// @flow let filterSupport; /** * Checks context filter support. * * @returns {boolean} True if the filter is supported and false if the filter is not supported by the browser. */ export function checkBlurSupport() { if (typeof filterSupport === 'undefined') { const canvas = document.createElement('canvas'); const ctx = canvas.getContext('2d'); filterSupport = typeof ctx.filter !== 'undefined'; canvas.remove(); } return filterSupport; } /** * Convert blob to base64. * * @param {Blob} blob - The link to add info with. * @returns {Promise} */ export const blobToData = (blob: Blob): Promise => new Promise(resolve => { const reader = new FileReader(); reader.onloadend = () => resolve(reader.result.toString()); reader.readAsDataURL(blob); }); /** * Convert blob to base64. * * @param {string} url - The image url. * @returns {Object} - Returns the converted blob to base64. */ export const toDataURL = async (url: string) => { const response = await fetch(url); const blob = await response.blob(); const resData = await blobToData(blob); return resData; }; /** * Resize image and adjust original aspect ratio. * * @param {Object} base64image - Base64 image extraction. * @param {number} width - Value for resizing the image width. * @param {number} height - Value for resizing the image height. * @returns {Promise} * */ export function resizeImage(base64image: any, width: number = 1920, height: number = 1080): Promise { // In order to work on Firefox browser we need to handle the asynchronous nature of image loading; We need to use // a promise mechanism. The reason why it 'works' without this mechanism in Chrome is actually 'by accident' because // the image happens to be in the cache and the browser is able to deliver the uncompressed/decoded image // before using the image in the drawImage call. return new Promise(resolve => { const img = document.createElement('img'); img.onload = function() { // Create an off-screen canvas. const canvas = document.createElement('canvas'); // Set its dimension to target size. const context = canvas.getContext('2d'); canvas.width = width; canvas.height = height; // Draw source image into the off-screen canvas. // TODO: keep aspect ratio and implement object-fit: cover. context.drawImage(img, 0, 0, width, height); // Encode image to data-uri with base64 version of compressed image. resolve(canvas.toDataURL('image/jpeg', 0.5)); }; img.src = base64image; }); }