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resample.js
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95 lines (83 loc) · 2.08 KB
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var Resample = (function (canvas) {
// (C) WebReflection Mit Style License
function Resample(img, width, height, onresample) {
var
load = typeof img == "string",
i = load || img;
// if string, a new Image is needed
if (load) {
i = new Image;
i.onload = onload;
i.onerror = onerror;
}
i._onresample = onresample;
i._width = width;
i._height = height;
load ? (i.src = img) : onload.call(img);
}
function onerror() {
throw ("not found: " + this.src);
}
function onload() {
var
img = this,
width = img._width,
height = img._height,
onresample = img._onresample
;
// if width and height are both specified
// the resample uses these pixels
// if width is specified but not the height
// the resample respects proportions
// accordingly with orginal size
// same is if there is a height, but no width
var minValue = Math.min(img.height, img.width);
width == null && (width = round(img.width * height / img.height));
height == null && (height = round(img.height * width / img.width));
delete img._onresample;
delete img._width;
delete img._height;
// when we reassign a canvas size
// this clears automatically
// the size should be exactly the same
// of the final image
// so that toDataURL ctx method
// will return the whole canvas as png
// without empty spaces or lines
canvas.width = width;
canvas.height = height;
// drawImage has different overloads
// in this case we need the following one ...
context.drawImage(
// original image
img,
// starting x point
0,
// starting y point
0,
// image width
minValue,
// image height
minValue,
// destination x point
0,
// destination y point
0,
// destination width
width,
// destination height
height
);
// retrieve the canvas content as
// base4 encoded PNG image
// and pass the result to the callback
onresample(canvas.toDataURL("image/png"));
}
var context = canvas.getContext("2d"),
// local scope shortcut
round = Math.round
;
return Resample;
}(
this.document.createElement("canvas"))
);