I want to draw a image on canvas where the source for image will be set dynamically by user.I am getting following error while trying to set src for image:
Not allowed to load local resource: file:///D:/My%20Picsb.jpg'
Is there any way to load file from local drives to draw them on a canvas?
var img = new Image();
img.onload = function () {
context.drawImage(img, 20, 20, 50, 50);
};
img.src = "D:\My Pics\tb.jpg";
Importing images into a canvas is basically a two step process: Get a reference to an HTMLImageElement object or to another canvas element as a source. It is also possible to use images by providing a URL. Draw the image on the canvas using the drawImage() function.
The drawImage() method draws an image, canvas, or video onto the canvas.
What you want won't work because of security reasons. What you could do, however, is adding a file input field and upload it to the canvas, like this:
HTML
<input type="file" id="file_input">
JS
$("#file_input").change(function(e){
var URL = window.webkitURL || window.URL;
var url = URL.createObjectURL(e.target.files[0]);
var img = new Image();
img.src = url;
img.onload = function() {
img_width = img.width;
img_height = img.height;
context.drawImage(img, 0, 0, img_width, img_height);
}
});
I had the same problem as you not so long ago, and this code did the job when it comes to loading local images onto a canvas. I would however also recommend to eventually resize the image, so that it fits into the canvas. I used the following code (replace 460 with the size of your canvas).
var new_x = 0;
var new_y = 0;
if (img_width > img_height) {
new_x = 460;
new_y = (460*img_height)/img_width;
}
else if (img_height > img_width) {
new_x = (460*img_width)/img_height;
new_y = 460;
}
else {
new_x = 460;
new_y = 460;
}
context.drawImage(img, 0, 0, new_x, new_y);
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