Get responsive background-image height? - javascript

Is there anyway I can get the current height of a responsive div's background-image?
I can get the image's actual size like this:
var img = new Image;
img.src = $('#div').css('background-image').replace(/url\(|\)$/ig, "");
var bgImgWidth = img.width;
var bgImgHeight = img.height;
...but that doesn't tell me the size of the image after a screen resize (the background-image is set to 100%, and so scales as the window is resized)
Any ideas?

You could calculate the actual height from the div's width:
var img = new Image;
img.src = $('#div').css('background-image').replace(/url\(|\)$/ig, "");
var bgImgWidth = img.width;
var bgImgHeight = img.height;
var divWidth = $('#div').width();
var realImgHeight = ( bgImgHeight / bgImgWidth) * divWidth;

Related

Resizing image with HTML5 canvas

I am trying to size an image with canvas. My goal is to have an image of dimensions A x B sized to M x N without changing proportions - like CSS contain. For example, if the source image is 1000x1000 and the destination is 400x300, it should cut off a piece 100 pixels toll at the bottom, and that should correspond to 250 pixels in the source image.
My code is below:
const canvas = document.createElement('canvas');
const img = new Image();
img.src = promotedImage;
const FINAL_WIDTH = 400;
const FINAL_HEIGHT = 250;
const width = img.width;
const height = img.height;
const ctx = canvas.getContext('2d');
ctx.drawImage(img, 0, 0, width, height, 0, 0, FINAL_WIDTH, FINAL_HEIGHT);
const finalImage = b64toFile(canvas.toDataURL("image/jpg"));
This is not working, like I want to, though. I am obviously using drawImage incorrectly. For me, if copies source to destination without sizing.
Is this because I need to size (change dimensions) for canvas prior to drawing? Please advise.
I have also tried something like Mozilla image upload. It does even scale the image, but it does not crop. Plus, it sizes a source square to the smaller target side, instead of clipping it.
Setting an image source is asynchronous, can be very fast, but often not fast enough to keep up with still-running code. Generally, to make them work reliably, you set an onload handler first and then set src. The canvas element defaults to 300x150 so would also need to be sized. (Canvas obeys CORS. .crossOrigin = '' sets us as anonymous and imgur has a permissive CORS policy. We wouldn't be able to convert the canvas to an image while using a third-party image in this snippet otherwise.)
const MAX_WIDTH = 400;
const MAX_HEIGHT = 300;
const img = new Image();
img.crossOrigin = '';
img.onload = () => {
const wRatio = MAX_WIDTH / img.width;
const hRatio = MAX_HEIGHT / img.height;
var width, height;
if(wRatio > hRatio) {
width = MAX_WIDTH;
height = wRatio * img.height;
}
else {
width = hRatio * img.width;
height = MAX_HEIGHT;
}
const canvas = document.createElement('canvas');
canvas.width = width;
canvas.height = height;
const ctx = canvas.getContext('2d');
ctx.drawImage(img, 0, 0, width, height);
//const finalImage = b64toFile(canvas.toDataURL("image/jpg"));
const imgElement = document.createElement('img');
imgElement.src = canvas.toDataURL('image/jpg');
document.body.appendChild(imgElement);
};
img.src = 'https://i.imgur.com/TMeawxt.jpeg';
img { border: 1px solid red; }

Image gets distorted when using css to set canvas height/width 100%

I am currently trying to draw an image to canvas, I have this so far:
"use strict";
var debugging = true;
var canvas = document.getElementById('astoniaCanvas');
var ctx = canvas.getContext('2d');
function loadUI() {
var topOverlay = new Image();
topOverlay.src = "/images/00000999.png";
topOverlay.onload = function() {
ctx.drawImage(topOverlay, 0, 0, canvas.width, 10);
}
var bottomOverlay = new Image();
bottomOverlay.src = "/images/00000998.png";
if (debugging) {
console.log('Drawing');
}
}
loadUI();
That works fine, but the image loads and looks like this:
When it should look like this:
The dimensions of the good looking picture are 800x40.
If I remove the
canvas {
width: 100%;
height: 100%;
}
the image goes back to looking normal, how can I scale my canvas?
Any information would be great thanks.
You arent accounting for height. Canvas can be confusing when it comes to height/width vs clientHeight/clientWidth
When you create a canvas the css width and height has no bearing on the number of pixels the internal canvas contains. Unless specifically set a canvas comes with a width height of 300x150.
A trick I have used in the past is to use the clientWidth and a scale to set everything
"use strict";
var debugging = true;
var canvas = document.getElementById('astoniaCanvas');
var ctx = canvas.getContext('2d');
function loadUI() {
var topOverlay = new Image();
topOverlay.onload = function() {
// use a scale between the image width and the canvas clientWidth
var scale = topOverlay.width / canvas.clientWidth;
var newWidth = canvas.clientWidth;
var newHeight = topOverlay.height * scale;
// resize canvas based on clientWidth
canvas.width = newWidth;
canvas.height = newHeight;
ctx.drawImage(topOverlay, 0, 0, newWidth, newHeight);
}
topOverlay.src = "http://i.stack.imgur.com/AJnjh.png";
// var bottomOverlay = new Image();
// bottomOverlay.src = "/images/00000998.png";
if (debugging) {
console.log('Drawing');
}
}
loadUI()
<canvas id="astoniaCanvas" style="width: 100%"></canvas>

Can't get height and width of image in javascript

I am trying to retreive the actual height and width of an image through javascript.
The image source being used in my case is a BLOB which gets generated as soon as a user inserts a file.
Heres my code:
var img = document.createElement('img');
var blob = URL.createObjectURL(e.target.files[0]);
img.src = blob;
console.log(img);
var w = img.width;
var h = img.height;
console.log("NEW IMAGE width", w);
console.log("NEW IMAGE height: ", h);
Here are the logs:
<img src=​"blob:​http%3A/​/​localhost%3A3000/​af3e5a35-8c1c-40b5-ad5a-379c3ab1ec1d">​
NEW IMAGE width 0
NEW IMAGE height: 0
the blob is correct since I can view the image in my browser.
When I create another image in my console with the same blob and try to retreive the height and width everything works just fine.
But when I try to run it like that in my onChange event form the input i just get 0 for height and width.
you should get size after image loaded:
img.onload = getSize;//measure after loading or you will get 0
Need to take the width and height after the image got loaded. So need to give some time to load the image.Else you will get zero size always.Take the width/height inside onload event.
var img = document.createElement('img');
var blob = URL.createObjectURL(e.target.files[0]);
img.src = blob;
img.onload = function() {
var w = img.width;
var h = img.height;
console.log("NEW IMAGE width", w);
console.log("NEW IMAGE height: ", h);
}
How to get height and width of the image in blob objeact?
example:
$(function(){
$("input[name=file_name]").on('change',function(){
var url = window.URL || window.webkitURL || window.mozURL;
var src = url.createObjectURL($(this)[0].files[0]);
$("#box").html('<img src="'+src+'">');
$("#box img").attr('width','100');
$('img')[0].onload = function() {
console.log($(this).height()); //get image height by jQuery
console.log($(this)[0].height)// get image height by javascript
console.log($(this)[0].naturalHeight);//get real height by javascript
/**
* if you want to get the image's width,you can use following code :
* $(this).width();
* $(this)[0].width;
* $(this)[0].naturalWidth;
*/
};
})
})
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<form method="post" enctype="multipart/form-data">
<input type="file" name="file_name">
</form>
<div id="box"></div>
Try loading it first:
img.onload(function() {
var w = img.width;
var h = img.height;
console.log("NEW IMAGE width", w);
console.log("NEW IMAGE height: ", h);
});

Image on Canvas is drawn larger than original size

On load of my image I:
var img = new Image();
img.src = e.target.result;
var canvas = $('#test-canvas')[0];
$('#test-canvas').width(img.width);
$('#test-canvas').height(img.height);
var ctx = canvas.getContext('2d');
ctx.drawImage(img, 0, 0);
But the image is drawn larger than it's original size? I've tried a few images, same problem.
What's the fix?
jQuery will resize the element through CSS, which won't actually change the canvas internal height and width. This will resize the actual canvas element.
var canvas = document.GetElementById('test-canvas');
canvas.width = img.width;
canvas.height = img.height;
jsFiddle (http://jsfiddle.net/L0drfwgL/) just show it drawing it to scale, and resizing the canvas item itself.
It looks like you are pulling the image from an image element on load. You can use the src from the image element rather than recreating an image object and then get the image width/height from the element to draw the image to canvas.
<script>
$(document).ready(function(){
$('#testImg').on('load',function(){
var image = document.getElementById('testImg');
var canvas = document.getElementById('test-canvas');
canvas.width = image.width;
canvas.height = image.height;
var ctx=canvas.getContext("2d");
ctx.drawImage(image,0,0);
})
});
</script>
/** with vue3 -(to fix drawing canvas image is larger than actual image size **/
const captureImage = () => {
let width = video.value.getBoundingClientRect().width;
let height = video.value.getBoundingClientRect().height;
let context = canvas.value.getContext('2d')
canvas.value.width = width
canvas.value.height = height
context.drawImage(video.value, 0, 0, width, height)
}

Getting image width on image load fails on IE

I have a image resizer function that resize images proportional. On every image load a call this function with image and resize if its width or height is bigger than my max width and max height. I can get img.width and img.height in FF Chrome Opera Safari but IE fails. How can i handle this?
Let me explain with a piece of code.
<img src="images/img01.png" onload="window.onImageLoad(this, 120, 120)" />
function onImageLoad(img, maxWidth, maxHeight) {
var width = img.width; // Problem is in here
var height = img.height // Problem is in here
}
In my highligted lines img.width don't work on IE series.
Any suggestion?
Thanks.
Don't use width and height. Use naturalWidth and naturalHeight instead. These provide the image unscaled pixel dimensions from the image file and will work across browsers.
Man, I was looking for this for 2 days. Thanks.
I'm using jQuery, but it doesnt matter. Problem is related to javascript in IE.
My previous code:
var parentItem = $('<div/>')
.hide(); // sets display to 'none'
var childImage = $('<img/>')
.attr("src", src)
.appendTo(parentItem) // sets parent to image
.load(function(){
alert(this.width); // at this point image is not displayed, because parents display parameter is set to 'none' - IE gives you value '0'
});
This is working in FF, Opera and Safari but no IE. I was getting '0' in IE.
Workaround for me:
var parentItem = $('<div/>')
.hide();
var childImage = $('<img/>')
.attr("src", src)
.load(function(){
alert(this.width); // at this point image css display is NOT 'none' - IE gives you correct value
childImage.appendTo(parentItem); // sets parent to image
});
This is how I solved it (because it's the only js on the site I didn't want to use a library).
var imageElement = document.createElement('img');
imageElement.src = el.href; // taken from a link cuz I want it to work even with no script
imageElement.style.display = 'none';
var imageLoader = new Image();
imageLoader.src = el.href;
imageLoader.onload = function() {
loaderElement.parentElement.removeChild(loaderElement);
imageElement.style.position = 'absolute';
imageElement.style.top = '50%';
imageElement.style.left = '50%';
// here using the imageLoaders size instead of the imageElement..
imageElement.style.marginTop = '-' + (parseInt(imageLoader.height) / 2) + 'px';
imageElement.style.marginLeft = '-' + (parseInt(imageLoader.width) / 2) + 'px';
imageElement.style.display = 'block';
}
It's because IE can't calculate width and height of display: none images. Use visibility: hidden instead.
Try
function onImageLoad(img, maxWidth, maxHeight) {
var width = img.width; // Problem is in here
var height = img.height // Problem is in here
if (height==0 && img.complete){
setTimeOut(function(){onImageLoad(img, maxWidth, maxHeight);},50);
}
}
var screenW = screen.width;
var screenH = screen.height;
//alert( screenW );
function checkFotoWidth( img, maxw )
{
if( maxw==undefined)
maxw = 200;
var imgW = GetImageWidth(img.src);
var imgH = GetImageHeight(img.src);
//alert(GetImageWidth(img.src).toString()); // img.width); // objToString(img));
if (imgW > maxw || (img.style.cursor == "hand" && imgW == maxw))
{
if (imgW > screenW) winW = screenW;
else winW = imgW;
if (imgH > screenH) winH = screenH;
else winH = imgH;
img.width=maxw;
img.style.cursor = "pointer";
img.WinW = winW;
img.WinH = winH;
//alert("winW : " + img.WinW);
img.onclick = function() { openCenteredWindow("Dialogs/ZoomWin.aspx?img=" + this.src, this.WinW, this.WinH, '', 'resizable=1'); }
img.alt = "Klik voor een uitvergroting :: click to enlarge :: klicken Sie um das Bild zu vergrössern";
//alert("adding onclick);
}
}
function GetImageWidth(imgSrc)
{
var img = new Image();
img.src = imgSrc;
return img.width;
}
function GetImageHeight(imgSrc)
{
var img = new Image();
img.src = imgSrc;
return img.height;
}
I'd try this:
function onImageLoad(img, maxWidth, maxHeight) {
var width, height;
if ('currentStyle' in img) {
width = img.currentStyle.width;
height = img.currentStyle.height;
}
else {
width = img.width;
height = img.height;
}
// whatever
}
edit — and apparently if I were to try that I'd learn it doesn't work :-) OK, well "width" and "height" definitely seem to be attributes of <img> elements as far as IE is concerned. Maybe the problem is that the "load" event is firing for the element at the wrong time. To check whether that's the case, I would then try this:
function onImageLoad(img, maxWidth, maxHeight) {
var width, height;
var i = new Image();
i.onload = function() {
width = i.width; height = i.height;
// ... stuff you want to do ...
};
i.src = img.href;
}
getDisplay().getImage().setUrl(imgURL);
final Image img = new Image(imgURL);
int w=img.getWidth();
int h=img.getHeight();

Categories

Resources