How to save a png from javascript variable
I have an image encoded in base64 in a javascript variable : data:image/png;base64, base6开发者_运维技巧4 data
[EDIT] I need to save that file to disk without asking to the visitor to do a right click [/EDIT]
Is it possible ? How ?
Thanks in advance
Best regards
I know this question is 2 years old, but hopefully people will see this update.
You can prompt the user to save an image in a base64 string (and also set the filename), without asking the user to do a right click
var download = document.createElement('a');
download.href = dataURI;
download.download = filename;
download.click();
Example:
var download = document.createElement('a');
download.href = 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAUAAAAFCAYAAACNbyblAAAAHElEQVQI12P4//8/w38GIAXDIBKE0DHxgljNBAAO9TXL0Y4OHwAAAABJRU5ErkJggg==';
download.download = 'reddot.png';
download.click();
In order to trigger a click event using Firefox, you need to do what it is explained in this SO answer. Basically:
function fireEvent(obj,evt){
var fireOnThis = obj;
if(document.createEvent ) {
var evObj = document.createEvent('MouseEvents');
evObj.initEvent( evt, true, false );
fireOnThis.dispatchEvent( evObj );
} else if( document.createEventObject ) {
var evObj = document.createEventObject();
fireOnThis.fireEvent( 'on' + evt, evObj );
}
}
fireEvent(download, 'click')
As of 20/03/2013, the only browser that fully supports the download
attribute is Chrome. Check the compatibility table here
... without asking to the visitor anyhing ... Is it possible?
No, that would have been a security hole. If it was possible, one would be able to write malware to the enduser's disk unaskingly. Your best bet may be a (signed) Java Applet. True, it costs a bit of $$$ to get it signed (so that it doesn't pop security warnings), but it is able to write data to enduser's disk without its permission.
I am surprised nobody here mentioned using HTML5 blobs together with a couple of nice libraries.
You first need https://github.com/eligrey/FileSaver.js/ and https://github.com/blueimp/JavaScript-Canvas-to-Blob.
Then you can load the image into a canvas
base_image = new Image();
base_image.src ='data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAUAAAAFCAYAAACNbyblAAAAHElEQVQI12P4//8/w38GIAXDIBKE0DHxgljNBAAO9TXL0Y4OHwAAAABJRU5ErkJggg==';
the canvas into a blob
var canvas = document.getElementById('YourCanvas');
context = canvas.getContext('2d');
// Draw image within
context.drawImage(base_image, 0,0);
and finally save it
x_canvas.toBlob(function(blob) {
saveAs(blob, "screenshot.png");
}, "image/png");
FF is not fully supported but at least you get a separate page with the image.
Check this out: http://jsfiddle.net/khhmm/9/
EDIT: this is not compatible with Safari / Mac.
As other answers already stated, you cannot do it only with javascript. If you want, you can send the data (using normal HTTP POST) to a PHP script, call header('Content-type: image/png')
and output the decoded image data to the page using echo base64_decode($base64data)
.
This will work just as if user clicked on an image and open it or prompt him to save the file to disk (the normal browser's save file dialog).
It's not possible.
If it was, browsers would be massively insecure, being able to write random data to your hard disk without user interaction.
with javascript, you can't. the only real possibility i can think of will be a java-applet, but maybe (i don't know how long that image should be saved) you could simply add an img-tag with you png and force caching (but if the user deletes his cache, the image will be gone).
I think it's possible with JavaScript if you use ActiveX.
Another possibility is to make the server spit out that file with a different mime type so the browser asks the user to save it.
I think you can do it something(maybe not only with javascript...xul programming needed). There are Firefox addons that save images to a folder(check Firefox addons site)
You can make this file as blob on the server and use setTimeout function in order to fire the download.
The accepted solution seems to have a limitation for large data. If you're running into this (instead of the downloaded file's name, I see "download" and "Failed - Network error" in Chrome), here's what I did in order to download a 2mb file:
const blob = await (await fetch(document.getElementById('canvasID').toDataURL())).blob();
const file = new File([blob], {type:"image/png", lastModified: new Date()});
var a = document.createElement('a');
a.href = window.URL.createObjectURL(file);
a.download = 'image.png';
a.click();
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