Deprecated: This feature is no longer recommended. Though some browsers might still support it, it may have already been removed from the relevant web standards, may be in the process of being dropped, or may only be kept for compatibility purposes. Avoid using it, and update existing code if possible; see the compatibility table at the bottom of this page to guide your decision. Be aware that this feature may cease to work at any time.
Non-standard: This feature is non-standard and is not on a standards track. Do not use it on production sites facing the Web: it will not work for every user. There may also be large incompatibilities between implementations and the behavior may change in the future.
The non-standard, Firefox-specific the HTMLCanvasElement
method mozGetAsFile()
returns a memory-based File
object representing the image contained in the canvas.
mozGetAsFile(name)
mozGetAsFile(name, type)
A File
object representing the image contained in the canvas. The file's data is entirely located in memory until such time as it is explicitly written to disk.
This example creates an image file from the <canvas>
element on the page, then uses a FileReader
to read the image data from the file.
<canvas id="canvas" width="100" height="100"></canvas>
<p><a href="#" id="link">Click here to try out mozGetAsFile()</a>.</p>
The following code uses mozGetAsFile()
to create a File
object from the canvas and appends it as an image to the page by loading it as a data URL using the readAsDataURL()
method. Then a new <img>
element is created using the new data URL.
function draw() {
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
ctx.fillStyle = 'rgb(200, 0, 0)';
ctx.fillRect(10, 10, 55, 50);
ctx.fillStyle = 'rgba(0, 0, 200, 0.5)';
ctx.fillRect(30, 30, 55, 50);
var link = document.getElementById('link');
link.addEventListener('click', copy);
}
function copy() {
var canvas = document.getElementById('canvas');
var f = canvas.mozGetAsFile('test.png');
var reader = new FileReader();
reader.readAsDataURL(f);
reader.onloadend = function() {
var newImg = document.createElement('img');
newImg.src = reader.result;
document.body.appendChild(newImg);
}
}
window.addEventListener('load', draw);
Not part of any specification.