The image width
and height
are read-only properties so they will cause the code to break in some browser.
If you absolutely want to set the width and height before loading the image you can do:
var img = new Image(width, height);
Then you can read img.width
and img.height
when image has loaded (or read img.naturalWidth
and img.naturalHeight
to get the original dimension).
There is no need though to do this. Simply call your drawImage()
like this:
ctxCapture.drawImage(img, 0, 0, canvasGallery.width, canvasGallery.height);
This will use the full dimension of the image and scale it to the canvasGallery
's dimension.
Tip: If you are using this function to load several images you will want to exchange img
with this
inside your onload
handler.
Modified code:
function writePhotoOnCanvas(data, width, height) {
var canvasGallery = document.getElementById("canvasGallery");
var ctxCapture = canvasGallery.getContext("2d");
/// setting width to clear does not work in all browser, to be sure:
ctxCapture.clearRect(0, 0, canvasGallery.width, canvasGallery.height);
var img = new Image();
img.onload = function() {
// Draw the picture
try {
ctxCapture.drawImage(this, 0, 0,
canvasGallery.width, canvasGallery.height);
} catch(e) {
console.error(e.message);
}
};
// Set image content from specified photo
img.src = data;
}