Reputation: 305
I am starting with this working JavaScript code:
// Begin File Open Code.
function fileOpen()
{
var fileInput = document.getElementById('fileInput');
var fileDisplayArea = document.getElementById('iDisplay');
fileInput.addEventListener('change', function(e)
{
file = fileInput.files[0];
var imageType = /image.*/;
if (file.type.match(imageType))
{
var reader = new FileReader();
reader.onload = function(e)
{
iDisplay.innerHTML = "";
image = new Image();
image.src = reader.result;
image.id = "I"; // Add an id attribute so the image editor code can access the image.
iDisplay.appendChild(image);
image.onload = function()
{
c = document.getElementById("canvas1");
context = c.getContext("2d");
c.width = image.width;
c.height = image.height;
context.drawImage(image,0,0);
}
}
reader.readAsDataURL(file);
moreFiles++;
document.getElementById("fileInput").disabled = true;
document.getElementById("fileInputD").innerHTML = '<p>Please refresh page to open a new image</p>';
}
else
{
iDisplay.innerHTML = "File type not supported."
}
});
}
// End File Open Code
And trying to break it up into two separate functions, fileOpen() and loadImage(). The reason is that loadImage will also be used to load default images. I came up with several non-working versions. After reading about the topic here, most recently this answer Javascript FileReader onload not firing I adjusted the code as follows:
// Begin File Open Code
function fileOpen(radio)
{
fileInput = document.getElementById('fileInput');
fileDisplayArea = document.getElementById('iDisplay');
fileInput.addEventListener('change', function(e)
{
file = fileInput.files[0];
var imageType = /image.*/;
if (file.type.match(imageType))
{
reader = new FileReader();
reader.onload = fileSelected;
function fileSelected(e)
{
iDisplay.innerHTML = "";
image = new Image();
image.src = reader.result;
image.id = "I"; // Add an id attribute so the image editor code can access the image.
iDisplay.appendChild(image);
image.onload = loadImage();
}
}
else
{
iDisplay.innerHTML = "File type not supported."
}
})
}
// End File Open Code
// Begin Load Image Code - This will be used to load a preselected image
function loadImage()
{
c = document.getElementById("canvas1");
context = c.getContext("2d");
c.width = image.width;
c.height = image.height;
context.drawImage(image,0,0);
reader.readAsDataURL(file);
document.getElementById("fileInput").disabled = true;
document.getElementById("fileInputD").innerHTML = '<p>Please refresh page to open a new image</p>';
}
// End Load Image Code
But, after reviewing in the Chrome Inspector, the code never gets past
reader.onload = fileSelected;
After that line, the function exits, and nothing is loaded. I have spent hours on variations of this code and cannot get it to fire past that line. So, my question is "why?" I should note that I want to stay with pure JavaScript.
Thank you in advance.
Upvotes: 4
Views: 10902
Reputation: 145910
There appears to be a bug in Chrome 73 where it isn't fired if you have a debugger
statement.
I literally have
reader.readAsText(blob);
debugger;
and it never hits the onload
If I change it to
debugger;
reader.readAsText(blob);
then it works.
Fixed by Chrome 75.
Upvotes: 2
Reputation: 2246
You can also use FileReader.readAsDataURL() to parse the file from your . This will create a string in memory containing a base64 representation of the image.
<input type="file" accept="image/*" onchange="loadFile(event)">
<img id="output"/>
<script>
var loadFile = function(event) {
var reader = new FileReader();
reader.onload = function(){
var output = document.getElementById('output');
output.src = reader.result;
};
reader.readAsDataURL(event.target.files[0]);
};
</script>
Ref: Preview an image before it is uploaded
Upvotes: 1