![]() So the other method in HTMLCanvasElement is toBlob. In my case want to prevent dataUrl/base64 since I need a Array buffer or view. Instead of toDataURL (as all questions here propose). This is the other way, without strings although I don't really know if it's faster or not. or as transparent PNG imagesavealpha($img, true) Imagecopy($output, $img, 0, 0, 0, 0, $width, $height) Imagefilledrectangle($output, 0, 0, $width, $height, $white) $output = imagecreatetruecolor($width, $height) export image as JPEG $width = imagesx($img) $img = imagecreatefromstring(base64_decode(substr($data,strpos($data,',')+1))) Header("Expires: 0") header("Cache-Control: must-revalidate") Header("Content-Transfer-Encoding: binary") Header("Content-Disposition: attachment filename=\"$filename\"") ![]() Header("Content-type: application/octet-stream") Header("Content-type: application/force-download") else ![]() If($msie = !strstr($_SERVER,"MSIE")=false) Header('Content-Description: File Transfer') Set the headers $filename = "test.jpg" //or png Here is some help if you do the download through a server (this way you can name/convert/post-process/etc your file): It is also worth mentioning that if you use any cross-domain resources in rendering your canvas, you will encounter a security error when you try to use the toDataUrl method. If you're using that with different mime types, be sure to change both instances of image/png, but not the image/octet-stream. Var image = canvas.toDataURL("image/png").replace("image/png", "image/octet-stream") //Convert image to 'octet-stream' (Just a download, really) If you wish to make the user download the file as it is saved you can do the following: var canvas = document.getElementById("mycanvas") ![]() You only need to run this once per page - it should never change through a page's lifecycle. If you would like an array of the supported types you can do something along the lines of this: var imageMimes = //Extend as necessaryĪcceptedMimes = imageMimes Where "image/png" is a mime type (png is the only one that must be supported). You can use this to write the image to the page: document.write('') Var image = canvas.toDataURL("image/png") In order to get the canvas as an image, you should do the following: var canvas = document.getElementById("mycanvas") I thought I'd extend the scope of this question a bit, with some useful tidbits on the matter. Afterward, you can edit and save the animation as a gif, apng, video, psd or png image. This tool allows you to record a selected area of your screen, live feed from your webcam or live drawings from a sketchboard. Plus it's available on the Microsoft Store for free of course. You can even record from your webcam or sketchbook. It takes a capture of your screen as a gif. This program does exactly what the title suggests. I wanted a quick way to get a gif recording of my screen and instantly share it. Thankfully there is, and it's available free on GitHub! I came across this amazing piece of software after I got really annoyed with the above process. There should be something better right? Yes, yes there should. □ĭoes this sound like a lot of work? Yes, yes it is. If you are like the old me, you'd open up some capture/screen recording software, record a quick video, save the video, upload the video to a random gif conversion site, tell the system what specs you want, wait for it to convert, download it, then add it to the thing you want. If I want to create a gif like this to add to a tutorial post, a tweet, or an issue what do you do? So if you need to quickly create a gif, what do you do? Not to mention that until recently you couldn't even add video to GitHub issues and PRs. Plus there's way less issues adding gifs to presentations than video. Gifs are often easier to use than video as they loop, they take up less space, and they auto-play. You might even be looking for a quick screen capture of a bug or feature request to add to an issue or comment on GitHub. Whether you're writing a blog post, adding assets to your readme, dumping in a demo for a presentation, or wanting a cool animation for social media, gifs are one of those things developers are always using and creating.
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