create an asynchronous each loop in jquery - javascript

This is my each loop:-
var image_obj = {};
$(".wrapper").each(function (index, data) {
var dfile = this.getElementsByClassName('image')[0];
file = dfile.files[0];
if(file != null) {
var fr = new FileReader();
fr.onload = function (e) {
img = new Image();
img.onload = function (k) {
var canvas = document.createElement("canvas");
canvas.width = img.width;
canvas.height = img.height;
var ctx = canvas.getContext("2d");
ctx.drawImage(img, 0, 0);
objindex = "obj_" + index;
image_obj[objindex] = canvas.toDataURL("image/jpeg");
};
img.src = fr.result;
};
fr.readAsDataURL(file);
}
});
I need the index of my each loop to save base_64 encoded image to an object.
But the index is not showing up in order as each loop execution finishes before reaching canvas.getContext("2d");.

One big problem is that you need to declare img inside your outer function:
$(".wrapper").each(function (index, data) {
var img;
The reason is that otherwise, img is a global. The img variable captured in your onload function just contains the current value of that global, which is just whatever the most recent each call assigned it to (likely the last wrapper in the jquery object). Then when onload is called, it writes the wrong image into the canvas. By declaring the variable, you ensure that each outer function scope has its very own img variable for your onload functions to capture, which they'll then use when they're actually applied.
Edit If you want to ensure that the outputed order is right, you should just sort it out at the end, since you don't control when onload runs; that's actually the beauty of it. I'd do something like this:
ctx.drawImage(img, 0, 0);
if (typeof(image_obj.images) == "undefined")
image_obj.images = [];
image_obj.images[index] = canvas.toDataURL("image/jpeg");
Or just make image_obj itself an array and just do:
ctx.drawImage(img, 0, 0);
image_arr[index] = canvas.toDataURL("image/jpeg");
Depending on whether you need the object as a container for other stuff.
Since that's an array, not an object, the images will be in order.
Edit 2
So the problem now is that you get holes in your array if some of the files aren't there. Let's make that not happen:
var index = -1;
$(".wrapper").each(function (_, data) {
...
if(file != null) {
var fr = new FileReader();
index++;
var localIndex = index; //to capture locally
fr.onload = function (e) {
...
ctx.drawImage(img, 0, 0);
image_arr[localIndex] = canvas.toDataURL("image/jpeg");
..

Related

Saving multiple SVGs to canvas with text then getting dataURL

I have built an angularJS application, in this application SVG files represent garments that a user chooses. I have a download button which (currently) saves the first SVG as a PNG into a database and I use a view to display this "preview".
The directive I created looks like this:
.directive('kdExport', function () {
return {
restrict: 'A',
scope: {
target: '#kdExport',
team: '='
},
controller: 'ExportImageController',
link: function (scope, element, attrs, controller) {
console.log(scope.team);
// Bind to the onclick event of our button
element.bind('click', function (e) {
// Prevent the default action
e.preventDefault();
// Generate the image
controller.generateImage(scope.target, scope.team, function (preview) {
// Create our url
var url = '/kits/preview/' + preview.id;
// Open a new window
window.open(url, '_blank');
});
});
}
};
})
and the controller looks like this:
.controller('ExportImageController', ['PreviewService', function (service) {
var self = this;
// Function to remove the hidden layers of an SVG document
var removeHidden = function (element) {
// Get the element children
var children = element.children(),
i = children.length;
// If we have any children
if (children.length) {
// For each child
for (i; i >= 0; i--) {
// Get our child
var child = angular.element(children[i - 1]);
// Remove hidden from the child's children
removeHidden(child);
// Finally, if this child has the class "hidden"
if (child.hasClass("hidden")) {
// Remove the child
child.remove();
}
}
}
};
// Public function to generate the image
self.generateImage = function (element, team, onSuccess) {
// Get our SVG
var target = document.getElementById(element),
container = target.getElementsByClassName('svg-document')[0],
clone = container.cloneNode(true);
// Remove hidden layers
removeHidden(angular.element(clone));
// Create our data
var data = clone.innerHTML,
svg = new Blob([data], { type: 'image/svg+xml;charset=utf-8' });
// Get our context
var canvas = document.getElementById('canvas'),
ctx = canvas.getContext('2d');
// Create our image
var DOMURL = window.URL || window.webkitURL || window,
url = DOMURL.createObjectURL(svg),
img = new Image();
// When the image has loaded
img.onload = function () {
canvas.width = 1000;
canvas.height = 500;
// Draw our image using the context
ctx.drawImage(img, 0, 0, img.width, img.height, 0, 0, 1000, 500);
DOMURL.revokeObjectURL(url);
// Get our URL as a base64 string
var dataURL = canvas.toDataURL("image/png");
// Create our model
var model = {
teamName: team.name,
sport: team.sport,
data: dataURL
};
// Create our preview
service.create(model).then(function (response) {
// Invoke our success callback
onSuccess(response);
});
}
// Set the URL of the image
img.src = url;
};
}])
This works fine for a single SVG document, but now the client has asked me to do this for multiple SVGs with a title under each one and they want it all in one PNG.
I have not done a lot of work with canvasing, so I am not sure if this can be done.
Does anyone know how I might achieve this?
Ok, so I figured this out myself using promises.
Basically I created a method called drawImage that allowed me to draw an image for each SVG.
To make sure that all images were drawn before I invoke toDataURL I made the function return a promise and once the image loaded I resolved that promise.
Then I just used a $q.all to get the dataURL and save the data to my database.
The methods looked like this:
// Private function for drawing our images
var drawImage = function (canvas, ctx, clone) {
// Defer our promise
var deferred = $q.defer();
// Create our data
var data = clone.innerHTML,
svg = new Blob([data], { type: 'image/svg+xml;charset=utf-8' });
// Create our image
var DOMURL = window.URL || window.webkitURL || window,
url = DOMURL.createObjectURL(svg),
img = new Image();
// When the image has loaded
img.onload = function () {
// Get our location
getNextLocation(canvas.width, canvas.height, img);
// Draw our image using the context (Only draws half the image because I don't want to show the back)
ctx.drawImage(img, 0, 0, img.width / 2, img.height, location.x, location.y, location.width, location.height);
DOMURL.revokeObjectURL(url);
// Resolve our promise
deferred.resolve();
}
// Set the URL of the image
img.src = url;
// Return our promise
return deferred.promise;
};
// Public function to generate the image
self.generateImage = function (element, team, onSuccess) {
// Get our SVG
var target = document.getElementById('totals'),
containers = angular.element(target.getElementsByClassName('svg-document'));
// Get our context
var canvas = document.getElementById('canvas'),
ctx = canvas.getContext('2d');
// Set our canvas height and width
canvas.width = 2000;
canvas.height = calculateCanvasHeight(containers.length);
// Create our array of promises
var promises = [];
// For each container
for (var i = 0; i < containers.length; i++) {
// Get our container
var container = containers[i],
clone = container.cloneNode(true);
// Remove hidden layers
removeHidden(angular.element(clone));
// Add our promise to the array
promises.push(drawImage(canvas, ctx, clone));
}
// When all promises have resolve
$q.all(promises).then(function () {
// Get our URL as a base64 string
var dataURL = canvas.toDataURL("image/png");
// Create our model
var model = {
teamName: team.name,
sport: team.sport,
data: dataURL
};
// Create our preview
self.create(model).then(function (response) {
// Invoke our success callback
onSuccess(response);
});
})
};
Obviously there is missing code here, but this code answers my issue, the rest just makes my service work :)

Canvas image parsing orientation not in right sequence

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!

tick method in javascript for canvas

I'm trying to make a tick method for this code.
When I try to put a while loop or time interval it just goes blank.
I want the tick method to call this function without the canvas going blank.
How would i make that tick method
function setup(){
var canvas = document.getElementById('my_canvas');
var ctx = canvas.getContext('2d');
canvas.width = 800;
canvas.height = 600;
var gun = new Image();
var badguy = new Image();
var wall1 = 200;
var ground = new Image();
var back = new Image();
var back2 = new Image();
var back3 = new Image();
var wall = new Image();
var wall2 = new Image();
back.onload = function() {
ctx.drawImage(back, 0, 0, 800, 300);
};
back2.onload = function() {
ctx.drawImage(back2, mountainplace, 0, mtnsize1, 300);
};
back3.onload = function() {
ctx.drawImage(back3, mountainplace2, 0, mtnsize2, 300);
};
ground.onload = function() {
ctx.drawImage(ground, groundplace, 300, 1980, 200);
};
wall.onload = function() {
ctx.drawImage(wall, place2, 250, size2, 100);
};
wall2.onload = function() {
ctx.drawImage(wall2, place, 250, size, 100);
};
badguy.onload = function() {
ctx.drawImage(badguy, badguyplace, 250, 100, 100);
};
gun.onload = function() {
ctx.drawImage(gun, 0, 100, 400, 400);
};
back2.src = "moutain1.png";
back3.src = "moutain2.png";
back.src = "backing.png";
ground.src = "ground1.jpg";
wall.src = "wall.png";
wall2.src = "wall2.png";
badguy.src = "santa2.png";
gun.src = "gun1.png";
};
You need to clarify the question because I'm not sure what exactly you are trying to achieve.
I assume you put some code at the end of your setup() function that performs some operations on the images. But before you can do it you need to wait for the images to load.
BTW: another problem with your code is that the images will be drawn on the canvas in the order in which they load, which may be unpredictable. You probably want to avoid this too.
A solution to your problem (or at least to what I think your problem is) is to first start loading the images and then only perform further operations after they have all been loaded.
You can use the following code to do this:
function makeAllLoadedHandler(image_files_count, on_all_loaded) {
return function() {
--image_files_count;
if (image_files_count == 0) {
// All images loaded, call the function.
on_all_loaded();
}
}
}
function loadAllImages(image_files, on_all_loaded) {
var images = {};
var callback = makeAllLoadedHandler(image_files.length, function() { on_all_loaded(images); } );
for (var i = 0; i < image_files.length; ++i) {
var image = new Image;
image.src = image_files[i];
image.onload = callback;
images[image_files[i]] = image;
}
}
The loadAllImages() function takes an array of image file names and a function to call when all the images have been loaded.
You can use it like this in your code:
function setup() {
var image_files = [
"mountain1.png",
"mountain2.png",
"backing.png",
"ground1.jpg",
"wall.png",
"wall2.png",
"santa2.png",
"gun1.png" ];
loadAllImages(image_files, onAllImagesLoaded);
}
function onAllImagesLoaded(images) {
// Draw your images and perform all the other tasks on them.
// The 'images' object stores each of the Image object under a key that is
// its file name.
ctx.drawImage(images['backing.png'], 0, 0, 800, 300);
// ...
// Do other stuff with the images.
}
You just call the setup() function like you used to and then the onAllImagesLoaded function will be called some time later when all the images are available. You continue your processing in there.
I hope this helps. Although it's possible that your problem is completely different ;)

draw image on canvas after load into array

I tried to create an array of Image to be displayed on a canvas, after each image is loaded. No errors, no draw...
var x=...
var y=...
var canvas = document.getElementById(sCanvasName);
var context = canvas.getContext('2d');
var imageCardObj = [];
//vCards contains the images file names
for (var k=0;k<vCards.length;k++){
imageCardObj[k] = new Image();
var func = function(){
var c = arguments[3];
try{
c.drawImage(arguments[0], arguments[1], arguments[2]);
}catch(e){
alert(e.message)
}
}
imageCardObj[k].onload = func(imageCardObj[k], x, y, context);
imageCardObj[k].src = "res/img/"+vCards[k].trim()+".png";
x+=40;
}
You are calling the func() handler and gives the result to it to the image's onload handler. That won't work so well.. and you cannot pass arguments that way to a handler function.
Try this:
var func = function(){
// "this" will be the current image in here
var c = arguments[3];
try{
c.drawImage(this, x, y); // you need to reference x and y
}catch(e){
alert(e.message)
}
}
imageCardObj[k].onload = func; // only a reference here
If you need different x and y's then you need to maintain those on the side, either in an additional array or use objects to embed the image, its intended x and y and use the url to identify the image in question inside the func() callback.
Also note that load order may vary as the last image loaded could finish before the first one so when you draw the image they may not appear in the same order.
You may want to do this instead:
var files = [url1, url2, url, ...],
images = [],
numOfFiles = files.length,
count = numOfFiles;
// function to load all images in one go
function loadImages() {
// go through array of file names
for(var i = 0; i < numOfFiles; i++) {
// create an image element
var img = document.createElement('img');
// use common loader as we need to count files
img.onload = imageLoaded;
//img.onerror = ... handle errors too ...
//img.onabort = ... handle errors too ...
img.src = files[i];
// push image onto array in the same order as file names
images.push(img);
}
}
function imageLoaded(e) {
// for each successful load we count down
count--;
if (count === 0) draw(); //start when all images are loaded
}
Then you can start the drawing after the images has loaded - the images are now in the same order as the original array:
function draw() {
for(var i = 0, img; img = images[i++];)
ctx.drawImage(img, x, y); // or get x and y from an array
}
Hope this helps!
This is the final (working) version
var x=...
var y=...
var canvas = document.getElementById(sCanvasName);
var context = canvas.getContext('2d');
var imageCardObj = [];
for (var k=0;k<vCards.length;k++){
imageCardObj[k] = new Image();
imageCardObj[k].xxx=x;
var func = function(){
try{
context.drawImage(this, this.xxx, yStreet);
}catch(e){
alert(e.message)
}
}
imageCardObj[k].onload = func;
imageCardObj[k].src = 'res/img/'+vCards[k].trim()+".png";
x +=40;

<img>width returns 0 under heavy load

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;
}

Categories

Resources