JavaScript how to take a screenshot
"Learn how to capture screenshots with Javascript using an example that walks you through the process step-by-step."
Taking a Screenshot with JavaScript
Taking a screenshot with JavaScript can be done with the help of HTML2Canvas library. HTML2Canvas is a JavaScript library that can take screenshot of the whole web page or specific parts of it. It uses HTML5Canvas
element to render the content of the page.
In order to take a screenshot using HTML2Canvas, you need to include the library in the <head>
section of your HTML page.
<script src="https://html2canvas.hertzen.com/dist/html2canvas.min.js"></script>
After including the library, you need to call the html2canvas()
function and pass it an element. You can pass the document.body
or a specific element like document.getElementById('myElement')
.
html2canvas(document.body).then(function(canvas) {
document.body.appendChild(canvas);
});
The html2canvas()
function returns a Promise
object which resolves with a Canvas
element. We can then append that canvas element to the DOM.
The Canvas
element can be used to create a Data URI
. The Data URI
represents the image of the content rendered on the canvas. We can create a Data URI
using the toDataURL()
method.
var dataURI = canvas.toDataURL();
We can then use the Data URI
to create an image element and append it to the DOM.
var image = new Image();
image.src = dataURI;
document.body.appendChild(image);
We can also download the image using the Data URI
. We just need to create an anchor element and set the href
attribute to the Data URI
and the download
attribute to the desired filename.
var anchor = document.createElement('a');
anchor.href = dataURI;
anchor.download = 'my-screenshot.png';
document.body.appendChild(anchor);
So, to sum up, we can take a screenshot of a web page using JavaScript with the help of HTML2Canvas library. We need to include the library in the <head>
section, then call the html2canvas()
function and pass it an element. The html2canvas()
function returns a Promise
object which resolves with a Canvas
element. We can then create a Data URI
using the toDataURL()
method and use it to create an image element or download the image.