Get image dimensions after resizing - javascript

I have encountered a problem that other people had in this website before but none of the solutions helped me slightly.
I have a method that updates an image inside a div (read: user uploads a new image) where the image is resized to fit the set proportions (max-height and max-width are 45x45). I have to resize the div that holds the image to 2* it's dimensions such as the example below:
Original image is 180x180.
It is resized to 45x45. Div has to be 90x90.
Code is as follows:
function uploadThumbnail(id, xCoord, yCoord) {
var oFReader = new FileReader();
oFReader.readAsDataURL(document.getElementById("thumbnailLoader"+id).files[0]);
oFReader.onload = function(oFREvent) {
var mapThumbnail = updateMapThumbnail(oFREvent.target.result, id);
var mapContainer = document.getElementById("thumbnail"+id);
var informationContainer = document.getElementById("container"+id);
console.log(mapThumbnail.width);
mapContainer.removeChild(document.getElementById("mapThumbnail"+id));
informationContainer.removeChild(document.getElementById("infoThumbnail"+id));
informationContainer.insertBefore(updateInfoThumbnail(oFREvent.target.result, id), informationContainer.firstChild);
mapContainer.appendChild(mapThumbnail);
};
};
function updateMapThumbnail(result, id){
var newThumbnail = document.createElement("img");
newThumbnail.src = result;
newThumbnail.style.maxWidth = "45px";
newThumbnail.style.maxHeight = "45px";
newThumbnail.id = "mapThumbnail" + id;
return newThumbnail;
}
As you can see I added a console.log method there for test purposes. The problem I am facing is that generating mapThumbnail with set max dimensions (45x45) still has the height and width attributes set with the original image size. I tried reading image.height/width and image.style.height/width as well as naturalHeight/width and clientHeight/width.
None of these solutions return the height and width after resizing.
Thanks for your time.
Also, please refrain from offering solutions that require JavaScript libraries.
Edit: forgot to mention that the image placed inside the div is re-sized to the dimensions that I do want it to be. It's just the attributes that seem to be wrong.

There are four different and undependant widths on an image:
1) img.naturalWidth is the width in px the original image file has. It doesn't change when you set the other widths to some value. This value is rendered when the others are not defined.
2) img.width is an attribute of img. You find it inside the html img tag and can set it with img.setAttribute('width', 'value'). It doesn't change when the others are set to some value. This value is rendered when 3) is not defined and 4) is >= img.width or not defined.
3) img.style.width is a css-property of the images style. You can set it in your css or into the style-attribute in the img tag with img.style.width = 'value';. It doesn't change when the others are set to some value. This value is rendered when it is <= 4) or 4) is not defined.
4) img.style.max-width is another css-property of images style. You can set it in your css or into the style-attribute in the img tag with img.style.maxWidth = 'value';. It doesn't change when the others are set to some value. This is rendered when 2) or 3) are not defined or have values > 4).
So you have to decide by yourself which value you want to receive or set.
Its the same with height, there are also four heights.
EDIT According to your comment:
Inside your function updateMapThumbnail you create a new img. A newly created img has no .width unless you define it with newThumbnail.setAttribute('width', 'value). Same with img.style.width: unless you set it explicitely somewhere it's simply not there.

Did you try:
console.log(getComputedStyle(mapThumbnail).width);

Related

getting size of image from a link as dynamic content

I want to make an image previewer inside a page. I will have a "div" to include smaller images by setting the size of "img" by hand. Then clicked or hovered, the image will show on a bigger "div", as small as the image itself or as big as window view size near the mouse pointer. the code will have only image link and will get actual image size from there.
setting the size and position of previewer "div" is just a mathematical problem for me. but I can't seem to find how to get image size by the link. I tried only to get mostly undefined values if not errors.
Be careful while answering that most of the thought methods get the size from the "img" element itself if sizes are set, but returns null if not.
CAUTION: this is similar to How to get image size (height & width) using JavaScript? , but (a) accepted answer does not work for me. it gives either 0x0 or undefined. (b) suggested answer of Josh Stodola works only if image loaded with window. my link is dynamic.
this is also similar to Get width height of remote image from url. It works with alert function, but I cant get the size out of the said functions as I need them for calculations.
I updated my answer. It now triggers on a mouseover event and doesn't use an ID. Be sure to accept the answer if this is working for you.
function getMeta(imageSrc,callback) {
var img = new Image();
img.src = imageSrc;
img.onload = function() { callback(this.width, this.height); }
}
function hoverLink(imageSrc){
getMeta(
imageSrc,
function(width, height) {
document.getElementById("prev").innerHTML = width + 'px ' + height + 'px';
}
);
}
function hoverOff(){
document.getElementById("prev").innerHTML ='';
}
<a href="https://res.cloudinary.com/rss81/image/upload/gw.jpg"
onmouseover="hoverLink(this.href)"
onmouseout="hoverOff()">
Picture Link
</a>
<div id='prev'></div>
Thanks to #dcr, I got the problem over. He helped me with the code, and I have seen the problem that confused me.
Those answers to other posts mostly used "alert" function, which is not a good way to show how to get required value, in my case the size of an image.
Here in this code, it can clearly be seen that "getMeta" and "caller" functions are merely an interface to "setter". I can reference any required value from "callback" part and "setter" can then be expanded to the needs, in my case calculating the size and position of my previewer "div". The only difference with #dcr 's solution is getting the "setter" function out of "caller" function.
function getMeta(imageSrc,callback) {
var img = new Image();
img.src = imageSrc;
img.onload = function() { callback(this.width, this.height); }
}
function caller(imageSrc){
getMeta( imageSrc,setter);
}
function setter(width, height) {
document.getElementById("prev").innerHTML = width + 'px X ' + height + 'px';
}
Picture Link
<div id='prev'></div>

HTML localStorage CSS Issues?

Okay so I've successfully managed after a couple of hours to call over an image using HTML localStorage system but I now have one problem with the called over image.... I can't dictate where it goes..... It just sits at the bottom of the page as the code is purely javascript..... I've tried putting it in a div and changing its position but it won't budge any suggestions.... heres the code thats calling the image across:
window.onload = function() {
var picture = localStorage.getItem('img');
var image = document.createElement('img');
image.src = picture;
document.body.appendChild(image);
};
How can I edit the position on the page as well as the hight etc......................? Any help appreciated!
You're appending the image to the document body, so likewise, it's going to be added to the bottom of the page.
You can set the properties of image.style to change the image's CSS properties such as height (image.style.height) and width (image.style.width).
To position it elsewhere on the page, you can change it's display properties
image.style.position = "absolute"; //(for example)
image.style.top = "50px"; //drops the image down 50px from the top of the page
Or, you can add it to a different part of the DOM altogether:
document.getElementById('ID_OF_YOUR_DIV').appendChild(image);
Hope this helps.

Display image after file input selection with image resize

I have seen posts asking how to display an image selected via a file input control. When I try these solutions, they work, yet I have a further issue I am unable to discover an answer to on my own: When I select an image for the first time, the image will not display because no image width and height data is available (image data is available via the FileReader obj, yet not the image width and height). The second time the image is selected (or after a reload), the width and height become available. Why is this occurring and what can I do to fix it? thanks.
Here's some code I've been using - this is one of the FileReader functions. I started by using reader.onload, but then thought the image width and height were not available because it hadn't loaded fully yet. Therefore onloadend seemed a better choice. It doesn't work any better here, though:
reader.onloadend = function(e) {
var img = new Image();
img.src = e.target.result;// or reader.result - doesn't matter
// A function that does math to proportionally scale the image
var new_size = scaleImageSize(150, 150, img.width, img.height);
img.width = new_size[0];
img.height = new_size[1];
// And here I am trying both ways to display the image: the first
// in a div tag, the second straight into an img tag. I only want
// to use one of these - preferably the div tag. I have also tried
// drawing the image onto an HTML5 canvas. All to no avail.
document.getElementById("file_display_area").appendChild(img);
document.getElementById("img_file_display_area").src = img.src;
console.log(img.width + '|' + img.height + '||' + new_size[0] + '|' + new_size[1]);
}

Modify CSS classes using Javascript

I was wondering if there is an easy way to change the CSS classes in JavaScript.
I have gone through all other similar questions here and I couldn't find an straight-forward and simple solution.
what I'm trying to do is to set the width and height of a <div> to match an image that I have on my site (upon loading). I already know the picture dimensions and I can set my CSS to that - but I want my script to figure this out on its own.
After hours of r&d (I'm a beginner), this is what I came up with:
var myImg = new Image();
myImg.src = "img/default.jpg";
myImg.onload = function(){
var imgWidth = this.width;
var imgHeight = this.height;
document.getElementById("myBg").setAttribute('style', "height :"+ imgHeight + "px");
document.getElementById("myBg").setAttribute('style', "width :"+ imgWidth + "px");
};
However, this only sets the width of the element with id "myBg". If I reverse the order of the height and width, then it only sets the height to the image's height.
It seems like first it sets the height of the element to the image height but right after it moves to the next statement to set the width, the height value goes back to what it what defined originally in css.
I did further research online and seems like changing the css (inserting new attributes, removing, etc.) using JavaScript is not an easy task. It is done through
document.styleSheets[i].cssRules[i] or document.styleSheets[i].addRule
type of commands, but all the tutorials online and here on stackoverflow were confusing and complicated.
I was wondering if anyone familiar with document.styleSheets can explain this to me simply?
Imagine I have this class in my separate css file:
.container
{
height: 600px;
width: 500px;
}
I want the height and width to change to the dimension of the picture upon loading. How do I do this?
I don't want to define a new "style" element in my html file, I want to change the css file.
I'm not supposed to know the image dimension before it loads to the page.
no jquery please, I want to do this using only standard JavaScript.
Thank you.
The reason only one or the other works is because in your second line of code, you destroy the whole style attribute, and recreate it. Note that setAttribute() overwrites the whole attribute.
A better solution would be to use the element.style property, not the attribute;
var bg = document.getElementById("myBg");
bg.style.width = imgWidth + "px";
bg.style.height = imgHeight + "px";
You can grab all elements with class container and apply it to each of them like this:
var elements = document.querySelectorAll('.container');
for(var i=0; i<elements.length; i++){
elements[i].style.width = imgWidth + "px";
elements[i].style.height = imgHeight + "px";
}
Note querySelectorAll isn't supported by IE7 or lower, if you need those then there are shims for getElementsByClassName() here on SO.
If your rules start incrementing you could extract your css to a new class and switch classes:
CSS:
.container-1{
/* A set of rules */
}
.container-2{
/* A set of rules */
}
JavaScript:
element.className = element.className.replace(/container-1/, 'container-2')
var object = document.createElement('container');
object.style.width= "500px";
object.style.height= "600px";
You can also add values to this if you hold the dimensions in variables
var height = 600;
var width = 500;
You can increment when needed
height += 5;
Here is something you might find useful. It may offer you some insight on how you can solve a problem with many different approaches, seeing as though you are new to js.

Programmatically Clip/Cut image using Javascript

Are there any documents/tutorials on how to clip or cut a large image so that the user only sees a small portion of this image? Let's say the source image is 10 frames of animation, stacked end-on-end so that it's really wide. What could I do with Javascript to only display 1 arbitrary frame of animation at a time?
I've looked into this "CSS Spriting" technique but I don't think I can use that here. The source image is produced dynamically from the server; I won't know the total length, or the size of each frame, until it comes back from the server. I'm hoping that I can do something like:
var image = getElementByID('some-id');
image.src = pathToReallyLongImage;
// Any way to do this?!
image.width = cellWidth;
image.offset = cellWidth * imageNumber;
This can be done by enclosing your image in a "viewport" div. Set a width and height on the div (according to your needs), then set position: relative and overflow: hidden on it. Absolutely position your image inside of it and change the position to change which portions are displayed.
To display a 30x40 section of an image starting at (10,20):
<style type="text/css">
div.viewport {
overflow: hidden;
position: relative;
}
img.clipped {
display: block;
position: absolute;
}
</style>
<script type="text/javascript">
function setViewport(img, x, y, width, height) {
img.style.left = "-" + x + "px";
img.style.top = "-" + y + "px";
if (width !== undefined) {
img.parentNode.style.width = width + "px";
img.parentNode.style.height = height + "px";
}
}
setViewport(document.getElementsByTagName("img")[0], 10, 20, 30, 40);
</script>
<div class="viewport">
<img class="clipped" src="/images/clipped.png" alt="Clipped image"/>
</div>
The common CSS properties are associated with classes so that you can have multiple viewports / clipped images on your page. The setViewport(…) function can be called at any time to change what part of the image is displayed.
In answer to :
Alas, JavaScript simply isn't capable of extracting the properties of the image you'd require to do something like this. However, there may be salvation in the form of the HTML element combined with a bit of server-side scripting.
...
< ? (open php)
$large_image = 'path/to/large_image';
$full_w = imagesx($large_image);
$full_h = imagesy($large_image);
(close php) ? >
This can be done in Javascript, just google a bit :
var newimage = new Image();
newimage.src = document.getElementById('background').src;
var height = newimage.height;
var width = newimage.width;
This generates a new image from an existing one and captures this way in java script the original height and width properties of the original image (not the one id'ed as background.
In answer to :
The width/height properties of the document's image object are read only. If you could change them, however, you would only squish the frames, not cut the frames up like you desire. The kind of image manipulation you want can not be done with client-side javascript. I suggest cutting the images up on the server, or overlay a div on the image to hide the parts you do not wish to display.
...
var newimage = new Image();
newimage.src = document.getElementById('background').src;
var height = newimage.height;
var width = newimage.width;
newimage.style.height = '200px';
newimage.style.width = '200px';
newimage.height = '200px';
newimage.width = '200px';
and if wanted :
newimage.setAttribute('height','200px');
The doubled newimage.style.height and newimage.height is needed in certain circumstances in order to make sure that a IE will understand in time that the image is resized (you are going to render the thing immediately after, and the internal IE processing is too slow for that.)
Thanks for the above script I altered and implemented on http://morethanvoice.net/m1/reader13.php (right click menu... mouseover zoom lent) correct even in IE , but as you will notice the on mousemove image processing is too fast for the old styled IE, renders the position but only once the image. In any case any good idea is welcome.
Thanks to all for your attention, hope that the above codes can help someone...
Claudio Klemp
http://morethanvoice.net/m1/reader13.php
CSS also defines a style for clipping. See the clip property in the CSS specs.
The width/height properties of the document's image object are read only. If you could change them, however, you would only squish the frames, not cut the frames up like you desire. The kind of image manipulation you want can not be done with client-side javascript. I suggest cutting the images up on the server, or overlay a div on the image to hide the parts you do not wish to display.
What spriting does is essentially position a absolutely-positioned DIV inside another DIV that has overflow:hidden. You can do the same, all you need to do is resize the outer DIV depending on the size of each frame of the larger image. You can do that in code easily.
You can just set the inner DIV's style:
left: (your x-position = 0 or a negative integer * frame width)px
Most JavaScript Frameworks make this quite easy.
Alas, JavaScript simply isn't capable of extracting the properties of the image you'd require to do something like this. However, there may be salvation in the form of the HTML <canvas> element combined with a bit of server-side scripting.
PHP code to go about extracting the width and height of the really large image:
<?php
$large_image = 'path/to/large_image';
$full_w = imagesx($large_image);
$full_h = imagesy($large_image);
?>
From here, you'd then load the image into a <canvas> element, an example of which is documented here. Now, my theory was that you may be able to extract pixel data from a <canvas> element; assuming that you can, you would simply make sure to have some form of definite divider between the frames of the large image and then search for it within the canvas. Let's say you found the divider 110 pixels from the left of the image; you would then know that each "frame" was 110 pixels wide, and you've already got the full width stored in a PHP variable, so deciphering how much image you're working with would be a breeze.
The only speculative aspect to this method is whether or not JavaScript is capable of extracting color data from a specified location within an image loaded into a <canvas> element; if this is possible, then what you're trying to accomplish is entirely feasible.
I suppose you want to take a thumbnail for your image. You can use ImageThumbnail.js that created from prototype library in this way:
<script type="text/javascript" src="prototype.js"></script>
<script type="text/javascript" src="ImageThumbnail.js"></script>
<input type="file" id="photo">
<img src="empty.gif" id="thumbnail" width="80" height="0">
<script type="text/javascript">
<!--
new Image.Thumbnail('thumbnail', 'photo');
//-->
</script>
for more information
try use haxcv library haxcv js by simple functions
go to https://docs.haxcv.org/Methods/cutImage to read more about his library
var Pixels = _("img").cutImage (x , y , width , height );
_("img").src (Pixels.src);
// return cut image
but try to include library first

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