目标:我想在我的React useEffect()钩子(用于加载动画图像)之外定义我的animation()函数,因为我只想定义一次,而不是每次依赖项更改。
问题:即使我在正确的img范围(在img.onload中)调用animation()函数,但是如果我在img范围之外声明该函数,也会失败。另外,如果我将参数img
传递到定义animation(img)中,它也会失败,这对我来说没有任何意义。
为什么这样令人困惑:我之前从未见过需要在其参数范围内声明函数定义的情况。通常只需要在参数范围内调用即可。我也从未见过通过在定义中声明参数而失败的函数。
符合我期望(种类)的代码
要复制此问题,请创建一个create-react-app,然后用此代码替换文件“ /src/App.js”。
该组件起作用是因为animation()函数是在useEffect()挂钩中的img范围内定义的,并且img不作为参数传递。 (即,函数animation(){};不是函数animation(img){})。
将圆圈拖到图像上以使用App
import React, { useRef, useEffect, useState } from "react";
import "./App.css";
function App() {
const [mouseCoords, setMouseCoords] = useState({ x: 10, y: 10 });
const mouseRef = useRef({
down: false
});
const canvasRef = useRef();
const animRef = useRef();
useEffect(() => {
var img = new Image();
img.onload = () => {
animation(); // || animation(img) .. invoking with img param is OK
};
img.src =
"https://cdn-images-1.medium.com/max/1600/1*g6s1lvpfArJGorALkKNhvw.png";
function animation() { // != animation(img) ..defining with img param throws error why??
var canvas = canvasRef.current;
var ctx = canvas.getContext("2d");
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.drawImage(img, 0, 0);
ctx.beginPath();
ctx.arc(mouseCoords.x, mouseCoords.y, 10, 0, 2 * Math.PI, false);
ctx.fill();
animRef.current = requestAnimationFrame(animation);
}
return cancelAnimationFrame(animRef.current);
}, [mouseCoords]);
function getCanvasCoord(canvas, x, y) {
var rect = canvas.getBoundingClientRect();
return {
x: Math.round((x - rect.left) * (canvas.width / rect.width)),
y: Math.round((y - rect.top) * (canvas.height / rect.height))
};
}
const handleMouseDown = e => {
mouseRef.current.down = true;
};
const handleMouseMove = e => {
var { x, y } = getCanvasCoord(canvasRef.current, e.clientX, e.clientY);
if (mouseRef.current.down) {
setMouseCoords({ x, y });
}
};
const handleMouseUp = e => {
mouseRef.current.down = false;
};
return (
<div className="App">
<canvas
ref={canvasRef}
onMouseMove={handleMouseMove}
onMouseDown={handleMouseDown}
onMouseUp={handleMouseUp}
width={500}
height={500}
></canvas>
</div>
);
}
export default App;
我不知道为什么我必须在useEffect挂钩中定义animation()。此外,如果我将其包含在img参数中,则该应用程序将失败
失败代码示例1
useEffect(() => {
var img = new Image();
img.onload = () => {
animation(img); // animation(img) .. adding img param here is OK
};
img.src =
"https://cdn-images-1.medium.com/max/1600/1*g6s1lvpfArJGorALkKNhvw.png";
function animation(img) { // animation(img) ..adding parameter to definition throws error why??
var canvas = canvasRef.current;
var ctx = canvas.getContext("2d");
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.drawImage(img, 0, 0);
ctx.beginPath();
ctx.arc(mouseCoords.x, mouseCoords.y, 10, 0, 2 * Math.PI, false);
ctx.fill();
animRef.current = requestAnimationFrame(animation);
}
失败代码示例2
失败的另一种方法是尝试在useEffect挂钩之外声明动画功能。
useEffect(() => {
var img = new Image();
img.onload = () => {
animation(img);
};
img.src =
"https://cdn-images-1.medium.com/max/1600/1*g6s1lvpfArJGorALkKNhvw.png";
return cancelAnimationFrame(animRef.current);
}, [mouseCoords]);
function animation(img) {
var canvas = canvasRef.current;
var ctx = canvas.getContext("2d");
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.drawImage(img, 0, 0);
ctx.beginPath();
ctx.arc(mouseCoords.x, mouseCoords.y, 10, 0, 2 * Math.PI, false);
ctx.fill();
animRef.current = requestAnimationFrame(animation);
}
TypeError: Failed to execute 'drawImage' on 'CanvasRenderingContext2D': The provided value is not of type '(CSSImageValue or HTMLImageElement or SVGImageElement or HTMLVideoElement or HTMLCanvasElement or ImageBitmap or OffscreenCanvas)'
animation
src/App.js:27
24 | var canvas = canvasRef.current;
25 | var ctx = canvas.getContext("2d");
26 | ctx.clearRect(0, 0, canvas.width, canvas.height);
> 27 | ctx.drawImage(img, 0, 0);
| ^ 28 | ctx.beginPath();
29 | ctx.arc(mouseCoords.x, mouseCoords.y, 10, 0, 2 * Math.PI, false);
30 | ctx.fill();
View compiled
摘要:我的应用动画功能已经发展很多,具有许多参数和相关性。我需要对CPU问题进行故障排除,并且我想先声明一次该功能。为什么我不能在img.onload范围之外声明函数定义? img参数有什么特别之处,如果我将其包含在函数定义中会失败呢?如果我不能移动函数本身,我不知道如何开始简化动画负担。
答案 0 :(得分:1)
requestAnimationFrame
确实向您的回调传递了一个DOMHighResTimeStamp参数,因此在第二次迭代中,您尝试绘制一个 number 而不是Image
。 / p>
const img = new Image();
animation( img );
function animation( img ) {
console.log( img ); // first round: <img>, second round: a number
if( img instanceof HTMLImageElement ) {
requestAnimationFrame( animation );
}
}