//Need to add logic to run once in a day
html2canvas(document.querySelector("#capture")).then(canvas => {
//document.body.appendChild(canvas)
$("#img-holder").append(canvas);
download(canvas, 'myimage.png');
});
// Source from: http://stackoverflow.com/questions/18480474/how-to-save-an-image-from-canvas
/* Canvas Donwload */
function download(canvas, filename) {
/// create an "off-screen" anchor tag
var lnk = document.createElement('a'), e;
/// the key here is to set the download attribute of the a tag
lnk.download = filename;
/// convert canvas content to data-uri for link. When download
/// attribute is set the content pointed to by link will be
/// pushed as "download" in HTML5 capable browsers
lnk.href = canvas.toDataURL("image/png;base64");
/// create a "fake" click-event to trigger the download
if (document.createEvent) {
e = document.createEvent("MouseEvents");
e.initMouseEvent("click", true, true, window,
0, 0, 0, 0, 0, false, false, false,
false, 0, null);
lnk.dispatchEvent(e);
} else if (lnk.fireEvent) {
lnk.fireEvent("onclick");
}
}
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