How to synchronously draw an image to a canvas - javascript

I have an image encoded in base64 and I need to draw it on a canvas in a synchronous fashion. Take a look at this code I had:
//convert base64 to actual Image()
var input = new Image();
input.src = dataurl;
//draw on canvas
var w = input.width, h = input.height;
canvas.width = w; canvas.height = h;
ctx.drawImage(input, 0, 0)
This used to work on Chrome. I know it is not a good practice to assuming the browser will be able to finish loading before the next instruction, but it worked. After several updates later, it finally fails.
I cannot listen to the load event because that would make it async, which is not good because that's a generator function and I need to return the canvas synchronously. The program is built around it and making it async would mean complete rewrite. That's not good.
Attempt
input.src = dataurl;
while(!input.width){ /* busy wait */ }
var w = input.width, h = input.height;
Does not work since the browser won't update it before my code finishes executing.
Right now I really can't think of any way to solve this dilemma, so any input is appreciated. (Do note that the datauri is generated from another canvas, which I do have access to.)

It's not possible to draw an image to a canvas before it is loaded, which means waiting to a load event. This means you cannot load a data URI into an DOM image synchronously, so you will need to convert your API to an asynchronous one.
The only other way would be to have a JavaScript-based image decoder that converts the data URI into a ImageData object, which would not be trivial to do and require users to load a lot more code.
There used to be a different hack involving innerHTML that would work, but it too no longer works.
Now-Broken Example:
var base64 = 'data:image/png;base64,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';
var el = document.createElement('p');
el.innerHTML = '<img src="'+base64+'" />';
var input = el.firstChild;
//draw on canvas
var canvas = document.getElementById('canvas');
var w = input.width, h = input.height;
canvas.width = w; canvas.height = h;
var ctx = canvas.getContext('2d');
ctx.drawImage(input, 0, 0);
<canvas id="canvas"></canvas>

Just use Promise to make it async.
return new Promise(resolve => {
image.onload = function () {
ctx.drawImage(input, 0, 0)
resolve('resolved');
}
});

Related

canvas.toBlob giving null sometimes

I am setting up a canvas and then drawing an image into that canvas, followed by calling canvas.toBlob(function(blob)...), but I am finding the blob argument inside the toBlob is sometimes null.
Why would this be? Should I be waiting for something after drawImage or something (even though in the snippet - you can see I wait for the image to be loaded before proceeding)?
//--------------------------------------------------
function doImageFileInsert(fileinput) {
var newImg = document.createElement('img');
var img = fileinput.files[0];
let reader = new FileReader();
reader.onload = (e) => {
let base64 = e.target.result;
newImg.src = base64;
doTest(newImg);
};
reader.readAsDataURL(img);
fileinput.value = ''; // reset ready for another file
}
//--------------------------------------------------
function doTest(imgElem) {
console.log('doTest');
var canvas = document.createElement("canvas");
var w = imgElem.width;
var h = imgElem.height;
canvas.width = w;
canvas.height = h;
var ctx = canvas.getContext("2d");
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.drawImage(imgElem, 0, 0, w, h);
canvas.toBlob(function(blob) {
if (blob) {
console.log('blob is good');
} else {
console.log('blob is null');
alert('blob is null');
}
}, 'image/jpeg', 0.9);
}
canvas, div {
border:solid 1px grey;
padding:10px;
margin:5px;
border-radius:9px;
}
img {
width:100%;
height:auto;
}
<input type='file' value='Add' onChange='doImageFileInsert(this)'>
Also available at https://jsfiddle.net/Abeeee/rtwcge5h/24/.
If you add images via the Choose-File button enough times then you get the problem (alert('blob is null')).
There are only a few reasons why toBlob would produce null:
A bug in the browser's encoder (never seen it myself).
A canvas whose area is bigger than the maximum supported by the UA.
A canvas whose width or height is 0.
Since you are not waiting for the image to load, its width and height properties are still 0, and you fall in the third bullet above since you do set the canvas's size to these.
So to fix your error, wait for the image has loaded before doing anything with it.
Also, note that you should almost never use FileReader.readAsDataURL(), and certainly not to display media files from a Blob, instead generate a blob:// URI from these Blobs using URL.createObjectURL().
But in your case, you can even use the better createImageBitmap API which will take care of loading the image in your Blob and will generate a memory friendly ImageBitmap object which is ready to be drawn by the GPU without any more computation.
Only Safari hasn't implemented the basics of this API yet, but they should soon (it's exposed behind flags, and unflagged in TP version), and I wrote a polyfill you can use to fix the holes in various implementations.
const input = document.querySelector("input");
input.oninput = async (evt) => {
const img = await createImageBitmap(input.files[0]);
const canvas = document.createElement("canvas");
canvas.width = img.width;
canvas.height = img.height;
const ctx = canvas.getContext("2d");
ctx.drawImage(img, 0, 0);
// I hope you'll do something more here,
// reencoding an iamge to JPEG through the Canvas API is a bad idea
// Canvas encoders aim at speed, not quality
canvas.toBlob( (blob) => {
console.log( blob );
}, "image/jpeg", 0.9 );
};
<!-- createImageBitmap polyfill for Safari -->
<script src="https://cdn.jsdelivr.net/gh/Kaiido/createImageBitmap/dist/createImageBitmap.js"></script>
<input type="file" accept="image/*">
Okay, it looks like it was the caller to the canvas work that was the problem - and indeed the image had not been loaded fully by the time the drawImage (probably) was run.
The original call to doTest() was
function doImageFileInsert(fileinput) {
var contenteditable = document.getElementById('mydiv');
var newImg = document.createElement('img');
//contenteditable.appendChild(newImg);
var img = fileinput.files[0];
let reader = new FileReader();
reader.onload = (e) => {
let base64 = e.target.result;
newImg.src = base64;
doTest(newImg); <-----
};
reader.readAsDataURL(img);
}
but it was the call that was at fault
changing it to
function doImageFileInsert(fileinput) {
var contenteditable = document.getElementById('mydiv');
var newImg = document.createElement('img');
//contenteditable.appendChild(newImg);
var img = fileinput.files[0];
let reader = new FileReader();
reader.onload = (e) => {
let base64 = e.target.result;
newImg.src = base64;
//doTest(newImg);
newImg.onload = (e) => { doTest(newImg); }; <-----
};
reader.readAsDataURL(img);
}
seems to fix it. A working version can be seen in https://jsfiddle.net/Abeeee/rtwcge5h/25/
Here is a more modern approach if you wish to use it
/**
* #param {HTMLInputElement} fileInput
*/
async function doImageFileInsert (fileInput) {
const img = new Image()
img.src = URL.createObjectURL(fileInput.files[0])
await img.decode()
doTest(img)
}
or this that don't work in all browser (would require a polyfill)
/**
* #param {HTMLInputElement} fileInput
*/
function doImageFileInsert (fileInput) {
createImageBitmap(fileInput.files[0]).then(doTest)
}
The FileReader is such a legacy pattern now days when there is new promise based read methods on the blob itself and that you can also use URL.createObjectURL(file) instead of wasting time encoding a file to base64 url (only to be decoded back to binary again by the <img>) it's a waste of time, processing, and RAM.
img.decode()
Blob#instance_methods
createObjectURL

Javascript: how to get image as bytes from a page (without redownloading)

Given an existing browser page with images is there a way to get the bytes from an <img> element using Javascript?
I am not seeing any methods in HTMLImageElement which would allow getting a byte array from the image element.
I have tried the following approach but this returns an empty byte array.
var img = document.querySelector('.my_image');
var body = document.querySelector('body');
var canvas = document.createElement('canvas');
canvas.height = img.height;
canvas.width = img.width;
var context = canvas.getContext('2d');
context.drawImage(img, 0, 0);
body.appendChild(canvas);
var imageBytes = context.getImageData(img.width, img.height, 1, 1).data;
console.log(imageBytes);
The following js code will fetch an image from an existing <img..> element as base64 without re-downloading the image (assuming there is an image with the given selector on the page and that there is no canvas cors violation, which will be the case when you click the Run button below):
var canvas = document.createElement('canvas');
var context = canvas.getContext('2d');
var img = document.querySelector('img');
canvas.height = img.naturalHeight;
canvas.width = img.naturalWidth;
context.drawImage(img, 0, 0, img.naturalWidth, img.naturalHeight);
var base64String = canvas.toDataURL();
console.log(base64String);
<img src="http://placekitten.com/40/40">
NOTE: Running this code directly from the snippet will fail with an error message indicating a cross-domain violation. If you copy it to your own server then you'll get the base64-encoded content (❗️must not be a file:/// URL). If you can't avoid the cross-domain issue then then you'll need to use #DPardal's solution. It also works on a third-party domain if, for example, you inject the script with something like selenium.
Is there a way to get the bytes from an <img> element using Javascript?
Not really, but you can use fetch():
(async () {
const arrayBuffer = await (await fetch("img-url")).arrayBuffer();
})();
This shouldn't re-download the image because it's still cached.
I've found another contribution on StackOverflow with the same intention.
How to convert image to byte array using javascript only to store image on sql server?
This is the relevant code:
var url;
var canvas = document.createElement("canvas");
var img1=document.createElement("img");
function getBase64Image(){
url = document.getElementById("fileUpload").value;
img1.setAttribute('src', url);
canvas.width = img1.width;
canvas.height = img1.height;
var ctx = canvas.getContext("2d");
ctx.drawImage(img1, 0, 0);
var dataURL = canvas.toDataURL("image/png");
alert("from getbase64 function"+dataURL );
return dataURL;
}

How can I feature test a browser's ability to use video as a canvas source

As some of you might know it's not possible to use HTML5 video as an image source for canvas elements on mobile devices (the video will be opened in an external player instead of the browser). I need a feature test for that.
As I cannot simply check for canvas and video support (as most mobile devices will support both, but not the interaction) I was thinking of doing something like this:
var feature = true;
try {
var v = document.createElement('video');
var c = document.createElement('canvas');
c.getContext('2d').drawImage(v, 0, 0, 100, 100);
} catch (e){
feature = false;
}
alert(feature);
Yet, it will return true on the iPad, Android will output false. I probably assume this is not an iOS Safari bug but a flaw in my feature test, but I simply have no clue of how to approach this.
UPDATE:
So what I ended up with at the moment is the following:
var v = document.createElement('video');
var feature = false;
if (v.canPlayType('video/mp4') == 'probably'){
v.src = 'data:video/mp4;base64,AAAAHGZ0eXBtcDQyAAAAAG1wNDJpc29tYXZjMQAAAz5tb292AAAAbG12aGQAAAAAzaNacc2jWnEAAV+QAAFfkAABAAABAAAAAAAAAAAAAAAAAQAAAAAAAAAAAAAAAAAAAAEAAAAAAAAAAAAAAAAAAEAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAACAAAAGGlvZHMAAAAAEICAgAcAT////3//AAACQ3RyYWsAAABcdGtoZAAAAAHNo1pxzaNacQAAAAEAAAAAAAFfkAAAAAAAAAAAAAAAAAAAAAAAAQAAAAAAAAAAAAAAAAAAAAEAAAAAAAAAAAAAAAAAAEAAAAAAEAAAABAAAAAAAd9tZGlhAAAAIG1kaGQAAAAAzaNacc2jWnEAAV+QAAFfkFXEAAAAAAAhaGRscgAAAAAAAAAAdmlkZQAAAAAAAAAAAAAAAAAAAAGWbWluZgAAABR2bWhkAAAAAQAAAAAAAAAAAAAAJGRpbmYAAAAcZHJlZgAAAAAAAAABAAAADHVybCAAAAABAAABVnN0YmwAAACpc3RzZAAAAAAAAAABAAAAmWF2YzEAAAAAAAAAAQAAAAAAAAAAAAAAAAAAAAAAEAAQAEgAAABIAAAAAAAAAAEOSlZUL0FWQyBDb2RpbmcAAAAAAAAAAAAAAAAAAAAAAAAY//8AAAAxYXZjQwH0AAr/4QAZZ/QACq609NQYBBkAAAMAAQAAAwAKjxImoAEABWjOAa8gAAAAEmNvbHJuY2xjAAYAAQAGAAAAGHN0dHMAAAAAAAAAAQAAAAUAAEZQAAAAKHN0c3oAAAAAAAAAAAAAAAUAAAIqAAAACAAAAAgAAAAIAAAACAAAAChzdHNjAAAAAAAAAAIAAAABAAAABAAAAAEAAAACAAAAAQAAAAEAAAAYc3RjbwAAAAAAAAACAAADYgAABaQAAAAUc3RzcwAAAAAAAAABAAAAAQAAABFzZHRwAAAAAAREREREAAAAb3VkdGEAAABnbWV0YQAAAAAAAAAhaGRscgAAAAAAAAAAbWRpcgAAAAAAAAAAAAAAAAAAAAA6aWxzdAAAADKpdG9vAAAAKmRhdGEAAAABAAAAAEhhbmRCcmFrZSAwLjkuOCAyMDEyMDcxODAwAAACUm1kYXQAAAHkBgX/4NxF6b3m2Ui3lizYINkj7u94MjY0IC0gY29yZSAxMjAgLSBILjI2NC9NUEVHLTQgQVZDIGNvZGVjIC0gQ29weWxlZnQgMjAwMy0yMDExIC0gaHR0cDovL3d3dy52aWRlb2xhbi5vcmcveDI2NC5odG1sIC0gb3B0aW9uczogY2FiYWM9MCByZWY9MSBkZWJsb2NrPTE6MDowIGFuYWx5c2U9MHgxOjAgbWU9ZXNhIHN1Ym1lPTkgcHN5PTAgbWl4ZWRfcmVmPTAgbWVfcmFuZ2U9NCBjaHJvbWFfbWU9MSB0cmVsbGlzPTAgOHg4ZGN0PTAgY3FtPTAgZGVhZHpvbmU9MjEsMTEgZmFzdF9wc2tpcD0wIGNocm9tYV9xcF9vZmZzZXQ9MCB0aHJlYWRzPTYgc2xpY2VkX3RocmVhZHM9MCBucj0wIGRlY2ltYXRlPTEgaW50ZXJsYWNlZD0wIGJsdXJheV9jb21wYXQ9MCBjb25zdHJhaW5lZF9pbnRyYT0wIGJmcmFtZXM9MCB3ZWlnaHRwPTAga2V5aW50PTUwIGtleWludF9taW49NSBzY2VuZWN1dD00MCBpbnRyYV9yZWZyZXNoPTAgcmM9Y3FwIG1idHJlZT0wIHFwPTAAgAAAAD5liISscR8A+E4ACAACFoAAITAAAgsAAPgYCoKgoC+L4vi+KAvi+L4YfAEAACMzgABF9AAEUGUgABDJiXnf4AAAAARBmiKUAAAABEGaQpQAAAAEQZpilAAAAARBmoKU';
} else {
v.src = 'data:video/ogg;base64,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';
}
var c = document.createElement('canvas');
c.width = c.height = 50;
var ctx = c.getContext('2d');
v.play();
var async = setTimeout(function(){
ctx.drawImage(v,0,0);
var data = ctx.getImageData(0, 0, 50, 50).data;
feature = (Math.max.apply(Math, data) > 0);
v.pause();
}, 50);
At least it finally produces the correct output on iOS, yet there are two more problems:
it is async
firefox will (sometimes) fail, complaining about SecurityError: The operation is insecure. at var data = ctx.getImageData(0, 0, 50, 50).data what does not really make sense to me.
Any ideas on that?
You could try using a video which has a certain pixel at a certain area, say a black pixel at the top left corner. Then feed the video into the canvas and load just one frame. Then check if you can retrieve that pixel on the canvas using getImageData.

Internet Explorer 9 sometimes draws blank images on canvas

I have a web application that generates images on the fly and then renders (segments of) them on the client using canvas - the general code looks something like this (simplified)...
var width = ...
var height = ...
var img = new Image();
img.onload = function(){ // Set onload before setting image source ;)
var canvas = document.createElement("canvas");
canvas.setAttribute('width',width);
canvas.setAttribute('height',height);
var context = canvas.getContext("2d");
context.drawImage(this,0,0,width,height,0,0,width,height);
}
img.src = ...
In firefox and chrome, this works fine. In IE9 (and sometimes IE10), this sometimes results in a blank image. As a workaround, I put in...
var width = ...
var height = ...
var img = new Image();
img.onload = function(){
var canvas = document.createElement("canvas");
canvas.setAttribute('width',width);
canvas.setAttribute('height',height);
var context = canvas.getContext("2d");
window.setTimeout(function(){
context.drawImage(img,0,0,width,height,0,0,width,height);
}, 10); // 10 millisecond delay here seems to give IE time to make sure the image is actually ready
}
img.src = ...
Obviously, putting in random delays is making me nervous - I would much rather figure out why this happens. Is there another event type / method / property on images that may be used? Could there perhaps be something in the http headers sent down with the images / the encoding / transfer method that is causing this?
Since drawing images on the canvas seems to be something that trips up new users a lot, searches mostly yield instances where the developer set the source before the onload method. The closest other question / reply I was able to find was this : https://stackoverflow.com/a/15186350/470062
Edit:
I have updated the examples to include width and height definitions at the start
Edit 29/Apr/2013:
The 10 millisecond delay is not always sufficient - I have changed the code to check the canvas pixels to determine if anything has been drawn - This feels like such an ugly hack though - I would love to know if there is a better way :
... snip - this is at the end of the image load callback..
if((navigator.appVersion.indexOf("MSIE")) >= 0){
function checkAndRedraw(){
context.clearRect(0,0,width,height);
context.drawImage(img, 0, 0, width, height);
var imageData = context.getImageData(0, 0, width, height),
data = imageData.data,
len = data.length;
for (var i = 0; i < len; i += 4){
if(data[i] || data[i+1] || data[i+2]){
scheduleRedraw = null; // prevent memory leak
return; // A pixel contained some non empty value so something was drawn - done.
}
}
scheduleRedraw();
}
var redrawHackTimeout;
function scheduleRedraw(){
window.clearTimeout(redrawHackTimeout);
redrawHackTimeout = window.setTimeout(checkAndRedraw, 500);
}
scheduleRedraw();
}
//END IE9 Hack
I have the same issue in IE9, what I had to do is this too:
theImage = new Image();
theImage.onload = function() {
that = this;
setTimeout(function() {
that.onload2();
}, 100);
};
theImage.onload2 = function(){
#your old load function code
}
theImage.src = 'http://....';
I don't understand why ie9 triggers load image function when it's not actually loaded or not "usable" yet in a canvas. it makes me pull my hair out.
var img = new Image();
img.src = ...
img.onload = function(){ // Set onload before after setting image source ;)
var canvas = document.createElement("canvas");
canvas.setAttribute('width',width);
canvas.setAttribute('height',height);
var context = canvas.getContext("2d");
context.drawImage(this,0,0,width,height,0,0,width,height);
}
You must set the src, then wait for the image to load.

drawImage using toDataURL of an html5 canvas

What I am doing now is the following:
I am storing the state of a canvas using the toDataURL method and I am also trying to draw it on a canvas using the drawImage method.
Here is a snippet:
var lastState = states[10]; //states is an array that saves all the toDataURL of the canvas
var permCtx = canvas.getContext('2d');
var img = new Image();
img.onload=function(){
permCtx.drawImage(img,0,0);
}
img.src=lastState;
I am getting the following error in the console:
414 (Request-URI Too Large)
Is there a way to draw an image on the canvas using only the toDataURL method?
The mechanism you have used should work; what OS/browser/version are you seeing this error with?
Anyhow, despite the fact that this should work, it is not the most efficient if you are constructing data URLs and then restoring them in the same session. Instead, I would suggest creating a new not-in-DOM canvas to store your state, and use that to draw to the main canvas:
var states = [];
function saveState(ctx){
var c = document.createElement('canvas');
c.width = ctx.canvas.width;
c.height = ctx.canvas.height;
c.getContext('2d').drawImage(ctx.canvas,0,0);
states.push(c);
return c;
}
function restoreState(ctx,idx){
var off = idx==null ? states.pop() : states[idx];
ctx.drawImage(off,0,0);
}

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