I have an image uploader in my drawing application that I've written in Javascript. I want to allow the user to place multiple of the same image on the canvas. However, when I try to upload an image that's already on the canvas, nothing happens and a breakpoint in my event handler for the uploader never gets hit. What's going on and how can I fix it? Thanks!
Here's the code for my image handler:
function handleImage(e) {
var reader = new FileReader();
reader.onload = function(event) {
var img = new Image();
img.onload = function() {
img.className = 'drag';
img.style.left = 0;
img.style.top = 0;
context.drawImage(img, parseInt(img.style.left, 10) , parseInt(img.style.top, 10));
images.push(img);
}
img.src = event.target.result;
}
reader.readAsDataURL(e.target.files[0]);
};
I do tend to agree with Rene Pot to use the same image again (duplicate button), but you still can't prevent the user from inserting/loading the same image again. I've encountered the problem a while ago and used this bit of code to check if the image is already cached (if cached, there is no load, hence the onload won't fire either).
var img = new Image();
img.src = event.target.result;
var insertImage = function() {
img.className = 'drag';
img.style.left = 0;
img.style.top = 0;
context.drawImage(img, parseInt(img.style.left, 10) , parseInt(img.style.top, 10));
images.push(img);
}
if(img.complete){
img.onload = insertImage;
} else {
insertImage();
}
Hope that helps.
Related
i've image uploader which using canvas and trying to get orientation using load-image.all.min.js is fine. but when i choose multiple image orientation parsing function saving data not one by one.
which means if i choose 1 image. it transferring data to 'upload_canvas.php?ori='+ori with correct ori variable.
but when i choose multiple image to upload example 3 images (with orientation 1, 1, 8)
it passing data to server upload_canvas.php?ori=8, upload_canvas.php?ori=8, upload_canvas.php?ori=8. only last ori variable.
maybe orientation parsing function already looped before uploading image data to server one by one.
how to transfer image with correct orientation to server?
below my using code.
document.querySelector('form input[type=file]').addEventListener('change', function(event){
// Read files
var files = event.target.files;
var ori = 1;
// Iterate through files
for (var i = 0; i < files.length; i++) {
// Ensure it's an image
if (files[i].type.match(/image.*/)) {
//Get image orienatation
loadImage.parseMetaData(files[i], function (data) {
if (data.exif) {
ori = data.exif.get('Orientation');
console.log("ori: "+ori);
} else {ori = 1;}
});
// Load image
var reader = new FileReader();
reader.onload = function (readerEvent) {
var image = new Image();
image.onload = function (imageEvent) {
canvas.width = image.width;
canvas.height = image.height;
drawImageIOSFix(canvas.getContext('2d'),image, 0, 0, image.width, image.height, 0, 0, width, height);
// Upload image
var xhr = new XMLHttpRequest();
if (xhr.upload) {
// Update progress
xhr.upload.addEventListener('progress', function(event) {
var percent = parseInt(event.loaded / event.total * 100);
progressElement.style.width = percent+'%';
}, false);
// File uploaded / failed
xhr.onreadystatechange = function(event) {
if (xhr.readyState == 4) {
if (xhr.status == 200) {
//some code
} else {
imageElement.parentNode.removeChild(imageElement);
}
}
}
xhr.open('post', 'upload_canvas.php?t=' + Math.random()+'&ori='+ori, true);
xhr.send(canvas.toDataURL('image/jpeg'));
}
}
image.src = readerEvent.target.result;
}
reader.readAsDataURL(files[i]);
}
}
// Clear files
event.target.value = '';});
Your variable ori is a global variable, that is shared between all images. The code in the .onload functions aren't run immediately, but only after your for() loop has gone through all the images. At this point ori will contain the orientation of the last image.
To fix, move the variable and parseMetaData into the reader.onload function.
...
var reader = new FileReader();
reader.onload = function (readerEvent) {
var ori;
loadImage.parseMetaData(files[i], ...)
var image = new Image();
image.onload = function (imageEvent) {
...
Warning: Not tested!
I'm trying to get the width of an image after a change in the height and I only have the URL (the image is not in a tag in the HTML) so I tried this code:
var img = document.createElement("img");
img.src = "./images/niceImages.jpg";
img.style.height = "200px";
console.log(img.clientWidth);
But the property "clientWidth" returned 0. I know that maybe with JQuery it is a lot easier however, I want do it with pure Javascript.
Does anyone know if this can be done? Or at least how to get the aspect ratio or width and height of the image URL?
If you append the image you create to the DOM then you should find that the width is then calculated and is then available as normal
var img = document.createElement("img");
img.src = "http://cdn.sstatic.net/stackexchange/img/logos/so/so-icon.png";
img.onload = function(){
img.style.height = "200px";
img.style.visibility = 'hidden';
document.body.appendChild(img);
console.log(img.clientWidth);
}
I figured out some better solutions -
Javascript
function loadImage() {
const imgSrc = 'https://cdn.pixabay.com/photo/2015/03/26/09/47/sky-690293_1280.jpg'
const img = new Image();
img.src = imgSrc;
img.onload = function() {
document.body.appendChild(img); // You can get the image ratio without inserting the image in body
alert('Image ratio' + img.width/img.height);
}
}
<button onClick="loadImage()">Load Image</button>
Angular (Typescript) - ( Snippet will not run because of angular unavailability )
public getImageRatio(url: string): Promise <any> {
return Promise((resolve, reject) => {
const img = new Image();
img.src = url;
img.onload = function() {
resolve(img.width / img.height);
};
img.onerror = function() {
reject('Image failed to load');
};
});
}
async loadImage(url) {
const imageRatio = await getImageRatio('image-url-here');
alert(imageRatio);
}
loadImage(url);
I want to receive the width of a JPG after dragging it into the browser window. The strange thing is, sometimes it works perfectly and sometimes a width of zero is returned.
fiddle
document.body.addEventListener('drop', function ( e )
{
e.stopPropagation();
e.preventDefault();
file = e.dataTransfer.files[0];
reader.readAsDataURL( file );
reader.onloadend = function()
{
var source = this.result;
var currentImg = new Image();
currentImg.src = source;
var someDiv = document.createElement("div");
someDiv.innerHTML = '<li>'+currentImg.width+'</li>';
document.getElementById("logs").appendChild(someDiv);
}
});
This happens because you probably get width before the image is loaded.
Put some code like this and you works correctly.
...
var currentImg = new Image();
currentImg.onload = function() {
var someDiv = document.createElement("div");
someDiv.innerHTML = '<li>'+currentImg.width+'</li>';
document.getElementById("logs").appendChild(someDiv);
}
currentImg.src = source;
...
put the onload before setting the sorce because onload is a callback function.
The below handleFiles method is being passed files from both drag and drop and a file input. After it gets the data url for a given file it passes it to the processImage function. This function creates a new image and sets the src and file for that image. I then take different actions based on the width of the incoming image and insert the image into the dom. However, I noticed when dropping in a bunch of images imageWidth will get set to 0. I have confirmed the image.src is correctly set and that dropping the same image in by itself works fine. I also have confirmed that if I remove the width calculations the image does display correctly on the page. When I enter the debugger I can confirm that immediately after imageWidth is set to 0 i.width returns a correct value. At first I thought it might be a threading issue in Chrome, but then when I saw it happen in FireFox as well I became alarmed. I have not been able to pinpoint a certain threshold, but the more load you put on the browser the less likely it is to correctly get the width.
I am seeing the problem in both FireFox 16.0.2 and Chrome 23.0.1271.95.
function handleFiles(files) {
for (var i = 0; i < files.length; i++) {
var file = files[i];
if( !isImage(file) ) {
continue;
}
var reader = new FileReader();
reader.onloadend = function(e) {
var dataURL = e.target.result;
processImage(file, dataURL);
}
reader.readAsDataURL(file);
}
}
function processImage(file, dataURL) {
var i = new Image();
i.src = dataURL;
i.file = file;
//console.log(i);
var maxWidth = 600;
var imageWidth = i.width;
......
}
As with all images, they may need time to load before they will tell you their width:
var i = new Image();
i.onload = function() {
//console.log(i);
var maxWidth = 600;
var imageWidth = this.width;
}
i.src = dataURL;
i.file = file;
The width (and height) might be 0 because it's not loaded yet.
Try adding the load event like so:
function processImage(file, dataURL) {
var i = new Image();
i.addEventListener("load", function () {
var maxWidth = 600;
var imageWidth = i.width;
......
});
i.src = dataURL;
i.file = file;
}
I'm using html5 to create drag and drop image upload functionality. This works great for me in firefox but in chrome the image onload event only fires the first time. If I drag multiple images in only the first works and if I drag a second in it fails. I believe the problem is with the image onload.
here is the way my code works I have removed the irrelevant sections:
var img = document.createElement("img");
var reader = new FileReader();
var canvas = document.createElement("canvas");
var canvasData;
var ctx = canvas.getContext("2d");
var myFiles;
var i = 0;
reader.onload = (function (aImg)
{
return function (e)
{
aImg.src = e.target.result;
};
})(img);
img.onload = function (){
//resizes image
//draws it to the canvas
//posts to server
i++;
if(i < myFiles.length){
processNext(i);
}
}
function processNext(filei) {
var file = myFiles[filei];
img.file = file;
reader.readAsDataURL(file);
}
i = 0;
myFiles = files;
processNext(0);
Does anyone know why this works in firefox but not chrome?
Explanation from chromium tracker:
This is not a bug. WebKit is just more strict. You must instantiate a new Image() object before the replacement, like this:
var photo = document.getElementById('image_id');
var img = new Image();
img.addEventListener('load', myFunction, false);
img.src = 'http://newimgsource.jpg';
photo.src = img.src;
source: http://code.google.com/p/chromium/issues/detail?id=7731#c12
This is strange, none of the above worked for me. I was defining the image variable as local and change it to global and it started working. Does this make sense? Can somebody explain it?
This didnt worked for me:
function loadImage() {
var ImageToLoad = new Image();
ImageToLoad.onload = function() {
console.log("finish loading");
};
ImageToLoad.src = "myimage.png";
}
This did work:
var ImageToLoad = new Image();
function loadImage() {
ImageToLoad.onload = function() {
console.log("finish loading");
};
ImageToLoad.src = "myimage.png";
}