mirror of
https://github.com/niklasvh/html2canvas.git
synced 2023-08-10 21:13:10 +03:00
51 lines
1.5 KiB
HTML
51 lines
1.5 KiB
HTML
<!DOCTYPE html>
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<html>
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<head lang="en">
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<meta charset="UTF-8">
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<title>Using an existing canvas to draw on</title>
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<style>
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canvas {
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border: 1px solid black;
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}
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button {
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clear: both;
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display: block;
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}
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#content {
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background: rgba(100, 255, 255, 0.5);
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padding: 50px 10px;
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}
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</style>
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</head>
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<body>
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<div><h1>HTML content to render:</h1>
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<div id="content">Render the content in this element <strong>only</strong> onto the existing canvas element</div>
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</div>
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<h1>Existing canvas:</h1>
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<canvas width="500" height="200"></canvas>
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<script type="text/javascript" src="../dist/html2canvas.js"></script>
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<button>Run html2canvas</button>
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<script type="text/javascript">
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var canvas = document.querySelector("canvas");
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var ctx = canvas.getContext("2d");
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ctx.beginPath();
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ctx.arc(75,75,50,0,Math.PI*2,true); // Outer circle
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ctx.moveTo(110,75);
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ctx.arc(75,75,35,0,Math.PI,false); // Mouth (clockwise)
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ctx.moveTo(65,65);
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ctx.arc(60,65,5,0,Math.PI*2,true); // Left eye
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ctx.moveTo(95,65);
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ctx.arc(90,65,5,0,Math.PI*2,true); // Right eye
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ctx.stroke();
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document.querySelector("button").addEventListener("click", function() {
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html2canvas(document.querySelector("#content"), {canvas: canvas, scale: 1}).then(function(canvas) {
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console.log('Drew on the existing canvas');
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});
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}, false);
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</script>
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</body>
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</html>
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