<!DOCTYPE html>
<html>
<head>
<title>angular2 playground</title>
<link rel="stylesheet" href="style.css" />
<script src="https://npmcdn.com/zone.js@0.6.12/dist/zone.js"></script>
<script src="https://npmcdn.com/reflect-metadata@0.1.3/Reflect.js"></script>
<script src="https://npmcdn.com/systemjs@0.19.31/dist/system.js"></script>
<script src="https://npmcdn.com/typescript@1.8.10/lib/typescript.js"></script>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.12.4/jquery.min.js"></script>
<link data-require="bootstrap-css" data-semver="4.0.0-alpha.2" rel="stylesheet" href="https://maxcdn.bootstrapcdn.com/bootstrap/4.0.0-alpha.2/css/bootstrap.min.css" />
<link data-require="bootstrap@*" data-semver="4.0.0-alpha.2" rel="stylesheet" href="https://cdn.rawgit.com/twbs/bootstrap/v4-dev/dist/css/bootstrap.css" />
<script src="config.js"></script>
<script>
System.import('app')
.catch(console.error.bind(console));
</script>
</head>
<body>
<my-app>
loading...
</my-app>
</body>
</html>
/* Styles go here */
.form-group{
text-align: center;
}
#upload {
display: none;
}
### Angular2 Starter Plunker - Typescript - RC.0
A simple plunker demonstrating Angular2 usage:
- Uses SystemJS + TypeScript to compile on the fly
- Includes binding, directives, http, pipes, and DI usage.
System.config({
//use typescript for compilation
transpiler: 'typescript',
//typescript compiler options
typescriptOptions: {
emitDecoratorMetadata: true
},
//map tells the System loader where to look for things
map: {
app: "./src",
'@angular': 'https://npmcdn.com/@angular',
'rxjs': 'https://npmcdn.com/rxjs@5.0.0-beta.6'
},
//packages defines our app package
packages: {
app: {
main: './main.ts',
defaultExtension: 'ts'
},
'@angular/core': {
main: 'bundles/core.umd.js',
defaultExtension: 'js'
},
'@angular/compiler': {
main: 'bundles/compiler.umd.js',
defaultExtension: 'js'
},
'@angular/common': {
main: 'bundles/common.umd.js',
defaultExtension: 'js'
},
'@angular/platform-browser-dynamic': {
main: 'bundles/platform-browser-dynamic.umd.js',
defaultExtension: 'js'
},
'@angular/platform-browser': {
main: 'bundles/platform-browser.umd.js',
defaultExtension: 'js'
},
rxjs: {
defaultExtension: 'js'
}
}
});
//main entry point
import {bootstrap} from '@angular/platform-browser-dynamic';
import {App} from './app';
bootstrap(App, [])
.catch(err => console.error(err));
//our root app component
import {Component} from '@angular/core'
@Component({
selector: 'my-app',
providers: [],
template: `
<div class="row">
<div class="form-group">
<img class="avatar img-circle" src="{{file_src}}" alt="" width="200px" height="200px"/>
</div>
<div class="form-group">
<label for="upload">
<a class="btn btn-primary">Update profile image...</a>
<input id="upload" type="file" (change)="imageChange($event)"/>
</label>
</div>
</div>
`,
directives: []
})
export class App {
file_src:string;
constructor() {
this.file_src = "//placehold.it/200"
}
imageChange(input){
this.file_src = "//placehold.it/200";
// Loop through each picture file
this.files = (input.target.files[0]);
// Create an img element and add the image file data to it
var img = document.createElement("img");
img.src = window.URL.createObjectURL(input.target.files[0]);
// Create a FileReader
var reader = new FileReader();
// Add an event listener to deal with the file when the reader is complete
reader.addEventListener("load", (event:any) => {
// Get the event.target.result from the reader (base64 of the image)
img.src = event.target.result;
// Resize the image
var resized_img = this.resize(img);
// Push the img src (base64 string) into our array that we display in our html template
this.file_src = resized_img;
}, false);
reader.readAsDataURL(input.target.files[0]);
//}
}
resize (img, MAX_WIDTH:number = 500, MAX_HEIGHT:number = 500){
var canvas = document.createElement("canvas");
var width = img.width;
var height = img.height;
if (width > height) {
if (width > MAX_WIDTH) {
height *= MAX_WIDTH / width;
width = MAX_WIDTH;
}
} else {
if (height > MAX_HEIGHT) {
width *= MAX_HEIGHT / height;
height = MAX_HEIGHT;
}
}
canvas.width = width;
canvas.height = height;
var ctx = canvas.getContext("2d");
ctx.drawImage(img, 0, 0, width, height);
var dataUrl = canvas.toDataURL('image/jpeg');
// IMPORTANT: 'jpeg' NOT 'jpg'
return dataUrl
}
}