However when i create an off screen canvas using
const canvas = document.createElement('canvas');
the result image is transparent and the size does not even match the parameters.
If i draw on a canvas from the DOM everything works fine
const canvas = document.getElementById('canvas');
Here is my resize function that keeps the input image ratio :
resizeImage(file) {
const canvas = document.createElement('canvas');
// const canvas = document.getElementById('canvas');
const context = (canvas).getContext('2d');
// set maximum width and height of output image
const maxW = 400;
const maxH = 400;
const img = new Image;
img.onload = function () {
const iw = img.width;
const ih = img.height;
const scale = Math.min((maxW / iw), (maxH / ih));
const iwScaled = iw * scale;
const ihScaled = ih * scale;
console.log(iwScaled + ' ' + ihScaled);
(canvas).width = iwScaled;
(canvas).height = ihScaled;
context.drawImage(img, 0, 0, iwScaled, ihScaled);
}
img.src = URL.createObjectURL(file);
// retrieve output img in base64 format
console.log((canvas).toDataURL());
}
It takes a file (File) from a HTML input as parameter.
Any help would be appreciated, thank you.
解决方案
you get a Base-64 image when load is complete.
function resizeImage(file) {
var canvas = document.createElement('canvas');
var context = canvas.getContext('2d');
var maxW = 400;
var maxH = 400;
var img = document.createElement('img');
img.onload = function() {
var iw = img.width;
var ih = img.height;
var scale = Math.min((maxW / iw), (maxH / ih));
var iwScaled = iw * scale;
var ihScaled = ih * scale;
canvas.width = iwScaled;
canvas.height = ihScaled;
context.drawImage(img, 0, 0, iwScaled, ihScaled);
console.log(canvas.toDataURL());
document.body.innerHTML+=canvas.toDataURL();
}
img.src = URL.createObjectURL(file);
}
document.getElementById("file").addEventListener("change", function() {
file = file.files[0];
if (file) {
resizeImage(file);
}
});