silverstripe-framework/thirdparty/javascript-loadimage/README.md

113 lines
3.7 KiB
Markdown

# JavaScript Load Image
## Demo
[JavaScript Load Image Demo](http://blueimp.github.com/JavaScript-Load-Image/)
## Usage
Include the (minified) JavaScript Load Image script in your HTML markup:
```html
<script src="load-image.min.js"></script>
```
In your application code, use the **loadImage()** function like this:
```js
document.getElementById('file-input').onchange = function (e) {
window.loadImage(
e.target.files[0],
function (img) {
document.body.appendChild(img);
},
{maxWidth: 600}
);
};
```
## Requirements
The JavaScript Load Image function has zero dependencies.
## API
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.
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**.
It always returns a HTML **img** element when passing an image URL:
```js
document.getElementById('file-input').onchange = function (e) {
var loadingImage = window.loadImage(
e.target.files[0],
function (img) {
document.body.appendChild(img);
},
{maxWidth: 600}
);
if (!loadingImage) {
// Alternative code ...
}
};
```
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:
```js
document.getElementById('file-input').onchange = function (e) {
var loadingImage = window.loadImage(
e.target.files[0],
function (img) {
document.body.appendChild(img);
},
{maxWidth: 600}
);
loadingImage.onload = loadingImage.onerror = null;
};
```
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**":
```js
var imageUrl = "http://example.org/image.png";
window.loadImage(
imageUrl,
function (img) {
if(img.type === "error") {
console.log("Error loading image " + imageUrl);
} else {
document.body.appendChild(img);
}
},
{maxWidth: 600}
);
```
The optional third argument is a map of options:
* **maxWidth**: Defines the maximum width of the img/canvas element.
* **maxHeight**: Defines the maximum height of the img/canvas element.
* **minWidth**: Defines the minimum width of the img/canvas element.
* **minHeight**: Defines the minimum height of the img/canvas element.
* **canvas**: Defines if the returned element should be a [canvas](https://developer.mozilla.org/en/HTML/Canvas) element.
They can be used the following way:
```js
window.loadImage(
fileOrBlobOrUrl,
function (img) {
document.body.appendChild(img);
},
{
maxWidth: 600,
maxHeight: 300,
minWidth: 100,
minHeight: 50,
canvas: true
}
);
```
All options are optional. By default, the image is returned as HTML **img** element without any image size restrictions.
## License
The JavaScript Load Image script is released under the [MIT license](http://www.opensource.org/licenses/MIT).