I don't think so. Canvas is pixel based and everything you can export from it is basically a .png file. I think you would need to implement some sort of a scene graph that knows what has been painted and a resize operation that can be applied to that scene graph. The scene graph is then your "resolution independent" snapshot.
But I would recommend using SVG instead. To see whats possible with SVG you can take a look at http://svg-edit.googlecode.com/svn/trunk/editor/svg-editor.html Just paint some stuff and then click on the upper left icon and choose "Save Image" and you will see the SVG XML that you can store and modify (e.g. resize). For older IE you can use VML instead. -- J. Am Montag, 16. April 2012 19:08:32 UTC+2 schrieb Carsten: > > Sorry...I was too unspecific. I am drawing on a small canvas. Mainly > shapes. When I say I want to take a snapshot, I want to be able to get > a 'snapshot' at any resolution. In theory I would need to resize > everything...canvas, shapes, etc. and redraw everything. Is there a > simpler solution? > > On Apr 16, 8:25 am, Thomas Broyer <[email protected]> wrote: > > This is what toDataUrl and getImageData are for. -- You received this message because you are subscribed to the Google Groups "Google Web Toolkit" group. To view this discussion on the web visit https://groups.google.com/d/msg/google-web-toolkit/-/eFZMKyjX4wsJ. To post to this group, send email to [email protected]. To unsubscribe from this group, send email to [email protected]. For more options, visit this group at http://groups.google.com/group/google-web-toolkit?hl=en.
