42π
The chart seem to be async so you will probably need to provide a callback when the animation has finished or else the canvas will be empty.
var options = {
bezierCurve : false,
onAnimationComplete: done /// calls function done() {} at end
};
32π
Chart.JS API has changed since this was posted and older examples did not seem to be working for me.
here is an updated fiddle that works on the newer versions
HTML:
<body>
<canvas id="canvas" height="450" width="600"></canvas>
<img id="url" />
</body>
JS:
function done(){
alert("haha");
var url=myLine.toBase64Image();
document.getElementById("url").src=url;
}
var options = {
bezierCurve : false,
animation: {
onComplete: done
}
};
var myLine = new
Chart(document.getElementById("canvas").getContext("2d"),
{
data:lineChartData,
type:"line",
options:options
}
);
11π
First convert your Chart.js canvas to base64 string.
var url_base64 = document.getElementById('myChart').toDataURL('image/png');
Set it as a href attribute for anchor tag.
link.href = url_base64;
<a id='link' download='filename.png'>Save as Image</a>
4π
You should use the Chartjs API function toBase64Image()
instead and call it after the animation is complete. Therefore:
var pieChart, URI;
var options = {
animation : {
onComplete : function(){
URI = pieChart.toBase64Image();
}
}
};
var content = {
type: 'pie', //whatever, not relevant for this example
data: {
datasets: dataset //whatever, not relevant for this example
},
options: options
};
pieChart = new Chart(pieChart, content);
Example
You can check this example and run it
var chart = new Chart(ctx, {
type: 'bar',
data: {
labels: ['Standing costs', 'Running costs'], // responsible for how many bars are gonna show on the chart
// create 12 datasets, since we have 12 items
// data[0] = labels[0] (data for first bar - 'Standing costs') | data[1] = labels[1] (data for second bar - 'Running costs')
// put 0, if there is no data for the particular bar
datasets: [{
label: 'Washing and cleaning',
data: [0, 8],
backgroundColor: '#22aa99'
}, {
label: 'Traffic tickets',
data: [0, 2],
backgroundColor: '#994499'
}, {
label: 'Tolls',
data: [0, 1],
backgroundColor: '#316395'
}, {
label: 'Parking',
data: [5, 2],
backgroundColor: '#b82e2e'
}, {
label: 'Car tax',
data: [0, 1],
backgroundColor: '#66aa00'
}, {
label: 'Repairs and improvements',
data: [0, 2],
backgroundColor: '#dd4477'
}, {
label: 'Maintenance',
data: [6, 1],
backgroundColor: '#0099c6'
}, {
label: 'Inspection',
data: [0, 2],
backgroundColor: '#990099'
}, {
label: 'Loan interest',
data: [0, 3],
backgroundColor: '#109618'
}, {
label: 'Depreciation of the vehicle',
data: [0, 2],
backgroundColor: '#109618'
}, {
label: 'Fuel',
data: [0, 1],
backgroundColor: '#dc3912'
}, {
label: 'Insurance and Breakdown cover',
data: [4, 0],
backgroundColor: '#3366cc'
}]
},
options: {
responsive: false,
legend: {
position: 'right' // place legend on the right side of chart
},
scales: {
xAxes: [{
stacked: true // this should be set to make the bars stacked
}],
yAxes: [{
stacked: true // this also..
}]
},
animation : {
onComplete : done
}
}
});
function done(){
alert(chart.toBase64Image());
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/Chart.js/2.6.0/Chart.min.js"></script>
<canvas id="ctx" width="700"></canvas>
2π
You can access afterRender
hook by using plugins
.
And here are all the plugin api available.
In html file:
<html>
<canvas id="myChart"></canvas>
<div id="imgWrap"></div>
</html>
In js file:
var chart = new Chart(ctx, {
...,
plugins: [{
afterRender: function () {
// Do anything you want
renderIntoImage()
},
}],
...,
});
const renderIntoImage = () => {
const canvas = document.getElementById('myChart')
const imgWrap = document.getElementById('imgWrap')
var img = new Image();
img.src = canvas.toDataURL()
imgWrap.appendChild(img)
canvas.style.display = 'none'
}
1π
You can also use the toBase64Image() method setting animation: false
var options = {
bezierCurve : false,
animation: false
};
0π
@EH_warch
You need to use the Complete callback to generate your base64:
onAnimationComplete: function(){
console.log(this.toBase64Image())
}
If you see a white image, it means you called the toBase64Image before it finished rendering.