I've been tasked with testing some pretty heavy duty functions and unfortunately I have no idea where to start with this one.
The function in question is this one:
export async function getCroppedImg(imageSrc, pixelCrop) {
const image = await createImage(imageSrc);
const canvas = document.createElement("canvas");
const ctx = canvas.getContext("2d");
// set width to double image size to allow for a safe area for the
// image to rotate in without being clipped by canvas context
canvas.width = image.width * 2;
canvas.height = image.height * 2;
// translate canvas context to a central location to allow rotating around the center.
ctx.translate(image.width, image.height);
ctx.translate(-image.width, -image.height);
// draw rotated image and store data.
ctx.drawImage(image, image.width / 2, image.height / 2);
const data = ctx.getImageData(0, 0, image.width * 2, image.height * 2);
// set canvas width to final desired crop size - this will clear existing context
canvas.width = pixelCrop.width;
canvas.height = pixelCrop.height;
// paste generated rotate image with correct offsets for x,y crop values.
ctx.putImageData(data, 0 - image.width / 2 - pixelCrop.x, 0 - image.height / 2 - pixelCrop.y);
// As Base64 string
// return canvas.toDataURL('image/jpeg');
// As a blob
const preview = new Promise(resolve => {
canvas.toBlob(file => {
resolve(URL.createObjectURL(file));
}, "image/jpeg");
});
const base64String = canvas.toDataURL();
return Promise.all([preview, base64String]);
}
The other function called in this one is the createImage function that looks like this:
export const createImage = url =>
new Promise((resolve, reject) => {
const image = new Image();
image.addEventListener("load", () => resolve(image));
image.addEventListener("error", error => reject(error));
image.setAttribute("crossOrigin", "anonymous"); // needed to avoid cross-origin issues on CodeSandbox
image.src = url;
});
This has already been tested to 100% coverage so I know I've got to mock it to test the getCroppedImage function but I haven't got a clue where to start with this one...
You can consider spying on createImage and mock the response as a resolved promise.
const spy = jest.spyOn(yourMockedModule, 'createImage').mockImplementation(() => Promise.resolve(....));
Related
I tried with this library: https://www.npmjs.com/package/convert-svg-to-png
But it reaise an error:
import { convert } from 'convert-svg-to-png'
useEffect(() => {
let png = convert('/iStock-1188768310.svg')
console.log(png)
})
Error: Module not found: Can't resolve 'fs'
Import trace for requested module:
./node_modules/tar-fs/index.js
./node_modules/puppeteer/lib/cjs/puppeteer/node/BrowserFetcher.js
./node_modules/puppeteer/lib/cjs/puppeteer/node/Puppeteer.js
./node_modules/puppeteer/lib/cjs/puppeteer/initialize-node.js
What do I wrong, or is it any more 'standard' way to do it? My goal is to use the image az an og:image. I heard SVG can not be used, this is why I try convert to PNG.
I tried this package also: https://github.com/canvg/canvg Like this:
const canvas = document.querySelector('canvas')
const ctx = canvas.getContext('2d')
v = await Canvg.from(ctx, './svgs/1.svg')
// Start SVG rendering with animations and mouse handling.
v.start()
But it also raise error:
TypeError: Cannot read properties of null (reading 'getContext')
24 | let cv = async () => {
25 | const canvas = document.querySelector('canvas')
> 26 | const ctx = canvas.getContext('2d')
| ^
27 |
28 | v = await Canvg.from(ctx, './sv
according to the library's npm page, the function you need to import is convertFile and not convert:
const { convertFile} = require('convert-svg-to-png');
The following code should work:
(async() => {
const inputFilePath = '/path/to/my-image.svg';
const outputFilePath = await convertFile(inputFilePath);
console.log(outputFilePath);
//=> "/path/to/my-image.png"
})();
The title says "A Node.js package for converting SVG to PNG using headless Chromium". You can only use it in nodejs not in client-side JavaScript. You may want to check this answer if you want to do it in the browser: Convert SVG to image (JPEG, PNG, etc.) in the browser.
Here you have an (client-side) example of how an SVG document can be loaded using fetch() (if the SVG is not already in the DOM), turned into a File object, drawn on a canvas and expoted as a PNG.
var svgcontainer, svg, canvas, ctx, output;
document.addEventListener('DOMContentLoaded', e => {
svgcontainer = document.getElementById('svgcontainer');
canvas = document.getElementById('canvas');
output = document.getElementById('output');
ctx = canvas.getContext('2d');
fetch('data:image/svg+xml;base64,PD94bWwgdmVyc2lvbj0iMS4wIiBlbmNvZGluZz0idXRmLTgiPz4KPHN2ZyB3aWR0aD0iMTAwIiBoZWlnaHQ9IjEwMCIgeG1sbnM9Imh0dHA6Ly93d3cudzMub3JnLzIwMDAvc3ZnIj4KICA8Y2lyY2xlIGN4PSI1MCIgY3k9IjUwIiByPSI1MCIgZmlsbD0ib3JhbmdlIiAvPgo8L3N2Zz4KCgo=').then(res => res.text()).then(text => {
let parser = new DOMParser();
let svgdoc = parser.parseFromString(text, "application/xml");
canvas.width = svgdoc.rootElement.getAttribute('width');
canvas.height = svgdoc.rootElement.getAttribute('height');
// append SVG to DOM
svgcontainer.innerHTML = svgdoc.rootElement.outerHTML;
svg = svgcontainer.querySelector('svg');
// create a File object
let file = new File([svgdoc.rootElement.outerHTML], 'svg.svg', {
type: "image/svg+xml"
});
// and a reader
let reader = new FileReader();
reader.addEventListener('load', e => {
/* create a new image assign the result of the filereader
to the image src */
let img = new Image();
// wait for it to got load
img.addEventListener('load', e => {
// update canvas with new image
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.drawImage(e.target, 0, 0);
// create PNG image based on canvas
let img = new Image();
img.src = canvas.toDataURL("image/png");
output.append(img);
});
img.src = e.target.result;
});
// read the file as a data URL
reader.readAsDataURL(file);
});
});
<div style="display:flex">
SVG:
<div id="svgcontainer"></div>
Canvas: <canvas id="canvas" width="200" height="200"></canvas>
</div>
<p>Exported PNG:</p>
<div id="output"></div>
I am trying to convert an external svg icon to a base64 png using a canvas. It is working in all browsers except Firefox, which throws an error "NS_ERROR_NOT_AVAILABLE".
var img = new Image();
img.src = "icon.svg";
img.onload = function() {
var canvas = document.createElement("canvas");
canvas.width = this.width;
canvas.height = this.height;
var ctx = canvas.getContext("2d");
ctx.drawImage(this, 0, 0);
var dataURL = canvas.toDataURL("image/png");
return dataURL;
};
Can anyone help me on this please? Thanks in advance.
Firefox does not support drawing SVG images to canvas unless the svg file has width/height attributes on the root <svg> element and those width/height attributes are not percentages. This is a longstanding bug.
You will need to edit the icon.svg file so it meets the above criteria.
As mentioned, this is an open bug caused by limitations on what Firefox accepts as specification for SVG sizes when drawing to a canvas. There is a workaround.
Firefox requires explicit width and height attributes in the SVG itself. We can add these by getting the SVG as XML and modifying it.
var img = new Image();
var src = "icon.svg";
// request the XML of your svg file
var request = new XMLHttpRequest();
request.open('GET', src, true)
request.onload = function() {
// once the request returns, parse the response and get the SVG
var parser = new DOMParser();
var result = parser.parseFromString(request.responseText, 'text/xml');
var inlineSVG = result.getElementsByTagName("svg")[0];
// add the attributes Firefox needs. These should be absolute values, not relative
inlineSVG.setAttribute('width', '48px');
inlineSVG.setAttribute('height', '48px');
// convert the SVG to a data uri
var svg64 = btoa(new XMLSerializer().serializeToString(inlineSVG));
var image64 = 'data:image/svg+xml;base64,' + svg64;
// set that as your image source
img.src = img64;
// do your canvas work
img.onload = function() {
var canvas = document.createElement("canvas");
canvas.width = this.width;
canvas.height = this.height;
var ctx = canvas.getContext("2d");
ctx.drawImage(this, 0, 0);
var dataURL = canvas.toDataURL("image/png");
return dataURL;
};
}
// send the request
request.send();
This is the most basic version of this solution, and includes no handling for errors when retrieving the XML. Better error handling is demonstrated in this inline-svg handler (circa line 110) from which I derived part of this method.
This isn't the most robust solution, but this hack worked for our purposes. Extract viewBox data and use these dimensions for the width/height attributes.
This only works if the first viewBox encountered has a size that accurately can represent the size of the SVG document, which will not be true for all cases.
// #svgDoc is some SVG document.
let svgSize = getSvgViewBox(svgDoc);
// No SVG size?
if (!svgSize.width || !svgSize.height) {
console.log('Image is missing width or height');
// Have size, resolve with new SVG image data.
} else {
// Rewrite SVG doc
let unit = 'px';
$('svg', svgDoc).attr('width', svgSize.width + unit);
$('svg', svgDoc).attr('height', svgSize.height + unit);
// Get data URL for new SVG.
let svgDataUrl = svgDocToDataURL(svgDoc);
}
function getSvgViewBox(svgDoc) {
if (svgDoc) {
// Get viewBox from SVG doc.
let viewBox = $(svgDoc).find('svg').prop('viewBox').baseVal;
// Have viewBox?
if (viewBox) {
return {
width: viewBox.width,
height: viewBox.height
}
}
}
// If here, no viewBox found so return null case.
return {
width: null,
height: null
}
}
function svgDocToDataURL(svgDoc, base64) {
// Set SVG prefix.
const svgPrefix = "data:image/svg+xml;";
// Serialize SVG doc.
var svgData = new XMLSerializer().serializeToString(svgDoc);
// Base64? Return Base64-encoding for data URL.
if (base64) {
var base64Data = btoa(svgData);
return svgPrefix + "base64," + base64Data;
// Nope, not Base64. Return URL-encoding for data URL.
} else {
var urlData = encodeURIComponent(svgData);
return svgPrefix + "charset=utf8," + urlData;
}
}
I want to convert an image to base64 from reactjs to save that image in mongo without uploading the image to the server and then converting it if not converting the image directly
I share my solution
const getEmergencyFoundImg = urlImg => {
var img = new Image();
img.src = urlImg;
img.crossOrigin = 'Anonymous';
var canvas = document.createElement('canvas'),
ctx = canvas.getContext('2d');
canvas.height = img.naturalHeight;
canvas.width = img.naturalWidth;
ctx.drawImage(img, 0, 0);
var b64 = canvas.toDataURL('image/png').replace(/^data:image.+;base64,/, '');
return b64;
};
I recommend calling this function with async / await to build the object of the post.
The method extracts it from this source:
https://base64.guru/developers/javascript/examples/convert-image
I am trying to load a flag (gif) texture to a sphere geometry in THREE.js, but the caveat is I am using React to do this.
const textureLoader = new THREE.TextureLoader();
const flag = getFlagForCountry(flags, x.id),
texture = textureLoader.load(require(`../assets/images/flags/${flag.name}.gif`));
const mat = new THREE.MeshLambertMaterial({
transparent: true,
opacity: .5,
map: texture
});
const sphere = new THREE.Mesh(new THREE.SphereGeometry(1, 10, 10), mat);
sphere.overdraw = true;
When I remove the map: texture property I am able to see the sphere in the scene, but then when I add back in the texture it is simply a black screen. I know the docs for TextureLoader say url is a string, but I am not getting any errors and in fact I am getting warnings that make it appear like something is working. Has anyone had success loading a texture onto a sphere using require() in React.
THREE.WebGLRenderer: image is not power of two (1181x788). Resized to 1024x512
<img crossorigin="anonymous" src="/static/media/Argentina.4c3ff3da.gif">
I would recommend passing the image path directly to the .load() method rather than passing it via require(). Also, I suggest using the TextureLoader callback, to ensure that your texture object is valid and fully loaded, before trying to make use of it.
You can make use of the callback in this way:
const textureLoader = new THREE.TextureLoader();
const flag = getFlagForCountry(flags, x.id)'
// Use the loaders callback
textureLoader.load(`../assets/images/flags/${flag.name}.gif`, function(texture) {
// The texture object has loaded and is now avalible to be used
const mat = new THREE.MeshLambertMaterial({
transparent: true,
opacity: .5,
map: texture
});
const sphere = new THREE.Mesh(new THREE.SphereGeometry(1, 10, 10), mat);
sphere.overdraw = true;
// Add sphere to your scene ... scene.add(sphere);
});
As a final note, consider adjusting your image filepath to an absolute path (by removing the ..) if your assets directory is located in the same directory that your webserver is running from.
Hope this helps!
import React, { Component } from "react";
import * as THREE from "three";
var earthMesh;
class ThreeScene extends Component {
componentDidMount() {
const width = this.mount.clientWidth;
const height = this.mount.clientHeight;
//ADD SCENE
this.scene = new THREE.Scene();
//ADD CAMERA
this.camera = new THREE.PerspectiveCamera(75, width / height, 0.1, 1000);
this.camera.position.z = 8;
//ADD RENDERER
this.renderer = new THREE.WebGLRenderer({ antialias: true });
this.renderer.setClearColor("#263238");
this.renderer.setSize(width, height);
this.mount.appendChild(this.renderer.domElement);
//ADD CUBE
const geometry = new THREE.BoxGeometry(5, 5, 5);
const material = new THREE.MeshBasicMaterial({
color: "#0F0",
wireframe: true
});
this.cube = new THREE.Mesh(geometry, material);
this.scene.add(this.cube);
//Add SPHERE
//LOAD TEXTURE and on completion apply it on box
var loader = new THREE.TextureLoader();
loader.load(
"data:image/png;base64,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",
this.onLoad,
this.onProgress,
this.onError
);
//LIGHTS
var lights = [];
lights[0] = new THREE.PointLight(0x304ffe, 1, 0);
lights[1] = new THREE.PointLight(0xffffff, 1, 0);
lights[2] = new THREE.PointLight(0xffffff, 1, 0);
lights[0].position.set(0, 200, 0);
lights[1].position.set(100, 200, 100);
lights[2].position.set(-100, -200, -100);
this.scene.add(lights[0]);
this.scene.add(lights[1]);
this.scene.add(lights[2]);
}
componentWillUnmount() {
this.stop();
this.mount.removeChild(this.renderer.domElement);
}
start = () => {
if (!this.frameId) {
this.frameId = requestAnimationFrame(this.animate);
}
};
stop = () => {
cancelAnimationFrame(this.frameId);
};
animate = () => {
this.earthMesh.rotation.x += 0.01;
this.cube.rotation.y += 0.01;
this.renderScene();
this.frameId = window.requestAnimationFrame(this.animate);
};
renderScene = () => {
this.renderer.render(this.scene, this.camera);
};
onLoad = texture => {
var objGeometry = new THREE.SphereBufferGeometry(3, 35, 35);
var objMaterial = new THREE.MeshPhongMaterial({
map: texture,
shading: THREE.FlatShading
});
this.earthMesh = new THREE.Mesh(objGeometry, objMaterial);
this.scene.add(this.earthMesh);
this.renderScene();
//start animation
this.start();
};
onProgress = xhr => {
console.log((xhr.loaded / xhr.total) * 100 + "% loaded");
};
// Function called when download errors
onError = error => {
console.log("An error happened" + error);
};
render() {
return (
<div
style={{ width: "400px", height: "400px" }}
ref={mount => {
this.mount = mount;
}}
/>
);
}
}
export default ThreeScene;
https://codesandbox.io/embed/kw7l49nw1r
I saw many answers but I didn't find a good solution for this:
I have a picture in my $scope.file = /9j/4VeIRXhpZgAASUkqAAgAAAAL [..]
And it size is 5217984 = 5 MB
But this picture is só big and my angular aplication/web service is not supporting it.
What have I to do? And how?
I'm trying to convert this 5 MB image to a image with 500 KB but I didn't get it. Can anyone help my please?
I don't know if it its possible, but I need a function in javascript to convert that 5MB image to a image with 500 KB for example, and I can riseze it.
And its everything right in my application when I put a image with 500 KB fir example.
var $scope.getData= function () {
var reader = new FileReader();
reader.onload = $('input[type=file]')[0].files;
var img = new Image();
img.src =(reader.onload[0].result);
img.onload = function() {
if(this.width > 640)
{
//Get resized image
img= imageToDataUri(this, 640, 480);
}
}
};
//Resize the image (in the example 640 x 480px)
function imageToDataUri(img, width, height) {
// create an off-screen canvas
const canvas = document.createElement('canvas'),
const ctx = canvas.getContext('2d');
// set its dimension to target size
canvas.width = width;
canvas.height = height;
// draw source image into the off-screen canvas:
ctx.drawImage(img, 0, 0, width, height);
// encode image to data-uri with base64 version of compressed image
return canvas.toDataURL();
}
If you have access to the encoded base64 just use this function:
$scope.getFileSize = function (base64encoded) {
try {
var encodedString = base64encoded.split(',')[1]
} catch (errorMsg) {
return false;
}
var decodedBase64 = atob(encodedString);
return decodedBase64.length;
};