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upload.js
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upload.js
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document.addEventListener('DOMContentLoaded', function(){
initBrowserWarning();
initDnD();
});
var imageCount = 0;
var imagesProcessed = 0;
function initBrowserWarning() {
var isChrome = navigator.userAgent.toLowerCase().indexOf('chrome') > -1;
var isFirefox = navigator.userAgent.toLowerCase().indexOf('firefox') > -1;
if(!isChrome && !isFirefox)
document.querySelector("#browser-warning").classList.add('show');
}
function initDnD() {
// Add drag handling to target elements
document.querySelector("body").addEventListener("dragenter", onDragEnter, false);
document.getElementById("drop-box-overlay").addEventListener("dragleave", onDragLeave, false);
document.getElementById("drop-box-overlay").addEventListener("dragover", noopHandler, false);
// Add drop handling
document.getElementById("drop-box-overlay").addEventListener("drop", onDrop, false);
}
function noopHandler(evt) {
evt.stopPropagation();
evt.preventDefault();
}
function onDragEnter(evt) {
// console.debug("enter");
document.querySelector("#drop-box-overlay").classList.add('show');
// document.querySelector("#drop-box-prompt").classList.add('show');
}
function onDragLeave(evt) {
/*
* We have to double-check the 'leave' event state because this event stupidly
* gets fired by JavaScript when you mouse over the child of a parent element;
* instead of firing a subsequent enter event for the child, JavaScript first
* fires a LEAVE event for the parent then an ENTER event for the child even
* though the mouse is still technically inside the parent bounds. If we trust
* the dragenter/dragleave events as-delivered, it leads to "flickering" when
* a child element (drop prompt) is hovered over as it becomes invisible,
* then visible then invisible again as that continually triggers the enter/leave
* events back to back. Instead, we use a 10px buffer around the window frame
* to capture the mouse leaving the window manually instead. (using 1px didn't
* work as the mouse can skip out of the window before hitting 1px with high
* enough acceleration).
*/
if(evt.pageX < 10 || evt.pageY < 10 || document.querySelector('body').offsetWidth - evt.pageX < 10 || document.querySelector('body').offsetHeight - evt.pageY < 10) {
document.querySelector("#drop-box-overlay").classList.remove('show');
// document.querySelector("#drop-box-prompt").classList.remove('show');
}
}
function onDrop(evt) {
// console.debug("drop");
// Consume the event.
noopHandler(evt);
// Hide overlay
// document.querySelector("#drop-box-overlay").classList.remove('show');
progressShow();
// document.querySelector("#drop-box-prompt").classList.remove('show');
// Get the dropped files.
var files = evt.dataTransfer.files;
// console.log(files);
// If anything is wrong with the dropped files, exit.
if(typeof files == "undefined" || files.length == 0)
return;
// document.querySelector("#upload-thumbnail-list").classList.add('show');
// Process each of the dropped files individually
imageCount = 0;
imagesProcessed = 0;
document.querySelector(".totalToProcess").innerHTML = files.length;
document.querySelector(".curProcessed").innerHTML = imageCount + 1;
for(var i = 0, length = files.length; i < length; i++) {
// console.log(files[i],files[i].type.match(/(image\/jpeg|image\/gif|image\/png)/));
if(files[i].type.match(/(image\/jpeg|image\/gif|image\/png)/)){
uploadFile(files[i], length);
imageCount++;
} else {
console.error("wrong filetype");
alert(files[i].name+" is the wrong filetype. \nOnly .jpg, .gif and .png files are allowed.");
}
}
// need to count how many files, and then hide stuff after the same number of files have been processed
console.log("imageCount: "+imageCount);
}
function progressShow(){
console.log("remove drop instructions");
document.querySelector(".instructions").classList.add(classHide);
console.log("show processing stuff");
document.querySelector(".processing").classList.remove(classHide);
}
function progresHide(){
console.log("hide overlay");
document.querySelector("#drop-box-overlay").classList.remove('show');
console.log("show instructions (for next time)");
document.querySelector(".instructions").classList.remove(classHide);
console.log("hide processing");
document.querySelector(".processing").classList.add(classHide);
}
function uploadFile(file, totalFiles) {
var reader = new FileReader();
// Handle errors that might occur while reading the file (before upload).
reader.onerror = function(evt) {
var message;
// REF: http://www.w3.org/TR/FileAPI/#ErrorDescriptions
switch(evt.target.error.code) {
case 1:
message = file.name + " not found.";
break;
case 2:
message = file.name + " has changed on disk, please re-try.";
break;
case 3:
messsage = "Upload cancelled.";
break;
case 4:
message = "Cannot read " + file.name + ".";
break;
case 5:
message = "File too large for browser to upload.";
break;
}
// document.querySelector("#upload-status-text").html(message);
// document.querySelector("#upload-thumbnail-list").innerHTML = message;
}
// When the file is done loading, POST to the server.
reader.onloadend = function(evt){
// console.debug(evt);
var data = evt.target.result;
console.log("Processing:",file.name);
window.requestAnimationFrame(function(){
document.querySelector(".currentlyProcessing").setAttribute("src",data);
document.querySelector(".curProcessed").innerHTML = imagesProcessed + 1;
});
// Make sure the data loaded is long enough to represent a real file.
if(data.length > 140000999){
// console.log("too big:",file.name);
alert(file.name+" is too big (larger than 100kb). \nFile not saved or available for use in games.");
} else
if(data.length > 128){
/*
* Per the Data URI spec, the only comma that appears is right after
* 'base64' and before the encoded content.
*/
var base64StartIndex = data.indexOf(',') + 1;
/*
* Make sure the index we've computed is valid, otherwise something
* is wrong and we need to forget this upload.
*/
if(base64StartIndex < data.length) {
// console.debug(data);
// document.querySelector("#upload-thumbnail-list").insertAdjacentHTML("beforeend","<div class='upload'>Size: "+data.length+" Filename: "+file.name+" Usable name: "+(file.name.split('.')[0])+" <br /><img src='"+data+"' /><br /><textarea>"+data+"</textarea></div>");
var maxLength = 1000;
var newData = data;
if(data.length > 100000){
for(x=0; x < 10; x++){
if(newData.length > 100000){
// console.log("Before:",data.length,data.length/1024);
// console.log("maxLength:",maxLength);
newData = thumbnail(data, maxLength, maxLength);
// console.log("After:",newData.length,newData.length/1024);
maxLength = maxLength - 50;
}
}
}
localStorage.setItem("data:"+file.name,newData);
document.querySelector("#itemEntry").value = document.querySelector("#itemEntry").value + "\ndata:"+file.name+","+(file.name.split('.')[0]);
loadItems();
listLocal();
}
}
imagesProcessed++;
if(imageCount === imagesProcessed){
progresHide();
}
};
// Start reading the image off disk into a Data URI format.
reader.readAsDataURL(file);
}
// from stack overflow, an attempt at resizing images in the browser. gives kind of noisy results that are big filesize even at small sizes. A potential worst case fallback, but not a GOOD solution. On computer resize is MUCH better
function thumbnail(base64, maxWidth, maxHeight) {
// Max size for thumbnail
if(typeof(maxWidth) === 'undefined') var maxWidth = 500;
if(typeof(maxHeight) === 'undefined') var maxHeight = 500;
// Create and initialize two canvas
var canvas = document.createElement("canvas");
var ctx = canvas.getContext("2d");
var canvasCopy = document.createElement("canvas");
var copyContext = canvasCopy.getContext("2d");
// Create original image
var img = new Image();
img.src = base64;
// Determine new ratio based on max size
var ratio = 1;
var ratioW = 1;
var ratioH = 1;
if(img.width > maxWidth)
ratioW = maxWidth / img.width;
if(img.height > maxHeight)
ratioH = maxHeight / img.height;
ratio = Math.min(ratioW, ratioH);
// console.log(ratioW,ratioH,ratio);
// Draw original image in second canvas
canvasCopy.width = img.width;
canvasCopy.height = img.height;
copyContext.drawImage(img, 0, 0);
// Copy and resize second canvas to first canvas
canvas.width = img.width * ratio;
canvas.height = img.height * ratio;
ctx.drawImage(canvasCopy, 0, 0, canvasCopy.width, canvasCopy.height, 0, 0, canvas.width, canvas.height);
// console.log(canvas.height,canvas.width);
return canvas.toDataURL("image/jpeg", 0.9);
}