Save a File Image to localstorage HTML

前端 未结 3 2024
傲寒
傲寒 2021-01-03 10:29

I am trying to save a image to localstorage and fetch the same back when is required,am confused on how to save a image as i have referred question related to my same questi

3条回答
  •  生来不讨喜
    2021-01-03 11:01

    Because of the limited storage quota you've got with localStorage, you may need to check the size of the uploaded image.

    Here is one way, based on @fuyushimoya's answer, if you don't need to convert every type of image to png. Otherwise, you're kind of screwed since it's one of the heaviest image type.

    This solution may not be the best but it seems to handle a few cases :

    JS

    // Get all variables
    var bannerImage = document.getElementById('bannerImg');
    var result = document.getElementById('res');
    var img = document.getElementById('tableBanner');
    
    bannerImage.addEventListener('change', function() {
      var file = this.files[0];
      // declare a maxSize (3Mb)
      var maxSize = 3000000;
    
      if (file.type.indexOf('image') < 0) {
        res.innerHTML = 'invalid type';
        return;
      }
      var fReader = new FileReader();
      fReader.onload = function() {
        img.onload = function() {
          // if localStorage fails, it should throw an exception
          try {
            // pass the ratio of the file size/maxSize to your toB64 func in case we're already out of scope
            localStorage.setItem("imgData", getBase64Image(img, (file.size / maxSize), file.type));
          } catch (e) {
            var msg = e.message.toLowerCase();
            // We exceeded the localStorage quota
            if (msg.indexOf('storage') > -1 || msg.indexOf('quota') > -1) {
              // we're dealing with a jpeg image :  try to reduce the quality
              if (file.type.match(/jpe?g/)) {
                console.log('reducing jpeg quality');
                localStorage.setItem("imgData", getBase64Image(img, (file.size / maxSize), file.type, 0.7));
              }
              // we're dealing with a png image :  try to reduce the size
              else {
                console.log('reducing png size');
                // maxSize is a total approximation I got from some tests with a random pixel generated img
                var maxPxSize = 750000,
                  imgSize = (img.width * img.height);
                localStorage.setItem("imgData", getBase64Image(img, (imgSize / maxPxSize), file.type));
              }
            }
          }
        }
        img.src = fReader.result;
      };
    
      fReader.readAsDataURL(file);
    });
    
    function getBase64Image(img, sizeRatio, type, quality) {
      // if we've got an svg, don't convert it, svg will certainly be lighter than any pixel image
      if (type.indexOf('svg+xml') > 0) return img.src;
    
      // if we've got a jpeg
      if (type.match(/jpe?g/)) {
        // and the sizeRatio is okay, don't convert it
        if (sizeRatio <= 1) return img.src;
      }
      // if we've got some other image type
      else type = 'image/png';
    
      if (!quality) quality = 1;
      var canvas = document.createElement("canvas");
      // if our image file is too large, then reduce its size
      canvas.width = (sizeRatio > 1) ? (img.width / sizeRatio) : img.width;
      canvas.height = (sizeRatio > 1) ? (img.height / sizeRatio) : img.height;
    
      var ctx = canvas.getContext("2d");
      ctx.drawImage(img, 0, 0, canvas.width, canvas.height);
      // if we already tried to reduce its size but it's still failing, then reduce the jpeg quality
      var dataURL = canvas.toDataURL(type, quality);
    
      return dataURL;
    }
    
    function fetchimage() {
      var dataImage = localStorage.getItem('imgData');
      img.src = dataImage;
    }
    
    // Call fetch to get image from localStorage.
    fetchimage();
    

    HTML

    
    
    

    ▶︎ Fiddle

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