如何处理 html5 的画布图像加载异步?

2022-01-17 00:00:00 canvas javascript html html5-canvas

我一直在学习 html5 的画布.因为图像可能需要一段时间才能加载,所以似乎适当的技术是使用 onload 来等待图像加载,然后再尝试绘制它.所以:

I've been learning about html5's canvas. Because images can take a while to load, it seems the appropriate technique is to use onload to wait for the image to load before attempting to draw it. So:

<canvas id="fig" width="400" height="400"></canvas>

var fig = document.getElementById('fig1');
var ctx = fig.getContext('2d');

var img = new Image();
img.onload = function() { ctx.drawImage(img, 300, 100); };
img.src = 'data:image/gif;base64,R0lGODlhCwALAIAAAAAA3pn/ZiH5BAEAAAEALAAAAAALAAsAAAIUhA+hkcuO4lmNVindo7qyrIXiGBYAOw==';

但是,这之后的代码可能会在 onload 函数执行 drawImage() 之前执行,这可能会导致不良行为:

However, it is likely that code following this gets executed before the onload function can do the drawImage(), possibly causing undesired behavior:

ctx.translate(0,400); ctx.scale(1,-1);   /* switch to lower-left as origin */
/* if onload happens after here, it uses new coordinate system! */
ctx.beginPath();
ctx.moveTo(10, 20);
ctx.lineTo(290, 30);
ctx.stroke();

当然有一些明智的方法来处理这个问题(在 onload 函数中做所有事情似乎是不明智的).

Surely there is some sensible way of dealing with this (and doing everything in the onload function seems non-sensible).

=========================== 在下面编辑========================

========================== EDIT BELOW ========================

这是对我的代码的更改,使用一个承诺尽可能简单地说明这个想法.

Here is a change to my code using a single promise to illustrate the idea as simply as I can.

var img = new Image();
var promise = new Promise(                         // make a promise
        function(resolve, reject) {
                img.onload = function() {
                        ctx.drawImage(img, 300, 100);   
                        resolve();     // keep the promise -- lets the "then" proceed
                };      
                img.src = 'data:image/gif;base64,R0lGODlhCwALAIAAAAAA3pn/ZiH5BAEAAAEALAAAAAALAAsAAAIUhA+hkcuO4lmNVindo7qyrIXiGBYAOw==';
        }
);

// .then() waits for the promise to be resolved (see also .catch for rejection)
promise.then( function() {
        ctx.translate(0,400); ctx.scale(1,-1);
        ctx.beginPath();
        ctx.moveTo(10, 20);
        ctx.lineTo(290, 30);
        ctx.stroke();
});

推荐答案

在使用画布之前预加载图像.将你所有的图片 url 放入一个数组中,通过数组循环创建新图片,当它们全部加载完毕后,调用一个函数来启动你的画布工作.

Pre-load your images before working with the canvas. Put all your image urls into an array, loop through the array creating new images, and when they are all loaded call a function that will start your canvas work.

以下代码段使用原生 JS Promises,但如果支持没有原生 Promise 的旧版浏览器,您可以以类似的方式使用 Q 或 jQuery 库

Following snippet uses the native JS Promises, but if supporting older browsers that do not have native Promise you can use Q or jQuery libraries in a similar fashion

var images = ['imageurl.jpg','imageurl2.jpg','imageurl3.jpg'];
var loadedImages = {};
var promiseArray = images.map(function(imgurl){
   var prom = new Promise(function(resolve,reject){
       var img = new Image();
       img.onload = function(){
           loadedImages[imgurl] = img;
           resolve();
       };
       img.src = imgurl;
   });
   return prom;
});

Promise.all(promiseArray).then(imagesLoaded);

function imagesLoaded(){
   //start canvas work.

   //when needing to draw image, access the loaded image in loadedImages
   ctx.drawImage(loadedImages['imageurl.jpg'], 300, 100);
}

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