How can i make users download the image generated with RaphaelJs? I would prefere if it was displayed on the HTML as an <img>
so they could rightclick the image to save it to the desktop.
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Sultanen
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possible duplicate: http://stackoverflow.com/questions/3975499/convert-svg-to-image-jpeg-png-etc-in-the-browser – hereandnow78 Jan 04 '13 at 21:58
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I have seen that question. I have tried the canvg to get the RaphaelJs generated SVG onto a canvas but its just a part sucess. My image consists of 2 png images and 5 polygons, i only got one of the images onto the canvas with canvg?? – Sultanen Jan 05 '13 at 01:08
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I tried to remove all of the polygons(raphael)/paths(svg) and now i get both the images on the canvas.. There is no support for paths in canvg? – Sultanen Jan 05 '13 at 01:19
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I found what was causing my problems.. canvg doesent seem to support _'fill-opacity'_ i removed it from my polygons and not its working perfect! – Sultanen Jan 05 '13 at 01:27
1 Answers
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Here is a simple example of whats needed to convert RaphelJs to an image
The libarys needed are:
- RaphaelJs - http://raphaeljs.com/
- Raphel.Export - https://github.com/ElbertF/Raphael.Export
- canvg - http://code.google.com/p/canvg/
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<script type="text/javascript" src="raphaeljs.js"></script>
<script type="text/javascript" src="raphael.export.js"></script>
<script type="text/javascript" src="canvg.js"></script>
<script>
window.onload = function(){
//Start with a simple raphaelJs drawing
var paper = new Raphael(document.getElementById('raphaelDiv'), 200, 200);
var circle = paper.circle(50, 40, 10);
circle.attr("fill", "#f00");
circle.attr("stroke", "#fff");
var circle2 = paper.circle(70, 60, 50);
//Use raphael.export to fetch the SVG from the paper
var svg = paper.toSVG();
//Use canvg to draw the SVG onto the empty canvas
canvg(document.getElementById('myCanvas'), svg);
//I had to use setTimeout to wait for the canvas to fully load before setting the img.src,
//will probably not be needed for a simple drawing like this but i ended up with a blank image
setTimeout(function() {
//fetch the dataURL from the canvas and set it as src on the image
var dataURL = document.getElementById('myCanvas').toDataURL("image/png");
document.getElementById('myImg').src = dataURL;
}, 100);
}
</script>
<!--The containers below are set to be invisible, we need them for the
conversion but we dont need to se them-->
<div id="raphaelDiv" style="display:none;"></div>
<canvas id="myCanvas" style="display:none;"></canvas>
<img id="myImg" src="">
Wola, you got your image! I hope this could be to good use for someone!

Sultanen
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