DarkroomJS is a JavaScript library which provides basic image editing tools in your browser, such as rotation or cropping. It is based on the awesome FabricJS library to handle images in HTML5 canvas.
Try the online demo at http://mattketmo.github.io/darkroomjs
This library is no longer maintained. If you're looking for an alternative you can check out Doka Image Editor. It supports every DarkroomJS feature and much more (like resizing, free rotating, color adjustment, photo filters, annotating, etc).
- Install Node &
npm
. - Run
npm install
to build dependencies. - Run
npm start
to build the assets and start the demo webserver.
Simply instanciate a new Darkroom object with a reference to the image element:
<img src="some-image.jpg" id="target">
<script>
new Darkroom('#target');
</script>
You can also pass some options:
new Darkroom('#target', {
// Canvas initialization size
minWidth: 100,
minHeight: 100,
maxWidth: 500,
maxHeight: 500,
// Plugins options
plugins: {
crop: {
minHeight: 50,
minWidth: 50,
ratio: 1
},
save: false // disable plugin
},
// Post initialization method
initialize: function() {
// Active crop selection
this.plugins['crop'].requireFocus();
// Add custom listener
this.addEventListener('core:transformation', function() { /* ... */ });
}
});
It's easy to get a javascript script to crop an image in a web page. But if your want more features like rotation or brightness adjustment, then you will have to do it yourself. No more jQuery plugins here. It only uses the power of HTML5 canvas to make what ever you want with your image.
The library is designed to be easily extendable. The core script only transforms the target image to a canvas with a FabricJS instance, and creates an empty toolbar. All the features are then implemented in separate plugins.
Each plugin is responsible for creating its own functionality. Buttons can easily be added to the toolbar and binded with those features.
Run npm develop
to build and watch the files while developing.
How can I access the edited image?
In order to get the edited image data, you must ask the canvas for it. By doing so inside the callback of your choice (in this case save), you can assign the edited image data to wherever you please.
save: {
callback: function() {
this.darkroom.selfDestroy(); // Cleanup
var newImage = dkrm.canvas.toDataURL();
fileStorageLocation = newImage;
}
}
DarkroomJS is released under the MIT License. See the bundled LICENSE file for details.