How do I resize the canvas content and get the resized (and compressed) image base64 data?












1















I am playing with the canvas and have created a drawing demo.



Now I can draw stuff on that canvas and get the data with .toDataURL().



Everything goes perfect except for the data of the image is too big. And I just only need a very small version of the drawing.



Is there any way (even possible) that I can resize the canvas to a smaller version and load the resized image data? It's kinda like to compress the image with pure JavaScript.



For instance, I let the user to draw on a 1000px * 500px canvas and resize it to 50px * 25px. The resized base64 data would be very small and convenient for further network-transfer. That's what I want to have.










share|improve this question



























    1















    I am playing with the canvas and have created a drawing demo.



    Now I can draw stuff on that canvas and get the data with .toDataURL().



    Everything goes perfect except for the data of the image is too big. And I just only need a very small version of the drawing.



    Is there any way (even possible) that I can resize the canvas to a smaller version and load the resized image data? It's kinda like to compress the image with pure JavaScript.



    For instance, I let the user to draw on a 1000px * 500px canvas and resize it to 50px * 25px. The resized base64 data would be very small and convenient for further network-transfer. That's what I want to have.










    share|improve this question

























      1












      1








      1








      I am playing with the canvas and have created a drawing demo.



      Now I can draw stuff on that canvas and get the data with .toDataURL().



      Everything goes perfect except for the data of the image is too big. And I just only need a very small version of the drawing.



      Is there any way (even possible) that I can resize the canvas to a smaller version and load the resized image data? It's kinda like to compress the image with pure JavaScript.



      For instance, I let the user to draw on a 1000px * 500px canvas and resize it to 50px * 25px. The resized base64 data would be very small and convenient for further network-transfer. That's what I want to have.










      share|improve this question














      I am playing with the canvas and have created a drawing demo.



      Now I can draw stuff on that canvas and get the data with .toDataURL().



      Everything goes perfect except for the data of the image is too big. And I just only need a very small version of the drawing.



      Is there any way (even possible) that I can resize the canvas to a smaller version and load the resized image data? It's kinda like to compress the image with pure JavaScript.



      For instance, I let the user to draw on a 1000px * 500px canvas and resize it to 50px * 25px. The resized base64 data would be very small and convenient for further network-transfer. That's what I want to have.







      javascript canvas






      share|improve this question













      share|improve this question











      share|improve this question




      share|improve this question










      asked Nov 14 '18 at 8:33









      AGamePlayerAGamePlayer

      2,39583668




      2,39583668
























          1 Answer
          1






          active

          oldest

          votes


















          0














          You let your user draw on the big canvas, then you draw the big canvas as an image on the small canvas. Finally you get the small canvas image as a data URI.



          The small canvas doesn't have to be attached to the DOM.



          let bigCanvas_img = document.querySelector("bigCanvas");
          smallCanvas_ctx.drawImage(bigCanvas_img,0,0,smallCanvas_w,smallCanvas_h);


          let url = smallCanvas.toDataURL();





          share|improve this answer























            Your Answer






            StackExchange.ifUsing("editor", function () {
            StackExchange.using("externalEditor", function () {
            StackExchange.using("snippets", function () {
            StackExchange.snippets.init();
            });
            });
            }, "code-snippets");

            StackExchange.ready(function() {
            var channelOptions = {
            tags: "".split(" "),
            id: "1"
            };
            initTagRenderer("".split(" "), "".split(" "), channelOptions);

            StackExchange.using("externalEditor", function() {
            // Have to fire editor after snippets, if snippets enabled
            if (StackExchange.settings.snippets.snippetsEnabled) {
            StackExchange.using("snippets", function() {
            createEditor();
            });
            }
            else {
            createEditor();
            }
            });

            function createEditor() {
            StackExchange.prepareEditor({
            heartbeatType: 'answer',
            autoActivateHeartbeat: false,
            convertImagesToLinks: true,
            noModals: true,
            showLowRepImageUploadWarning: true,
            reputationToPostImages: 10,
            bindNavPrevention: true,
            postfix: "",
            imageUploader: {
            brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
            contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
            allowUrls: true
            },
            onDemand: true,
            discardSelector: ".discard-answer"
            ,immediatelyShowMarkdownHelp:true
            });


            }
            });














            draft saved

            draft discarded


















            StackExchange.ready(
            function () {
            StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53295925%2fhow-do-i-resize-the-canvas-content-and-get-the-resized-and-compressed-image-ba%23new-answer', 'question_page');
            }
            );

            Post as a guest















            Required, but never shown

























            1 Answer
            1






            active

            oldest

            votes








            1 Answer
            1






            active

            oldest

            votes









            active

            oldest

            votes






            active

            oldest

            votes









            0














            You let your user draw on the big canvas, then you draw the big canvas as an image on the small canvas. Finally you get the small canvas image as a data URI.



            The small canvas doesn't have to be attached to the DOM.



            let bigCanvas_img = document.querySelector("bigCanvas");
            smallCanvas_ctx.drawImage(bigCanvas_img,0,0,smallCanvas_w,smallCanvas_h);


            let url = smallCanvas.toDataURL();





            share|improve this answer




























              0














              You let your user draw on the big canvas, then you draw the big canvas as an image on the small canvas. Finally you get the small canvas image as a data URI.



              The small canvas doesn't have to be attached to the DOM.



              let bigCanvas_img = document.querySelector("bigCanvas");
              smallCanvas_ctx.drawImage(bigCanvas_img,0,0,smallCanvas_w,smallCanvas_h);


              let url = smallCanvas.toDataURL();





              share|improve this answer


























                0












                0








                0







                You let your user draw on the big canvas, then you draw the big canvas as an image on the small canvas. Finally you get the small canvas image as a data URI.



                The small canvas doesn't have to be attached to the DOM.



                let bigCanvas_img = document.querySelector("bigCanvas");
                smallCanvas_ctx.drawImage(bigCanvas_img,0,0,smallCanvas_w,smallCanvas_h);


                let url = smallCanvas.toDataURL();





                share|improve this answer













                You let your user draw on the big canvas, then you draw the big canvas as an image on the small canvas. Finally you get the small canvas image as a data URI.



                The small canvas doesn't have to be attached to the DOM.



                let bigCanvas_img = document.querySelector("bigCanvas");
                smallCanvas_ctx.drawImage(bigCanvas_img,0,0,smallCanvas_w,smallCanvas_h);


                let url = smallCanvas.toDataURL();






                share|improve this answer












                share|improve this answer



                share|improve this answer










                answered Nov 14 '18 at 8:45









                enxanetaenxaneta

                6,9192416




                6,9192416






























                    draft saved

                    draft discarded




















































                    Thanks for contributing an answer to Stack Overflow!


                    • Please be sure to answer the question. Provide details and share your research!

                    But avoid



                    • Asking for help, clarification, or responding to other answers.

                    • Making statements based on opinion; back them up with references or personal experience.


                    To learn more, see our tips on writing great answers.




                    draft saved


                    draft discarded














                    StackExchange.ready(
                    function () {
                    StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53295925%2fhow-do-i-resize-the-canvas-content-and-get-the-resized-and-compressed-image-ba%23new-answer', 'question_page');
                    }
                    );

                    Post as a guest















                    Required, but never shown





















































                    Required, but never shown














                    Required, but never shown












                    Required, but never shown







                    Required, but never shown

































                    Required, but never shown














                    Required, but never shown












                    Required, but never shown







                    Required, but never shown







                    這個網誌中的熱門文章

                    Xamarin.form Move up view when keyboard appear

                    Post-Redirect-Get with Spring WebFlux and Thymeleaf

                    Anylogic : not able to use stopDelay()