I need to modify existing code with new requirement:
Image dimensions has to be validated before upload from browser.
If height or width of image is less than 500 px it has to be increased to 500px.
Here is the code that currently used in our app to upload images.
var fileInputElem = document.getElementById('P3_FILE');
var fileIndex = 0;
var deferredObject = $.Deferred();
var s$=apex.widget.waitPopup;
// builds a js array from long string
function clob2Array(clob, size, array) {
loopCount = Math.floor(clob.length / size) + 1;
for (var i = 0; i < loopCount; i++) {
array.push(clob.slice(size * i, size * (i + 1)));
}
return array;
}
// converts binaryArray to base64 string
function binaryArray2base64(int8Array) {
var data = "";
var bytes = new Uint8Array(int8Array);
var length = bytes.byteLength;
for (var i = 0; i < length; i++) {
data += String.fromCharCode(bytes[i]);
}
return btoa(data);
}
// a recursive function that calls itself to upload multiple files synchronously
function uploadFile(pFileIndex) {
var fileCount = 0;
var file = fileInputElem.files[pFileIndex];
var reader = new FileReader();
var uploadTarget = apex.item("P3_UPLOAD_TARGET").getValue();
reader.onload = (function(pFile) {
return function(e) {
if (pFile) {
var base64 = binaryArray2base64(e.target.result);
var f01Array = [];
f01Array = clob2Array(base64, 30000, f01Array);
apex.server.process(
'UPLOAD_FILE',
{
x01: file.name,
x02: file.type,
x03: uploadTarget,
x04: apex.item("P3_FILE_TYPE").getValue(),
x05: parent.apex.item('P2_SCREEN_TYPE').getValue(),
f01: f01Array
},
{
dataType: 'json',
success: function(data) {
if (data.j_retn_status == 'SUCCESS') {
if (fileIndex === 0) {
apex.item('P3_PRIMARY_ID').setValue(data.j_primary_id);
}
fileIndex++;
if (fileIndex < fileInputElem.files.length) {
// start uploading the next file
var d = fileIndex - 1;
uploadFile(fileIndex);
} else {
// all files have been uploaded at this point
apex.item('P3_FILES_COUNT').setValue(fileIndex);
fileInputElem.value = '';
deferredObject.resolve('done');
}
} else {
//alert('Oops! Something went terribly wrong. Please try again or contact your application administrator.' + data.j_retn_status);
$('#FILEDISP'+pFileIndex).html($('#FILEDISP'+pFileIndex).text() + '<p class="fa-window-close" aria-hidden="true"></p>' ) ;
}
}
}
);
}
}
})(file);
$('#FILEDISP'+pFileIndex).html($('#FILEDISP'+pFileIndex).text() + '<p class="fa fa-check" aria-hidden="true"></p>' ) ;
reader.readAsArrayBuffer(file);
return deferredObject.promise();
}
How can we modify it to validate image dimensions and increase image width or height before upload please?
Thank you!
You could probably do something like below, although I'd look into using a library for doing something like this in case there are gotchas for certain situations.
const MIN_WIDTH = 500;
const MIN_HEIGHT = 500;
const imageInputEl = document.getElementById('example-image');
imageInputEl.addEventListener("change", handleFiles, false);
function handleFiles() {
const fileList = this.files;
const file = fileList[0];
if ( /\.(jpe?g|png)$/i.test(file.name) ) {
var reader = new FileReader();
reader.addEventListener("load", function () {
var image = new Image();
image.src = this.result;
document.getElementById('input-image').src = this.result;
image.onload = () => {
const width = image.naturalWidth;
const height = image.naturalHeight;
let canvasWidth = MIN_WIDTH;
let canvasHeight = MIN_HEIGHT;
if (width >= MIN_WIDTH) canvasWidth = width;
if (height >= MIN_HEIGHT) canvasHeight = height;
const canvas = document.createElement("canvas");
canvas.width = canvasWidth;
canvas.height = canvasHeight;
const ctx = canvas.getContext("2d");
ctx.drawImage(document.getElementById('input-image'), 0, 0, canvasWidth, canvasHeight);
const resizedImage = canvas.toDataURL("image/png");
document.getElementById('resized-image').src = resizedImage;
};
});
reader.readAsDataURL(file);
} else {
throw new Error('Not a valid image file.');
}
}
.container {
display: flex;
justify-content: center;
align-items: center;
flex-direction: column;
}
<div class="container">
<input type="file"id="example-image" accept="image/png, image/jpeg">
<div>
Input Image:
</div>
<img id="input-image">
<div>
Resized Image:
</div>
<img id="resized-image">
</div>
Related
I am currently working on a Javascript project and I am struggling with exporting the entire SVG image on the canvas. So far I've been only able to export the visible part of the canvas, with out the "hidden" parts.
How do I capture the full canvas content?
Is there a way to do it without messing around with the original canvas size?
I am using D3.js V3
Screenshot of my project
Here's my code:
var svgString;
window.onload = function(){
setTimeout(function() {
exportSVG = document.getElementById("canvas");
document.getElementById("canvas").style.fontFamily= "lato";
document.getElementById("canvas").style.width= exportSVG.getBBox().width * 1;
document.getElementById("canvas").style.height= exportSVG.getBBox().height * 1;
svgString = getSVGString(exportSVG);
console.log(exportSVG.getBBox().width + " / " + exportSVG.getBBox().height);
svgString2Image(svgString, exportSVG.getBBox().width, exportSVG.getBBox().height, 'png', save); // passes Blob and filesize String to the callback
console.log("svg export code loaded");
// console.log(svgString.getBBox().width); document.getElementById("canvas").getBBox().width
}, 5000);
};
function save(dataBlob, filesize) {
saveAs(dataBlob, 'D3 vis exported to PNG.png'); // FileSaver.js function
}
// Below are the functions that handle actual exporting:
// getSVGString ( svgNode ) and svgString2Image( svgString, width, height, format, callback )
function getSVGString(svgNode) {
svgNode.setAttribute('xlink', 'http://www.w3.org/1999/xlink');
var cssStyleText = getCSSStyles(svgNode);
appendCSS(cssStyleText, svgNode);
var serializer = new XMLSerializer();
var svgString = serializer.serializeToString(svgNode);
svgString = svgString.replace(/(\w+)?:?xlink=/g, 'xmlns:xlink='); // Fix root xlink without namespace
svgString = svgString.replace(/NS\d+:href/g, 'xlink:href'); // Safari NS namespace fix
return svgString;
function getCSSStyles(parentElement) {
var selectorTextArr = [];
// Add Parent element Id and Classes to the list
selectorTextArr.push('#' + parentElement.id);
for (var c = 0; c < parentElement.classList.length; c++)
if (!contains('.' + parentElement.classList[c], selectorTextArr))
selectorTextArr.push('.' + parentElement.classList[c]);
// Add Children element Ids and Classes to the list
var nodes = parentElement.getElementsByTagName("*");
for (var i = 0; i < nodes.length; i++) {
var id = nodes[i].id;
if (!contains('#' + id, selectorTextArr))
selectorTextArr.push('#' + id);
var classes = nodes[i].classList;
for (var c = 0; c < classes.length; c++)
if (!contains('.' + classes[c], selectorTextArr))
selectorTextArr.push('.' + classes[c]);
}
// Extract CSS Rules
var extractedCSSText = "";
for (var i = 0; i < document.styleSheets.length; i++) {
var s = document.styleSheets[i];
try {
if (!s.cssRules) continue;
} catch (e) {
if (e.name !== 'SecurityError') throw e; // for Firefox
continue;
}
var cssRules = s.cssRules;
for (var r = 0; r < cssRules.length; r++) {
if (contains(cssRules[r].selectorText, selectorTextArr))
extractedCSSText += cssRules[r].cssText;
}
}
return extractedCSSText;
function contains(str, arr) {
return arr.indexOf(str) === -1 ? false : true;
}
}
function appendCSS(cssText, element) {
var styleElement = document.createElement("style");
styleElement.setAttribute("type", "text/css");
styleElement.innerHTML = cssText;
var refNode = element.hasChildNodes() ? element.children[0] : null;
element.insertBefore(styleElement, refNode);
}
}
function svgString2Image(svgString, width, height, format, callback) {
var format = format ? format : 'png';
var imgsrc = 'data:image/svg+xml;base64,' + btoa(unescape(encodeURIComponent(svgString))); // Convert SVG string to data URL
var canvas = document.createElement("canvas");
var context = canvas.getContext("2d");
canvas.width = width;
canvas.height = height;
var image = new Image();
image.onload = function() {
context.clearRect(0, 0, width, height);
context.drawImage(image, 0, 0, width, height);
canvas.toBlob(function(blob) {
var filesize = Math.round(blob.length / 1024) + ' KB';
if (callback) callback(blob, filesize);
});
};
image.src = imgsrc;
}
Simply change your <svg> viewBox attribute before you serialize it to a string so that it displays everything:
var svg = document.querySelector('svg');
var toExport = svg.cloneNode(true); // avoids having to reset everything afterward
// grab its inner content BoundingBox
var bb = svg.getBBox();
// update its viewBox so it displays all its inner content
toExport.setAttribute('viewBox', bb.x + ' ' + bb.y + ' ' + bb.width + ' ' + bb.height);
toExport.setAttribute('width', bb.width);
toExport.setAttribute('height', bb.height);
var svgAsStr = new XMLSerializer().serializeToString(toExport);
var blob = new Blob([svgAsStr], {type: 'image/svg+xml'});
var img = new Image();
img.onload = drawToCanvas;
img.src = URL.createObjectURL(blob);
function drawToCanvas(evt) {
var canvas = document.createElement('canvas');
canvas.width = this.width;
canvas.height = this.height;
canvas.getContext('2d').drawImage(this, 0,0);
document.body.appendChild(canvas);
}
svg{border: 1px solid blue}
canvas{border: 1px solid green}
<svg width="50" height="50" viewBox="0 0 50 50">
<rect x="0" y="0" width="200" height="50" fill="#CCC"/>
</svg>
Can I crop an image without a canvas? And how to crop an image without resizing the image? Like this real picture to be 133px x 133px
Large Image to be Small Image
Large Image To be Small Image
And thiis my code https://jsfiddle.net/w26La1u6/2/
$(document).on('change', '#files', function(event) {
var files = event.target.files; // FileList object
var output = document.getElementById("list");
for (var i = 0, f; f = files[i]; i++) {
if (f.type.match('image.*')) {
if (this.files[0].size < 12097152) {
var reader = new FileReader();
reader.onload = (function(theFile) {
return function(e) {
var span = document.createElement('span');
span.innerHTML = ['<img class="thumbnail" src="', e.target.result,
'" title="', escape(theFile.name), '"/>'
].join('');
output.insertBefore(span, null);
};
})(f);
$('#clear, #list').show();
reader.readAsDataURL(f);
} else {
alert("Image Size is too big. Minimum size is 2MB.");
$(this).val("");
}
}
}
})
But if there is no other way to crop without canvas, tell me how to crop with canvas
EDIT
<input id="uploadImage" type="file" accept="image/*" capture="camera" />
<img id="imgDisplay" src="http://placehold.it/300x200" alt="Not a kitten" />
var Resample = (function (canvas) {
// (C) WebReflection Mit Style License
function Resample(img, width, height, onresample) {
var load = typeof img == "string",
i = load || img;
if (load) {
i = new Image;
// with propers callbacks
i.onload = onload;
i.onerror = onerror;
}
i._onresample = onresample;
i._width = width;
i._height = height;
load ? (i.src = img) : onload.call(img);
}
function onerror() {
throw ("not found: " + this.src);
}
function onload() {
var
img = this,
width = img._width,
height = img._height,
onresample = img._onresample
;
// Altered section - crop prior to resizing
var imgRatio = img.width / img.height;
var desiredRatio = width / height;
var cropWidth, cropHeight;
if (desiredRatio < imgRatio) {
cropHeight = img.height;
cropWidth = img.height * desiredRatio;
} else {
cropWidth = img.width;
cropHeight = img.width / desiredRatio;
}
delete img._onresample;
delete img._width;
delete img._height;
canvas.width = width;
canvas.height = height;
context.drawImage(
// original image
img,
// starting x point
0,
// starting y point
0,
// crop width
cropWidth,
// crop height
cropHeight,
// destination x point
0,
// destination y point
0,
// destination width
width,
// destination height
height
);
onresample(canvas.toDataURL("image/png"));
}
var context = canvas.getContext("2d"),
round = Math.round;
return Resample;
}(
this.document.createElement("canvas"))
);
var newCropWidth = 133;
var newCropHeight = 133;
function loadImage(data) {
document.querySelector('#imgDisplay').src = data;
}
function handleFileSelect(evt) {
if (evt.target.files.length === 1) {
var picFile = evt.target.files[0];
if (picFile.type.match('image.*')) {
var fileTracker = new FileReader;
fileTracker.onload = function() {
Resample(
this.result,
newCropWidth,
newCropHeight,
loadImage
);
}
fileTracker.readAsDataURL(picFile);
}
}
}
document.querySelector('#uploadImage').addEventListener('change', handleFileSelect, false);
There are ways to do it using jQuery UI but you can just utilize a plugin that someone else already made such as Cropper
I'm working on this classical feature: choose a file in the browser ("Browse"), let JavaScript resize it (max width / height = 500 pixels) and upload it to server, and then let PHP save it to disk.
Here is what I currently have (based on this other question)
$("#fileupload").change(function(event) {
var file = event.target.files[0];
var reader = new FileReader();
reader.onload = function (readerEvent) {
var image = new Image();
image.onload = function (imageEvent) {
var canvas = document.createElement('canvas'), max_size = 500, width = image.width, height = image.height;
if (width > height) { if (width > max_size) { height *= max_size / width; width = max_size; } }
else { if (height > max_size) { width *= max_size / height; height = max_size; } }
canvas.width = width;
canvas.height = height;
canvas.getContext('2d').drawImage(image, 0, 0, width, height);
var dataUrl = canvas.toDataURL('image/jpeg');
var resizedImage = dataURLToBlob(dataUrl);
$.ajax({type: "POST", url: "index.php", success: function(data, status) { }, data: { content: resizedImage, filename: ?? }});
}
image.src = readerEvent.target.result;
}
reader.readAsDataURL(file);
}
var dataURLToBlob = function(dataURL) {
var BASE64_MARKER = ';base64,';
if (dataURL.indexOf(BASE64_MARKER) == -1) { var parts = dataURL.split(','); var contentType = parts[0].split(':')[1]; var raw = parts[1]; return new Blob([raw], {type: contentType}); }
var parts = dataURL.split(BASE64_MARKER);
var contentType = parts[0].split(':')[1];
var raw = window.atob(parts[1]);
var rawLength = raw.length;
var uInt8Array = new Uint8Array(rawLength);
for (var i = 0; i < rawLength; ++i) { uInt8Array[i] = raw.charCodeAt(i); }
return new Blob([uInt8Array], {type: contentType});
}
<input id="fileupload" type="file">
The PHP part would be:
<?php
if (isset($_POST['content'])) file_put_contents($_POST['filename'], $_POST['content']);
?>
This currently doesn't work, how should I do the AJAX part to make it work (how to send the data + filename)? Should a FormData be used, if so why and how?
You need to use $_FILES array to retrieve the image info:
if (is_uploaded_file($_FILES['new_img']['tmp_name'])) {
$newimg = $_FILES['new_img']['name'];
move_uploaded_file($_FILES['new_img']['tmp_name'], "../images/{$newimg}");
}
file_put_contents is a function to write files. When you upload a file it is stored in a temp dir, so you can check with is_uploaded_file that it is uploaded with the $_FILES['new_img']['tmp_name'].
You can use it's original name with $_FILES['new_img']['name'] or rename it to prevent injections. Then you have to move the image to it's final location with move_uploaded_file.
I almost forgot the form:
<form action="yourpage.php" method="post" enctype="multipart/form-data">
Select image to upload:
<input type="file" name="new_img" id="new_img">
<input type="submit" value="Upload Image" name="submit">
</form>
I'm going to get Url Data of selected image and put it into a created image object. I have the Url Data but this imgOrg.src = imgSrc; is not working on FireFox. any Idea why?
window.onload = function() {
var reader, imgSrc, imgOrg;
if (window.FileReader) {
reader = new FileReader();
reader.onloadend = function(e) {
imgSrc = e.target.result;
console.info(imgSrc);
};
}
var avatarInput = document.querySelector('#imageFile');
avatarInput.addEventListener('change', function(e) {
console.info(imgOrg);
imgOrg = {};
var element = e.target;
imgSrc = '';
if (element.value !== '') {
reader.readAsDataURL(e.target.files[0]);
setTimeout(function() {
imgOrg = new Image();
imgOrg.src = imgSrc;
console.log("imgOrg.src= " +
imgOrg.src);
console.log(imgSrc);
console.log(imgOrg.width);
console.log(imgOrg.height);
var ratio = imgOrg.width / imgOrg.height;
var fWidth, fHeight;
if (ratio >= 1) {
fWidth = 300;
fHeight = (1 / ratio) * 300;
}
}, 1000);
}
}, false);
};
<input id="imageFile" type="file">
The main issue was: I was trying to get image's width and height before its loading was finished. After creating image object, I put rest of my code into imgOrg.onload
window.onload = function() {
var reader, imgSrc, imgOrg;
if (window.FileReader) {
reader = new FileReader();
reader.onloadend = function(e) {
imgSrc = e.target.result;
console.info(imgSrc);
};
}
var avatarInput = document.querySelector('#imageFile');
avatarInput.addEventListener('change', function(e) {
imgOrg = {};
var element = e.target;
imgSrc = '';
if (element.value !== '') {
reader.readAsDataURL(e.target.files[0]);
setTimeout(function() {
imgOrg = new Image();
imgOrg.src = imgSrc;
imgOrg.onload = function() {
console.log("imgOrg.src= " +
imgOrg.src);
console.log(imgSrc);
console.log(imgOrg.width);
console.log(imgOrg.height);
var ratio = imgOrg.width / imgOrg.height;
var fWidth, fHeight;
if (ratio >= 1) {
fWidth = 300;
fHeight = (1 / ratio) * 300;
}
}
}, 1000);
}
}, false);
};
<input id="imageFile" type="file">
I have a Javascript that allows to resize multiple images and uploads them. So far it works until you choose more than about 5 files. From about 5 to 25 selected files Chrome browser (or others) just gets really slow, if you choose even more the browser crashes.
It seems to take a lot of memory.
Do you have any suggestions what could avoid the freezing of the browser/computer or the crash?
Thank you very much for your help!
// Once files have been selected
document.querySelector('form input[type=file]').addEventListener('change', function(event){
$( "#load" ).html( "<img src=\"http://www.maxk.at/image_uploader/ajax-loader.gif\"> Upload läuft" );
// Read files
var files = event.target.files;
// Iterate through files
var j=1;
var k=files.length;
for (var i = 0; i < files.length; i++) {
// Ensure it's an image
if (files[i].type.match(/image.*/)) {
// Load image
var reader = new FileReader();
reader.onload = function (readerEvent) {
var image = new Image();
image.onload = function (imageEvent) {
// Add elemnt to page
var imageElement = document.createElement('div');
imageElement.classList.add('uploading');
imageElement.innerHTML = '<span class="progress"><span></span></span>';
var progressElement = imageElement.querySelector('span.progress span');
progressElement.style.width = 0;
document.querySelector('form div.photos').appendChild(imageElement);
// Resize image
var canvas = document.createElement('canvas'),
max_size = 1200,
width = image.width,
height = image.height;
if (width > height) {
if (width > max_size) {
height *= max_size / width;
width = max_size;
}
} else {
if (height > max_size) {
width *= max_size / height;
height = max_size;
}
}
canvas.width = width;
canvas.height = height;
canvas.getContext('2d').drawImage(image, 0, 0, width, height);
// Upload image
var xhr = new XMLHttpRequest();
if (xhr.upload) {
// Update progress
xhr.upload.addEventListener('progress', function(event) {
var percent = parseInt(event.loaded / event.total * 100);
progressElement.style.width = percent+'%';
}, false);
// File uploaded / failed
xhr.onreadystatechange = function(event) {
if (xhr.readyState == 4) {
if (xhr.status == 200) {
imageElement.classList.remove('uploading');
imageElement.classList.add('uploaded');
imageElement.style.backgroundImage = 'url('+xhr.responseText+')';
console.log('Image uploaded: '+j+k+'Abstand'+xhr.responseText);
j++;
if (j==k){$("#load").html("Upload beendet");}
if (k==1){$("#load").html("Upload beendet");}
} else {
imageElement.parentNode.removeChild(imageElement);
}
}
}
// Start upload
xhr.open('post', 'process.php', true);
xhr.send(canvas.toDataURL('image/jpeg'));
}
}
image.src = readerEvent.target.result;
}
reader.readAsDataURL(files[i]);
}
}
// Clear files
event.target.value = '';
});