Html2canvas: Capture SVG

Created on 26 Apr 2012  ·  64Comments  ·  Source: niklasvh/html2canvas

Hello,

Does html2canvas support capture SVG, if yes, how to do that? Could you give an example?

The example in tests\images didn't capture SVG.

Please help. Thanks a lot.

Question

Most helpful comment

Hi guys,
I resolve this issue(lost svg with firefox) by change the source code a little.
Firstly, the SVG element must have height and width attribute, no matter with pixels or not.
then you should change the source code from:
self.image.src = "data:image/svg+xml," + (new XMLSerializer()).serializeToString(node);
to:
self.image.src = "data:image/svg+xml," + encodeURIComponent((new XMLSerializer()).serializeToString(node));

then enjoy it.

All 64 comments

No, it does not. It isn't a fault in the library, but a bug in most browsers (latest stable Firefox, version 12, has this issue fixed and is the only one where it works as expected afaik). The problem is that any SVG image taints the canvas, making it unreadable. By default, html2canvas ignores content which taints the image, as we want to keep the canvas readable (i.e. for example if you want to use toDataUrl).

If however, you don't care that SVG images taint the canvas, then you can set the option allowTaint to true and SVG's should render correctly for browsers that allow inline SVG.

I'd also like to point out, if SVG rendering would work correctly cross browser, this library would become almost obsolete, as SVG's can be used to render HTML. I've committed already some code which accelerates the canvas rendering significantly on browsers where SVG rendering works (i.e. FF12), as well as allowing support for all CSS properties the browser supports. For information have a look at https://github.com/niklasvh/html2canvas/blob/master/src/Parse.js#L1227

Hello,
Thanks a lot for your quickly response.
I tried as your suggestions: set allowTaint to true as below (modify test.js):

setTimeout(function() {

        $(h2cSelector).html2canvas($.extend({
            flashcanvas: "../external/flashcanvas.min.js",
            logging: true,
            profile: true,
            useCORS: true,
            allowTaint: true
        }, h2cOptions));
    }, 100);

It's render SVG successfully in example images.html.

But in case the SVG is more complicated it doesn't render correctly in cross browser. For example: I would like to capture the chart (http://www.highcharts.com/demo/), in Chrome: it just capture the x axis and y axis of chart when chart is rendered as inline SVG, in case chart render as img with source from extenal svg file, it doesn't capture anything.
Contrary tọ Chrome, in Firefox, it doesn't capture anything when chart render as inline SVG, but can capture chart succesfully when chart is an image from external svg file. The worst is in IE9, nothing is captured.

Do you have any idea to solve this issue?

Using as image should work for FF/Chrome. What you could try is whether a simple canvas render using drawImage works with the SVG.

+1 for this. I have the same use case as babyhero, I need to grab a screenshot of highcharts SVG graphs for a reporting tool. It might be possible to grab all the highcharts SVGs individually, but it's rendered within a view with other information that we would like to have "Save to Screenshot" capability for.

@babyhero184 I got around this limitation in html2canvas by using canvg (http://code.google.com/p/canvg/) to convert highcharts SVG's to PNG's on the fly, hiding the SVG elements and showing the PNG. Then I took a screenshot on the fly with html2canvas and then hid the PNG and showed the highcharts SVG again. It's a roundabout process (SVG -> canvas -> PNG -> canvas -> PNG) but it works for my needs.

@joeyrobert I am also facing the same issue with highcharts and html2canvas. It will be a great help if you can share gist of your code.
Thanks in advance.

@joeyrobert @Jagdeep1 another option is using Fabric.js to render SVG on canvas, then retrieve its image.

+1

+1

+1

any solution for this issue ?

@majuansari _SVG_ to _Canvas_ and _Canvas_ to _image_ works in firefox, but in Chrome there is a security lock.

I was using jQuery to capture chart elements, and discovered the Highcharts SVG wasn't properly parsed when did so. If anyone's passing a jQuery selector of a chart, it may not contain the SVG.

@mbritton try http://code.google.com/p/canvg/ (foreignObject not work)

Yes, that was my solution.

I solved this issue by replacing svg elements with canvg-generated canvas elements while capturing.
Here is my code.

// targetElem is a jquery obj
function take (targetElem) {
    var nodesToRecover = [];
    var nodesToRemove = [];

    var svgElem = targetElem.find('svg');

    svgElem.each(function(index, node) {
        var parentNode = node.parentNode;
        var svg = parentNode.innerHTML;

        var canvas = document.createElement('canvas');

        canvg(canvas, svg);

        nodesToRecover.push({
            parent: parentNode,
            child: node
        });
        parentNode.removeChild(node);

        nodesToRemove.push({
            parent: parentNode,
            child: canvas
        });

        parentNode.appendChild(canvas);
    });

    html2canvas(targetElem, {
        onrendered: function(canvas) {
            var ctx = canvas.getContext('2d');
            ctx.webkitImageSmoothingEnabled = false;
            ctx.mozImageSmoothingEnabled = false;
            ctx.imageSmoothingEnabled = false;

            canvas.toBlob(function(blob) {
                nodesToRemove.forEach(function(pair) {
                    pair.parent.removeChild(pair.child);
                });

                nodesToRecover.forEach(function(pair) {
                    pair.parent.appendChild(pair.child);
                });
                saveAs(blob, 'screenshot_'+ moment().format('YYYYMMDD_HHmmss')+'.png');
            });
        }
    });
}

Just a quick note:
I am sure canvg is working fine, but if you simply want to convert SVG to canvas, you can use the simple technique described here that loads the svg in an image and then get the image content as dataURL.

var image = new Image();
var xml = '<svg xmlns=....></svg>';
image.src = 'data:image/svg+xml,' + escape(xml); 
document.getElementById('container').appendChild(image);
image.onload = function() {
    image.onload = function() {};
    var canvas = document.createElement('canvas');
    canvas.width = image.width;
    canvas.height = image.height;
    var context = canvas.getContext('2d');
    context.drawImage(image, 0, 0);
    image.src = canvas.toDataURL();
}

@steren: While this works great in Chrome, is there a workaround for Firefox, which produces a NS_ERROR_NOT_AVAILABLE on the line context.drawImage(image, 0, 0) - apparently a know bug - or IE 11 where a SecurityError appears on canvas.toDataURL() despite the image being on the same domain? Haven't been able to get it running in other browsers besides Chrome...

@gifarangw your code works fine with highcharts. Thanks for your wonderful code. :+1: Only thing I removed was the canvas.toBlob part.

@steren thanks for your solution, it works well (tested on latest chrome and firefox), and it doesn't need an additional library which is good. I made a few changes and combined with the code from @gifarangw and I obtained:

    function take(targetElem) {
        // First render all SVGs to canvases
        var elements = targetElem.find('svg').map(function() {
            var svg = $(this);
            var canvas = $('<canvas></canvas>');
            svg.replaceWith(canvas);

            // Get the raw SVG string and curate it
            var content = svg.wrap('<p></p>').parent().html();
            content = content.replace(/xlink:title="hide\/show"/g, "");
            content = encodeURIComponent(content);
            svg.unwrap();

            // Create an image from the svg
            var image = new Image();
            image.src = 'data:image/svg+xml,' + content;
            image.onload = function() {
                canvas[0].width = image.width;
                canvas[0].height = image.height;

                // Render the image to the canvas
                var context = canvas[0].getContext('2d');
                context.drawImage(image, 0, 0);
            };
            return {
                svg: svg,
                canvas: canvas
            };
        });
        targetElem.imagesLoaded(function() {
            // At this point the container has no SVG, it only has HTML and Canvases.
            html2canvas(targetElem[0], {
                onrendered: function(canvas) {
                    // Put the SVGs back in place
                    elements.each(function() {
                        this.canvas.replaceWith(this.svg);
                    });

                    // Do something with the canvas, for example put it at the bottom
                 $(canvas).appendTo('body');
                }
            })
        })
    }

(uses https://github.com/desandro/imagesloaded)

Hi all just to say that the @Remiremi solution worked great for me! I have a page with lots of graphs created with HighStocks in svg and this solution worked great! Well done guys!

@Remiremi @fbotti , For some reason I don't get into img.onLoad thus, the graphs disappears (not being replaced with the canvas)

I'm working with amcharts. Any idea?

@guypaskar your svg could need to be curated further. You can add $(image).appendTo('body'); to the code before seting image.onload, then in Firefox you'll see an icon for the invalid image, you can right click > view image and see the error.

I gave a quick try to an amcharts svg and I had to add the properties xmlns="http://www.w3.org/2000/svg" width="1400" height="500" to the svg tag to make it work. (The height and width were specified as css properties, but for some reason it didn't get picked up.)

I have found a simple fix.

Make sure your svg image has a width and height.

There are not enough arguments otherwise because an svg cant be measured like a image can.

Can someone on this issue recap? Is the original issue resolved? It seems that certain browser issues that may have caused the majority of problems mentioned here have been fixed since 2012. According to some comments here, the use of other libraries such as canvg is also no longer needed?

For remaining issues, would they be covered by #197 and/or #267? Can this one be closed?

It's still an issue with at least some browsers

0.5 adds support for SVG's

Any preview when 0.5 will come out @niklasvh ?

@IvoPereira You can follow the status of 0.5 in #421

@niklasvh I have Version 0.5 and SVG still doesnt render. Is there an example how to do it? (Its an inline SVG)

@nikolang did you include both html2canvas.js and html2canvas.svg.js? If so, can you provide a jsFiddle or jsbin to demonstrate your specific problem?

I got this working. The problem was that the SVG wasnt fully rendered when I did html2canvas.

But it seems there are still some issues with rendering. For example http://d3pie.org

This is what its supposed to look like:

screen

This is what it looks like after html2canvas:

canvas

Whoa, that's pretty spooky. Just so this easier to track, can you open a separate issue with the same screenshots and a link to just a jsFiddle with the demo? This is getting too far away from the original issue, which was closed long ago. Thanks for reporting it!

I would love to do that but I dont know how to include the new html2canvas to jsfiddle. Is there any external Link I can use?

Thanks. And the SVG-Version?

Hi,

SVGs are rendered on my side, but appear black, as reported by someone below. Is there a way to count the "fill" property of the svg elements ?

@brainra, I'm using something like this to make the fill white:

// Create dummy canvas to get a white background
var destinationCanvas = document.createElement("canvas");
destinationCanvas.width = canvas.width;
destinationCanvas.height = canvas.height;

var destCtx = destinationCanvas.getContext('2d');

//create a rectangle with the desired color
destCtx.fillStyle = "#FFFFFF";
destCtx.fillRect(0,0,canvas.width,canvas.height);

//draw the original canvas onto the destination canvas
destCtx.drawImage(canvas, 0, 0);

var img = destinationCanvas.toDataURL("image/png");

Failed to execute 'drawImage' on 'CanvasRenderingContext2D': The HTMLImageElement provided is in the 'broken' state."

I am getting this error when there is svg element in HTML.
Also I have set allowTaint to true. Can someone please help me?

I think this should be reopened -- svg elements are rendering properly in every browser but Firefox.

NS_ERROR_NOT_AVAILABLE: this is a Firefox bug: https://bugzilla.mozilla.org/show_bug.cgi?id=700533 (AFAICT) there is a testpage that highlights the issue (linked from the bug) http://phrogz.net/SVG/svg_to_png.xhtml

A workaround / fix would be greatly appreciated. Or maybe someone could poke somebody @mozilla to get this fixed :)

I tried this using angular but end up with a tainted canvas. I guess I need the raw SVG?

<img svg-2-canvas-src="/assets/your.svg"/>

angular.module('APP')
    .directive('svg2CanvasSrc', function() {
        return {
            restrict: 'A',
            scope: false,
            link: function($scope, $element, $attrs) {

                var svgSrc = $attrs['svg2CanvasSrc'];

                var image = new Image();

                image.onload = function() {
                    image.onload = function() {};
                    var canvas = document.createElement('canvas');
                    canvas.width = image.width;
                    canvas.height = image.height;
                    var context = canvas.getContext('2d');
                    context.drawImage(image, 0, 0);
                    $element[0].src = canvas.toDataURL();
                };

                image.src = svgSrc;
            }
        };
    });

@remiremi i used your code but result is same, svg is missing..
original - https://s29.postimg.org/5lkprhx93/with_SVG.png
result - https://s23.postimg.org/j1otj2por/without_SVG.png

@remiremi ... what is the plugin name which i have attache when um using this script

Basically, setting an explicit width/height on the SVG just before calling html2canvas fixes most cases for me..
What i do is loop through the various SVG elements of interests, get their browser calculated width/height using .getBoundingClientRect() and set the width height property on the element, i noticed when SVG's have percentage and similar width/height set, it doesn't render, but with pixels, Booyah

Still having issues rendering multi-line span's and div's though

Hi guys,
I resolve this issue(lost svg with firefox) by change the source code a little.
Firstly, the SVG element must have height and width attribute, no matter with pixels or not.
then you should change the source code from:
self.image.src = "data:image/svg+xml," + (new XMLSerializer()).serializeToString(node);
to:
self.image.src = "data:image/svg+xml," + encodeURIComponent((new XMLSerializer()).serializeToString(node));

then enjoy it.

Does anyone have an idea of how I would call html2canvas on an SVG element in the DOM?

An example would be great!

+1 still an issue for capturing SVG element screenshot in firefox.

{
  profile: true,
  allowTaint: false,
  onrendered: function() {
    //...done()
  }
}

Hey, I was able to resolve this issue using this solution (without jQuery):
Solution

let targetElem = document.getElementById('body');
let nodesToRecover = [];
let nodesToRemove = [];

    let svgElem = targetElem.querySelector('svg')

    let parentNode = svgElem.parentNode;
        // let svg = parentNode.innerHTML;
        let svg = "<svg xmlns=\"http://www.w3.org/2000/svg\" id=\"svg-annotations\" style=\"opacity: 1;\" _ngcontent-c7=\"\">\n\t\t\t<defs><marker id=\"arrow-start\" refY=\"4.5\" markerWidth=\"9.9\" markerHeight=\"9\" orient=\"auto\"><path fill=\"black\" d=\"M 9.9 0 L 9.9 9 L 0 4.5 Z\" /></marker><marker id=\"arrow-end\" refX=\"9.9\" refY=\"4.5\" markerWidth=\"9.9\" markerHeight=\"9\" orient=\"auto\"><path fill=\"black\" d=\"M 0 0 L 0 9 L 9.9 4.5 Z\" /></marker></defs><g class=\"annotation-group\" id=\"measurement-36122\" style=\"opacity: 1;\"><g class=\"annotations\"><g class=\"annotation callout elbow editable \" transform=\"translate(758.541 408.978)\"><g class=\"annotation-connector\"><path class=\"connector\" fill=\"none\" stroke=\"black\" d=\"M 0 0 L 137 137 L 162 137\" /></g><g class=\"annotation-note\" transform=\"translate(162 137)\"><g class=\"annotation-note-content\" transform=\"translate(0 3)\"><rect class=\"annotation-note-bg\" fill=\"white\" fill-opacity=\"0\" x=\"0\" width=\"104.79\" height=\"41.36\" /><text class=\"annotation-note-label\" fill=\"black\" y=\"41.36\" dx=\"0\"><tspan x=\"0\" dy=\"0.8em\" /></text><text class=\"annotation-note-title\" font-weight=\"bold\" fill=\"black\"><tspan x=\"0\" dy=\"0.8em\">Face</tspan><tspan x=\"0\" dy=\"1.2em\">:5453831.5mm²</tspan></text></g><path class=\"note-line\" stroke=\"black\" d=\"M 0 0 L 104.79 0\" /><circle class=\"handle \" cursor=\"move\" fill=\"grey\" fill-opacity=\"0.1\" stroke=\"grey\" stroke-dasharray=\"5\" cx=\"0\" cy=\"0\" r=\"10\" /></g></g></g></g><g class=\"annotation-group\" id=\"measurement-59622\" style=\"opacity: 1;\"><g class=\"annotations\"><g class=\"annotation callout elbow editable \" transform=\"translate(889.656 387.507)\"><g class=\"annotation-connector\"><path class=\"connector\" fill=\"none\" stroke=\"black\" d=\"M 0 0 L 137 137 L 162 137\" /></g><g class=\"annotation-note\" transform=\"translate(162 137)\"><g class=\"annotation-note-content\" transform=\"translate(0 3)\"><rect class=\"annotation-note-bg\" fill=\"white\" fill-opacity=\"0\" x=\"0\" width=\"104.79\" height=\"41.36\" /><text class=\"annotation-note-label\" fill=\"black\" y=\"41.36\" dx=\"0\"><tspan x=\"0\" dy=\"0.8em\" /></text><text class=\"annotation-note-title\" font-weight=\"bold\" fill=\"black\"><tspan x=\"0\" dy=\"0.8em\">Face</tspan><tspan x=\"0\" dy=\"1.2em\">:5453831.5mm²</tspan></text></g><path class=\"note-line\" stroke=\"black\" d=\"M 0 0 L 104.79 0\" /><circle class=\"handle \" cursor=\"move\" fill=\"grey\" fill-opacity=\"0.1\" stroke=\"grey\" stroke-dasharray=\"5\" cx=\"0\" cy=\"0\" r=\"10\" /></g></g></g></g></svg>";

        this.canvas = document.createElement('canvas');
        this.canvas.setAttribute('id', '_canvas');

        canvg(this.canvas, svg, {renderCallback: function(){
            console.log(this);
        }});

        nodesToRecover.push({
            parent: parentNode,
            child: svgElem
        });
        parentNode.removeChild(svgElem);

        nodesToRemove.push({
            parent: parentNode,
            child: this.canvas
        });

        parentNode.appendChild(this.canvas);
        let data = this.canvas.toDataURL('image/png', 0.5);
        console.log(data);

I am doing this, but I a, getting only blank image in IE11. But, I can see the canvas on webpage. Can anyone please help me what I am doing wrong here?

Hello. I have a problem render svg when this have <image> tag.
barchart (24)

Sample svg

<svg width="200" height="200" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink">
    <image xlink:href="https://mdn.mozillademos.org/files/6457/mdn_logo_only_color.png" height="200" width="200"/>
</svg>

Sample in jsfiddle http://jsfiddle.net/maestro888/fmjywksq/

I have found a simple fix.

Make sure your svg image has a width and height.

There are not enough arguments otherwise because an svg cant be measured like a image can.

This is true but not for IE11, unfortunately...

Glad you got it sorted out.
Just checked your JS Fiddle and it's displaying the image.

Regards,

Bernard T. A. Baker

On Wed, Mar 27, 2019 at 4:34 PM Alessandro Candini notifications@github.com
wrote:

I have found a simple fix.

Make sure your svg image has a width and height.

There are not enough arguments otherwise because an svg cant be measured
like a image can.

This is true but not for IE11, unfortunately...


You are receiving this because you commented.
Reply to this email directly, view it on GitHub
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or mute the thread
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.

I've found a solution with canvg, reported here on stack overflow: it works perfectly on IE11 !

My re-elaborated snippet, removing jQuery dependency:

let svgIcons = document.querySelectorAll('.svg-icon');

for (let i = 0; i < svgIcons.length; ++i) {
  let curSvg = svgIcons[i];
  let canvas;
  let xml;

  // Size and color needed for every browser
  curSvg.setAttribute('width', curSvg.parentNode.offsetWidth);
  curSvg.setAttribute('height', curSvg.parentNode.offsetHeight);
  curSvg.setAttribute('style', 'fill: blue');

  canvas = document.createElement('canvas');
  canvas.className = 'screenShotTempCanvas';
  xml = new XMLSerializer().serializeToString(curSvg);
  canvg(canvas, xml);
  curSvg.parentNode.insertBefore(canvas, curSvg.nextSibling);
  curSvg.style.display = 'none';
 }

Great

On Thu, 28 Mar 2019, 08:49 Alessandro Candini, notifications@github.com
wrote:

I've found a solution with canvg https://github.com/canvg/canvg,
reported here on stack overflow
https://stackoverflow.com/questions/34042440/using-html2canvas-to-render-a-highcharts-chart-to-pdf-doesnt-work-on-ie-and-fir:
it works perfectly on IE11 !


You are receiving this because you commented.
Reply to this email directly, view it on GitHub
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or mute the thread
https://github.com/notifications/unsubscribe-auth/AM7ZzKNy1GOgQU9TVv7PGCi4fJvYSxDVks5vbIIOgaJpZM4AD-Sb
.

Hi @niklasvh Nice to see your html2canvas javascript library ,Its a awesome library ,But Still Am facing the same issue for rendering the svg into canvas creation using npm version "1.0.0-alpha.12
" as well as "1.0.0-rc.1" version also in our anguar6 application, As per your response from the issue list, The issue will come svg doesn't contain the height and width , But in my case my Svg have 100% height and width and nested div contains svg tag also and nested existing canvas also , I can export my page as a png image but the image contains only the crashed svg icons and existing canvas also not rendering . And one more thing once export done my another page svg all are showing as crashed images. for your reference i attached my screen shot here please have a look once and let me know thanks.
html2canvas(this.screen.nativeElement,{useCORS: true}).then(canvas => {
this.canvas.nativeElement.src = canvas.toDataURL('image/png');
this.downloadLink.nativeElement.href = canvas.toDataURL('image/png');
this.downloadLink.nativeElement.download = 'screenshot.png';
this.downloadLink.nativeElement.click();
});

html2canvas_orginal_Before export
html2canvas_orginal_after export
html2canvas_exported image

testpdf (1).pdf
Hi,
I am getting the axis but the rest of the area of chart is black. Any suggestion

Hi @niklasvh Nice to see your html2canvas javascript library ,Its a awesome library ,But Still Am facing the same issue for rendering the svg into canvas creation using npm version "1.0.0-alpha.12
" as well as "1.0.0-rc.1" version also in our anguar6 application, As per your response from the issue list, The issue will come svg doesn't contain the height and width , But in my case my Svg have 100% height and width and nested div contains svg tag also and nested existing canvas also , I can export my page as a png image but the image contains only the crashed svg icons and existing canvas also not rendering . And one more thing once export done my another page svg all are showing as crashed images. for your reference i attached my screen shot here please have a look once and let me know thanks.
html2canvas(this.screen.nativeElement,{useCORS: true}).then(canvas => {
this.canvas.nativeElement.src = canvas.toDataURL('image/png');
this.downloadLink.nativeElement.href = canvas.toDataURL('image/png');
this.downloadLink.nativeElement.download = 'screenshot.png';
this.downloadLink.nativeElement.click();
});

html2canvas_orginal_Before export
html2canvas_orginal_after export
html2canvas_exported image

the same problem,Error finding the svg in the cloned document

Before using html2canvas i am temporarily setting height and width to the SVGs. This way i am able to capture the svg.

var selectedItem = document.querySelector(".chartWrapper");
var svgElements = selectedItem.querySelectorAll('svg');
for (let i = 0; i < svgElements.length; i++) {
selectedItem.getElementsByTagName("svg")[i].style.height = document.getElementsByTagName("svg")[i].getBoundingClientRect().height;
selectedItem.getElementsByTagName("svg")[i].style.width = document.getElementsByTagName("svg")[i].getBoundingClientRect().width;
}
html2canvas(selectedItem, {backgroundColor: '#000',allowTaint: true}).then(canvas => {
var myImage = canvas.toDataURL("image/png").replace("image/png", "image/octet-stream");
window.location.href = myImage;
})
for (let i = 0; i < svgCount; i++) {
selectedItem.getElementsByTagName("svg")[i].style.height = '100%';
selectedItem.getElementsByTagName("svg")[i].style.width = '100%';
}

// use html2canvas in react project when i need a screenshot for the svg
/**
 * svg to canvas
 * @param targetElem
 * @return {Promise<[]>} // return svg elements
 */
async function svgToCanvas(targetElem) {
  let nodesToRecover = [], nodesToRemove = [], svgElems = targetElem.querySelectorAll('svg');

  for (let i = 0; i < svgElems.length; i++) {
    let node = svgElems[i], parentNode = node.parentNode, svg = parentNode.innerHTML,
      canvas = document.createElement('canvas'),
      ctx = canvas.getContext('2d');
    canvas.setAttribute('data-cover', 'svg');
    const v = await Canvg.from(ctx, svg);
    v.start();
    // record svg elements
    nodesToRecover.push({
      parent: parentNode,
      child: node
    });
    parentNode.removeChild(node);
    //  record canvas elements
    nodesToRemove.push({
      parent: parentNode,
      child: canvas
    });

    parentNode.appendChild(canvas);
  }
  return nodesToRecover;
}

/**
 * recover canvas to svg
 * @param targetElem
 * @param svgElems // need to recover svg elements
 * @return *
 */
function recoverCanvasToSvg(targetElem, svgElems) {
  let canvasElems = targetElem.querySelectorAll("canvas[data-cover='svg']");
  if(!targetElem){
    throw new Error('must have targetElem param')
  }
  if(!isArray(svgElems) && svgElems.length !== canvasElems.length) {
    throw new Error('svgElems must be an Array, and it`s length equal to canvasElems`s length')
  }
  for(let i = 0; i < canvasElems.length; i++){
    let node = canvasElems[i], parentNode = node.parentNode;
    parentNode.removeChild(node);
    parentNode.appendChild(svgElems[i]?.child);
  }
}
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