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.