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HTML5: load an image into a canvas with JS and a file input

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Sep 3rd, 2011
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HTML 5 1.05 KB | None | 0 0
  1. <html lang="en">
  2.  
  3. <header></header></header>
  4.  
  5. <body>
  6.  
  7. <canvas id="can" width="100" height="100"></canvas>
  8.  
  9. <form>
  10.     <input type="file" id="f" />
  11. </form>
  12.  
  13. <script type="text/javascript">
  14.  
  15. // canvas
  16. var canvas = document.getElementById('can');
  17. var context = canvas.getContext("2d");
  18.  
  19. /*
  20. // standard method
  21. var img = new Image();
  22. img.src= "algernon.jpg";
  23.  
  24. img.onload = function() {
  25.     // clear canvas
  26.     context.clearRect(0, 0, canvas.width, canvas.height);
  27.     // update drawing
  28.     context.drawImage(
  29.         img, // source
  30.         0,0, // position
  31.         100, 100 // size
  32.     );
  33. }*/
  34.  
  35. var fileinput = document.getElementById('f');
  36.  
  37. fileinput.onchange = function(evt) {
  38.     var files = evt.target.files; // FileList object
  39.     var file = files[0];
  40.     if(file.type.match('image.*')) {
  41.         var reader = new FileReader();
  42.         // Read in the image file as a data URL.
  43.         reader.readAsDataURL(file);
  44.         alert(reader.readyState);
  45.     } else {
  46.         alert("not an image");
  47.     }
  48. };
  49.  
  50. </script>
  51.  
  52. </body>
  53. </html>
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