html2canvas 使用

今天遇到一个问题:生产海报

翻箱倒柜,发现这个玩意我不会,那就学习一下吧。

简单记录一下

首先:npm 安装插件: npm install --save html2canvas

然后:在具体页面里引入  import html2canvas from "html2canvas" 

然后:

        downloadImg:function(){
            new html2canvas(document.getElementById('tempPoster'),{
                useCORS: true,
                allowTaint: true // 这两个属性都是图片跨域相关属性
            }
            ).then(canvas => {
                // canvas为转换后的Canvas对象
                let tempImg = new Image();
                tempImg.src = canvas.toDataURL();  // 导出图片
                // 本地
                // this.downloadLocMethod(tempImg.src, '海报')
                // 牵扯跨域
                this.downloadNetMethod(tempImg.src, '海报')
            });
        },
        downloadLocMethod:function(src,name){//下载图片地址和名称
            // // document.body.appendChild(oImg);  // 将生成的图片添加到body
                var eleLink = document.createElement("a");
                eleLink.href = src; // 转换后的图片地址
                eleLink.download = name;
                document.body.appendChild(eleLink);
                // 触发点击
                eleLink.click();
                // 然后移除
                document.body.removeChild(eleLink);
        },
        downloadNetMethod:function(imgsrc, name) {//下载图片地址和图片名
            var image = new Image();
            // 解决跨域 Canvas 污染问题
            image.setAttribute("crossOrigin", "anonymous");
            image.onload = function() {
                var canvas = document.createElement("canvas");
                canvas.width = image.width;
                canvas.height = image.height;
                var context = canvas.getContext("2d");
                context.drawImage(image, 0, 0, image.width, image.height);
                var url = canvas.toDataURL("image/png"); //得到图片的base64编码数据
                var a = document.createElement("a"); // 生成一个a元素
                var event = new MouseEvent("click"); // 创建一个单击事件
                a.download = name || "photo"; // 设置图片名称
                a.href = url; // 将生成的URL设置为a.href属性
                a.dispatchEvent(event); // 触发a的单击事件
            };
            image.src = imgsrc;
        },

站在巨人的肩膀上,学习就是香。

鸣谢

  • 3
    点赞
  • 9
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
JavaScript HTML renderer The script allows you to take "screenshots" of webpages or parts of it, directly on the users browser. The screenshot is based on the DOM and as such may not be 100% accurate to the real representation as it does not make an actual screenshot, but builds the screenshot based on the information available on the page. How does it work? The script renders the current page as a canvas image, by reading the DOM and the different styles applied to the elements. It does not require any rendering from the server, as the whole image is created on the clients browser. However, as it is heavily dependent on the browser, this library is not suitable to be used in nodejs. It doesn't magically circumvent any browser content policy restrictions either, so rendering cross-origin content will require a proxy to get the content to the same origin. The script is still in a very experimental state, so I don't recommend using it in a production environment nor start building applications with it yet, as there will be still major changes made. Browser compatibility The script should work fine on the following browsers: Firefox 3.5+ Google Chrome Opera 12+ IE9+ Safari 6+ As each CSS property needs to be manually built to be supported, there are a number of properties that are not yet supported. Usage Note! These instructions are for using the current dev version of 0.5, for the latest release version (0.4.1), checkout the old readme. To render an element with html2canvas, simply call: html2canvas(element[, options]); The function returns a Promise containing the <canvas> element. Simply add a promise fullfillment handler to the promise using then: html2canvas(document.body).then(function(canvas) { document.body.appendChild(canvas); }); Building The library uses grunt for building. Alternatively, you can download the latest build from here. Clone git repository with submodules: $ git clone --recursive git://github.com/niklasvh/html2canvas.git Install Grunt and uglifyjs: $ npm install -g grunt-cli uglify-js Run the full build process (including lint, qunit and webdriver tests): $ grunt Skip lint and tests and simply build from source: $ grunt build Running tests The library has two sets of tests. The first set is a number of qunit tests that check that different values parsed by browsers are correctly converted in html2canvas. To run these tests with grunt you'll need phantomjs. The other set of tests run Firefox, Chrome and Internet Explorer with webdriver. The selenium standalone server (runs on Java) is required for these tests and can be downloaded from here. They capture an actual screenshot from the test pages and compare the image to the screenshot created by html2canvas and calculate the percentage differences. These tests generally aren't expected to provide 100% matches, but while commiting changes, these should generally not go decrease from the baseline values. Start by downloading the dependencies: $ npm install Run qunit tests: $ grunt test Examples For more information and examples, please visit the homepage or try the test console. Contributing If you wish to contribute to the project, please send the pull requests to the develop branch. Before submitting any changes, try and test that the changes work with all the support browsers. If some CSS property isn't supported or is incomplete, please create appropriate tests for it as well before submitting any code changes.
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值