I have a webpage with capture image from the Available camera feature. For the web version it simply places the video capture onto a canvas. However for a phone, I am using <input class="btn btn-info" type="file" accept="image/*" id="cameraCapture" capture="camera">
to capture a picture. It asks the user to either capture the image using the phone's camera or upload from its filesystem/gallery etc. Once the image is clicked it simply places the image's name next to the button.
Is there a way to access this image and display it in the same page.
Thanks in advance
I have a webpage with capture image from the Available camera feature. For the web version it simply places the video capture onto a canvas. However for a phone, I am using <input class="btn btn-info" type="file" accept="image/*" id="cameraCapture" capture="camera">
to capture a picture. It asks the user to either capture the image using the phone's camera or upload from its filesystem/gallery etc. Once the image is clicked it simply places the image's name next to the button.
Is there a way to access this image and display it in the same page.
Thanks in advance
Share Improve this question asked Apr 7, 2017 at 13:46 rawatdeepeshrawatdeepesh 5841 gold badge8 silver badges33 bronze badges 3- 4 Possible duplicate of Preview an image before it is uploaded – Heretic Monkey Commented Apr 7, 2017 at 15:09
- 1 This answer could also help : stackoverflow./a/43161974/2159528 – Louys Patrice Bessette Commented Apr 8, 2017 at 1:10
- can you help me with this question please stackoverflow./questions/69351438/… – artiest Commented Sep 27, 2021 at 18:22
2 Answers
Reset to default 2You can do that with JS using FileReader
object.
Take a look at this answer: preview-an-image-before-it-is-uploaded
I hope it helps
var input = document.querySelector('input[type=file]');
input.onchange = function () {
var file = input.files[0];
drawOnCanvas(file);
};
function drawOnCanvas(file) {
var reader = new FileReader();
reader.onload = function (e) {
var dataURL = e.target.result,
c = document.querySelector('canvas'),
ctx = c.getContext('2d'),
img = new Image();
img.onload = function() {
c.width = img.width;
c.height = img.height;
ctx.drawImage(img, 0, 0);
};
img.src = dataURL;
};
reader.readAsDataURL(file);
}