@jearaneda/dom-to-image
v2.6.1
Published
Generates an image from a DOM node using HTML5 canvas and SVG
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DOM to Image
What is it
dom-to-image is a library which can turn arbitrary DOM node into a vector (SVG) or raster (PNG or JPEG) image, written in JavaScript. It's based on domvas by Paul Bakaus and has been completely rewritten, with some bugs fixed and some new features (like web font and image support) added.
Installation
NPM
npm install dom-to-image
Then load
/* in ES 6 */
import domtoimage from 'dom-to-image';
/* in ES 5 */
var domtoimage = require('dom-to-image');
Bower
bower install dom-to-image
Include either src/dom-to-image.js
or dist/dom-to-image.min.js
in your page
and it will make the domtoimage
variable available in the global scope.
<script src="path/to/dom-to-image.min.js" />
<script>
domtoimage.toPng(node)
//...
</script>
Usage
All the top level functions accept DOM node and rendering options,
and return promises, which are fulfilled with corresponding data URLs.
Get a PNG image base64-encoded data URL and display right away:
var node = document.getElementById('my-node');
domtoimage.toPng(node)
.then(function (dataUrl) {
var img = new Image();
img.src = dataUrl;
document.body.appendChild(img);
})
.catch(function (error) {
console.error('oops, something went wrong!', error);
});
Get a PNG image blob and download it (using FileSaver, for example):
domtoimage.toBlob(document.getElementById('my-node'))
.then(function (blob) {
window.saveAs(blob, 'my-node.png');
});
Save and download a compressed JPEG image:
domtoimage.toJpeg(document.getElementById('my-node'), { quality: 0.95 })
.then(function (dataUrl) {
var link = document.createElement('a');
link.download = 'my-image-name.jpeg';
link.href = dataUrl;
link.click();
});
Get an SVG data URL, but filter out all the <i>
elements:
function filter (node) {
return (node.tagName !== 'i');
}
domtoimage.toSvg(document.getElementById('my-node'), {filter: filter})
.then(function (dataUrl) {
/* do something */
});
Get the raw pixel data as a Uint8Array with every 4 array elements representing the RGBA data of a pixel:
var node = document.getElementById('my-node');
domtoimage.toPixelData(node)
.then(function (pixels) {
for (var y = 0; y < node.scrollHeight; ++y) {
for (var x = 0; x < node.scrollWidth; ++x) {
pixelAtXYOffset = (4 * y * node.scrollHeight) + (4 * x);
/* pixelAtXY is a Uint8Array[4] containing RGBA values of the pixel at (x, y) in the range 0..255 */
pixelAtXY = pixels.slice(pixelAtXYOffset, pixelAtXYOffset + 4);
}
}
});
Get a canvas object:
domtoimage.toCanvas(document.getElementById('my-node'))
.then(function (canvas) {
console.log('canvas', canvas.width, canvas.height);
});
All the functions under impl
are not public API and are exposed only
for unit testing.
Rendering options
filter
A function taking DOM node as argument. Should return true if passed node should be included in the output (excluding node means excluding it's children as well). Not called on the root node.
bgcolor
A string value for the background color, any valid CSS color value.
height, width
Height and width in pixels to be applied to node before rendering.
style
An object whose properties to be copied to node's style before rendering. You might want to check this reference for JavaScript names of CSS properties.
quality
A number between 0 and 1 indicating image quality (e.g. 0.92 => 92%) of the JPEG image. Defaults to 1.0 (100%)
cacheBust
Set to true to append the current time as a query string to URL requests to enable cache busting. Defaults to false
imagePlaceholder
A data URL for a placeholder image that will be used when fetching an image fails. Defaults to undefined and will throw an error on failed images
proxy
A proxy url in order to avoid CORS problems.
Browsers
It's tested on latest Chrome and Firefox (49 and 45 respectively at the time
of writing), with Chrome performing significantly better on big DOM trees,
possibly due to it's more performant SVG support, and the fact that it supports
CSSStyleDeclaration.cssText
property.
Internet Explorer is not (and will not be) supported, as it does not support
SVG <foreignObject>
tag
Safari is not supported, as it uses a stricter security model on <foreignObject
> tag. Suggested workaround is to use toSvg
and render on the server.`
Dependencies
Source
Only standard lib is currently used, but make sure your browser supports:
- Promise
- SVG
<foreignObject>
tag
Tests
Most importantly, tests depend on:
js-imagediff, to compare rendered and control images
ocrad.js, for the parts when you can't compare images (due to the browser rendering differences) and just have to test whether the text is rendered
How it works
There might some day exist (or maybe already exists?) a simple and standard way of exporting parts of the HTML to image (and then this script can only serve as an evidence of all the hoops I had to jump through in order to get such obvious thing done) but I haven't found one so far.
This library uses a feature of SVG that allows having arbitrary HTML content
inside of the <foreignObject>
tag. So, in order to render that DOM node
for you, following steps are taken:
Clone the original DOM node recursively
Compute the style for the node and each sub-node and copy it to corresponding clone
- and don't forget to recreate pseudo-elements, as they are not cloned in any way, of course
Embed web fonts
find all the
@font-face
declarations that might represent web fontsparse file URLs, download corresponding files
base64-encode and inline content as
data:
URLsconcatenate all the processed CSS rules and put them into one
<style>
element, then attach it to the clone
Embed images
embed image URLs in
<img>
elementsinline images used in
background
CSS property, in a fashion similar to fonts
Serialize the cloned node to XML
Wrap XML into the
<foreignObject>
tag, then into the SVG, then make it a data URLOptionally, to get PNG content or raw pixel data as a Uint8Array, create an Image element with the SVG as a source, and render it on an off-screen canvas, that you have also created, then read the content from the canvas
Done!
Things to watch out for
if the DOM node you want to render includes a
<canvas>
element with something drawn on it, it should be handled fine, unless the canvas is tainted - in this case rendering will rather not succeed.at the time of writing, Firefox has a problem with some external stylesheets (see issue #13). In such case, the error will be caught and logged.
Authors
Anatolii Saienko, Paul Bakaus (original idea)
License
MIT