Html5 Canvas - Draw On Canvas, Save Context And Restore It Later
Solution 1:
Your best shot here is to use a Proxy that will both store the draw commands and perform the drawings. Since the browser support for Proxy is very bad (only FF as of today), you'll have to build the Proxy yourself, either by using nosuchmethod, or by building a new brand new WatchedContext Class out of the Context2D. I took the last solution (WatchedContext Class) for this short demo :
functionWatchedContext(hostedCtx) {
this.commands= [];
Context2dPrototype = CanvasRenderingContext2D.prototype;
for (var p inContext2dPrototype ) {
this[p] = function(methodName) {
returnfunction() {
this.commands.push(methodName, arguments);
returnContext2dPrototype[methodName].apply(hostedCtx, arguments);
}
}(p);
}
this.replay=function() {
for (var i=0; i<this.commands.length; i+=2) {
var com = this.commands[i];
var args = this.commands[i+1];
Context2dPrototype[com].apply(hostedCtx, args);
}
}
}
Obviously you might need some other method (start/stop recording, clear, ...)
Just a small example of use :
var cv = document.getElementById('cv');
var ctx=cv.getContext('2d');
var watchedContext=newWatchedContext(ctx);
// do some drawings on the watched context// --> they are performed also on the real context
watchedContext.beginPath();
watchedContext.moveTo(10, 10);
watchedContext.lineTo(100, 100);
watchedContext.stroke();
// clear context (not using the watched context to avoid recording)
ctx.clearRect(0,0,100,1000);
// replay what was recorded
watchedContext.replay();
You can see here :
http://jsbin.com/gehixavebe/2/edit?js,output
That the replay does work, and the line is re-drawn as a result of replaying the stored commands.
For storing offline you can either store the commands locally using localStorage or store them remotely on a server an use AJAX calls or similar.
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