如何解决HTML5 Canvas竞争条件?

时间:2013-04-03 21:04:03

标签: javascript html5-canvas race-condition

我发现了一些竞争条件,在HTML5 canvas中以编程方式绘制JavaScript。在尝试在加载图像之前修改图像时会出现这种情况,并且我已经能够使用该技术修复大部分图像:

var myImage = document.createElement('img');
myImage.onload = function(){
    console.log("image src set!");
};
myImage.src="img/foobar.png";

我正在为几张图片之一做这个操作,我发生了一件奇怪的事情。基本上,图像在加载之前绘制到画布。我甚至试图通过使用布尔值来指定图像是否已被绘制来解决问题。这是我输出的代码。要理解上下文,此代码是每秒调用以更新画布的函数的一部分。

if (!at_arrow_black)//one of two images used to show an arrow on the canvas
{
    at_arrow_black = document.createElement('img');
    at_arrow_black.onload = function() {
        if (foregroundColor === "black")//which image to draw depends on the foreground color
        {
            console.log("black load");
            context.drawImage(at_arrow_black, canvas.width*.775, canvas.height*.66, canvas.width*.075, font*4/5);
        }
    };
    at_arrow_black.src = "img/at_arrow.png";
}
else
{
    if (foregroundColor === "black")
    {

        if (hasDrawnArrow)//this starts as false
        {
            console.log("1. black draw");
            context.drawImage(at_arrow_black, canvas.width*.775, canvas.height*.66, canvas.width*.075, font*4/5);
        }
        else
        {
            logDebug("2. black draw");
            hasDrawnArrow = true;
        }
    }
}

这导致画布首先在此循环的第一次迭代中绘制一个箭头,然后绘制另一个箭头(并且在稍微不同的位置)。我得到的输出:

2. black draw
black load
1. black draw

这是预期的输出 - 但为什么画布仍然会绘制图像?这是某种竞争条件吗?我该怎么做才能解决它?

2 个答案:

答案 0 :(得分:1)

如果您正在加载多个图像,您可能需要自己构建一个图像加载器,以便在开始使用它们之前加载所有图像。

以下是一个例子:

<!doctype html>
<html>
<head>
<link rel="stylesheet" type="text/css" media="all" href="css/reset.css" /> <!-- reset css -->
<script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>

<style>
    body{ background-color: ivory; }
    canvas{border:1px solid red;}
</style>

<script>
$(function(){

  var canvas1=document.getElementById("canvas1");
  var ctx1=canvas1.getContext("2d");
  var canvas2=document.getElementById("canvas2");
  var ctx2=canvas2.getContext("2d");

  var imageURLs=[];
  var imagesOK=0;
  var imagesFailed=0;
  var imgs=[];
  imageURLs.push("http://upload.wikimedia.org/wikipedia/commons/d/d4/New_York_City_at_night_HDR_edit1.jpg");
  imageURLs.push("http://www.freebestwallpapers.info/bulkupload//20082010//Places/future-city.jpg");
  loadAllImages();

  function loadAllImages(){
      for (var i = 0; i < imageURLs.length; i++) {
        var img = new Image();
        imgs.push(img);
        img.onload = onLoad; 
        img.onerror = onFail;
        img.src = imageURLs[i];
      }      
  }

  var imagesAllLoaded = function() {
    if (imagesOK+imagesFailed==imageURLs.length ) {
       // all images are processed
       // ready to use loaded images
       // ready to handle failed image loads
       ctx1.drawImage(imgs[0],0,0,canvas1.width,canvas1.height);
       ctx2.drawImage(imgs[1],0,0,canvas2.width,canvas2.height);

    }
  };

  function onLoad() {
    imagesOK++;
    imagesAllLoaded();
  }

  function onFail() {
    // possibly log which images failed to load
    imagesFailed++;
    imagesAllLoaded();
  };   


}); // end $(function(){});
</script>

</head>

<body>
    <canvas id="canvas1" width=300 height=300></canvas><br/>
    <canvas id="canvas2" width=300 height=300></canvas>
</body>
</html>

这是JSFiddle

答案 1 :(得分:0)

我知道已经有一个已接受的答案,但无论如何这里都是另一种选择。

您需要等到所有图片都加载完毕。我使用一个图像加载器,在加载所有图像时设置一个标志,这样我的脚本就可以继续了。

Image Loader

function ImageLoader(sources, callback) 
{
    var images = {};
    var loadedImages = 0;
    var numImages = 0;

    // get num of sources
    for (var src in sources) {
        numImages++;
    }

    for (var src in sources) {
        images[src] = new Image();
        images[src].onload = function() {

            if (++loadedImages >= numImages) {
                callback(images);
            }
        };
        images[src].src = sources[src];
    }
}

用法

    // *** The images you want to laod
    var sources = {
        background: 'images/bg.png',
        assets: 'images/assets.png',
    };

   // *** What you want to happen once all images have loaded...      
   ImageLoader(sources, function(images) {   

        // *** Example of what I usually do
        _images = images;
        _setImagesReady = true;
    });

    // *** Access the image by specifying it's property name you defined. eg:
    ctx.drawImage(_image.background, 0, 0);