我目前正在尝试调整base64图像的大小,因为图像文件太大而无法在以后使用php处理。我已经找到了通过使用画布调整图像大小来实现这一目标的方法。不幸的是,我得到的图像只是一个300px宽和150px高的黑场。也许它与img.onload
和canvas.toDataURL()
订单有关,或者我只是使用了错误的事件(img.onload
)。知道错误在哪里吗?
function exportImg(val){
var imageData = $('#image-cropper').cropit('export', {originalSize: true});
imageData = imageData.replace(/^data:image\/[a-z]+;base64,/, "");
var imageDataRes = resize(imageData);
$.post('php/upload.php', { imageDataRes: imageDataRes });
}
function resize(base64){
// Max size for thumbnail
var maxWidth = 900;
var maxHeight = 900;
// Create and initialize two canvas
var canvas = document.createElement("canvas");
var ctx = canvas.getContext("2d");
var canvasCopy = document.createElement("canvas");
var copyContext = canvasCopy.getContext("2d");
// Create original image
var img = new Image();
img.src = base64;
img.onload = function(){
// Determine new ratio based on max size
var ratio = 1;
if(img.width > maxWidth) {
ratio = maxWidth / img.width;
}
else if(img.height > maxHeight) {
ratio = maxHeight / img.height;
}
// Draw original image in second canvas
canvasCopy.width = img.width;
canvasCopy.height = img.height;
copyContext.drawImage(img, 0, 0);
// Copy and resize second canvas to first canvas
canvas.width = img.width * ratio;
canvas.height = img.height * ratio;
ctx.drawImage(canvasCopy, 0, 0, canvasCopy.width, canvasCopy.height, 0, 0, canvas.width, canvas.height);
}
alert(canvas.toDataURL());
return canvas.toDataURL();
}
编辑:
在这种情况下什么是异步以及如何解决它?对不起,但不幸的是我没看到这对我有什么帮助。 $.post
完美无缺,我得到了图片。我只是不明白img.onload
和toDataURL()
以及我应该如何将它们从一个函数解析到另一个函数。起初,我得到一个空白的结果,根本没有字符串(只是data,
),但是通过添加这个img.onload
我终于得到了一些base64字符串......但它只是黑屏。
答案 0 :(得分:1)
在使用全局变量保存数据并调用上传功能后,您需要等待onload事件。
试试这个:
function exportImg(val){
var imageData = $('#image-cropper').cropit('export', {originalSize: true});
imageData = imageData.replace(/^data:image\/[a-z]+;base64,/, "");
resize(imageData);
}
var SendWhenisReady = function(imageDataRes){
$.post('php/upload.php', { imageDataRes: imageDataRes });
};
function resize(base64){
// Max size for thumbnail
var maxWidth = 900;
var maxHeight = 900;
// Create and initialize two canvas
var canvas = document.createElement("canvas");
var ctx = canvas.getContext("2d");
var canvasCopy = document.createElement("canvas");
var copyContext = canvasCopy.getContext("2d");
// Create original image
var img = new Image();
img.src = base64;
img.onload = function(){
// Determine new ratio based on max size
var ratio = 1;
if(img.width > maxWidth) {
ratio = maxWidth / img.width;
}
else if(img.height > maxHeight) {
ratio = maxHeight / img.height;
}
// Draw original image in second canvas
canvasCopy.width = img.width;
canvasCopy.height = img.height;
copyContext.drawImage(img, 0, 0);
// Copy and resize second canvas to first canvas
canvas.width = img.width * ratio;
canvas.height = img.height * ratio;
ctx.drawImage(canvasCopy, 0, 0, canvasCopy.width, canvasCopy.height, 0, 0, canvas.width, canvas.height);
alert(canvas.toDataURL());
window['imageDataRes'] = canvas.toDataURL();
SendWhenisReady(window['imageDataRes'])
}
}