I have to create an image uploader for a future project (No flash, IE10+, FF7+ etc.) that does image resizing/converting/cropping on the clientside and not on the server.
<Uploading files one by one is better. Requires less memory and as soon as one file ready to upload, the upload can be started instead of waiting while all files will be prepared.
Use FormData
to send files. Allows to upload files in binary format instead of base64 encoded.
var formData = new FormData;
If Firefox use canvas.mozGetAsFile('image.jpg') instead of canvas.toDataUrl(). Allow to avoid unnecessary conversion from base64 to binary.
var file = canvas.mozGetAsFile('image.jpg');
formData.append(file);
In Chrome use BlobBuilder to convert base64 into blob (see dataURItoBlob
function
accepted After playing around with a few things, I managed to figure this out myself.
First of all, this will convert a dataURI to a Blob:
//added for quick reference
function dataURItoBlob(dataURI) {
// convert base64/URLEncoded data component to raw binary data held in a string
var byteString;
if (dataURI.split(',')[0].indexOf('base64') >= 0)
byteString = atob(dataURI.split(',')[1]);
else
byteString = unescape(dataURI.split(',')[1]);
// separate out the mime component
var mimeString = dataURI.split(',')[0].split(':')[1].split(';')[0];
// write the bytes of the string to a typed array
var ia = new Uint8Array(byteString.length);
for (var i = 0; i < byteString.length; i++) {
ia[i] = byteString.charCodeAt(i);
}
return new Blob([ia], {type:mimeString});
}
From this question):
var blob = dataURItoBlob(canvas.toDataURL('image/jpg'));
formData.append(blob);
And then send the formData
object. I'm not sure how to do it in jQuery, but with plain xhr object it like so:
var xhr = new XMLHttpRequest;
xhr.open('POST', 'upload.ashx', false);
xhr.send(formData);
On server you can get files from Files collection:
context.Request.Files[0].SaveAs(...);