我想上传图像文件,将它们绘制到画布中,进行更改并将其保存在数据库中。我尝试测试画布图像(Pic)返回的base64值,该值为空白。但是,当我将canvas(Pic)附加到文档时,会看到结果。我在这里做错了什么?
Pic
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); } }
我的直觉说,所有内容var imageData = …都应纳入img.onload功能中。
var imageData = …
img.onload
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;
原因是行
ctx.drawImage(img, 0, 0, width, height);
加载图像后正确执行。但不幸的是,执行此行时,您不必等待加载:
var imageData = ctx.getImageData(0, 0, canvas.width, canvas.height);
和所有后续行。
需要加载图像才能在画布上绘制图像。画布需要包含已加载的图像才能调用getImageData。
getImageData