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html javascript compress image on browser then upload file
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<!-- | |
Preprocessing (scaling down) images on client side before uploading | |
Because people often upload 5MB big 3000x2000px PNGs that are then scaled down to 100x100px JPEGs on server - waste of time and bandwidth | |
1. user selects image(s) | |
2. script opens the image using FileReader API | |
3. script appends it to new Image object (not displayed at all actually) | |
4. new Image objects is drawn into new Canvas object, that is scaled down to desired dimensions | |
5. display the canvas, ie. a preview of the image to be uploaded | |
6. take the pic from canvas as JPEG in dataURI format | |
7. send it to server | |
8. save it on server side | |
--> | |
<form id="form" action="submit" method="post" accept-charset="utf-8" enctype="multipart/form-data"> | |
<input id="fileinput" data-maxwidth="620" data-maxheight="620" type="file" name="file[]" multiple/> | |
<input type="submit" value="Upload →"> | |
</form> | |
<div id="preview"></div> | |
<script> | |
var fileinput = document.getElementById('fileinput'); | |
var max_width = fileinput.getAttribute('data-maxwidth'); | |
var max_height = fileinput.getAttribute('data-maxheight'); | |
var preview = document.getElementById('preview'); | |
var form = document.getElementById('form'); | |
function processfile(file) { | |
if( !( /image/i ).test( file.type ) ) | |
{ | |
alert( "File "+ file.name +" is not an image." ); | |
return false; | |
} | |
// read the files | |
var reader = new FileReader(); | |
reader.readAsArrayBuffer(file); | |
reader.onload = function (event) { | |
// blob stuff | |
var blob = new Blob([event.target.result]); // create blob... | |
window.URL = window.URL || window.webkitURL; | |
var blobURL = window.URL.createObjectURL(blob); // and get it's URL | |
// helper Image object | |
var image = new Image(); | |
image.src = blobURL; | |
//preview.appendChild(image); // preview commented out, I am using the canvas instead | |
image.onload = function() { | |
// have to wait till it's loaded | |
var resized = resizeMe(image); // send it to canvas | |
var newinput = document.createElement("input"); | |
newinput.type = 'hidden'; | |
newinput.name = 'images[]'; | |
newinput.value = resized; // put result from canvas into new hidden input | |
form.appendChild(newinput); | |
} | |
}; | |
} | |
function readfiles(files) { | |
// remove the existing canvases and hidden inputs if user re-selects new pics | |
var existinginputs = document.getElementsByName('images[]'); | |
var existingcanvases = document.getElementsByTagName('canvas'); | |
while (existinginputs.length > 0) { // it's a live list so removing the first element each time | |
// DOMNode.prototype.remove = function() {this.parentNode.removeChild(this);} | |
form.removeChild(existinginputs[0]); | |
preview.removeChild(existingcanvases[0]); | |
} | |
for (var i = 0; i < files.length; i++) { | |
processfile(files[i]); // process each file at once | |
} | |
fileinput.value = ""; //remove the original files from fileinput | |
// TODO remove the previous hidden inputs if user selects other files | |
} | |
// this is where it starts. event triggered when user selects files | |
fileinput.onchange = function(){ | |
if ( !( window.File && window.FileReader && window.FileList && window.Blob ) ) { | |
alert('The File APIs are not fully supported in this browser.'); | |
return false; | |
} | |
readfiles(fileinput.files); | |
} | |
// === RESIZE ==== | |
function resizeMe(img) { | |
var canvas = document.createElement('canvas'); | |
var width = img.width; | |
var height = img.height; | |
// calculate the width and height, constraining the proportions | |
if (width > height) { | |
if (width > max_width) { | |
//height *= max_width / width; | |
height = Math.round(height *= max_width / width); | |
width = max_width; | |
} | |
} else { | |
if (height > max_height) { | |
//width *= max_height / height; | |
width = Math.round(width *= max_height / height); | |
height = max_height; | |
} | |
} | |
// resize the canvas and draw the image data into it | |
canvas.width = width; | |
canvas.height = height; | |
var ctx = canvas.getContext("2d"); | |
ctx.drawImage(img, 0, 0, width, height); | |
preview.appendChild(canvas); // do the actual resized preview | |
return canvas.toDataURL("image/jpeg",0.7); // get the data from canvas as 70% JPG (can be also PNG, etc.) | |
} | |
</script> |
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