html2canvas/examples/existing_canvas.html

51 lines
1.5 KiB
HTML

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