainer" id="chart1"></div>
<div id="displayCanvas" style="display:none;" class="stx-dialog"></div>
html2canvas($('#chart1'),{onrendered:function(canvas1)
{$('#displayCanvas').append(canvas1)}});
Here when the chart container is loaded the it uses the div with the id "displayCanvas" and appends the screenshot of the canvas.
How can I download the screenshot of the canvas which is displayed?
I have already tried using something like below to download the image:
var link = document.createElement('a');
link.download = stx.chart.symbol+".png";
link.href = stx.chart.canvas.toDataURL("png");
link.click();
but it only downloads the data on the canvas as an image without the background (it does not download the screenshot but only the data) which when opened after downloading shows a black screen with data in it. Can anyone help me on how to download the image directly of the screenshot taken from the html2Canvas()?
TRY THIS:
In the HTML:
Give the element that you want to screenshot, an ID of "capture".
Give the button/element that you would need to click to take the screenshot, an ID of "btn".
Load the html2canvas.min.js file.
In the Javascript:
Create the capture() function.
Bind the capture() function to whatever event you are using—in this case it's on the btn click event.
DONE! Watch the magic happen when you click on the btn.
HTML:
<h1 id="capture">Hellooooo</h1>
<button id="btn">Capture</button>
<script src="https://html2canvas.hertzen.com/dist/html2canvas.min.js"></script>
Javascript:
function capture() {
const captureElement = document.querySelector('#capture') // Select the element you want to capture. Select the <body> element to capture full page.
html2canvas(captureElement)
.then(canvas => {
canvas.style.display = 'none'
document.body.appendChild(canvas)
return canvas
})
.then(canvas => {
const image = canvas.toDataURL('image/png').replace('image/png', 'image/octet-stream')
const a = document.createElement('a')
a.setAttribute('download', 'my-image.png')
a.setAttribute('href', image)
a.click()
canvas.remove()
})
}
const btn = document.querySelector('#btn')
btn.addEventListener('click', capture)
Here's the JSFiddle
💡 QUICK TIP: If you want to capture the whole document/webpage, then just add the "capture" ID to the <body> tag.
If there is black background at image your chart must be visible on screen. Because html2canvas like a taking screenshot. If you want converting data
to canvas, you must be sure data is appear in screen.
In case someone is using React, here is some code you can copy:
async function download() {
const canvas = await html2canvas(document.querySelector("#screenshot"));
canvas.style.display = "none";
document.body.appendChild(canvas);
const image = canvas.toDataURL("image/png").replace("image/png", "image/octet-stream");
const a = document.createElement("a");
a.setAttribute("download", `info.png`);
a.setAttribute("href", image);
a.click();
}
<a href="#" onClick={() => download()}>Download</a>
This worked for me:
HTML
<div id="canvasDiv">
<canvas id="canvas" height="100" width="100">
Your browser does not support the HTML canvas tag.
</canvas>
</div>
<button onclick="screenShot()" type="button">Take a screenshot</button>
Javascript
function screenShot(){
html2canvas(document.querySelector("#canvasDiv")).then(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"} );
saveAs(blob, "photo.png");
});
}
I just used the code provided in html2canvas site, then i used this code to download the screenshot.

can i identify a link that have an imag with certain href

I am working on a web application, and i need to adjust a People Picker dialog height. currently to keep firing the script when the user open/close the dialog , i set a timer (2 seconds for the script to run), as follow:-
var interval = null; //Defines the start interval variable
$(document).ready(function () { // jQuery needed for this
/* People Picker Fix Starts */
if (navigator.appVersion.indexOf("MSIE 10") > -1) { // IE 10 Specific condition for People Picker Bug
interval = setInterval(adjustPeoplePicker, 2000);
}
/* People Picker Fix Ends */
});
function adjustPeoplePicker() {
if ($('.ms-dlgFrame').contents().find('#resultcontent').length > 0) {
$('.ms-dlgFrame').contents().find('#resultcontent').css('height', '350px');
$('.ms-dlgFrame').contents().find('#MetadataTreeControlTreeSearch').css('height', '350px');
//clearInterval(interval);
}
}
here is the realted markup for the dialog to open:-
<a id="ctl00_ctl41_g_a4fb58d0_ad0d_40cf_a4a3_ccabea410e43_ff141_ctl00_ctl00_UserField_browse" href="javascript:" onclick="__Dialog__ctl00_ctl41_g_a4fb58d0_ad0d_40cf_a4a3_ccabea410e43_ff141_ctl00_ctl00_UserField(); return false;" title="Browse">
<img alt="Browse" src="/_layouts/15/images/addressbook.gif" title="Browse">
</a>
so my question if i can fire the script only when the user click on <a> that have an <imag> inside it where the imag src = addressbook.gif , instead of keeps firing the script every 2 seconds??
$('a img').on('click', callScriptForImage);
....
// it is executed every time, but will call function adjustPeoplePicker()
// only if src attribute includes addressbook.gif, as you asked
function callScriptForImage(e){
var src = $(this).attr('src');
// read image src attribute
if( /addressbook\.gif/.test(src)){
// if src attribute includes addressbook.gif, call function
adjustPeoplePicker();
}
}
You could also listen for clicks on image that have that src attribute, with:
$('a img[src$="addressbook.gif"]').on('click', adjustPeoplePicker);
This way it is a lot cleaner.
<html>
<head>
<script>
function setClick(){
var tL = document.querySelectorAll("img[src*='addressbook.gif']"); //Getting all images which src contains addressbook.gif
for(var i=0, j=tL.length;i<j; i++){
//Just to visualize
tL[i].style.outline = '1px solid red';
//We actually click on the parent (a) and not the img so we set the click on the a tag
//The other tags will keep your normal onclick settings.
tL[i].parentNode.onclick = function(){
//Put your special script for those cases.
//adjustPeoplePicker() //Some version of this.
return false
}
}
}
</script>
</head>
<body onload = 'setClick()'>
<a href = 'https://www.google.com'><img alt = 'Browse' src = 'https://www.google.com/images/srpr/logo11w.png' /></a>
<a href = 'https://www.google.com'><img alt = 'Browse' src = 'https://www.google.com/images/srpr/logo11w.png?test=addressbook.gif' /></a>
<a href = 'https://www.google.com'><img alt = 'Browse' src = 'https://www.google.com/images/srpr/logo11w.png' /></a>
</body>
</html>
https://jsfiddle.net/7u3m2cng/1/
I am assuming you're asking to check to see whether the <img> src = addressbook.gif and NOT the href of <a>?
If that is the case, this should work for you:
$('a img').on('click', function () {
//Check to see if if the href matches addressbook.gif
var src = $(this).attr('src');
var regex = /addressbook\.gif/i;
if (regex.test(src)) {
// Execute your code here.
} else {
//Put anything else you want here
}
});
Hope this helps!
JRad The Bad

jQuery Save Image Onclick

On my website I have a jQuery script that, if the download button is clicked it will open the image that you want in new window.
My question is, how can I make this script when you click the button the image will save automatically and not open in a new window.
My code :
<script type="text/javascript">
$(document).ready(function (){
$('#download-btn').click(function(){
var size = $('#size').val();
window.open(size);
});
})
</script>
First I try jqueryfiledonwloader but not work on image file,after a some searching I found below solution,This work for me charmly,try this
<script type="text/javascript">
$(document).ready(function (){
$('#download-btn').click(function(){
var link = document.createElement('a');
link.href = '/sites/default/files/toy/jpeg/image-1419683919_4851.jpeg'; // use realtive url
link.download = 'MyToy.jpeg';
document.body.appendChild(link);
link.click();
});
})
</script>
<button class="btn btn-success" style="width: 250px;" data-image="/media/result/online_resultjpg_Page68.jpg" data-exam="GMO" data-roll="110211" onclick="downloadCertificate(this);" >Download Certificate</button>
<script type="text/javascript">
function downloadCertificate(obj){
var link = document.createElement('a');
const image = $(obj).data("image");
const img_ext = image.split(".");
const ext = img_ext[img_ext.length - 1];
link.href = image;
link.download = $(obj).data("exam") + "_" + $(obj).data("roll") + ext;
document.body.appendChild(link);
link.click();
}
</script>
Yuseferi script solution could be transformed into a simple anchor tag we put before the closing of the #download-btn one:
<a href='/sites/default/files/toy/jpeg/image-1419683919_4851.jpeg'
download='MyToy.jpeg'>MyToy.jpeg</a>
By the way, download is a standard HTML5 anchor tag (MDN) attribute and, in script, it is flagged "experimental": maybe because of unwanted side effect. Still Yuseferi solution should be full proof.

how to save canvas as png image?

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();

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