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@Sarfarazsajjad
Last active June 15, 2020 03:51
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html javascript compress image on browser then upload file
<!--
Preprocessing (scaling down) images on client side before uploading
Because people often upload 5MB big 3000x2000px PNGs that are then scaled down to 100x100px JPEGs on server - waste of time and bandwidth
1. user selects image(s)
2. script opens the image using FileReader API
3. script appends it to new Image object (not displayed at all actually)
4. new Image objects is drawn into new Canvas object, that is scaled down to desired dimensions
5. display the canvas, ie. a preview of the image to be uploaded
6. take the pic from canvas as JPEG in dataURI format
7. send it to server
8. save it on server side
-->
<form id="form" action="submit" method="post" accept-charset="utf-8" enctype="multipart/form-data">
<input id="fileinput" data-maxwidth="620" data-maxheight="620" type="file" name="file[]" multiple/>
<input type="submit" value="Upload &rarr;">
</form>
<div id="preview"></div>
<script>
var fileinput = document.getElementById('fileinput');
var max_width = fileinput.getAttribute('data-maxwidth');
var max_height = fileinput.getAttribute('data-maxheight');
var preview = document.getElementById('preview');
var form = document.getElementById('form');
function processfile(file) {
if( !( /image/i ).test( file.type ) )
{
alert( "File "+ file.name +" is not an image." );
return false;
}
// read the files
var reader = new FileReader();
reader.readAsArrayBuffer(file);
reader.onload = function (event) {
// blob stuff
var blob = new Blob([event.target.result]); // create blob...
window.URL = window.URL || window.webkitURL;
var blobURL = window.URL.createObjectURL(blob); // and get it's URL
// helper Image object
var image = new Image();
image.src = blobURL;
//preview.appendChild(image); // preview commented out, I am using the canvas instead
image.onload = function() {
// have to wait till it's loaded
var resized = resizeMe(image); // send it to canvas
var newinput = document.createElement("input");
newinput.type = 'hidden';
newinput.name = 'images[]';
newinput.value = resized; // put result from canvas into new hidden input
form.appendChild(newinput);
}
};
}
function readfiles(files) {
// remove the existing canvases and hidden inputs if user re-selects new pics
var existinginputs = document.getElementsByName('images[]');
var existingcanvases = document.getElementsByTagName('canvas');
while (existinginputs.length > 0) { // it's a live list so removing the first element each time
// DOMNode.prototype.remove = function() {this.parentNode.removeChild(this);}
form.removeChild(existinginputs[0]);
preview.removeChild(existingcanvases[0]);
}
for (var i = 0; i < files.length; i++) {
processfile(files[i]); // process each file at once
}
fileinput.value = ""; //remove the original files from fileinput
// TODO remove the previous hidden inputs if user selects other files
}
// this is where it starts. event triggered when user selects files
fileinput.onchange = function(){
if ( !( window.File && window.FileReader && window.FileList && window.Blob ) ) {
alert('The File APIs are not fully supported in this browser.');
return false;
}
readfiles(fileinput.files);
}
// === RESIZE ====
function resizeMe(img) {
var canvas = document.createElement('canvas');
var width = img.width;
var height = img.height;
// calculate the width and height, constraining the proportions
if (width > height) {
if (width > max_width) {
//height *= max_width / width;
height = Math.round(height *= max_width / width);
width = max_width;
}
} else {
if (height > max_height) {
//width *= max_height / height;
width = Math.round(width *= max_height / height);
height = max_height;
}
}
// resize the canvas and draw the image data into it
canvas.width = width;
canvas.height = height;
var ctx = canvas.getContext("2d");
ctx.drawImage(img, 0, 0, width, height);
preview.appendChild(canvas); // do the actual resized preview
return canvas.toDataURL("image/jpeg",0.7); // get the data from canvas as 70% JPG (can be also PNG, etc.)
}
</script>
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