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How do I load the image from file chooser and get it to load on the canvas so that i can edit it using Javascript?

I have been using a pixel editor called pixel paint and I wanted to create a button that allows me to load any image onto the canvas. Currently, I have been researching and testing multiple methods online and I am still struggling to get the image loaded in. Here is the code for the script.js method.

function showSelectedFile(){
    var canvas = document.createElement("canvas");
    var context = canvas.getContext("2d");
    var img = new Image();

    var file = document.getElementById("inputfile");
    var name = file.value.replaceAll("\\","").replace("C:fakepath","").replace(".png","");
    document.getElementById("myText").value = name;
    window.URL = window.URL || window.webkitURL;

    img.onload = function()
    {
        context.drawImage(img,0,0)
    }

    img.src = "/Users/angadp/Dropbox/Mac/Downloads/pixel-paint-master/" + name + ".png";
}

Also, in the script.js file I have tried to use var canvas = document.getElementById("canvas-div") but it gets the following error "Uncaught TypeError: canvas.getContext is not a function".

In the index.html file the code is currently using <div id="canvas-div"></div> . So I am not really sure how to load the image onto the canvas that is using the div tag. Also at the beginning of the html file I am using <input id='inputfile' type='file' accept = ".png" name='inputfile' onChange='showSelectedFile()'> which makes the choose file button.

I also have a picture of pixel paint so that you would know what I am talking about.

MENU

Can you please provide me with some help on how to solve all these solutions. Thank you. I have also attached the hyperlink to the original pixel-paint so that you can download and test it.

Pixel Editor Menu for you to download and test

You can load image on change of file. Then createObjectURL (that's data:something;base64). Then load it on an image finally draw it on the <canvas> .

 function loadFile(event) { var canvas = document.querySelector("canvas"); var ctx = canvas.getContext('2d'); var dummy = document.getElementById('dummy'); dummy.src = URL.createObjectURL(event.target.files[0]); dummy.onload = function() { ctx.drawImage(dummy, 0, 0, 600, 300); // Set line width ctx.lineWidth = 10; ctx.beginPath(); ctx.moveTo(50, 140); ctx.lineTo(150, 60); ctx.lineTo(250, 140); ctx.closePath(); ctx.stroke(); // free memory URL.revokeObjectURL(dummy.src) dummy.parentNode.removeChild(dummy) } };
 canvas { width: 600px; height: 300px; }
 <input type="file" accept="image/*" onchange="loadFile(event)"> <canvas></canvas> <img id="dummy" />

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