


Detailed introduction to HTML5 Canvas image and text code for processing avatar uploads
Recently, the community system needs to support the mobile terminal, which involves the uploading of user avatars. The avatars come in three sizes: large, medium and small. On the PC side, the community uses Flash to handle avatar editing and generation, but the Flash control The interface is unfriendly and the mobile terminal does not support Flash well. Considering these problems, we finally chose Canvas to complete image size scaling and image data acquisition.
Equilateral processing
Avatars are generally square. First, we need to get the minimum value of the width and height of the image, and use the minimum value as the side length to center-crop the image, and finally get a square image. :
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Canvas element size limit issue
In the above clipSquareImage
function, since the canvas.toDataURL
interface does not provide width and height parameters, it can only be used once Capture the screen data of the entire canvas, so before taking a screenshot of the Canvas, we must first set the size of the Canvas element. However, the resolution of mobile photos is extremely high, and the width and height are mostly above 3000. When we set the size of the Canvas based on the minimum width and height of the photo, the minimum width of the Canvas element is also as high as above 3000.
The problem is that each platform has limitations on the size of Canvas. If any value of the width or height of Canvas exceeds the platform limit, Canvas will not be able to render. canvas.toDataURL
only A transparent image data can be obtained.
Maximum size of a canvas element mentions the size limit of Canvas under some platforms:
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Referring to the above data, we first set a maximum width for Canvas:
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Add maximum width detection to the clipSquareImage
function. If it exceeds the limit, create a temporary canvas for image scaling, and finally center-cut the temporary Canvas:
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Canvas aliasing problem
Above we have been able to crop a square picture through Canvas. Next we need to deal with the three sizes of avatar pictures: large, medium and small. In Canvas, the drawImage
interface provides a very convenient scaling function:
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However, directly using drawImage
to reduce large-size images will cause the image to appear jagged. On stack overflow, HTML5 canvas drawImage: how to apply antialiasing proposed a solution: reduce the image several times in equal proportions, and finally enlarge it to the target size:
Reference With this solution, we can implement the antialiasScale
anti-aliasing scaling function:
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We can use this function instead of drawImage to complete the scaling work and generate three sizes of avatar images:
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PHP stores base64 image data
Canvas.toDataURL()
The default image data format obtained is: data:image/png;base64,
+ base64 data:
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When the Canvas screenshot data is transmitted to the backend, the backend needs to truncate the starting field data:image/png;base64,
to obtain the real base64 data behind:
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Reference
Save a Base64 Encoded Canvas image to a png file using PHP
- ##Html5 canvas drawImage: how to apply antialiasing
- Maximum size of a canvas element
- How to save a PNG image server-side, from a base64 data string
- How to send FormData objects with Ajax-requests in jQuery
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