After using a base 64 encoder on my canvas.getImageData()
pixel array, I am trying to save the image to a file using its base64 encoded string.
Unfortunately, I cannot use canvas.toDataURL
because it is not supported in webOS.
Below is the code I have written. It successfully generates a base64 encoded string, however, the string does not generate an image:
EditorAssistant.prototype.encode = function (input) {
this._keyStr = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=";
// public method for encoding
var output = "";
var chr1, chr2, chr3, enc1, enc2, enc3, enc4;
var i = 0;
input = this._utf8_encode(input);
while (i < input.length) {
chr1 = input.charCodeAt(i++);
chr2 = input.charCodeAt(i++);
chr3 = input.charCodeAt(i++);
enc1 = chr1 >> 2;
enc2 = ((chr1 & 3) << 4) | (chr2 >> 4);
enc3 = ((chr2 & 15) << 2) | (chr3 >> 6);
enc4 = chr3 & 63;
if (isNaN(chr2)) {
enc3 = enc4 = 64;
} else if (isNaN(chr3)) {
enc4 = 64;
}
output = output +
this._keyStr.charAt(enc1) + this._keyStr.charAt(enc2) +
this._keyStr.charAt(enc3) + this._keyStr.charAt(enc4);
}
return output;
}
EditorAssistant.prototype._utf8_encode =function (string) {
string = string.replace(/\r\n/g,"\n");
var utftext = "";
for (var n = 0; n < string.length; n++) {
var c = string.charCodeAt(n);
if (c < 128) {
utftext += String.fromCharCode(c);
}
else if((c > 127) && (c < 2048)) {
utftext += String.fromCharCode((c >> 6) | 192);
utftext += String.fromCharCode((c & 63) | 128);
}
else {
utftext += String.fromCharCode((c >> 12) | 224);
utftext += String.fromCharCode(((c >> 6) & 63) | 128);
utftext += String.fromCharCode((c & 63) | 128);
}
}
return utftext;
}
Here is where I am calling the above function:
var imaged = this.canvasContext.getImageData(0, 0, this.canvas.width, this.canvas.height);
var data ="";
for(var i = 0; i<imaged.data.length; i++){
data += imaged.data[i];
}
var strEncoded = this.encode(data);
$('image').src = 'data:image/jpeg;base64,'+strEncoded;
Can you please help me identify where I am going wrong? Thank you.