I have a problem loading an image to a canvas from a file (image) input. The fileInput object is the image picker. This is all one block JS file on my site:
<script>
function picEditor() {
var fileInput = document.createElement("input");
fileInput.setAttribute("type", "file");
fileInput.setAttribute("accept", "image/png");
fileInput.setAttribute("id", "fluff");
document.body.appendChild(fileInput);
Second part, the image is created. The image and load button are created first. The button's click function is supposed to set the source of the image to that of the file input's blob URL, then draw the image on the canvas.
var img = document.createElement("img");
var loadButton = document.createElement("button");
loadButton.onclick = function() {
img.src = window.URL.createObjectURL(fileInput.files[0]);
ctx.drawImage(img, 0, 0, canvas.width, canvas.height);
};
loadButton.innerHTML = "Click here";
document.body.appendChild(loadButton);
Third part, the canvas and rendering context are created.
var canvas = document.createElement("canvas");
canvas.style.position = "absolute";
canvas.style.left = "740px";
canvas.style.top = "15px";
canvas.style.border = "1px #fa0 solid";
canvas.width = 600;
canvas.height = 600;
document.body.appendChild(canvas);
var ctx = canvas.getContext("2d");
}
window.onload = picEditor();
</script>
My three visible objects are getting drawn, but the image isn't getting drawn when an image has been inputted and the load button has been clicked.
You have to wait till the image is ready before drawing it on the canvas
loadButton.onclick = function() {
img.onload = function() {
ctx.drawImage(this, 0, 0, canvas.width, canvas.height);
};
img.src = window.URL.createObjectURL(fileInput.files[0]);
};
Related
I am making a photo editor, where you have the option to upload an image that will be drawn on a canvas. I let the user upload a new image without refreshing the website. However, the second time you try to upload a different image, the whole image won't be drawn on the canvas. The only part that will be drawn is the size of the image that the user uploaded before that. This is pretty weird as a new size is set every time the user uploads a new image.
After some trial and error, I found out that the new canvas size is actually set to the size of the image that is uploaded. However, it still doesn't draw the whole image, even though it is specified that the image should be drawn at the size of the canvas. Therefore, it is a problem lying in the line that draws the image, and not the part that sets the size of canvas. I tried drawing the image twice instead of once just to see what would happen. It actually worked, even though the the two lines for drawing the image are identical. I found this pretty strange, and I feel like this is not the right way to fix it.
Here is the part of the code that loads the image:
var imageLoader = document.getElementById('imageLoader');
imageLoader.addEventListener('change', handleImage, false);
var canvas = document.getElementById('imageCanvas');
var ctx = canvas.getContext('2d');
var img;
var ratio;
var overlay = document.getElementById("overlay")
canvas.width = 400;
function handleImage(e){
var reader = new FileReader();
reader.onload = function(event){
img = new Image();
img.onload = function(){
ratio = this.height / this.width;
canvas.height = canvas.width * ratio;
ctx.drawImage(img,0,0,canvas.width, canvas.height);
}
overlay.style = "display: none;"
img.src = event.target.result;
window.onbeforeunload = function() {
return true;
};
}
reader.readAsDataURL(e.target.files[0]);
}
canvas { border: 1px solid; }
<input type="file" id="imageLoader">
<canvas id="imageCanvas"></canvas>
<div id="overlay">Unrelated overlay...</div>
The behavior you're getting is not weird but makes perfect sense because you’re supposed to adjust the size of the canvas to the NATURAL dimesnions of the image loaded each time!
What makes you think that the canvas automatically adjusts itself to any image loaded?
You need to do this with every new image load...
canvas.width=img.naturalWidth;
canvas.height=img.naturalHeight;
canvas.style.transform='scale(0.5,0.5)';
After some time, I found out that I had to use clearRect before redrawing the image.
Now the JavaScript code looks like this:
var imageLoader = document.getElementById('imageLoader');
imageLoader.addEventListener('change', handleImage, false);
var canvas = document.getElementById('imageCanvas');
var ctx = canvas.getContext('2d');
var img;
var ratio;
var overlay = document.getElementById("overlay")
canvas.width = 400;
function handleImage(e){
var reader = new FileReader();
reader.onload = function(event){
img = new Image();
img.onload = function(){
ratio = this.height / this.width;
canvas.height = canvas.width * ratio;
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.drawImage(img,0,0,canvas.width, canvas.height);
}
overlay.style = "display: none;"
img.src = event.target.result;
window.onbeforeunload = function() {
return true;
};
}
reader.readAsDataURL(e.target.files[0]);
}
Converting image to the canvas with canvas.drawImage fails(but not throws err), the canvas looks transparent empty image
It doesn't happen for all image files I could not figure out which property of the image causes this but I uploaded an example photo with this issue
I started having this problem with chrome v83-v84
firefox works fine.
I want to upload a specified photo (its inside fiddle) and want to make canvas and draw canvas from the uploaded image and display it on chrome (chrome version should bigger or equal v85)
function testimg(src) {
var img = document.createElement("img");
img.src = src;
document.querySelector('#test').appendChild(img)
}
$('#file').on('change', fileAdded)
function fileAdded(event) {
var reader = new FileReader;
reader.onload = function () {
var image = new Image();
image.src = reader.result;
image.onload = function () {
document.querySelector('#test').appendChild(this)
var imgToSend = processImg(this, this.width, this.height);
testimg(imgToSend)
};
};
reader.readAsDataURL(event.currentTarget.files[0]);
}
function processImg(image, srcWidth, srcHeight) {
var canvas = document.createElement('canvas');
canvas.width = srcWidth;
canvas.height = srcHeight;
var ctx = canvas.getContext("2d");
ctx.drawImage(image, 0, 0);
ctx.fill();
return canvas.toDataURL();
}
https://jsfiddle.net/msacar/2Lgmc85t/24/
I have a html5 canvas where I am showing image as 350x450 pixles.
But actual size of image is 600x900 px.
How can I save it in original size.
var canvas = document.getElementById('my_canvas');
var ctx = canvas.getContext('2d');
var imageObj = new Image();
ctx.canvas.width = 350;
ctx.canvas.height = 450;
imageObj.onload = function() {
ctx.drawImage(imageObj, 0, 0,100,100);
};
imageObj.src = 'https://davidwalsh.name/demo/ringo-ftw.jpg';
var base64 = canvas.toDataURL();
As you see when Im getting base64 Image size is reduced. I am getting image 350x450. But I want to save it in 600x900.
Is there any way ?
Basically what I am doing in below code is that>
I am creating a temp canvas element with display: none style & also load an image into that and save from this while show original canvas.
var canvas = document.getElementById('my_canvas');
var tempCanvas = document.getElementById('temp_canvas'); // use style display : none for this temp element
var ctx = canvas.getContext('2d');
var tempCtx = tempCanvas.getContext('2d');
var imageObj = new Image();
ctx.canvas.width = 350;
ctx.canvas.height = 450;
imageObj.onload = function() {
ctx.drawImage(imageObj, 0, 0,100,100);
tempCtx.drawImage(imageObj, 0, 0,100,100);
};
imageObj.src = 'https://davidwalsh.name/demo/ringo-ftw.jpg';
var base64 = tempCanvas.toDataURL();
I'm trying to resize an image via HTML canvas, but when I display it, it displays all black.
My code
function onSuccess(imageData) {
var img = new Image();
img.src = imageData;
window.setTimeout(function() {
var maxSize = 200;
var canvas = document.createElement("canvas");
canvas.width = maxSize;
canvas.height = maxSize;
var ctx = canvas.getContext("2d");
ctx.drawImage(img.src, 0, 0, maxSize, maxSize);
dataurl = canvas.toDataURL("image/jpeg");
alert(dataurl);
}, 1000);
}
I'm not exactly sure what it is I'm doing incorrectly. Thanks for the help!
I have a base64 image string, I have created a canvas and put the base64 with the image and have given canvas height as 481 and width as 650, when I tried to display the image in html, image is coming but it is not completely filling the canvas,
Can anyone please tell me some solution to fill the image within the entire canvas, no matter what the quality of the picture.
My code is as given below
JSFiddle
var base64 = "data:image/jpeg;base64,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";
var canvas = document.createElement('canvas');
canvas.width = 650;
canvas.height = 481;
var ctx = canvas.getContext("2d");
var image = new Image();
image.onload = function () {
ctx.drawImage(image, 0, 0);
};
image.src = base64;
$('#showImage').html(canvas);
Change your onload function body to
ctx.drawImage(image, 0, 0, 650, 481);
Set the size of the canvas using natural width/height after the image has loaded:
var base64 = "data:image/jpeg;base64,/9j/4AAQSkZJ.....";
var canvas = document.createElement('canvas');
var ctx = canvas.getContext("2d");
var image = new Image();
image.onload = function () {
canvas.width = this.naturalWidth;
canvas.height = this.naturalHeight;
ctx.drawImage(this, 0, 0);
};
image.src = base64;
$('#showImage').html(canvas);