HTML5 Canvas toDataURL returns 空白
HTML5 Canvas toDataURL returns blank
我想上传图像文件,将它们绘制成canvas,进行更改并将其保存在数据库中。我尝试测试canvas图像(Pic
)返回的base64值,它是空白的。但是,当我将 canvas (Pic
) 附加到文档时,我看到了结果。我在这里做错了什么?
function handleFileSelect(evt) {
var files = evt.target.files; // FileList object
for (var i = 0, f; f = files[i]; i++) {
if (!f.type.match('image.*')) {
continue;
}
// read contents of files asynchronously
var reader = new FileReader();
// Closure to capture the file information.
reader.onload = (function(theFile) {
return function(e) {
var canvas = document.createElement("canvas");
var datauri = event.target.result,
ctx = canvas.getContext("2d"),
img = new Image();
img.onload = function() {
canvas.width = width;
canvas.height = height;
ctx.drawImage(img, 0, 0, width, height);
};
img.src = datauri;
var imageData = ctx.getImageData(0, 0, canvas.width, canvas.height);
document.body.appendChild(canvas); //picture gets uploaded
// Generate the image data
var Pic = canvas.toDataURL("image/png");
console.log(Pic); // => returns base64 value which when tested equivalent to blank
Pic = Pic.replace(/^data:image\/(png|jpg);base64,/, "")
// Sending image to Server
$.ajax({
// …
});
};
})(f);
reader.readAsDataURL(f);
}
}
我的直觉告诉我 var imageData = …
中的所有内容都应该进入 img.onload
函数。
这意味着,在相关部分代码变为:
img.onload = function() {
canvas.width = width;
canvas.height = height;
ctx.drawImage(img, 0, 0, width, height);
var imageData = ctx.getImageData(0, 0, canvas.width, canvas.height);
document.body.appendChild(canvas); //picture gets uploaded
// Generate the image data
var Pic = canvas.toDataURL("image/png");
console.log(Pic); // => returns base64 value which when tested equivalent to blank
Pic = Pic.replace(/^data:image\/(png|jpg);base64,/, "")
// Sending image to Server
$.ajax({
// …
});
};
img.src = datauri;
原因是行
ctx.drawImage(img, 0, 0, width, height);
图像加载后正确执行。但不幸的是,当这一行被执行时你没有等待加载:
var imageData = ctx.getImageData(0, 0, canvas.width, canvas.height);
以及所有后续行。
需要加载图像才能在 canvas 上绘制。 canvas 需要包含加载的图像才能调用 getImageData
.
我找到了获取 base64 代码的更好解决方案
代替这一行:
var Pic = canvas.toDataURL("image/png");
使用这个:
var Pic = canvas.toDataURL("image/png").split(';base64,')[1];
我想上传图像文件,将它们绘制成canvas,进行更改并将其保存在数据库中。我尝试测试canvas图像(Pic
)返回的base64值,它是空白的。但是,当我将 canvas (Pic
) 附加到文档时,我看到了结果。我在这里做错了什么?
function handleFileSelect(evt) {
var files = evt.target.files; // FileList object
for (var i = 0, f; f = files[i]; i++) {
if (!f.type.match('image.*')) {
continue;
}
// read contents of files asynchronously
var reader = new FileReader();
// Closure to capture the file information.
reader.onload = (function(theFile) {
return function(e) {
var canvas = document.createElement("canvas");
var datauri = event.target.result,
ctx = canvas.getContext("2d"),
img = new Image();
img.onload = function() {
canvas.width = width;
canvas.height = height;
ctx.drawImage(img, 0, 0, width, height);
};
img.src = datauri;
var imageData = ctx.getImageData(0, 0, canvas.width, canvas.height);
document.body.appendChild(canvas); //picture gets uploaded
// Generate the image data
var Pic = canvas.toDataURL("image/png");
console.log(Pic); // => returns base64 value which when tested equivalent to blank
Pic = Pic.replace(/^data:image\/(png|jpg);base64,/, "")
// Sending image to Server
$.ajax({
// …
});
};
})(f);
reader.readAsDataURL(f);
}
}
我的直觉告诉我 var imageData = …
中的所有内容都应该进入 img.onload
函数。
这意味着,在相关部分代码变为:
img.onload = function() {
canvas.width = width;
canvas.height = height;
ctx.drawImage(img, 0, 0, width, height);
var imageData = ctx.getImageData(0, 0, canvas.width, canvas.height);
document.body.appendChild(canvas); //picture gets uploaded
// Generate the image data
var Pic = canvas.toDataURL("image/png");
console.log(Pic); // => returns base64 value which when tested equivalent to blank
Pic = Pic.replace(/^data:image\/(png|jpg);base64,/, "")
// Sending image to Server
$.ajax({
// …
});
};
img.src = datauri;
原因是行
ctx.drawImage(img, 0, 0, width, height);
图像加载后正确执行。但不幸的是,当这一行被执行时你没有等待加载:
var imageData = ctx.getImageData(0, 0, canvas.width, canvas.height);
以及所有后续行。
需要加载图像才能在 canvas 上绘制。 canvas 需要包含加载的图像才能调用 getImageData
.
我找到了获取 base64 代码的更好解决方案
代替这一行:
var Pic = canvas.toDataURL("image/png");
使用这个:
var Pic = canvas.toDataURL("image/png").split(';base64,')[1];