Saving HTML elements for images requires a tricky answer!
-, HTML-. , , script, HTML, + - !
, IE HTML- - .
Chrome Firefox (!), HTML- :
1. HTML SVG, "foreignObject".
2. SVG Canvas.
3. canvas.toDataURL('image/png), , png-.
, HTML, , "" HTML, PhantomJs.org(phantomjs.org). Phantomjs HTML-. PhantomJs , . , -, HTML, , 1 PhantomJs png :
phantomjs rasterize.js http://myHtmlOnMyPage.html myHtmlImage.png
Chrome/Firefox : https://developer.mozilla.org/en-US/docs/HTML/Canvas/Drawing_DOM_objects_into_a_canvas
:
<!DOCTYPE html>
<html>
<body>
<p><canvas id="canvas" style="border:2px solid black;" width="200" height="200"></canvas>
<script>
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var data = "<svg xmlns='http://www.w3.org/2000/svg' width='200' height='200'>" +
"<foreignObject width='100%' height='100%'>" +
"<div xmlns='http://www.w3.org/1999/xhtml' style='font-size:40px'>" +
"<em>I</em> like <span style='color:white; text-shadow:0 0 2px blue;'>cheese</span>" +
"</div>" +
"</foreignObject>" +
"</svg>";
var DOMURL = self.URL || self.webkitURL || self;
var img = new Image();
var svg = new Blob([data], {type: "image/svg+xml;charset=utf-8"});
var url = DOMURL.createObjectURL(svg);
img.onload = function() {
ctx.drawImage(img, 0, 0);
DOMURL.revokeObjectURL(url);
};
img.src = url;
</script>
</body>
</html>