Get file size, image width and height before upload

Multiple images upload with info data preview

Using HTML5 and the File API

Example using URL API

The images sources will be a URL representing the Blob object
<img src="blob:null/026cceb9-edr4-4281-babb-b56cbf759a3d">

const EL_browse  = document.getElementById('browse');
const EL_preview = document.getElementById('preview');

const readImage  = file => {
  if ( !(/^image\/(png|jpe?g|gif)$/).test(file.type) )
    return EL_preview.insertAdjacentHTML('beforeend', `Unsupported format ${file.type}: ${file.name}<br>`);

  const img = new Image();
  img.addEventListener('load', () => {
    EL_preview.appendChild(img);
    EL_preview.insertAdjacentHTML('beforeend', `<div>${file.name} ${img.width}×${img.height} ${file.type} ${Math.round(file.size/1024)}KB<div>`);
    window.URL.revokeObjectURL(img.src); // Free some memory
  });
  img.src = window.URL.createObjectURL(file);
}

EL_browse.addEventListener('change', ev => {
  EL_preview.innerHTML = ''; // Remove old images and data
  const files = ev.target.files;
  if (!files || !files[0]) return alert('File upload not supported');
  [...files].forEach( readImage );
});
#preview img { max-height: 100px; }
<input id="browse" type="file" multiple>
<div id="preview"></div>

Example using FileReader API

In case you need images sources as long Base64 encoded data strings
<img src="data:image/png;base64,iVBORw0KGg... ...lF/++TkSuQmCC=">

const EL_browse  = document.getElementById('browse');
const EL_preview = document.getElementById('preview');

const readImage = file => {
  if ( !(/^image\/(png|jpe?g|gif)$/).test(file.type) )
    return EL_preview.insertAdjacentHTML('beforeend', `<div>Unsupported format ${file.type}: ${file.name}</div>`);

  const reader = new FileReader();
  reader.addEventListener('load', () => {
    const img  = new Image();
    img.addEventListener('load', () => {
      EL_preview.appendChild(img);
      EL_preview.insertAdjacentHTML('beforeend', `<div>${file.name} ${img.width}×${img.height} ${file.type} ${Math.round(file.size/1024)}KB</div>`);
    });
    img.src = reader.result;
  });
  reader.readAsDataURL(file);  
};

EL_browse.addEventListener('change', ev => {
  EL_preview.innerHTML = ''; // Clear Preview
  const files = ev.target.files;
  if (!files || !files[0]) return alert('File upload not supported');
  [...files].forEach( readImage );
});
#preview img { max-height: 100px; }
<input id="browse" type="file"  multiple>
<div id="preview"></div>
  

If you can use the jQuery validation plugin you can do it like so:

Html:

<input type="file" name="photo" id="photoInput" />

JavaScript:

$.validator.addMethod('imagedim', function(value, element, param) {
  var _URL = window.URL;
        var  img;
        if ((element = this.files[0])) {
            img = new Image();
            img.onload = function () {
                console.log("Width:" + this.width + "   Height: " + this.height);//this will give you image width and height and you can easily validate here....

                return this.width >= param
            };
            img.src = _URL.createObjectURL(element);
        }
});

The function is passed as ab onload function.

The code is taken from here


Here is a pure JavaScript example of picking an image file, displaying it, looping through the image properties, and then re-sizing the image from the canvas into an IMG tag and explicitly setting the re-sized image type to jpeg.

If you right click the top image, in the canvas tag, and choose Save File As, it will default to a PNG format. If you right click, and Save File as the lower image, it will default to a JPEG format. Any file over 400px in width is reduced to 400px in width, and a height proportional to the original file.

HTML

<form class='frmUpload'>
  <input name="picOneUpload" type="file" accept="image/*" onchange="picUpload(this.files[0])" >
</form>

<canvas id="cnvsForFormat" width="400" height="266" style="border:1px solid #c3c3c3"></canvas>
<div id='allImgProperties' style="display:inline"></div>

<div id='imgTwoForJPG'></div>

SCRIPT

<script>

window.picUpload = function(frmData) {
  console.log("picUpload ran: " + frmData);

var allObjtProperties = '';
for (objProprty in frmData) {
    console.log(objProprty + " : " + frmData[objProprty]);
    allObjtProperties = allObjtProperties + "<span>" + objProprty + ": " + frmData[objProprty] + ", </span>";
};

document.getElementById('allImgProperties').innerHTML = allObjtProperties;

var cnvs=document.getElementById("cnvsForFormat");
console.log("cnvs: " + cnvs);
var ctx=cnvs.getContext("2d");

var img = new Image;
img.src = URL.createObjectURL(frmData);

console.log('img: ' + img);

img.onload = function() {
  var picWidth = this.width;
  var picHeight = this.height;

  var wdthHghtRatio = picHeight/picWidth;
  console.log('wdthHghtRatio: ' + wdthHghtRatio);

  if (Number(picWidth) > 400) {
    var newHeight = Math.round(Number(400) * wdthHghtRatio);
  } else {
    return false;
  };

    document.getElementById('cnvsForFormat').height = newHeight;
    console.log('width: 400  h: ' + newHeight);
    //You must change the width and height settings in order to decrease the image size, but
    //it needs to be proportional to the original dimensions.
    console.log('This is BEFORE the DRAW IMAGE');
    ctx.drawImage(img,0,0, 400, newHeight);

    console.log('THIS IS AFTER THE DRAW IMAGE!');

    //Even if original image is jpeg, getting data out of the canvas will default to png if not specified
    var canvasToDtaUrl = cnvs.toDataURL("image/jpeg");
    //The type and size of the image in this new IMG tag will be JPEG, and possibly much smaller in size
    document.getElementById('imgTwoForJPG').innerHTML = "<img src='" + canvasToDtaUrl + "'>";
};
};

</script>

Here is a jsFiddle:

jsFiddle Pick, display, get properties, and Re-size an image file

In jsFiddle, right clicking the top image, which is a canvas, won't give you the same save options as right clicking the bottom image in an IMG tag.


Demo

Not sure if it is what you want, but just simple example:

var input = document.getElementById('input');

input.addEventListener("change", function() {
    var file  = this.files[0];
    var img = new Image();

    img.onload = function() {
        var sizes = {
            width:this.width,
            height: this.height
        };
        URL.revokeObjectURL(this.src);

        console.log('onload: sizes', sizes);
        console.log('onload: this', this);
    }

    var objectURL = URL.createObjectURL(file);

    console.log('change: file', file);
    console.log('change: objectURL', objectURL);
    img.src = objectURL;
});