Convert SVG to image and upload on php server [duplicate] - javascript

How can I get base64 with image inside of svg? Check this Fiddle that I got from another question. If you see the second graphic, its not generating the image that overlays the bar.
var chart = new google.visualization.ColumnChart(document.getElementById('chart_survey'));
$("[fill='#FFFFFF']").each(function( index, element ) {
var svgimg = document.createElementNS('http://www.w3.org/2000/svg','image');
svgimg.setAttributeNS(null,'x',element.x.baseVal.value);
svgimg.setAttributeNS(null,'y',element.y.baseVal.value);
svgimg.setAttributeNS(null,'width',element.width.baseVal.value);
svgimg.setAttributeNS(null,'height',element.height.baseVal.value);
svgimg.setAttributeNS(null,'preserveAspectRatio','none');
svgimg.setAttributeNS('http://www.w3.org/1999/xlink','href', '${application.contextPath}/images/textura/patt.gif');
$(element).parent().append(svgimg);
});
$('#test').val(chart.getImageURI())

In order to save this svg to a png, which keeps the linked <image> then you'll have to encode each <image>'s href to a dataURL first.
Edit
I rewrote the original snippets (which can still be found in the edit history).
I changed the <image> tags to <use>. This results in a much smaller memory usage.
I also added a fallback for IE11, which accepts to encode the external image to data URL, but still fails to convert svg to png via canvas.
The fallback will replace the destination <img>tag, with the canvas. The later can be saved by user with a right click.
A few caveats :
It doesn't work in Safari 7, and maybe in other outdated webkit browsers. That's a strange bug, since it does work like a charm in localhost, but won't on any other network (even on my home network, using 192.168.xxx).
IE 9 & IE 10 will fail to convert the external images to data URL, CORS problem.
// What to do with the result (either data URL or directly the canvas if tainted)
var callback = function(d, isTainted) {
if (!isTainted) {
$('#chartImg')[0].src = d;
} else
$('#chartImg')[0].parentNode.replaceChild(d, $('#chartImg')[0]);
};
// The url of the external image (must be cross-origin compliant)
var extURL = 'https://dl.dropboxusercontent.com/s/13dv8vzmrlcmla2/tex2.jpg';
google.load('visualization', '1', {
packages: ['corechart']
})
var encodeCall = getbase64URI.bind(this, extURL, callback);
google.setOnLoadCallback(encodeCall);
// Google Chart part
function drawVisualizationDaily(imgUrl, callback, isTainted) {
var data = google.visualization.arrayToDataTable([
['Daily', 'Sales'],
['Mon', 4],
['Tue', 6],
['Wed', 6],
['Thu', 5],
['Fri', 3],
['Sat', 7],
['Sun', 7]
]);
var chart = new google.visualization.ColumnChart(document.getElementById('visualization'));
chart.draw(data, {
title: "Daily Sales",
width: 500,
height: 400,
hAxis: {
title: "Daily"
}
});
// Link to chart's svg element
var svgNode = chart.ea.querySelector('svg');
// Create a symbol for our image
var symbol = document.createElementNS('http://www.w3.org/2000/svg', 'symbol');
// An svg wrapper to allow size changing with <use>
symbol.setAttributeNS(null, 'viewBox', '0,0,10,10');
symbol.setAttributeNS(null, 'preserveAspectRatio', 'none');
symbol.id = 'background';
// And the actual image, with our encoded image
var img = document.createElementNS('http://www.w3.org/2000/svg', 'image');
img.setAttributeNS(null, 'preserveAspectRatio', 'none');
img.setAttributeNS(null, 'width', '100%');
img.setAttributeNS(null, 'height', '100%');
img.setAttributeNS('http://www.w3.org/1999/xlink', 'href', imgUrl);
symbol.appendChild(img);
svgNode.appendChild(symbol);
var blueRects = $("[fill='#3366cc']");
var max = blueRects.length - 1;
blueRects.each(function(index, element) {
var svgimg = document.createElementNS('http://www.w3.org/2000/svg', 'use');
svgimg.setAttributeNS(null, 'x', element.x.baseVal.value);
svgimg.setAttributeNS(null, 'y', element.y.baseVal.value);
svgimg.setAttributeNS(null, 'width', element.width.baseVal.value);
svgimg.setAttributeNS(null, 'height', element.height.baseVal.value);
svgimg.setAttributeNS('http://www.w3.org/1999/xlink', 'href', '#background');
svgNode.appendChild(svgimg);
if (index === max && !isTainted) // no need to call it if we don't have our dataURL encoded images
// a load event would be better but it doesn't fire in IE ...
setTimeout(exportSVG.bind(this, svgNode, callback, isTainted), 200);
});
}
function exportSVG(svgNode, callback, isTainted) {
var svgData = (new XMLSerializer()).serializeToString(svgNode);
var img = new Image();
img.onload = function() {
var canvas = document.createElement('canvas');
canvas.width = svgNode.getAttribute('width');
canvas.height = svgNode.getAttribute('height');
canvas.getContext('2d').drawImage(this, 0, 0);
var data, isTainted;
try {
data = canvas.toDataURL();
} catch (e) {
data = canvas;
isTainted = true;
}
callback(data, isTainted);
}
img.src = 'data:image/svg+xml; charset=utf8, ' + encodeURIComponent(svgData);
}
// A simple function to convert an images's url to base64 data URL
function getbase64URI(url, callback) {
var img = new Image();
img.crossOrigin = "Anonymous";
img.onload = function() {
var c = document.createElement('canvas');
c.width = this.width;
c.height = this.height;
c.getContext('2d').drawImage(this, 0, 0);
var isTainted;
try {
c.toDataURL();
} catch (e) {
isTainted = true;
}
// if the canvas is tainted, return the url
var output = (isTainted) ? url : c.toDataURL();
drawVisualizationDaily(output, callback, isTainted);
}
img.src = url;
}
svg { border: 1px solid yellow; }
img { border: 1px solid green; }
canvas { border: 1px solid red; }
<script src="http://www.google.com/jsapi?.js"></script>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<div id="visualization"></div>
Right-click this image to save it:
<br>
<img id="chartImg" />

This example creates an svg container populated by an image. In my example the image is an svg image but you should be able to put in any type of image (jpg, png, gif). The container is created first then the image is created inside the container.
// create svg
var svg = document.createElementNS('http://www.w3.org/2000/svg','svg');
svg.setAttribute('class','shadowed handle_icon_sensors');
svg.setAttribute('height','25');
svg.setAttribute('width','25');
svg.setAttribute('id',idAttr);
svg.setAttribute('z-index','21000');
document.getElementById("zones_container").appendChild(svg);
// create svg image
var svgimg = document.createElementNS('http://www.w3.org/2000/svg','image');
svgimg.setAttribute('height','25');
svgimg.setAttribute('width','25');
svgimg.setAttributeNS('http://www.w3.org/1999/xlink','href','svg/icon_sensorYellow.svg');
svgimg.setAttribute('x','0');
svgimg.setAttribute('y','0');
document.getElementById(idAttr).appendChild(svgimg);

Note, When converted to src of img element retained blue background-color .
Try , after .each()
// set namespace attributes
var svg = $("svg").attr({
"xmlns": "http://www.w3.org/2000/svg",
"xmlns:xlink": "http://www.w3.org/1999/xlink"
})[0];
// create `data URI` of `svg`
var dataURI = "data:image/svg+xml;charset=utf-8;base64," + btoa(svg.outerHTML.trim());
// post `svg` as `data URI` to server
$.post("/path/to/server/", {
html: dataURI
}, "html")
.then(function (data) {
// do stuff
// `svg` `data URI`
console.log(data);
}, function (jqxhr, textStatus, errorThrown) {
console.log(textStatus, errorThrown);
});
jsfiddle http://jsfiddle.net/R8A8P/58/

this html worked in react
<a
href={chart.getImageURI()}
download="chart.png">
getImage
</a>

Related

Javascript code executes correctly when debugging, but doesn't work without browser Dev Tools running

I am trying to build a simple image uploader/gallery viewer for a webpage using PhotoSwipe. The gallery viewer plugin works without issues and needs an array (items in the code below) with the image src and the width and height per image. The function readImageDimensions() gets the data and later saves it to items.
When I'm debugging the code it runs flawlessly and the gallery gets the data, but if I skip the debugger the item variable has indexed two objects, but the src, w, h all have null values. Is it something in the code that runs asynchronously or otherwise disrupt the flow when the code isn't running through the debug process?
Code for uploading and presenting the images:
var thumbsDiv = "";
var items = [];
document.addEventListener("DOMContentLoaded", init, false);
function init() {
document.querySelector('.file-uploader').addEventListener('change', onFilesSelected, false);
thumbsDiv = document.querySelector(".thumbs-div");
}
function onFilesSelected(e) {
if (!e.target.files || !window.FileReader) return;
thumbsDiv.innerHTML = "";
var width = 0;
var height = 0;
items = [];
function readImageDimensions(data) {
var image = new Image();
image.src = data;
width = image.width;
height = image.height;
}
var files = e.target.files;
var filesArr = Array.prototype.slice.call(files);
filesArr.forEach(function (f) {
if (!f.type.match("image.*")) {
return;
}
var reader = new FileReader();
reader.onloadend = function (e) {
var result = e.target.result;
var html = '<div class="img-wrap"><span class="close">×</span><img src="' + result + '"/>' + f.name + '</div>';
thumbsDiv.innerHTML += html;
readImageDimensions(result);
items.push({
src: result,
w: width,
h: height
});
}
reader.readAsDataURL(f);
});
}
Code for instantiating the gallery:
var openGallery = function () {
var pswpElement = document.querySelectorAll(".pswp")[0];
var options = {
index: 0
};
var gallery = new PhotoSwipe(pswpElement, PhotoSwipeUI_Default, items, options);
gallery.init();
}
The issue was in fact that the image data was loaded asynchronously, and the program tried to read the image dimensions before it was loaded. I used HMR's comment to further research the onload() handler and modified the readImageDimensions() like this:
function readImageDimensions(data) {
var image = new Image();
console.log(data);
image.onload = function () {
width = image.width;
height = image.height;
items.push({
src: data,
w: width,
h: height
});
}
image.src = data;
}
This way, the onload() gets "primed" with reading the width and height, and won't do that until the whole image data is loaded onto the browser cache. The code also pushes the data onto the items[] array and obviously I'll rename the method into something better, like setImageDataForGallery().

How can I get png(base64) with images inside of svg in Google Charts?

How can I get base64 with image inside of svg? Check this Fiddle that I got from another question. If you see the second graphic, its not generating the image that overlays the bar.
var chart = new google.visualization.ColumnChart(document.getElementById('chart_survey'));
$("[fill='#FFFFFF']").each(function( index, element ) {
var svgimg = document.createElementNS('http://www.w3.org/2000/svg','image');
svgimg.setAttributeNS(null,'x',element.x.baseVal.value);
svgimg.setAttributeNS(null,'y',element.y.baseVal.value);
svgimg.setAttributeNS(null,'width',element.width.baseVal.value);
svgimg.setAttributeNS(null,'height',element.height.baseVal.value);
svgimg.setAttributeNS(null,'preserveAspectRatio','none');
svgimg.setAttributeNS('http://www.w3.org/1999/xlink','href', '${application.contextPath}/images/textura/patt.gif');
$(element).parent().append(svgimg);
});
$('#test').val(chart.getImageURI())
In order to save this svg to a png, which keeps the linked <image> then you'll have to encode each <image>'s href to a dataURL first.
Edit
I rewrote the original snippets (which can still be found in the edit history).
I changed the <image> tags to <use>. This results in a much smaller memory usage.
I also added a fallback for IE11, which accepts to encode the external image to data URL, but still fails to convert svg to png via canvas.
The fallback will replace the destination <img>tag, with the canvas. The later can be saved by user with a right click.
A few caveats :
It doesn't work in Safari 7, and maybe in other outdated webkit browsers. That's a strange bug, since it does work like a charm in localhost, but won't on any other network (even on my home network, using 192.168.xxx).
IE 9 & IE 10 will fail to convert the external images to data URL, CORS problem.
// What to do with the result (either data URL or directly the canvas if tainted)
var callback = function(d, isTainted) {
if (!isTainted) {
$('#chartImg')[0].src = d;
} else
$('#chartImg')[0].parentNode.replaceChild(d, $('#chartImg')[0]);
};
// The url of the external image (must be cross-origin compliant)
var extURL = 'https://dl.dropboxusercontent.com/s/13dv8vzmrlcmla2/tex2.jpg';
google.load('visualization', '1', {
packages: ['corechart']
})
var encodeCall = getbase64URI.bind(this, extURL, callback);
google.setOnLoadCallback(encodeCall);
// Google Chart part
function drawVisualizationDaily(imgUrl, callback, isTainted) {
var data = google.visualization.arrayToDataTable([
['Daily', 'Sales'],
['Mon', 4],
['Tue', 6],
['Wed', 6],
['Thu', 5],
['Fri', 3],
['Sat', 7],
['Sun', 7]
]);
var chart = new google.visualization.ColumnChart(document.getElementById('visualization'));
chart.draw(data, {
title: "Daily Sales",
width: 500,
height: 400,
hAxis: {
title: "Daily"
}
});
// Link to chart's svg element
var svgNode = chart.ea.querySelector('svg');
// Create a symbol for our image
var symbol = document.createElementNS('http://www.w3.org/2000/svg', 'symbol');
// An svg wrapper to allow size changing with <use>
symbol.setAttributeNS(null, 'viewBox', '0,0,10,10');
symbol.setAttributeNS(null, 'preserveAspectRatio', 'none');
symbol.id = 'background';
// And the actual image, with our encoded image
var img = document.createElementNS('http://www.w3.org/2000/svg', 'image');
img.setAttributeNS(null, 'preserveAspectRatio', 'none');
img.setAttributeNS(null, 'width', '100%');
img.setAttributeNS(null, 'height', '100%');
img.setAttributeNS('http://www.w3.org/1999/xlink', 'href', imgUrl);
symbol.appendChild(img);
svgNode.appendChild(symbol);
var blueRects = $("[fill='#3366cc']");
var max = blueRects.length - 1;
blueRects.each(function(index, element) {
var svgimg = document.createElementNS('http://www.w3.org/2000/svg', 'use');
svgimg.setAttributeNS(null, 'x', element.x.baseVal.value);
svgimg.setAttributeNS(null, 'y', element.y.baseVal.value);
svgimg.setAttributeNS(null, 'width', element.width.baseVal.value);
svgimg.setAttributeNS(null, 'height', element.height.baseVal.value);
svgimg.setAttributeNS('http://www.w3.org/1999/xlink', 'href', '#background');
svgNode.appendChild(svgimg);
if (index === max && !isTainted) // no need to call it if we don't have our dataURL encoded images
// a load event would be better but it doesn't fire in IE ...
setTimeout(exportSVG.bind(this, svgNode, callback, isTainted), 200);
});
}
function exportSVG(svgNode, callback, isTainted) {
var svgData = (new XMLSerializer()).serializeToString(svgNode);
var img = new Image();
img.onload = function() {
var canvas = document.createElement('canvas');
canvas.width = svgNode.getAttribute('width');
canvas.height = svgNode.getAttribute('height');
canvas.getContext('2d').drawImage(this, 0, 0);
var data, isTainted;
try {
data = canvas.toDataURL();
} catch (e) {
data = canvas;
isTainted = true;
}
callback(data, isTainted);
}
img.src = 'data:image/svg+xml; charset=utf8, ' + encodeURIComponent(svgData);
}
// A simple function to convert an images's url to base64 data URL
function getbase64URI(url, callback) {
var img = new Image();
img.crossOrigin = "Anonymous";
img.onload = function() {
var c = document.createElement('canvas');
c.width = this.width;
c.height = this.height;
c.getContext('2d').drawImage(this, 0, 0);
var isTainted;
try {
c.toDataURL();
} catch (e) {
isTainted = true;
}
// if the canvas is tainted, return the url
var output = (isTainted) ? url : c.toDataURL();
drawVisualizationDaily(output, callback, isTainted);
}
img.src = url;
}
svg { border: 1px solid yellow; }
img { border: 1px solid green; }
canvas { border: 1px solid red; }
<script src="http://www.google.com/jsapi?.js"></script>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<div id="visualization"></div>
Right-click this image to save it:
<br>
<img id="chartImg" />
This example creates an svg container populated by an image. In my example the image is an svg image but you should be able to put in any type of image (jpg, png, gif). The container is created first then the image is created inside the container.
// create svg
var svg = document.createElementNS('http://www.w3.org/2000/svg','svg');
svg.setAttribute('class','shadowed handle_icon_sensors');
svg.setAttribute('height','25');
svg.setAttribute('width','25');
svg.setAttribute('id',idAttr);
svg.setAttribute('z-index','21000');
document.getElementById("zones_container").appendChild(svg);
// create svg image
var svgimg = document.createElementNS('http://www.w3.org/2000/svg','image');
svgimg.setAttribute('height','25');
svgimg.setAttribute('width','25');
svgimg.setAttributeNS('http://www.w3.org/1999/xlink','href','svg/icon_sensorYellow.svg');
svgimg.setAttribute('x','0');
svgimg.setAttribute('y','0');
document.getElementById(idAttr).appendChild(svgimg);
Note, When converted to src of img element retained blue background-color .
Try , after .each()
// set namespace attributes
var svg = $("svg").attr({
"xmlns": "http://www.w3.org/2000/svg",
"xmlns:xlink": "http://www.w3.org/1999/xlink"
})[0];
// create `data URI` of `svg`
var dataURI = "data:image/svg+xml;charset=utf-8;base64," + btoa(svg.outerHTML.trim());
// post `svg` as `data URI` to server
$.post("/path/to/server/", {
html: dataURI
}, "html")
.then(function (data) {
// do stuff
// `svg` `data URI`
console.log(data);
}, function (jqxhr, textStatus, errorThrown) {
console.log(textStatus, errorThrown);
});
jsfiddle http://jsfiddle.net/R8A8P/58/
this html worked in react
<a
href={chart.getImageURI()}
download="chart.png">
getImage
</a>

DrawImage on a dynamically created canvas

First off see this Fiddle
I want to create a canvas on the fly and append it to a particular DIV and draw an inline svg onto the canvas. But does not work as expected.
var randn = '1';
function createme(){
alert("completed 0");
var crCavs = $('<canvas />',{ id : 'mycanvs'+randn })
$('#album').append(crCavs);
alert("completed 1");
var svg2 =document.getElementById('sVgsource'+randn).outerHTML,
vms =document.getElementById('mycanvs'+randn), // target canvas
ctx2 =vms.getContext('2d');
//callback
svgToImage(svg2, function(img2){
vms.width =$('#sVgsource'+randn).width();
vms.height =$('#sVgsource'+randn).height();
alert("completed 3");
ctx2.drawImage(img2, 30, 40);
alert("completed 4");
}
function svgToImage(svg2, callback) {
var nurl = "data:image/svg+xml;utf8," + encodeURIComponent(svg2),
img2 = new Image;
//invoke callback
callback(img2);
img2.src = nurl;
alert("completed 2");
}
}
createme();
You are missing an end-parenthesis for the svgToImage() function:
svgToImage(svg2, function(img2) {
vms.width = img2.width;
vms.height = img2.height;
alert("completed 3");
ctx2.drawImage(img2, 0, 0);
alert("completed 4");
}); // <-- here
There are also some other issues:
Just reuse the canvas element:
var canvCrtrWrp = $('<canvas />',{ id : 'mycanvs'+randn })
...
var vms = canvCrtrWrp[0]; // index 0 is the actual canvas element
You could also use the width from the produced image on the canvas:
svgToImage(svg2, function(img2) {
vms.width = img2.width;
vms.height = img2.height;
...
Remember to use the onload handler for image (it was removed from the original code).If not an image element is passed back without any actual image data (need some time to load, decode etc.):
function svgToImage(svg2, callback) {
var nurl = "data:image/svg+xml;charset=utf-8," + encodeURIComponent(svg2),
img2 = new Image;
img2.onload = function() {
callback(this);
}
...
etc.
Updated fiddle.

Get file size, image width and height before upload

How can I get the file size, image height and width before upload to my website, with jQuery or JavaScript?
Multiple images upload with info data preview
Using HTML5 and the File API
Example using URL API
The images sources will be a URL representing the Blob object
<img src="blob:null/026cceb9-edr4-4281-babb-b56cbf759a3d">
const EL_browse = document.getElementById('browse');
const EL_preview = document.getElementById('preview');
const readImage = file => {
if ( !(/^image\/(png|jpe?g|gif)$/).test(file.type) )
return EL_preview.insertAdjacentHTML('beforeend', `Unsupported format ${file.type}: ${file.name}<br>`);
const img = new Image();
img.addEventListener('load', () => {
EL_preview.appendChild(img);
EL_preview.insertAdjacentHTML('beforeend', `<div>${file.name} ${img.width}×${img.height} ${file.type} ${Math.round(file.size/1024)}KB<div>`);
window.URL.revokeObjectURL(img.src); // Free some memory
});
img.src = window.URL.createObjectURL(file);
}
EL_browse.addEventListener('change', ev => {
EL_preview.innerHTML = ''; // Remove old images and data
const files = ev.target.files;
if (!files || !files[0]) return alert('File upload not supported');
[...files].forEach( readImage );
});
#preview img { max-height: 100px; }
<input id="browse" type="file" multiple>
<div id="preview"></div>
Example using FileReader API
In case you need images sources as long Base64 encoded data strings
<img src="data:image/png;base64,iVBORw0KGg... ...lF/++TkSuQmCC=">
const EL_browse = document.getElementById('browse');
const EL_preview = document.getElementById('preview');
const readImage = file => {
if ( !(/^image\/(png|jpe?g|gif)$/).test(file.type) )
return EL_preview.insertAdjacentHTML('beforeend', `<div>Unsupported format ${file.type}: ${file.name}</div>`);
const reader = new FileReader();
reader.addEventListener('load', () => {
const img = new Image();
img.addEventListener('load', () => {
EL_preview.appendChild(img);
EL_preview.insertAdjacentHTML('beforeend', `<div>${file.name} ${img.width}×${img.height} ${file.type} ${Math.round(file.size/1024)}KB</div>`);
});
img.src = reader.result;
});
reader.readAsDataURL(file);
};
EL_browse.addEventListener('change', ev => {
EL_preview.innerHTML = ''; // Clear Preview
const files = ev.target.files;
if (!files || !files[0]) return alert('File upload not supported');
[...files].forEach( readImage );
});
#preview img { max-height: 100px; }
<input id="browse" type="file" multiple>
<div id="preview"></div>
Demo
Not sure if it is what you want, but just simple example:
var input = document.getElementById('input');
input.addEventListener("change", function() {
var file = this.files[0];
var img = new Image();
img.onload = function() {
var sizes = {
width: this.width,
height: this.height
};
URL.revokeObjectURL(this.src);
console.log('onload: sizes', sizes);
console.log('onload: this', this);
}
var objectURL = URL.createObjectURL(file);
console.log('change: file', file);
console.log('change: objectURL', objectURL);
img.src = objectURL;
});
If you can use the jQuery validation plugin you can do it like so:
Html:
<input type="file" name="photo" id="photoInput" />
JavaScript:
$.validator.addMethod('imagedim', function(value, element, param) {
var _URL = window.URL;
var img;
if ((element = this.files[0])) {
img = new Image();
img.onload = function () {
console.log("Width:" + this.width + " Height: " + this.height);//this will give you image width and height and you can easily validate here....
return this.width >= param
};
img.src = _URL.createObjectURL(element);
}
});
The function is passed as ab onload function.
The code is taken from here
Here is a pure JavaScript example of picking an image file, displaying it, looping through the image properties, and then re-sizing the image from the canvas into an IMG tag and explicitly setting the re-sized image type to jpeg.
If you right click the top image, in the canvas tag, and choose Save File As, it will default to a PNG format. If you right click, and Save File as the lower image, it will default to a JPEG format. Any file over 400px in width is reduced to 400px in width, and a height proportional to the original file.
HTML
<form class='frmUpload'>
<input name="picOneUpload" type="file" accept="image/*" onchange="picUpload(this.files[0])" >
</form>
<canvas id="cnvsForFormat" width="400" height="266" style="border:1px solid #c3c3c3"></canvas>
<div id='allImgProperties' style="display:inline"></div>
<div id='imgTwoForJPG'></div>
SCRIPT
<script>
window.picUpload = function(frmData) {
console.log("picUpload ran: " + frmData);
var allObjtProperties = '';
for (objProprty in frmData) {
console.log(objProprty + " : " + frmData[objProprty]);
allObjtProperties = allObjtProperties + "<span>" + objProprty + ": " + frmData[objProprty] + ", </span>";
};
document.getElementById('allImgProperties').innerHTML = allObjtProperties;
var cnvs=document.getElementById("cnvsForFormat");
console.log("cnvs: " + cnvs);
var ctx=cnvs.getContext("2d");
var img = new Image;
img.src = URL.createObjectURL(frmData);
console.log('img: ' + img);
img.onload = function() {
var picWidth = this.width;
var picHeight = this.height;
var wdthHghtRatio = picHeight/picWidth;
console.log('wdthHghtRatio: ' + wdthHghtRatio);
if (Number(picWidth) > 400) {
var newHeight = Math.round(Number(400) * wdthHghtRatio);
} else {
return false;
};
document.getElementById('cnvsForFormat').height = newHeight;
console.log('width: 400 h: ' + newHeight);
//You must change the width and height settings in order to decrease the image size, but
//it needs to be proportional to the original dimensions.
console.log('This is BEFORE the DRAW IMAGE');
ctx.drawImage(img,0,0, 400, newHeight);
console.log('THIS IS AFTER THE DRAW IMAGE!');
//Even if original image is jpeg, getting data out of the canvas will default to png if not specified
var canvasToDtaUrl = cnvs.toDataURL("image/jpeg");
//The type and size of the image in this new IMG tag will be JPEG, and possibly much smaller in size
document.getElementById('imgTwoForJPG').innerHTML = "<img src='" + canvasToDtaUrl + "'>";
};
};
</script>
Here is a jsFiddle:
jsFiddle Pick, display, get properties, and Re-size an image file
In jsFiddle, right clicking the top image, which is a canvas, won't give you the same save options as right clicking the bottom image in an IMG tag.
As far as I know there is not an easy way to do this since Javascript/JQuery does not have access to the local filesystem. There are some new features in html 5 that allows you to check certain meta data such as file size but I'm not sure if you can actually get the image dimensions.
Here is an article I found regarding the html 5 features, and a work around for IE that involves using an ActiveX control. http://jquerybyexample.blogspot.com/2012/03/how-to-check-file-size-before-uploading.html
So I started experimenting with the different things that FileReader API had to offer and could create an IMG tag with a DATA URL.
Drawback: It doesn't work on mobile phones, but it works fine on Google Chrome.
$('input').change(function() {
var fr = new FileReader;
fr.onload = function() {
var img = new Image;
img.onload = function() {
//I loaded the image and have complete control over all attributes, like width and src, which is the purpose of filereader.
$.ajax({url: img.src, async: false, success: function(result){
$("#result").html("READING IMAGE, PLEASE WAIT...")
$("#result").html("<img src='" + img.src + "' />");
console.log("Finished reading Image");
}});
};
img.src = fr.result;
};
fr.readAsDataURL(this.files[0]);
});
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<input type="file" accept="image/*" capture="camera">
<div id='result'>Please choose a file to view it. <br/>(Tested successfully on Chrome - 100% SUCCESS RATE)</div>
(see this on a jsfiddle at http://jsfiddle.net/eD2Ez/530/)
(see the original jsfiddle that i added upon to at http://jsfiddle.net/eD2Ez/)
A working jQuery validate example:
$(function () {
$('input[type=file]').on('change', function() {
var $el = $(this);
var files = this.files;
var image = new Image();
image.onload = function() {
$el
.attr('data-upload-width', this.naturalWidth)
.attr('data-upload-height', this.naturalHeight);
}
image.src = URL.createObjectURL(files[0]);
});
jQuery.validator.unobtrusive.adapters.add('imageminwidth', ['imageminwidth'], function (options) {
var params = {
imageminwidth: options.params.imageminwidth.split(',')
};
options.rules['imageminwidth'] = params;
if (options.message) {
options.messages['imageminwidth'] = options.message;
}
});
jQuery.validator.addMethod("imageminwidth", function (value, element, param) {
var $el = $(element);
if(!element.files && element.files[0]) return true;
return parseInt($el.attr('data-upload-width')) >= parseInt(param["imageminwidth"][0]);
});
} (jQuery));

Convert SVG to image (JPEG, PNG, etc.) in the browser

I want to convert SVG into bitmap images (like JPEG, PNG, etc.) through JavaScript.
Here is how you can do it through JavaScript:
Use the canvg JavaScript library to render the SVG image using Canvas: https://github.com/gabelerner/canvg
Capture a data URI encoded as a JPG (or PNG) from the Canvas, according to these instructions: Capture HTML Canvas as gif/jpg/png/pdf?
jbeard4 solution worked beautifully.
I'm using Raphael SketchPad to create an SVG. Link to the files in step 1.
For a Save button (id of svg is "editor", id of canvas is "canvas"):
$("#editor_save").click(function() {
// the canvg call that takes the svg xml and converts it to a canvas
canvg('canvas', $("#editor").html());
// the canvas calls to output a png
var canvas = document.getElementById("canvas");
var img = canvas.toDataURL("image/png");
// do what you want with the base64, write to screen, post to server, etc...
});
This seems to work in most browsers:
function copyStylesInline(destinationNode, sourceNode) {
var containerElements = ["svg","g"];
for (var cd = 0; cd < destinationNode.childNodes.length; cd++) {
var child = destinationNode.childNodes[cd];
if (containerElements.indexOf(child.tagName) != -1) {
copyStylesInline(child, sourceNode.childNodes[cd]);
continue;
}
var style = sourceNode.childNodes[cd].currentStyle || window.getComputedStyle(sourceNode.childNodes[cd]);
if (style == "undefined" || style == null) continue;
for (var st = 0; st < style.length; st++){
child.style.setProperty(style[st], style.getPropertyValue(style[st]));
}
}
}
function triggerDownload (imgURI, fileName) {
var evt = new MouseEvent("click", {
view: window,
bubbles: false,
cancelable: true
});
var a = document.createElement("a");
a.setAttribute("download", fileName);
a.setAttribute("href", imgURI);
a.setAttribute("target", '_blank');
a.dispatchEvent(evt);
}
function downloadSvg(svg, fileName) {
var copy = svg.cloneNode(true);
copyStylesInline(copy, svg);
var canvas = document.createElement("canvas");
var bbox = svg.getBBox();
canvas.width = bbox.width;
canvas.height = bbox.height;
var ctx = canvas.getContext("2d");
ctx.clearRect(0, 0, bbox.width, bbox.height);
var data = (new XMLSerializer()).serializeToString(copy);
var DOMURL = window.URL || window.webkitURL || window;
var img = new Image();
var svgBlob = new Blob([data], {type: "image/svg+xml;charset=utf-8"});
var url = DOMURL.createObjectURL(svgBlob);
img.onload = function () {
ctx.drawImage(img, 0, 0);
DOMURL.revokeObjectURL(url);
if (typeof navigator !== "undefined" && navigator.msSaveOrOpenBlob)
{
var blob = canvas.msToBlob();
navigator.msSaveOrOpenBlob(blob, fileName);
}
else {
var imgURI = canvas
.toDataURL("image/png")
.replace("image/png", "image/octet-stream");
triggerDownload(imgURI, fileName);
}
document.removeChild(canvas);
};
img.src = url;
}
The solution to convert SVG to blob URL and blob URL to png image
const svg=`<svg version="1.1" baseProfile="full" width="300" height="200"
xmlns="http://www.w3.org/2000/svg">
<rect width="100%" height="100%" fill="red" />
<circle cx="150" cy="100" r="80" fill="green" />
<text x="150" y="125" font-size="60" text-anchor="middle" fill="white">SVG</text></svg>`
svgToPng(svg,(imgData)=>{
const pngImage = document.createElement('img');
document.body.appendChild(pngImage);
pngImage.src=imgData;
});
function svgToPng(svg, callback) {
const url = getSvgUrl(svg);
svgUrlToPng(url, (imgData) => {
callback(imgData);
URL.revokeObjectURL(url);
});
}
function getSvgUrl(svg) {
return URL.createObjectURL(new Blob([svg], { type: 'image/svg+xml' }));
}
function svgUrlToPng(svgUrl, callback) {
const svgImage = document.createElement('img');
// imgPreview.style.position = 'absolute';
// imgPreview.style.top = '-9999px';
document.body.appendChild(svgImage);
svgImage.onload = function () {
const canvas = document.createElement('canvas');
canvas.width = svgImage.clientWidth;
canvas.height = svgImage.clientHeight;
const canvasCtx = canvas.getContext('2d');
canvasCtx.drawImage(svgImage, 0, 0);
const imgData = canvas.toDataURL('image/png');
callback(imgData);
// document.body.removeChild(imgPreview);
};
svgImage.src = svgUrl;
}
change svg to match your element
function svg2img(){
var svg = document.querySelector('svg');
var xml = new XMLSerializer().serializeToString(svg);
var svg64 = btoa(xml); //for utf8: btoa(unescape(encodeURIComponent(xml)))
var b64start = 'data:image/svg+xml;base64,';
var image64 = b64start + svg64;
return image64;
};svg2img()
My use case was to have the svg data loaded from a network and this ES6 Class did the Job.
class SvgToPngConverter {
constructor() {
this._init = this._init.bind(this);
this._cleanUp = this._cleanUp.bind(this);
this.convertFromInput = this.convertFromInput.bind(this);
}
_init() {
this.canvas = document.createElement("canvas");
this.imgPreview = document.createElement("img");
this.imgPreview.style = "position: absolute; top: -9999px";
document.body.appendChild(this.imgPreview);
this.canvasCtx = this.canvas.getContext("2d");
}
_cleanUp() {
document.body.removeChild(this.imgPreview);
}
convertFromInput(input, callback) {
this._init();
let _this = this;
this.imgPreview.onload = function() {
const img = new Image();
_this.canvas.width = _this.imgPreview.clientWidth;
_this.canvas.height = _this.imgPreview.clientHeight;
img.crossOrigin = "anonymous";
img.src = _this.imgPreview.src;
img.onload = function() {
_this.canvasCtx.drawImage(img, 0, 0);
let imgData = _this.canvas.toDataURL("image/png");
if(typeof callback == "function"){
callback(imgData)
}
_this._cleanUp();
};
};
this.imgPreview.src = input;
}
}
Here is how you use it
let input = "https://restcountries.eu/data/afg.svg"
new SvgToPngConverter().convertFromInput(input, function(imgData){
// You now have your png data in base64 (imgData).
// Do what ever you wish with it here.
});
If you want a vanilla JavaScript version, you could head over to Babel website and transpile the code there.
Here a function that works without libraries and returns a Promise:
/**
* converts a base64 encoded data url SVG image to a PNG image
* #param originalBase64 data url of svg image
* #param width target width in pixel of PNG image
* #return {Promise<String>} resolves to png data url of the image
*/
function base64SvgToBase64Png (originalBase64, width) {
return new Promise(resolve => {
let img = document.createElement('img');
img.onload = function () {
document.body.appendChild(img);
let canvas = document.createElement("canvas");
let ratio = (img.clientWidth / img.clientHeight) || 1;
document.body.removeChild(img);
canvas.width = width;
canvas.height = width / ratio;
let ctx = canvas.getContext("2d");
ctx.drawImage(img, 0, 0, canvas.width, canvas.height);
try {
let data = canvas.toDataURL('image/png');
resolve(data);
} catch (e) {
resolve(null);
}
};
img.onerror = function() {
resolve(null);
};
img.src = originalBase64;
});
}
On Firefox there is an issue for SVGs without set width / height.
See this working example including a fix for the Firefox issue.
This is an old question, in 2022 we have ES6 and we don't need 3rd party libraries.
Here is a very basic way to convert svg images into other formats.
The trick is to load the svg element as an img element, then use a canvas element to convert the image into the desired format. So, four steps are needed:
Extract svg as xml data string.
Load the xml data string into a img element
Convert the img element to a dataURL using a canvas element
Load the converted dataURL into a new img element
Step 1
Extracting a svg as xml data string is simple, we don't need to convert it as a base64 string. We just serialize it as XML then we encode the string as a URI:
// Select the element:
const $svg = document.getElementById('svg-container').querySelector('svg')
// Serialize it as xml string:
const svgAsXML = (new XMLSerializer()).serializeToString($svg)
// Encode it as a data string:
const svgData = `data:image/svg+xml,${encodeURIComponent(svgAsXML)}`
Step 2
Loading the xml data string into a img element:
// This function returns a Promise whenever the $img is loaded
const loadImage = async url => {
const $img = document.createElement('img')
$img.src = url
return new Promise((resolve, reject) => {
$img.onload = () => resolve($img)
$img.onerror = reject
$img.src = url
})
}
Step 3
Converting the img element to a dataURL using a canvas element:
const $canvas = document.createElement('canvas')
$canvas.width = $svg.clientWidth
$canvas.height = $svg.clientHeight
$canvas.getContext('2d').drawImage(img, 0, 0, $svg.clientWidth, $svg.clientHeight)
return $canvas.toDataURL(`image/${format}`, 1.0)
Step 4
Loading the converted dataURL into a new img element:
const $img = document.createElement('img')
$img.src = dataURL
$holder.appendChild($img)
Here you have a working snippet:
const $svg = document.getElementById('svg-container').querySelector('svg')
const $holder = document.getElementById('img-container')
const $label = document.getElementById('img-format')
const destroyChildren = $element => {
while ($element.firstChild) {
const $lastChild = $element.lastChild ?? false
if ($lastChild) $element.removeChild($lastChild)
}
}
const loadImage = async url => {
const $img = document.createElement('img')
$img.src = url
return new Promise((resolve, reject) => {
$img.onload = () => resolve($img)
$img.onerror = reject
})
}
const convertSVGtoImg = async e => {
const $btn = e.target
const format = $btn.dataset.format ?? 'png'
$label.textContent = format
destroyChildren($holder)
const svgAsXML = (new XMLSerializer()).serializeToString($svg)
const svgData = `data:image/svg+xml,${encodeURIComponent(svgAsXML)}`
const img = await loadImage(svgData)
const $canvas = document.createElement('canvas')
$canvas.width = $svg.clientWidth
$canvas.height = $svg.clientHeight
$canvas.getContext('2d').drawImage(img, 0, 0, $svg.clientWidth, $svg.clientHeight)
const dataURL = await $canvas.toDataURL(`image/${format}`, 1.0)
console.log(dataURL)
const $img = document.createElement('img')
$img.src = dataURL
$holder.appendChild($img)
}
const buttons = [...document.querySelectorAll('[data-format]')]
for (const $btn of buttons) {
$btn.onclick = convertSVGtoImg
}
.wrapper {
display: flex;
flex-flow: row nowrap;
width: 100vw;
}
.images {
display: flex;
flex-flow: row nowrap;
width: 70%;
}
.image {
width: 50%;
display: flex;
flex-flow: row wrap;
justify-content: center;
}
.label {
width: 100%;
text-align: center;
}
<div class="wrapper">
<div class="item images">
<div class="image left">
<div class="label">svg</div>
<div id="svg-container">
<svg xmlns="http://www.w3.org/2000/svg" xml:space="preserve" width="200" height="200" viewBox="0 0 248 204">
<path fill="#1d9bf0" d="M221.95 51.29c.15 2.17.15 4.34.15 6.53 0 66.73-50.8 143.69-143.69 143.69v-.04c-27.44.04-54.31-7.82-77.41-22.64 3.99.48 8 .72 12.02.73 22.74.02 44.83-7.61 62.72-21.66-21.61-.41-40.56-14.5-47.18-35.07 7.57 1.46 15.37 1.16 22.8-.87-23.56-4.76-40.51-25.46-40.51-49.5v-.64c7.02 3.91 14.88 6.08 22.92 6.32C11.58 63.31 4.74 33.79 18.14 10.71c25.64 31.55 63.47 50.73 104.08 52.76-4.07-17.54 1.49-35.92 14.61-48.25 20.34-19.12 52.33-18.14 71.45 2.19 11.31-2.23 22.15-6.38 32.07-12.26-3.77 11.69-11.66 21.62-22.2 27.93 10.01-1.18 19.79-3.86 29-7.95-6.78 10.16-15.32 19.01-25.2 26.16z"/>
</svg>
</div>
</div>
<div class="image right">
<div id="img-format" class="label"></div>
<div id="img-container"></div>
</div>
</div>
<div class="item buttons">
<button id="btn-png" data-format="png">PNG</button>
<button id="btn-jpg" data-format="jpeg">JPG</button>
<button id="btn-webp" data-format="webp">WEBP</button>
</div>
</div>
Svg to png can be converted depending on conditions:
If svg is in format SVG (string) paths:
create canvas
create new Path2D() and set svg as parameter
draw path on canvas
create image and use canvas.toDataURL() as src.
example:
const canvas = document.createElement('canvas');
const ctx = canvas.getContext('2d');
let svgText = 'M10 10 h 80 v 80 h -80 Z';
let p = new Path2D('M10 10 h 80 v 80 h -80 Z');
ctx.stroke(p);
let url = canvas.toDataURL();
const img = new Image();
img.src = url;
Note that Path2D not supported in ie and partially supported in edge. Polyfill solves that:
https://github.com/nilzona/path2d-polyfill
Create svg blob and draw on canvas using .drawImage():
make canvas element
make a svgBlob object from the svg xml
make a url object from domUrl.createObjectURL(svgBlob);
create an Image object and assign url to image src
draw image into canvas
get png data string from canvas: canvas.toDataURL();
Nice description:
https://web.archive.org/web/20200125162931/http://ramblings.mcpher.com:80/Home/excelquirks/gassnips/svgtopng
Note that in ie you will get exception on stage of canvas.toDataURL(); It is because IE has too high security restriction and treats canvas as readonly after drawing image there. All other browsers restrict only if image is cross origin.
Use canvg JavaScript library. It is separate library but has useful functions.
Like:
ctx.drawSvg(rawSvg);
var dataURL = canvas.toDataURL();
I recently discovered a couple of image tracing libraries for JavaScript that indeed are able to build an acceptable approximation to the bitmap, both size and quality. I'm developing this JavaScript library and CLI :
https://www.npmjs.com/package/svg-png-converter
Which provides unified API for all of them, supporting browser and node, non depending on DOM, and a Command line tool.
For converting logos/cartoon/like images it does excellent job. For photos / realism some tweaking is needed since the output size can grow a lot.
It has a playground although right now I'm working on a better one, easier to use, since more features has been added:
https://cancerberosgx.github.io/demos/svg-png-converter/playground/#
There are several ways to convert SVG to PNG using the Canvg library.
In my case, I needed to get the PNG blob from inline SVG.
The library documentation provides an example (see OffscreenCanvas example).
But this method does not work at the moment in Firefox. Yes, you can enable the gfx.offscreencanvas.enabled option in the settings. But will every user on the site do this? :)
However, there is another way that will work in Firefox too.
const el = document.getElementById("some-svg"); //this is our inline SVG
var canvas = document.createElement('canvas'); //create a canvas for the SVG render
canvas.width = el.clientWidth; //set canvas sizes
canvas.height = el.clientHeight;
const svg = new XMLSerializer().serializeToString(el); //convert SVG to string
//render SVG inside canvas
const ctx = canvas.getContext('2d');
const v = await Canvg.fromString(ctx, svg);
await v.render();
let canvasBlob = await new Promise(resolve => canvas.toBlob(resolve));
For the last line thanks to this answer
get data URIs from SVG:
data:image/svg+xml;base64,${btoa(new XMLSerializer().serializeToString(svgElem))}
prepare an Image
create a canvas and use toDataURL to export.
Example
<!-- test data-->
<svg width="400" height="400"><g transform="translate(23.915343915343925,-80.03971756398937)" class="glyph" stroke="#000000" fill="#a0a0a0"><path d="M74.97 108.70L74.97 108.70L100.08 110.77Q93.89 147.91 87.35 179.89L87.35 179.89L148.23 179.89L148.23 194.34Q143.76 277.91 113.84 339.81L113.84 339.81Q144.44 363.54 163.70 382.46L163.70 382.46L146.51 402.75Q128.62 384.18 101.80 361.83L101.80 361.83Q75.32 405.85 34.39 436.80L34.39 436.80L17.20 415.82Q57.43 386.93 82.20 345.66L82.20 345.66Q57.78 326.40 27.86 304.39L27.86 304.39Q44.37 257.96 56.75 203.97L56.75 203.97L19.26 203.97L19.26 179.89L61.90 179.89Q69.47 145.16 74.97 108.70ZM93.20 323.99L93.20 323.99Q118.65 272.06 123.12 203.97L123.12 203.97L82.20 203.97Q69.47 260.03 55.71 297.17L55.71 297.17Q76.01 311.61 93.20 323.99ZM160.26 285.13L160.26 260.37L239.71 260.37L239.71 216.01Q268.25 191.24 294.05 155.48L294.05 155.48L170.58 155.48L170.58 130.71L322.94 130.71L322.94 155.48Q297.49 191.93 265.50 223.92L265.50 223.92L265.50 260.37L337.38 260.37L337.38 285.13L265.50 285.13L265.50 397.59Q265.50 431.64 237.65 431.64L237.65 431.64L187.09 431.64L180.21 407.57Q202.22 407.91 227.67 407.91L227.67 407.91Q239.71 407.91 239.71 390.03L239.71 390.03L239.71 285.13L160.26 285.13Z"></path></g></svg>
<button title="download">svg2png</button>
<script>
const output = {"name": "result.png", "width": 64, "height": 64}
document.querySelector("button").onclick = () => {
const svgElem = document.querySelector("svg")
// const uriData = `data:image/svg+xml;base64,${btoa(svgElem.outerHTML)}` // it may fail.
const uriData = `data:image/svg+xml;base64,${btoa(new XMLSerializer().serializeToString(svgElem))}`
const img = new Image()
img.src = uriData
img.onload = () => {
const canvas = document.createElement("canvas");
[canvas.width, canvas.height] = [output.width, output.height]
const ctx = canvas.getContext("2d")
ctx.drawImage(img, 0, 0, output.width, output.height)
// 👇 download
const a = document.createElement("a")
const quality = 1.0 // https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/imageSmoothingQuality
a.href = canvas.toDataURL("image/png", quality)
a.download = output.name
a.append(canvas)
a.click()
a.remove()
}
}
</script>
Here are my 2 cents. Somehow Download anchor tag is not working as expected in code snippet, however it was working fine in Chrome.
Here is working jsFiddle
const waitForImage = imgElem => new Promise(resolve => imgElem.complete ? resolve() : imgElem.onload = imgElem.onerror = resolve);
const svgToImgDownload = ext => {
if (!['png', 'jpg', 'webp'].includes(ext))
return;
const _svg = document.querySelector("#svg_container").querySelector('svg');
const xmlSerializer = new XMLSerializer();
let _svgStr = xmlSerializer.serializeToString(_svg);
const img = document.createElement('img');
img.src = 'data:image/svg+xml;base64,' + window.btoa(_svgStr);
waitForImage(img)
.then(_ => {
const canvas = document.createElement('canvas');
canvas.width = _svg.clientWidth;
canvas.height = _svg.clientHeight;
canvas.getContext('2d').drawImage(img, 0, 0, _svg.clientWidth, _svg.clientHeight);
return canvas.toDataURL('image/' + (ext == 'jpg' ? 'jpeg' : ext), 1.0);
})
.then(dataURL => {
console.log(dataURL);
document.querySelector("#img_download_btn").innerHTML = `Download`;
})
.catch(console.error);
};
document.querySelector('#map2Png').addEventListener('click', _ => svgToImgDownload('png'));
document.querySelector('#map2Jpg').addEventListener('click', _ => svgToImgDownload('jpg'));
document.querySelector('#map2Webp').addEventListener('click', _ => svgToImgDownload('webp'));
<div id="svg_container" style="float: left; width: 50%">
<svg width="200" height="200" viewBox="-100 -100 200 200">
<circle cx="0" cy="20" r="70" fill="#D1495B" />
<circle cx="0" cy="-75" r="12" fill="none" stroke="#F79257" stroke-width="2" />
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