JSFiddle - React, Tailwind, and code Playground
Attempting to capture images of divs, not working yet...
by nilloc
HTML
<div id="tester">
<style>
i{
color:teal;
}
i::before{
content:"test ";
}
canvas{
width:300px;
height:150px;
}</style>
<p>this
<p>is <span style="color:red; font-weight: bold;">not</span>
<p><i>xml</i>!
<p><img src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABAAAAAQCAYAAAAf8/9hAAABWElEQVQ4jZ2Tu07DQBBFz9jjvEAQqAlQ0CHxERQ0/AItBV9Ew8dQUNBQIho6qCFE4Nhex4u85OHdWAKxzfWsx0d3HpazdGITA4kROjl0ckFrnYJmQlJrKsQZxFOIMyEqIMpADGhSZpikB1hAGsovdxABGuepC/4L0U7xRTG/riG3J8fuvdifPKnmasXp5c2TB1HNPl24gNTnpeqsgmj1eFgayoHvRDWbLBOKJbn9WLGYflCCpmM/2a4Au6/PTjdH+z9lCJQ9vyeq0w/ve2kA3vaOnI6k4Pz+0Y24yP3Gapy+Bw6qdfsCRZfWSWgclCCVXTZu5LZFXKJJ2sepW2KYNCENB3U5pw93zLoDjNK6E7rTFcgbkGYJtiLckxCiw4W1OURsxUE5BokQiQj3JIToVtKwlhsurq+YDYbMBjuU/W3KtT3xIbrpAD7E60lwQohuaMtP8ldI0uMbGfC1r1zyWPUAAAAASUVORK5CYII=" style="clip-path:polygon(50% 0, 100% 100%, 0 100%)"></div>
<canvas></canvas>
CSS
canvas{
position:absolute;
top:0;
left:0px;
mix-blend-mode: difference;
}
{
transform:scale(1.5);
transform-origin:0 0;
}
JavaScript
const ctx = setupCanvas(document.querySelector('canvas'));
const html = document.querySelector('#tester').innerHTML;
console.log('html', html);
// TODO: loop through each element and get it's applied style and overwrite the style attribute in the string...
// EXAMPLE: window.getComputedStyle(vision, '::before').clipPath;
// TODO: will need to create new elements for ::before and ::after with same properties to draw them.
render_html_to_canvas(html, ctx, 0, 0, 300, 150);
function render_html_to_canvas(html, ctx, x, y, width, height) {
var data = "data:image/svg+xml;charset=utf-8," + '<svg xmlns="http://www.w3.org/2000/svg" width="' + width + '" height="' + height + '">' +
'<foreignObject width="100%" height="100%">' +
html_to_xml(html) +
'</foreignObject>' +
'</svg>';
var img = new Image();
img.onload = function() {
ctx.drawImage(img, x, y);
}
img.src = data;
}
/* Fixes resolution using devicePixelRatio (for retina!) */
function setupCanvas(canvas) {
// Get the device pixel ratio, falling back to 1.
var dpr = window.devicePixelRatio || 1;
// Get the size of the canvas in CSS pixels.
var rect = canvas.getBoundingClientRect();
// Give the canvas pixel dimensions of their CSS
// size * the device pixel ratio.
canvas.width = rect.width * dpr;
canvas.height = rect.height * dpr;
var ctx = canvas.getContext('2d');
// Scale all drawing operations by the dpr, so you
// don't have to worry about the difference.
ctx.scale(dpr, dpr);
return ctx;
}
function html_to_xml(html) {
var doc = document.implementation.createHTMLDocument('');
doc.write(html);
// You must manually set the xmlns if you intend to immediately serialize
// the HTML document to a string as opposed to appending it to a
// <foreignObject> in the DOM
doc.documentElement.setAttribute('xmlns', doc.documentElement.namespaceURI);
// Get well-formed markup
html = (new XMLSerializer).serializeToString(doc.body);
return...