Method 1: Use getImagesFromWebPage(id). CanvasClass has a new function that loads an image (normally hidden) from the web page given its id. This function works like loadImage when used in setup. Advantages:
HTML code for this example: <body> <img src = "heart.png" id = "photo" alt = "heart" style = "display:none"> |
Method 2: Allow user to click on thumbnail placed on page using
HTML.
The images were added to the page using HTML img statements
that specified the width as being 100. p5.js code added the click
event listener. The event function created an image and displayed it
along
with the textual information. |
Method 3: Allow user to click on thumbnail placed
on the page using p5.js.
Usage: drag and drop an image on the above canvas. A thumbnail will appear in the tray. Code in the p5.js file will put the thumbnails on the webpage. One common way of determining which files to display is to let the user drop one or more on the canvas. Normally one would display one of the dropped files on the canvas immediately but this program just put them in the "tray" and lets the user click the one to be displayed. |
Tray for Method 3
|
The p5.js file: getImageFromWebPage.pjs
James Brink, 8/29/2020