mirror of
https://github.com/moparisthebest/kaiwa
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115 lines
2.8 KiB
JavaScript
115 lines
2.8 KiB
JavaScript
var Resample = (function (canvas) {
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// (C) WebReflection Mit Style License
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// Resample function, accepts an image
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// as url, base64 string, or Image/HTMLImgElement
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// optional width or height, and a callback
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// to invoke on operation complete
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function Resample(img, width, height, onresample) {
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var
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// check the image type
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load = typeof img == "string",
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// Image pointer
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i = load || img
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;
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// if string, a new Image is needed
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if (load) {
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i = new Image;
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// with propers callbacks
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i.onload = onload;
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i.onerror = onerror;
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}
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// easy/cheap way to store info
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i._onresample = onresample;
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i._width = width;
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i._height = height;
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// if string, we trust the onload event
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// otherwise we call onload directly
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// with the image as callback context
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load ? (i.src = img) : onload.call(img);
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}
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// just in case something goes wrong
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function onerror() {
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throw ("not found: " + this.src);
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}
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// called when the Image is ready
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function onload() {
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var
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// minifier friendly
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img = this,
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// the desired width, if any
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width = img._width,
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// the desired height, if any
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height = img._height,
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// the callback
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onresample = img._onresample
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;
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// if width and height are both specified
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// the resample uses these pixels
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// if width is specified but not the height
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// the resample respects proportions
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// accordingly with orginal size
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// same is if there is a height, but no width
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width == null && (width = round(img.width * height / img.height));
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height == null && (height = round(img.height * width / img.width));
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// remove (hopefully) stored info
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delete img._onresample;
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delete img._width;
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delete img._height;
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// when we reassign a canvas size
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// this clears automatically
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// the size should be exactly the same
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// of the final image
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// so that toDataURL ctx method
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// will return the whole canvas as png
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// without empty spaces or lines
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canvas.width = width;
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canvas.height = height;
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// drawImage has different overloads
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// in this case we need the following one ...
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context.drawImage(
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// original image
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img,
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// starting x point
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0,
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// starting y point
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0,
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// image width
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img.width,
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// image height
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img.height,
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// destination x point
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0,
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// destination y point
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0,
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// destination width
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width,
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// destination height
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height
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);
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// retrieve the canvas content as
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// base4 encoded PNG image
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// and pass the result to the callback
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onresample(canvas.toDataURL("image/png"));
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}
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var
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// point one, use every time ...
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context = canvas.getContext("2d"),
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// local scope shortcut
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round = Math.round
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;
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return Resample;
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}(
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// lucky us we don't even need to append
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// and render anything on the screen
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// let's keep this DOM node in RAM
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// for all resizes we want
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this.document.createElement("canvas"))
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);
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