Save file image to localstorage HTML

I am trying to save an image to localstorage and fetch it back when needed, I am confused about how to save the image as I asked a question related to my same question, but they are tricky. Finally I got something that looks perfect to me, but I am confused how to use the code to save the image to local storage
Listen to the code in JSFIDDEL

Html:

<input type="file" id="bannerImg"  />


<img src="" id="tableBanner" />

      

JS:

bannerImage = document.getElementById('bannerImg');
imgData = getBase64Image(bannerImage);
localStorage.setItem("imgData", imgData);


function getBase64Image(img) {
    var canvas = document.createElement("canvas");
    canvas.width = img.width;
    canvas.height = img.height;

    var ctx = canvas.getContext("2d");
    ctx.drawImage(img, 0, 0);

    var dataURL = canvas.toDataURL("image/png");

    return dataURL.replace(/^data:image\/(png|jpg);base64,/, "");
}

function fetchimage ()
{
var dataImage = localStorage.getItem('imgData');
var bannerImg = document.getElementById('tableBanner');
 bannerImg.src = "data:image/png;base64," + dataImage;
}

      

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3 answers


You just don't have enough FileReader

to read the input file into dataURL. Jsfiddle

Html:

<input type="file" id="bannerImg"  />
<img src="" id="tableBanner" />
<!-- for result output -->
<div id="res"></div>

      



JavaScript:

// Get all variables
var bannerImage = document.getElementById('bannerImg');
var result = document.getElementById('res');
var img = document.getElementById('tableBanner');

// Add a change listener to the file input to inspect the uploaded file.
bannerImage.addEventListener('change', function() {
    var file = this.files[0];
    // Basic type checking.
    if (file.type.indexOf('image') < 0) {
        res.innerHTML = 'invalid type';
        return;
    }

    // Create a file reader
    var fReader = new FileReader();

    // Add complete behavior
    fReader.onload = function() {
        // Show the uploaded image to banner.
        img.src = fReader.result;

        // Save it when data complete.
        // Use your function will ensure the format is png.
        localStorage.setItem("imgData", getBase64Image(img));
        // You can just use as its already a string.
        // localStorage.setItem("imgData", fReader.result);
    };

    // Read the file to DataURL format.
    fReader.readAsDataURL(file);
});

function getBase64Image(img) {
    var canvas = document.createElement("canvas");
    canvas.width = img.width;
    canvas.height = img.height;

    var ctx = canvas.getContext("2d");
    ctx.drawImage(img, 0, 0);

    var dataURL = canvas.toDataURL("image/png");

    return dataURL.replace(/^data:image\/(png|jpg);base64,/, "");
}

function fetchimage () {
    var dataImage = localStorage.getItem('imgData');
    img.src = "data:image/png;base64," + dataImage;
    // If you don't process the url with getBase64Image, you can just use
    // img.src = dataImage;
}

// Call fetch to get image from localStorage.
// So each time you reload the page, the image in localstorage will be 
// put on tableBanner
fetchimage();

      

Not that jsfiddle will execute this script onload

, so you can wrap them in window.onload on your own site.

+2


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Due to the limited storage quota you have with localStorage, you may need to check the size of the uploaded image.

Here is one way, based on @ fuyushimoya's answer, if you don't need to convert all image types to png. If not, you are disgusting as this is one of the heaviest images.

This solution may not be the best, but it seems to handle a few cases:

Js



// Get all variables
var bannerImage = document.getElementById('bannerImg');
var result = document.getElementById('res');
var img = document.getElementById('tableBanner');

bannerImage.addEventListener('change', function() {
  var file = this.files[0];
  // declare a maxSize (3Mb)
  var maxSize = 3000000;

  if (file.type.indexOf('image') < 0) {
    res.innerHTML = 'invalid type';
    return;
  }
  var fReader = new FileReader();
  fReader.onload = function() {
    img.onload = function() {
      // if localStorage fails, it should throw an exception
      try {
        // pass the ratio of the file size/maxSize to your toB64 func in case we're already out of scope
        localStorage.setItem("imgData", getBase64Image(img, (file.size / maxSize), file.type));
      } catch (e) {
        var msg = e.message.toLowerCase();
        // We exceeded the localStorage quota
        if (msg.indexOf('storage') > -1 || msg.indexOf('quota') > -1) {
          // we're dealing with a jpeg image :  try to reduce the quality
          if (file.type.match(/jpe?g/)) {
            console.log('reducing jpeg quality');
            localStorage.setItem("imgData", getBase64Image(img, (file.size / maxSize), file.type, 0.7));
          }
          // we're dealing with a png image :  try to reduce the size
          else {
            console.log('reducing png size');
            // maxSize is a total approximation I got from some tests with a random pixel generated img
            var maxPxSize = 750000,
              imgSize = (img.width * img.height);
            localStorage.setItem("imgData", getBase64Image(img, (imgSize / maxPxSize), file.type));
          }
        }
      }
    }
    img.src = fReader.result;
  };

  fReader.readAsDataURL(file);
});

function getBase64Image(img, sizeRatio, type, quality) {
  // if we've got an svg, don't convert it, svg will certainly be lighter than any pixel image
  if (type.indexOf('svg+xml') > 0) return img.src;

  // if we've got a jpeg
  if (type.match(/jpe?g/)) {
    // and the sizeRatio is okay, don't convert it
    if (sizeRatio <= 1) return img.src;
  }
  // if we've got some other image type
  else type = 'image/png';

  if (!quality) quality = 1;
  var canvas = document.createElement("canvas");
  // if our image file is too large, then reduce its size
  canvas.width = (sizeRatio > 1) ? (img.width / sizeRatio) : img.width;
  canvas.height = (sizeRatio > 1) ? (img.height / sizeRatio) : img.height;

  var ctx = canvas.getContext("2d");
  ctx.drawImage(img, 0, 0, canvas.width, canvas.height);
  // if we already tried to reduce its size but it still failing, then reduce the jpeg quality
  var dataURL = canvas.toDataURL(type, quality);

  return dataURL;
}

function fetchimage() {
  var dataImage = localStorage.getItem('imgData');
  img.src = dataImage;
}

// Call fetch to get image from localStorage.
fetchimage();

      

Html

<input type="file" id="bannerImg" />
<img src="" id="tableBanner" />
<div id="res"></div>

      

โ–ถ ๏ธŽ Screenshot

+1


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Usa esta directiva:

directives.directive('baseSixtyFourInput', ['$window', function($window) {
return {
    restrict: 'A',
    require: 'ngModel',
    link: function(scope, elem, attrs, ngModel) {
        var fileObject = {};
        scope.readerOnload = function(e) {
            var base64 = _arrayBufferToBase64(e.target.result);
            fileObject.base64 = base64;
            scope.$apply(function() {
                ngModel.$setViewValue(angular.copy(fileObject));
            });
        };

        var reader = new FileReader();
        reader.onload = scope.readerOnload;

        elem.on('change', function() {
            var file = elem[0].files[0];
            fileObject.filetype = file.type;
            fileObject.filename = file.name;
            fileObject.filesize = file.size;
            reader.readAsArrayBuffer(file);
        });

        //http://stackoverflow.com/questions/9267899/arraybuffer-to-base64-encoded-string
        function _arrayBufferToBase64(buffer) {
            var binary = '';
            var bytes = new Uint8Array(buffer);
            var len = bytes.byteLength;
            for (var i = 0; i < len; i++) {
                binary += String.fromCharCode(bytes[i]);
            }
            return $window.btoa(binary);
        }
    }
};

      

}]);

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