I like decoding on server-side, but anyways.
Basically you just split a text you got from canvas.toDataUrl(), convert the Base64 text to binary data, then send it to server. Use "CryptoUtils" in "crypto" library to treat Base64. I haven't tested with any proper http server, but this code should work.
// Draw an on-memory image.
final CanvasElement canvas = document.createElement('canvas');
canvas.width = 256;
canvas.height = 256;
final CanvasRenderingContext2D context = canvas.getContext('2d');
final CanvasGradient gradient = context.createLinearGradient(0, 0, 0, canvas.height);
gradient.addColorStop(0, "#1e4877");
gradient.addColorStop(0.5, "#4584b4");
context.fillStyle = gradient;
context.fillRect(0, 0, canvas.width, canvas.height);
context.beginPath();
context.moveTo(10, 10);
context.lineTo(240, 240);
context.lineWidth = 10;
context.strokeStyle = '#ff0000';
context.stroke();
// Convert the image to data url
final String dataUrl = canvas.toDataUrl('image/jpeg');
final String base64Text = dataUrl.split(',')[1];
final Uint8ClampedList base64Data = new Uint8ClampedList.fromList(
CryptoUtils.base64StringToBytes(base64Text));
// Now send the base64 encoded data to the server.
final HttpRequest request = new HttpRequest();
request
..open("POST", 'http://yourdomain.com/postservice')
..onReadyStateChange.listen((_) {
if (request.readyState == HttpRequest.DONE &&
(request.status == 200 || request.status == 0)) {
// data saved OK.
print("onReadyStateChange: " + request.responseText); // output the response from the server
}
})
..onError.listen((_) {
print("onError: " + _.toString());
})
..send(base64Data);
I posted a complete snippet here. https://gist.github.com/hyamamoto/9391477