I'm working on a Chrome Extension in which I resize images (actually resize; not changing the browser display) that users right click on. When they right click on the image, I get access to the image's 'src'.
I can resize the images that aren't gifs fine; I'm using canvases to do this. You can see me do this here https://jsfiddle.net/cyqvacc6/6/.
img_url = 'https://i.imgur.com/SHo6Fub.jpg';
function get_image(image_url, emoji_name) {
var img_el = document.createElement('img');
img_el.onload = function () {
canvas = img_to_canvas(img_el);
emoji_sized_canvas = emoji_sized(canvas);
document.body.appendChild(emoji_sized_canvas);
};
img_el.src = image_url;
}
function img_to_canvas(img) {
canvas = document.createElement('canvas');
canvas.width = img.width;
canvas.height = img.height;
canvas_ctx = canvas.getContext('2d');
canvas_ctx.drawImage(img, 0, 0, canvas.width, canvas.height);
return canvas;
}
function emoji_sized(canvas) {
var target_dim = emoji_dimensions(canvas.width, canvas.height);
var factor = 2;
var canvas_long_side = Math.max(canvas.width, canvas.height);
var target_long_side = Math.max(target_dim.width, target_dim.height);
new_canvas = document.createElement('canvas');
new_canvas_ctx = new_canvas.getContext('2d');
if ((target_long_side === canvas_long_side)) {
// Return the image.
return canvas;
} else if (target_long_side > canvas_long_side * factor) {
// Increase the size of the image and then resize the result.
new_canvas.width = canvas.width * factor;
new_canvas.height = canvas.height * factor;
new_canvas_ctx.drawImage(canvas, 0, 0, new_canvas.width, new_canvas.height);
return emoji_sized(new_canvas);
} else if (canvas_long_side > target_long_side * factor) {
// Half the size of the image and then resize the result.
var width = new_canvas.width = canvas.width / factor;
var height = new_canvas.height = canvas.height / factor;
new_canvas_ctx.drawImage(canvas, 0, 0, new_canvas.width, new_canvas.height);
return emoji_sized(new_canvas);
} else {
// Resize the image in one shot
new_canvas.width = target_dim.width;
new_canvas.height = target_dim.height;
new_canvas_ctx.drawImage(canvas, 0, 0, new_canvas.width, new_canvas.height);
return new_canvas;
}
}
function emoji_dimensions(width, height) {
const MAX_SIDE_LENGTH = 128;
// Get the larger side
long_side = Math.max(height, width);
// Determine the scale ratio
// If the image is between 95% to 100% of the target
// emoji size, don't adjust it's size.
var scale;
if ((long_side >= 0.95 * MAX_SIDE_LENGTH) && (long_side <= MAX_SIDE_LENGTH))
{
scale = 1;
} else {
scale = MAX_SIDE_LENGTH / long_side;
}
return {
'height': height * scale,
'width': width * scale
};
}
Unfortunately, I'm not seeing an easy way to resize gifs using canvases. When I try the same approach on gifs, the 'resized' image is no longer a gif; it's just the first frame of the gif resized.
I think I'm going to end up sending gifs to a server to resize them, but still, in order to do this, I need to know whether the image I'm working on is animated or not, which I don't know how to do.
So, how do I determine if an image is a gif? Also, is it possible to resize these gifs from the client, i.e. javascript?
For reference, I need to reduce the gifs in terms of byte size and pixel, i.e. the gif needs to be both below 128px in both height and width and less than 64k in total byte size.