At first, add the generated dataURL to the href
attribute of the <a>
tag.
On some browsers, this alone will not trigger a download, but open the linked image in a new page.
Download dialog for a base64 image:
<img src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUg...." class="image" />
Based on above example, convert the MIME type of the DataURL to this:
<a href="data:application/octet-stream;base64,iVBORw0KGgoAAAANSUhEUg....">Download</a>
Telling the browser that the data is application/octet-stream
, it will ask you to save it on your hard-disk.
Specifying a filename:
As Adnan said in the comments below (@Adnan: I upvoted yours as this is actually a big problem): There is no standard way to define a filename using this method, but there are two approaches which might work in some browsers.
A) The download-attribute
<a download="image.png" href="...">
(Introduced by Google Crome)
B) Defining HTTP-headers within the data-URL
headers=Content-Disposition: attachment; filename=image.png
<a href="data:application/octet-stream;headers=Content-Disposition%3A%20attachment%3B%20filename=image.png;base64,iVBORw0KGgoAAAA">
(Worked at least in some older versions of Opera) Here is some discussion about this.
Looking into the Bug/Feature-Tracking systems of the major browsers shows that defining a filename is a quite big wish of the community. Maybe we will see a cross-browser compatible solution in near future! ;)
Save RAM and CPU ressources:
If you don't want to bloat the RAM of your visitor's browser, you can also generate the data-URL dynamically:
<a id="dl" download="Canvas.png">Download Canvas</a>
function dlCanvas() {
var dt = canvas.toDataURL('image/png');
this.href = dt;
};
dl.addEventListener('click', dlCanvas, false);
This way, your canvas may still be shown as an image file by your browser. If you want to increase the probability to open a download dialog, you should extend the function above, so that it does the replacement as shown above:
function dlCanvas() {
var dt = canvas.toDataURL('image/png');
this.href = dt.replace(/^data:image\/[^;]/, 'data:application/octet-stream');
};
dl.addEventListener('click', dlCanvas, false);
At last, you could even add the HTTP-header to make extra shure that most browser offer a valid filename to you! ;)
FULL EXAMPLE:
var canvas = document.getElementById("cnv");
var ctx = canvas.getContext("2d");
/* FILL CANVAS WITH IMAGE DATA */
function r(ctx, x, y, w, h, c) {
ctx.beginPath();
ctx.rect(x, y, w, h);
ctx.strokeStyle = c;
ctx.stroke();
}
r(ctx, 0, 0, 32, 32, "black");
r(ctx, 4, 4, 16, 16, "red");
r(ctx, 8, 8, 16, 16, "green");
r(ctx, 12, 12, 16, 16, "blue");
/* REGISTER DOWNLOAD HANDLER */
/* Only convert the canvas to Data URL when the user clicks.
This saves RAM and CPU ressources in case this feature is not required. */
function dlCanvas() {
var dt = canvas.toDataURL('image/png');
/* Change MIME type to trick the browser to downlaod the file instead of displaying it */
dt = dt.replace(/^data:image\/[^;]*/, 'data:application/octet-stream');
/* In addition to <a>'s "download" attribute, you can define HTTP-style headers */
dt = dt.replace(/^data:application\/octet-stream/, 'data:application/octet-stream;headers=Content-Disposition%3A%20attachment%3B%20filename=Canvas.png');
this.href = dt;
};
document.getElementById("dl").addEventListener('click', dlCanvas, false);
<canvas id="cnv" width="32" height="32"></canvas>
<a id="dl" download="Canvas.png" href="#">Download Canvas</a>