I require the following functionality in my website. Everything has to be done on the client (javascript or any javascript library).
I have an image in my local machine, drag and drop it in the browser. Without any request to the server, the javascript has to convert this image as base64.
I have a code for converting the image to base64 on the client side, but this one requires HTTP URL. What I need is, the image needs to be uploaded from local.
function toDataURL(url, callback) {
var xhr = new XMLHttpRequest();
xhr.onload = function() {
var reader = new FileReader();
reader.onloadend = function() {
callback(reader.result);
}
reader.readAsDataURL(xhr.response);
};
xhr.open('GET', url);
xhr.responseType = 'blob';
xhr.send();
}
toDataURL('', function(dataUrl) {
console.log('RESULT:', dataUrl)
})
I require the following functionality in my website. Everything has to be done on the client (javascript or any javascript library).
I have an image in my local machine, drag and drop it in the browser. Without any request to the server, the javascript has to convert this image as base64.
I have a code for converting the image to base64 on the client side, but this one requires HTTP URL. What I need is, the image needs to be uploaded from local.
function toDataURL(url, callback) {
var xhr = new XMLHttpRequest();
xhr.onload = function() {
var reader = new FileReader();
reader.onloadend = function() {
callback(reader.result);
}
reader.readAsDataURL(xhr.response);
};
xhr.open('GET', url);
xhr.responseType = 'blob';
xhr.send();
}
toDataURL('https://www.gravatar./avatar/d50c83cc0c6523b4d3f6085295c953e0', function(dataUrl) {
console.log('RESULT:', dataUrl)
})
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asked Jan 14, 2019 at 13:45
NageswaranNageswaran
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I have used a canvas element for drag and drop in the browser. If you use the toDataUrl method on the canvas, you should pass "image/png" as the parameters, not a URL. Like this:
var imageData = image.toDataURL("image/png"); imageData = imageData.replace('data:image/png;base64,', '');
Note that I had to replace 'data:image/png;base64' with an empty string when submitting the base 64 string to the server. – iCode Commented Jan 14, 2019 at 13:58 - @iCode: Can you give some example? – Nageswaran Commented Jan 14, 2019 at 14:01
- Are you already using a <canvas> element? – iCode Commented Jan 14, 2019 at 14:06
- Nope, if it is needed, I can use – Nageswaran Commented Jan 14, 2019 at 14:16
- I updated with an answer below. I've linked to a JS Fiddle which you can use to test drag/drop onto a canvas element and modify to fit your needs. – iCode Commented Jan 14, 2019 at 15:29
1 Answer
Reset to default 5I have expanded on existing code in this JS Fiddle which allows Copy/Paste of images to include Drag/Drop behavior: http://jsfiddle/wrv369/cbqe39L5/
I tested this in the Chrome browser with success, but did not test in Firefox, IE, or any other browser.
I'm using the HTML 5 canvas element and JavaScript to implement drag/drop. On the canvas, it's important to prevent the default action for the dragover and drop events by calling e.preventDefault();
. Otherwise drag/drop will simply open the image in a new tab/window.
Here's a full example.
HTML:
<div id="instructions">
Method 1:<br /> 1. Copy image data into clipboard, or press Print Screen <br /> 2. Press Ctrl+V (page/iframe must be focused): <br /><br /> Method 2:<br /> 1. Drag and drop an image onto the canvas
</div>
<br /><br />
<canvas style="border:1px solid grey;" id="my_canvas" width="300" height="300"></canvas>
JavaScript:
var CLIPBOARD = new CLIPBOARD_CLASS("my_canvas", true);
/**
* image pasting into canvas
*
* @param {string} canvas_id - canvas id
* @param {boolean} autoresize - if canvas will be resized
*/
function CLIPBOARD_CLASS(canvas_id, autoresize) {
var _self = this;
var canvas = document.getElementById(canvas_id);
var ctx = document.getElementById(canvas_id).getContext("2d");
//handlers
document.addEventListener('paste', function(e) {
_self.paste_auto(e);
}, false);
/* events fired on the drop targets */
document.addEventListener("dragover", function(e) {
// prevent default to allow drop
e.preventDefault();
}, false);
document.addEventListener('drop', function(e) {
// prevent default action (open as link for some elements)
//debugger;
e.preventDefault();
var items = e.dataTransfer.items;
for (var i = 0; i < items.length; i++) {
if (items[i].type.indexOf("image") !== -1) {
document.getElementById("instructions").style.visibility = "hidden";
//image
var blob = items[i].getAsFile();
var URLObj = window.URL || window.webkitURL;
var source = URLObj.createObjectURL(blob);
_self.paste_createImage(source);
}
}
});
//on paste
this.paste_auto = function(e) {
if (e.clipboardData) {
var items = e.clipboardData.items;
if (!items) return;
//access data directly
for (var i = 0; i < items.length; i++) {
if (items[i].type.indexOf("image") !== -1) {
//image
var blob = items[i].getAsFile();
var URLObj = window.URL || window.webkitURL;
var source = URLObj.createObjectURL(blob);
this.paste_createImage(source);
}
}
e.preventDefault();
}
};
//draw pasted image to canvas
this.paste_createImage = function(source) {
//debugger;
var pastedImage = new Image();
pastedImage.onload = function() {
if (autoresize == true) {
//resize
canvas.width = pastedImage.width;
canvas.height = pastedImage.height;
} else {
//clear canvas
ctx.clearRect(0, 0, canvas.width, canvas.height);
}
ctx.drawImage(pastedImage, 0, 0);
};
pastedImage.src = source;
};
}
// detect blank canvas: https://stackoverflow./a/17386803/177416
function isCanvasBlank(canvas) {
var blank = document.createElement('canvas');
blank.width = canvas.width;
blank.height = canvas.height;
return canvas.toDataURL() === blank.toDataURL();
}
document.getElementById("saveButton").addEventListener("click", function() {
debugger;
var form = document.getElementById("myForm");
//if (form.valid()) {
var image = document.getElementById("my_canvas");
if (!isCanvasBlank(image)) {
var imageData = image.toDataURL("image/png");
imageData = imageData.replace('data:image/png;base64,', '');
document.getElementById("imageData").value = imageData;
} else {
// Pass null, otherwise the POST will submit { id = "imageData" } for this field.
document.getElementById("imageData").value = null;
}
//form.submit();
//}
});
If you look at the saveButton click handler, you can see how to get the base 64 image string with a call to the .toDataURL() function in this line of code:
var imageData = image.toDataURL("image/png");
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