I've been trying to resize images client side (using HTML5) before upload. It resizes it and sends through a base64 string, but it seems to be broken. The base64 string has spaces and line breaks and weird things, even if I take them out, it seems to still be broken. This is my HTML:
<div class="form-group">
<canvas id="canvas"></canvas>
<label for="fileToUpload">Select Files to Upload</label>
<input type="file" id="FileUpload1" name="FileUpload1" />
<output id="filesInfo"></output>
</div>
And of course my javascript:
<script type="text/javascript">
if (window.File && window.FileReader && window.FileList && window.Blob) {
document.getElementById('FileUpload1').onchange = function () {
var files = document.getElementById('FileUpload1').files;
for (var i = 0; i < files.length; i++) {
resizeAndUpload(files[i]);
}
};
} else {
alert('The File APIs are not fully supported in this browser.');
}
function resizeAndUpload(file) {
var reader = new FileReader();
reader.onloadend = function () {
var tempImg = new Image();
tempImg.src = reader.result;
tempImg.onload = function () {
var MAX_WIDTH = 400;
var MAX_HEIGHT = 300;
var tempW = tempImg.width;
var tempH = tempImg.height;
if (tempW > tempH) {
if (tempW > MAX_WIDTH) {
tempH *= MAX_WIDTH / tempW;
tempW = MAX_WIDTH;
}
} else {
if (tempH > MAX_HEIGHT) {
tempW *= MAX_HEIGHT / tempH;
tempH = MAX_HEIGHT;
}
}
var canvas = document.getElementById('canvas');
canvas.width = tempW;
canvas.height = tempH;
var ctx = canvas.getContext("2d");
ctx.drawImage(this, 0, 0, tempW, tempH);
var dataURL = canvas.toDataURL("image/jpeg");
var xhr = new XMLHttpRequest();
xhr.onreadystatechange = function (ev) {
document.getElementById('filesInfo').innerHTML = 'Done!';
};
xhr.open('POST', 'Upload', true);
xhr.setRequestHeader("Content-type", "application/x-www-form-urlencoded");
alert(dataURL);
var data = 'image=' + dataURL;
xhr.send(data);
}
}
reader.readAsDataURL(file);
}
</script>
The dataURL variable, that's what contains the bad base64 string.