function InfoImage(path,title){
this.path = path;
this.title = title;
this.color = undefined;
this.maxPixels = undefined;
this.init = function(){
var canvas = document.querySelector("canvas");
var img_Color = new Image_Processing_Color(canvas);
var img = new Image();
img.onload = function () {
img_Color.init(img);
this.color = img_Color.getDominantColor(); //this doesnt work
this.maxPixels = img_Color.getDominantColorPixels();
};
img.src = path;
};
this.init();
}
With this example, how can i save those variables as InfoImage variable? I know that using this there will affect Image and not InfoImage...
If I'm understanding you right, the usual answer is to use a variable to refer to this, which init then closes over:
function InfoImage(path,title){
this.path = path;
this.title = title;
this.color = undefined;
this.maxPixels = undefined;
this.init = function(){
var canvas = document.querySelector("canvas");
var img_Color = new Image_Processing_Color(canvas);
var img = new Image();
var infoimg = this; // <===
img.onload = function () {
img_Color.init(img);
infoimg.color = img_Color.getDominantColor(); // <===
infoimg.maxPixels = img_Color.getDominantColorPixels(); // <===
};
img.src = path;
};
}
You can also use Function#bind:
function InfoImage(path,title){
this.path = path;
this.title = title;
this.color = undefined;
this.maxPixels = undefined;
this.init = function(){
var canvas = document.querySelector("canvas");
var img_Color = new Image_Processing_Color(canvas);
var img = new Image();
img.onload = function () {
img_Color.init(img);
this.color = img_Color.getDominantColor();
this.maxPixels = img_Color.getDominantColorPixels();
}.bind(this); // <===
img.src = path;
};
}
With ES6, the next version of JavaScript, you'll be able to use an arrow function, because unlike normal functions, arrow functions inherit their this value from the context in which they're defined:
function InfoImage(path,title){
this.path = path;
this.title = title;
this.color = undefined;
this.maxPixels = undefined;
this.init = function(){
var canvas = document.querySelector("canvas");
var img_Color = new Image_Processing_Color(canvas);
var img = new Image();
img.onload = () => { // <===
img_Color.init(img);
this.color = img_Color.getDominantColor();
this.maxPixels = img_Color.getDominantColorPixels();
};
img.src = path;
};
}
You need the this and that pattern:
function InfoImage(path, title) {
var _this = this;
this.init = function(){
var img = new Image();
img.onload = function () {
_this.color = img_Color.getDominantColor();
};
};
};
If you love us? You can donate to us via Paypal or buy me a coffee so we can maintain and grow! Thank you!
Donate Us With