I am trying to get the base64 of some images in Javascript and was using this function:
function getBase64Image(img) {
return new Promise((data) => {
var canvas = document.createElement("canvas");
canvas.width = img.naturalWidth;
canvas.height = img.naturalHeight;
var ctx = canvas.getContext("2d");
ctx.drawImage(img, 0, 0);
data(canvas.toDataURL("image/png").replace(/^data:image\/(png|jpg|jpeg);base64,/, ""))
})
}
Then I call the function to load in the image using:
var img = new Image();
img.crossOrigin = 'Anonymous';
img.onload = function () {
getBase64Image(this).then(data => {})
}
img.src = wha[1][0]
If I look at the naturalWidth of the image (96px), it is different from the actual image itself (640px). I had been looking at other methods of getting base64 from an image but they also return the same results.
I have code that works fine
function convertImgToBase64URL(url, callback, outputFormat){
var img = new Image();
img.crossOrigin = 'Anonymous';
img.onload = function(){
var canvas = document.createElement('CANVAS'),
ctx = canvas.getContext('2d'), dataURL;
canvas.height = img.height;
canvas.width = img.width;
ctx.drawImage(img, 0, 0);
dataURL = canvas.toDataURL(outputFormat);
callback(dataURL);
canvas = null;
};
img.src = url;
}
convertImgToBase64URL('/img/logo.png', function(base64Img){
console.log(base64Img);
});
But I need to get the result into a variable
convertImgToBase64URL('/img/logo.png', function(base64Img){
var test = base64Img;
});
alert(test);
Any idea how to pass the result to a variable?
I am trying to create PDF with Image. I have URL of Image as below:
var url = "https://firebasestorage.googleapis.com/v0/b/dicom-poc.appspot.com/o/images%2FNiouCzjBYna8Wx1VO2x3UST5tDc2%2F2020-10-07%2F05%3A03%3A58%2Fvisualization%2FL-CC.png?alt=media&token=dce8859a-3427-432b-8176-590e9569aad9"
and my code is here:
var pdf = new jsPDF();
var img = new Image();
var canvas = document.createElement('canvas');
var ctx = canvas.getContext('2d');
img = document.createElement('img');
img.src = url;
img.onload = function(){
canvas.height = img.height;
canvas.width = img.width;
var dataURL = canvas.toDataURL('image/png')
var base64 = dataURL.replace(/^data:.+;base64,/, '');
pdf.text("Hi");
pdf.addImage(base64,'PNG',5,5,50,50);
pdf.save("download.pdf");
}
After running above code PDF is getting downloaded successfully with text "Hi" but image is not there.
I have tried multiple solutions suggested by people but no result.
Could you please guide me for same.
Thanks in advanace!
You did not draw anything on the canvas.
var pdf = new jsPDF();
var img = new Image();
var canvas = document.createElement('canvas');
var ctx = canvas.getContext('2d');
img = document.createElement('img');
img.src = url;
img.onload = function(){
canvas.height = img.height;
canvas.width = img.width;
ctx.drawImage(img, img.width, img.width);
var dataURL = canvas.toDataURL('image/png')
var base64 = dataURL.replace(/^data:.+;base64,/, '');
pdf.text("Hi");
pdf.addImage(base64,'PNG',5,5,50,50);
pdf.save("download.pdf");
}
I want to check for the size of image, and then display the image as a cropped version by defining the set size(w*h).
How can i do this?
This is the code I have tried:
var filesSelected = document.getElementById("inputFileToLoad").files;
if (filesSelected.length > 0)
{
var fileToLoad = filesSelected[0];
if (fileToLoad.type.match("image.*"))
{
var fileReader = new FileReader();
fileReader.onload = function(fileLoadedEvent)
{
var imageLoaded = document.createElement("img");
imageLoaded.src = fileLoadedEvent.target.result;
document.body.appendChild(imageLoaded);
};
fileReader.readAsDataURL(fileToLoad);
}
}
<input type="file" onchange="handleFiles(this.files[0])" id="inputFileToLoad">
<canvas id="canvas"></canvas>
function handleFiles(fileToLoad) {
if (fileToLoad.type.match("image.*")) {
var fileReader = new FileReader();
fileReader.onload = function (fileLoadedEvent) {
var img = new Image();
img.onload = function () {
var canvas = document.getElementById("canvas");
canvas.width = img.width;
canvas.height = img.height;
var ctx = canvas.getContext('2d');
ctx.drawImage(img, 0, 0);
// cropped = ctx.getImageData(x, y, crop_width, crop_height);
cropped = ctx.getImageData(500, 500, 200, 200);
// clearing is optional ... new img is over the old one
ctx.clearRect(0, 0, canvas.width, canvas.height);
// re-size canvas to croped img size
canvas.width = 200;
canvas.height = 200;
ctx.putImageData(cropped, 0, 0)
};
img.src = fileLoadedEvent.target.result;
};
fileReader.readAsDataURL(fileToLoad);
}
}
draw the imageLoaded into canvas of the size w*h shifted by some position
get the image data by yourcanvas.toDataUrl()
place the image data into image element
The function that does this
function getImagePortion(imgObj, newWidth, newHeight, startX, startY, ratio){
/* the parameters: - the image element - the new width - the new height - the x point we start taking pixels - the y point we start taking pixels - the ratio */
//set up canvas for thumbnail
var tnCanvas = document.createElement('canvas');
var tnCanvasContext = canvas.getContext('2d');
tnCanvas.width = newWidth; tnCanvas.height = newHeight;
/* use the sourceCanvas to duplicate the entire image. This step was crucial for iOS4 and under devices. Follow the link at the end of this post to see what happens when you don’t do this */
var bufferCanvas = document.createElement('canvas');
var bufferContext = bufferCanvas.getContext('2d');
bufferCanvas.width = imgObj.width;
bufferCanvas.height = imgObj.height;
bufferContext.drawImage(imgObj, 0, 0);
/* now we use the drawImage method to take the pixels from our bufferCanvas and draw them into our thumbnail canvas */
tnCanvasContext.drawImage(bufferCanvas, startX,startY,newWidth * ratio, newHeight * ratio,0,0,newWidth,newHeight);
return tnCanvas.toDataURL();
}
is step by step described here
Thank you guys,
Using Canvas is the right approach here. This is my final piece of code
Here is the final Code:
Ref Link
<html>
<title>
Upload Image
</title>
<div style="text-align: center">
<h1>: UPLOAD IMAGE : </h1>
</div>
<div>
<input type="file" id="imageLoader" name="imageLoader" onchange="checkFileDetails()"/>
<br/>
<h3>Horizontal<h3>
<canvas id="imageCanvas1"></canvas>
<br/>
<h3>Vertical<h3>
<canvas id="imageCanvas2"></canvas>
<br/>
<h3>Horizontal Small<h3>
<canvas id="imageCanvas3"></canvas>
<br/>
<h3>Gallery<h3>
<canvas id="imageCanvas4"></canvas>
</div>
<script>
//Check for the image Size and type
// Display Image in the required format
var imageLoader = document.getElementById('imageLoader');
imageLoader.addEventListener('change', handleImage1, false);
var canvas1 = document.getElementById('imageCanvas1');
var ctx1 = canvas1.getContext('2d');
function handleImage1(e){
var reader = new FileReader();
reader.onload = function(event){
var img = new Image();
img.onload = function(){
canvas1.width = 755;
canvas1.height = 450;
ctx1.drawImage(img,0,0);
}
img.src = event.target.result;
}
reader.readAsDataURL(e.target.files[0]);
}
var imageLoader1 = document.getElementById('imageLoader');
imageLoader1.addEventListener('change', handleImage2, false);
var canvas2 = document.getElementById('imageCanvas2');
var ctx2 = canvas2.getContext('2d');
function handleImage2(e){
var reader = new FileReader();
reader.onload = function(event){
var img = new Image();
img.onload = function(){
canvas2.width = 365;
canvas2.height = 450;
ctx2.drawImage(img,0,0);
}
img.src = event.target.result;
}
reader.readAsDataURL(e.target.files[0]);
}
var imageLoader2 = document.getElementById('imageLoader');
imageLoader2.addEventListener('change', handleImage3, false);
var canvas3 = document.getElementById('imageCanvas3');
var ctx3 = canvas3.getContext('2d');
function handleImage3(e){
var reader = new FileReader();
reader.onload = function(event){
var img = new Image();
img.onload = function(){
canvas3.width = 365;
canvas3.height = 212;
ctx3.drawImage(img,0,0);
}
img.src = event.target.result;
}
reader.readAsDataURL(e.target.files[0]);
}
var imageLoader3 = document.getElementById('imageLoader');
imageLoader3.addEventListener('change', handleImage4, false);
var canvas4 = document.getElementById('imageCanvas4');
var ctx4 = canvas4.getContext('2d');
function handleImage4(e){
var reader = new FileReader();
reader.onload = function(event){
var img = new Image();
img.onload = function(){
canvas4.width = 380;
canvas4.height = 380;
ctx4.drawImage(img,0,0);
}
img.src = event.target.result;
}
reader.readAsDataURL(e.target.files[0]);
}
</script>
I inserted a canvas element into the DOM of a new file with the following code:
$('#nav_steps').html(canvas);
I want to select this canvas to do something with it, but I can't. Can you help me? Thanks.
data.forEach(function(data) {
var img = new Image();
img.crossOrigin = 'anonymous';
img.onload = function() {
var canvas = document.createElement('canvas');
canvas.width = w_notepad;
canvas.height = h_notepad;
$(canvas).toggle(!data.isActive).appendTo('#canvas_panel');
var ctx = canvas.getContext('2d');
ctx.drawImage(this, 0, 0, w_notepad, h_notepad);
};
img.src = data.dataImageURL;
});
i want :
$("canvas:eq(0)");
Thank.