Drawing an image from a data URL to a canvas

2019-01-01 09:07发布

How can i open an image in a Canvas ? which is encoded

I am using the

var strDataURI = oCanvas.toDataURL(); 

The output is the encoded base 64 image. How can i draw this image on a canvas?

I want to use the strDataURI and create the Image ? Is it poosible ?
If its not then what possibly can be the solution for loading the image on a canvas ?

4条回答
倾城一夜雪
2楼-- · 2019-01-01 09:23
function drawDataURIOnCanvas(strDataURI, canvas) {
    "use strict";
    var img = new window.Image();
    img.addEventListener("load", function () {
        canvas.getContext("2d").drawImage(img, 0, 0);
    });
    img.setAttribute("src", strDataURI);
}
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与风俱净
3楼-- · 2019-01-01 09:32

in javascript , using jquery for canvas id selection :

 var Canvas2 = $("#canvas2")[0];
        var Context2 = Canvas2.getContext("2d");
        var image = new Image();
        image.src = "images/eye.jpg";
        Context2.drawImage(image, 0, 0);

html5:

<canvas id="canvas2"></canvas>
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其实,你不懂
4楼-- · 2019-01-01 09:33

Given a data URL, you can create an image (either on the page or purely in JS) by setting the src of the image to your data URL. For example:

var img = new Image;
img.src = strDataURI;

The drawImage() method of HTML5 Canvas Context lets you copy all or a portion of an image (or canvas, or video) onto a canvas.

You might use it like so:

var myCanvas = document.getElementById('my_canvas_id');
var ctx = myCanvas.getContext('2d');
var img = new Image;
img.onload = function(){
  ctx.drawImage(img,0,0); // Or at whatever offset you like
};
img.src = strDataURI;

Edit: I previously suggested in this space that it might not be necessary to use the onload handler when a data URI is involved. Based on experimental tests from this question, it is not safe to do so. The above sequence—create the image, set the onload to use the new image, and then set the src—is necessary for some browsers to surely use the results.

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一个人的天荒地老
5楼-- · 2019-01-01 09:42

Perhaps this fiddle would help ThumbGen - jsFiddle It uses File API and Canvas to dynamically generate thumbnails of images.

(function (doc) {
    var oError = null;
    var oFileIn = doc.getElementById('fileIn');
    var oFileReader = new FileReader();
    var oImage = new Image();
    oFileIn.addEventListener('change', function () {
        var oFile = this.files[0];
        var oLogInfo = doc.getElementById('logInfo');
        var rFltr = /^(?:image\/bmp|image\/cis\-cod|image\/gif|image\/ief|image\/jpeg|image\/jpeg|image\/jpeg|image\/pipeg|image\/png|image\/svg\+xml|image\/tiff|image\/x\-cmu\-raster|image\/x\-cmx|image\/x\-icon|image\/x\-portable\-anymap|image\/x\-portable\-bitmap|image\/x\-portable\-graymap|image\/x\-portable\-pixmap|image\/x\-rgb|image\/x\-xbitmap|image\/x\-xpixmap|image\/x\-xwindowdump)$/i
        try {
            if (rFltr.test(oFile.type)) {
                oFileReader.readAsDataURL(oFile);
                oLogInfo.setAttribute('class', 'message info');
                throw 'Preview for ' + oFile.name;
            } else {
                oLogInfo.setAttribute('class', 'message error');
                throw oFile.name + ' is not a valid image';
            }
        } catch (err) {
            if (oError) {
                oLogInfo.removeChild(oError);
                oError = null;
                $('#logInfo').fadeOut();
                $('#imgThumb').fadeOut();
            }
            oError = doc.createTextNode(err);
            oLogInfo.appendChild(oError);
            $('#logInfo').fadeIn();
        }
    }, false);
    oFileReader.addEventListener('load', function (e) {
        oImage.src = e.target.result;
    }, false);
    oImage.addEventListener('load', function () {
        if (oCanvas) {
            oCanvas = null;
            oContext = null;
            $('#imgThumb').fadeOut();
        }
        var oCanvas = doc.getElementById('imgThumb');
        var oContext = oCanvas.getContext('2d');
        var nWidth = (this.width > 500) ? this.width / 4 : this.width;
        var nHeight = (this.height > 500) ? this.height / 4 : this.height;
        oCanvas.setAttribute('width', nWidth);
        oCanvas.setAttribute('height', nHeight);
        oContext.drawImage(this, 0, 0, nWidth, nHeight);
        $('#imgThumb').fadeIn();
    }, false);
})(document);
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