JavaScript HTMLCanvasElement : HTMLElement
HTMLCanvasElement
is an element that allows programmatically creating images in the browser. It
corresponds to the <canvas>
tag.
Instance Properties
Instance Methods
Creates a video stream for the canvas. requestedFrameRate
can be used to update the video at a
slower frequency than the canvas. If set to 0
, use CanvasCaptureMediaStreamTrack.requestFrame to update
the video.
Example:
RunResults:
Returns a context that can be used to draw into the canvas. contextType
can be '2d'
to
retrieve a CanvasRenderingContext2D
'bitmaprenderer'
to retrieve an ImageBitmapRenderingContext
or 'webgl'
to
retrieve a WebGLRenderingContext
. <br> When specifying
'webgl'
, you can configure how the context is initialized by passing a WebGLContextAttributes
as the second parameter.
Example:
RunResults:
Calls callback
with a blob representation of the canvas. type
can be
'image/png'
or 'image/jpeg'
. When using 'image/jgeg'
, you may provide the
quality
parameter (0.0
to 1.0
) to change the quality of the saved file and
consequently the size of the file. Note, if you are using WebGL, you must
paint to the canvas immediately before calling toBlob
, or set preserveDrawingBuffer
to true
to keep the buffer available after the browser has displayed the contents.
Example:
RunResults:
Returns a 'data:'
string representation of the canvas. type
can be
'image/png'
or 'image/jpeg'
. When using 'image/jgeg'
, you may provide the
quality
parameter (0.0
to 1.0
) to change the quality of the saved file and
consequently the size of the file. Note, if you are using WebGL, you must
paint to the canvas immediately before calling toDataURL
, or set preserveDrawingBuffer
to true
to keep the buffer available after the browser has displayed the contents.