Step 1 - Choose Secret Data :
<input type="file" id="myFile" />
<hr/>
<br/>
Step 2 - Choose Cover(Image) :
<input type="file" id="cover" />
<hr/>
<br/>
Step 3 - Hiding data into image(click button) :
<button id="hideData">Hide Data into Image</button>
<hr/>
<br/>
Cover Image shown here after click hideData(before hiding):
<canvas id="canvas" width="400" height="400"></canvas>
<hr/>
<br/>
Step 4 - Cover Image + Data shown here (after hiding), right click on image and save to your pc:
<canvas id="secret" width="400" height="400"></canvas>
<hr/>
<br/>
Step 5 - Load back the image from step(4) :
<input type="file" id="loadFile" />
<hr/>
Cover Image shown here after load image, and file automatically downloaded for you :)
<canvas id="coverAfter" width="400" height="400"></canvas>
JavaScript
var
canvas = document.getElementById( 'canvas' ),
secret = document.getElementById( 'secret' ),
coverAfter = document.getElementById( 'coverAfter' ),
ctx = canvas.getContext( '2d' ),
ctxSecret = secret.getContext( '2d' ),
ctxCoverAfter = coverAfter.getContext( '2d' ),
myFile = document.getElementById( 'myFile' ),
loadFile = document.getElementById( 'loadFile' ),
view,
fileType,
fileTypeArr,
clampedArray,
index = 0;
// listen to change event
// this event, will store Int8Array inside view variable
myFile.addEventListener( 'change', function ( e ) {
var file = e.target.files[ 0 ];
var fr = new FileReader();
fileType = '.' + file.name.split('.')[1];
fileTypeArr = fileType.split('');
console.log(fileTypeArr)
fileTypeArr = fileTypeArr.map( function (e) {
return e.charCodeAt(0)
});
console.log(fileTypeArr)
fr.addEventListener( "load", loadEvent );
function loadEvent ( evt ) {
if ( evt.target.readyState == FileReader.DONE ) {
// returned arraybuffer object
var arrayBuffer = evt.target.result;
// assign arraybuffer to signed int8array instead of normal array
// 1 byte per index, and only store to 256 values
view = new Uint8Array( arrayBuffer );
}
}
// read as arraybuffer
fr.readAsArrayBuffer( file );
});
hideData.addEventListener( 'click', function (e ) {
var
cover = document.getElementById( 'cover' ),
file = cover.files[ 0 ],
fr = new FileReader();
fr.addEventListener( "load", loadEvent );
fr.addEventListener( "loadend", loadEndEvent );
function loadEvent ( e ) {
console.info( 'load just start..wait for finish' );
}
function loadEndEvent ( e ) {
console.info( 'finish' );
var img = new Image();
img.src = e.target.result;
// wait for image finish load
// then draw image into canvas
...
Please Whitelist JSFiddle in your content blocker.
Help keep JSFiddle free for always by one of two ways:
Whitelist JSFiddle in your content blocker (two clicks)
Go PRO and get access to additional PRO features →
Join the 4+ million users, and keep the JSFiddle dream alive.
Ad-free
All ads in the editor and listing pages are turned completely off.
Use pre-released features
You get to try and use features (like the Palette Color Generator) months before everyone else.
Fiddle collections
Sort and categorize your Fiddles into multiple collections.
Private collections and fiddles
You can make as many Private Fiddles, and Private Collections as you wish!
Console
Debug your Fiddle with a minimal built-in JavaScript console.