This is the function that I want the canvas image retrieved into @ img.src.
function draw() {
img = new Image();
img.src = [user defined canvas image].png
fr1 = makeFrame(ctx,makeVect(400,0),makeVect(400,makeVect(0, 400));
img.onload = function(){ //<< This Im not sure of <<<
ctx.save();
newPainter = cornerSplit(imagePainter,5);
newPainter(fr1);
ctx.restore();
ctx.save();
newPainter(flipHorizLeft(fr1));
ctx.restore();
ctx.save();
newPainter(flipVertDown(fr1));
ctx.restore();
ctx.save();
newPainter(flipVertDown(flipHorizLeft(fr1)));
}
}
The canvas that the image is retrieved from, is: 'canvas2' its context is 'context2' its HTML handle is 'imageCreate'
Due to how you worded your question, it is difficult to figure out exactly what you want. Assuming I've guessed correctly, you would want document.getElementById("canvas2").toDataURL("image/png"), to capture the canvas's image data.
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