vue下使用html2canvas和canvas2image实现海报,保存图片,生成图片的功能

 

  1)安装 html2canvas

npm install html2canvas --save

  2) 下载Canvas2Image.js,我这里下载好了,直接复制使用即可

/**
 * covert canvas to image
 * and save the image file
 */

var Canvas2Image = function () {

	// check if support sth.
	var $support = function () {
		var canvas = document.createElement('canvas'),
			ctx = canvas.getContext('2d');

		return {
			canvas: !!ctx,
			imageData: !!ctx.getImageData,
			dataURL: !!canvas.toDataURL,
			btoa: !!window.btoa
		};
	}();

	var downloadMime = 'image/octet-stream';

	function scaleCanvas (canvas, width, height) {
		var w = canvas.width,
			h = canvas.height;
		if (width == undefined) {
			width = w;
		}
		if (height == undefined) {
			height = h;
		}

		var retCanvas = document.createElement('canvas');
		var retCtx = retCanvas.getContext('2d');
		retCanvas.width = width;
		retCanvas.height = height;
		retCtx.drawImage(canvas, 0, 0, w, h, 0, 0, width, height);
		return retCanvas;
	}

	function getDataURL (canvas, type, width, height) {
		canvas = scaleCanvas(canvas, width, height);
		return canvas.toDataURL(type);
	}

	function saveFile (strData) {
		document.location.href = strData;
	}

	function genImage(strData) {
		var img = document.createElement('img');
		img.src = strData;
		return img;
	}
	function fixType (type) {
		type = type.toLowerCase().replace(/jpg/i, 'jpeg');
		var r = type.match(/png|jpeg|bmp|gif/)[0];
		return 'image/' + r;
	}
	function encodeData (data) {
		if (!window.btoa) { throw 'btoa undefined' }
		var str = '';
		if (typeof data == 'string') {
			str = data;
		} else {
			for (var i = 0; i < data.length; i ++) {
				str += String.fromCharCode(data[i]);
			}
		}

		return btoa(str);
	}
	function getImageData (canvas) {
		var w = canvas.width,
			h = canvas.height;
		return canvas.getContext('2d').getImageData(0, 0, w, h);
	}
	function makeURI (strData, type) {
		return 'data:' + type + ';base64,' + strData;
	}


	/**
	 * create bitmap image
	 * 按照规则生成图片响应头和响应体
	 */
	var genBitmapImage = function (oData) {

		//
		// BITMAPFILEHEADER: http://msdn.microsoft.com/en-us/library/windows/desktop/dd183374(v=vs.85).aspx
		// BITMAPINFOHEADER: http://msdn.microsoft.com/en-us/library/dd183376.aspx
		//

		var biWidth  = oData.width;
		var biHeight	= oData.height;
		var biSizeImage = biWidth * biHeight * 3;
		var bfSize  = biSizeImage + 54; // total header size = 54 bytes

		//
		//  typedef struct tagBITMAPFILEHEADER {
		//  	WORD bfType;
		//  	DWORD bfSize;
		//  	WORD bfReserved1;
		//  	WORD bfReserved2;
		//  	DWORD bfOffBits;
		//  } BITMAPFILEHEADER;
		//
		var BITMAPFILEHEADER = [
			// WORD bfType -- The file type signature; must be "BM"
			0x42, 0x4D,
			// DWORD bfSize -- The size, in bytes, of the bitmap file
			bfSize & 0xff, bfSize >> 8 & 0xff, bfSize >> 16 & 0xff, bfSize >> 24 & 0xff,
			// WORD bfReserved1 -- Reserved; must be zero
			0, 0,
			// WORD bfReserved2 -- Reserved; must be zero
			0, 0,
			// DWORD bfOffBits -- The offset, in bytes, from the beginning of the BITMAPFILEHEADER structure to the bitmap bits.
			54, 0, 0, 0
		];

		//
		//  typedef struct tagBITMAPINFOHEADER {
		//  	DWORD biSize;
		//  	LONG  biWidth;
		//  	LONG  biHeight;
		//  	WORD  biPlanes;
		//  	WORD  biBitCount;
		//  	DWORD biCompression;
		//  	DWORD biSizeImage;
		//  	LONG  biXPelsPerMeter;
		//  	LONG  biYPelsPerMeter;
		//  	DWORD biClrUsed;
		//  	DWORD biClrImportant;
		//  } BITMAPINFOHEADER, *PBITMAPINFOHEADER;
		//
		var BITMAPINFOHEADER = [
			// DWORD biSize -- The number of bytes required by the structure
			40, 0, 0, 0,
			// LONG biWidth -- The width of the bitmap, in pixels
			biWidth & 0xff, biWidth >> 8 & 0xff, biWidth >> 16 & 0xff, biWidth >> 24 & 0xff,
			// LONG biHeight -- The height of the bitmap, in pixels
			biHeight & 0xff, biHeight >> 8  & 0xff, biHeight >> 16 & 0xff, biHeight >> 24 & 0xff,
			// WORD biPlanes -- The number of planes for the target device. This value must be set to 1
			1, 0,
			// WORD biBitCount -- The number of bits-per-pixel, 24 bits-per-pixel -- the bitmap
			// has a maximum of 2^24 colors (16777216, Truecolor)
			24, 0,
			// DWORD biCompression -- The type of compression, BI_RGB (code 0) -- uncompressed
			0, 0, 0, 0,
			// DWORD biSizeImage -- The size, in bytes, of the image. This may be set to zero for BI_RGB bitmaps
			biSizeImage & 0xff, biSizeImage >> 8 & 0xff, biSizeImage >> 16 & 0xff, biSizeImage >> 24 & 0xff,
			// LONG biXPelsPerMeter, unused
			0,0,0,0,
			// LONG biYPelsPerMeter, unused
			0,0,0,0,
			// DWORD biClrUsed, the number of color indexes of palette, unused
			0,0,0,0,
			// DWORD biClrImportant, unused
			0,0,0,0
		];

		var iPadding = (4 - ((biWidth * 3) % 4)) % 4;

		var aImgData = oData.data;

		var strPixelData = '';
		var biWidth4 = biWidth<<2;
		var y = biHeight;
		var fromCharCode = String.fromCharCode;

		do {
			var iOffsetY = biWidth4*(y-1);
			var strPixelRow = '';
			for (var x = 0; x < biWidth; x++) {
				var iOffsetX = x<<2;
				strPixelRow += fromCharCode(aImgData[iOffsetY+iOffsetX+2]) +
							   fromCharCode(aImgData[iOffsetY+iOffsetX+1]) +
							   fromCharCode(aImgData[iOffsetY+iOffsetX]);
			}

			for (var c = 0; c < iPadding; c++) {
				strPixelRow += String.fromCharCode(0);
			}

			strPixelData += strPixelRow;
		} while (--y);

		var strEncoded = encodeData(BITMAPFILEHEADER.concat(BITMAPINFOHEADER)) + encodeData(strPixelData);

		return strEncoded;
	};

	/**
	 * saveAsImage
	 * @param canvasElement
	 * @param {String} image type
	 * @param {Number} [optional] png width
	 * @param {Number} [optional] png height
	 */
	var saveAsImage = function (canvas, width, height, type) {
		if ($support.canvas && $support.dataURL) {
			if (typeof canvas == "string") { canvas = document.getElementById(canvas); }
			if (type == undefined) { type = 'png'; }
			type = fixType(type);
			if (/bmp/.test(type)) {
				var data = getImageData(scaleCanvas(canvas, width, height));
				var strData = genBitmapImage(data);
				saveFile(makeURI(strData, downloadMime));
			} else {
				var strData = getDataURL(canvas, type, width, height);
				saveFile(strData.replace(type, downloadMime));
			}
		}
	};

	var convertToImage = function (canvas, width, height, type) {
		if ($support.canvas && $support.dataURL) {
			if (typeof canvas == "string") { canvas = document.getElementById(canvas); }
			if (type == undefined) { type = 'png'; }
			type = fixType(type);

			if (/bmp/.test(type)) {
				var data = getImageData(scaleCanvas(canvas, width, height));
				var strData = genBitmapImage(data);
				return genImage(makeURI(strData, 'image/bmp'));
			} else {
				var strData = getDataURL(canvas, type, width, height);
				return genImage(strData);
			}
		}
	};



	return {
		saveAsImage: saveAsImage,
		saveAsPNG: function (canvas, width, height) {
			return saveAsImage(canvas, width, height, 'png');
		},
		saveAsJPEG: function (canvas, width, height) {
			return saveAsImage(canvas, width, height, 'jpeg');
		},
		saveAsGIF: function (canvas, width, height) {
			return saveAsImage(canvas, width, height, 'gif');
		},
		saveAsBMP: function (canvas, width, height) {
			return saveAsImage(canvas, width, height, 'bmp');
		},

		convertToImage: convertToImage,
		convertToPNG: function (canvas, width, height) {
			return convertToImage(canvas, width, height, 'png');
		},
		convertToJPEG: function (canvas, width, height) {
			return convertToImage(canvas, width, height, 'jpeg');
		},
		convertToGIF: function (canvas, width, height) {
			return convertToImage(canvas, width, height, 'gif');
		},
		convertToBMP: function (canvas, width, height) {
			return convertToImage(canvas, width, height, 'bmp');
		}
	};

}();
export default Canvas2Image;

 3) 在需要的组件里面引入

<script>
import html2canvas from 'html2canvas';
import Canvas2Image from '../assets/js/canvas2image'

</script>

4)正式使用,下面为js代码

 

  <div class="about" ref="contain">这是要生成的为图片的内容</div>
createImg:function(){
    var opts = {
        useCORS: true,//支持图片跨域
        allowTaint: false,//这个属性和useCORS不能同时为true哦
        logging: false,
        letterRendering: true,
      };
       html2canvas(this.$refs.contain,opts)//传入你想生成图片的dom
        .then(
          function(canvas) { 
        //Canvas2Image是将canvas转换成图片哦
          var img = Canvas2Image.convertToImage(
          canvas,
          canvas.width,
          canvas.height
        );
        img.style.width="100%";
        img.style.height="100%";
          document.getElementById("about-wrapper").appendChild(img);
          }
        );
    },

在需要触发的时候调用就可以了

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好的,针对你的问题,我可以给你提供一些思路和参考方法: 1. 在 Vue 页面中引入 html2canvas 库,并使用其中的 toDataURL 方法将页面截图生成 Base64 图片数据。 2. 使用 Canvas图片上添加水印。 3. 可以添加多个水印,需要调整水印的位置和大小。 4. 最后将添加水印后的图片保存或上传到服务器。 下面是一个简单的示例代码,仅供参考: ``` <template> <div> <button @click="generateImage">生成图片</button> </div> </template> <script> import html2canvas from 'html2canvas'; export default { methods: { async generateImage() { const canvas = await html2canvas(document.querySelector('#target'), { useCORS: true, }); const ctx = canvas.getContext('2d'); const img = new Image(); img.src = canvas.toDataURL(); // 添加水印 img.onload = () => { // 添加第一个水印 ctx.font = 'bold 20px Arial'; ctx.fillStyle = 'rgba(255, 255, 255, 0.6)'; ctx.fillText('watermark1', 50, 50); // 添加第二个水印 ctx.font = 'bold 30px Arial'; ctx.fillStyle = 'rgba(255, 255, 255, 0.6)'; ctx.fillText('watermark2', 200, 200); // 将添加水印后的图片保存到本地 const link = document.createElement('a'); link.download = 'image.png'; link.href = canvas.toDataURL(); link.click(); }; }, }, }; </script> ``` 这里添加的两个水印只是示例,你可以根据需要添加更多的水印,并调整水印的位置和大小。同时,你需要注意浏览器的跨域问题,如果出现跨域问题,可以使用 `useCORS` 参数解决。

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