Reputation: 1726
I'm writing a cross-platform mobile application using phonegap, and i have a file-upload input for image uploading of single images.
The problem is that most pictures being uploaded are ones taken using the mobile phone which are around 4MB in size.
I want to shrink those images dramatically, as i don't need them in high quality at all.
Also, i need them converted to base64 and not in real image file. (That i already have using FileReader)
Any ideas how to achieve this? Maybe using canvas or something?
Update: here is what i have so far:
function shrink() {
var self = this;
var reader = new FileReader(); // init a file reader
var file = $('#file-input').prop('files')[0]; // get file from input
reader.onloadend = function() {
// shrink image
var image = document.createElement('img');
image.src = reader.result;
var canvas = document.createElement('canvas');
var ctx = canvas.getContext('2d');
ctx.drawImage(image, 0, 0, 300, 300);
var shrinked = canvas.toDataURL('image/jpeg');
console.log(shrinked);
};
reader.readAsDataURL(file); // convert file to base64*/
}
but all i get is a black image Thanks
Upvotes: 10
Views: 5309
Reputation: 171
I know this an old thread, but I had the same question about where to place the "on load" and this worked for me...
navigator.camera.getPicture(function (imageURI) {
console.log("*** capture success. uri length...", imageURI.length);
var image = document.createElement('img');
image.onload = function() {
var canvas = document.createElement('canvas');
var ctx = canvas.getContext('2d');
ctx.drawImage(image, 0, 0, 300, 300);
var shrunk = canvas.toDataURL('image/jpeg');
console.log(shrunk);
// used shrunk here
}
image.src = imageURI; // triggers the onload
}
pat
Upvotes: 1
Reputation: 1726
Found the answer.
The problem was that i wasn't waiting for the image to fully load before drawing it.
once i added
image.onload = function() {
}
and ran everything inside it works.
Upvotes: 2