Package Exports
- blitz-resize
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Readme
Blitz
Fast, non-blocking, promise-styled client-side image resize/resample using Hermite filter with JavaScript.
Installation
npm install blitz-resize --save
Usage
const blitz = Blitz.create()
/* Promise */
blitz({
source: DOM Image/DOM Canvas/jQuery/DataURL/File,
width: 400,
height: 600
}).then(output => {
// handle output
})catch(error => {
// handle error
})
/* Await */
let resized = await blizt({...})
/* Old school callback */
const blitz = Blitz.create('callback')
blitz({...}, function(output) {
// run your callback.
})
Why use Blitz
Precipitously cut image upload time and server loads by doing client-side image resizing. Blitz is non-blocking so you will not experience UI freeze when it is resizing.
Full options
blitz({
source: DOM Image/DOM Canvas/jQuery/DataURL/FileReader Event,
width: 400,
height: 600,
// [optional] jpg, gif, png or raw. when not defined, assumes png.
outputFormat: 'jpg',
// [optional] `data`, `image`, `file (download)` or `canvas`. If not entered output is same as input format.
output: 'data',
// [optional] applicable for `image`, `file` or `data` output only
quality: 0.7,
// if you want to know how fast blitz resize
logPerformance: true/false
}).then(output => {
// output can:
// DataURL <String>: You can attach it to <img src> or just redirect to it to show on browser.
// Image <Object: Image>: This will be the Image DOM, which you can append to your DOM.
// File <Function>: If your ouput is a file, you need to call output() to run the download.
}).catch(err => {
// handle err
})
Examples
<input type="file" capture="camera" accept="image/*" id="cameraInput" name="cameraInput">
</script>
function readFile(file) {
var reader = new FileReader();
reader.onload = readSuccess;
function readSuccess(evt) {
// data to data
var b1 = Blitz.create()
b1({
source: evt.target.result,
width: 400,
height: 600,
outputFormat: 'jpg',
output: 'data',
quality: 0.7,
logPerformance: true
}).then(data => {
console.log('Resize using event successful')
// data is a string you can attach to image src.
var image = new Image()
image.src = data
document.getElementByTag('body').append(image)
}).catch(err => {
console.log(err)
})
// image -> canvas
var img = new Image()
img.src = evt.target.result
var b2 = Object.create(Blitz)
img.onload = function() {
b2.resize({
source: img,
width: 400,
height: 600,
outputFormat: 'jpg',
output: 'canvas',
quality: 0.7,
logPerformance: true
}, function(canvas) {
console.log('Resize using img to canvas successful')
document.getElementByTag('body').append(canvas)
})
}
// data -> image
var b3 = Object.create(Blitz)
b3.resize({
source: evt.target.result,
width: 400,
height: 600,
outputFormat: 'jpg',
output: 'image',
quality: 0.7,
logPerformance: true
}, function(image) {
console.log('Resize using data successful')
// output is just a standard image DOM.
// you can append it to your DOM.
document.getElementByTag('body').append(image)
})
// canvas -> image
var img2 = new Image()
img2.src = evt.target.result
var b4 = Object.create(Blitz)
img2.onload = function() {
var canvas = b4._imageToCanvas(img2)
b4.resize({
source: canvas,
width: 400,
height: 600,
outputFormat: 'jpg',
output: 'image',
quality: 0.7,
logPerformance: true
}, function(output) {
console.log('Resize using canvas successful')
// output is just a standard image DOM.
// you can append it to your DOM.
document.getElementByTag('body').append(image)
})
}
};
reader.readAsDataURL(file);
}
document.getElementById('cameraInput').onchange = function(e) {
// file -> file
var b5 = Blitz.create()
b5({
source: e.srcElement.files[0],
width: 400,
height: 600,
outputFormat: 'jpg',
quality: 0.7,
logPerformance: true
}).then(download => {
console.log('Resize using file successful')
// output is a download function.
// run some operations
// then call #download to download the file.
download()
}).catch(err => {
console.log(err)
})
readFile(e.srcElement.files[0]);
};
</script>