java todataurl,canvas.toDataUrl()返回'data :,'

I am trying to resize an image and get back the base64 string representation using canvas.toDataUrl().

My code is as follows (see below). My issue is that every time when I first initiate it, it returns 'data:,'.

Then when I redo the re-sizing (calling with button), then it works fine and it returns me a nonempty base64 string. What is going on?

function drawAndResizeFunction(images)

var qDraw = $q.defer();

// 1

drawCanvasWrapper().then(function(canvasData){

qDraw.resolve(canvasData)

});

// 2

function drawCanvasWrapper() {

var pResults = images.map(function (imageObj) {

//return drawCanvassIter(imageObj.tempURL); // tempUrl

return resizeIter(imageObj.tempURL).then(function(result){

console.log("resized", result) // *** RETURNS data:, in first attempt

return result;

})

});

return $q.all(pResults);

};

// 3inval

// returns canvasdata

function resizeIter(nativeURL) {

console.log("resizeIter")

var qResize = $q.defer();

var canvas = document.getElementById("resizecanvas");

var ctx = canvas.getContext("2d");

var img = new Image();

img.src = nativeURL;

var newScales = resizeDimensions(img.width, img.height)

var iw =canvas.width =img.width =newScales.iw;

var ih =canvas.height =img.height =newScales.ih;

img.onload = function () {

// --> 4

ctx.drawImage(img, 0, 0, iw, ih);

$timeout(function(){

qResize.resolve(canvas.toDataURL("image/jpeg"));

}, 200)

};

return qResize.promise;

//

//

function resizeDimensions(iw, ih) {

var scaleFactor = 1;

var targetSize = 800;

if (iw > targetSize || ih > targetSize) {

if(iw > ih) {

scaleFactor = targetSize/iw;

} else {

scaleFactor = targetSize/ih;

}

}

var iwAdj = Math.floor(iw*scaleFactor);

var ihAdj = Math.floor(ih*scaleFactor);

return {

ih: ihAdj, iw: iwAdj

}

};

};

return qDraw.promise;

}; // done

解决方案

The Cause

The reason is that the canvas has invalid size:

[...] The one exception to this is if the canvas has either no height or no

width, in which case the result might simply be "data:,".

Invalid size is including anything < 1.

When an image element doesn't have data loaded the width and height properties are 0 by default until the image has been fully loaded and decoded into a bitmap, at which time triggers the onload handler:

var img = new Image();

document.write("w: " + img.width + " h: " + img.height);

The Solution

Make sure the image has loaded before reading any size from it (simplified example, adopt as seen fit for your code):

var img = new Image();

var w, h;

img.onload = function() {

w = this.width; // here we can extract image size

h = this.height;

// set canvas size here as well before drawing the image in

// continue you code from here using f.ex. a callback

document.write("w: " + w + " h: " + h);

};

img.src = "http://i.imgur.com/eekEotAb.jpg"; // set src last

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