Is there a way in JS to get the progress of a loading image while the image is being loaded? I want to use the new Progress tag of HTML5 to show the progress of loading images.
I wish there was something like:
var someImage = new Image()
someImage.onloadprogress = function(e) { progressBar.value = e.loaded / e.total };
someImage.src = "image.jpg";
With this, you add 2 new functions on the Image() object:
Image.prototype.load = function(url){
var thisImg = this;
var xmlHTTP = new XMLHttpRequest();
xmlHTTP.open('GET', url,true);
xmlHTTP.responseType = 'arraybuffer';
xmlHTTP.onload = function(e) {
var blob = new Blob([this.response]);
thisImg.src = window.URL.createObjectURL(blob);
};
xmlHTTP.onprogress = function(e) {
thisImg.completedPercentage = parseInt((e.loaded / e.total) * 100);
};
xmlHTTP.onloadstart = function() {
thisImg.completedPercentage = 0;
};
xmlHTTP.send();
};
Image.prototype.completedPercentage = 0;
And here you use the load function and append the image on a div.
var img = new Image();
img.load("url");
document.getElementById("myDiv").appendChild(img);
During the loading state you can check the progress percentage using img.completedPercentage.
Sebastian's answer is excellent, the best I've seen to this question. There are, however, a few possible improvements. I use his code modified like this:
Image.prototype.load = function( url, callback ) {
var thisImg = this,
xmlHTTP = new XMLHttpRequest();
thisImg.completedPercentage = 0;
xmlHTTP.open( 'GET', url , true );
xmlHTTP.responseType = 'arraybuffer';
xmlHTTP.onload = function( e ) {
var h = xmlHTTP.getAllResponseHeaders(),
m = h.match( /^Content-Type\:\s*(.*?)$/mi ),
mimeType = m[ 1 ] || 'image/png';
// Remove your progress bar or whatever here. Load is done.
var blob = new Blob( [ this.response ], { type: mimeType } );
thisImg.src = window.URL.createObjectURL( blob );
if ( callback ) callback( this );
};
xmlHTTP.onprogress = function( e ) {
if ( e.lengthComputable )
thisImg.completedPercentage = parseInt( ( e.loaded / e.total ) * 100 );
// Update your progress bar here. Make sure to check if the progress value
// has changed to avoid spamming the DOM.
// Something like:
// if ( prevValue != thisImage completedPercentage ) display_progress();
};
xmlHTTP.onloadstart = function() {
// Display your progress bar here, starting at 0
thisImg.completedPercentage = 0;
};
xmlHTTP.onloadend = function() {
// You can also remove your progress bar here, if you like.
thisImg.completedPercentage = 100;
}
xmlHTTP.send();
};
Mainly I added a mime-type and some minor details. Use as Sebastian describes. Works well.
Just to add to the improvements, I've modified Julian's answer (which in turn modified Sebastian's). I've moved the logic to a function instead of modifying the Image object. This function returns a Promise that resolves with the URL object, which only needs to be inserted as the src attribute of an image tag.
/**
* Loads an image with progress callback.
*
* The `onprogress` callback will be called by XMLHttpRequest's onprogress
* event, and will receive the loading progress ratio as an whole number.
* However, if it's not possible to compute the progress ratio, `onprogress`
* will be called only once passing -1 as progress value. This is useful to,
* for example, change the progress animation to an undefined animation.
*
* @param {string} imageUrl The image to load
* @param {Function} onprogress
* @return {Promise}
*/
function loadImage(imageUrl, onprogress) {
return new Promise((resolve, reject) => {
var xhr = new XMLHttpRequest();
var notifiedNotComputable = false;
xhr.open('GET', imageUrl, true);
xhr.responseType = 'arraybuffer';
xhr.onprogress = function(ev) {
if (ev.lengthComputable) {
onprogress(parseInt((ev.loaded / ev.total) * 100));
} else {
if (!notifiedNotComputable) {
notifiedNotComputable = true;
onprogress(-1);
}
}
}
xhr.onloadend = function() {
if (!xhr.status.toString().match(/^2/)) {
reject(xhr);
} else {
if (!notifiedNotComputable) {
onprogress(100);
}
var options = {}
var headers = xhr.getAllResponseHeaders();
var m = headers.match(/^Content-Type\:\s*(.*?)$/mi);
if (m && m[1]) {
options.type = m[1];
}
var blob = new Blob([this.response], options);
resolve(window.URL.createObjectURL(blob));
}
}
xhr.send();
});
}
/*****************
* Example usage
*/
var imgContainer = document.getElementById('imgcont');
var progressBar = document.getElementById('progress');
var imageUrl = 'https://placekitten.com/g/2000/2000';
loadImage(imageUrl, (ratio) => {
if (ratio == -1) {
// Ratio not computable. Let's make this bar an undefined one.
// Remember that since ratio isn't computable, calling this function
// makes no further sense, so it won't be called again.
progressBar.removeAttribute('value');
} else {
// We have progress ratio; update the bar.
progressBar.value = ratio;
}
})
.then(imgSrc => {
// Loading successfuly complete; set the image and probably do other stuff.
imgContainer.src = imgSrc;
}, xhr => {
// An error occured. We have the XHR object to see what happened.
});
<progress id="progress" value="0" max="100" style="width: 100%;"></progress>
<img id="imgcont" />
Actually, in latest chrome you can use it.
$progress = document.querySelector('#progress');
var url = 'https://placekitten.com/g/2000/2000';
var request = new XMLHttpRequest();
request.onprogress = onProgress;
request.onload = onComplete;
request.onerror = onError;
function onProgress(event) {
if (!event.lengthComputable) {
return;
}
var loaded = event.loaded;
var total = event.total;
var progress = (loaded / total).toFixed(2);
$progress.textContent = 'Loading... ' + parseInt(progress * 100) + ' %';
console.log(progress);
}
function onComplete(event) {
var $img = document.createElement('img');
$img.setAttribute('src', url);
$progress.appendChild($img);
console.log('complete', url);
}
function onError(event) {
console.log('error');
}
$progress.addEventListener('click', function() {
request.open('GET', url, true);
request.overrideMimeType('text/plain; charset=x-user-defined');
request.send(null);
});
<div id="progress">Click me to load</div>
Here is a small update of the code of Julian Jensen in order to be able to draw the image in a Canvas after it is loaded :
xmlHTTP.onload = function( e ) {
var h = xmlHTTP.getAllResponseHeaders(),
m = h.match( /^Content-Type\:\s*(.*?)$/mi ),
mimeType = m[ 1 ] || 'image/png';
// Remove your progress bar or whatever here. Load is done.
var blob = new Blob( [ this.response ], { type: mimeType } );
thisImg.src = window.URL.createObjectURL( blob );
thisImg.onload = function()
{
if ( callback ) callback( this );
};
};
for xmlhttpreq v2 check, use:
var xmlHTTP = new XMLHttpRequest();
if ('onprogress' in xmlHTTP) {
// supported
} else {
// isn't supported
}
If you want to process your loaded image, than you have to add one more function, because
thisImg.src = window.URL.createObjectURL(blob)
just starts to process the image as a thread.
You have to add a new a function to the body of load prototype, like
this.onload = function(e)
{
var canvas = document.createElement('canvas')
canvas.width = this.width
canvas.height = this.height
canvas.getContext('2d').drawImage(this, 0, 0)
}
This make me headache to realize :)
来源:https://stackoverflow.com/questions/14218607/javascript-loading-progress-of-an-image