[javascript] How To Save Canvas As An Image With canvas.toDataURL()?

I'm currently building a HTML5 web app/Phonegap native app and I can't seem to figure out how to save my canvas as an image with canvas.toDataURL(). Can somebody help me out?

Here's the code, what's wrong with it?

//My canvas was named "canvasSignature"

JavaScript:


function putImage()
{
  var canvas1 = document.getElementById("canvasSignature");        
  if (canvas1.getContext) {
     var ctx = canvas1.getContext("2d");                
     var myImage = canvas1.toDataURL("image/png");      
  }
  var imageElement = document.getElementById("MyPix");  
  imageElement.src = myImage;                           

}  

HTML5:


<div id="createPNGButton">
    <button onclick="putImage()">Save as Image</button>        
</div>

This question is related to javascript html cordova canvas save

The answer is


You can try this; create a dummy HTML anchor, and download the image from there like...

// Convert canvas to image
document.getElementById('btn-download').addEventListener("click", function(e) {
    var canvas = document.querySelector('#my-canvas');

    var dataURL = canvas.toDataURL("image/jpeg", 1.0);

    downloadImage(dataURL, 'my-canvas.jpeg');
});

// Save | Download image
function downloadImage(data, filename = 'untitled.jpeg') {
    var a = document.createElement('a');
    a.href = data;
    a.download = filename;
    document.body.appendChild(a);
    a.click();
}

Here is some code. without any error.

var image = canvas.toDataURL("image/png").replace("image/png", "image/octet-stream");  // here is the most important part because if you dont replace you will get a DOM 18 exception.


window.location.href=image; // it will save locally

This solution allows you to change the name of the downloaded file:

HTML:

<a id="link"></a>

JAVASCRIPT:

  var link = document.getElementById('link');
  link.setAttribute('download', 'MintyPaper.png');
  link.setAttribute('href', canvas.toDataURL("image/png").replace("image/png", "image/octet-stream"));
  link.click();

You cannot use the methods previously mentioned to download an image when running in Cordova. You will need to use the Cordova File Plugin. This will allow you to pick where to save it and leverage different persistence settings. Details here: https://cordova.apache.org/docs/en/latest/reference/cordova-plugin-file/

Alternatively, you can convert the image to base64 then store the string in localStorage but this will fill your quota pretty quickly if you have many images or high-res.


I created a small library that does this (along with some other handy conversions). It's called reimg, and it's really simple to use.

ReImg.fromCanvas(yourCanvasElement).toPng()


This work for me: (Only google chrome)

<html>
<head>
    <script>
            function draw(){
                var canvas = document.getElementById("thecanvas");
                var ctx = canvas.getContext("2d");
                ctx.fillStyle = "rgba(125, 46, 138, 0.5)";
                ctx.fillRect(25,25,100,100);
                ctx.fillStyle = "rgba( 0, 146, 38, 0.5)";
                ctx.fillRect(58, 74, 125, 100);
            }

            function downloadImage()
            {
                var canvas = document.getElementById("thecanvas");
                var image = canvas.toDataURL();

                var aLink = document.createElement('a');
                var evt = document.createEvent("HTMLEvents");
                evt.initEvent("click");
                aLink.download = 'image.png';
                aLink.href = image;
                aLink.dispatchEvent(evt);
            }
    </script>
</head>
<body onload="draw()">
    <canvas width=200 height=200 id="thecanvas"></canvas>
    <div><button onclick="downloadImage()">Download</button></div>
    <image id="theimage"></image>
</body>
</html>

Similar to 1000Bugy's answer but simpler because you don't have to make an anchor on the fly and dispatch a click event manually (plus an IE fix).

If you make your download button an anchor you can highjack it right before the default anchor functionality is run. So onAnchorClick you can set the anchor href to the canvas base64 image and the anchor download attribute to whatever you want to name your image.

This does not work in (the current) IE because it doesn't implement the download attribute and prevents download of data uris. But this can be fixed by using window.navigator.msSaveBlob instead.

So your anchor click event handler would be as followed (where anchor, canvas and fileName are scope lookups):

function onClickAnchor(e) {
  if (window.navigator.msSaveBlob) {
    window.navigator.msSaveBlob(canvas.msToBlob(), fileName);
    e.preventDefault();
  } else {
    anchor.setAttribute('download', fileName);
    anchor.setAttribute('href', canvas.toDataURL());
  }
}

Here's a fiddle


Instead of imageElement.src = myImage; you should use window.location = myImage;

And even after that the browser will display the image itself. You can right click and use "Save Link" for downloading the image.

Check this link for more information.


@Wardenclyffe and @SColvin, you both are trying to save image using the canvas, not by using canvas's context. both you should try to ctx.toDataURL(); Try This:

var canvas1 = document.getElementById("yourCanvasId");  <br>
var ctx = canvas1.getContext("2d");<br>
var img = new Image();<br>
img.src = ctx.toDataURL('image/png');<br>
ctx.drawImage(img,200,150);<br>

Also you may refer to following links:

http://tutorials.jenkov.com/html5-canvas/todataurl.html

http://www.w3.org/TR/2012/WD-html5-author-20120329/the-canvas-element.html#the-canvas-element


You can use canvas2image to prompt for download.

I had the same issue, here's a simple example that both adds the image to the page and forces the browser to download it:

<html>
    <head>
        <script src="http://hongru.github.io/proj/canvas2image/canvas2image.js"></script>
        <script>
            function draw(){
                var canvas = document.getElementById("thecanvas");
                var ctx = canvas.getContext("2d");
                ctx.fillStyle = "rgba(125, 46, 138, 0.5)";
                ctx.fillRect(25,25,100,100); 
                ctx.fillStyle = "rgba( 0, 146, 38, 0.5)";
                ctx.fillRect(58, 74, 125, 100);
            }

            function to_image(){
                var canvas = document.getElementById("thecanvas");
                document.getElementById("theimage").src = canvas.toDataURL();
                Canvas2Image.saveAsPNG(canvas);
            }
        </script>
    </head>
    <body onload="draw()">
        <canvas width=200 height=200 id="thecanvas"></canvas>
        <div><button onclick="to_image()">Draw to Image</button></div>
        <image id="theimage"></image>
    </body>
</html>

Examples related to javascript

need to add a class to an element How to make a variable accessible outside a function? Hide Signs that Meteor.js was Used How to create a showdown.js markdown extension Please help me convert this script to a simple image slider Highlight Anchor Links when user manually scrolls? Summing radio input values How to execute an action before close metro app WinJS javascript, for loop defines a dynamic variable name Getting all files in directory with ajax

Examples related to html

Embed ruby within URL : Middleman Blog Please help me convert this script to a simple image slider Generating a list of pages (not posts) without the index file Why there is this "clear" class before footer? Is it possible to change the content HTML5 alert messages? Getting all files in directory with ajax DevTools failed to load SourceMap: Could not load content for chrome-extension How to set width of mat-table column in angular? How to open a link in new tab using angular? ERROR Error: Uncaught (in promise), Cannot match any routes. URL Segment

Examples related to cordova

Why am I seeing net::ERR_CLEARTEXT_NOT_PERMITTED errors after upgrading to Cordova Android 8? Xcode couldn't find any provisioning profiles matching Cordova app not displaying correctly on iPhone X (Simulator) JAVA_HOME is set to an invalid directory: ionic 2 - Error Could not find an installed version of Gradle either in Android Studio cordova Android requirements failed: "Could not find an installed version of Gradle" Error: Could not find gradle wrapper within Android SDK. Might need to update your Android SDK - Android Ionic 2: Cordova is not available. Make sure to include cordova.js or run in a device/simulator (running in emulator) Cordova : Requirements check failed for JDK 1.8 or greater Can't accept license agreement Android SDK Platform 24

Examples related to canvas

How to make canvas responsive How to fill the whole canvas with specific color? Use HTML5 to resize an image before upload Convert canvas to PDF Scaling an image to fit on canvas Split string in JavaScript and detect line break Get distance between two points in canvas canvas.toDataURL() SecurityError Converting Chart.js canvas chart to image using .toDataUrl() results in blank image Chart.js canvas resize

Examples related to save

What is the difference between --save and --save-dev? Basic http file downloading and saving to disk in python? Save byte array to file Saving Excel workbook to constant path with filename from two fields PHP - get base64 img string decode and save as jpg (resulting empty image ) How to edit/save a file through Ubuntu Terminal Write and read a list from file How to do a "Save As" in vba code, saving my current Excel workbook with datestamp? How to dump raw RTSP stream to file? Saving images in Python at a very high quality