The most streamlined native JS development, more convenient to expand the development needs of the business
Technical logic:
1. Turn the div into an SVG web image
2. Canvas Canvas will be created
3. Set the canvas size to be the same as the div size
DrawImage (img, 0, 0); drawImage(img, 0, 0);
5. Save the Canvas as a PNG image
Sample program screenshot:
CODE:
Input Div:
Just have a TRY
By Dion
Output Image:
var img = new Image();
img.src = data;
// document.getElementsByTagName(‘body’)[0].appendChild(img);
document.getElementById(“ssssssssssss”).appendChild(img);
imgObj = img;
} function saveMap() { var img = imgObj; //document.getElementById(“ssssssssssss”).getElementsByTagName(“img”); Var canvas = document.createElement(‘canvas’); // Prepare the empty canvas canvas.width = img.width; canvas.height = img.height;
var context = canvas.getContext(‘2d’); // Get the 2d drawing context of the canvas. DrawImage (img, 0, 0);
var type = ‘png’;
var imgData = canvas.toDataURL(type);
ImgData = imgData.replace(_fixType(type), ‘image/octet-stream’); Var filename = ‘baidufe_’ + (new Date()).getTime() + ‘.’ + type; // download saveFile(imgData, filename); }
var _fixType = function(type) {
type = type.toLowerCase().replace(/jpg/i, ‘jpeg’);
var r = type.match(/png|jpeg|bmp|gif/)[0];
return ‘image/’ + r;
};
var saveFile = function(data, filename) {
var save_link = document.createElementNS(
‘www.w3.org/1999/xhtml’, ‘a’);
save_link.href = data;
save_link.download = filename;
var event = document.createEvent(‘MouseEvents’);
event.initMouseEvent(‘click’, true, false, window, 0, 0, 0, 0, 0,
false, false, false, false, 0, null);
save_link.dispatchEvent(event);
};
</script>
</body>
</html>