HTML Canvas: I have given my small html + js mix code below. By this program- I can just draw line, but after drawing any image I want to save the "image " on my desktop. I understand, I have to make a "button" to SAVE it and later if I want to load the picture, then I have to make a button on the webpage to "LOAD". But I am unable to understand the function I should write for save and load. Could you please write it and make comment also, so that I can understand the function. Hope to get help!
<!DOCTYPE html>
<html>
<head>
<script>
var start = 0;
var c;
var ctx;
function f(event) {
// var c=document.getElementById("can");
ctx = c.getContext("2d");
if(start ==1) {
ctx.moveTo(event.offsetX, event.offsetY);
start =0;
}
else {
var p = document.getElementById("demo");
p.innerHTML= "x="+event.offsetX;
// ctx.moveTo(0,0);
ctx.lineTo(event.offsetX, event.offsetY);
ctx.stroke();
}
}
function g() {
start =1;
}
function s(){
c=document.getElementById("can");
ctx = c.getContext("2d");
}
</script>
</head>
<body>
<button type= "button"
onclick="s()">START </button>
<br>
<canvas id="can"
width = "500" height= "300"
style="background-color:powderblue;"
onmousedown="f(event)"> </canvas>
<p id="demo"> </p>
<button type= "button"
onclick = "g()"> New Start Point </button>
</body>
</html>
<!DOCTYPE html>
<html>
<head>
<script>
var start = 0;
var c;
var ctx;
function f(event) {
// var c=document.getElementById("can");
ctx = c.getContext("2d");
if (start == 1) {
ctx.moveTo(event.offsetX, event.offsetY);
start = 0;
}
else {
var p = document.getElementById("demo");
p.innerHTML = "x=" + event.offsetX;
// ctx.moveTo(0,0);
ctx.lineTo(event.offsetX, event.offsetY);
ctx.stroke();
}
}
function g() {
start = 1;
}
function s() {
c = document.getElementById("can");
ctx = c.getContext("2d");
}
Save_img = function (el) {
var image = can.toDataURL("image/jpg");// method returns a data URI
containing a representation of the image in the format specified by
the type parameter (defaults to PNG)
el.href = image;//dynamicaly create href tag for anchor tag
element
window.location.reload();//after download reload the page
};
</script>
</head>
<body>
<button type="button"
onclick="s()">
START
</button>
<br>
<canvas id="can"
width="500" height="300"
style="background-color:powderblue;"
onmousedown="f(event)"></canvas>
<p id="demo"> </p>
<a id="Save" download="myImage.jpg" href=""
onclick="Save_img(this);">Save And Load</a>
<button type="button"
onclick="g()">
New Start Point
</button>
</body>
</html>
HTML Canvas: I have given my small html + js mix code below. By this program-...
HTML , Javascript Canvas problem:
could you pleaseeee help me to do these things-
suppose, user draw a picture, then that picture(lines on Canvas)
will be saved as commands, so when the user will refresh the
webpage or when I will execute the code, then when I will press the
"load" button, the last picture which I made will come on the
canvas from localStorage.
<!DOCTYPE html>
<html>
<head>
<script>
var commands = [];
var start = 0;
var c;...
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NEED HELP with HTML with Javascript embedding
for form validation project below. I have my code
below but I'm stuck with validation. If anyone can fix it, I'd
really appreciate.
******************************************************************************
CODE:
<!DOCTYPE html>
<!--
To change this license header, choose License Headers in Project
Properties.
To change this template file, choose Tools | Templates
and open the template in the editor.
-->
<html>
<head>
<title>Nice</title>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width,
initial-scale=1.0">
<script>
var textFromTextArea;
function getWords(){
var text =...
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