So, I have a user input which serve to upload pictures. This is a simple example:
function handleImage(e){
var reader = new FileReader();
reader.onload = function(event){
var img = new Image();
img.onload = function(){
console.log (img);
}
img.src = event.target.result;
}
reader.readAsDataURL(e.target.files[0]);
}
<input type="file" onchange="handleImage(event)"><br>
So, I have a user input which serve to upload pictures. This is a simple example:
function handleImage(e){
var reader = new FileReader();
reader.onload = function(event){
var img = new Image();
img.onload = function(){
console.log (img);
}
img.src = event.target.result;
}
reader.readAsDataURL(e.target.files[0]);
}
<input type="file" onchange="handleImage(event)"><br>
As you can see, I display an Image ()
on the console
. I want to convert this Image
into a jpg file.
I understood how to get the pixels of the picture but it's completely crazy to send it to a server: It's to large!
I also tried to access to the jpg file stored in the computer but I do not achieve to anything.
The only way I found is to send it with a form
like this:
<form action="anything.php" method="post" enctype="multipart/form-data">
<input type="file" name="fileToUpload" id="fileToUpload">
</form>
And in PHP:
$_FILES["fileToUpload"]["tmp_name"]
Why not with JS?
My final goal is to send the jpg file with AJAX.
Tell me if you have some questions.
Share Improve this question asked Dec 20, 2017 at 20:34 SphynxTechSphynxTech 1,8492 gold badges20 silver badges40 bronze badges2 Answers
Reset to default 13The simplest way is to use a canvas element and then invoke a download action allowing the user to select where to save the image.
You mention that the image is large, but not how much - be aware that with canvas you will also run into restrictions when the image source starts to touch around the 8k area in pixel size.
A simplified example (IE will require a polyfill for toBlob()
).:
- Load image source via input
- Use File blob directly as image source via
URL.createObjectURL()
- When loaded, create a temporary canvas, set canvas size = image size and draw in image
- Use
toBlob()
(more efficient on memory and performance and require no transcoding to/from Base64) to obtain aBlob
. - We'll convert the
Blob
toFile
(a subset object and it will reference the same memory) so we can also give a filename as well as (important!) a binary mime-type.
Since the mime-type for the final step is binary the browser will invoke a Save as dialog.
document.querySelector("input").onchange = function() {
var img = new Image;
img.onload = convert;
img.src = URL.createObjectURL(this.files[0]);
};
function convert() {
URL.revokeObjectURL(this.src); // free up memory
var c = document.createElement("canvas"), // create a temp. canvas
ctx = c.getContext("2d");
c.width = this.width; // set size = image, draw
c.height = this.height;
ctx.drawImage(this, 0, 0);
// convert to File object, NOTE: we're using binary mime-type for the final Blob/File
c.toBlob(function(blob) {
var file = new File([blob], "MyJPEG.jpg", {type: "application/octet-stream"});
window.location = URL.createObjectURL(file);
}, "image/jpeg", 0.75); // mime=JPEG, quality=0.75
}
// NOTE: toBlob() is not supported in IE, use a polyfill for IE.
<label>Select image to convert: <input type=file></label>
Update: If you just are after a string (base-64 encoded) version of the newly created JPEG simply use toDataURL()
instead of toBlob()
:
document.querySelector("input").onchange = function() {
var img = new Image;
img.onload = convert;
img.src = URL.createObjectURL(this.files[0]);
};
function convert() {
URL.revokeObjectURL(this.src); // free up memory
var c = document.createElement("canvas"), // create a temp. canvas
ctx = c.getContext("2d");
c.width = this.width; // set size = image, draw
c.height = this.height;
ctx.drawImage(this, 0, 0);
// convert to File object, NOTE: we're using binary mime-type for the final Blob/File
var jpeg = c.toDataURL("image/jpeg", 0.75); // mime=JPEG, quality=0.75
console.log(jpeg.length)
}
<label>Select image to convert: <input type=file></label>
JavaScript on the client side can not save files. You have multiple options:
- Render the image on an
<canvas>
element. This way it can be saved with right click -> save image - Inset the image as
<img>
element. This way it can be saved with right click -> save image - Send the image data as base64 string to the server. Do the processing there
- Use a server side language like PHP or Node.js to save the file
Long story short, you have to use some server side logic to save the file on disk