I can load an image into a canvas element and resize it, but I'm having trouble grabbing the resized image:
var logo = $(".logo"),
loader = $(".load"),
canvas = $(".holder"),
ctx = canvas[0].getContext("2d");
function displayPreview(file) {
var reader = new FileReader();
reader.onload = function(e) {
var img = new Image();
img.src = e.target.result;
img.onload = function() {
// x, y, width, height
ctx.drawImage(img, 0, 0, 128, 128);
var dataURL = canvas[0].toDataURL("image/png");
var logo = $(".logo");
var imgUrl = dataURL;
var imgz = $("<img>");
imgz.attr("src", imgUrl);
logo.html("");
logo.append(imgz);
};
};
reader.readAsDataURL(file);
}
into the download package function for jszip.
// Download Zip
$(".download").on("click", function(imgUrl) {
var zip = new JSZip();
zip.file("logo.png", imgUrl);
var content = zip.generate({type:"blob"});
// see FileSaver.js
saveAs(content, "test.zip");
});
Snippet:
var logo = $(".logo"),
loader = $(".load"),
canvas = $(".holder"),
ctx = canvas[0].getContext("2d");
function displayPreview(file) {
var reader = new FileReader();
reader.onload = function(e) {
var img = new Image();
img.src = e.target.result;
img.onload = function() {
// x, y, width, height
ctx.drawImage(img, 0, 0, 128, 128);
var dataURL = canvas[0].toDataURL("image/png");
var logo = $(".logo");
var imgUrl = dataURL;
var imgz = $("<img>");
imgz.attr("src", imgUrl);
logo.html("");
logo.append(imgz);
};
};
reader.readAsDataURL(file);
}
$(document).ready(function() {
loader.on("change", function(evt) {
var file = evt.target.files[0];
displayPreview(file);
var reader = new FileReader();
reader.onload = function(e) {
// Download Zip
$(".download").on("click", function(imgUrl) {
var zip = new JSZip();
zip.file("logo.png", imgUrl);
var content = zip.generate({type:"blob"});
// see FileSaver.js
saveAs(content, "test.zip");
});
return false;
};
reader.readAsArrayBuffer(file);
});
// Trigger Load Image
$(".trigload").click(function() {
$("input").trigger("click");
});
});
@import url("http://necolas.github.io/normalize.css/3.0.1/normalize.css");
.hide {
display: none;
}
.logo {
text-align: center;
}
.fill {
width: 100%;
}
.fr {
float: right;
}
<script type="text/javascript" src="http://code.jquery.com/jquery-latest.min.js"></script>
<script type="text/javascript" src="http://stuk.github.io/jszip/dist/jszip.min.js"></script>
<script type="text/javascript" src="http://stuk.github.io/jszip-utils/dist/jszip-utils.js"></script>
<script type="text/javascript" src="http://stuk.github.io/jszip/vendor/FileSaver.js"></script>
<input type="file" class="hide load">
<a class="trigload" href="javascript:void(0)">Load Image</a>
<a class="download fr" href="javascript:void(0)">Download</a>
<div class="logo"></div>
<div class="fill" align="center">
<canvas class="holder" width="128" height="128"></canvas>
</div>
In order to get JSZip to correctly save your dataURL to valid png file, it seems you need to add an object containing {base64: true}
as third argument of the zip.file()
method, and to remove the data:image/png;base64,
from the dataURL.
Also, you were assigning the click event to the imgUrl
variable. You may want to store it in a global variable, or check the $('.logo>img')[0].src
or call once again canvas[0].toDataURL()
.
var logo = $(".logo"),
loader = $(".load"),
canvas = $(".holder"),
ctx = canvas[0].getContext("2d");
function displayPreview(file) {
var reader = new FileReader();
reader.onload = function(e) {
var img = new Image();
img.src = e.target.result;
img.onload = function() {
// x, y, width, height
ctx.drawImage(img, 0, 0, 128, 128);
var dataURL = canvas[0].toDataURL("image/png");
var logo = $(".logo");
var imgUrl = dataURL;
var imgz = $("<img>");
imgz.attr("src", imgUrl);
logo.html("");
logo.append(imgz);
};
};
reader.readAsDataURL(file);
}
$(document).ready(function() {
loader.on("change", function(evt) {
var file = evt.target.files[0];
displayPreview(file);
var reader = new FileReader();
reader.onload = function(e) {
// Download Zip
$(".download").on("click", function() {
var imgUrl = canvas[0].toDataURL();
var zip = new JSZip();
zip.file("logo.png", imgUrl.split('base64,')[1],{base64: true});
var content = zip.generate({type:"blob"});
// see FileSaver.js
saveAs(content, "test.zip");
});
return false;
};
reader.readAsArrayBuffer(file);
});
// Trigger Load Image
$(".trigload").click(function() {
$("input").trigger("click");
});
});
@import url("http://necolas.github.io/normalize.css/3.0.1/normalize.css");
.hide {
display: none;
}
.logo {
text-align: center;
}
.fill {
width: 100%;
}
.fr {
float: right;
}
<script type="text/javascript" src="http://code.jquery.com/jquery-latest.min.js"></script>
<script type="text/javascript" src="http://stuk.github.io/jszip/dist/jszip.min.js"></script>
<script type="text/javascript" src="http://stuk.github.io/jszip-utils/dist/jszip-utils.js"></script>
<script type="text/javascript" src="http://stuk.github.io/jszip/vendor/FileSaver.js"></script>
<input type="file" class="hide load">
<a class="trigload" href="javascript:void(0)">Load Image</a>
<a class="download fr" href="javascript:void(0)">Download</a>
<div class="logo"></div>
<div class="fill" align="center">
<canvas class="holder" width="128" height="128"></canvas>
</div>
JSZip now accepts Blobs as input directly, so it's better to convert your canvas to a Blob and pass this directly to JSZip. (As a fiddle because StackSnippets don't allow-downloads).
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