Js/Jquery how to remove previous image thumbnail when choose another image? - javascript

I'm doing an upload function that will allow the user to upload a chosen image to the server, and it is supposed to show a thumbnail of the current image. But when another image is chosen, it will add in the newer image thumbnail, and wouldn't remove the older image thumbnail.
So, how do I remove the previous image thumbnail and replace it with the newer one?
Here is my javascript code:
function previewFiles() {
var preview = document.querySelector('#preview');
var files = document.querySelector('input[type=file]').files;
function readAndPreview(file) {
// Make sure `file.name` matches our extensions criteria
if (/\.(jpe?g|png|gif)$/i.test(file.name)) {
var reader = new FileReader();
reader.addEventListener("load", function () {
var image = new Image();
image.height = 200;
image.title = file.name;
image.style.marginTop = '10px';
image.style.marginRight = '10px';
image.style.borderRadius = '3px';
image.style.marginBottom = '220px';
image.src = this.result;
preview.appendChild(image);
}, false);
reader.readAsDataURL(file);
}
}
if (files) {
[].forEach.call(files, readAndPreview);
}
}
And here is my HTML code:
<input type="file" id="browse" accept='.jpeg, .png, .jpg' onchange='previewFiles()' name="image" />
<div id='preview'></div>
Thanks in advance!

You need to remove all the children before adding new one.
reader.addEventListener("load", function () {
var image = new Image();
image.height = 200;
image.title = file.name;
image.style.marginTop = '10px';
image.style.marginRight = '10px';
image.style.borderRadius = '3px';
image.style.marginBottom = '220px';
image.src = this.result;
//removes all children (images)
preview.childNodes.forEach(c => preview.removeChild(c));
preview.appendChild(image);

Related

Show Image Canvas Javascript after upload files with File Reader

So I'm trying to display image on canvas using File Reader. But it won't work. I don't know where the problem is.
var canvas = document.getElementById("ourCanvas"),
context = canvas.getContext('2d'),
uploadedFile = document.getElementById('uploaded-file');
window.addEventListener('DOMContentLoaded', initImageLoader);
function initImageLoader() {
uploadedFile.addEventListener('change', handleManualUploadedFiles);
function handleManualUploadedFiles(ev){
var file = ev.target.files[0];
handleFile(file);
}
}
function handleFile(file) {
var imageType = /image.*/;
if(file.type.match(imageType)){
var reader = new FileReader();
reader.onloadend = function(event) {
var tempImageStore = new Image();
tempImageStore.onLoad = function(ev){
canvas.height = ev.target.height;
canvas.width = ev.target.width;
context.drawImage(ev.target, 0, 0);
}
tempImageStore.src = event.target.result;
}
reader.readAsDataURL(file);
}
}
After I upload the file, image don't show on the Canvas, and does'nt show anything wrong in Console. Is there any problem with my code?

Why is image uploader not working on chrome?

I have a button where you can upload an image and insert it in a tag, it works on every browser but not on chrome. The first reader.onloadend is processed, I can log image and image.src.
var inputUpload = document.getElementById('buttonUpload');
inputUpload.addEventListener('change', (e) => {
const file = e.target.files[0];
const reader = new FileReader();
reader.onloadend = () => {
//Initiate the JavaScript Image object.
var image = new Image();
image.src = reader.result;
console.log('image.src');
image.onloadend = function() { /* execution stops here */
var height = this.height;
var width = this.width;
if (height > 150 || width > 150) {
showAlert('Image dimensions must be within 150×150 pixels.');
} else {
// convert file to base64 String
const base64String = reader.result.replace('data:', '').replace(/^.+,/, '');
// display image
valueImg = "data:image/png;base64," + base64String;
updateImg(valueImg);
};
};
};
reader.readAsDataURL(file);
});
<button id="buttonUpload" type="button" class="d-inline btn-custom mx-0">
Upload
</button>
When I select the image file, it stops at image.loadend but I get no errors in the console

Canvas drawImage is not accepting width and height

Image is getting created in full original size, even last two arguments 150, 150 are height and width context.drawImage(img, 0, 0, 150, 150); in the code below:
function (file) { //uploaded files are always images
var reader = new FileReader(); //FileReader for uploading files from local stroge.
reader.onload = function () {
var links = document.createElement('a'); //link when image is clicked
var img = document.createElement('img');
img.src = reader.result; //src = url from uploaded file
img.className = 'images'; //css -> .images { margin-top: 30px; padding: 30px; }
img.onload = function () { //repaint image to 150 - 150 size with canvas, because setting width and height on image itself would just resize the image but I want to create new image with new size
var canvas = document.createElement('canvas');
var context = canvas.getContext('2d');
context.drawImage(img, 0, 0, 150, 150) //draw image with canvas
}
links.href = reader.result; // url from local storage needed when image is clicked -
links.target = "_blank"; // open new blank page with original image
links.appendChild(img); // image is appended to <a>
document.body.appendChild(links); // <a> is appended to body, that body contains image thumbnail with a link linked to the image source
}
if (file) {
reader.readAsDataURL(file); // read uploaded files url
}
}
img.onload does not making any sense here. result is the same even when I remove it.
You are not drawing back the cropped image to your <img> tag... you will have to create two image Objects, let's call the first originalImage, and the second one croppedImage.
The one you will append to the document is croppedImageand originalImage will just stay in the cache.
When originalImage has loaded, you will paint it to a canvas, and then set croppedImage to the result of the canvas' toDataURL() method.
var read = function() {
var file = this.files[0];
var reader = new FileReader();
reader.onload = function() {
var links = document.createElement('a');
// this will be the appended image
var croppedImage = new Image();
// do your DOM stuff
croppedImage.className = 'images';
links.href = reader.result;
links.target = "_blank";
links.appendChild(croppedImage);
document.body.appendChild(links);
// create a buffer image object
var originalImage = new Image();
// set its load handler
originalImage.onload = function() {
// create a canvas
var canvas = document.createElement('canvas');
// set canvas width/height
canvas.width = canvas.height = 150;
var context = canvas.getContext('2d');
// draw the buffered image to the canvas at required dimension
context.drawImage(originalImage, 0, 0, 150, 150);
// set the appended to doc image's src to the result of the cropping operation
croppedImage.src = canvas.toDataURL();
}
originalImage.src = reader.result;
}
if (file) {
reader.readAsDataURL(file);
}
};
upload.onchange = read;
.images {
margin-top: 30px;
padding: 30px;
}
<input type="file" id="upload" />
You could also have used only a single image object, but this would have required to reset the onload event in the onload event, to avoid an infinite loop, which is a little bit less clear :
var read = function() {
var file = this.files[0];
var reader = new FileReader();
reader.onload = function() {
var links = document.createElement('a');
var img = new Image();
img.className = 'images';
links.href = reader.result;
links.target = "_blank";
links.appendChild(img);
document.body.appendChild(links);
img.onload = function() {
//reset the onload event so it does fire in a loop
img.onload = function(){return;};
var canvas = document.createElement('canvas');
canvas.width = canvas.height = 150;
var context = canvas.getContext('2d');
context.drawImage(this, 0, 0, 150, 150);
this.src = canvas.toDataURL();
}
img.src = reader.result;
}
if (file) {
reader.readAsDataURL(file);
}
};
upload.onchange = read;
.images {
margin-top: 30px;
padding: 30px;
}
<input type="file" id="upload" />
var reader = new FileReader();
reader.onload = function () {
var links = document.createElement('a');
var img = new Image();
img.src = reader.result;
img.className = 'images';
img.onload = function () {
var canvas = document.createElement('canvas');
var context = canvas.getContext('2d');
context.drawImage(this, 0, 0, 150, 150);
this.src = canvas.toDataURL(); // convert the canvas back to the image
links.appendChild(this); // append the updated image to the document
}
links.href = reader.result;
links.target = "_blank";
document.body.appendChild(links);
}
if (file) {
reader.readAsDataURL(file); //reads the data as a URL
}

How to display an image from a file input? [duplicate]

This question already has answers here:
Preview an image before it is uploaded
(29 answers)
Closed 8 years ago.
I would like to choose a file and display the image on the browser.
I tried inserting the direct image path and it worked.
The problem now is, how can I display the image from the <input type=file> ?
Here is what my code looks like:
function myFunction() {
var file = document.getElementById('file').files[0];
var reader = new FileReader();
reader.onloadend = function {
var image = document.createElement("img");
image.src = "reader"
image.height = 200;
image.width = 200;
document.body.appendChild(image);
}
}
<input type=file name=filename id=file>
<button type=button onclick='myFunction()'>Display</button>
function myFunction() {
var file = document.getElementById('file').files[0];
var reader = new FileReader();
// it's onload event and you forgot (parameters)
reader.onload = function(e) {
var image = document.createElement("img");
// the result image data
image.src = e.target.result;
document.body.appendChild(image);
}
// you have to declare the file loading
reader.readAsDataURL(file);
}
http://jsfiddle.net/Bwj2D/11/ working example
be carrefull : reader.onloadend = function {
must be reader.onloadend = function() {
but why use a fileReader ?
For exemple my function to add pictures in my webSite =>
function createImageBase(src, alt) {
var image = document.createElement('img');
image.src = src;
image.alt = alt;
return image;
}
function addPicture(targetID, imageSRC){
var location = document.getElementById(targetID);
var image = createImageBase(imageSRC, imageSRC);
location.appendChild(image);
}
Then just call it like that :
Display

Get file size, image width and height before upload

How can I get the file size, image height and width before upload to my website, with jQuery or JavaScript?
Multiple images upload with info data preview
Using HTML5 and the File API
Example using URL API
The images sources will be a URL representing the Blob object
<img src="blob:null/026cceb9-edr4-4281-babb-b56cbf759a3d">
const EL_browse = document.getElementById('browse');
const EL_preview = document.getElementById('preview');
const readImage = file => {
if ( !(/^image\/(png|jpe?g|gif)$/).test(file.type) )
return EL_preview.insertAdjacentHTML('beforeend', `Unsupported format ${file.type}: ${file.name}<br>`);
const img = new Image();
img.addEventListener('load', () => {
EL_preview.appendChild(img);
EL_preview.insertAdjacentHTML('beforeend', `<div>${file.name} ${img.width}×${img.height} ${file.type} ${Math.round(file.size/1024)}KB<div>`);
window.URL.revokeObjectURL(img.src); // Free some memory
});
img.src = window.URL.createObjectURL(file);
}
EL_browse.addEventListener('change', ev => {
EL_preview.innerHTML = ''; // Remove old images and data
const files = ev.target.files;
if (!files || !files[0]) return alert('File upload not supported');
[...files].forEach( readImage );
});
#preview img { max-height: 100px; }
<input id="browse" type="file" multiple>
<div id="preview"></div>
Example using FileReader API
In case you need images sources as long Base64 encoded data strings
<img src="data:image/png;base64,iVBORw0KGg... ...lF/++TkSuQmCC=">
const EL_browse = document.getElementById('browse');
const EL_preview = document.getElementById('preview');
const readImage = file => {
if ( !(/^image\/(png|jpe?g|gif)$/).test(file.type) )
return EL_preview.insertAdjacentHTML('beforeend', `<div>Unsupported format ${file.type}: ${file.name}</div>`);
const reader = new FileReader();
reader.addEventListener('load', () => {
const img = new Image();
img.addEventListener('load', () => {
EL_preview.appendChild(img);
EL_preview.insertAdjacentHTML('beforeend', `<div>${file.name} ${img.width}×${img.height} ${file.type} ${Math.round(file.size/1024)}KB</div>`);
});
img.src = reader.result;
});
reader.readAsDataURL(file);
};
EL_browse.addEventListener('change', ev => {
EL_preview.innerHTML = ''; // Clear Preview
const files = ev.target.files;
if (!files || !files[0]) return alert('File upload not supported');
[...files].forEach( readImage );
});
#preview img { max-height: 100px; }
<input id="browse" type="file" multiple>
<div id="preview"></div>
Demo
Not sure if it is what you want, but just simple example:
var input = document.getElementById('input');
input.addEventListener("change", function() {
var file = this.files[0];
var img = new Image();
img.onload = function() {
var sizes = {
width: this.width,
height: this.height
};
URL.revokeObjectURL(this.src);
console.log('onload: sizes', sizes);
console.log('onload: this', this);
}
var objectURL = URL.createObjectURL(file);
console.log('change: file', file);
console.log('change: objectURL', objectURL);
img.src = objectURL;
});
If you can use the jQuery validation plugin you can do it like so:
Html:
<input type="file" name="photo" id="photoInput" />
JavaScript:
$.validator.addMethod('imagedim', function(value, element, param) {
var _URL = window.URL;
var img;
if ((element = this.files[0])) {
img = new Image();
img.onload = function () {
console.log("Width:" + this.width + " Height: " + this.height);//this will give you image width and height and you can easily validate here....
return this.width >= param
};
img.src = _URL.createObjectURL(element);
}
});
The function is passed as ab onload function.
The code is taken from here
Here is a pure JavaScript example of picking an image file, displaying it, looping through the image properties, and then re-sizing the image from the canvas into an IMG tag and explicitly setting the re-sized image type to jpeg.
If you right click the top image, in the canvas tag, and choose Save File As, it will default to a PNG format. If you right click, and Save File as the lower image, it will default to a JPEG format. Any file over 400px in width is reduced to 400px in width, and a height proportional to the original file.
HTML
<form class='frmUpload'>
<input name="picOneUpload" type="file" accept="image/*" onchange="picUpload(this.files[0])" >
</form>
<canvas id="cnvsForFormat" width="400" height="266" style="border:1px solid #c3c3c3"></canvas>
<div id='allImgProperties' style="display:inline"></div>
<div id='imgTwoForJPG'></div>
SCRIPT
<script>
window.picUpload = function(frmData) {
console.log("picUpload ran: " + frmData);
var allObjtProperties = '';
for (objProprty in frmData) {
console.log(objProprty + " : " + frmData[objProprty]);
allObjtProperties = allObjtProperties + "<span>" + objProprty + ": " + frmData[objProprty] + ", </span>";
};
document.getElementById('allImgProperties').innerHTML = allObjtProperties;
var cnvs=document.getElementById("cnvsForFormat");
console.log("cnvs: " + cnvs);
var ctx=cnvs.getContext("2d");
var img = new Image;
img.src = URL.createObjectURL(frmData);
console.log('img: ' + img);
img.onload = function() {
var picWidth = this.width;
var picHeight = this.height;
var wdthHghtRatio = picHeight/picWidth;
console.log('wdthHghtRatio: ' + wdthHghtRatio);
if (Number(picWidth) > 400) {
var newHeight = Math.round(Number(400) * wdthHghtRatio);
} else {
return false;
};
document.getElementById('cnvsForFormat').height = newHeight;
console.log('width: 400 h: ' + newHeight);
//You must change the width and height settings in order to decrease the image size, but
//it needs to be proportional to the original dimensions.
console.log('This is BEFORE the DRAW IMAGE');
ctx.drawImage(img,0,0, 400, newHeight);
console.log('THIS IS AFTER THE DRAW IMAGE!');
//Even if original image is jpeg, getting data out of the canvas will default to png if not specified
var canvasToDtaUrl = cnvs.toDataURL("image/jpeg");
//The type and size of the image in this new IMG tag will be JPEG, and possibly much smaller in size
document.getElementById('imgTwoForJPG').innerHTML = "<img src='" + canvasToDtaUrl + "'>";
};
};
</script>
Here is a jsFiddle:
jsFiddle Pick, display, get properties, and Re-size an image file
In jsFiddle, right clicking the top image, which is a canvas, won't give you the same save options as right clicking the bottom image in an IMG tag.
As far as I know there is not an easy way to do this since Javascript/JQuery does not have access to the local filesystem. There are some new features in html 5 that allows you to check certain meta data such as file size but I'm not sure if you can actually get the image dimensions.
Here is an article I found regarding the html 5 features, and a work around for IE that involves using an ActiveX control. http://jquerybyexample.blogspot.com/2012/03/how-to-check-file-size-before-uploading.html
So I started experimenting with the different things that FileReader API had to offer and could create an IMG tag with a DATA URL.
Drawback: It doesn't work on mobile phones, but it works fine on Google Chrome.
$('input').change(function() {
var fr = new FileReader;
fr.onload = function() {
var img = new Image;
img.onload = function() {
//I loaded the image and have complete control over all attributes, like width and src, which is the purpose of filereader.
$.ajax({url: img.src, async: false, success: function(result){
$("#result").html("READING IMAGE, PLEASE WAIT...")
$("#result").html("<img src='" + img.src + "' />");
console.log("Finished reading Image");
}});
};
img.src = fr.result;
};
fr.readAsDataURL(this.files[0]);
});
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<input type="file" accept="image/*" capture="camera">
<div id='result'>Please choose a file to view it. <br/>(Tested successfully on Chrome - 100% SUCCESS RATE)</div>
(see this on a jsfiddle at http://jsfiddle.net/eD2Ez/530/)
(see the original jsfiddle that i added upon to at http://jsfiddle.net/eD2Ez/)
A working jQuery validate example:
$(function () {
$('input[type=file]').on('change', function() {
var $el = $(this);
var files = this.files;
var image = new Image();
image.onload = function() {
$el
.attr('data-upload-width', this.naturalWidth)
.attr('data-upload-height', this.naturalHeight);
}
image.src = URL.createObjectURL(files[0]);
});
jQuery.validator.unobtrusive.adapters.add('imageminwidth', ['imageminwidth'], function (options) {
var params = {
imageminwidth: options.params.imageminwidth.split(',')
};
options.rules['imageminwidth'] = params;
if (options.message) {
options.messages['imageminwidth'] = options.message;
}
});
jQuery.validator.addMethod("imageminwidth", function (value, element, param) {
var $el = $(element);
if(!element.files && element.files[0]) return true;
return parseInt($el.attr('data-upload-width')) >= parseInt(param["imageminwidth"][0]);
});
} (jQuery));

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