使用方法
//resize and draw the image on first load
resizeImage(imagePath, 360, 240);
//resize the image and draw it to the canvas
function resizeImage(imagePath, newWidth, newHeight) {
//create an image object from the path
const originalImage = new Image();
originalImage.src = imagePath;
//get a reference to the canvas
const canvas = document.getElementById('canvas');
const ctx = canvas.getContext('2d');
//wait for the image to load
originalImage.addEventListener('load', function() {
//get the original image size and aspect ratio
const originalWidth = originalImage.naturalWidth;
const originalHeight = originalImage.naturalHeight;
const aspectRatio = originalWidth/originalHeight;
//if the new height wasn't specified, use the width and the original aspect ratio
if (newHeight === undefined) {
//calculate the new height
newHeight = newWidth/aspectRatio;
newHeight = Math.floor(newHeight);
//update the input element with the new height
hInput.placeholder = `Height (${newHeight})`;
hInput.value = newHeight;
}
//set the canvas size
canvas.width = newWidth;
canvas.height = newHeight;
//render the image
ctx.drawImage(originalImage, 0, 0, newWidth, newHeight);
});
}
const downloadBtn = document.querySelector("button.download");
//a click event handler for the download button
//download the resized image to the client computer
downloadBtn.addEventListener('click', function() {
//create a temporary link for the download item
let tempLink = document.createElement('a');
//generate a new filename
let fileName = `kuli8.jpg`;
//configure the link to download the resized image
tempLink.download = fileName;
tempLink.href = document.getElementById('canvas').toDataURL("image/jpeg", 0.9);
//trigger a click on the link to start the download
tempLink.click();
});
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