mirror of
https://github.com/silverstripe/silverstripe-framework
synced 2024-10-22 14:05:37 +02:00
113 lines
3.7 KiB
Markdown
113 lines
3.7 KiB
Markdown
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# JavaScript Load Image
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## Demo
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[JavaScript Load Image Demo](http://blueimp.github.com/JavaScript-Load-Image/)
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## Usage
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Include the (minified) JavaScript Load Image script in your HTML markup:
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```html
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<script src="load-image.min.js"></script>
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```
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In your application code, use the **loadImage()** function like this:
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```js
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document.getElementById('file-input').onchange = function (e) {
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window.loadImage(
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e.target.files[0],
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function (img) {
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document.body.appendChild(img);
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},
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{maxWidth: 600}
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);
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};
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```
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## Requirements
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The JavaScript Load Image function has zero dependencies.
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## API
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The **loadImage()** function accepts a [File](https://developer.mozilla.org/en/DOM/File) or [Blob](https://developer.mozilla.org/en/DOM/Blob) object or a simple image URL (e.g. "http://example.org/image.png") as first argument.
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If a [File](https://developer.mozilla.org/en/DOM/File) or [Blob](https://developer.mozilla.org/en/DOM/Blob) is passed as parameter, it returns a HTML **img** element if the browser supports the [URL](https://developer.mozilla.org/en/DOM/window.URL) API or a [FileReader](https://developer.mozilla.org/en/DOM/FileReader) object if supported, or **false**.
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It always returns a HTML **img** element when passing an image URL:
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```js
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document.getElementById('file-input').onchange = function (e) {
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var loadingImage = window.loadImage(
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e.target.files[0],
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function (img) {
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document.body.appendChild(img);
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},
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{maxWidth: 600}
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);
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if (!loadingImage) {
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// Alternative code ...
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}
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};
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```
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The **img** element or [FileReader](https://developer.mozilla.org/en/DOM/FileReader) object returned by the **loadImage()** function allows to abort the loading process by setting the **onload** and **onerror** event handlers to null:
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```js
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document.getElementById('file-input').onchange = function (e) {
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var loadingImage = window.loadImage(
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e.target.files[0],
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function (img) {
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document.body.appendChild(img);
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},
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{maxWidth: 600}
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);
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loadingImage.onload = loadingImage.onerror = null;
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};
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```
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The second argument must be a **callback** function, which is called when the image has been loaded or an error occurred while loading the image. The callback function is passed one argument, which is either a HTML **img** element, a [canvas](https://developer.mozilla.org/en/HTML/Canvas) element, or an [Event](https://developer.mozilla.org/en/DOM/event) object of type "**error**":
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```js
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var imageUrl = "http://example.org/image.png";
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window.loadImage(
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imageUrl,
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function (img) {
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if(img.type === "error") {
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console.log("Error loading image " + imageUrl);
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} else {
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document.body.appendChild(img);
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}
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},
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{maxWidth: 600}
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);
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```
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The optional third argument is a map of options:
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* **maxWidth**: Defines the maximum width of the img/canvas element.
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* **maxHeight**: Defines the maximum height of the img/canvas element.
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* **minWidth**: Defines the minimum width of the img/canvas element.
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* **minHeight**: Defines the minimum height of the img/canvas element.
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* **canvas**: Defines if the returned element should be a [canvas](https://developer.mozilla.org/en/HTML/Canvas) element.
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They can be used the following way:
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```js
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window.loadImage(
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fileOrBlobOrUrl,
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function (img) {
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document.body.appendChild(img);
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},
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{
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maxWidth: 600,
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maxHeight: 300,
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minWidth: 100,
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minHeight: 50,
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canvas: true
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}
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);
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```
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All options are optional. By default, the image is returned as HTML **img** element without any image size restrictions.
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## License
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The JavaScript Load Image script is released under the [MIT license](http://www.opensource.org/licenses/MIT).
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