I have the following code :
function createImage(source) {
var pastedImage = new Image();
pastedImage.onload = function() {
document.write('<br><br><br>Image: <img src="'+pastedImage.src+'" height="700" width="700"/>');
}
pastedImage.src = source;
}
Here I am displaying the image through html image tag which I wrote in document.write and provide appropriate height and width to image.
My question is can it possible to displaying image into the canvas instead of html img tag? So that I can drag and crop that image as I want?
But how can I display it in canvas?
Further I want to implement save that image using PHP but for now let me know about previous issue.
Try This
var ctx = document.getElementById('canvas').getContext('2d');
var img = new Image(); // Create new img element
img.onload = function(){
// execute drawImage statements here This is essential as it waits till image is loaded before drawing it.
ctx.drawImage(img , 0, 0);
};
img.src = 'myImage.png'; // Set source path
Make sure the image is hosted in same domain as your site. Read this for Javascript Security Restrictions Same Origin Policy.
E.g. If your site is http://example.com/
then the Image should be hosted on http://example.com/../myImage.png
if you try http://facebook.com/..image/ or something then it will throw security error.
Use
CanvasRenderingContext2D.drawImage.
function createImage(source) {
var ctx = document.getElementById('canvas').getContext('2d');
var pastedImage = new Image();
pastedImage.onload = function(){
ctx.drawImage(pastedImage, 0, 0);
};
pastedImage = source;
}
Also MDN seems to be have nice examples.
Related
I'm converting images to base64 using canvas. What i need to do is convert those images and then show the result to the user (original image and base64 version). Everything works as expected with small images, but when i try to convert large images (>3MB) and the conversion time increases, the base64 version is empty.
This might be is caused because the result is shown before the toDataURL() function is completed.
I need to show the result after all the needed processing has ended, for testing purposes.
Here's my code:
var convertToBase64 = function(url, callback)
{
var image = new Image();
image.onload = function ()
{
//create canvas and draw image...
var imageData = canvas.toDataURL('image/png');
callback(imageData);
};
image.src = url;
};
convertToBase64('img/circle.png', function(imageData)
{
window.open(imageData);
});
Even though i'm using image.onload() with a callback, i'm unable to show the result after the toDataURL() has been processed.
What am i doing wrong?
UPDATE: I tried both the solutions below and they didn't work. I'm using AngularJS and Electron in this project. Any way i can force the code to be synchronous? Or maybe some solution using Promises?
UPDATE #2: #Kaiido pointed out that toDataURL() is in fact synchronous and this issue is more likely due to maximum URI length. Since i'm using Electron and the image preview was for testing purposes only, i'm going to save the file in a folder and analise it from there.
Your code seems absolutely fine. Not sure why isn't working you. Maybe, there are some issues with your browser. Perhaps try using a different one. Also you could use a custom event, which gets triggered when the image conversion is competed.
// using jQuery for custom event
function convertToBase64(url) {
var image = new Image();
image.src = url;
image.onload = function() {
var canvas = document.createElement('canvas');
canvas.width = image.width;
canvas.height = image.height;
var ctx = canvas.getContext('2d');
ctx.drawImage(image, 0, 0);
var imageData = canvas.toDataURL();
$(document).trigger('conversionCompleted', imageData);
};
};
convertToBase64('4mb.jpg');
$(document).on('conversionCompleted', function(e, d) {
window.open(d);
});
This approach might work for you. It shows the image onscreen using the native html element, then draws it to a canvas, then converts the canvas to Base64, then clears the canvas and draws the converted image onto the canvas. You can then scroll between the top image (original) and the bottom image (converted). I tried it on large images and it takes a second or two for the second image to draw but it seems to work...
Html is here:
<img id="imageID">
<canvas id="myCanvas" style="width:400;height:400;">
</canvas>
Script is here:
var ctx;
function convertToBase64(url, callback)
{
var image = document.getElementById("imageID");
image.onload = function() {
var canvas = document.getElementById("myCanvas");
canvas.width = image.naturalWidth;
canvas.height = image.naturalHeight;
ctx = canvas.getContext("2d");
ctx.drawImage(image,0,0);
var imageData = canvas.toDataURL('image/png');
ctx.fillStyle ="#FFFFFF";
ctx.fillRect(0,0,canvas.width,canvas.height);
callback(imageData);
};
image.src = url;
};
var imagename = 'images/bigfiletest.jpg';
window.onload = function () {
convertToBase64(imagename, function(imageData) {
var myImage = new Image();
myImage.src = imageData;
ctx.drawImage(myImage,0,0);
});
}
Note that I also tried it without the callback and it worked fine as well...
I am working on a Web based application where user can create designs in Svg. i want to convert the svg design into png image file on client side. i found a solution of using canvas, this works well in firefox, but in chrome it generate security error.
check the code below thanks:-
var mainsvg=document.getElementById('svgforImg');
var canvas=document.getElementById('canvas');
var ctx = canvas.getContext("2d");
var data=mainsvg.innerHTML;
var DOMURL = self.URL || self.webkitURL || self;
var svg = new Blob([data], {
type: "image/svg+xml;charset=utf-8"
});
var url = DOMURL.createObjectURL(svg);
var img = new Image();
img.onload = function() {
ctx.drawImage(img, 0, 0);
DOMURL.revokeObjectURL(url);
var imageurl = canvas.toDataURL("image/png");
}
Now my variable imageurl contains 'base64 png' image. this works in Firefox. But in chrome line
var imageurl = canvas.toDataURL("image/png");
generate security error.
Any help would be highly appreciated.
I think this is related to this question. From which server does the SVG originate? If it is a different one than the one your application is coming from (remember: sub-domains matter!), you could add the desired http-headers in the originating server.
I am trying to show an image on my page from a different url.
<body>
<div id="container">
<br />
<canvas width="500px" height="375px" id="canvas">
</canvas>
<img src="http://yinoneliraz-001-site1.smarterasp.net/MyPicture.png" />
</div>
<script>
var img = new Image;
img.src = "http://yinoneliraz-001-site1.smarterasp.net/MyPicture.png";
var timer = setInterval(function () { MyTimer() }, 200);
function MyTimer() {
var ctx = canvas.getContext('2d');
ctx.drawImage(img, 0, 0,500,675);
img = new Image;
img.src = "http://yinoneliraz-001-site1.smarterasp.net/MyPicture.png";
}
</script>
The image on the other site is being saved every 1.5 seconds.
The result is that I cant view the image.
Any ideas why?
Thanks!
1. Cache issue
Your MyPicture.png returns Cache-Control: max-age=31536000 in HTTP response. So browser may get image from its cache on second time. You need to add query string something like thie:
img.src = "http://yinoneliraz-001-site1.smarterasp.net/MyPicture.png?time=" + (new Date()).getTime();
2. Too short fetching period.
I think fetching period 200msec is too short. It's better to bind onload event handler to the image object. See How to fetch a remote image to display in a canvas?.
function copyCanvas(img) {
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
ctx.drawImage(img, 0, 0);
}
function loadImage() {
var img = new Image();
img.onload = function () {
copyCanvas(img);
};
img.src = "http://yinoneliraz-001-site1.smarterasp.net/MyPicture.png?time=" + (new Date()).getTime();
}
3. Double buffering
I think your script intend to pre-load image. So it's better to make a double buffering.
Single Buffering version: http://jsfiddle.net/tokkonoPapa/dSJmy/1/
Double Buffering version: http://jsfiddle.net/tokkonoPapa/dSJmy/2/
You have not defined canvas. Define it first with:
var canvas = document.getElementById('canvas');
Then, use load event to draw image on to the canvas.
Checkout the fiddle, LoadImgURL which demonstrates the whole process.
I've tried all code variations that are online. I just want to display an image on a canvas. I've tried code from this site.
window.onLoad=function(){
function draw(){
var ctx = document.getElementById("canvas1").getContext("2d");
var img = new Image();
img.src = 'images/ball.png';
img.onload = function(){
ctx.drawImage(img,0,0);
};
};
};
It's not the file path that's a problem, that has been tested without the images folder. There are no errors in the console. Thanks.
One search in google and there you go with complete jsfiddle example:
// Grab the Canvas and Drawing Context
var canvas = document.getElementById('c');
var ctx = canvas.getContext('2d');
// Create an image element
var img = document.createElement('IMG');
// When the image is loaded, draw it
img.onload = function () {
ctx.drawImage(img, 0, 0);
}
// Specify the src to load the image
img.src = "http://i.imgur.com/gwlPu.jpg";
http://jsfiddle.net/jimrhoskins/Sv87G/
See http://jsfiddle.net/jdb1991/6sxke/
I've got a canvas element that doesn't know what it's going to be used for until an image has loaded, so I need to be able to change the dimensions of the element on the fly, after creating the image object.
Something is going wrong though, as it seems to be running the commands asynchronously; writing the image to the context before the resize occurs.
use:
function objectifyImage(i) {
var img_obj = new Image();
img_obj.src = i;
return img_obj;
}
var canvas = document.getElementById('display');
var context = canvas.getContext('2d');
i = objectifyImage('https://www.google.co.uk/images/srpr/logo3w.png');
i.onload = function() {
canvas.width = i.width;
canvas.height = i.height;
context.drawImage(i, 0, 0);
};
demo: http://jsfiddle.net/ycjCe/1/
The element can be sized arbitrarily by CSS, but during rendering the
image is scaled to fit its layout size. (If your renderings seem
distorted, try specifying your width and height attributes explicitly
in the attributes, and not with CSS.)
source: https://developer.mozilla.org/en-US/docs/Canvas_tutorial/Basic_usage
It appears i = objectifyImage will set the image src before the image.onload handler is defined. This will cause cached images to get loaded on some browsers prior to the onload definition. Its a good idea to always define onload handlers before setting the image.src to avoid timing issues with cached images.
var self = this;
.....
this.img = document.createElement('img');
this.img.onload = function () {
self.loaded = IMGSTATE_OK;
$Debug.log('loaded image:"' + self.img.src);
}
this.img.onerror = function () {
self.loaded = IMGSTATE_ERR;
$Debug.log('error image:"' + self.img.src);
}
this.img.src = href;
..... later on check the load state