我想保存我的画布到img。我有这样一个函数:
function save() {
document.getElementById("canvasimg").style.border = "2px solid";
var dataURL = canvas.toDataURL();
document.getElementById("canvasimg").src = dataURL;
document.getElementById("canvasimg").style.display = "inline";
}
它给出了错误:
Uncaught SecurityError:未能在“HTMLCanvasElement”上执行“toDataURL”:受污染的画布可能无法导出。
我该怎么办?
如果你正在使用ctx.drawImage()函数,你可以做以下事情:
var img = loadImage('../yourimage.png', callback);
function loadImage(src, callback) {
var img = new Image();
img.onload = callback;
img.setAttribute('crossorigin', 'anonymous'); // works for me
img.src = src;
return img;
}
在你的回调中,你现在可以使用ctx。drawImage并使用toDataURL导出它
出于安全原因,您的本地驱动器被声明为“other-domain”,并将污染画布。
(这是因为你最敏感的信息可能在你的本地驱动器上!)
在测试时尝试以下变通方法:
Put all page related files (.html, .jpg, .js, .css, etc) on your desktop (not in sub-folders).
Post your images to a site that supports cross-domain sharing (like dropbox.com or GitHub). Be sure you put your images in dropbox's public folder and also set the cross origin flag when downloading the image (var img=new Image(); img.crossOrigin="anonymous" ...)
Install a webserver on your development computer (IIS and PHP web servers both have free editions that work nicely on a local computer).
我使用useCORS: true选项解决了这个问题
html2canvas(document.getElementsByClassName("droppable-area")[0], { useCORS:true}).then(function (canvas){
var imgBase64 = canvas.toDataURL();
// console.log("imgBase64:", imgBase64);
var imgURL = "data:image/" + imgBase64;
var triggerDownload = $("<a>").attr("href", imgURL).attr("download", "layout_"+new Date().getTime()+".jpeg").appendTo("body");
triggerDownload[0].click();
triggerDownload.remove();
});
检查从MDN启用的CORS图像。
基本上,你必须有一个服务器托管图像与适当的Access-Control-Allow-Origin头。
< IfModule mod_setenvif c >。
< IfModule mod_headers c >。
< FilesMatch”\。(狗| gif | ico | jpe ? g | png | svgz ? | webp美元)" >
“IS_CORS”
标题集access -控制
< / FilesMatch >
< / IfModule >
< / IfModule >
您将能够将这些图像保存到DOM存储,就像它们是从您的域提供的一样,否则您将遇到安全问题。
var img = new Image,
canvas = document.createElement("canvas"),
ctx = canvas.getContext("2d"),
src = "http://example.com/image"; // insert image url here
img.crossOrigin = "Anonymous";
img.onload = function() {
canvas.width = img.width;
canvas.height = img.height;
ctx.drawImage( img, 0, 0 );
localStorage.setItem( "savedImageData", canvas.toDataURL("image/png") );
}
img.src = src;
// make sure the load event fires for cached images too
if ( img.complete || img.complete === undefined ) {
img.src = "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///ywAAAAAAQABAAACAUwAOw==";
img.src = src;
}