How to print canvas content using javascript

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滥情空心 2021-01-23 05:30

I am using canvas for writing purpose using jsp page. I am able to write any message on canvas, (canvas message i have created..)

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  • 2021-01-23 05:55

    As per comment of pc-shooter my problem got sloved..

    Jsp Page Code :

    <html><head><meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
    
    <script type="text/javascript" language="javascript" src="js/jquery.min.js"></script>
    
    <script type="text/javascript">
    
    $(document).ready(function() {
        //alert('ready');
        var w = window.innerWidth;
        var h = window.innerHeight;
        //alert('w '+w+' h '+h);
    
        //alert('ready end');
    } );
    
    </script>
    
    <script type="text/javascript">
        var canvas, ctx, flag = false,
                prevX = 0,
                currX = 0,
                prevY = 0,
                currY = 0,
                dot_flag = false;
    
        var x = "black",
                y = 2;
    
        function init() {
            //alert('init start');
    
            w = window.innerWidth - 50;
            h = window.innerHeight - 100;
            //alert('canvas 1 w '+w+' h '+h);
            document.getElementById('can').width=w;
            document.getElementById('can').height=h;
    
            //document.getElementById('can').setAttribute("style","width:900px");
    
    
            canvas = document.getElementById('can');
            w = canvas.width;
            h = canvas.height;
            //alert('canvas 2 w '+w+' h '+h);
    
            ctx = canvas.getContext("2d");
    
            canvas.addEventListener("mousemove", function (e) {
                findxy('move', e)
            }, false);
            canvas.addEventListener("mousedown", function (e) {
                findxy('down', e)
            }, false);
            canvas.addEventListener("mouseup", function (e) {
                findxy('up', e)
            }, false);
            canvas.addEventListener("mouseout", function (e) {
                findxy('out', e)
            }, false);
    
          //  alert('init end');
        }
    
        function color(obj) {
            switch (obj.id) {
                case "green":
                    x = "green";
                    break;
                case "blue":
                    x = "blue";
                    break;
                case "red":
                    x = "red";
                    break;
                case "yellow":
                    x = "yellow";
                    break;
                case "orange":
                    x = "orange";
                    break;
                case "black":
                    x = "black";
                    break;
                case "white":
                    x = "white";
                    break;
            }
            if (x == "white") y = 14;
            else y = 2;
    
        }
    
        function draw() {
            ctx.beginPath();
            ctx.moveTo(prevX, prevY);
            ctx.lineTo(currX, currY);
            ctx.strokeStyle = x;
            ctx.lineWidth = y;
            ctx.stroke();
            ctx.closePath();
        }
    
        function erase() {
            var m = confirm("Want to clear..?");
            if (m) {
                ctx.clearRect(0, 0, w, h);
                document.getElementById("canvasimg").style.display = "none";
            }
        }
    
        function save() {
            document.getElementById("canvasimg").style.border = "2px solid";
            var dataURL = canvas.toDataURL();
            document.getElementById("canvasimg").src = dataURL;
            document.getElementById("canvasimg").style.display = "inline";
    
            document.getElementById("imageDownload").href = dataURL;
    
        }
    
        function findxy(res, e) {
            if (res == 'down') {
                prevX = currX;
                prevY = currY;
                currX = e.clientX - canvas.offsetLeft;
                currY = e.clientY - canvas.offsetTop;
    
                flag = true;
                dot_flag = true;
                if (dot_flag) {
                    ctx.beginPath();
                    ctx.fillStyle = x;
                    ctx.fillRect(currX, currY, 2, 2);
                    ctx.closePath();
                    dot_flag = false;
                }
            }
            if (res == 'up' || res == "out") {
                flag = false;
            }
            if (res == 'move') {
                if (flag) {
                    prevX = currX;
                    prevY = currY;
                    currX = e.clientX - canvas.offsetLeft;
                    currY = e.clientY - canvas.offsetTop;
                    draw();
                }
            }
        }
    </script>
    
    
    </head><body onload="init()">
    
    
    <div style="" >
        <canvas id="can" style="border:2px solid;cursor: pointer;"></canvas>
    </div>
    
    <div style="height: auto;width: 810px;">
        <table style="width: 200px;border: 1px solid black; float: left;" >
            <tr><td></td><td colspan="7">Choose Color</td></tr>
            <tr>
                <td style="width: 12.5%">&nbsp;</td>
                <td style="width: 12.5%"><div style="width:10px;height:10px;background:green;" id="green" onclick="color(this)"></div></td>
                <td style="width: 12.5%"><div style="width:10px;height:10px;background:blue;" id="blue" onclick="color(this)"></div></td>
                <td style="width: 12.5%"><div style="width:10px;height:10px;background:red;" id="red" onclick="color(this)"></div></td>
                <td style="width: 12.5%"><div style="width:10px;height:10px;background:yellow;" id="yellow" onclick="color(this)"></div></td>
                <td style="width: 12.5%"><div style="width:10px;height:10px;background:orange;" id="orange" onclick="color(this)"></div></td>
                <td style="width: 12.5%"><div style="width:10px;height:10px;background:black;" id="black" onclick="color(this)"></div></td>
                <td style="width: 12.5%">&nbsp;</td>
            </tr>
        </table>
    
        <table style="margin-left:10px; width: 50px;border: 1px solid black;float: left;" >
            <tr><td>Eraser</td></tr>
            <tr>
                <td><div style="width:15px;height:15px;background:white;border:2px solid;" id="white" onclick="color(this)"></div></td>
            </tr>
        </table>
    
        <table style="width: 300px;border:0; float: left;margin-left: 25px;" >
            <tr><td></td><td colspan="7"></td></tr>
            <tr>
                <td style="width: 25px">&nbsp;</td>
                <td style="width: 100px"><input type="button" value="save" id="btn" size="30" onclick="save()" style=""></td>
                <td style="width: 10px">&nbsp;</td>
                <td style="width: 100px"><input type="button" value="clear" id="clr" size="23" onclick="erase()" style=""></td>
                <td style="width: 10px">&nbsp;</td>
                <td style="width: 100px"><input type="button" value="print" id="prnt" size="23" onclick="window.print()" style=""></td>
                <td style="width: 55px">&nbsp;</td>
            </tr>
        </table>
    
        <input type="button" id="btnSave" name="btnSave" value="Save the canvas to server" />
    
            <script type="text/javascript">
                // Send the canvas image to the server.
                $(function() {
                    $("#btnSave").click(function() {
                        var image = document.getElementById("can").toDataURL("image/png"); 
                        image = image.replace('data:image/png;base64,', ''); 
                        $.ajax({
                            type: 'POST',
                            url: 'CanvasSave.jsp',
                            data:{'imageData':image},
                            dataType : 'json',
                            accepts: {json: 'application/json'},
                            success: function(msg) { alert('4');
                                alert('Image saved successfully !');
                            }
                        });
                    });
                });
            </script>
    </div>
    
    <br /><br />
    
    <div style="height: auto;width: 810px;">
        <a href="#" download="ImageName" title="ImageName" id="imageDownload">
            <img id="canvasimg" style="top:20px;">
        </a>
    </div>
    
    
    
    </body></html>
    
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  • 2021-01-23 06:09

    It can happen that your canvas is cleared when dialogs show - this happens typically in the Chrome browser.

    Without having source code to try with as you didn't post any I'll make a theoretic answer that you can try out - I would suggest two possible solutions:

    1. Add an event handler for resize. When triggered redraw the content (which means you need to store the points etc. that you draw or make an off-screen canvas to store a copy). I have experienced that this event triggers (in Chrome) when a dialog has cleared the canvas - if it works for print preview I am not sure - if not try next point:

    2. When you click your print button, extract the canvas as an image and replace (temporary) the canvas element with an image element setting the source to the data-uri from canvas. On the image's onload handler trigger the print code:

    Example for second point:

    /// create a reference to canvas element
    var canvas = document.getElementById('myCanvas');
    
    printBtn.addEventListener('click' function() {
    
        /// remove it from DOM (use parent element if any, for demo I use body)
        document.body.removeChild(canvas);
    
        var img = new Image;
    
        img.id = 'tempPrintImage';    /// give an id so we can remove it in next step
        img.onload = print;           /// onload handler triggers your print method
        img.src = canvas.toDataURL(); /// set canvas image as source
    
        document.body.appendChild(img);
    
    }, false);
    
    function print() {
    
        ...your print code here. On return reverse the elements: ...
    
        var img = document.getElementById('tempPrintImage');
        document.body.removeChild(img);
        document.body.appendChild(canvas);
    }
    

    The code may seem a bit over-loaded but the key point here is to preserve the content of the canvas. You can place the image on top instead and so forth.

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