Created
September 9, 2012 12:44
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load an image from an input file into canvas tag
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function loadCanvasWithInputFile(){ | |
// canvas | |
var canvas = document.getElementById('myCanvas'); | |
var context = canvas.getContext("2d"); | |
var fileinput = document.getElementById('ab'); // input file | |
var img = new Image(); | |
fileinput.onchange = function(evt) { | |
var files = evt.target.files; // FileList object | |
var file = files[0]; | |
if(file.type.match('image.*')) { | |
var reader = new FileReader(); | |
// Read in the image file as a data URL. | |
reader.readAsDataURL(file); | |
reader.onload = function(evt){ | |
if( evt.target.readyState == FileReader.DONE) { | |
img.src = evt.target.result; | |
context.drawImage(img,100,100); | |
} | |
} | |
} else { | |
alert("not an image"); | |
} | |
}; | |
} |
And there is many other issues in this code we have to upload twice to upload a single image some time image didn't show up
The loading problem mentioned by @Caster101 can be fixed by replacing line 18 with:
img.onload = () => cxt.drawImage(img, 100, 100);
to wait to draw the image until after it has loaded.
THANK YOU SO MUCH!!!!
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But if we upload new image it did't replace it