我有一个Web应用程序,它可以动态生成图像,然后使用画布在客户端上呈现它们(片段) - 通用代码看起来像这样(简化)......
var width = ...
var height = ...
var img = new Image();
img.onload = function(){ // Set onload before setting image source ;)
var canvas = document.createElement("canvas");
canvas.setAttribute('width',width);
canvas.setAttribute('height',height);
var context = canvas.getContext("2d");
context.drawImage(this,0,0,width,height,0,0,width,height);
}
img.src = ...
在firefox和chrome中,这很好用。在IE9(有时是IE10)中,这有时会导致空白图像。作为一种解决方法,我投入了......
var width = ...
var height = ...
var img = new Image();
img.onload = function(){
var canvas = document.createElement("canvas");
canvas.setAttribute('width',width);
canvas.setAttribute('height',height);
var context = canvas.getContext("2d");
window.setTimeout(function(){
context.drawImage(img,0,0,width,height,0,0,width,height);
}, 10); // 10 millisecond delay here seems to give IE time to make sure the image is actually ready
}
img.src = ...
显然,随意延迟会让我感到紧张 - 我更愿意弄清楚为什么会这样。是否有可能使用的图像上的其他事件类型/方法/属性?在使用图像/编码/传输方法发送的http头中是否可能存在导致此问题的内容?
由于在画布上绘制图像似乎会使新用户大量增加,因此搜索主要产生开发人员在onload方法之前设置源的实例。我能找到的最接近的其他问题/回复是:https://stackoverflow.com/a/15186350/470062
编辑:
我已经更新了示例,以便在开头包含宽度和高度定义
编辑29 / Apr / 2013:
10毫秒的延迟并不总是足够 - 我已经更改了代码以检查画布像素以确定是否绘制了任何内容 - 这感觉就像是一个丑陋的黑客 - 我很想知道是否有更好的方法:
... snip - this is at the end of the image load callback..
if((navigator.appVersion.indexOf("MSIE")) >= 0){
function checkAndRedraw(){
context.clearRect(0,0,width,height);
context.drawImage(img, 0, 0, width, height);
var imageData = context.getImageData(0, 0, width, height),
data = imageData.data,
len = data.length;
for (var i = 0; i < len; i += 4){
if(data[i] || data[i+1] || data[i+2]){
scheduleRedraw = null; // prevent memory leak
return; // A pixel contained some non empty value so something was drawn - done.
}
}
scheduleRedraw();
}
var redrawHackTimeout;
function scheduleRedraw(){
window.clearTimeout(redrawHackTimeout);
redrawHackTimeout = window.setTimeout(checkAndRedraw, 500);
}
scheduleRedraw();
}
//END IE9 Hack
答案 0 :(得分:2)
我在IE9中遇到同样的问题,我不得不这样做:
theImage = new Image();
theImage.onload = function() {
that = this;
setTimeout(function() {
that.onload2();
}, 100);
};
theImage.onload2 = function(){
#your old load function code
}
theImage.src = 'http://....';
我不明白为什么ie9在实际上没有加载或者在画布中没有“可用”时触发加载图像功能。它让我把头发拉出来。
答案 1 :(得分:0)
var img = new Image();
img.src = ...
img.onload = function(){ // Set onload before after setting image source ;)
var canvas = document.createElement("canvas");
canvas.setAttribute('width',width);
canvas.setAttribute('height',height);
var context = canvas.getContext("2d");
context.drawImage(this,0,0,width,height,0,0,width,height);
}
您必须设置src
,然后等待图片加载。