Html2canvas: Image filled even div set to object-fit: cover;

Created on 27 Feb 2017  ·  13Comments  ·  Source: niklasvh/html2canvas

http://imgur.com/3Zl6oRA | Pic 1
http://imgur.com/Wr006qF | Pic 2

Pic 1 is the div i want to capture, after it captured the image change its size *Pic 2.

Anyone could fix this ?

Feature

Most helpful comment

Hello, just to let you know that I needed this and hacked it to work in my project. I provide the code which works for me below. However this is a hack, I don't have the knowledge to integrate this into your project in a more proper way:

```
key: 'drawImage',
value: function drawImage(image, source, destination) {
/START CUSTOM CODE/

        var newWidth = 30;
        var newHeight = 30;
        var newX = destination.left;
        var newY = destination.top;

        // console.log(image, source, destination);
        if (source.width/destination.width > source.height/destination.height) {
            newWidth = destination.width;
            newHeight = source.height * (destination.width / source.width);
            newY = destination.top + (destination.height - newHeight) / 2;
        } else {
            newWidth = source.width * (destination.height / source.height);
            newHeight = destination.height;
            newX = destination.left + (destination.width - newWidth) / 2;
        }
      // console.log(newWidth, newHeight);

        this.ctx.drawImage(image, source.left, source.top, source.width, source.height,
          newX, newY,
          newWidth, newHeight);
        // destination.width,
        // destination.height * (source.height / source.width)
        //   destination.width, destination.height);

      /**END CUSTOM CODE**/
    }

```

All 13 comments

Hello, just to let you know that I needed this and hacked it to work in my project. I provide the code which works for me below. However this is a hack, I don't have the knowledge to integrate this into your project in a more proper way:

```
key: 'drawImage',
value: function drawImage(image, source, destination) {
/START CUSTOM CODE/

        var newWidth = 30;
        var newHeight = 30;
        var newX = destination.left;
        var newY = destination.top;

        // console.log(image, source, destination);
        if (source.width/destination.width > source.height/destination.height) {
            newWidth = destination.width;
            newHeight = source.height * (destination.width / source.width);
            newY = destination.top + (destination.height - newHeight) / 2;
        } else {
            newWidth = source.width * (destination.height / source.height);
            newHeight = destination.height;
            newX = destination.left + (destination.width - newWidth) / 2;
        }
      // console.log(newWidth, newHeight);

        this.ctx.drawImage(image, source.left, source.top, source.width, source.height,
          newX, newY,
          newWidth, newHeight);
        // destination.width,
        // destination.height * (source.height / source.width)
        //   destination.width, destination.height);

      /**END CUSTOM CODE**/
    }

```

Take LanderBeeuwsaert's solution (by downloading html2canvas.js so you can edit its code like they did) and replace

if (source.width/destination.width > source.height/destination.height) {

with

if (source.width/destination.width < source.height/destination.height) {

That should get you your desired results. It worked for me, at least.

Any update on this?

@LanderBeeuwsaert muchas gracias funciono perfecto , deberian agregarlo a la master es un muy buen aporte

@niklasvh Seems you've been updating the project.
I would be eager to get this one in. Let me know if you would need more exact code than this somehow.

@LanderBeeuwsaert where do i suppose to implement this hack of yours?

@SamuraiPetrus
Hey, yeah, the structure of the project has been completely changed from 0.5 to 1.0.0 due to conversion to typescript.
I've searched a time ago where it should go in 1.0.0 so I coul possibly do a PR, but didn't find it. So I'm just still using 0.5 with this hack.

Use version 1.0.0-alpha.9 and add a patch-package with @LanderBeeuwsaert code like this one html2canvas+1.0.0-alpha.9.patch:

diff --git a/node_modules/html2canvas/dist/html2canvas.js b/node_modules/html2canvas/dist/html2canvas.js
index 5f34081..66d1909 100644
--- a/node_modules/html2canvas/dist/html2canvas.js
+++ b/node_modules/html2canvas/dist/html2canvas.js
@@ -2443,7 +2443,22 @@ var CanvasRenderer = function () {
     }, {
         key: 'drawImage',
         value: function drawImage(image, source, destination) {
-            this.ctx.drawImage(image, source.left, source.top, source.width, source.height, destination.left, destination.top, destination.width, destination.height);
+            var newWidth = 30;
+            var newHeight = 30;
+            var newX = destination.left;
+            var newY = destination.top;
+
+            if (source.width/destination.width < source.height/destination.height) {
+                newWidth = destination.width;
+                newHeight = source.height * (destination.width / source.width);
+                newY = destination.top + (destination.height - newHeight) / 2;
+            } else {
+                newWidth = source.width * (destination.height / source.height);
+                newHeight = destination.height;
+                newX = destination.left + (destination.width - newWidth) / 2;
+            }
+
+            this.ctx.drawImage(image, source.left, source.top, source.width, source.height, newX, newY, newWidth, newHeight);
         }
     }, {
         key: 'drawShape',

Don't forget to import the version that it is not minified by providing the full path:

const html2canvas = require('html2canvas/dist/html2canvas.js');

I cannot install the alpha build and patch-package isn't working for me. Is there not a way to get this implemented? It's the only thing stopping my app from being finished.

Suitable workaround for my situation is to just use background images.

Hello, just to let you know that I needed this and hacked it to work in my project. I provide the code which works for me below. However this is a hack, I don't have the knowledge to integrate this into your project in a more proper way:

    key: 'drawImage',
      value: function drawImage(image, source, destination) {
        /**START CUSTOM CODE**/

          var newWidth = 30;
          var newHeight = 30;
          var newX = destination.left;
          var newY = destination.top;

          // console.log(image, source, destination);
          if (source.width/destination.width > source.height/destination.height) {
              newWidth = destination.width;
              newHeight = source.height * (destination.width / source.width);
              newY = destination.top + (destination.height - newHeight) / 2;
          } else {
              newWidth = source.width * (destination.height / source.height);
              newHeight = destination.height;
              newX = destination.left + (destination.width - newWidth) / 2;
          }
        // console.log(newWidth, newHeight);

          this.ctx.drawImage(image, source.left, source.top, source.width, source.height,
            newX, newY,
            newWidth, newHeight);
          // destination.width,
          // destination.height * (source.height / source.width)
          //   destination.width, destination.height);

        /**END CUSTOM CODE**/
      }

Where should i need to paste this code?

After a bit of fiddling, I managed to get it to work for my purposes in the current version.

        CanvasRenderer.prototype.renderReplacedElement = function (container, curves, image) {
        if (image && container.intrinsicWidth > 0 && container.intrinsicHeight > 0) {
            var box = contentBox(container);
            /*CUSTOM CODE*/
            var newWidth = 30;
            var newHeight = 30;
            var newX = box.left;
            var newY = box.top;

            if (container.intrinsicWidth / box.width < container.intrinsicHeight / box.height) {
                    newWidth = box.width;
                    newHeight = container.intrinsicHeight * (box.width / container.intrinsicWidth);
                    newY = box.top + (box.height - newHeight) / 2;
            }
            else {
                newWidth = container.intrinsicWidth * (box.height / container.intrinsicHeight);
                newHeight = box.height;
                newX = box.left + (box.width - newWidth) / 2;
            }
            var path = calculatePaddingBoxPath(curves);
            this.path(path);
            this.ctx.save();
            this.ctx.clip();
            this.ctx.drawImage(image, 0, 0, container.intrinsicWidth, container.intrinsicHeight, newX, newY, newWidth, newHeight);
            this.ctx.restore();
        }
    };

Search for the first few lines in the non-minified file. Thanks to @LanderBeeuwsaert for the base code.

@canoncarlson my pleasure, thanks for the update. We'll integrate it and be able to update in the coming weeks because of this.

I've managed to get it working also, change CanvasRenderer.prototype.renderReplacedElement in node_modules/html2canvas/dist/html2canvas.js around line 6274, I'm using RC 5 version, it is basically the same code as @canoncarlson, just to confirm that object-fit cover is working with this modification

CanvasRenderer.prototype.renderReplacedElement = function (container, curves, image) {
  if (image && container.intrinsicWidth > 0 && container.intrinsicHeight > 0) {
      var box = contentBox(container);
      var path = calculatePaddingBoxPath(curves);

      this.path(path);
      this.ctx.save();
      this.ctx.clip();

      let newWidth;
      let newHeight;
      let newX = box.left;
      let newY = box.top;

      if(container.intrinsicWidth / box.width < container.intrinsicHeight / box.height) {
        newWidth = box.width;
        newHeight = container.intrinsicHeight * (box.width / container.intrinsicWidth);
        newY = box.top + (box.height - newHeight) / 2;
      } else {
        newWidth = container.intrinsicWidth * (box.height / container.intrinsicHeight);
        newHeight = box.height;
        newX = box.left + (box.width - newWidth) / 2;
      }

      this.ctx.drawImage(image, 0, 0, container.intrinsicWidth, container.intrinsicHeight, newX, newY, newWidth, newHeight);
      this.ctx.restore();
  }
};

Thanks to @LanderBeeuwsaert for initial solution, and hope this fix end up in main version soon.

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