I want to save a canvas as a PNG and trigger the download automatically. I tried creating an element with the download attribute and programmatically clicking it, but it didn’t work.
Does the download have to be triggered by an actual user action? How do I handle this in pure javascript download image scenarios?
Hey! I’ve worked on something similar before. Here’s the thing — browsers usually block automatic downloads unless they’re triggered by a user interaction, like a click.
The simplest way to do this is by converting the canvas to a data URL and creating a link that you can click within the handler:
Totally agree with that method! However, if you’re dealing with larger images or need better memory performance, I’d suggest converting the canvas to a Blob and creating an object URL instead. Here’s how you can do it:
canvas.toBlob(function(blob) {
const url = URL.createObjectURL(blob);
const link = document.createElement('a');
link.href = url;
link.download = 'output.png';
document.body.appendChild(link);
link.click();
document.body.removeChild(link);
URL.revokeObjectURL(url);
});
This method handles memory better, especially for larger images, but still needs a user-triggered event. By using a Blob, you avoid memory overload and get smoother performance.
Good points from both sides! If you prefer a jQuery approach, you can make this even easier. The jQuery code will ensure that the download action happens only after the user click:
$('#downloadBtn').on('click', function() {
const canvas = $('#myCanvas')[0];
const image = canvas.toDataURL('image/png');
$('<a>')
.attr('href', image)
.attr('download', 'output.png')
.appendTo('body')
.get(0)
.click();
$('a').last().remove();
});
With this method, you’re wrapping everything in a nice jQuery handler. The download is triggered by a genuine click, which browsers are happy to accept, and you won’t run into any issues with user interaction!