Save canvas as an image, with the option to incorporate additional text from a textarea element on the page into

I am currently working with a canvas element using Fabric.JS. Beneath the canvas on the screen, there is a textarea within the DOM.

The download button on the page successfully downloads the canvas element as an image. However, I now need to include the text from the textarea in the downloaded image, positioned below the canvas.

I am unsure of how to achieve this. Can someone provide guidance on how this can be implemented?

Below is the code snippet (written in TypeScript and used in a React application), but regardless of the specifics, the concept should remain the same even if it were pure JavaScript - create a dummy 'a' element and trigger a click event:

const url = canvas.toDataURL({
      format: "png",
      width,
      height,
    });
    const a = document.createElement("a");
    a.href = url;
    a.download = "download";;
    const clickHandler = () => {
      setTimeout(() => {
        URL.revokeObjectURL(url);
        a.removeEventListener("click", clickHandler);
        a.remove();
      }, 150);
    };
    a.addEventListener("click", clickHandler, false);
    a.click();

Answer №1

To create space below the canvas draw area, you can increase the height of the canvas itself. Then, you can directly draw text inside the canvas before exporting it as an image.

Take a look at this example that demonstrates how to achieve this:

var canvas = document.getElementById('canvas'),
        text = document.getElementById('text'),
        link = document.getElementById('link'),
        ctx = canvas.getContext('2d');

canvas.width = "200";
canvas.height = "225"; // Increase the canvas height to accommodate additional space for text

// Draw something
ctx.fillStyle = 'green';
ctx.fillRect(0, 0, 200, 200);

link.addEventListener("click", clickHandler, false);

function clickHandler () {

    ctx.clearRect(0, 225, 200, 20); // Clear just the text part
    ctx.font = "20px serif";
    ctx.fillText(text.value, 0, 220);

    var a = document.createElement("a");
    a.download = 'filename.png';
    a.href = canvas.toDataURL();
    document.body.appendChild(a);
    a.click();
    document.body.removeChild(a);
    delete a;
  
}
<!DOCTYPE html>
<html>
<head>
    <title></title>
    <style type="text/css">
        body {
            width: 100px;
        }
    </style>
</head>
<body>
    <canvas id="canvas"></canvas>
    <textarea id="text"></textarea>
    <button id="link">Download</button>
</body>
</html>

If you have any further questions or need clarification, feel free to ask!

Note: This is a code snippet and does not allow image downloads. You can run it locally to test its functionality.

Answer №2

Could you clarify what exactly you mean by "I need to include text in this downloadable image"?

Each download can only have one MIME type: it can be either text or an image, but not both at the same time.

If you are looking to create an image where the top portion is a canvas image and the lower part includes text, here's how you could do it:

  1. Create a new canvas with the appropriate dimensions
  2. Copy the content of the original canvas into the new canvas
  3. Use fillText or strokeText to display the desired text in the bottom part of the new canvas
  4. Download the image from the new canvas instead of the original one

Alternatively, you could consider zipping two files together - one being the image extracted from the canvas and the other a text file containing the desired text, then downloading the zip file...

If your intention differs, please provide more details for better assistance.

Answer №3

Extracting text directly from a canvas seems tricky.

If you're the one creating the canvas, you could save the text to a textarea before adding it to the canvas.

Alternatively, you can send the canvas image to your server and use an exif tool to try extracting the text. There are also JavaScript OCR tools available, although I haven't personally tried any yet.

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