问题
This is a follow up question to How to drop texts and images on a canvas? (Firefox 41.0.1)
I simply can't find out how to access the image data of the image I dropped onto the canvas. I tried things like data = event.dataTransfer.getData("image"), but that all doesn't work.
function addDragNDropToCanvas() {
document.getElementById('canvas').addEventListener("dragover", function(event) { event.preventDefault();}, false);
//handle the drop
document.getElementById('canvas').addEventListener("drop", function(event) {
event.preventDefault();
console.log('something is dropped on the object with id: ' + event.target.id);
// var directData=event.dataTransfer.getData("image");
console.log(event);
}, false);
}
There surely is the image-data somewhere incorporated in the drop-event data? Isn't it??? (The image doesn't have an own id-attribute.)
回答1:
Your user might do one (or both) of these two drags:
- Drag an img element from your webpage onto the canvas, or
- Drag an image file from your local drive onto the canvas.
If the image is being dragged from your webpage:
- Listen for the
dragover,drop, and optionally thedragenterevents. - When handling all 3 events, tell the browser you're handling the event with
event.preventDefaultand optionallyevent.stopPropagation. - In the
drophandler, getevent.dataTransfer.getData('text/plain') which fetches the.src` of the image that was dropped. - Create a new
Image()object using the.srcanddrawImageto the canvas.
If the image is being dragged from your local drive:
1 & 2. Listen & handle the same events as in the webpage code.
Fetch the local image file(s) that the user dropped which have been placed in
event.dataTransfer.files.Create a
FileReaderand read each image file. TheFileReader.readAsDataURLmethod will return an image URL that you can use as a.srcfor an Image object.drawImageeach new image to the canvas.
Here's example code that allows both:
<!doctype html>
<html>
<head>
<style>
body{ background-color: ivory; }
#canvas{border:1px solid red; margin:0 auto; }
</style>
<script>
window.onload=function(){
// canvas related vars
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
// dropZone event handlers
var dropZone=document.getElementById("canvas");
dropZone.addEventListener("dragenter", handleDragEnter, false);
dropZone.addEventListener("dragover", handleDragOver, false);
dropZone.addEventListener("drop", handleDrop, false);
//
function handleDragEnter(e){e.stopPropagation(); e.preventDefault();}
//
function handleDragOver(e){e.stopPropagation(); e.preventDefault();}
//
function handleDrop(e){
e.stopPropagation();
e.preventDefault();
//
var url=e.dataTransfer.getData('text/plain');
// for img elements, url is the img src so
// create an Image Object & draw to canvas
if(url){
var img=new Image();
img.onload=function(){ctx.drawImage(this,0,0);}
img.src=url;
// for img file(s), read the file & draw to canvas
}else{
handleFiles(e.dataTransfer.files);
}
}
// read & create an image from the image file
function handleFiles(files) {
for (var i=0;i<files.length;i++) {
var file = files[i];
var imageType = /image.*/;
if (!file.type.match(imageType)){continue;}
var img = document.createElement("img");
img.classList.add("obj");
img.file = file;
var reader=new FileReader();
reader.onload=(function(aImg){
return function(e) {
aImg.onload=function(){
ctx.drawImage(aImg,0,0);
}
// e.target.result is a dataURL for the image
aImg.src = e.target.result;
};
})(img);
reader.readAsDataURL(file);
} // end for
} // end handleFiles
}; // end $(function(){});
</script>
</head>
<body>
<h4>Drag an image from below onto the canvas, or<br>Drag an image file from your desktop onto the canvas.</h4>
<canvas id="canvas" width=300 height=300></canvas>
<br><img id='sunny' src='https://dl.dropboxusercontent.com/u/139992952/multple/sunny.png'>
<img id='rainy' src='https://dl.dropboxusercontent.com/u/139992952/multple/rainy.png'>
<img id='stars' src='https://dl.dropboxusercontent.com/u/139992952/multple/stars.png'>
</body>
</html>
回答2:
Here is a set of (stripped down) tools I use to play with images
var imageTools = (function () {
var tools = {
canvas : function (width, height) { // create a blank image (canvas)
var c = document.createElement("canvas");
c.width = width;
c.height = height;
return c;
},
createImage : function (width, height) {
var image = this.canvas(width, height);
image.ctx = image.getContext("2d");
return image;
},
loadImage : function (url, callback) {
var image = new Image();
image.src = url;
image.addEventListener('load', cb);
image.addEventListener('error', cb);
return image;
},
image2Canvas : function (img) {
var image = this.canvas(img.width, img.height);
image.ctx = image.getContext("2d");
image.drawImage(ig, 0, 0);
return image;
},
getImageData : function (image) {
return (image.ctx || (this.image2Canvas(image).ctx)).getImageData(0, 0, image.width, image.height).data;
},
};
return tools;
})();
After it is parsed you will have the global variable imageTools
To load and get the image data you will have to wait for the image load callback.
var image;
var imageData;
function loaded(event){
if(event.type === "load"){
image = imageTools.image2Canvas(this);
imageData = imageTools.getImageData(image);
// image data is now in the typed array
// imageData.data
// with imageData.width and imageData.height holding the size
// there are 4 bytes per pixel in the form RGBA
}
}
imageTools.loadImage(imageURL,loaded);
To put the data back into the image after using the imageTools
// image.ctx is non standard and is a result of the imageTools adding the
// attribute ctx
image.ctx.putImageData(imageData,0,0);
To get the URL from the drop event which may be more than one image
var fileList = []; // a list of dropped images
// function called when images dropped
var imagesDropped = function(){
fileList.forEach(function(image){
// image.name is the image URL
// image.type is the mime type
});
fileList = []; // clear the file list
}
var dropEvent = function (event) {
var i,j, imagesFound;
imagesFound = false;
event.preventDefault();
dt = event.dataTransfer;
for (i = 0; i < dt.types.length; i++) { // for each dropped item
if (dt.types[i] === "Files") { // content from the file system
for (var j = 0; j < dt.files.length; j++) {
// check the mime type for the image prefix
if (dt.files[j].type.indexOf("image/") > -1){
fileList.push({ // add to image list
name : dt.files[j].name,
type : dt.files[j].type,
});
imagesFound = true; // flag images found
}
}
}
}
if(imagesFound){ // if images dropped call the handling function
imagesDropped();
}
}
Please note this is an example only and is not a cross browser solution. You will have to implement a variety of drop managers t cover all the browsers. This works on Chrome so covers the majority of users.
来源:https://stackoverflow.com/questions/34816849/how-to-access-the-image-data-after-dropping-an-image-from-the-html-part-of-a-web