I want to save canvas as PNG, without opening it in a new window as base64-encoded image.
I used this code:
jQuery(\"#btnPreview\").click(function(){
In script.js file
$(document).on('click','#btnPreview',function(){
var img =$scope.canvas.toDataURL('image/png');
$.ajax({
type: "POST",
url: 'ajax.php',
data: {'img':img},
success: function(data) {
$("#loader_message").html("Image saved successfully");
}
});
});
In ajax.php
$encodedData=explode(',', $_POST["img"]);
$data = base64_decode($encodedData[1]);
$urlUploadImages = $_SERVER['DOCUMENT_ROOT'].$projName.'/images/canvas/';
$nameImage = "test.png";
$img = imagecreatefromstring($data);
if($img) {
imagepng($img, $urlUploadImages.$nameImage, 0);
imagedestroy($img);
echo "OK";
}
else {
echo 'ERROR';
}
canvas.toDataURL('png')
provides a string a la data:image/png;base64,XYZ
. You could stuff that into an <a href="%dataURI%" download>download</a>
(possibly trigger a click event on the element). See Downloading resources in HTML5: a[download]
Currently supported only by Google Chrome, though.
I use this on my jquery:
var image = canvas.toDataURL("image/png").replace("image/png", "image/octet-stream");
$('.save').attr({
'download': 'YourProduct.png', /// set filename
'href' : image /// set data-uri
});