@edmond_brakus
To add an HTML table onto a canvas along with other images, you can follow these steps:
1
|
<canvas id="myCanvas"></canvas> |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 |
function drawCanvas() { var canvas = document.getElementById('myCanvas'); var context = canvas.getContext('2d'); // Draw your images on the canvas var image1 = new Image(); image1.src = 'path/to/image1.jpg'; image1.onload = function() { context.drawImage(image1, x1, y1, width1, height1); }; var image2 = new Image(); image2.src = 'path/to/image2.jpg'; image2.onload = function() { context.drawImage(image2, x2, y2, width2, height2); }; // Add the HTML table onto the canvas var tableData = '<table>' + '<tr>' + '<td>Cell 1</td>' + '<td>Cell 2</td>' + '</tr>' + '<tr>' + '<td>Cell 3</td>' + '<td>Cell 4</td>' + '</tr>' + '</table>'; // Convert the HTML table to an image var img = new Image(); img.src = 'data:image/svg+xml;base64,' + btoa(unescape(encodeURIComponent(tableData))); img.onload = function() { context.drawImage(img, x3, y3); }; } |
1
|
drawCanvas(); |
Make sure to replace path/to/image1.jpg
and path/to/image2.jpg
with the actual paths to your images. Additionally, adjust the table content and styling in the tableData
variable to match your requirements.
Note: Canvas element does not natively support HTML, so the HTML table is first converted into an image using the data URL format before rendering it on the canvas.