--- title: Using files from web applications slug: Web/API/File/Using_files_from_web_applications translation_of: Web/API/File/Using_files_from_web_applications ---
Usando a File API adicionada ao DOM em HTML5, agora é possível para conteúdo web solicitar ao usuário para selecionar arquivos locais, e então ler o conteúdo desses arquivos. Essa seleção pode ser feita usando um elemento HTML {{HTMLElement("input") }} ou por arrastar e soltar.
Se você quiser usar a DOM File API através de extensões ou outro código chrome, você pode; Na verdade, há algumas funcionalidades adicionais para se estar ciente. Veja Usando a DOM File API em código chrome para detalhes.
Selecionar um único arquivo para uso com a File API é simples:
<input type="file" id="input" onchange="handleFiles(this.files)">
Quando um usuário seleciona um arquivo, a função handleFiles()
é chamada com um objeto {{ domxref("FileList") }} contendo o objeto {{ domxref("File") }} representando o arquivo selecionado pelo usuário.
If you want to let the user select multiple files, simply use the multiple
attribute on the input
element:
<input type="file" id="input" multiple onchange="handleFiles(this.files)">
In this case, the file list passed to the handleFiles()
function contains one {{ domxref("File") }} object for each file the user selected.
Starting in Gecko 2.0 {{ geckoRelease("2.0") }}, you can hide the admittedly ugly file {{ HTMLElement("input") }} element and present your own interface for opening the file picker and displaying which file or files the user has selected. You can do this by styling the input element with display:none
and calling the {{ domxref("element.click","click()") }} method on the {{ HTMLElement("input") }} element.
Consider this HTML:
<input type="file" id="fileElem" multiple accept="image/*" style="display:none" onchange="handleFiles(this.files)">
<a href="#" id="fileSelect">Select some files</a>
The code that handles the click
event can look like this:
var fileSelect = document.getElementById("fileSelect"), fileElem = document.getElementById("fileElem"); fileSelect.addEventListener("click", function (e) { if (fileElem) { fileElem.click(); } e.preventDefault(); // prevent navigation to "#" }, false);
Obviously you can style the new button for opening the file picker as you wish.
If your input field was created using a JavaScript library such as jQuery, you'll need to use {{ domxref("element.addEventListener()") }} to add the change
event listener, like this:
var inputElement = document.getElementById("inputField"); inputElement.addEventListener("change", handleFiles, false); function handleFiles() { var fileList = this.files; /* now you can work with the file list */ }
Note that in this case, the handleFiles()
function looks up the file list instead of accepting a parameter, since event listeners added in this way can't accept an input parameter.
Gecko 2.0 {{ geckoRelease("2.0") }} introduces support for the DOM {{ domxref("window.URL.createObjectURL()") }} and {{ domxref("window.URL.revokeObjectURL()") }} methods. These let you create simple URL strings that can be used to reference any data that can be referred to using a DOM {{ domxref("File") }} object, including local files on the user's computer.
When you have a {{ domxref("File") }} object you'd like to reference by URL from HTML, you can create an object URL for it like this:
var objectURL = window.URL.createObjectURL(fileObj);
The object URL is a string identifying the {{ domxref("File") }} object. Each time you call {{ domxref("window.URL.createObjectURL()") }}, a unique object URL is created, even if you've created an object URL for that file already. Each of these must be released. While they are released automatically when the document is unloaded, if your page uses them dynamically, you should release them explicitly by calling {{ domxref("window.URL.revokeObjectURL()") }}:
window.URL.revokeObjectURL(objectURL);
You can also let the user drag and drop files into your web application.
The first step is to establish a drop zone. Exactly what part of your content will accept drops may vary depending on the design of your application, but making an element receive drop events is easy:
var dropbox; dropbox = document.getElementById("dropbox"); dropbox.addEventListener("dragenter", dragenter, false); dropbox.addEventListener("dragover", dragover, false); dropbox.addEventListener("drop", drop, false);
In this example, we're turning the element with the ID dropbox
into our drop zone. This is done by adding listeners for the dragenter
, dragover
, and drop
events.
We don't actually need to do anything with the dragenter
and dragover
events in our case, so these functions are both simple. They just stop propagation of the event and prevent the default action from occurring:
function dragenter(e) { e.stopPropagation(); e.preventDefault(); } function dragover(e) { e.stopPropagation(); e.preventDefault(); }
The real magic happens in the drop()
function:
function drop(e) { e.stopPropagation(); e.preventDefault(); var dt = e.dataTransfer; var files = dt.files; handleFiles(files); }
Here, we retrieve the dataTransfer
field from the event, then pull the file list out of it, passing that to handleFiles()
. From this point on, handling the files is the same whether the user used the input
element or drag and drop.
The {{ domxref("FileList") }} object provided by the DOM lists all the files selected by the user, each specified as a {{ domxref("File") }} object. You can determine how many files the user selected by checking the value of the file list's length
attribute:
var numFiles = files.length;
Individual {{ domxref("File") }} objects can be retrieved by simply accessing the list as an array:
for (var i = 0, numFiles = files.length; i < numFiles; i++) { var file = files[i]; .. }
This loop iterates over all the files in the file list.
There are three attributes provided by the {{ domxref("File") }} object that contain useful information about the file.
name
size
type
""
if the type couldn't be determined.The following example shows a possible use of the size
property:
<!DOCTYPE html> <html> <head> <meta charset="UTF-8"> <title>File(s) size</title> <script> function updateSize() { var nBytes = 0, oFiles = document.getElementById("uploadInput").files, nFiles = oFiles.length; for (var nFileId = 0; nFileId < nFiles; nFileId++) { nBytes += oFiles[nFileId].size; } var sOutput = nBytes + " bytes"; // optional code for multiples approximation for (var aMultiples = ["KiB", "MiB", "GiB", "TiB", "PiB", "EiB", "ZiB", "YiB"], nMultiple = 0, nApprox = nBytes / 1024; nApprox > 1; nApprox /= 1024, nMultiple++) { sOutput = nApprox.toFixed(3) + " " + aMultiples[nMultiple] + " (" + nBytes + " bytes)"; } // end of optional code document.getElementById("fileNum").innerHTML = nFiles; document.getElementById("fileSize").innerHTML = sOutput; } </script> </head> <body onload="updateSize();"> <form name="uploadForm"> <p><input id="uploadInput" type="file" name="myFiles" onchange="updateSize();" multiple> selected files: <span id="fileNum">0</span>; total size: <span id="fileSize">0</span></p> <p><input type="submit" value="Send file"></p> </form> </body> </html>
Let's say you're developing the next great photo-sharing web site, and want to use HTML5 to display thumbnail previews of images before the user actually uploads them. Simply establish your input element or drop zone as discussed previously, and have them call a function such as the handleFiles()
function below.
function handleFiles(files) { for (var i = 0; i < files.length; i++) { var file = files[i]; var imageType = /image.*/; if (!file.type.match(imageType)) { continue; } var img = document.createElement("img"); img.classList.add("obj"); img.file = file; preview.appendChild(img); var reader = new FileReader(); reader.onload = (function(aImg) { return function(e) { aImg.src = e.target.result; }; })(img); reader.readAsDataURL(file); } }
Here our loop handling the user-selected files looks at each file's type
attribute to see if it's an image file (by doing a regular expression match on the string "image.*
"). For each file that is an image, we create a new img
element. CSS can be used to establish any pretty borders, shadows, and to specify the size of the image, so that doesn't even need to be done here.
Each image has the CSS class obj
added to it, to make them easy to find in the DOM tree. We also add a file
attribute to each image specifying the {{ domxref("File") }} for the image; this will let us fetch the images for actually uploading later. Finally, we use {{ domxref("Node.appendChild()") }} to add the new thumbnail to the preview area of our document.
Then we establish the {{ domxref("FileReader") }} to handle actually asynchronously loading the image and attaching it to the img
element. After creating the new FileReader
object, we set up its onload
function, then call readAsDataURL()
to start the read operation in the background. When the entire contents of the image file are loaded, they are converted into a data:
URL, which is passed to the onload
callback. Our implementation of this routine simply sets the img
element's src
attribute to the loaded image, which results in the image appearing in the thumbnail on the user's screen.
This example uses object URLs to display image thumbnails. In addition, it displays other file information including their names and sizes. You can view the example live.
The HTML that presents the interface looks like this:
<input type="file" id="fileElem" multiple accept="image/*" style="display:none" onchange="handleFiles(this.files)"> <a href="#" id="fileSelect">Select some files</a> <div id="fileList"> <p>No files selected!</p> </div>
This establishes our file {{ HTMLElement("input") }} element, as well as a link that invokes the file picker, since we keep the file input hidden to prevent that less-than-attractive UI from being displayed. This is explained above in the section {{ anch("Using hidden file input elements using the click() method") }}, as is the method that invokes the file picker.
The handleFiles()
method follows:
window.URL = window.URL || window.webkitURL; var fileSelect = document.getElementById("fileSelect"), fileElem = document.getElementById("fileElem"), fileList = document.getElementById("fileList"); fileSelect.addEventListener("click", function (e) { if (fileElem) { fileElem.click(); } e.preventDefault(); // prevent navigation to "#" }, false); function handleFiles(files) { if (!files.length) { fileList.innerHTML = "<p>No files selected!</p>"; } else { var list = document.createElement("ul"); for (var i = 0; i < files.length; i++) { var li = document.createElement("li"); list.appendChild(li); var img = document.createElement("img"); img.src = window.URL.createObjectURL(files[i]); img.height = 60; img.onload = function(e) { window.URL.revokeObjectURL(this.src); } li.appendChild(img); var info = document.createElement("span"); info.innerHTML = files[i].name + ": " + files[i].size + " bytes"; li.appendChild(info); } fileList.appendChild(list); } }
This starts by fetching the URL of the {{ HTMLElement("div") }} with the ID fileList
. This is the block into which we'll insert out file list, including thumbmails.
If the {{ domxref("FileList") }} object passed to handleFiles()
is null
, we simply set the inner HTML of the block to display "No files selected!". Otherwise, we start building our file list, as follows:
files
:
img.src
.Another thing you might want to do is let the user upload the selected file or files (such as the images selected using the previous example) to a server. This can be done asynchronously very easily.
Continuing with the code that builds the thumbnails in the previous example, recall that every thumbnail image is in the CSS class obj
, with the corresponding {{ domxref("File") }} attached in a file
attribute. This lets us very easily select all the images the user has chosen for uploading using {{ domxref("Document.querySelectorAll()") }}, like this:
function sendFiles() { var imgs = document.querySelectorAll(".obj"); for (var i = 0; i < imgs.length; i++) { new FileUpload(imgs[i], imgs[i].file); } }
Line 2 creates an array, called imgs
, of all the elements in the document with the CSS class obj
. In our case, these will be all the image thumbnails. Once we have that list, it's trivial to go through the list, creating a new FileUpload
instance for each. Each of these handles uploading the corresponding file.
The FileUpload
function accepts two inputs: an image element and a file from which to read the image data.
function FileUpload(img, file) { var reader = new FileReader(); this.ctrl = createThrobber(img); var xhr = new XMLHttpRequest(); this.xhr = xhr; var self = this; this.xhr.upload.addEventListener("progress", function(e) { if (e.lengthComputable) { var percentage = Math.round((e.loaded * 100) / e.total); self.ctrl.update(percentage); } }, false); xhr.upload.addEventListener("load", function(e){ self.ctrl.update(100); var canvas = self.ctrl.ctx.canvas; canvas.parentNode.removeChild(canvas); }, false); xhr.open("POST", "http://demos.hacks.mozilla.org/paul/demos/resources/webservices/devnull.php"); xhr.overrideMimeType('text/plain; charset=x-user-defined-binary'); reader.onload = function(evt) { xhr.sendAsBinary(evt.target.result); }; reader.readAsBinaryString(file); }
The FileUpload()
function shown above creates a throbber, which is used to display progress information, then creates an {{ domxref("XMLHttpRequest") }} to handle uploading the data.
Before actually transferring the data, several preparatory steps are taken:
XMLHttpRequest
's upload progress
listener is set to update the throbber with new percentage information, so that as the upload progresses, the throbber will be updated based on the latest information.XMLHttpRequest
's upload load
event handler is set to update the throbber with 100% as the progress information (to ensure the progress indicator actually reaches 100%, in case of granularity quirks during the process). It then removes the throbber, since it's no longer needed. This causes the throbber to disappear once the upload is complete.XMLHttpRequest
's open()
method to start generating a POST request.XMLHttpRequest
function overrideMimeType()
. In this case, we're using a generic MIME type; you may or may not need to set the MIME type at all, depending on your use case.FileReader
object is used to convert the file to a binary string.XMLHttpRequest
function sendAsBinary()
is called to upload the file's content.<?php if (isset($_FILES['myFile'])) { // Example: move_uploaded_file($_FILES['myFile']['tmp_name'], "uploads/" . $_FILES['myFile']['name']); exit; } ?><!DOCTYPE html> <html> <head> <title>dnd binary upload</title> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"> <script type="text/javascript"> function sendFile(file) { var uri = "/index.php"; var xhr = new XMLHttpRequest(); var fd = new FormData(); xhr.open("POST", uri, true); xhr.onreadystatechange = function() { if (xhr.readyState == 4 && xhr.status == 200) { // Handle response. alert(xhr.responseText); // handle response. } }; fd.append('myFile', file); // Initiate a multipart/form-data upload xhr.send(fd); } window.onload = function() { var dropzone = document.getElementById("dropzone"); dropzone.ondragover = dropzone.ondragenter = function(event) { event.stopPropagation(); event.preventDefault(); } dropzone.ondrop = function(event) { event.stopPropagation(); event.preventDefault(); var filesArray = event.dataTransfer.files; for (var i=0; i<filesArray.length; i++) { sendFile(filesArray[i]); } } </script> </head> <body> <div> <div id="dropzone" style="margin:30px; width:500px; height:300px; border:1px dotted grey;">Drag & drop your file here...</div> </div> </body> </html>