<!DOCTYPE html>
<html>
<body>
<canvas id="myCanvas" width="300" height="150">
Your browser does not support the HTML5 canvas tag.</canvas>
<script src='https://code.jquery.com/jquery-2.1.3.js'></script>
<script>
$(document).ready(function () {
var canvas = document.getElementById('myCanvas');
var context = canvas.getContext('2d');
function Character1(canvas, progress, duration, delay) {
console.log("c1 " + progress);
delay = delay || 1;
var ctx = canvas.getContext('2d');
debugger;
if (progress < duration) {
canvas.strokeStyle = "black";
ctx.beginPath();
//ctx.moveTo(3, 1);//original forum code
//ctx.lineTo(3, 15 * ((progress + 1)/duration));
ctx.moveTo(2, 1);
ctx.lineTo(2 , 20* ((progress + 1) / duration));
// ctx.moveTo(1, 13);
// ctx.lineTo(1 , 30* ((progress + 1) / duration));
ctx.stroke();
ctx.closePath()
setTimeout(function () {
Character1(canvas, progress + 1, duration, delay);
}, delay);
} else {
debugger;
$(document.body).trigger("Character1Completed");
}
}
function Character2(canvas, progress, duration, delay) {
console.log("c2");
delay = delay || 1;
var ctx = canvas.getContext('2d');
if (progress < duration) {
canvas.strokeStyle = "black";
ctx.beginPath();
ctx.moveTo(5, 20);//Decrease the 2nd value to move line upwards
ctx.lineTo(30 * ((progress + 1) / duration), 20);
ctx.stroke();
ctx.closePath()
setTimeout(function () {
Character2(canvas, progress + 1, duration, delay);
}, delay);
}
else {
$(document.body).trigger("Character2Completed");
}
}
function Character3(canvas, progress, duration, delay) {
console.log("c3");
delay = delay || 1;
var ctx = canvas.getContext('2d');
if (progress < duration) {
var x = 23;//Decrease/increase to move the arc right/left side
var y = 12;//Decrease to move the arc up
var radius = 10;
var startAngle = .3 * Math.PI;
var endAngle = -1.3 * Math.PI;
var counterClockwise = false;
ctx.beginPath();
ctx.arc(x, y, radius, startAngle, endAngle * ((progress + 1) / duration), true);
ctx.lineWidth = 1;
ctx.stroke();
setTimeout(function () {
Character3(canvas, progress + 1, duration, delay);
}, delay);
}
else {
$(document.body).trigger("Character3Completed");
}
}
$(document.body).on("Character1Completed", function (e) {
console.log("Starting Character 2");
Character2(canvas, 0, 30, 33);
});
/* $(document.body).on("Character2Completed", function (e) {
console.log("Starting Character 3");
Character3(canvas, 0, 30, 33);
});*/
$(document.body).on("Character3Completed", function (e) {
console.log("Completed Drawing!");
});
// Start Drawing
Character1(canvas, 0, 30, 33);
});
</script>
</body>
</html>
&#13;
以上是我的HTML代码。当我试图加载android
WebView wv;
wv = (WebView) findViewById(R.id.mybrowser1);
wv.loadUrl("file:///android_asset/www/ta.html");
wv.getSettings().setJavaScriptEnabled(true);
wv.setBackgroundColor(Color.TRANSPARENT);
正在加载网址,但不可见。 我不知道以下是否有任何错误:
在ResourceHandle :: create newHandle - &gt;阻止失败
在logcat中它是这样给出的。请让我知道我哪里出错了。
尝试直接显示网页而不点击任何按钮时,它不会显示图像。而是显示
您的浏览器不支持html5 canvas标记
答案 0 :(得分:0)
我使用了这个设置和你的html页面,它运行正常。 这是结果:
WebView mWebView = (WebView) findViewById(R.id.webview);
WebViewClient wvClient = new WebViewClient();
mWebView.setWebViewClient(wvClient);
WebSettings webSettings = mWebView.getSettings();
webSettings.setSaveFormData(false);
webSettings.setJavaScriptEnabled(true);
webSettings.setDefaultTextEncodingName("utf-8");
mWebView.loadUrl("http://192.168.1.42/test");