我想上传图片文件,将它们绘制到画布中,进行更改并将其保存在数据库中。我试图测试画布图像(Pic
)返回的base64值,它是空白的。但是,当我将画布(Pic
)附加到文档时,我看到了结果。我在这里做错了什么?
function handleFileSelect(evt) {
var files = evt.target.files; // FileList object
for (var i = 0, f; f = files[i]; i++) {
if (!f.type.match('image.*')) {
continue;
}
// read contents of files asynchronously
var reader = new FileReader();
// Closure to capture the file information.
reader.onload = (function(theFile) {
return function(e) {
var canvas = document.createElement("canvas");
var datauri = event.target.result,
ctx = canvas.getContext("2d"),
img = new Image();
img.onload = function() {
canvas.width = width;
canvas.height = height;
ctx.drawImage(img, 0, 0, width, height);
};
img.src = datauri;
var imageData = ctx.getImageData(0, 0, canvas.width, canvas.height);
document.body.appendChild(canvas); //picture gets uploaded
// Generate the image data
var Pic = canvas.toDataURL("image/png");
console.log(Pic); // => returns base64 value which when tested equivalent to blank
Pic = Pic.replace(/^data:image\/(png|jpg);base64,/, "")
// Sending image to Server
$.ajax({
// …
});
};
})(f);
reader.readAsDataURL(f);
}
}
答案 0 :(得分:15)
我的直觉说var imageData = …
的所有内容都应该进入img.onload
函数。
这意味着,在相关部分,代码变为:
img.onload = function() {
canvas.width = width;
canvas.height = height;
ctx.drawImage(img, 0, 0, width, height);
var imageData = ctx.getImageData(0, 0, canvas.width, canvas.height);
document.body.appendChild(canvas); //picture gets uploaded
// Generate the image data
var Pic = canvas.toDataURL("image/png");
console.log(Pic); // => returns base64 value which when tested equivalent to blank
Pic = Pic.replace(/^data:image\/(png|jpg);base64,/, "")
// Sending image to Server
$.ajax({
// …
});
};
img.src = datauri;
原因是该行
ctx.drawImage(img, 0, 0, width, height);
在加载图像后正确执行。但不幸的是,当这一行被执行时你不等待加载:
var imageData = ctx.getImageData(0, 0, canvas.width, canvas.height);
以及所有后续行。
需要加载图像才能在画布上绘制图像。画布需要包含加载的图像才能调用getImageData
。