Include the (minified) JavaScript Load Image script in your HTML markup:
<script src="load-image.min.js"></script>
In your application code, use the loadImage() function like this:
document.getElementById('file-input').onchange = function (e) { window.loadImage( e.target.files[0], function (img) { document.body.appendChild(img); }, {maxWidth: 600} ); };
The JavaScript Load Image function has zero dependencies.
However, JavaScript Load Image is a very suitable complement to the Canvas to Blob function.
The loadImage() function accepts a File or Blob object or a simple image URL (e.g. "http://example.org/image.png") as first argument.
If a File or Blob is passed as parameter, it returns a HTML img element if the browser supports the URL API or a FileReader object if supported, or false.
It always returns a HTML img element when passing an image URL:
document.getElementById('file-input').onchange = function (e) { var loadingImage = window.loadImage( e.target.files[0], function (img) { document.body.appendChild(img); }, {maxWidth: 600} ); if (!loadingImage) { // Alternative code ... } };
The img element or FileReader object returned by the loadImage() function allows to abort the loading process by setting the onload and onerror event handlers to null:
document.getElementById('file-input').onchange = function (e) { var loadingImage = window.loadImage( e.target.files[0], function (img) { document.body.appendChild(img); }, {maxWidth: 600} ); loadingImage.onload = loadingImage.onerror = null; };
The second argument must be a callback function, which is called when the image has been loaded or an error occurred while loading the image. The callback function is passed one argument, which is either a HTML img element, a canvas element, or an Event object of type "error":
var imageUrl = "http://example.org/image.png"; window.loadImage( imageUrl, function (img) { if(img.type === "error") { console.log("Error loading image " + imageUrl); } else { document.body.appendChild(img); } }, {maxWidth: 600} );
The optional third argument is a map of options:
- maxWidth: Defines the maximum width of the img/canvas element.
- maxHeight: Defines the maximum height of the img/canvas element.
- minWidth: Defines the minimum width of the img/canvas element.
- minHeight: Defines the minimum height of the img/canvas element.
- canvas: Defines if the returned element should be a canvas element.
- noRevoke: By default, the created object URL is revoked after the image has been loaded, except when this option is set to true.
They can be used the following way:
window.loadImage( fileOrBlobOrUrl, function (img) { document.body.appendChild(img); }, { maxWidth: 600, maxHeight: 300, minWidth: 100, minHeight: 50, canvas: true, noRevoke: true } );
All settings are optional. By default, the image is returned as HTML img element without any image size restrictions.
The JavaScript Load Image script is released under the MIT license.